This is a project inspired by Loot-Tables, Random Maps and Monsters - Part I by Mike (Prof. Chuck). Here you'll find a Random Distribution System (RDS) that implements most of the features of the article.
Create a loot table that represents all the possible loot from an encounter. Each loot item in the table has a chance to drop relative to all the other items in the table. Roll on the table to generate a set of items. Items can be other tables, unique across the whole result, randomly distribute the amount (for gold or similar), or always be part of the result.
There is currently no way to hook into the tables and items to change them on the fly.
Check out the project on GitHub .
Loot Tables
New loot table
Test Table
Name | Probability | Min | Max | Always | Unique | Inner Table |
---|---|---|---|---|---|---|
Gold | 1 | 100 | 250 | ✔ | ||
Horn of Plenty | 5 | 1 | 1 | |||
Weak Health Potion | 5 | 1 | 1 | |||
Cedar Planks | 10 | 1 | 5 |
test
Name | Probability | Min | Max | Always | Unique | Inner Table |
---|---|---|---|---|---|---|
Horn of None | 1 | 1 | 1 |
Tes
Name | Probability | Min | Max | Always | Unique | Inner Table |
---|---|---|---|---|---|---|
Gold | 1 | 50 | 100 | ✔ | ||
Sword | 1 | 1 | 1 | |||
Null | 2 | 1 | 1 |