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:
Visibility in Fish Finder:
Determines if the loot is visible or detectable when using a fish finder tool.
Example:
Disable Statistics:
If enabled, statistics related to this specific loot won't be tracked or displayed.
Example:
Disable Global Event:
If enabled, those events configurated in config.yml would no longer take effects on this loot
Example:
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:
Immediate Mini-Game Start:
If set to true, upon encountering the loot, the related mini-game will commence immediately without any delay.
Example:
Competition Score:
Represents the score or value of the loot when used within competitions.
Example:
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
pageWeight systemExample:
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:
Event Triggers & Actions:
Details the specific events for actions to activate.
pageEventExample:
Effects
You can set some basic effects for certain loots. Following are the available effects for loot:
They are not the same as the effects of the fishing rod and are limited to the above 6 types. But the meaning of the effect type is the same (You can check them on the following page). You can understand it as the basic property of a loot. With this option, it's easier to make some loots harder to fish, or need more time to wait for the bite.
pageEffectExample:
Understand loot-condition.yml
loot-condition.yml decides which loot player would get in next bite.
Global Group:
At the top level, there is a
global-group
that contains three main components:list
,conditions
, andsub-groups
.list
is an array that decides the weight of the loot.conditions
is an object which could hold global conditions for all sub-groups.sub-groups
contains further categorized groups of configurations such asloots_in_water
andloots_in_lava
.
Sub-Groups:
Within
sub-groups
, there are differentiated environments (loots_in_water
andloots_in_lava
) each having its own set of conditions and lists of loot items.Each environment has further sub-groups for more specific scenarios (e.g.,
ocean_fish
,river_fish
underloots_in_water
), with each having its own conditions and loot lists.
Conditions:
Conditions dictate when certain loots are available. Conditions can be based on various factors like the biome, world, time, or the type of fishing rod used.
List of Loots:
The loot list specifies what items can be obtained in each scenario, with each loot having a chance modifier associated with it (e.g.,
rubbish:+15
increases the chance of getting rubbish by 15).
To configure this file:
You would need to define or modify the existing groups, sub-groups, conditions, and loot lists as per the desired gameplay alterations.
Adding new items, conditions or sub-groups following the given syntax and hierarchy will help in creating a tailored gameplay experience.
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