changed explanation for totalitems, maxitems, minitems, bonuslevelitems and bonusluckitems authored by Lxlp's avatar Lxlp
...@@ -36,32 +36,34 @@ internal_droptablename: ...@@ -36,32 +36,34 @@ internal_droptablename:
## DropTable Options ## DropTable Options
> In the descriptions below "drop" identifies a single "drop line" and not the actual amount of items the drop generates. So, if you have a drop like `bone 5`, despite generating 5 bone items, the drop counts as a single drop, as it was generated by a single "drop line"
**TotalItems: \[number\]** **TotalItems: \[number\]**
- Defines exactly how many items the table will drop - Defines exactly how many drops the table will generate
- Setting this causes item chances to be calculated as weights - Setting this causes item chances to be calculated as weights
**MaxItems: \[number\]** **MaxItems: \[number\]**
- Defines a maximum number of items that will drop - Defines a maximum number of drops that will generate
- If only this is set, drops will run down the list unless the maximum number of items is reached - If only this is set, drops will run down the list unless the maximum number of items is reached
**MinItems: \[number\]** **MinItems: \[number\]**
- Defines a minimum number of items that will drop - Defines a minimum number of drops that will generate
- If only this is set, drops will run down the list until the minimum items is reached - If only this is set, drops will run down the list until the minimum items is reached
- If you enable **both** ```MinItems``` and ```MaxItems```, the chances for each table entry will become *weights* instead. - If you enable **both** ```MinItems``` and ```MaxItems```, the chances for each table entry will become *weights* instead.
**BonusLevelItems: \[number\]/\[range\]** **BonusLevelItems: \[number\]/\[range\]**
- A modifier on the number of items dropped based on the mob's level - A modifier on the number of drops generated based on the mob's level
- Can be set as a range,`i.e. ```0.2to0.5``` - Can be set as a range,`i.e. ```0.2to0.5```
- Works like:```amount = amount + (mob_level * bonus_level_items)``` - Works like:```amount = amount + (mob_level * bonus_level_items)```
- Requires that```TotalItems```, ```MinItems```, or ```MaxItems``` are set on the table - Requires that```TotalItems```, ```MinItems```, or ```MaxItems``` are set on the table
**BonusLuckItems: \[number\]/\[range\]** **BonusLuckItems: \[number\]/\[range\]**
- A modifier on the number of items dropped based on the killer's luck stat - A modifier on the number of drops generated based on the killer's luck stat
- Can be set as a range, i.e. ```0.15to8``` - Can be set as a range, i.e. ```0.15to8```
- Works with Luck attribute, Luck-based enchants/curses, and Luck potion effects - Works with Luck attribute, Luck-based enchants/curses, and Luck potion effects
- Works like: ```amount = amount + (luck * bonus_luck_items)``` - Works like: ```amount = amount + (luck * bonus_luck_items)```
...@@ -95,7 +97,7 @@ rare_snowsword_droptable: ...@@ -95,7 +97,7 @@ rare_snowsword_droptable:
- snowsword 1 0.05 - snowsword 1 0.05
``` ```
In this example, the DropTable would drop 5 gold/diamonds if the player In this example, the DropTable would drop 5 gold/diamonds if the player
has no Luck, and 15-27 gold/diamonds if the player has a Luck V enchant. has no Luck, and 15-27 gold/diamonds if the player has a Luck V effect.
```yaml ```yaml
LuckyDroptable: LuckyDroptable:
TotalItems: 5 TotalItems: 5
... ...
......