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@ -70,22 +70,13 @@ public enum LootManager {
@@ -70,22 +70,13 @@ public enum LootManager {
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boolean inHotzone = ZoneManager.inHotZone(mob.getLoc()); |
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//get multiplier form config manager
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float multiplier = NORMAL_DROP_RATE; |
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//if mob is inside hotzone, use the hotzone multiplier from the config instead
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if (inHotzone) |
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multiplier = HOTZONE_DROP_RATE; |
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//iterate the booty sets
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if (mob.getMobBase().bootySet != 0 && NPCManager._bootySetMap.containsKey(mob.getMobBase().bootySet) == true) |
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RunBootySet(NPCManager._bootySetMap.get(mob.getMobBase().bootySet), mob, multiplier, inHotzone, fromDeath); |
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RunBootySet(NPCManager._bootySetMap.get(mob.getMobBase().bootySet), mob, inHotzone, fromDeath); |
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if (mob.bootySet != 0 && NPCManager._bootySetMap.containsKey(mob.bootySet) == true) |
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RunBootySet(NPCManager._bootySetMap.get(mob.bootySet), mob, multiplier, inHotzone, fromDeath); |
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RunBootySet(NPCManager._bootySetMap.get(mob.bootySet), mob, inHotzone, fromDeath); |
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//lastly, check mobs inventory for godly or disc runes to send a server announcement
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@ -104,7 +95,7 @@ public enum LootManager {
@@ -104,7 +95,7 @@ public enum LootManager {
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} |
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private static void RunBootySet(ArrayList<BootySetEntry> entries, Mob mob, float multiplier, boolean inHotzone, boolean fromDeath) { |
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private static void RunBootySet(ArrayList<BootySetEntry> entries, Mob mob, boolean inHotzone, boolean fromDeath) { |
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boolean hotzoneWasRan = false; |
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@ -122,14 +113,14 @@ public enum LootManager {
@@ -122,14 +113,14 @@ public enum LootManager {
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break; |
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case "LOOT": |
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if (ThreadLocalRandom.current().nextInt(100) < NORMAL_DROP_RATE) |
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if (ThreadLocalRandom.current().nextInt(100) < bse.dropChance) |
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GenerateLootDrop(mob, bse.lootTable, false); //generate normal loot drop
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// Generate hotzone loot if in hotzone
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// Only one bite at the hotzone apple per bootyset.
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if (inHotzone == true && hotzoneWasRan == false) |
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if (generalItemTables.containsKey(bse.lootTable + 1) && ThreadLocalRandom.current().nextInt(100) < HOTZONE_DROP_RATE) { |
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if (generalItemTables.containsKey(bse.lootTable + 1) && ThreadLocalRandom.current().nextInt(100) < bse.dropChance) { |
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GenerateLootDrop(mob, bse.lootTable + 1, true); //generate loot drop from hotzone table
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hotzoneWasRan = true; |
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} |
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