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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, or nothing
  • amount - Amount to drop (or range like 1to5)
  • 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.

warning

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

ParameterDefaultDescription
crequiredThe command to execute
asconsoletrueRun as console (true) or as the killer (false)

Placeholders

PlaceholderDescription
<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 amount field for cmd drops is ignored (use 1)
  • Drops execute after death skills but during the loot drop phase