|  |  | @ -95,10 +95,11 @@ public class LootManager { | 
			
		
	
		
		
			
				
					
					|  |  |  |         } |  |  |  |         } | 
			
		
	
		
		
			
				
					
					|  |  |  |         for (BootySetEntry bse : entries) { |  |  |  |         for (BootySetEntry bse : entries) { | 
			
		
	
		
		
			
				
					
					|  |  |  |             int roll; |  |  |  |             int roll; | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             float dropChance = bse.dropChance * multiplier; | 
			
		
	
		
		
			
				
					
					|  |  |  |             switch (bse.bootyType) { |  |  |  |             switch (bse.bootyType) { | 
			
		
	
		
		
			
				
					
					|  |  |  |                 case "GOLD": |  |  |  |                 case "GOLD": | 
			
		
	
		
		
			
				
					
					|  |  |  |                     roll = ThreadLocalRandom.current().nextInt(101); |  |  |  |                     roll = ThreadLocalRandom.current().nextInt(101); | 
			
		
	
		
		
			
				
					
					|  |  |  |                     if (roll > (bse.dropChance * multiplier)) { |  |  |  |                     if (roll > dropChance) { | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |                         //early exit, failed to hit minimum chance roll OR booty was generated from mob's death
 |  |  |  |                         //early exit, failed to hit minimum chance roll OR booty was generated from mob's death
 | 
			
		
	
		
		
			
				
					
					|  |  |  |                         break; |  |  |  |                         break; | 
			
		
	
		
		
			
				
					
					|  |  |  |                     } |  |  |  |                     } | 
			
		
	
	
		
		
			
				
					|  |  | @ -111,8 +112,7 @@ public class LootManager { | 
			
		
	
		
		
			
				
					
					|  |  |  |                     break; |  |  |  |                     break; | 
			
		
	
		
		
			
				
					
					|  |  |  |                 case "LOOT": |  |  |  |                 case "LOOT": | 
			
		
	
		
		
			
				
					
					|  |  |  |                     roll = ThreadLocalRandom.current().nextInt(101); |  |  |  |                     roll = ThreadLocalRandom.current().nextInt(101); | 
			
		
	
		
		
			
				
					
					|  |  |  |                     float dropChance = bse.dropChance * multiplier; |  |  |  |                     if (roll > dropChance) { | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |                     if (roll > (bse.dropChance * multiplier)) { |  |  |  |  | 
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |                         //early exit, failed to hit minimum chance roll
 |  |  |  |                         //early exit, failed to hit minimum chance roll
 | 
			
		
	
		
		
			
				
					
					|  |  |  |                         break; |  |  |  |                         break; | 
			
		
	
		
		
			
				
					
					|  |  |  |                     } |  |  |  |                     } | 
			
		
	
	
		
		
			
				
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