#Loot
This is a framework for registering and generating loot. It also adds loot chests to dungeons.
Settings
loot_vaults
- Set to true
to enable loot vault generation.
loot_dungeons
- Set to true
to enable loot generation in dungeons.
API
Registering
To register a piece of loot, call
loot.register_loot({ weights = { cat1 = x1, cat2 = x2, ... },
payload = { stack = <ItemStack>,
min_size = <a nonnegative integer>,
max_size = <a positive integer>,
},
})
The ```weights``` table is a map from loot category names to weight values - these are positive integers, where higher values means more likely to be generated in that category. If the total weight of all the loot in a loot category is t, and the weight of a particular loot is p, then the chance of that piece of loot being generated from that category is p/t. As a consequence, adding more pieces of loot to a category make the existing pieces of loot less likely to be generated.
The ```payload``` table describes what your piece of loot is. ```stack``` is an ```ItemStack``` that you want generated as loot, and min_size and max_size are optional minimum and maximum stack sizes to be generated. If they are no provided, ```stack``` is used unmodified.
Generating
To generate count
stacks of loot from category "category", call
loot.generate_loot("category", count)
This returns a list of ```ItemStack```s with ```count``` elements. Afterwards, you can stuff it in a chest or other container, or drop them in the world, etc.
Predefined Categories
generic
: The dumping ground for almost all loot. Put your loot in this category if you want it to be available in dungeons, or other mods that choose to generate generic loot.valuable
: Used for particularly valuable loot, such as precious stones or metals. Dungeons and loot vault chests are guaranteed to contain at least one of these.
You do not need to define a category before using it; simply put it in your loot's weights table.
Description
Languages
Lua
94.6%
TypeScript
5.4%