Browse Source

Rework of drop rate usage.

master
MagicBot 1 year ago
parent
commit
c5c323a316
  1. 4
      src/engine/gameManager/LootManager.java

4
src/engine/gameManager/LootManager.java

@ -122,13 +122,13 @@ public enum LootManager {
break; break;
case "LOOT": case "LOOT":
if (ThreadLocalRandom.current().nextInt(100) > NORMAL_DROP_RATE) if (ThreadLocalRandom.current().nextInt(100) <= NORMAL_DROP_RATE)
GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier, false); //generate normal loot drop GenerateLootDrop(mob, bse.lootTable, bse.dropChance, multiplier, false); //generate normal loot drop
// Generate hotzone loot if in hotzone // Generate hotzone loot if in hotzone
if (inHotzone == true && hotzoneWasRan == false) if (inHotzone == true && hotzoneWasRan == false)
if (generalItemTables.containsKey(bse.lootTable + 1) && ThreadLocalRandom.current().nextInt(100) > HOTZONE_DROP_RATE) { if (generalItemTables.containsKey(bse.lootTable + 1) && ThreadLocalRandom.current().nextInt(100) <= HOTZONE_DROP_RATE) {
GenerateLootDrop(mob, bse.lootTable + 1, bse.dropChance, multiplier, true); //generate loot drop from hotzone table GenerateLootDrop(mob, bse.lootTable + 1, bse.dropChance, multiplier, true); //generate loot drop from hotzone table
hotzoneWasRan = true; hotzoneWasRan = true;
} }

Loading…
Cancel
Save