Scavenge is a mod that allows you to apply custom RightClick/LeftClick behaviors

to any Block. On top of that you can add LootPools to these behaviors that are dropped when the conditions are met. These things are loaded from JsonFiles and act closely to a Scripting language.

Note: The "Pages" Page is now a repository for examples of how to use certain features. If you want to add or learn how to make a feature then look into there.



On top of that you can add certain unque features/conditions when rightclicking these blocks.

For example:

Player has to sneak,

Player has to have a Diamond in his hands

The block is unbreakable

The block disapears after 5 uses

etc.

To that you can apply multiple loottables to 1 block as long the conditions do not collide.

There is a lot more customizablity which can be found in the documentation.

Info. 1.6 or older scripts will not load in 1.7 because of the core rewirte!

Side Info: 1.10.2-1.11.x are now frozen on updates because of nobody using it at all. (If usage comes up patches will be made, but it increases update speed drastically)

How to install a JsonFile:

You put the file into the scavenge config folder and go into the config file. In there is a list of files you can put in, in there you put your file name + expression. S:LoadingFiles < testing.json >

Side note: The mod has a JEI Plugin which can be customized how you want.

Here is an example file for a more complex usage. If you still have questions. Ask or try things out.

Example file:

{ "block_pools" : [ { "name": "Netherrack", "type": { "type": "block", "name": "minecraft:nether_brick" }, "clicktype": "both", "properties": [ { "type": "require_sneak" } ], "drops": [ { "name": "minecraft:iron_ingot" } ], "messages": [ { "id": "require_sneak", "message": "Player requires to sneak" } ] } ] }

Commands:



/scavenge reload, reloads the Configs & Scripts.(it will also fire the /scavenge printErrors command automatically)

/scavenge printErrors prints the errors of the scripts

Known issues:

Nothing



How to make a Scavenge ModAddon: Link



Usage Documentation: (Warning. Wall of text)



These Files get turned into a scriptlike language where you can define certain things and they get excecuted in a certain way.



To start at the beginning when a file gets loaded there has to be a certain format provided.

Every single file starts with a Object with an value inside of it that is called "block_pools".

Example:

{ "block_pools": [ ] } Scavenge is a Mod that loads JsonFiles via a Forge Config from its config folder and loads them.These Files get turned into a scriptlike language where you can define certain things and they get excecuted in a certain way.To start at the beginning when a file gets loaded there has to be a certain format provided.Every single file starts with a Object with an value inside of it that is called "block_pools".Example: Inside the "block_pools" Array you put in Objects that define which blocks should be effected.

Every Block Pool can either affect 1 or more blocks depending on the Type. Block Pools can also have duplicated Blocks defined in them as long the conditions are not 100% Equal.

Now there are a couple options inside the Block Pool that you can define:



"name" : (Defines the Name of the BlockPool. Some Conditions/Effects rely on that name. It has to stay Unique.) String,

: (Defines the Name of the BlockPool. Some Conditions/Effects rely on that name. It has to stay Unique.) String, "type" : (Defines If the BlockPool is just a Single Block, a BlockList, or a OreDictionary Entry.) Object

: (Defines If the BlockPool is just a Single Block, a BlockList, or a OreDictionary Entry.) Object "clicktype" : (If the BlockPool is left or rightclick or both) String,

: (If the BlockPool is left or rightclick or both) String, "blockRightClick" & "blockLeftClick" (Checks if the click is being blockt. Can be ignored but it defaults to blocking the interaction after the BlockPool is being processed. Is only asked for if clicktype was added) Boolean

& (Checks if the click is being blockt. Can be ignored but it defaults to blocking the interaction after the BlockPool is being processed. Is only asked for if clicktype was added) Boolean "disableJEI" : (Allows to hide this entry from the JEI plugin thats intigrated. Default: Visible) Boolean.

