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노획물 목록자연적으로 생성된 저장고(상자 등)에 어떤 아이템을 넣어야 하는지, 블록을 부쉈을 시 어떤 아이템을 떨궈야 할지, 몹을 죽였을 때 어떤 아이템을 떨궈야 할지, 낚시되는 아이템은 무엇인지 등 여러 부분에서 사용되는 기술적인 JSON 파일이다. 이 목록은 떨궈진 경험, 혹은 슬라임과 벌레 먹은 블록에서 나오는 좀벌레 등 아이템이 아닌 개체에는 영향을 주지 않는다.

사용[]

노획물 목록은 이 목록을 사용할 문자열 태그와 시드를 결정하는 Long 태그로 구성되어 있다. 같은 시드와 같은 목록을 가진 몹이나 저장고는 같은 아이템을 떨군다. 노획물 목록은 저장고 내의 아이템 위치를 지정하지 않는다. 시드에 따라 무작위로 결정된다.

상자덫 상자, 호퍼, 상자가 있는 광산 수레, 호퍼가 있는 광산 수레, 발사기, 공급기, 셜커 상자, 베틀의 경우:

    •  LootTable: Loot table to be used to fill the container when it is next opened, or the items are otherwise interacted with. When the container is a chest that is part of a double chest, only the half corresponding to the tagged single-chest is affected.
    •  LootTableSeed: Seed for generating the loot table. Works similarly to the seeds for worlds. 0 or omitted uses a random seed.

These tags are removed once the items have been interacted with (by opening the container, breaking the container, etc.), and only then are items put in the container.

의 경우:

  • The root tag.
    •  DeathLootTable: Loot table to be used for the items that drop when the entity is killed.
    •  DeathLootTableSeed: Seed for generating the loot table. Works similarly to the seeds for worlds. 0 or omitted uses a random seed.

The loot tables of mobs and containers can be altered with /execute store and /data merge. The player could also grant a loot table to an entity or drop it in the world with /loot.

태그[]

노획물 목록은 JSON 포맷을 사용하여 정의한다. 밑의 목록은 사용된 태그 목록이다.

  •  The root tag
    •  type: Optional type of the loot table. Must be one of empty if the loot table does not generate any loot, entity for loot an entity drops, block for loot a block drops, chest for a treasure chest, fishing for a fishing loot table, gift for a cat or villager gift, advancement_reward if it's used as a reward for an advancement, barter for loot from bartering with piglins, command for loot from /loot, selector틀:More info needed, advancement_entity틀:More info needed or generic if none of the above apply.
    •  functions: Applies functions to all item stacks produced by this table. Functions are applied in order, so for example looting_enchant must be after set_count to work correctly.
      • A function.
        •  function: Namespaced ID of the function to apply. Valid functions are described below.
        •  conditions: Determines conditions for this function to be applied. If multiple conditions are specified, all must pass.
          • A condition.
            •  condition: Namespaced ID of condition. Valid conditions are described below.
    •  pools: A list of all pools for this loot table. Each pool used generates items from its list of items based on the number of rolls. Pools are applied in order.
      • A pool.
        •  conditions: Determines conditions for this pool to be used. If multiple conditions are specified, all must pass.
          • A condition.
            •  condition: Namespaced ID of condition. Valid conditions are described below.
        •  functions: Applies functions to all item stacks produced by this pool. Functions are applied in order, so for example looting_enchant must be after set_count to work correctly.
          • A function.
            •  function: Namespaced ID of the function to apply. Valid functions are described below.
            •  conditions: Determines conditions for this function to be applied. If multiple conditions are specified, all must pass.
              • A condition.
                •  condition: Namespaced ID of condition. Valid conditions are described below.
        •  rolls: Specifies the exact number of rolls on the pool.
        •  rolls: Specifies a random number of rolls within a range.
          •  min: Minimum number of rolls. Inclusive.
          •  max: Maximum number of rolls. Inclusive.
        •  bonus_rolls: Specifies the exact number of bonus rolls on the pool per point of luck. Rounded down after multiplying.
        •  bonus_rolls: Specifies a random number of bonus rolls within a range. Rounded down after multiplying.
          •  min: Minimum number of bonus rolls. Inclusive.
          •  max: Maximum number of bonus rolls. Inclusive.
        •  entries: A list of all things that can be produced by this pool. One entry is chosen per roll as a weighted random selection from all entries without failing conditions.
          • An entry.
            •  conditions: Determines conditions for this entry to be used. If multiple conditions are specified, all must pass.
              • A condition.
                •  condition: Namespaced ID of condition. Valid conditions are described below.
            •  functions: Applies functions to the item stack or item stacks being produced. Functions are applied in order, so for example looting_enchant must be after set_count to work correctly.
              • A function.
                •  function: Namespaced ID of the function to apply. Valid functions are described below.
                •  conditions: Determines conditions for this function to be applied. If multiple conditions are specified, all must pass.
                  • A condition.
                    •  condition: Namespaced ID of condition. Valid conditions are described below.
            •  type: Namespaced ID type of entry. Can be item for item entries, tag for item tags, loot_table to produce items from another loot table, group for child entries, alternatives to select one sub-entry from a list, sequence to select sub-entries until one entry cannot be granted, dynamic to generate block specific drops, or empty for an entry that generates nothing.
            •  name:
              • For type 'item', ID name of the item to be produced, e.g. diamond. The default, if not changed by functions, is a stack of 1 of the default instance of the item.
              • For type 'tag' item tag to be used, e.g. arrows.
              • For type 'loot_table', loot table to be used, e.g. gameplay/fishing/junk.
              • For type 'dynamic', can be contents for block entity contents or self for banners and player skulls.
            •  children:
              • For type 'group' a list of entries that are used to generate loot. Can be used for convenience, e.g. if one condition applies for multiple entries.
              • For type 'alternatives' a list of entries of which the first, and only the first, successful entry gets generated.
              • For type 'sequence' a list of entries that are used until the first entry fails. After an entry fails, no more entries of this list are generated
            •  expand: For type 'tag', if set to true, it chooses one item of the tag, each with the same weight and quality. If false, it generates one of each of the items in the tag. Required when type is 'tag'.
            •  weight: Determines how often this entry is chosen out of all the entries in the pool. Entries with higher weights are used more often (chance is this entry's weighttotal of all considered entries' weights).
            •  quality: Modifies the entry's weight based on the killing/opening/fishing player's luck attribute. Formula is floor( weight + (quality * generic.luck)).

