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Drop System
RPGLoot introduces rarity items into the world through three sources: mob drops, boss drops, and structure loot. No crafting — every rarity item is a loot find.
When a player kills a hostile mob, two rolls happen in sequence:
-
Drop roll — a random number is checked against
drop-chance(default 8%). If it fails, nothing drops. - Type roll — 80% chance of a weapon drop, 20% chance of an armor piece drop.
- Material tier roll — picks a random material from the mob's tier ceiling pool (see below).
- Weapon type roll — 70% chance of the mob's signature weapon type, 30% chance from the generic tier pool.
- Rarity roll — a weighted random pick from the configured rarity weights.
- The item is generated with a random name, scaled stats, and rolled bonus stats, then added to the loot.
Only hostile mobs (
Monster) killed by a player trigger drops. Passive mobs and environment deaths are ignored.
Mobs drop items using materials appropriate to their difficulty zone. A mob can yield any material up to their tier's cap — never above it.
| Tier | Who | Material cap |
|---|---|---|
| T1 — Overworld basic | Zombies, Skeletons, Spiders, Creepers, etc. | Iron |
| T2 — Overworld structure | Pillager, Vindicator, Witch, Evoker, Ravager | Golden |
| T3 — Nether + End | All Nether and End mobs | Diamond |
| Boss only | Warden, Wither, Ender Dragon, Elder Guardian* | Netherite |
* Elder Guardian caps at Diamond despite being a boss.
Each mob has a thematic signature weapon. 70% of weapon drops match the mob's signature type; 30% come from the generic tier pool for variety.
| Mob | Signature weapon |
|---|---|
| Skeleton / Stray | Bow |
| Drowned | Trident |
| Pillager | Crossbow |
| Piglin / Piglin Brute / Zombified Piglin | Gold weapons only (gold-locked, no variety roll) |
| Wither Skeleton | Sword (Diamond ceiling) |
| Vindicator | Axe (Golden ceiling) |
| All others | Generic tier pool |
With drop-chance: 0.08 and default rarity weights:
| Rarity | Weight | Chance per kill | Avg kills for 1 drop |
|---|---|---|---|
| Common | 50% | 4.00% | ~25 |
| Uncommon | 30% | 2.40% | ~42 |
| Rare | 13% | 1.04% | ~96 |
| Hero | 5% | 0.40% | ~250 |
| Legendary | 2% | 0.16% | ~625 |
Boss mobs always drop an RPGLoot weapon on death (configurable chance). The rarity is rolled within a per-boss range instead of the normal pool.
| Boss | Drop chance | Rarity range | Weapon pool |
|---|---|---|---|
| Warden | 100% | Rare – Legendary | Full (Netherite possible) |
| Wither | 100% | Rare – Legendary | Full (Netherite possible) |
| Ender Dragon | 100% | Rare – Legendary | Full (Netherite possible) |
| Elder Guardian | 80% | Rare – Hero | Diamond cap only |
Boss drops are in addition to normal drops. The boss drop always fires first; if it drops, the normal monster drop logic is skipped.
Per-boss drop chances and rarity ranges are configurable in config.yml. See Configuration.
Vanilla structure chests have a 25% chance to contain an RPGLoot weapon when they are first generated. The weapon uses no Netherite materials (Diamond is the cap for all structure loot).
| Structure | Max rarity |
|---|---|
| Dungeon / Mineshaft | Uncommon |
| Desert Pyramid / Jungle Temple / Stronghold | Rare |
| Pillager Outpost / Ruined Portal / Woodland Mansion / Bastion Remnant | Hero |
| End City / Ancient City | Legendary |
Structure chests are only populated once at generation time. Revisiting a chest does not trigger a second roll.
Both drop-chance and rarity-weights are configurable in config.yml. See Configuration for the full reference.
Example — rare-focused server:
drop-chance: 0.04
rarity-weights:
common: 20
uncommon: 35
rare: 30
hero: 10
legendary: 5
rarity-weightsvalues are auto-normalized if they don't sum to 100. A warning is printed to the console.