... | @@ -36,32 +36,34 @@ internal_droptablename: |
... | @@ -36,32 +36,34 @@ internal_droptablename: |
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## DropTable Options
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## DropTable Options
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> 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"
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**TotalItems: \[number\]**
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**TotalItems: \[number\]**
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- Defines exactly how many items the table will drop
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- Defines exactly how many drops the table will generate
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- Setting this causes item chances to be calculated as weights
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- Setting this causes item chances to be calculated as weights
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**MaxItems: \[number\]**
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**MaxItems: \[number\]**
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- Defines a maximum number of items that will drop
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- Defines a maximum number of drops that will generate
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- If only this is set, drops will run down the list unless the maximum number of items is reached
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- If only this is set, drops will run down the list unless the maximum number of items is reached
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**MinItems: \[number\]**
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**MinItems: \[number\]**
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- Defines a minimum number of items that will drop
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- Defines a minimum number of drops that will generate
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- If only this is set, drops will run down the list until the minimum items is reached
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- If only this is set, drops will run down the list until the minimum items is reached
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- If you enable **both** ```MinItems``` and ```MaxItems```, the chances for each table entry will become *weights* instead.
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- If you enable **both** ```MinItems``` and ```MaxItems```, the chances for each table entry will become *weights* instead.
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**BonusLevelItems: \[number\]/\[range\]**
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**BonusLevelItems: \[number\]/\[range\]**
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- A modifier on the number of items dropped based on the mob's level
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- A modifier on the number of drops generated based on the mob's level
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- Can be set as a range,`i.e. ```0.2to0.5```
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- Can be set as a range,`i.e. ```0.2to0.5```
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- Works like:```amount = amount + (mob_level * bonus_level_items)```
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- Works like:```amount = amount + (mob_level * bonus_level_items)```
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- Requires that```TotalItems```, ```MinItems```, or ```MaxItems``` are set on the table
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- Requires that```TotalItems```, ```MinItems```, or ```MaxItems``` are set on the table
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**BonusLuckItems: \[number\]/\[range\]**
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**BonusLuckItems: \[number\]/\[range\]**
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- A modifier on the number of items dropped based on the killer's luck stat
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- A modifier on the number of drops generated based on the killer's luck stat
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- Can be set as a range, i.e. ```0.15to8```
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- Can be set as a range, i.e. ```0.15to8```
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- Works with Luck attribute, Luck-based enchants/curses, and Luck potion effects
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- Works with Luck attribute, Luck-based enchants/curses, and Luck potion effects
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- Works like: ```amount = amount + (luck * bonus_luck_items)```
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- Works like: ```amount = amount + (luck * bonus_luck_items)```
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... | @@ -95,7 +97,7 @@ rare_snowsword_droptable: |
... | @@ -95,7 +97,7 @@ rare_snowsword_droptable: |
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- snowsword 1 0.05
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- snowsword 1 0.05
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```
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```
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In this example, the DropTable would drop 5 gold/diamonds if the player
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In this example, the DropTable would drop 5 gold/diamonds if the player
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has no Luck, and 15-27 gold/diamonds if the player has a Luck V enchant.
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has no Luck, and 15-27 gold/diamonds if the player has a Luck V effect.
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```yaml
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```yaml
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LuckyDroptable:
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LuckyDroptable:
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TotalItems: 5
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TotalItems: 5
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