함수[]

노획물 목록은 쌓인 정도를 조정하거나 아이템에 마법을 부여하는 등 생성되는 아이템의 다양한 상태를 조정한다. 밑의 목록은 유효한 함수 목록과 사용하는 태그다. 태그는  함수와 동일한 함수 물체에 배치된다.

  • apply_bonus - Applies a predefined bonus formula.
    •  enchantment: Enchantment ID used for level calculation.
    •  formula: Can be binomial_with_bonus_count for a binomial distribution (with n=level + extra, p=probability), uniform_bonus_count for uniform distribution (from 0 to level * bonusMultiplier), or ore_drops for a special function used for ore drops in the vanilla game (Count * (max(0; random(0..Level + 2) - 1)+1)).
    •  parameters: Values required for the formula.
      •  extra: For formula 'binomial_with_bonus_count', the extra value.
      •  probability : For formula 'binomial_with_bonus_count', the probability.
      •  bonusMultiplier : For formula 'uniform_bonus_count', the bonus multiplier.

  • copy_name - For loot table type 'block', copies a block entity's CustomName tag into the item's display.Name tag.
    •  source: "block_entity" - Needs to be set to 'block_entity'.

  • copy_nbt - Copies nbt to the item's tag tag.
    •  source: Specifies the source. Set to block_entity for the block entity of the destroyed block, this to use the entity that died or the player that gained the advancement, opened the container or broke the block, killer for the killer, or killer_player for a killer that is a player.
    •  ops: A list of copy operations.
      • An operation
        •  source: The nbt path to copy from.
        •  target: The nbt path to copy to, starting from the item's tag tag.
        •  op: Can be replace to replace any existing contents of the target, append to append to a list, or merge to merge into a compound tag.

  • copy_state - Copies state properties from dropped block to the item's BlockStateTag tag.
    •  block: A block ID. Function fails if the block doesn't match.
    •  properties: A list of property names to copy.
      • A block state name to copy.

  • enchant_randomly - Enchants the item with one randomly-selected enchantment. The level of the enchantment, if applicable, is random.
    •  enchantments: List of enchantment IDs to choose from. If omitted, all enchantments applicable to the item are possible.

  • enchant_with_levels - Enchants the item, with the specified enchantment level (roughly equivalent to using an enchantment table at that level).
    •  treasure: Determines whether treasure enchantments are allowed on this item.
    •  levels: Specifies the exact enchantment level to use.
    •  levels: Specifies a random enchantment level within a range.
      •  min: Minimum level to use.
      •  max: Maximum level to use.

