contract and rune drop work
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@@ -127,9 +127,8 @@ 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(ThreadLocalRandom.current().nextInt(1,101) < mob.level && mob.parentZone.getSafeZone() == 0) {
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if (ThreadLocalRandom.current().nextInt(1, 10000) < mob.level) {
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if (_genTables.containsKey(bse.genTable + 1)) {
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if(mob.parentZone.getSafeZone() == 0) {
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if (ThreadLocalRandom.current().nextInt(1, 10000) < 10) {
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int roll = ThreadLocalRandom.current().nextInt(1, 101);
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MobLoot extraLoot = null;
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if (roll >= 1 && roll <= 50) {
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@@ -144,7 +143,6 @@ public enum LootManager {
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if (extraLoot != null) {
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mob.getCharItemManager().addItemToInventory(extraLoot);
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}
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}
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}
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}
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break;
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@@ -333,6 +331,8 @@ public enum LootManager {
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try {
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MobLoot toAdd = getGenTableItem(tableID, mob);
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if(toAdd.getItemBase().getType().equals(Enum.ItemType.CONTRACT) || toAdd.getItemBase().getType().equals(Enum.ItemType.RUNE))
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return;//block all contracts and runes that drop outside the confines of the new system
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if (toAdd != null) {
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toAdd.setIsID(true);
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@@ -340,7 +340,6 @@ public enum LootManager {
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}
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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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int i = 0;
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}
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}
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