package choonster.testmod3.event; import choonster.testmod3.init.ModLootTables; import net.minecraft.world.storage.loot.*; import net.minecraft.world.storage.loot.conditions.LootCondition; import net.minecraftforge.event.LootTableLoadEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; /** * Handler for {@link LootTableLoadEvent}. * * @author Choonster */ @Mod.EventBusSubscriber public class LootTableEventHandler { /** * When the {@link LootTableList#CHESTS_SIMPLE_DUNGEON} {@link LootTable} is loaded, add a new {@link LootPool} with * a single {@link LootEntryTable} that points to {@link ModLootTables#LOOT_TABLE_TEST}. * <p> * Test for this thread: * http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/2781780-chest-loot * * @param event The event */ @SubscribeEvent public static void lootTableLoad(LootTableLoadEvent event) { if (event.getName().equals(LootTableList.CHESTS_SIMPLE_DUNGEON)) { final String name = ModLootTables.LOOT_TABLE_TEST.toString(); final LootEntry entry = new LootEntryTable(ModLootTables.LOOT_TABLE_TEST, 1, 0, new LootCondition[0], name); final RandomValueRange rolls = new RandomValueRange(0, 1); final LootPool pool = new LootPool(new LootEntry[]{entry}, new LootCondition[0], rolls, rolls, name); event.getTable().addPool(pool); } } }