| ... | ... | @@ -89,6 +89,58 @@ 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>Let the top X players who dealt the most damage receive specific drops</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: | 
|  |  | - skill{s=[ | 
|  |  | - skill{s=[ | 
|  |  | - dropitem{i=droptable_name_1} | 
|  |  | - threat{mode=reset} | 
|  |  | ]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT} | 
|  |  | - skill{s=[ | 
|  |  | - dropitem{i=droptable_name_2} | 
|  |  | - threat{mode=reset} | 
|  |  | ]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT} | 
|  |  | - skill{s=[ | 
|  |  | - dropitem{i=droptable_name_3} | 
|  |  | - threat{mode=reset} | 
|  |  | ]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT} | 
|  |  | ]} ~onDeath | 
|  |  | ``` | 
|  |  |  | 
|  |  | This way, the droptable `droptable_name_1` will be dropped to the player that dealt the most damage, `droptable_name_2` to the one that dealt the second most damage and so on. | 
|  |  |  | 
|  |  | This happens because every time the inline skill | 
|  |  | ```yaml | 
|  |  | - skill{s=[ | 
|  |  | - dropitem{i=droptable_name_1} | 
|  |  | - threat{mode=reset} | 
|  |  | ]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT} | 
|  |  | ``` | 
|  |  | is called, a droptable is given to the top threat, and then the threat against that target is removed, making the "next in line" to be considered the top threat holder. | 
|  |  | So, in order to drop something specific to the drop 10 instead of the top 3, you just have to repeat that segment over and over. | 
|  |  |  | 
|  |  | If you have MythicMobs Premium, something like the following becomes possible | 
|  |  | ```yaml | 
|  |  | Skills: | 
|  |  | - skill{s=[ | 
|  |  | - skill{s=[ | 
|  |  | - dropitem{i=droptable_name_<skill.var.itr>} | 
|  |  | - threat{mode=reset} | 
|  |  | ]} @ThreatTablePlayers{limit=1;sort=HIGHEST_THREAT} | 
|  |  | ];repeat=X;repeatInterval=1} ~onDeath | 
|  |  | ``` | 
|  |  | would also work, with X being the number of players you want to give the reward with minus one (so for top 10, X would be 9) and each player is given a droptable named `droptable_name_Y`, where Y is their place in the "leaderboard" (so first place would receive droptable_name_1, second place droptable_name_2 and so on) | 
|  |  |  | 
|  |  | </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. | 
| ... | ... |  |