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drop rates adjusted again

lakebane-master
FatBoy-DOTC 5 months ago
parent
commit
bb0a3b8b5b
  1. 4
      src/engine/gameManager/LootManager.java

4
src/engine/gameManager/LootManager.java

@ -124,12 +124,12 @@ public enum LootManager {
case "LOOT": case "LOOT":
if (ThreadLocalRandom.current().nextInt(1, 100 + 1) < (bse.dropChance * dropRate)) if (ThreadLocalRandom.current().nextInt(1, 100 + 1) < (bse.dropChance * dropRate))
GenerateLootDrop(mob, bse.genTable); //generate normal loot drop GenerateLootDrop(mob, bse.genTable); //generate normal loot drop
if(mob.contractCounter * dropRate >= 250){ if(ThreadLocalRandom.current().nextInt(2500) < 10 * dropRate){
MobLoot extraLoot = rollForContract(bse.genTable, mob); MobLoot extraLoot = rollForContract(bse.genTable, mob);
if (extraLoot != null) if (extraLoot != null)
mob.getCharItemManager().addItemToInventory(extraLoot); mob.getCharItemManager().addItemToInventory(extraLoot);
} }
if(mob.runeCounter * dropRate >= 250){ if(ThreadLocalRandom.current().nextInt(2500) < 10 * dropRate){
MobLoot extraLoot = rollForRune(bse.genTable, mob); MobLoot extraLoot = rollForRune(bse.genTable, mob);
if (extraLoot != null) if (extraLoot != null)
mob.getCharItemManager().addItemToInventory(extraLoot); mob.getCharItemManager().addItemToInventory(extraLoot);

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