<details><summary>My PILLAGER override is not giving bad omen</summary>
<br>
This is a common issue. To fix this, consider adding the following skill to your PILLAGER mob override:
```yaml
Skills:
...
...
@@ -41,7 +42,7 @@ This is a common issue. To fix this, consider adding the following skill to your
<details><summary>Let every player that took part in the fight receive a drop</summary>
<br>
This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
<br>
```yaml
Skills:
...
...
@@ -54,6 +55,7 @@ In this manner, the mob will drop the droptable named `droptable_name` to every
<details><summary>Let only the X players who dealt the most damage receive a drop</summary>
<br>
This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
```yaml
Skills:
...
...
@@ -69,6 +71,7 @@ While this method is not necessarily precise (threat can decay, among other thin
<details><summary>Let only the player who dealt the most damage receive a drop</summary>
<br>
This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables) and by executing the following mechanic when the mob dies:
```yaml
Skills:
...
...
@@ -77,3 +80,15 @@ This can be done by enabling the mob's [ThreatTable Module](/Mobs/ThreatTables)
While this method is not necessarily precise (threat can decay, among other things) it's extremely simple to implement and the precision is in an acceptable range
</details>
<details><summary>Drop items to the last player that hit the mob</summary>
<br>
In this case, you will need to set a variable on the mob every time it is hit only if the trigger is a Player. Then, onDeath, you can use a UUID targeter to drop a specific item to whoever the variable is memorizing. This way, even if the mob dies for some other causes (Fire damage, Fall damage etc.), a player will always be selected for the drop, and is, as such, far more stable than dropping an item onDeath to the trigger.