: (Allows to hide this entry from the JEI plugin thats intigrated. Default: Visible) Boolean. "properties" : (The Conditions/Effect that the BlockPool should have when being clicked) ObjectArray or Object

: (The Conditions/Effect that the BlockPool should have when being clicked) ObjectArray or Object "drops" : (The Loot that should be added or dropped when the all the conditions were met) ObjectArray or Object

: (The Loot that should be added or dropped when the all the conditions were met) ObjectArray or Object "messages": (The Error and Success Messages that should be printed when something was successfull or something wasn't working because of a user error.) ObjectArray or Object After this basic explaining of how the things work lets go into a bit of bigger detail of the more complex ones.

The "type" Object defines very simply what blocks to check for this can be defined by ["block", "ore" or "block_list"].

Here are a couple examples: "block" Defines 1 Block that you want to effect. Meta can be either defined through 3 ways: Either "meta" which allows you to effect 1 Block Metadata. "metas" which allows you to effect multiple Block Metadatas. Or leave it away. If no metadata is defined any Metadata that the block has will be automatically counted as valid. Example: "type": { "type": "block", "name": "minecraft:dirt", "meta": 5 } or "type": { "type": "block", "name": "minecraft:dirt", "metas": [5, 3, 2, 12] } "ore" looks up the OreDictionary for Blocks and builds the list from there. "oreCopper" for example gathers all the Copper ores together and applies the same effect to them. Example: "type": { "type": "ore", "name": "oreCopper" } "block_list" allows you to define Multiple Blocks at once. For each Object entry in this type of addition you also can apply the same meta rules as in the "block" type. So meta, metas or ignore meta. Example: "type": { "type": "block_list", "blocks": [ { "name": "minecraft:dirt", "meta": 5 }, { "name": "minecraft:dirt", "metas": [5, 3, 2, 12] }, { "name": "minecraft:dirt" } ] }

Next to "properties". Properties allow you to define Block Condition & Effects for the Block Pool.

That can range from "player has to sneak" all the way to "a Player has to have achievements and to be at y level 55" or also "player gains 5 heath and loses 2 XP levels".

The Block Properties can be found below in a seperate tab since its very large.

Some Block Conditions can not work with each other or with effects but all these are defined.

A basic layout of a Block Property can be summed up by that: "id", "description", "parameters", "Incompatible With", "type", No need to explain those names since they are selfexplaining.



"drops" Allows you to define what loot will be dropped when a Condition set is fulfilled.

These are entirely optional and not required. But a "Block Pool" either requires at least 1 Effect or at least 1 loot drop.

When creating a loot drop you have the following things to add. "name" : (The ItemName that should drop) String,

: (The ItemName that should drop) String, "meta" : (The Metadata the item should have. Defaults to 0) IntNumber,

: (The Metadata the item should have. Defaults to 0) IntNumber, "amount" : (How many items it should be. Defaults to 1) IntNumber,

: (How many items it should be. Defaults to 1) IntNumber, "nbt" : (What NBTData the item should have. This is a reference to the NBTFiles. Defaults to None), String

: (What NBTData the item should have. This is a reference to the NBTFiles. Defaults to None), String "chance" or "weight" : (Decides if it is a Chance based drop or a weight base drop. Difference being chance is a single drop while all weight drops combine to 1 list and 1 gets randomly pickt. Defaults to chance with 100% chance) FloatNumber for "chance" or IntNumber for "weight",

or : (Decides if it is a Chance based drop or a weight base drop. Difference being chance is a single drop while all weight drops combine to 1 list and 1 gets randomly pickt. Defaults to chance with 100% chance) FloatNumber for "chance" or IntNumber for "weight", "rolls" : (Only checkt for if "chance" is selected and defines how often the loot is allowed to be collected for in 1 Click. That can be modified by a block property, defaults 2Billion times) IntNumber,

: (Only checkt for if "chance" is selected and defines how often the loot is allowed to be collected for in 1 Click. That can be modified by a block property, defaults 2Billion times) IntNumber, "disableJEI" : (Allows to decide if the loot is shown in JEI or not. Defaults to show in JEI) Boolean.

: (Allows to decide if the loot is shown in JEI or not. Defaults to show in JEI) Boolean. "properties" : (Properties define the effects that either get applied passivly or actively on the Item. Passivly means when the loot is created in the Script and activly means when the loot is gathered. These can range from setDamage to very complex condition based ones that apply only effects if a BlockProperty send data over they needed.) ObjectArray or Object.

: (Properties define the effects that either get applied passivly or actively on the Item. Passivly means when the loot is created in the Script and activly means when the loot is gathered. These can range from setDamage to very complex condition based ones that apply only effects if a BlockProperty send data over they needed.) ObjectArray or Object. "conditions": (Allows to add BlockConditions to the Loot Itself which then causes the loot only to drop when all conditions are set. These are implemented like normal blockConditions in this conditionsArray. It works also to non Weight based loot.) ObjectArray or Object Lets provide an Example for all but properties: a "weight" based example: { "name": "minecraft:iron_ingot", "meta": "0", "amount": "54", "nbt": "customNBT", "disableJEI": false, "weight": 423 } a "chance" based example: { "name": "minecraft:iron_ingot", "meta": "0", "amount": "54", "nbt": "customNBT", "disableJEI": false, "chance": 99, "rolls": 255 } a "chance condition" based example: { "name": "minecraft:iron_ingot", "meta": "0", "amount": "54", "nbt": "customNBT", "disableJEI": false, "chance": 99, "rolls": 255, "conditions": [ { "type": "require_sneak" }, { "type": "require_item", "name": "minecraft:stick" } ] } Ok now "properties" applied to the loot is done the same way as properties are applied to Blocks.

Its the same way but with different ids. All the Loot Properties are inside a seperate tab because there is still a big amount of them present.

Ok now "properties" applied to the loot is done the same way as properties are applied to Blocks.Its the same way but with different ids. All the Loot Properties are inside a seperate tab because there is still a big amount of them present.

Now lets go to the "messages" for the Block Pool.

Messages allow to inform the player about certain situations that can happen.

A condition that may have failed, a special effect that has worked or if the pool was executed in general.

This is based on a "id" and "message" system. The ID represents the condition/effect that has triggered a message print while the message is the message thats being send to the player. Example: "messages": [ { "id": "require_empty_Hand", "message": "You require a Empty Hand to use this effect" } ] There are also special "ids" for the if any condition has failed message and the the pool was executed message.

These are called "global" and "success" and are called when an condition has failed ("global") or if the block pool was successfully executed ("success") On top of that if you have duplicated entries of a Property these can be also captured by adding a _1 or _2.

Example: "messages": [ { "id": "require_block", "message": "You require a dirt Block" }, { "id": "require_block_1", "message": "You require a stone Block" }, { "id": "require_block_2", "message": "You require a wood Block" } ] This is done base on how the conditions are written. From top to down. So 2 will catch the 3rd "require_block" condition while the first message will catch the first one.

The NBTFiles:



With 1.7 that changes.

So how do NBTFiles work and how can i use them with my scavenge scripts?



The NBTFiles work very simple they have a very strict loading rule but other then that nothing to worry about.



Its as simple as this:

myid={testing:1b,value:32321L} customID={testing:23b,value:34221L} The NBTFiles were introduced since 1.3. Sadly nobody really took effect of them since they were not really thought out, documentation was missing and the implementation was horrible.With 1.7 that changes.So how do NBTFiles work and how can i use them with my scavenge scripts?The NBTFiles work very simple they have a very strict loading rule but other then that nothing to worry about.Its as simple as this: Once you start a NBTFile this is the rule: you start with the ID of that NBT entry add a = and directly after that you put in the NBTString.

No spaces between or new lines each id has 1 line and the NBTData has to be in there too.

Using // before a line will make the loader ignore the Line. Empty lines will also be ignored.



Now how can you reference the NBTFiles.

