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[1.10.2] How to add player specific drops and loot table?


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Posted

Hey guys,

 

So this is a multipart question.

 

Firstly, as the title says, I want to know how I would go about adding player specific drops from mobs. I have this code for adding my stuff to the drops, I'm not sure if this is player specific or not.

if (event.getEntity() instanceof EntityZombie)
	    {
			ItemStack[] stack = new ItemStack[]{new ItemStack('item/block')};
			for(int i = 0 ; i < stack.length ; i++)
			{
				EntityItem drop = new EntityItem(event.getEntity().worldObj, event.getEntity().posX, event.getEntity().posY, event.getEntity().posZ, stack[i]);
				event.getDrops().add(drop);
			}
	    }

 

Secondly I would like to know how to add items/blocks to dungeon chests, and/or fishing. I have no idea how to do this, and I don't know where to look for it in vanilla code. So any help here would be lovely :)

 

That was it, hope you guys know what I'm talking about, and can help me.

Posted
2 minutes ago, diesieben07 said:

Loot is managed via loot tables. You can add to existing loot tables via LootTableLoadEvent. Then you can write your own LootEntry, which receives the player via the LootContext when generating loot. You should not be generating or spawning loot manually.

 

As for adding to dungeon chests and/or fishing: Same route, they use loot tables. 

Okay, I'll give that a try, thanks :)

Posted (edited)
22 minutes ago, diesieben07 said:

Loot is managed via loot tables. You can add to existing loot tables via LootTableLoadEvent. Then you can write your own LootEntry, which receives the player via the LootContext when generating loot. You should not be generating or spawning loot manually.

 

As for adding to dungeon chests and/or fishing: Same route, they use loot tables. 

Do you know in what vanilla class I can find this, just so that I have something to refer to?

 

Never mind, I'm retarded :P

Edited by Erfurt
Posted
48 minutes ago, diesieben07 said:

Loot is managed via loot tables. You can add to existing loot tables via LootTableLoadEvent. Then you can write your own LootEntry, which receives the player via the LootContext when generating loot. You should not be generating or spawning loot manually.

 

As for adding to dungeon chests and/or fishing: Same route, they use loot tables. 

Actually, that didn't help me much, could you maybe give me an example of the code in use?

 

So far I have this.

LootEntry loot = new LootEntry(0, 0, null, "new_loot") { //null should be a LootCondition[] can't figure out how to do that
		
		@Override
		protected void serialize(JsonObject json, JsonSerializationContext context) {}
		
		@Override
		public void addLoot(Collection<ItemStack> stacks, Random rand, LootContext context)
		{
			//I guess this is where items/blocks go?
		}
	};
          
@SubscribeEvent
	public void addedDrops(LootTableLoadEvent event, EntityMob entity)
	{
		if (entity instanceof EntityZombie)
	    {
			event.getTable().getPool("loot_table").addEntry(loot);
	    }
	}

 

I pretty sure this isn't the correct way to do this.

Posted

I had to write a whole helper class to get my head around Loot tables, what I could, and wanted, to do with them.

Here's what I ended up with, although you're still going to need to read up on LootConditions as diesieben07 says.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
1 minute ago, Draco18s said:

I had to write a whole helper class to get my head around Loot tables, what I could, and wanted, to do with them.

Here's what I ended up with, although you're still going to need to read up on LootConditions as diesieben07 says.

Oh wow, that's some complicated stuff, personally I thought it would be somewhat simple to do, clearly I was wrong :P

Posted

Nope!

And my helper methods are not even complete. There's definitely features of the Loot table I didn't include because I wasn't going to be using them (and virtually nothing else does, either).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
12 minutes ago, Draco18s said:

Nope!

And my helper methods are not even complete. There's definitely features of the Loot table I didn't include because I wasn't going to be using them (and virtually nothing else does, either).

I guess that's why alle the 'tutorials' use something like this, to add drops

if (event.getEntity() instanceof EntityZombie)
	    {
			ItemStack[] stack = new ItemStack[]{new ItemStack('item/block')};
			for(int i = 0 ; i < stack.length ; i++)
			{
				EntityItem drop = new EntityItem(event.getEntity().worldObj, event.getEntity().posX, event.getEntity().posY, event.getEntity().posZ, stack[i]);
				event.getDrops().add(drop);
			}
	    }

 

Posted

Yeah, because:

  1. It's the old pre-LootTables way
  2. It's 'easier'
  3. It still works

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • 4 months later...
Posted

Based on the conversation above i assume it's not easily possible to just make a custom loot property for the hasProperty Condition.

To make fishing loot biome or biome type specific and replace the vanilla fishing loot_tables.

Is it ok for me to just make a custom fishing rod and would that make it any easier ?

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