Added premium drop rates by item id.
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17
trunk/dist/game/config/Custom.properties
vendored
17
trunk/dist/game/config/Custom.properties
vendored
@ -676,13 +676,18 @@ PremiumRateXp = 2
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PremiumRateSp = 2
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# Drop chance for premium players.
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PremiumRateDropChance = 2
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PremiumRateDropChance = 1
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# Drop ammount for premium players.
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PremiumRateDropAmmount = 1
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# Drop amount for premium players.
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PremiumRateDropAmount = 2
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# Spoil chance for premium players.
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PremiumRateSpoilChance = 2
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PremiumRateSpoilChance = 1
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# Spoil ammount for premium players.
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PremiumRateSpoilAmmount = 1
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# Spoil amount for premium players.
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PremiumRateSpoilAmount = 2
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# List of items affected by custom drop rate by id, used now for Adena rate too.
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# Usage: itemId1,multiplier1;itemId2,multiplier2;...
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PremiumRateDropChanceByItemId = 57,2
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PremiumRateDropAmountByItemId = 57,2
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@ -49,16 +49,16 @@ public class Premium implements IVoicedCommandHandler
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html.append("<tr><td>Rate XP: <font color=\"LEVEL\"> x" + Config.RATE_XP + "<br1></font></td></tr>");
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html.append("<tr><td>Rate SP: <font color=\"LEVEL\"> x" + Config.RATE_SP + "<br1></font></td></tr>");
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html.append("<tr><td>Drop Chance: <font color=\"LEVEL\"> x" + Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER + "<br1></font></td></tr><br>");
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html.append("<tr><td>Drop Ammount: <font color=\"LEVEL\"> x" + Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER + "<br1></font></td></tr><br>");
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html.append("<tr><td>Drop Amount: <font color=\"LEVEL\"> x" + Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER + "<br1></font></td></tr><br>");
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html.append("<tr><td>Spoil Chance: <font color=\"LEVEL\"> x" + Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER + "<br1></font></td></tr><br>");
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html.append("<tr><td>Spoil Ammount: <font color=\"LEVEL\"> x" + Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER + "<br><br></font></td></tr><br>");
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html.append("<tr><td>Spoil Amount: <font color=\"LEVEL\"> x" + Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER + "<br><br></font></td></tr><br>");
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html.append("<tr><td><center>Premium Info & Rules<br></td></tr>");
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html.append("<tr><td>Rate XP: <font color=\"LEVEL\"> x" + (Config.RATE_XP * Config.PREMIUM_RATE_XP) + "<br1></font></td></tr>");
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html.append("<tr><td>Rate SP: <font color=\"LEVEL\"> x" + (Config.RATE_SP * Config.PREMIUM_RATE_SP) + "<br1></font></td></tr>");
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html.append("<tr><td>Drop Chance: <font color=\"LEVEL\"> x" + (Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER * Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER * Config.PREMIUM_RATE_DROP_CHANCE) + "<br1></font></td></tr>");
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html.append("<tr><td>Drop Ammount: <font color=\"LEVEL\"> x" + (Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER * Config.PREMIUM_RATE_DROP_AMMOUNT) + "<br1></font></td></tr>");
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html.append("<tr><td>Drop Amount: <font color=\"LEVEL\"> x" + (Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER * Config.PREMIUM_RATE_DROP_AMOUNT) + "<br1></font></td></tr>");
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html.append("<tr><td>Spoil Chance: <font color=\"LEVEL\"> x" + (Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER * Config.PREMIUM_RATE_SPOIL_CHANCE) + "<br1></font></td></tr>");
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html.append("<tr><td>Spoil Ammount: <font color=\"LEVEL\"> x" + (Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER * Config.PREMIUM_RATE_SPOIL_AMMOUNT) + "<br1></font></td></tr>");
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html.append("<tr><td>Spoil Amount: <font color=\"LEVEL\"> x" + (Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER * Config.PREMIUM_RATE_SPOIL_AMOUNT) + "<br1></font></td></tr>");
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html.append("<tr><td> <font color=\"70FFCA\">1. Premium benefits CAN NOT BE TRANSFERED.<br1></font></td></tr>");
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html.append("<tr><td> <font color=\"70FFCA\">2. Premium does not effect party members.<br1></font></td></tr>");
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html.append("<tr><td> <font color=\"70FFCA\">3. Premium benefits effect ALL characters in same account.</font></td></tr>");
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@ -76,9 +76,9 @@ public class Premium implements IVoicedCommandHandler
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html.append("<tr><td>Rate XP: <font color=\"LEVEL\">x" + (Config.RATE_XP * Config.PREMIUM_RATE_XP) + " <br1></font></td></tr>");
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html.append("<tr><td>Rate SP: <font color=\"LEVEL\">x" + (Config.RATE_SP * Config.PREMIUM_RATE_SP) + " <br1></font></td></tr>");
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html.append("<tr><td>Drop Chance: <font color=\"LEVEL\">x" + (Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER * Config.PREMIUM_RATE_DROP_CHANCE) + " <br1></font></td></tr>");
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html.append("<tr><td>Drop Ammount: <font color=\"LEVEL\">x" + (Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER * Config.PREMIUM_RATE_DROP_AMMOUNT) + " <br1></font></td></tr>");
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html.append("<tr><td>Drop Amount: <font color=\"LEVEL\">x" + (Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER * Config.PREMIUM_RATE_DROP_AMOUNT) + " <br1></font></td></tr>");
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html.append("<tr><td>Spoil Chance: <font color=\"LEVEL\">x" + (Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER * Config.PREMIUM_RATE_SPOIL_CHANCE) + " <br1></font></td></tr>");
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html.append("<tr><td>Spoil Ammount: <font color=\"LEVEL\">x" + (Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER * Config.PREMIUM_RATE_SPOIL_AMMOUNT) + " <br1></font></td></tr>");
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html.append("<tr><td>Spoil Amount: <font color=\"LEVEL\">x" + (Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER * Config.PREMIUM_RATE_SPOIL_AMOUNT) + " <br1></font></td></tr>");
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html.append("<tr><td>Expires: <font color=\"00A5FF\">" + String.valueOf(format.format(endDate)) + "</font></td></tr>");
