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  • Obtaining a random item

Last edited by Indyuce Jul 20, 2020
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Obtaining a random item

Using /mi generate

/mi generate lets you generate a random item based on specific criterias that you give as command arguments. The command format is the following: /mi generate <player> (extra-args).

<player> indicates the player you will be giving the item to, as well as the RPG player data the item will be built onto. For instance, if the player who's running the command is level 20, and if the command target is level 10, then the item won't scale on level 20 but rather on level 10.

The available command arguments are listed below:

Argument Use
-matchlevel The item level will match the target player's level.
-matchclass The item is guaranteed to be usable (class requirements) by the target player.
-gimme Adds the item to your inventory instead, hence the previous remark about <player>.
-class:<class-name> The item is guaranteed to be usable by the given class.
-level:<integer> The item is guaranteed to have level X.
-tier:<tier-name> The item is guaranteed to have Item Tiers Y.
-type:<item-type> Choose the Item-Types.
-id:<id> Use that if you want a specific Item Generator Templates to be selected.

Keep in mind these arguments are all optional (which is what makes the item gen so powerful) and act as "filters" when MMOItems determines what item template, tier and item level it will use. Example use: we're giving to a player a high tier weapon that matches their level and class:

/mi generate PlayerName -matchlevel -matchclass -tier:rare

This would typically be used when opening a lootable chest for example; it's not specific loot like when finishing a temporary christmas/halloween event or killing a boss/special monster, but rather rare, random yet usable stuff (so he does not feel frustrated).

If you were to add loot to a special monster, you would most likely specify what item you want looted and not give any tier, so that the player needs to grind the mob to eventually find a higher tier version of the same weapon.

Using MythicMobs drop tables

Still being worked on

Using MMOCore drop tables

Use this MMOCore table item if you want to add a specific item generator template to one of your MMOCore drop tables: ``` gentemplate{id=TEMPLATE_ID;tier=TIER_NAME;level=<int>;match-level=<true/false>} <chance> <min-max> ```

Argument Use
id=TEMPLATE_ID Choose what item gen template you are using.
level=<item-level> Forces the item level to be around level Y.
tier=ITEM_TIER_ID Forces the item to be tier X.
match-level=<true/false> The item level will match the player's level.

Use this MMOCore table item if you do not want to use a specific gen template, but rather choose one randomly from all registered templates based on specific criterias. All the previous parameters (except for id) can be used on that format as well: ``` miloot{type=ITEM_TYPE_ID;class=PLAYER_CLASS;match-class=<true/false>;tier=TIER_NAME;level=<int>;match-level=<true/false>} <chance> <min-max> ```

Argument Use
type=ITEM_TYPE_ID Forces the item to be of a specific type.
class="Class Name" The item is guaranteed to be usable by a certain class.
match-class=<true/false> The player is guaranteed to meet the item class requirements.
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