EffectiveDropable

Behaviour that makes a custom item drop from loot tables, broken blocks or killed entities.

Usually reached via EffectiveItem.addToLoot. Chance and amount are computed per (nullable) player, so drops can scale with Fortune/Looting via the helper functions here.

Types

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object Companion
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data class Data(val item: ItemStack, val chance: (Player?) -> Double, val lootTables: List<LootTables>? = arrayListOf(), val blocks: List<Material>? = arrayListOf(), val entities: List<EntityType>? = arrayListOf(), val amount: (Player?) -> IntRange? = null)

One drop rule.