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Posted

Hi, I'm trying to add a chance for the LootTableIdCondition. I've tried to manipulate the AddItemModifier class, but it still doesn't work:

public class AddItemModifier extends LootModifier {
    public static final Supplier<Codec<AddItemModifier>> CODEC = Suppliers.memoize(()
            -> RecordCodecBuilder.create(inst -> codecStart(inst).and(ForgeRegistries.ITEMS.getCodec()

            .fieldOf("item").forGetter(m -> m.item))
            .and(Codec.FLOAT.fieldOf("chance").forGetter(m -> m.chance))

            .apply(inst, AddItemModifier::new)));
    private final Item item;

    public AddItemModifier(LootItemCondition[] conditionsIn, Item item) {
        super(conditionsIn);
        this.item = item;
    }

    @Override
    protected @NotNull ObjectArrayList<ItemStack> doApply(ObjectArrayList<ItemStack> generatedLoot, LootContext context) {

        
        if(context.getRandom().nextFloat() < chance) {
            generatedLoot.add(new ItemStack(this.item));
        }

        for(LootItemCondition condition : this.conditions) {
            if(!condition.test(context)) {
                return generatedLoot;
            }
        }


        generatedLoot.add(new ItemStack(this.item));

        return generatedLoot;
    }

    @Override
    public Codec<? extends IGlobalLootModifier> codec() {
        return CODEC.get();
    }
}

the only problem is the two "chance" are not defined, but when I add a private final Float chance, the AddItemModifier::new is in red underline, and there's an error. Is there a way to solve this, or is there another better way to add a chance to chest loot modifiers?

Right after "private final Item item;" you will need "private final float chance;"

Then you will need to add that variable to your constructor the same way you did for Item. It should work after that.

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