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.
Methods
Gets a list containing all currently registered loot modifiers.
Return Type: stdlib.List<ILootModifier>
Gets a list of all the names of the currently registered loot modifiers.
Return Type: stdlib.List<string>
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.
Return Type: ILootModifier
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
LootConditionBuilder | A LootConditionBuilder representing a list of conditions that should be merged together via 'AND'. | | modifier | ILootModifier | The loot modifier itself. It may be created via CommonLootModifiers. |
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
ILootCondition?[] | 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. | | modifier | ILootModifier | The loot modifier itself. It may be created via CommonLootModifiers. |
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
ILootModifier | The loot modifier itself. It may be created via CommonLootModifiers. |
Removes all loot modifiers that have been registered by the mod with the given ID.
Return Type: void
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
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