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Options
Options are attributes you can specify and will change what happens in the drop or what things will execute.
Sends a message to all the online players
Note: This uses Bukkit's broadcast not the Essentials/CMI one which means that it won't be formatted, if you want to use the broadcast from Essentials/CMI so the broadcast is formatted, you can use the command option
- stone{broadcast=%player.name% got a super rare drop!}
Executes a command as console
- stone{command=say Hi!}
Sets the option of the specified LootTable as the options of the reward, without overriding. This helps to prevent option clutterness and to keep things organized
BossRewardPreset:
Broadcast: "%player% got a rare drop!"
Color: GOLD
Sound: entity.ender_eye.death
- stone{parent=BossRewardPreset}
Delays (in ticks) the drop, this is useful to make item drop one by one instead of all at once.
- stone{delay=50}
Makes a RewardContainer, LootBags for example, act as LootTables, so in the case of a LootBag, it will drop the contents of that LootBag and not the LootBag item.
- lootbag:Purple{asloottable=true}
These options will only execute if there's a player assigned to the reward
Sends a message to the target player
- stone{message=PandeLoot is awesome!}
Sends a title or subtitle to the player
You can use titleDuration=# of ticks
and titleFade=# of ticks
to specify the duration of the title
- stone{title=&eMythical Drop!;subtitle=&fSword of Heavens;titleDuration=80}
Sends a sound to the target player
You can use the /playsound
command to see all possible sounds
- stone{sound=entity.ender_eye.death}
Sends an action bar to the target player
- stone{actionbar=Hello!}
Gives the item directly to the player
- stone{toInventory=true}
Gives vault money to the player
- stone{money=100}
Rewards experience to the player
- stone{experience=30}
Send the player an holobroadcast message
- stone{holobroadcast=Hi!}
There options will only execute if the reward results in an item
Prevents the item stacking with other items of the same time
- stone{stackable=false}
Plays the General and Player options when the item is picked up instead of when it's dropped. Can be combined with the skin
option to reveal an item when the player picks it up
- stone{playOnPickup=true;message=Hello!}
Prevents the item to be picked up by all players. This might look useless at first sight, that's because it was designed to prevent players picking up LootBags, so they would have to open it by clicking the dropped item
- stone{preventpickup=true}
If the drop should look like it's exploding out of the mob
- stone{explode=false}
How the item will explode. The default value is Spread
- Spread: Any random location, you can use the options
expHeight
andexpOffset
to adjust this explosion effect - Radial: The drops will try to form a circle. You can use
explosionRadius
to adjust this explosion effect. Items will only try to form a circle with other items that have the sameexplosionRadius
!
If the dropped item should glow
- stone{glow=false}
If the drop has glow, the color of the glow. It can have the following values:
- WHITE, YELLOW, BLUE, RED, ... https://hub.spigotmc.org/javadocs/spigot/org/bukkit/ChatColor.html
- DISPLAY: The color will be assigned automatically depending of the item display name
- RANDOM: A random color
- RAINBOW: It cycles trought a rainbow color list
- stone{color=DARK_RED}
If the dropped item should have a glowing line upwards ( Think of borderlands loot ), the beam takes the color from the Color
option. The value for the beam is how long it should be
- stone{beam=0.4}
A hologram that displays above the dropped item, it can be any text which you can separate with ,
to create new lines, you can also use the special values:
- Display: Sets the hologram as the item display name
- Lore: Sets the holograms as the item lore
- Full: Sets the holograms as the item display and lore
- mythicmobs:MyCustomItem{hologram=full}
Conditional options add certain requesites to be able to recieve a reward, most of these are only executed when the player has participated in a fight
A number from 0 to 1 that determines the probability of the player getting the item, the number must always be at the end of the line, in the example the stone has a 50% to be dropped
- stone{message=Hello!} 0.5
The minimun amount of damage the player must make in a fight. Damage can either be a flat number, a percentage, a ranged value or a combination or both
- stone{damage=50}
- stone{damage=10to49}
- stone{damage=75%}
- stone{damage=50%to75%}
The rank position the player must be. Can be flat number or ranged
- stone{top=1}
- stone{top=1to3}
As the name implies, it stops the drop chain, this will make the player that gets a reward with stop
be unable to recieve more drops from the loot pool.
# Top 1 only gets a diamond, everyone else only gets a stone
- diamond{top=1;stop=true}
- stone
This option makes the reward be "shared" with all players, which means all the players will have the same chance to get it but only one player will be able to get it.
# A random player will get a diamond, the other players will get a stone
- diamond{shared=true;stop=true}
- stone
This is designed for advanced drop configurations, with skip
you can skip a certain amount of lines/rewards
# This will only reward a diamond and a coal item, as the diamond skips the 2 next lines which correspond to emerald and gold_ingot
- diamond{skip=2}
- emerald
- gold_ingot
- coal
Checks if the player has a permission
- stone{permission=loot.vip}
Checks if the player dealt the last blow
- stone{lasthit=true}