Loot
Requirements:
- KBPL
- If the version in the title is higher than the one on the 'recent files' list, then you will have to wait until bukkit approves the latest version since KBPL could be updated and have code that does not work with previous versions of the plugin.
What it does:
The title pretty much says it all! But to be a bit more detailed, Loot makes it easy to create chests with randomly generated loot. The best part? No commands. Oh did I mention that it adds random enchantments to armor and weapons and can spawn random potions? Yeah, that too. Its the perfect loot generator for custom dungeons and worlds with randomly generated schematics.
Features:
- Automatic Chest Regeneration Refills chests automatically using a list of items that you configure.
- Enchantments You can configure whether loot chests will spawn items with random enchantments, or you can specify the enchantments yourself.
- Potion Effects Same as the enchantments, but with potions.
- Item naming Specify a name for the items spawned in a chest! You can also configure the plugin to let it add a random preffix/suffix to enchanted items, dependent of the enchantments applied.
- Lore Add lore to any item for that true rpg feel!
- Books You can set the title, author and text of books generated!
- Colors You can set the colors of the names/lore/whatever of each item.
- Randomness A lot of the properties of any item can be randomized, including the enchantments applied, name, amount, data value, chance for it to spawn at all, etc.
- Redstone Force a chest to reset by powering the sign!
- Uses Soulbound You can download the soulbound plugin for added functionality! Visit the plugin page here.
How it works:
Important Notes:
- Requires KBPL
- The way bukkit names effects is different than the default minecraft effects, so here are some tables of the names you should use on the config file:
Enchantments
Potion Types
- You can find the color codes here.
Permissions:
- loot.sign.create - Lets you create Loot signs.
- loot.sign.break - Lets you break Loot signs.
- loot.command.name - Ability to use the command /loot name
- loot.command.reload - Ability to use the command /loot reload
- loot.list.x - Permission to open loot chests of x list
Requesting new features:
If this plugin is missing that certain special feature, bribe me and I will gladly work on it!
While I am updating and squashing bugs for free, working on new features requires time and everyone knows that time equals money.
I am however, open to suggestions that are directly related and crucial to the plugin.


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Posted May 13, 2013@XxkmachoxX
Okay thanks for the info on books, I knew I saw it somewhere.
However, as to the inheritance thing, I tried that and I get these errors thrown at my console. http://pastebin.com/dH1qLuZ6
And this is exactly what I put:
inheritance: BoxMine2com
items:
The chests don't populate with anything at all. What am I doing wrong?
EDIT: I just installed Soulbound and added the line "soulbound: pickup" to my rare drops but they aren't soulbinding. This goes under properties, right?
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Posted May 13, 2013@Timometz1234
Yup, what broede said.
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Posted May 13, 2013@lordkronox
Eh... you donated 10 cents and that's the transaction fee from Paypal >.>
Anyways, regions is something I wouldn't want to mix my plugin with. If I started adding feature's that aren't directly related to the plugin itself, it would end up getting very messy.
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Posted May 13, 2013@broede
Yup, you can set text, title and author of the book. I added how to do this under 'Books' in The Configuration File page.
The inheritance is set right above the 'items' key. Like this:
Make sure you are putting it outside the 'items' section. This is covered on 'Lists' in The Configuration File page.
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Posted May 13, 2013Macho, you can try add a feature for respawn all chests in a region.
That will be really nice for big servers that have a lot of chests.
PS: I've just donated some money for your project =)
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Posted May 13, 2013@Timometz1234
It actually works just fine in 1.5.2, other than the little glitches he has on his to-do list for an upcoming update. Not every Minecraft update will require all plugins to make any changes for them to work.
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Posted May 13, 2013Can you update to 1.5.2
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Posted May 13, 2013Say, I was curious. I have chests spawning in an office area, is it possible to have books spawn with text on them? How would I go about that?
I got another problem. Where can I find how to set the inheritance properly? I keep trying different formats and all it does is throw console errors.
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Posted May 13, 2013Alright, perfect, all my questions are answered so far. You've been the best plugin author I've worked with to date. Thank you so much for all the help and I really look forward to your update! When we get more donations coming in, I'll be slipping some your way.
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Posted May 12, 2013@LampIsFun128
That would be:
worlds: world: commonlist: time: 5 radius: xX being the radius
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Posted May 12, 2013@broede
The current build doesn't support books, but i have it on the to-do list for the next.
About the item naming, It'll apply to all enchanted items that don't have the name property set.
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Posted May 12, 2013@XxkmachoxXMay Awhile ago I asked if you can have all chests on a world require no players in the radius to refill the chest without using signs, can you show me an example of the config that shows that? heres mine
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Posted May 12, 2013@XxkmachoxX
Thank you VERY much, did you happen to catch my edit about enchanted books?