  • exploration_map - Converts an empty map into an explorer map leading to a nearby generated structure.
    •  destination: The type of generated structure to locate. Accepts any of the StructureTypes used by the /locate command (case insensitive).
    •  decoration: The icon used to mark the destination on the map. Accepts any of the map icon text IDs (case insensitive). If mansion or monument is used, the color of the lines on the item texture changes to match the corresponding explorer map.
    •  zoom: The zoom level of the resulting map. Defaults to 2.
    •  search_radius: The size, in chunks, of the area to search for structures. The area checked is square, not circular. Radius 0 causes only the current chunk to be searched, radius 1 causes the current chunk and eight adjacent chunks to be searched, and so on. Defaults to 50.
    •  skip_existing_chunks: Don't search in chunks that have already been generated. Defaults to true.

  • explosion_decay - For loot tables of type 'block', removes some items from a stack, if there was an explosion. Each item has a chance of 1/explosion radius to be lost.

  • furnace_smelt - Smelts the item as it would be in a furnace. Used in combination with the entity_properties condition to cook food from animals on death.

  • fill_player_head - Adds required item tags of a player head
    •  entity: Specifies an entity to be used for the player head. Set to this to use the entity that died or the player that gained the advancement, opened the container or broke the block, killer for the killer, or killer_player for a killer that is a player.

  • limit_count - Limits the count of every item stack.
    •  limit: Specifies the exact limit to use.
    •  limit: Specifies a random limit within a range.
      •  min: Minimum limit to use.
      •  max: Maximum limit to use.

  • looting_enchant - Adjusts the stack size based on the level of the Looting enchantment on the killer entity.
    •  count: Specifies an exact number of additional items per level of looting.
    •  count: Specifies a random number (within a range) of additional items per level of looting. Note the random number generated may be fractional, rounded after multiplying by the looting level.
      •  min: Minimum increase.
      •  max: Maximum increase.
    •  limit: Specifies the maximum amount of items in the stack after the looting calculation. If the value is 0, no limit is applied.

  • set_attributes - Add attribute modifiers to the item.
    •  modifiers:
      • : A modifier.
        •  name: Name of the modifier.
        •  attribute: The name of the attribute this modifier is to act upon.
        •  operation: Must be either "addition", "multiply_base" or "multiply_total".
        •  amount: Specifies the exact amount of change of the modifier.
        •  amount: Specifies a random amount within a range.
          •  min: Minimum amount.
          •  max: Maximum amount.
        •  id: Optional : UUID of the modifier following. If none specified, a new UUID is generated.
        •  slot: Slots the item must be in for the modifier to take effect, this value can be one of the following : "mainhand", "offhand", "feet", "legs", "chest", or "head".
        •  slot: One of the listed slots is chosen randomly.

  • set_contents - For loot tables of type 'block', sets the contents of a container block item to a list of entries.
    •  entries: The entries to use as contents.

  • set_count - Sets the stack size.
    •  count: Specifies the exact stack size to set.
    •  count: Specifies a random stack size within a range.
      •  type: The distribution type. Arguments lie in the count compound.
        • uniform: Uniform distribution. A random integer is chosen with probability of each number being equal.
          •  min: Minimum stack size.
          •  max: Maximum stack size.
        • binomial: Binomial distribution. Roll a number of times, each having a chance of adding 1 to the stack size.
          •  n: Number of rolls.
          •  p: Chance of each roll.

  • set_damage - Sets the item's damage value (durability) for tools.
    •  damage: Specifies the damage fraction to set (1.0 is undamaged, 0.0 is zero durability left).
    •  damage: Specifies a random damage fraction within a range.
      •  min: Minimum value.
      •  max: Maximum value.

  • set_loot_table - Sets the loot table for a container (chest etc.).
    •  name: Specifies the resource location of the loot table to be used.
    •  seed: Optional. Specifies the loot table seed. If absent or set to 0, a random seed will be used.

  • set_lore - Adds lore to the item
    •  lore: List of JSON text components. Each list entry represents one line of the lore.
    •  entity: Specifies the entity to act as the source @s in the JSON text component. Set to this to use the entity that died or the player that gained the advancement, opened the container or broke the block, killer for the killer, or killer_player for a killer that is a player.
    •  replace: If true, replaces all existing lines of lore, if false appends the list.