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html.append("<tr><td>Current Date: <font color=\"70FFCA\">" + String.valueOf(format.format(System.currentTimeMillis())) + "<br><br></font></td></tr>");
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html.append("<tr><td><center>Premium Info & Rules<br></center></td></tr>");
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@ -836,9 +836,11 @@ public final class Config
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public static float PREMIUM_RATE_SP;
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public static Map<Integer, Float> PREMIUM_RATE_DROP_ITEMS_ID;
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public static float PREMIUM_RATE_DROP_CHANCE;
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public static float PREMIUM_RATE_DROP_AMMOUNT;
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public static float PREMIUM_RATE_DROP_AMOUNT;
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public static float PREMIUM_RATE_SPOIL_CHANCE;
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public static float PREMIUM_RATE_SPOIL_AMMOUNT;
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public static float PREMIUM_RATE_SPOIL_AMOUNT;
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public static Map<Integer, Float> PREMIUM_RATE_DROP_CHANCE_BY_ID;
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public static Map<Integer, Float> PREMIUM_RATE_DROP_AMOUNT_BY_ID;
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// --------------------------------------------------
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// NPC Settings
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@ -2653,9 +2655,63 @@ public final class Config
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PREMIUM_RATE_XP = CustomSettings.getFloat("PremiumRateXp", 2);
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PREMIUM_RATE_SP = CustomSettings.getFloat("PremiumRateSp", 2);
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PREMIUM_RATE_DROP_CHANCE = CustomSettings.getFloat("PremiumRateDropChance", 2);
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PREMIUM_RATE_DROP_AMMOUNT = CustomSettings.getFloat("PremiumRateDropAmmount", 1);
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PREMIUM_RATE_DROP_AMOUNT = CustomSettings.getFloat("PremiumRateDropAmount", 1);
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PREMIUM_RATE_SPOIL_CHANCE = CustomSettings.getFloat("PremiumRateSpoilChance", 2);
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PREMIUM_RATE_SPOIL_AMMOUNT = CustomSettings.getFloat("PremiumRateSpoilAmmount", 1);
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PREMIUM_RATE_SPOIL_AMOUNT = CustomSettings.getFloat("PremiumRateSpoilAmount", 1);
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String[] premiumDropChanceMultiplier = CustomSettings.getString("PremiumRateDropChanceByItemId", "").split(";");
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PREMIUM_RATE_DROP_CHANCE_BY_ID = new HashMap<>(premiumDropChanceMultiplier.length);
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if (!premiumDropChanceMultiplier[0].isEmpty())
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{
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for (String item : premiumDropChanceMultiplier)
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{
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String[] itemSplit = item.split(",");
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if (itemSplit.length != 2)
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{
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropChanceByItemId \"", item, "\""));
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}
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else
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{
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try
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{
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PREMIUM_RATE_DROP_CHANCE_BY_ID.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
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}
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catch (NumberFormatException nfe)
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{
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if (!item.isEmpty())
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{
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropChanceByItemId \"", item, "\""));
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}
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}
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}
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}
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}
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String[] premiumDropAmountMultiplier = CustomSettings.getString("PremiumRateDropAmountByItemId", "").split(";");
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PREMIUM_RATE_DROP_AMOUNT_BY_ID = new HashMap<>(premiumDropAmountMultiplier.length);
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if (!premiumDropAmountMultiplier[0].isEmpty())
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{
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for (String item : premiumDropAmountMultiplier)
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{
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String[] itemSplit = item.split(",");
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if (itemSplit.length != 2)
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{
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropAmountByItemId \"", item, "\""));
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}
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else
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{
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try
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{
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PREMIUM_RATE_DROP_AMOUNT_BY_ID.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
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}
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catch (NumberFormatException nfe)
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{
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if (!item.isEmpty())
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{
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropAmountByItemId \"", item, "\""));
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}
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}
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}
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}
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}
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// Load PvP L2Properties file (if exists)
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final PropertiesParser PVPSettings = new PropertiesParser(PVP_CONFIG_FILE);
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@ -43,7 +43,7 @@ public class CorpseDropItem extends GeneralDropItem
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@Override
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protected double getGlobalAmountMultiplier(boolean isPremium)
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{
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return isPremium ? Config.PREMIUM_RATE_SPOIL_AMMOUNT * Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER : Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER;
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return isPremium ? Config.PREMIUM_RATE_SPOIL_AMOUNT * Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER : Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER;
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}
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/*
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@ -43,7 +43,7 @@ public class DeathDropItem extends GeneralDropItem
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@Override
