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I see from the loot tables you've implimented that you've been using empty loot entries to induce a chance that there won't be a drop at all. There is, however, a dedicated way of doing this already in MC loottables; the Condition "random_chance". You can set this to a float representative of whatever percentage you want the entry (or pool, it works on both) to successfully drop the specified loot.
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Ohhh, good to know! I'm new to loot tables - the last M4 release happened prior to their addition, so the M5 ones ended up being pretty hacky, lol. I'll try and get those cleaned up for 5.3.0 - thanks for the heads up!
Pushing this to 5.4.0 for now -- I'll be sure to use it for future loot tables, but it looks like it'll take a good bit of json re-writing to fix for all existing ones, so I don't want to push 5.3.0 back farther than necessary.
I see from the loot tables you've implimented that you've been using empty loot entries to induce a chance that there won't be a drop at all. There is, however, a dedicated way of doing this already in MC loottables; the Condition "random_chance". You can set this to a float representative of whatever percentage you want the entry (or pool, it works on both) to successfully drop the specified loot.
The text was updated successfully, but these errors were encountered: