Cleanup
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@@ -122,16 +122,8 @@ public final class WizardryRegistry {
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* random stack size, and that's before you take functions into account.
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*
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* ...oh, and entries can be entire loot tables in themselves, allowing for potentially infinite levels of
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* randomness. Yeah.
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*
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* Translating to the new system: ChestGenHooks.SOME_NAME -> loot table json file ??? -> loot pool (I don't
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* think it was split up like this before) ChestGenHooks.addItem() -> entry in a loot pool Stack sizes in
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* WeightedRandomChestContent -> set_count function for entries Weight in WeightedRandomChestContent -> weight
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* of entries Custom WeightedRandomChestContent implementations -> custom loot functions, but only for
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* complex/dynamic stuff - things that serve to allow the chance for a category of items (like armour) to be
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* specified but still have a random chance for which exact item you get should be done with nested loot
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* tables. */
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* randomness. Yeah. */
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// Always registers the loot tables, but only injects the additions into vanilla if the appropriate option is
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// enabled in the config (see WizardryEventHandler).
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LootFunctionManager.registerFunction(new RandomSpell.Serializer());
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