|  |  | @ -85,7 +85,7 @@ public class LootManager { | 
			
		
	
		
		
			
				
					
					|  |  |  |                         continue; |  |  |  |                         continue; | 
			
		
	
		
		
			
				
					
					|  |  |  |                     float equipmentRoll = ThreadLocalRandom.current().nextInt(101); |  |  |  |                     float equipmentRoll = ThreadLocalRandom.current().nextInt(101); | 
			
		
	
		
		
			
				
					
					|  |  |  |                     float dropChance = me.getDropChance() * 100; |  |  |  |                     float dropChance = me.getDropChance() * 100; | 
			
		
	
		
		
			
				
					
					|  |  |  |                     if (equipmentRoll <= dropChance) { |  |  |  |                     if (equipmentRoll <= (dropChance * multiplier)) { | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |                         MobLoot ml = new MobLoot(mob, me.getItemBase(), false); |  |  |  |                         MobLoot ml = new MobLoot(mob, me.getItemBase(), false); | 
			
		
	
		
		
			
				
					
					|  |  |  |                         mob.getCharItemManager().addItemToInventory(ml); |  |  |  |                         mob.getCharItemManager().addItemToInventory(ml); | 
			
		
	
		
		
			
				
					
					|  |  |  |                     } |  |  |  |                     } | 
			
		
	
	
		
		
			
				
					|  |  | @ -97,7 +97,7 @@ public class LootManager { | 
			
		
	
		
		
			
				
					
					|  |  |  |             int roll = ThreadLocalRandom.current().nextInt(101); |  |  |  |             int roll = ThreadLocalRandom.current().nextInt(101); | 
			
		
	
		
		
			
				
					
					|  |  |  |             switch (bse.bootyType) { |  |  |  |             switch (bse.bootyType) { | 
			
		
	
		
		
			
				
					
					|  |  |  |                 case "GOLD": |  |  |  |                 case "GOLD": | 
			
		
	
		
		
			
				
					
					|  |  |  |                     if (roll * multiplier > (bse.dropChance)) { |  |  |  |                     if (roll >= (bse.dropChance * multiplier)) { | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |                         //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; | 
			
		
	
		
		
			
				
					
					|  |  |  |                     } |  |  |  |                     } | 
			
		
	
	
		
		
			
				
					|  |  | @ -109,7 +109,7 @@ public class LootManager { | 
			
		
	
		
		
			
				
					
					|  |  |  |                     } |  |  |  |                     } | 
			
		
	
		
		
			
				
					
					|  |  |  |                     break; |  |  |  |                     break; | 
			
		
	
		
		
			
				
					
					|  |  |  |                 case "LOOT": |  |  |  |                 case "LOOT": | 
			
		
	
		
		
			
				
					
					|  |  |  |                     if (roll * multiplier > (bse.dropChance)) { |  |  |  |                     if (roll >= (bse.dropChance * multiplier)) { | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |                         //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; | 
			
		
	
		
		
			
				
					
					|  |  |  |                     } |  |  |  |                     } | 
			
		
	
	
		
		
			
				
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