🐟Drop

🐟Drop Structure

A drop may have the following characteristics:

  • Chance - the chance that the player will catch it is from 0 to 100%

  • Fish Health - health point drop, shows how many points the player needs to score in the mini-game to win it

  • Experience - how much experience the player will receive when catching this fish (Level System Experience)

  • Weight - generates a random weight. The weight must be specified as a range like 1-10. Weight can be displayed in lore. Weight affects the price of the fish (price * weight). This function adds two NBT weight data and id data to an item ({"litefish:id" "%id%", "litefish": %weight%d}). The closer the number is to the acceptable limit, the lower the chance. Below is a table for generating weights from 1 to 10 (values ​​have been rounded to the nearest whole number to shorten the table).

Weight
Count ( 1.000.000 gen)
Percent

1

131455

13.1%

2

233766

23.4%

3

190647

19.1%

4

151188

15.1%

5

115485

11.5%

6

82629

8.3%

7

53628

5.4%

8

29745

3.0%

9

10679

1.1%

10

778

0.1%

  • Amount - the quantity of the current item. can be specified by a range 1-5 or 5.

  • Price - price for sale in /lfish sell. This function adds one NBT id data to an item ({"litefish:id" "%id%"}).

  • Random Durability - generates random durability for an item if it supports it.

  • Random Enchantment - generates 0 to 3 random enchantments to the current item type.

  • Level - level required to catch a given drop. The player can catch items of their level and below.

  • Catch Info - adds additional lore description of when and by whom it was caught.

  • Rarity - adds rarity to lore.

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