I'm trying to implement a new mob spawner that does not actually spawn entities in the world.
To do this, I need access to the drops that a mob would drop if it was killed.
Looking at the codebase the onDeath method is handling all the item generation with dropFewItems, dropEquipment and addRandomDrop doing the actual loot selection.
However all this code involves actually spawning the item entities in the world which I dont want to do.
So I came up with a few idea.
1) Use the LivingDropsEvent to analyze which mobs drop which loot and the looting level used. I can then gather that information and use it to generate the appropriate loot for a fake death.
2) Use a configuration file to define all the mob drops and looting chances.
3) ??
I'm trying to avoid 2 because I would like to handle drops from other mods installed.
So 1 would seem to be the best idea, and I've already got an idea on how to fit that in with player progression.
What I'd really like to to do create an instance of the entity, kill it and grab the loot information without spawning ANYTHING in the world, but I dont see any way of doing that.
Can anyone suggest any other possible methods for doing this?
Thanks
Ipsis