LootModifierManager

Manager for loot modifiers.

An instance of this manager can be obtained via the LootManager.

The main usage of this manager is for registering "global loot modifiers", also known as "loot modifiers" for short. A global loot modifier runs on the loot drop of every loot table (unless otherwise specified by conditions) and is as such able to modify it according either to predetermined parameters (e.g. replacing items) or via completely customized code that leverages the dropping context.

For more information, refer to ILootModifier.

Importing the class

It might be required for you to import the package if you encounter any issues (like casting an Array), so better be safe than sorry and add the import at the very top of the file.

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import crafttweaker.api.loot.modifiers.LootModifierManager;

Methods

getAll

Gets a list containing all currently registered loot modifiers.

Returns: A list containing all currently registered loot modifiers.
Return Type: stdlib.List<ILootModifier>

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// LootModifierManager.getAll() as stdlib.List<ILootModifier>

loot.modifiers.getAll();
getAllNames

Gets a list of all the names of the currently registered loot modifiers.

Returns: A list with all the names of the currently registered loot modifiers.
Return Type: stdlib.List<string>

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// LootModifierManager.getAllNames() as stdlib.List<string>

loot.modifiers.getAllNames();
getByName

Gets the loot modifier with the given name, if it exists.

If no loot modifier with that name exists, a default no-op instance is returned.

Returns: The ILootModifier with the given name, or a default one if no such instance exists.
Return Type: ILootModifier

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LootModifierManager.getByName(name as string) as ILootModifier
ParameterTypeDescription
namestringThe name of the loot modifier.
register

Registers a new global loot modifier with the given name.

The loot modifier will be run only when all conditions registered within the LootConditionBuilder pass, effectively as if they were merged with an 'AND' condition.

This method is to be preferred instead of the method that takes a raw ILootCondition array.

It is suggested to provide a list of conditions that match as closely as possible the desired conditions rather than checking them manually in the modifier itself, since the game may perform additional optimizations.

Return Type: void

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LootModifierManager.register(name as string, builder as LootConditionBuilder, modifier as ILootModifier) as void
ParameterTypeDescription
namestringThe unique identifier for the loot modifier. It must be all lowercase and devoid of both spaces and
colons.
builderLootConditionBuilderA LootConditionBuilder representing a list of conditions that should be merged together
via 'AND'.
modifierILootModifierThe loot modifier itself. It may be created via CommonLootModifiers.
register

Registers a new global loot modifier with the given name.

The loot modifier will be run only when all conditions pass, effectively as if they were merged with an 'AND' condition. An empty condition array (or a null one) indicates a lack of conditions, meaning that the loot modifier will be run on every loot table.

It is nevertheless suggested to provide a list of conditions that match as closely as possible the desired conditions rather than checking them manually in the modifier itself, since the game may perform additional optimizations.

Return Type: void

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LootModifierManager.register(name as string, conditions as ILootCondition?[], modifier as ILootModifier) as void
ParameterTypeDescription
namestringThe unique identifier for the loot modifier. It must be all lowercase and devoid of both spaces and
colons.
conditionsILootCondition?[]A set of conditions that restrict the context in which the loot modifier applies. It can be
empty or null, which indicates a lack of conditions. The conditions are all merged
together with an 'AND' connector.
modifierILootModifierThe loot modifier itself. It may be created via CommonLootModifiers.
registerUnconditional

Registers a new global loot modifier with the given name without providing any conditions.

The loot modifier will be run for every loot table rolled in the entire game. It is thus suggested to use this method sparingly and to implement a very fast loot modifier.

Return Type: void

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LootModifierManager.registerUnconditional(name as string, modifier as ILootModifier) as void
ParameterTypeDescription
namestringThe unique identifier for the loot modifier. It must be all lowercase and devoid of both spaces and
colons.
modifierILootModifierThe loot modifier itself. It may be created via CommonLootModifiers.
removeAll

Removes all loot modifiers that have been registered up to this point.

Return Type: void

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// LootModifierManager.removeAll() as void

loot.modifiers.removeAll();
removeByModId

Removes all loot modifiers that have been registered by the mod with the given ID.

Return Type: void

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LootModifierManager.removeByModId(modId as string) as void
ParameterTypeDescription
modIdstringThe mod ID.
removeByName

Removes the loot modifier with the given name.

The name may either contain a colon or not. If no colon is present, it is assumed that the loot modifier name is one of the modifiers that have been already registered in a script.

Return Type: void

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LootModifierManager.removeByName(name as string) as void
ParameterTypeDescription
namestringThe name of the loot modifier to remove.
removeByRegex

Removes all loot modifiers whose name matches the given regular expression.

The entire name is taken into consideration for the match, effectively matching the format of a MCResourceLocation.

Return Type: void

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LootModifierManager.removeByRegex(regex as string) as void
ParameterTypeDescription
regexstringThe regular expression to match.