Drops
Configure custom loot drops when an entity dies. Supports items, commands, experience, and disabling default drops.
Syntax
Drops:
- <type> <amount> <probability>
Where:
type- Drop type: item ID,cmd{...},exp, ornothingamount- Amount to drop (or range like1to5)probability- Either a chance (0.0-1.0) or a weight (integer)
Probability Modes
Chance Mode
When the probability is a decimal (has a .), each drop is rolled independently:
Drops:
- diamond 1 0.2 # 20% chance to drop 1 diamond
- gold_ingot 3 0.5 # 50% chance to drop 3 gold ingots
- emerald 1 0.1 # 10% chance to drop 1 emerald
All three drops are rolled separately, so the entity could drop any combination.
Weight Mode
When the probability is an integer (no .), one drop is selected randomly based on weights:
Drops:
- diamond 1 10 # 10/100 = 10% chance
- gold_ingot 3 30 # 30/100 = 30% chance
- emerald 1 60 # 60/100 = 60% chance
Only one drop is selected from the pool.
Do not mix chance and weight modes in the same Drops list. Choose one mode and use it consistently.
Drop Types
Items
Drop any Minecraft item. Amount can be a fixed number or a range.
Drops:
- diamond 3 0.2 # 3 diamonds with 20% chance
- minecraft:gold_ingot 5 0.5 # Full namespace also works
- iron_ingot 1to5 0.3 # Random 1-5 iron ingots, 30% chance
Commands
Execute a command when the drop is triggered. Commands run as console with operator permissions.
Drops:
- cmd{c="give <trigger.name> diamond 1"} 1 0.5
Command Parameters
| Parameter | Default | Description |
|---|---|---|
c | required | The command to execute |
asconsole | true | Run as console (true) or as the killer (false) |
Placeholders
| Placeholder | Description |
|---|---|
<trigger.name> | Name of the player/entity who killed the mob |
<trigger.uuid> | UUID of the killer |
<trigger.x>, <trigger.y>, <trigger.z> | Killer's position |
<entity.name> | Name of the dying entity |
<entity.uuid> | UUID of the dying entity |
<entity.x>, <entity.y>, <entity.z> | Entity's death position |
<killer.name> | Alias for <trigger.name> |
Command Examples
Drops:
# Give a custom item via another mod
- cmd{c="crate give <trigger.name> RewardCrate 1"} 1 0.2
# Run a custom command at the entity's location
- cmd{c="summon lightning_bolt <entity.x> <entity.y> <entity.z>"} 1 0.1
# Grant player a title/achievement
- cmd{c="title <trigger.name> title {\"text\":\"Boss Slain!\"}"} 1 1.0
Experience
Drop experience orbs. Amount can be a fixed number or a range.
Drops:
- exp 50 0.8 # 50 XP with 80% chance
- exp 100to500 0.5 # Random 100-500 XP with 50% chance
- xp 200 1.0 # 'xp' also works
Nothing
Disables all vanilla drops (items, equipment, and experience). Custom drops in the same list still work.
Drops:
- nothing # Disable vanilla drops
- diamond 1 0.3 # Still drops diamond with 30% chance
Examples
Basic Boss Drops
fire_dragon:
Model: dragon
Health: 200
Damage: 15
Drops:
- nothing # No vanilla drops
- diamond 3to5 0.8 # 3-5 diamonds, 80% chance
- nether_star 1 0.1 # Nether star, 10% chance
- exp 500to1000 1.0 # Always drop 500-1000 XP
Weighted Loot Table
treasure_mimic:
Model: chest
Health: 50
Drops:
- nothing
- diamond 1 10 # 10% chance (rare)
- gold_ingot 3 25 # 25% chance (uncommon)
- iron_ingot 5 40 # 40% chance (common)
- coal 8 25 # 25% chance (common)
Reward Crate Integration
dungeon_boss:
Model: boss_model
Health: 500
Drops:
- nothing
- cmd{c="crate give <trigger.name> BossCrate 1"} 1 1.0
- exp 1000 1.0
Multiple Chance Drops
elite_skeleton:
Model: humanoid
Preset: skeleton
Health: 40
Drops:
- bone 2to4 0.9 # Very likely
- arrow 5to10 0.7 # Likely
- bow 1 0.2 # Rare
- diamond 1 0.05 # Very rare
Notes
- Commands are executed server-side only
- If no killer exists (e.g., environmental death), killer placeholders resolve to empty strings or entity position
- The
amountfield forcmddrops is ignored (use1) - Drops execute after death skills but during the loot drop phase