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rune and contract rate update

lakebane-master
FatBoy-DOTC 9 months ago
parent
commit
351437b46b
  1. 16
      src/engine/gameManager/LootManager.java

16
src/engine/gameManager/LootManager.java

@ -112,24 +112,26 @@ public enum LootManager { @@ -112,24 +112,26 @@ public enum LootManager {
case "LOOT":
if (ThreadLocalRandom.current().nextInt(1, 100 + 1) < (bse.dropChance * dropRate))
GenerateLootDrop(mob, bse.genTable); //generate normal loot drop
if(ThreadLocalRandom.current().nextInt(1, 20000) == 10000) {
if(ThreadLocalRandom.current().nextInt(1,101) < mob.level && mob.parentZone.getSafeZone() == 0) {
if (ThreadLocalRandom.current().nextInt(1, 20000) == 10000) {
if (_genTables.containsKey(bse.genTable + 1)) {
int roll = ThreadLocalRandom.current().nextInt(1,101);
int roll = ThreadLocalRandom.current().nextInt(1, 101);
MobLoot extraLoot = null;
if(roll >= 1 && roll <= 47){
if (roll >= 1 && roll <= 47) {
extraLoot = rollForContract(bse.genTable + 1, mob);
}
if(roll >= 48 && roll <= 94){
if (roll >= 48 && roll <= 94) {
extraLoot = rollForRune(bse.genTable + 1, mob);
}
if(roll >= 95){
if (roll >= 95) {
extraLoot = rollForGlass(mob);
}
if(extraLoot != null){
if (extraLoot != null) {
mob.getCharItemManager().addItemToInventory(extraLoot);
}
}
}
}
break;
case "ITEM":
GenerateInventoryDrop(mob, bse);
@ -145,7 +147,7 @@ public enum LootManager { @@ -145,7 +147,7 @@ public enum LootManager {
MobLoot outItem;
int genRoll = ThreadLocalRandom.current().nextInt(1,100 + 1);
int genRoll = ThreadLocalRandom.current().nextInt(1,94 + 1);
GenTableEntry selectedRow = GenTableEntry.rollTable(genTableID, genRoll, 1.0f);

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