Aq Loot Table
Category:Minecraft PE Mods & Addons / Minecraft PE Addons
Viewed: 258 - Published at: a year ago
Aq Loot Table
The Temple of Ahn'Qiraj has a lot of extremely interesting loot and most Phase 5 best in slot lists will be filled to the brim with it. In this guide, we will list all the loot available, alongside its location in the raid, and explain the Tier 2.5 and Qiraji Armament / Regalia token system. So with AQ on the horizon, I wanted to share my ideas on loot priority, gear setup, and ultimately, who gets what purple pixels put into their toons bags. The Prophet Skeram Plate LOL. Nothing interesting here. The Bug Trio Priest Prio. My reasoning is druids and shamans have the Wild Growth Spaulders available to them from MC with higher +healing.
Description:
You might have seen Sethbling did his own random loot table on Java edition, but you haven’t seen anything like mine!
This behaviour pack randomizes your loot table. Try beating Minecraft with this pack!
BEDROCK DOES NOT SUPPORT LOOT TABLE FOR BLOCKS.
What is a loot table and what does this pack do?
“Loot tables are technical JSON files that represent what items should be in naturally generated containers, what items should drop when breaking a block or killing a mob, or what items can be fished. It does not affect the dropped experience, or dropped non-item entities such as slimes from larger slimes or silverfish from infested blocks.”
-Random Person from Minecraft WIki, 2019
Basically, a loot table is the thing that tells the game what you get from killing an entity or getting loots from dungeons or villages. There is one loot table for each entity/chest.
This behavior pack randomizes the game loot table, so you get something different this time when you get loots. For example, you can get a trident from this poor cow here.
Or, some cactus and some bread from a normal village instead of a dessert village.
OR, you get dungeon stuff from a pillager outpost.
How do I apply the pack?
You can use this pack in a new world or use it in a existing world. If you use it in a existing world, you can only get the random loot table from a new place. (for example, if you have discovered a village before and you applied the pack after that, all the stuff in the chest will not change.)
To use it in a new world, go to “behaviour pack” settings when creating the world, and apply the pack.
To add it to a existing world, go to world settings, behaviour pack and apply it.
If you want to remove the pack. do the same thing but remove it instead. It will not cause any damage to your world.
MOMMY HE USE ADFLY !!!1!
Well I have to eat
Installation
yOu uSe aDfLy i cAnT dOwNlOaD fIlEs
first, you wait 5 seconds, then click the yellow button that says 'proceed to the link' or whatever. Then, if it asks you to enable notifications, just keep clicking deny until you get redirected to the download link.
DOWNLOAD:
TAGS :
Credit: mcpedl.com
- 1Getting Started
- 3Conditions
- 4Functions
This is the loot tables/trade tables documentation for Bedrock Edition 1.16.1.
Version: v1.16.1
Getting Started[edit]
Creating Loot Tables[edit]
- Loot table and trade table JSONs are created in subfolders of the root behavior pack folder; loot tables in the
loot_tables
folder and trade tables in thetrading
folder. Some vanilla files belong in subfolders within those folders, such as the newer villager trades.
- Example of a loot table file named
custom_loot_table.json
atloot_tables/entities
folder:
- From this example, we can see that the loot table would drop one string.
Applying Loot Tables[edit]
- Applying loot tables on an entity requires the
minecraft:loot
component in your entity. Refer to the Entities documentation to learn more about entity components.
- Applying loot tables on a block requires the
minecraft:loot
component in your block. Refer to the Blocks documentation to learn more about block components.
- Applying trade tables on an entity requires the
minecraft:trade_table
orminecraft:economy_trade_table
component in your entity.
Notes[edit]
- Crash
- The game will crash if your loot table has bad syntax when spawning an entity with equipment, killing an entity, breaking a custom block outside creative, opening edited chest loot, fishing, or interacting with an entity that drops items.
- The game will crash if the trade table has bad syntax when opening the trade UI or loading the world, or will display the trades blank.
- Equipment Table
- Only a helmet, chestplate, Illager banner, leggings, elytra, and boots can be equipped in an entity's armor slots.
- An entity can't wear a carved pumpkin, mob heads, or custom armor, but can hold one in its main hand.
- Items that can be placed in player off-hand such as a shield can be held in an entity's off-hand.
- Trade Table
- 'wants' key in trade tables does not currently accept items with functions, meaning that it will display the item in trade but will accept any item that matches this item, even if it's not named, enchanted, or has custom lore.
- Trade table behavior-component must be added in as a component group in 'component groups' and not added directly in the 'components' or the trades will all render blank even though the JSON may use the correct syntax.
- Economy Trade Table behavior-component works in both 'component groups' and 'components'.
- Enchant
- Random enchants will not work on items that can't be enchanted in game (e.g. diamond, stone, apple), but weapons, tools, and armor can.
