Drop Tables are collections of multiple drops that can be assigned to mobs. Using them makes it easier to organize your drops in almost any case where your mobs are supposed to drop multiple items.
Drop Tables are stored in their own respective configuration-files located in /MythicMobs/DropTables. They have the advantage of being able to utilize Conditions and various other special options, and can be shared by multiple mobs without the need of duplicating it.
You can make any number of files in the DropTables folder, and they can be named anything you like as long as the file ends in .yml
.
Drop Tables can be nested - a Drop Table can contain multiple other Drop Tables.
internal_mobname:
Type: <mobtype>
Drops:
- <internal_droptablename>
The structure of a fully-configured drop table looks like this:
#Lets you specify exactly how many items will drop from this table
internal_droptablename:
TotalItems: <amount>
MinItems: <amount> #defaults to TotalItems' value
MaxItems: <amount> #defaults to TotalItems' value
BonusLuckItems: <multiplier>
BonusLevelItems: <multiplier>
#Conditions of the dropper
Conditions:
- condition 1
- condition 2
- ...
#Conditions of the person that triggered the drop (i.e. the killer of the mob)
TriggerConditions:
- condition 1
- ...
Drops:
- <item/exp/droptable> <amount> <chance>
- ...
DropTable Options
TotalItems: [number]
- Defines exactly how many items the table will drop
- Setting this causes item chances to be calculated as weights
MaxItems: [number]
- Defines a maximum number of items that will drop
- If only this is set, drops will run down the list unless the maximum number of items is reached
MinItems: [number]
- Defines a minimum number of items that will drop
- If only this is set, drops will run down the list until the minimum items is reached
- If you enable both
MinItems
andMaxItems
, the chances for each table entry will become weights instead.
BonusLevelItems: [number]/[range]
- A modifier on the number of items dropped based on the mob's level
- Can be set as a range,`i.e.
0.2to0.5
- Works like:
amount = amount + (mob_level * bonus_level_items)
- Requires that
TotalItems
,MinItems
, orMaxItems
are set on the table
BonusLuckItems: [number]/[range]
- A modifier on the number of items dropped based on the killer's luck stat
- Can be set as a range, i.e.
0.15to8
- Works with Luck attribute, Luck-based enchants/curses, and Luck potion effects
- Works like:
amount = amount + (luck * bonus_luck_items)
- Requires that
TotalItems
,MinItems
, orMaxItems
are set on the table
Examples
This mob will always drop a bunch of experience and some rotten flesh, but is also using a droptable which is described further below.
snow_loving_zombie:
Type: zombie
Health: 100
Equipment:
- snowsword:0
Drops:
- exp 75-125 1
- rare_snowsword_droptable
This example is a droptable that has a 5 % chance of dropping a custom sword, but only if the mob is killed in an "ICE_PLAINS" biome and if a player is within 20 blocks.
rare_snowsword_droptable:
Conditions:
- biome{b=ICE_PLAINS}
- playerwithin{d=20}
Drops:
- snowsword 1 0.05
In this example, the DropTable would drop 5 gold/diamonds if the player has no Luck, and 15-27 gold/diamonds if the player has a Luck V enchant.
LuckyDroptable:
TotalItems: 5
BonusLuckItems: 2to5
Drops:
- GOLD_NUGGET 1 1
- DIAMOND 1 0.2
Equipment Droptables
It is also possible to use droptables to configure equipment setups. This type of droptables can be used either directly in the Equipment element of the mob or by using the Equip mechanic. The syntax itself is similar to the one of a "normal" droptable, except, in this case, it's necessary to specify an equipment slot.
Examples
# Droptable Config
Example_EquipmentDropTable:
Drops:
- LEATHER_HELMET HELMET 1 1
- LEATHER_CHESTPLATE CHEST 1 1
- CHAINMAIL_CHESTPLATE CHEST 1 0.5
- DIAMOND_CHESTPLATE CHEST 1 0.1
- NETHERITE_CHESTPLATE CHEST 1 0.05
# Mob Config
ExampleMob:
Type: ZOMBIE
Equipment:
- Example_EquipmentDropTable
These configurations will allow ExampleMob
to
- always have a leather helmet
- always have at least a leather chestplate, while having something more powerful if the chance is met