LootPool

loottweaker.LootPool

Each instance of this type represents a specific pool of a loot table.

Condition and function formatting

Conditions and functions should be supplied to methods as JSON format maps/ or Conditions/Functions. Do not supply the conditions/functions as part of a parent tag. When using a map to supply conditions or functions, it is recommended that you surround the keys with double quotes(“), as otherwise any keys which are ZenScript keywords(e.g function) will cause issues.

Recommended

[
   {
    "count":
    {
    "min": 0.0,
    "max": 2.0
    },
    "function": "minecraft:set_count"
   }
]

Not Recommended

[
   {
    count:
    {
    min: 0.0,
    max: 2.0
    },
    function: "minecraft:set_count"
   }
]

Converting JSON format maps to LootCondition/LootFunction

As of 0.3.0 JSON format maps are automatically converted to Conditions/Functions as needed, so any LootFunction/LootCondition parameter will accept a JSON format map.

Methods

See here for an explanation of the method documentation format used on this page.

addConditions(LootCondition[] conditions)

Adds conditions to the pool.

Parameters:

import loottweaker.Conditions;

// somePool is a LootPool created elsewhere
somePool.addConditions([
    {"condition": "killed_by_player"},
    Conditions.randomChance(0.5)
]);
removeEntry(String entryName)

Removes the entry with a matching entryName tag from the pool

Parameters:

Errors:

if no entry with the specified name exists in the pool

// somePool is a LootPool created elsewhere
somePool.removeEntry("someEntryName");
addItemEntry(IItemStack iStack, int weight, int quality, LootFunction[] functions, LootCondition[] conditions, String name)

Adds a new item type entry to the pool.

Parameters:

  • iStack - the item stack the entry should produce. LootTweaker will autogenerate set_nbt, set_damage/set_data and set_count functions based on this stack, unless functions contains a function of the same type.

  • weight - the main component that determines the generation chance. Higher weights make entries generate more often.

  • quality - determines how much the Luck attribute affects the generation chance. Higher qualities make the luck attribute affect the generation chance more.

  • functions - functions that affect the stack(s) generated by the entry. JSON format maps are automatically converted.

  • conditions - conditions for the generation of the entry. JSON format maps are automatically converted.

  • name - (Optional) a name for the entry. Must be unique within the pool.

Errors:

if the pool already contains an entry with the same name.

import loottweaker.Conditions;

// somePool is a LootPool created elsewhere
somePool.addItemEntry(
    <minecraft:potato>,
    1, // weight 1, i.e. low generation chance. Actual chance depends on total pool weight.
    0, // Default quality
    [], // No functions
    [
        Conditions.killedByPlayer()
    ],
    "someEntry" // Optional entry name
);
addItemEntry(IItemStack stack, int weightIn, int qualityIn, String name)

Adds a new item type entry to the pool, with no conditions or functions.

Parameters:

  • iStack - the item stack the entry should produce. LootTweaker will autogenerate set_nbt, set_damage/set_data and set_count functions based on this stack, unless functions contains a function of the same type.

  • weight - the main component that determines the generation chance. Higher weights make entries generate more often.

  • name - (Optional) a name for the entry. Must be unique within the pool.

Errors:

if the pool already contains an entry with the same name.

addItemEntry(IItemStack stack, int weightIn, String name)

Adds a new item type entry to the pool, with no conditions or functions, and a quality of 0.

Parameters:

  • iStack - the item stack the entry should produce. LootTweaker will autogenerate set_nbt, set_damage/set_data and set_count functions based on this stack, unless functions contains a function of the same type.

  • weight - the main component that determines the generation chance. Higher weights make entries generate more often.

  • name - (Optional) a name for the entry. Must be unique within the pool.

Errors:

if the pool already contains an entry with the same name.

addLootTableEntry(String tableName, int weightIn, int qualityIn, LootCondition[] conditions, String name)

Adds a new loot_table type entry to the pool.

Parameters:

  • tableName - the identifier for the table the entry should generate loot from.

  • weight - the main component that determines the generation chance. Higher weights make entries generate more often.

  • quality- determines how much the Luck attribute affects the generation chance. Higher qualities make the luck attribute affect the generation chance more.

  • conditions - conditions for the generation of the entry. JSON format maps are automatically converted.

