🐟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).
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
1-5or5.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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