This commit is contained in:
Electroblob
2018-04-07 22:50:08 +01:00
parent b96526b284
commit 267fb2daf4
4 changed files with 11 additions and 29 deletions
@@ -122,16 +122,8 @@ public final class WizardryRegistry {
* random stack size, and that's before you take functions into account.
*
* ...oh, and entries can be entire loot tables in themselves, allowing for potentially infinite levels of
* randomness. Yeah.
*
* Translating to the new system: ChestGenHooks.SOME_NAME -> loot table json file ??? -> loot pool (I don't
* think it was split up like this before) ChestGenHooks.addItem() -> entry in a loot pool Stack sizes in
* WeightedRandomChestContent -> set_count function for entries Weight in WeightedRandomChestContent -> weight
* of entries Custom WeightedRandomChestContent implementations -> custom loot functions, but only for
* complex/dynamic stuff - things that serve to allow the chance for a category of items (like armour) to be
* specified but still have a random chance for which exact item you get should be done with nested loot
* tables. */
* randomness. Yeah. */
// Always registers the loot tables, but only injects the additions into vanilla if the appropriate option is
// enabled in the config (see WizardryEventHandler).
LootFunctionManager.registerFunction(new RandomSpell.Serializer());