forked from MagicBane/Server
fixed bug with vorg rates being WAY too low because of equip drop limits
This commit is contained in:
@@ -319,8 +319,10 @@ public enum LootManager {
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MobLoot toAdd = getGenTableItem(tableID, mob, inHotzone);
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MobLoot toAdd = getGenTableItem(tableID, mob, inHotzone);
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if (toAdd != null)
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if (toAdd != null) {
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toAdd.setIsID(true);
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mob.getCharItemManager().addItemToInventory(toAdd);
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mob.getCharItemManager().addItemToInventory(toAdd);
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}
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} catch (Exception e) {
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} catch (Exception e) {
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//TODO chase down loot generation error, affects roughly 2% of drops
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//TODO chase down loot generation error, affects roughly 2% of drops
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@@ -331,7 +333,6 @@ public enum LootManager {
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public static void GenerateEquipmentDrop(Mob mob) {
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public static void GenerateEquipmentDrop(Mob mob) {
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//do equipment here
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//do equipment here
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int dropCount = 0;
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if (mob.getEquip() != null)
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if (mob.getEquip() != null)
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for (MobEquipment me : mob.getEquip().values()) {
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for (MobEquipment me : mob.getEquip().values()) {
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@@ -346,12 +347,10 @@ public enum LootManager {
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MobLoot ml = new MobLoot(mob, me.getItemBase(), false);
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MobLoot ml = new MobLoot(mob, me.getItemBase(), false);
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if (ml != null && dropCount < 1) {
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if (ml != null){
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ml.setIsID(true);
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ml.setIsID(true);
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ml.setDurabilityCurrent((short) (ml.getDurabilityCurrent() - ThreadLocalRandom.current().nextInt(5) + 1));
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ml.setDurabilityCurrent((short) (ml.getDurabilityCurrent() - ThreadLocalRandom.current().nextInt(5) + 1));
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mob.getCharItemManager().addItemToInventory(ml);
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mob.getCharItemManager().addItemToInventory(ml);
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dropCount = 1;
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//break; // Exit on first successful roll.
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}
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}
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}
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}
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}
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}
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