Chance must be added as bonus.
This commit is contained in:
@@ -505,7 +505,7 @@ public class NpcViewMod implements IBypassHandler
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// bonus drop rate effect
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// bonus drop rate effect
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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}
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}
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@@ -267,7 +267,7 @@ public class DropSearchBoard implements IParseBoardHandler
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// bonus drop rate effect
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// bonus drop rate effect
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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}
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}
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@@ -719,7 +719,7 @@ public final class L2NpcTemplate extends L2CharTemplate implements IIdentifiable
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final double dropRateEffectBonus = killer.getStat().getValue(Stats.BONUS_DROP_RATE, 0);
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final double dropRateEffectBonus = killer.getStat().getValue(Stats.BONUS_DROP_RATE, 0);
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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// calculate if item will drop
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// calculate if item will drop
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@@ -505,7 +505,7 @@ public class NpcViewMod implements IBypassHandler
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// bonus drop rate effect
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// bonus drop rate effect
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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}
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}
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@@ -267,7 +267,7 @@ public class DropSearchBoard implements IParseBoardHandler
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// bonus drop rate effect
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// bonus drop rate effect
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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}
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}
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@@ -719,7 +719,7 @@ public final class L2NpcTemplate extends L2CharTemplate implements IIdentifiable
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final double dropRateEffectBonus = killer.getStat().getValue(Stats.BONUS_DROP_RATE, 0);
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final double dropRateEffectBonus = killer.getStat().getValue(Stats.BONUS_DROP_RATE, 0);
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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// calculate if item will drop
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// calculate if item will drop
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@@ -505,7 +505,7 @@ public class NpcViewMod implements IBypassHandler
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// bonus drop rate effect
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// bonus drop rate effect
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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}
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}
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@@ -267,7 +267,7 @@ public class DropSearchBoard implements IParseBoardHandler
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// bonus drop rate effect
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// bonus drop rate effect
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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}
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}
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@@ -719,7 +719,7 @@ public final class L2NpcTemplate extends L2CharTemplate implements IIdentifiable
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final double dropRateEffectBonus = killer.getStat().getValue(Stats.BONUS_DROP_RATE, 0);
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final double dropRateEffectBonus = killer.getStat().getValue(Stats.BONUS_DROP_RATE, 0);
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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// calculate if item will drop
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// calculate if item will drop
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@@ -505,7 +505,7 @@ public class NpcViewMod implements IBypassHandler
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// bonus drop rate effect
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// bonus drop rate effect
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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}
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}
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@@ -267,7 +267,7 @@ public class DropSearchBoard implements IParseBoardHandler
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// bonus drop rate effect
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// bonus drop rate effect
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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}
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}
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@@ -719,7 +719,7 @@ public final class L2NpcTemplate extends L2CharTemplate implements IIdentifiable
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final double dropRateEffectBonus = killer.getStat().getValue(Stats.BONUS_DROP_RATE, 0);
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final double dropRateEffectBonus = killer.getStat().getValue(Stats.BONUS_DROP_RATE, 0);
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if (dropRateEffectBonus > 0)
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if (dropRateEffectBonus > 0)
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{
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{
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rateChance *= dropRateEffectBonus;
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rateChance += rateChance * dropRateEffectBonus;
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}
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}
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// calculate if item will drop
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// calculate if item will drop
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