Whenever a "nbt" is a option or it says: "reference the NBTFile" or something close to that. It means it will ask for the ID that is provided inside NBTFile. In our case "myid" or "customID", Scavenge automatically knows this id is a reference of the NBT and will automatically pull it from the storage that is being loaded before the scripts. This keeps the Scavenge Scripts clean and allows complex NBTData to be used multiple times at once. (It will clone the NBTData)

That is the NBTFiles. you start with the ID of that NBT entry add a = and directly after that you put in the NBTString.No spaces between or new lines each id has 1 line and the NBTData has to be in there too.Using // before a line will make the loader ignore the Line. Empty lines will also be ignored.Now how can you reference the NBTFiles.Whenever a "nbt" is a option or it says: "reference the NBTFile" or something close to that. It means it will ask for the ID that is provided inside NBTFile. In our caseor, Scavenge automatically knows this id is a reference of the NBT and will automatically pull it from the storage that is being loaded before the scripts. This keeps the Scavenge Scripts clean and allows complex NBTData to be used multiple times at once. (It will clone the NBTData)That is the NBTFiles.

Math Operations & Modifiers



Math Operations and Modifiers are the new thing with Scavenge 1.7. Why is it a thing and what does it do.

First lets do the Why.

There are a lot of Conditions that depend on a Number. And instead of programming in a fixed 2 option set of options to compare the number i wanted to make it very customizable.

Thats why mathoperation became a thing. It allows you make >= < != and other operations on a single number based condition expanding the possibilities hugely.



So how can you implement the MathOperations into some of the condition.

First of all not all conditions can do that. Its not possible.

Those who are able to use MathOperations give you most likey 2 options. Either use a limited version of the condition (bigger or smaller then number) or you choose MathOperations,

When that is a choice you have 3 ways to implement these:

Here are the examples with the "require_Height": Implement it directly into the condition { "type": "require_Height", "operations": "equals", "value": 32 } or make it their own object { "type": "require_Height", "operations": { "type": "equals", "value": 32 } } or make it an object array for multible conditions. When this is done it makes turns all the conditions into 1 array condition. { "type": "require_Height", "operations": [ { "type": "equals", "value": 32 } ] } These are supported by all conditions that are made by scavenge or the scavenge Author.

"Moddevs who want to support this feature its 1 function call in the API."

It allows for a simple implentation of number based conditions that support every need.

On top of that moddevs can also add MathOperations if needed.

So next to the MathModifiers.

Math Modifiers are modifiers that you can add into the MathOperations to mutate the number that the Operation gets.

For example you want to make that every 10 Blocks of Y Level the Operation should be true

You can either add 25 Conditions with each 1 MathOperation or you can add 1 MathOperation with 1 MathModifier that applies a modulo on the Number Injected that makes it only count from 0-9 which makes it only validate on every 10th Y level. Here is an Example of how that would look like: { "type": "require_Height", "operations": "equals", "value": 0 "modifiers": { "type": "Modulo", "value": 10 } } this makes a lot of things possible and a lot of coding on the devs side much easier since he can provide easy and simple methodes and then a MathOperation for very complex things.

And thanks to the Operation Merging it can also look very clean.



Ok that is about everything about the Math Operations and the Math Modifiers.

Side note: a Math Condition can have as many modifiers as needed you use just an ObjectArray instead of an Object that.

Now a list of all the Math Operations:



default :

Description : A Default MathOperation that just returns true or false

Parameters :

"value" : (Which value should be returned) Boolean,





: : A Default MathOperation that just returns true or false : : (Which value should be returned) Boolean, array :

Description : Allows to combine Math Operations together.

