replace glass drop with HZ table drop
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@@ -103,20 +103,7 @@ public enum LootManager {
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float dropRate = NORMAL_DROP_RATE;
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// Iterate all entries in this bootySet and process accordingly
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if (mob.level >= 30) {
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if(ThreadLocalRandom.current().nextInt(1, 20000) < mob.level) {
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ItemTableEntry tableRow = ItemTableEntry.rollTable(126, ThreadLocalRandom.current().nextInt(1, 100 + 1));
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if (tableRow != null) {
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int itemUUID = tableRow.cacheID;
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if (itemUUID != 0) {
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MobLoot glassItem = new MobLoot(mob, ItemBase.getItemBase(itemUUID), false);
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}
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}
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}
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}
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for (BootySetEntry bse : entries) {
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switch (bse.bootyType) {
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case "GOLD":
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@@ -125,6 +112,13 @@ public enum LootManager {
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case "LOOT":
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if (ThreadLocalRandom.current().nextInt(1, 100 + 1) < (bse.dropChance * dropRate))
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GenerateLootDrop(mob, bse.genTable); //generate normal loot drop
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if (mob.level >= 30) {
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if(ThreadLocalRandom.current().nextInt(1, 20000) < mob.level) {
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if (_genTables.containsKey(bse.genTable + 1) && ThreadLocalRandom.current().nextInt(1, 100 + 1) < (bse.dropChance * dropRate)) {
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GenerateLootDrop(mob, bse.genTable + 1); //generate loot drop from hotzone table
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}
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}
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}
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break;
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case "ITEM":
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GenerateInventoryDrop(mob, bse);
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