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Make sure energy drops are only processed for actual monsters.
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@ -303,6 +303,13 @@ public class EnergyManager {
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}
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}
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}
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}
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public void handleMonsterEnergyDrop(EntityMonster monster, float hpBeforeDamage, float hpAfterDamage) {
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public void handleMonsterEnergyDrop(EntityMonster monster, float hpBeforeDamage, float hpAfterDamage) {
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// Make sure this is actually a monster.
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// Note that some wildlife also has that type, like boars or birds.
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String type = monster.getMonsterData().getType();
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if (!type.equals("MONSTER_ORDINARY") && !type.equals("MONSTER_BOSS")) {
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return;
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}
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// Calculate the HP tresholds for before and after the damage was taken.
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// Calculate the HP tresholds for before and after the damage was taken.
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float maxHp = monster.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP);
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float maxHp = monster.getFightProperty(FightProperty.FIGHT_PROP_MAX_HP);
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float thresholdBefore = hpBeforeDamage / maxHp;
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float thresholdBefore = hpBeforeDamage / maxHp;
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@ -156,5 +156,30 @@
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"dropId": 22003100,
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"dropId": 22003100,
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"dropList": [
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"dropList": [
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]
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]
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},
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{
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"dropId": 22001000,
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"dropList": [
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]
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},
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{
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"dropId": 22000100,
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"dropList": [
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]
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},
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{
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"dropId": 22003000,
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"dropList": [
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]
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},
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{
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"dropId": 22001100,
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"dropList": [
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]
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},
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{
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"dropId": 22000000,
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"dropList": [
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]
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}
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}
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]
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]
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