Parameters :

"operations" : (It can be either a Object or a ObjectArray) OptionalObjectArray,

- "type" : (RegistryName for the Math Operation) Registry Element,





: : Allows to combine Math Operations together. : : (It can be either a Object or a ObjectArray) OptionalObjectArray, : (RegistryName for the Math Operation) Registry Element, equals :

Description : Checks if the Input Value equals the Selected Value

Parameters :

"modifiers" : (It can be either a Object or a ObjectArray) OptionalObjectArray,

- "type" : (RegistryName for the Math Modifier) Registry Element,

"value" : (The Value the Operation should compare with) LongNumber,





: : Checks if the Input Value equals the Selected Value : : (It can be either a Object or a ObjectArray) OptionalObjectArray, : (RegistryName for the Math Modifier) Registry Element, : (The Value the Operation should compare with) LongNumber, equalsNot :

Description : Checks if the InputValue doesn't match with selected Value

Parameters :

"modifiers" : (It can be either a Object or a ObjectArray) OptionalObjectArray,

- "type" : (RegistryName for the Math Modifier) Registry Element,

"value" : (The Value the Operation should compare with) LongNumber,





: : Checks if the InputValue doesn't match with selected Value : : (It can be either a Object or a ObjectArray) OptionalObjectArray, - : (RegistryName for the Math Modifier) Registry Element, : (The Value the Operation should compare with) LongNumber, bigger :

Description : Checks if the Input Value is bigger then the selected Value

Parameters :

"modifiers" : (It can be either a Object or a ObjectArray) OptionalObjectArray,

- "type" : (RegistryName for the Math Modifier) Registry Element,

"value" : (The Value the Operation should compare with) LongNumber,





: : Checks if the Input Value is bigger then the selected Value : : (It can be either a Object or a ObjectArray) OptionalObjectArray, - : (RegistryName for the Math Modifier) Registry Element, : (The Value the Operation should compare with) LongNumber, biggerEquals :

Description : Checks if the Input Value is bigger or equals the selected Value

Parameters :

"modifiers" : (It can be either a Object or a ObjectArray) OptionalObjectArray,

- "type" : (RegistryName for the Math Modifier) Registry Element,

"value" : (The Value the Operation should compare with) LongNumber,





: : Checks if the Input Value is bigger or equals the selected Value : : (It can be either a Object or a ObjectArray) OptionalObjectArray, - : (RegistryName for the Math Modifier) Registry Element, : (The Value the Operation should compare with) LongNumber, smaller :

Description : Checks if the Input Value is smaller then the Selected Value

Parameters :

"modifiers" : (It can be either a Object or a ObjectArray) OptionalObjectArray,

- "type" : (RegistryName for the Math Modifier) Registry Element,

"value" : (The Value the Operation should compare with) LongNumber,





: : Checks if the Input Value is smaller then the Selected Value : : (It can be either a Object or a ObjectArray) OptionalObjectArray, - : (RegistryName for the Math Modifier) Registry Element, : (The Value the Operation should compare with) LongNumber, smallerEquals :

Description : Checks if the Input Values is smaller then or equals the Selected Value

Parameters :

"modifiers" : (It can be either a Object or a ObjectArray) OptionalObjectArray,

- "type" : (RegistryName for the Math Modifier) Registry Element,

"value" : (The Value the Operation should compare with) LongNumber,





: : Checks if the Input Values is smaller then or equals the Selected Value : : (It can be either a Object or a ObjectArray) OptionalObjectArray, - : (RegistryName for the Math Modifier) Registry Element, : (The Value the Operation should compare with) LongNumber, inRange :

Description : Checks if the Input Value is in range of the Input Values

Parameters :

"modifiers" : (It can be either a Object or a ObjectArray) OptionalObjectArray,

- "type" : (RegistryName for the Math Modifier) Registry Element,

"minValue" : (The Minimum Value the Operation should compare with) LongNumber,

"maxValue" : (The Maximum Value the Operation should compare with) LongNumber,





: : Checks if the Input Value is in range of the Input Values : : (It can be either a Object or a ObjectArray) OptionalObjectArray, - : (RegistryName for the Math Modifier) Registry Element, : (The Minimum Value the Operation should compare with) LongNumber, : (The Maximum Value the Operation should compare with) LongNumber, notInRange:

