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@ -107,7 +107,7 @@ public enum LootManager {
@@ -107,7 +107,7 @@ public enum LootManager {
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private static void RunBootySet(ArrayList<BootySetEntry> entries, Mob mob, float multiplier, boolean inHotzone, boolean fromDeath) { |
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if (fromDeath) |
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DropEquipment(mob, multiplier); |
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GenerateEquipmentDrop(mob, multiplier); |
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else { |
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for (BootySetEntry bse : entries) { |
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switch (bse.bootyType) { |
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@ -118,13 +118,13 @@ public enum LootManager {
@@ -118,13 +118,13 @@ public enum LootManager {
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//always run base table loot drop
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GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier, false); //generate normal loot drop
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//run another iteration for the hotzone table if in hotzone
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if (inHotzone) |
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//run another iteration for the hotzone table if in hotzone
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if (generalItemTables.containsKey(bse.lootTable + 1)) |
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GenerateLootDrop(mob, bse.lootTable + 1, bse.dropChance, multiplier, true); //generate loot drop from hotzone table
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break; |
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case "ITEM": |
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GenerateItemLootDrop(mob, bse, multiplier); |
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GenerateInventoryDrop(mob, bse, multiplier); |
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break; |
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} |
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} |
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@ -314,12 +314,6 @@ public enum LootManager {
@@ -314,12 +314,6 @@ public enum LootManager {
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public static void GenerateLootDrop(Mob mob, int tableID, float dropChance, float multiplier, Boolean inHotzone) { |
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try { |
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int chanceRoll = ThreadLocalRandom.current().nextInt(99) + 1; |
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//early exit, failed to hit minimum chance roll
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if (chanceRoll > dropChance * multiplier) |
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return; |
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MobLoot toAdd = getGenTableItem(tableID, mob, inHotzone); |
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@ -332,7 +326,7 @@ public enum LootManager {
@@ -332,7 +326,7 @@ public enum LootManager {
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} |
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} |
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public static void DropEquipment(Mob mob, float multiplier) { |
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public static void GenerateEquipmentDrop(Mob mob, float multiplier) { |
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//do equipment here
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@ -357,7 +351,7 @@ public enum LootManager {
@@ -357,7 +351,7 @@ public enum LootManager {
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} |
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} |
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public static void GenerateItemLootDrop(Mob mob, BootySetEntry bse, float multiplier) { |
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public static void GenerateInventoryDrop(Mob mob, BootySetEntry bse, float multiplier) { |
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int chanceRoll = ThreadLocalRandom.current().nextInt(99) + 1; |
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