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protected double getGlobalAmountMultiplier(boolean isPremium)
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{
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return isPremium ? Config.PREMIUM_RATE_DROP_AMMOUNT * Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER : Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER;
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return isPremium ? Config.PREMIUM_RATE_DROP_AMOUNT * Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER : Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER;
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}
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/*
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@ -69,7 +69,29 @@ public class GeneralDropItem implements IDropItem
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double multiplier = 1;
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// individual drop amount
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Float individualDropAmountMultiplier = Config.RATE_DROP_AMOUNT_MULTIPLIER.get(getItemId());
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Float individualDropAmountMultiplier = null;
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if (killer.getActingPlayer().hasPremiumStatus())
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{
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final Float normalMultiplier = Config.RATE_DROP_AMOUNT_MULTIPLIER.get(getItemId());
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final Float premiumMultiplier = Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(getItemId());
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if ((normalMultiplier != null) && (premiumMultiplier != null))
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{
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individualDropAmountMultiplier = normalMultiplier * premiumMultiplier;
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}
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else if (normalMultiplier != null)
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{
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individualDropAmountMultiplier = normalMultiplier;
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}
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else if (premiumMultiplier != null)
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{
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individualDropAmountMultiplier = premiumMultiplier;
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}
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}
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else
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{
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individualDropAmountMultiplier = Config.RATE_DROP_AMOUNT_MULTIPLIER.get(getItemId());
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}
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if (individualDropAmountMultiplier != null)
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{
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// individual amount list multiplier
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@ -169,7 +191,29 @@ public class GeneralDropItem implements IDropItem
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double multiplier = 1;
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// individual drop chance
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Float individualDropChanceMultiplier = Config.RATE_DROP_CHANCE_MULTIPLIER.get(getItemId());
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Float individualDropChanceMultiplier = null;
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if (killer.getActingPlayer().hasPremiumStatus())
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{
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final Float normalMultiplier = Config.RATE_DROP_CHANCE_MULTIPLIER.get(getItemId());
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final Float premiumMultiplier = Config.PREMIUM_RATE_DROP_CHANCE_BY_ID.get(getItemId());
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if ((normalMultiplier != null) && (premiumMultiplier != null))
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{
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individualDropChanceMultiplier = normalMultiplier * premiumMultiplier;
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}
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else if (normalMultiplier != null)
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{
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individualDropChanceMultiplier = normalMultiplier;
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}
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else if (premiumMultiplier != null)
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{
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individualDropChanceMultiplier = premiumMultiplier;
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}
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}
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else
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{
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individualDropChanceMultiplier = Config.RATE_DROP_CHANCE_MULTIPLIER.get(getItemId());
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}
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if (individualDropChanceMultiplier != null)
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{
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multiplier *= individualDropChanceMultiplier;
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@ -240,6 +240,10 @@ public abstract class ItemContainer
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// Updates database
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float adenaRate = Config.RATE_DROP_AMOUNT_MULTIPLIER.containsKey(Inventory.ADENA_ID) ? Config.RATE_DROP_AMOUNT_MULTIPLIER.get(Inventory.ADENA_ID) : 1;
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if (actor.hasPremiumStatus() && Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.containsKey(Inventory.ADENA_ID))
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{
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adenaRate *= Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(Inventory.ADENA_ID);
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}
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if ((item.getId() == Inventory.ADENA_ID) && (count < (10000 * adenaRate)))
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{
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// Small adena changes won't be saved to database all the time
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@ -292,6 +296,10 @@ public abstract class ItemContainer
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// Updates database
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// If Adena drop rate is not present it will be x1.
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float adenaRate = Config.RATE_DROP_AMOUNT_MULTIPLIER.containsKey(Inventory.ADENA_ID) ? Config.RATE_DROP_AMOUNT_MULTIPLIER.get(Inventory.ADENA_ID) : 1;
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if (actor.hasPremiumStatus() && Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.containsKey(Inventory.ADENA_ID))
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{
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adenaRate *= Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(Inventory.ADENA_ID);
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}
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if ((itemId == Inventory.ADENA_ID) && (count < (10000 * adenaRate)))
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{
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// Small adena changes won't be saved to database all the time
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