drop rates adjusted again again third time
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@@ -123,15 +123,13 @@ 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.hasExtraRolled && ThreadLocalRandom.current().nextInt(1,5000) < 10 * dropRate){
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mob.hasExtraRolled = true;
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if(ThreadLocalRandom.current().nextInt(1,250) == 100){
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MobLoot extraLoot = rollForContract(bse.genTable, mob);
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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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if(!mob.hasExtraRolled && ThreadLocalRandom.current().nextInt(1,5000) < 10 * dropRate){
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mob.hasExtraRolled = true;
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if(ThreadLocalRandom.current().nextInt(1,250) == 100){
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MobLoot extraLoot = rollForRune(bse.genTable, mob);
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if (extraLoot != null) {
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mob.getCharItemManager().addItemToInventory(extraLoot);
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@@ -190,7 +188,6 @@ public enum LootManager {
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mob.getCharItemManager().addItemToInventory(specialDrop);
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mob.setResists(new Resists("Dropper"));
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}
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mob.hasExtraRolled = false;
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}
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public static MobLoot getGenTableItem(int genTableID, AbstractCharacter mob) {
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@@ -88,7 +88,6 @@ public class Mob extends AbstractIntelligenceAgent {
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public int contractCounter = 0;
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public int runeCounter = 0;
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public boolean hasExtraRolled = false;
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// New Mobile constructor. Fill in the blanks and then call
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// PERSIST.
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