LootEntryFunctions object to add new functions to the following LootEntry. See LootEntryFunctions description for more details about these functions.
Specifies the item by given numeric ID.
reference to itself to be used in sequential calls
Specifies the item by given namespace and identifier.
reference to itself to be used in sequential calls
Specifies the item's count
reference to itself to be used in sequential calls
Specifies the item's count, in this case it'll be chosen randomly every time between given minimum and maximum value.
reference to itself to be used in sequential calls
Specifies custom name that will be set to item
reference to itself to be used in sequential calls
Specifies the item's damage.
Technically the same as LootEntry.setData,
but uses "set_damage"
entry function instead of "set_data"
.
reference to itself to be used in sequential calls
Specifies the item's damage, in this case it'll be
chosen randomly every time between given minimum and maximum value.
It can be used, for example, to put some tool or armor element with random durability.
Technically the same as LootEntry.setData,
but uses "set_damage"
entry function instead of "set_data"
.
reference to itself to be used in sequential calls
Specifies the item's data.
reference to itself to be used in sequential calls
Specifies the item's data, in this case it'll be chosen randomly every time between given minimum and maximum value. It can be used, for example, to put some tool or armor element with random durability.
reference to itself to be used in sequential calls
Sets the item's quality.
It's not known reliably where this value is used, but talking about the vanilla loot tables, it's used in fishing tables.
Values are -2 for junk, -1 for fish and 2 for treasure.
reference to itself to be used in sequential calls
Specifies the weight value, that will be used in weighted random logics when choosing the list of randomly chosen items from a loot table. If there is more than one entry in a pool, the more the item's weight will be, the more likely for this item to be chosen. If you have only one entry, you can skip specifying this parameter. Actually you can skip it anyway, as it defaults to 1.
reference to itself to be used in sequential calls
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Object representing one of the entries (items) of the loot table pool. Returned by LootPool.addEntry.
1.0