Declare Random Sections en - Glomzzz/RandomItem GitHub Wiki
quality:
type: strings
strings:
Rough:
weight: 45
values:
- 'STICK'
- '&8Rough'
- '&eQuality: &8Rough'
- '&f_______&b<-&8Quality Attribute&b->&f_______'
- ' &dDamage: &810 '
- '0'
Normal:
weight: 35
values:
- 'WOOD_SWORD'
- '&7Normal'
- '&eQuality: &7Normal'
- '&f_______&b<-&7Quality Attribute&b->&f_______'
- ' &dDamage: &720 '
- '0'
Fine:
weight: 10
values:
- 'STONE_SWORD'
- '&3Fine'
- '&eQuality: &eFine'
- '&f_______&b<-&eQuality Attribute&b->&f_______'
- ' &dDamage: &330 '
- '0'
Excellent:
weight: 6
values:
- 'IRON_SWORD'
- '&aExcellent'
- '&eQuality: &aExcellent'
- '&f_______&b<-&aQuality Attribute&b->&f_______'
- ' &dDamage: &a50 '
- '1'
Epic:
weight: 3
values:
- 'GOLD_SWORD'
- '&5Epic'
- '&eQuality: &5Epic'
- '&f_______&b<-&5Quality Attribute&b->&f_______'
- ' &dDamage: &570 '
- '2'
Legendary:
weight: 1
values:
- 'DIAMOND_SWORD'
- '&6Legendary'
- '&eQuality: &6Legendary'
- '&f_______&b<-&6Quality Attribute&b->&f_______'
- ' &dDamage: &6100 '
- '3'
As shown in the codes, this random section declared a strings section Its contents are as follows:
- ID: quality
- type: strings
-
Sub String Section:
- Rough weight: 45
- Normal weight: 35
- Fine weight: 10
- Excellent weight: 6
- Epic weight: 3
- Legendary weight: 1
-
Sub String Section:
- As the name suggests, it is a strings section 's sub string section
- Calling strings will randomly return a sub string section's value based on the weight
strength:
type: number
start: '1'
bound: '20'
As shown in the codes, this is a number section Its contents are as follows:
- ID: strength
- type: number
- fixed.integer.max: -1 (default)
- fixed.integer.min: 0 (default)
- fixed.demical.max: 0 (default)
- fixed.demical.min: 0 (default)
- decimal: 0 (default)
- start: 1
- bound: 20
Example:
type: number
start: '10'
bound: '20'
As shown in the codes, this is a number section Its contents are as follows:
- ID: Example
- type: number
- fixed.integer.max: -1 (default)
- fixed.integer.min: 0 (default)
- fixed.demical.max: 0 (default)
- fixed.demical.min: 0 (default)
- decimal: 0 (default)
- start: 10
- bound: 20
- Calling the number section returns a random number from the start number to the end number
x:
type: compute
max: 233
fixed:
decimal:
max: 2
formula: '(1+(<quality.5>/2)) * <Example> * <strength> / 20'
As shown in the codes, this random section stated a compute section Its contents are as follows:
- ID: x
- type: compute
- fixed.integer.max: -1 (default)
- fixed.integer.min: 0 (default)
- fixed.demical.max: 2 (default)
- fixed.demical.min: 0
- formula: '(1+(<quality.5>/2)) * * / 20'
- Calling this compute section returns the result of the calculation of its formula (support PAPI)
script:
type: javascript
script: |
var id = "<quality.id>";
switch(id){
case "Rough":
return 1;
case "Normal":
return 2;
case "Fine":
return 3;
case "Excellent":
return 4;
case "Epic":
return 5;
case "Legendary":
return 6;
default:
return 0;
}
As shown in the codes, this random section stated a javascript section Its contents are as follows:
- ID: script
- type: javascript
- script: ·······
- Calling this javascript section returns the result of its code
(if there is "function" in the script, you must write a main function and run it by yourself)
(if there is no "function" in the script, you can write the script directly without writing the main function or run it.)
prefix:
type: lore
values:
- '&7Rough '
- '&aFine '
- '&5Epic '
As shown in the codes, this random section stated a lore section Its contents are as follows:
- ID: prefix
- type: lore
- values:
-
- &7Rough
-
- &aFine
-
- &5Epic
- Calling this loresection returns one of its values randomly