Description: Checks if the Input Value is outside of the Range of the Selected Values

Parameters:

"modifiers": (It can be either a Object or a ObjectArray) OptionalObjectArray,

- "type": (RegistryName for the Math Modifier) Registry Element,

"minValue": (The Minimum Value the Operation should compare with) LongNumber,

"maxValue": (The Maximum Value the Operation should compare with) LongNumber, Now since that is done here are the MathModifiers:



add :

Description : Adds a Selected Value to the Input Value

Parameters :

"value" : (The Value that should be added) LongNumber,





: : Adds a Selected Value to the Input Value : : (The Value that should be added) LongNumber, remove :

Description : Removes a Selected Value from the Input Value

Parameters :

"value" : (The Value that should be removed) LongNumber,





: : Removes a Selected Value from the Input Value : : (The Value that should be removed) LongNumber, multiply :

Description : Multiplies the Input Value with a Selected Value

Parameters :

"value" : (The Value that should be Multiplied with) LongNumber,





: : Multiplies the Input Value with a Selected Value : : (The Value that should be Multiplied with) LongNumber, divide :

Description : Divides the Input Value by a Selected Value

Parameters :

"value" : (The Value that should be divide with) LongNumber,





: : Divides the Input Value by a Selected Value : : (The Value that should be divide with) LongNumber, pow :

Description : Pows the Input Value with the Selected Value

Parameters :

"value" : (The Value that should be pow with) LongNumber,





: : Pows the Input Value with the Selected Value : : (The Value that should be pow with) LongNumber, Modulo:

Description: Applies the Selected Modulo to the Input Value

Parameters:

"value": (The Value that should be Modulo with) LongNumber, Now since that is done here are the MathModifiers:

LootProperties:

All the Loot Properties:

set_size :

Description : Allows to modify the Stacksize of the loot drop

Parameters :

"value" : (the amount the Stackize should be, Default: 1) IntNumber,

Incompatible With : None

Type : Passive





: : Allows to modify the Stacksize of the loot drop : : (the amount the Stackize should be, Default: 1) IntNumber, : None : Passive set_random_size :

Description : Allows to set a Random sized loot

Parameters :

either

- "minValue" : (Min Stacksize of the loot) IntNumber,

- "maxValue" : (Max Stacksize of the loot) IntNumber,

or

- "pool" : (A Pool of Random numbers to pick from) IntNumberArray,

Incompatible With : None

Type : Active





: : Allows to set a Random sized loot : either - : (Min Stacksize of the loot) IntNumber, : (Max Stacksize of the loot) IntNumber, or - : (A Pool of Random numbers to pick from) IntNumberArray, : None : Active set_damage :

Description : Allows to modify the damage of an item

Parameters :

"value" : (The Damage the Item should have) IntNumber,

Incompatible With : None

Type : Passive





: : Allows to modify the damage of an item : : (The Damage the Item should have) IntNumber, : None : Passive set_name :

Description : Allows to set the name of the loot item

Parameters :

"name" : (The name of the item) String,

Incompatible With : None

Type : Passive





: : Allows to set the name of the loot item : : (The name of the item) String, : None : Passive add_enchantment :

Description : Adds an Enchantment to the loot

Parameters :

"name" : (The Enchantment name of the Enchantment that should be addeed) String,

"level" : (The Level of the Enchantment) IntNumber,

Incompatible With : None

Type : Passive





: : Adds an Enchantment to the loot : : (The Enchantment name of the Enchantment that should be addeed) String, : (The Level of the Enchantment) IntNumber, : None : Passive add_tag :

Description : Allows to add a NBTTag to the item

Parameters :

"key" : (the key of the NBTTag) String,

"value_type" : (The Type of Value you want to create) String,

"value" : (The Value that you want to store) Mixed,

Incompatible With : None

Type : Passive





: : Allows to add a NBTTag to the item : : (the key of the NBTTag) String, : (The Type of Value you want to create) String, : (The Value that you want to store) Mixed, : None : Passive add_random_enchantment :

Description : Adds a Random Enchantment from a list of Enchantments.

