local currencyModifier = 1.0 -- 100% normal drop rate
function Container.createLootItem(self, item)
if self:getEmptySlots() == 0 then
return true
end
local itemCount = 0
local lootRand = getLootRandom()
local itemType = ItemType(item.itemId)
if lootRand < item.chance then
if itemType:isStackable() then
itemCount = lootRand % item.maxCount + 1
else
itemCount = 1
end
end
if table.contains({2148, 2152, 2160}, itemType:getId()) then
itemCount = math.floor(itemCount * currencyModifier)
end
while itemCount > 0 do
local count = math.min(ITEM_STACK_SIZE, itemCount)
local subType = count
if itemType:isFluidContainer() then
subType = math.max(0, item.subType)
end
local tmpItem = Game.createItem(item.itemId, subType)
if not tmpItem then
return false
end
if tmpItem:isContainer() then
for i = 1, #item.childLoot do
if not tmpItem:createLootItem(item.childLoot[i]) then
tmpItem:remove()
return false
end
end
if #item.childLoot > 0 and tmpItem:getSize() == 0 then
tmpItem:remove()
return true
end
end
if item.subType ~= -1 then
tmpItem:setAttribute(ITEM_ATTRIBUTE_CHARGES, item.subType)
end
if item.actionId ~= -1 then
tmpItem:setActionId(item.actionId)
end
if item.text and item.text ~= "" then
tmpItem:setText(item.text)
end
local ret = self:addItemEx(tmpItem)
if ret ~= RETURNVALUE_NOERROR then
tmpItem:remove()
end
itemCount = itemCount - count
return tmpItem
end
return true
end