And how do I enable prefixes/suffixes? Will it apply to ALL enchanted items spawned, just randomized effects, or do I specify manually?
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Posted May 12, 2013@broede
1. It's set through the 'color' property, like so:
properties: color: red: 255 green: 0 blue: 64The reason it's appearing black by default was a mistake on my part, it's already been fixed for the next build.
2. It is now! I always forget about small details like that.
3. Sorry but it doesn't :P I can see your point though.
4. Yup, just set 'inheritance' right above 'items' to the name of the list you want it to call next after iterating through the items of that list.
5. Random prefixes/suffixes are set on a file called 'Item Names.yml' on the same folder where the config is. I actually forgot to provide this though, so here's a link to it: click
Glad to see your server getting populated :D
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Posted May 12, 2013@XxkmachoxX
Wow, format fails all over on my part. My next dungeon doesn't have those errors because I took what you said into account and paid closer attention.
As to the spawn rates thing, well, I will just be patient and wait for a fix for this. :)
Now, I'm curious about a few things that are much less gamebreaking (lol).
1. How do I set up the leather dyes? Because 99% of my leather drops are black, but randomly some are normal. And I don't set the data property for them. Also, if I set the data property, does that not change their durability instead of dye? I'm so confused on how to deal with the look of the leather armor drops.
2. Did you ever implement allowing for a single/double as the spawn chance? I saw some posts about that and you talked about adding it. I'd like some super stupid rare things to drop from chests, like a 1 in 1000 chance or lower, but I don't know if I can and that's one thing I'm afraid to experient with. (lol)
3. I tried using effects the same way you have multiple items. Such as iron_sword-1, iron_sword-2, only for durability-1, durability-2. This doesn't work, does it? The reason for this is so that I can control the chances of an item having a super high level, but still having a minimum level. I may not be explaining this right, here, let me demostrate.
I want a piece of gear to have a 25% chance of being level 2, but always at least level 1. I'd like to be able to do this:
durability-1: chance: 25 lvl: '2-2' durablity-2: chance: 100 lvl: '1-1'
Because I believe the way you have it set up now, if you just do chance 100 and lvl '1-2', it has a 50-50 shot of being either level, correct? Am I explaining this right? I hope so.
Lastly, I'm curious, and maybe I'm just forgetful... can one list inherit from another? Like, I want all chests to spawn a certain loot list, but one chest having the chance to ALSO spawn a rare item, or having each chest share a common item list but its own rare list. Is this doable? If so, you'd make my freaking day!
EDIT: My bad, just thought of one more thing. You mention random prefixes/suffixes... how do we get those?
EDIT #2: I just tried spawning an enchanted book using a random effect, but it was blank. The effect chance was set to 100%. I used enchanted_book for the item name. :(
Anyway, thanks SO much for all the help and support so far. We hit a peak of 16 players last night when we released the second dungeon and people are gobbling it up. Have a great Mother's Day!
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Posted May 11, 2013Maybe you can add a chest respawn/despawn system Minez-Style. This would be very useful .
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Posted May 11, 2013@XxkmachoxX
Ok thanks! I used apt-get remove default-jre and openjdk-6-jre Didn't work but I'm going to reinstall my server.
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Posted May 11, 2013@suomenlippis
Well, that error only appears when the plugin runs with a previous version of java than the one the plugin itself was compiled with. So I guess my best suggestion would be to make sure you don't have an older version of java installed, by uninstalling all versions of java and just getting the newest one ( I'm pretty sure the older versions of java stay installed even after installing java 7)
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Posted May 11, 2013@darkaln
Yup, item ID's work
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Posted May 11, 2013@broede
Hmmm. You'r having some pretty odd errors :O
Anyways, the're are definately some things that need to be fixed. The reason you were getting the error of brackets appearing next to the name is because you put the name as if it were a list. aka:
instead it should be like this:
Also, the problem with items not appearing is due to the formatting in the config. For example:
gold_helmet: effects: effect1: effect2: properties: lore: - "&a&lRighteousness of Mordizan" name: "&a&lCrown of Mordizan"The formatting on this one is wrong. Notice how 'properties' is inside 'effects'. Here's the correct formatting:
gold_helmet: effects: effect1: effect2: properties: lore: - "&a&lRighteousness of Mordizan" name: "&a&lCrown of Mordizan"About the problem you're having with the amount of items filling the chest, I had actually changed this recently so that it doesn't check the list in order. I'm going to change it so that it loads all the item probabilities, weights them against each other, then spawn. This should guarantee that all items can 'participate' in the random selection and takes into account all the chances.
By the way, thanks for the donation, every little bit helps :)