Parameters:

"enchantments": (The List of Enchantments that it should choose from) ObjectArray,

"name": (The Registry Name of the Enchantment) String,

"level": (The Level of the Enchantment) IntNumber

Incompatible With : None

Type : Active





: : Adds a Random Enchantment from a list of Enchantments. (The List of Enchantments that it should choose from) ObjectArray, (The Registry Name of the Enchantment) String, (The Level of the Enchantment) IntNumber : None : Active set_nbtData :

Description : Allows to set the Stacks NBTData

Parameters :

"name" : (The NBT File Reference for NBTData you want to add. empty = clearing, Default: empty) String,

Incompatible With : None

Type : Passive





: : Allows to set the Stacks NBTData : : (The NBT File Reference for NBTData you want to add. empty = clearing, Default: empty) String, : None : Passive set_random_nbtData :

Description :

Parameters :

"datas" : (The NBTCompounds that should be selected from) StringArray,

Incompatible With : None

Type : Active





: : : : (The NBTCompounds that should be selected from) StringArray, : None : Active set_random_damage :

Description : Allows to set random damage on items

Parameters :

"damages" : (The damages for the item) IntNumberArray,

Incompatible With : None

Type : Active





: : Allows to set random damage on items : : (The damages for the item) IntNumberArray, : None : Active add_fluid :

Description : Allows to Add Fluids to the Items if they can store them

Parameters :

"name" : (The Fluid Registry name of the Fluid you want to add) String,

"amount" : (How much the Fluid Should be, Default: 1000) IntNumber,

Incompatible With : None

Type : Passive





: : Allows to Add Fluids to the Items if they can store them : : (The Fluid Registry name of the Fluid you want to add) String, : (How much the Fluid Should be, Default: 1000) IntNumber, : None : Passive add_random_fluid :

Description : Allows to add a Random Fluid out of a List to the Item

Parameters :

"fluids" : (The Fluids that should be pickt from) ObjectArray,

- "name" : (Fluid Registry name for the Fluid that should be added) String,

- "amount" : (How much fluid should be added, Default: 1000) IntNumber,

Incompatible With : None

Type : Active





: : Allows to add a Random Fluid out of a List to the Item : : (The Fluids that should be pickt from) ObjectArray, - : (Fluid Registry name for the Fluid that should be added) String, - : (How much fluid should be added, Default: 1000) IntNumber, : None : Active set_random_loot :

Description : Allows to add a Chance obj to a LootProperty

Parameters :

"loot" : (The LootProperty that should be applied) Object,

"chance" : (How likely it is that the LootProperty is applied) null,

Incompatible With : None

Type : Active





: : Allows to add a Chance obj to a LootProperty : : (The LootProperty that should be applied) Object, : (How likely it is that the LootProperty is applied) null, : None : Active set_has_flag :

Description : Allows to add a LootProperty based on Data thats being send from the Block Property (sendFlagToLoot)

Parameters :

"flagID" : (The ID of the the Flag that should be checkt for) String,

"value" : (If The Flag has to be true or false, Default: true) Boolean,

"loot" : (The LootProperty that should be applied) Object,

Incompatible With : None

Type : Active





: : Allows to add a LootProperty based on Data thats being send from the Block Property (sendFlagToLoot) : : (The ID of the the Flag that should be checkt for) String, : (If The Flag has to be true or false, Default: true) Boolean, : (The LootProperty that should be applied) Object, : None : Active set_has_Number:

Description: Allows to add a LootProperty based on Data thats being send from the Block Property (sendNumberToLoot)

Parameters:

"NumberID": (The ID of the the Number that should be checkt for) String,

"value": (What the number should be, Default: 0) IntNumber,

"loot": (The LootProperty that should be applied) Object,

Incompatible With: None

Type: Active

Block Properties: