Loot

Loot configuration is closely integrated with item/block/entity configurations. This integration is vital to ensure that items/blocks/entities are properly registered as loot and can be invoked within the condition system.

Unique Key Names for Loot:

Every piece of loot should have a unique key name. No two loot items can have the same key name, preventing any potential conflicts.

Integration with Other Configurations:

For an item/block/entity to be registered as loot, it must be combined with its respective configuration. This ensures that the system recognizes the loot and its associated properties.

Condition System Invocation:

Once registered, the loot can be called upon within the condition system. This allows for more complex gameplay mechanics, such as spawning specific loot under certain conditions or scenarios.

Nick:

Determines what the loot shows like in fish finder and the return value of {nick} Every loot should have a nick, but most of the cases you don't have to manually set it. If a loot is item type, it would use "display.name" as nick if nick is not set, otherwise the nick would the loot ID.

  • Example:

    nick: "<gold>This is a nick</gold>"

Visibility in Fish Finder:

Determines if the loot is visible or detectable when using a fish finder tool.

  • Example:

    show-in-fishfinder: true

Disable Statistics:

If enabled, statistics related to this specific loot won't be tracked or displayed.

  • Example:

    disable-stat: true

Disable Global Event:

If enabled, those events configurated in config.yml would no longer take effects on this loot

  • Example:

    disable-global-event: true

Disable Mini-Games:

Indicates if mini-games associated with this loot are disabled. Some items might be too worthless, making it preferable to skip the mini-game phase.

  • Example:

    disable-game: true

Immediate Mini-Game Start:

If set to true, upon encountering the loot, the related mini-game will commence immediately without any delay.

  • Example:

    instant-game: true

Prevent grabbing:

Prevent players from grabbing the dropped loots

  • Example:

    prevent-grabbing: true

Competition Score:

Represents the score or value of the loot when used within competitions.

  • Example:

    score: 10.5

Loot Group:

The group of the loot, making it easier to modify the weight. If you don't know what weight is, read the article below

Weight system
  • Example:

    group: golden_star
    
    group:
      - golden_star
      - ocean

Statistics key:

If you want different loots to share the same statistics you can add statistics key to the loot. For instance you have "tuna_fish", "tuna_fish_silver_star" and "tuna_fish_golden_star", if you want %fishingstats_size-record_tuna% to return the max size of three, you can add this section to the three loots as follows:

statistics:
  # for amount of fish caught
  amount: tuna
  # for the best size record
  size: tuna

Base effects:

Set the initial effects of the loot.

base-effects:
  difficulty-adder: 10
  difficulty-multiplier: 0.9
  game-time-adder: 10
  game-time-multiplier: 0.9
  wait-time-adder: 10
  wait-time-multiplier: 0.9

Custom data: (since 2.2.20)

Custom data allows you customize some special data for the loot and use it with internal placeholder {data_xxx} for instance {data_max_weight}. This allows you do many cool things for instance create weight properties to the item. Here's an example:

#contents/item/default.yml

test:
  material: cod
  display:
    name: "A fish with weight!"
    lore:
      - "Weight: {data_weight}kg"
  nbt:
    Weight: "(Double) {data_weight}"
  price:
    base: 50
  custom-data:
    max_weight: 10
    min_weight: 5
    weight: "{weight}"
    some_text: "ABC"
#config.yml

placeholder-register:
  '{weight}': "%math_2:_{random}*({data_max_weight}-{data_min_weight})+{data_min_weight}%"
  
# You can also use the data in price-formula and most places
price-formula: "{base} + {size} * {bonus} + {data_weight} * 10"

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