  • set_name - Adds display name of the item.
    •  name: A JSON text component name, allowing color, translations, etc.
    •  entity: Specifies an entity to act as source @s in the JSON text component. Set to this to use the entity that died or the player that gained the advancement, opened the container or broke the block, killer for the killer, or killer_player for a killer that is a player.

  • set_nbt - Adds NBT data to the item.
    •  tag: Tag string to add, similar to those used by commands. Note that the first bracket is required and quotation marks need to be escaped using a backslash (\).

  • set_stew_effect - Sets the status effects for suspicious stew.
    •  effects: The effects to apply.
      • An effect.
        •  type: The effect ID.
        •  duration: The duration of the effect.

Conditions[]

이 부분의 본문은 Predicate입니다.

Loot tables use various conditions that add requirements to a drop, pool, or function. Below are a list of valid conditions, and the tags used by them. The tags are placed in the same condition object as  condition.

Moreover, the conditions from predicates directory in the <namespace> directory in data packs have the same structure as the loot conditions.

See predicate for the possible conditions.

List of loot tables[]

Below is a list of all loot tables that exist by default. More tables can be added in the world save for use with custom maps. Note that some blocks, such as bedrock, end portals and other blocks unbreakable in survival do not have loot tables, some blocks share loot tables (namely wall and floor variants of blocks) and that certain drops, namely head drops from charged creepers and the wither's nether star, are currently not covered by loot tables.[1]

Data packs[]

이 부분의 본문은 data packs입니다.

Custom data packs use loot tables to change what loot can spawn in containers or drop by mobs. They can either change existing loot tables or create new ones. This is the file structure:

  • world save folder

The JSON files go in this folder. Vanilla loot tables are grouped into 4 categories: gameplay (fishing), entities, blocks, and chests, with some tables being in subfolders of those. For example, the file for zombies would go in datapacks/pack name/data/minecraft/loot_tables/entities/zombie.json. This makes every zombie in that world use the datapack's loot table rather than the default zombie loot table.

Loot tables are namespaced. To create a custom loot table, first create a new folder for the custom namespace, and then create loot tables within following a similar structure. Then, summon the mob with the data tag DeathLootTable set to the name of the directory and file (without the .json extension), such as DeathLootTable:"custom_namespace:path/to/table".

역사[]

Java Edition
1.9October 19, 2015Dinnerbone announces loot tables.
15w43aAdded loot tables.
15w43bAdded condition entity_scores.
15w43cRenamed "villager_golem.json" to "iron_golem.json"
Added fishing loot tables, sheep without wool, and zombie and skeleton horses.
Renamed the tag  item: to  name:, and the tag  items: to  entries:
Added the tag  type: and support to load a loot table instead of an item.
Added the tag  luck: to default files, though it currently does nothing in the code.
Added the function set_damage.
15w44aAdded the function enchant_randomly and set_attributes.
15w44bAdded the  quality tag.
Removed  luck and  luck_multiplier tags.
Added the  bonus_rolls tag.
15w51aA player in spectator mode no longer triggers a container to use its loot table to generate loot.
1.9.1pre1Loot tables now work with dispensers and droppers.
Added default table chests/jungle_temple_dispenser.
1.1116w32aDonkeys, mules, husks and zombie villagers now each draw from their own loot tables, rather than drawing from the horse and zombie loot tables, respectively
16w43aVillagers, vexes and ender dragons are now able to draw from their own loot tables.
1.1317w43aCustom loot tables have been moved into data packs.
1.1418w43aBlock drops have been changed to use loot tables too.
Loot tables received a bunch of new options.
Setting entity to "this" now refers to the player in chest and block loot tables.
18w44aAdded loot tables for cats, cat_morning_gift, players and withers.
Added loot tables for new blocks.
18w46aAdded loot table for illusioners.
18w48aAdded more loot tables for villages, some of which are currently unused.
Removed loot table: village_blacksmith.
18w49avillage_savanna_house and village_snowy_house loot tables are now used.
Added more loot tables for villages.
18w50avillage_desert_house and village_taiga_house loot tables are now used, making all previously unused loot tables no longer unused.
?Empty loot table is now hardcoded.
1.1519w34aAdded the function copy_state.
1.1620w12aAdded fishing_hook sub-predicate to check properties of the fishing hook.

문제점[]

“노획물 목록”에 관련된 문제점은 이슈 트래커에서 관리된다. 그곳에서 문제점을 보고하면 된다.

참조 링크[]

틀:Data packs

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