generic loot system in place

This commit is contained in:
2024-06-15 16:54:20 -05:00
parent 34721fdee8
commit e4dbad2669
+3 -3
View File
@@ -74,10 +74,10 @@ public enum LootManager {
//iterate the booty sets
if (mob.getMobBase().bootySet != 0 && _bootySetMap.containsKey(mob.getMobBase().bootySet) == true)
if (mob.getMobBase().bootySet != 0 && _bootySetMap.containsKey(mob.getMobBase().bootySet))
RunBootySet(_bootySetMap.get(mob.getMobBase().bootySet), mob, inHotzone);
if (mob.bootySet != 0 && _bootySetMap.containsKey(mob.bootySet) == true)
if (mob.bootySet != 0 && _bootySetMap.containsKey(mob.bootySet))
RunBootySet(_bootySetMap.get(mob.bootySet), mob, inHotzone);
//lastly, check mobs inventory for godly or disc runes to send a server announcement
@@ -99,7 +99,7 @@ public enum LootManager {
private static void RunBootySet(ArrayList<BootySetEntry> entries, Mob mob, boolean inHotzone) {
boolean hotzoneWasRan = false;
float dropRate = 1.0f;
float dropRate;
mob.hasContractOrRune = true;
//1 in 10,000 chance to drop glass