|
|
|
@ -85,7 +85,7 @@ public class LootManager {
@@ -85,7 +85,7 @@ public class LootManager {
|
|
|
|
|
continue; |
|
|
|
|
float equipmentRoll = ThreadLocalRandom.current().nextInt(101); |
|
|
|
|
float dropChance = me.getDropChance() * 100; |
|
|
|
|
if (equipmentRoll <= dropChance) { |
|
|
|
|
if (equipmentRoll <= (dropChance * multiplier)) { |
|
|
|
|
MobLoot ml = new MobLoot(mob, me.getItemBase(), false); |
|
|
|
|
mob.getCharItemManager().addItemToInventory(ml); |
|
|
|
|
} |
|
|
|
@ -97,7 +97,7 @@ public class LootManager {
@@ -97,7 +97,7 @@ public class LootManager {
|
|
|
|
|
int roll = ThreadLocalRandom.current().nextInt(101); |
|
|
|
|
switch (bse.bootyType) { |
|
|
|
|
case "GOLD": |
|
|
|
|
if (roll * multiplier > (bse.dropChance)) { |
|
|
|
|
if (roll >= (bse.dropChance * multiplier)) { |
|
|
|
|
//early exit, failed to hit minimum chance roll OR booty was generated from mob's death
|
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
@ -109,7 +109,7 @@ public class LootManager {
@@ -109,7 +109,7 @@ public class LootManager {
|
|
|
|
|
} |
|
|
|
|
break; |
|
|
|
|
case "LOOT": |
|
|
|
|
if (roll * multiplier > (bse.dropChance)) { |
|
|
|
|
if (roll >= (bse.dropChance * multiplier)) { |
|
|
|
|
//early exit, failed to hit minimum chance roll OR booty was generated from mob's death
|
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|