  • name - (Optional) a name for the entry. Must be unique within the pool.

Errors:

if the pool already contains an entry with the same name.

import loottweaker.Conditions;

// somePool is a LootPool created elsewhere
somePool.addLootTableEntry(
    "someMod:someTable",
    1, // weight 1, i.e. low generation chance. Actual chance depends on total pool weight.
    0, // Default quality
    [
        Conditions.killedByPlayer()
    ],
    "someEntry" // Optional entry name
);
addLootTableEntry(String tableName, int weightIn, int qualityIn, String name)

Adds a new loot_table type entry to the pool with no conditions.

Parameters:

  • tableName - the identifier for the table the entry should generate loot from.

  • weight - the main component that determines the generation chance. Higher weights make entries generate more often.

  • quality - determines how much the Luck attribute affects the generation chance. Higher qualities make the luck attribute affect the generation chance more.

  • conditions - conditions for the generation of the entry.

  • name - (Optional) a name for the entry. Must be unique within the pool.

Errors:

if the pool already contains an entry with the same name.

addLootTableEntry(String tableName, int weightIn, String name)

Adds a new loot_table type entry to the pool with no conditions, and a quality of 0.

Parameters:

  • tableName - the identifier for the table the entry should generate loot from.

  • weight - the main component that determines the generation chance. Higher weights make entries generate more often.

  • quality - determines how much the Luck attribute affects the generation chance. Higher qualities make the luck attribute affect the generation chance more.

  • conditions - conditions for the generation of the entry.

  • name - (Optional) a name for the entry. Must be unique within the pool.

Errors:

if the pool already contains an entry with the same name.

addEmptyEntry(int weight, int quality, LootCondition[] conditions, String name)

Adds a new empty type entry to the pool.

Parameters:

  • weight - the main component that determines the generation chance. Higher weights make entries generate more often.

  • quality - determines how much the Luck attribute affects the generation chance. Higher qualities make the luck attribute affect the generation chance more.

  • conditions - conditions for the generation of the entry. JSON format maps are automatically converted.

  • name - (Optional) a name for the entry. Must be unique within the pool.

Errors:

if the pool already contains an entry with the same name.

import loottweaker.Conditions;

// somePool is a LootPool created elsewhere
somePool.addLootTableEntry(
    1, // weight 1, i.e. low generation chance. Actual chance depends on total pool weight.
    0, // Default quality
    [
        Conditions.killedByPlayer()
    ],
    "someEntry" // Optional entry name
);
addEmptyEntry(int weight, int quality, String name)

Adds a new empty type entry to the pool with no conditions.

Parameters:

  • weight - the main component that determines the generation chance. Higher weights make entries generate more often.

  • quality - determines how much the Luck attribute affects the generation chance. Higher qualities make the luck attribute affect the generation chance more.

  • name - (Optional) a name for the entry. Must be unique within the pool.

Errors:

if the pool already contains an entry with the same name.

addEmptyEntry(int weight, String name)

Adds a new empty type entry to the pool with no conditions, and a quality of 0.

Parameters:

  • weight - the main component that determines the generation chance. Higher weights make entries generate more often.

  • quality - determines how much the Luck attribute affects the generation chance. Higher qualities make the luck attribute affect the generation chance more.

  • name - (Optional) a name for the entry. Must be unique within the pool.

Errors:

if the pool already contains an entry with the same name.

setRolls(float min, float max)

Sets the minimum and maximum rolls of the pool to the specified values.

Parameters:

  • min - the new minimum rolls value

  • max - the new maximum rolls value

// somePool is a LootPool created elsewhere
somePool.setRolls(0, 1);
setBonusRolls(float min, float max)

Sets the minimum and maximum bonus rolls of the pool to the specified values.

Parameters:

  • min - the new minimum bonus rolls value.

  • max - the new maximum bonus rolls value.

// somePool is a LootPool created elsewhere
somePool.setBonusRolls(0, 1);
clearConditions()

Removes all loot conditions attached to this loot pool. Loot conditions and loot functions attached to child entries are unaffected.

// somePool is a LootPool created elsewhere
somePool.clearConditions();
clearEntries()

Removes all entries from this loot pool.

// somePool is a LootPool created elsewhere
somePool.clearEntries();