- Enchants with 'levels' will use XP levels to enchant with a range of 'min' to 'max'.
Conditions[edit]
- Conditions are mainly used to allow specific loot table entries to be used.
- Conditions are optional.
- Conditions can be used in loot table functions. Check Functions section for more information.
- Loot table condition example:
entity_properties[edit]
Returns true if the defined actor's properties were executed.
- Parameters
Name | Type | Default Value | Description |
---|---|---|---|
entity | String | 'this' | The entity to test. The value must be only 'this'. |
properties | JSON Object | {} | The entity's properties; 'on_fire' and 'on_ground' are used for now. |
has_mark_variant[edit]
Returns true if the actor's mark variant is matched to the value.
- Parameters
Name | Type | Default Value | Description |
---|---|---|---|
value | Integer | 64 | Tests for the actor's mark variant (if it has one). |
killed_by_player[edit]
Returns the condition true if the actor of the loot table is killed by the player.
Aq 20 Classic
killed_by_player_or_pets[edit]
Returns the condition true if the actor of the loot table is killed by player or entities that has owner.
random_chance[edit]
Sets a random chance of the specified value.
- Parameters
Name | Type | Default Value | Description |
---|---|---|---|
chance | Decimal | 0.0 | The random chance of the value. |
random_chance_with_looting[edit]
Sets a random chance of the specified value. Looting enchantment increases the random chance multiplier.
- Parameters
Name | Type | Default Value | Description |
---|---|---|---|
chance | Decimal | 0.0 | The random chance of the value. |
looting_multiplier | Decimal | 0.0 | The multiplier for the chance if the target entity has the looting enchant that affects the actor. |
random_difficulty_chance[edit]
Sets a random chance of the specified value based on the level difficulty.
- Parameters
Name | Type | Default Value | Description |
---|---|---|---|
default_chance | Decimal | 0.0 | The default random chance if the level difficulty is not assigned. |
peaceful | Decimal | 0.0 | The default random chance if the level difficulty is in peaceful. Omitting this field will set the value to 'default_chance' field. |
easy | Decimal | 0.0 | The default random chance if the level difficulty is in easy. Omitting this field will set the value to 'default_chance' field. |
normal | Decimal | 0.0 | The default random chance if the level difficulty is in normal. Omitting this field will set the value to 'default_chance' field. |
hard | Decimal | 0.0 | The default random chance if the level difficulty is in hard. Omitting this field will set the value to 'default_chance' field. |
random_regional_difficulty_chance[edit]
Sets a max regional difficulty random chance of the specified value.
- Parameters
Name | Type | Default Value | Description |
---|---|---|---|
max_chance | Decimal | 0.0 | The maximum random chance value allowed. |
Functions[edit]
enchant_with_levels[edit]
Increases the likelihood of the enchants being powerful. Example:
enchant_randomly[edit]
Will enchant the item completely random but do note 'treasure': true will increase the chance of a better enchantment.
enchant_random_gear[edit]
Will only use enchantments that can be used on gear such as looting, silk touch, mending, etc., 'chance' increases likely hood that it will be enchanted at all, example: 0.5 = 50%, 1.0 = 100%.
specific_enchants[edit]
You can specifically enchant gear.
- See Enchants for all possible enchantments.
- Examples
set_damage[edit]
Will drop or give a damaged item with 0.5 = 50% damage remaining, 0.75 = 75% damage remaining.
set_data[edit]
Will drop or give a block item with a data value. Example: white wool is 0, black wool is 15.
set_book_contents[edit]
Will drop or give a written book with author's name and book title.
- Do not try passing the limit of text per page in the JSON file or the game may crash upon dropping the book or when the player tries opening the book in-game after picking it up/collecting it.
- rawtext is supported pages to translate strings and do other cool stuff, see rawtext documentation for more information.
- When using rawtext remember to use escape for special characters like ' and
fill_container[edit]
Will drop or give a chest, dispenser, dropper, etc. with a custom loot table.
set_count[edit]
Will drop set items in a given range.
- When used in 'gives' in villager trades, villagers will give the player 1 to 3 items upon loading the trade initially.
looting_enchant[edit]
- For drop loot, will increase the dropped amount of items using the looting enchantment
- For equipment gear, will increase chance to drop by percentage of items using the looting enchantment.
furnace_smelt[edit]
Will drop a smelted item's result. Example: beef => cooked beef, iron ore => iron ingot. This example also shows how to access entity properties such as 'on_fire', 'on_ground'.
- Refer to Conditions for loot table conditions.
minecraft:set_data_from_color_index[edit]
Will drop a sheep's color wool based on the 'minecraft:color' behavior component For example, 'minecraft:color':0 will drop white wool.
set_banner_details[edit]
Will drop an illager banner item ('type': 1). Types 0 and 2+ are unused.
exploration_map[edit]
Will drop a map that has an X marking a location.
- Value is /locate command name, such as 'monument', 'mansion', 'village', 'stronghold', 'temple', 'ruins', 'shipwreck', 'pillageroutpost', 'buriedtreasure', 'mineshaft', 'endcity', 'fortress', 'ruinedportal', 'bastionremnant'. These only work in the correct dimension, with ruined portals being locatable in both the overworld and nether.
enchant_book_for_trading[edit]
Will set enchantments randomly using the players' current enchantment seed in the player.dat, or local player to choose the enchantment when initially loading the trade on the entity.
- Can only be used on trades; this will not work on chest loot, entity drops, entity equipment, fishing loot, or block drop loot.
- 'base_cost' is the min number used when generating a range for the enchantment.
- 'base_random_cost' is the max number used when generating a range for the enchantment.
- 'per_level_random_cost' is the max cost number used when generating a range and is the cost of XP needed to attach the enchantment to an item using an anvil.
- 'per_level_cost' is the min cost number used when generating a range and is the cost of XP needed to attach the enchantment to an item using an anvil.
random_block_state[edit]
Will choose a random block state value using the 'block_state': 'value'-specified, example, 'coral_color', 'flower_type', 'sapling_type'.
- Uses the internal block state names. Check bedrock edition's block state names for the key.
- This does not set the damage or data values on the block but instead sets the block state in NBT on the item when dropped.
random_aux_value[edit]
Will drop or give a non-block item with a data value. Example: effects of suspicious stew or tipped arrow.
set_lore[edit]
Will drop or give an item with custom lore on it. The recommended amount of characters per line is 37, including spaces. Going past this may cause characters to display offscreen on lower resolutions, consoles, or mobile devices.
set_name[edit]
Will drop or give an item with a custom name.
set_actor_id[edit]
Will set a spawn_egg item to an entity identifier. If 'id' is omitted as a parameter, then it will drop its own entity identifier.
Wow Aq 40 Loot
random_dye[edit]
Will set leather armor with random dye.
trader_material_type[edit]
Will set material of items based on trader type.
- Can only be used on trades.
Enchants[edit]
Name | Description |
---|---|
aqua_affinity | speeds up how fast you mine blocks underwater |
bane_of_arthropods | increases attack damage against arthropods such as spiders, silverfish, etc. |
blast_protection | decreases blast and explosion damage |
channeling | summons a lightning bolt at an entity when the enchanted trident is thrown, note: the entity must be in the rain |
curse_of_binding | prevent removal of armor from armor slot |
curse_of_vanishing | item will disappear upon death, instead of dropped. |
depth_strider | speeds up how fast you swim under the water |
efficiency | increases how fast you can mine |
feather_falling | decreases fall damage and teleportation damage |
fire_aspect | sets entity that is hit to be on fire. |
fire_protection | decreases damage caused by fire damage and lava damage |
flame | makes arrows on fire so when they hit an entity it sets them on fire |
fortune | increase block drops from mining blocks such as gold ore, diamond ore & redstone ore, etc. |
frost_walker | freezes water into ice blocks so you can walk on top of the ice |
impaling | increases attack damage against sea creatures such as squid, drowned, cod, etc. |
infinity | allows you to shoot an infinite amount of arrows |
knockback | increases knockback damage against all entities, (entities will fly backwards) |
looting | increases the loot quantity dropped when the entity is killed |
loyalty | returns the trident to the entity after throwing |
luck_of_the_sea | increases chances of catching valuable items while fishing |
lure | increases the chance rate of fish biting your hook from your fishing rod |
mending | uses the players XP to mend their tools, weapons and armor |
multishot | allows the entity to shoots 3 arrows at once but only uses 1 arrow from the entities inventory |
piercing | arrow can pierce through multiple entities while flying |
projectile_protection | reduces projectile damage from arrows, fireballs, tridents, etc. |
protection | normal protection against attacks, fire, lava, and falling |
punch | increases knockback damage against all entities with arrows, (entities will fly backwards) |
quick_charge | decreases the amount of time it takes to reload with a crossbow. |
respiration | increases underwater breathing & helps you see underwater better use on helmets, |
riptide | pushes the player forward when enchanted trident is thrown while in water or when you are in the rain. |
sharpness | increases attack damage on a sword or axe. |
silk_touch | mines the blocks that can't be mined under normal means, e.g. Grass Blocks, Pathway Blocks, Ice. |
smite | increases attack damage against undead entities like zombies, skeletons, etc. |
soul_speed | Increases the speed of the player while walking on Soul Sand and Soul Soil. |
power | Increases all the damage dealt by a bow when applied. |
thorns | causes damage to the attacking entities. |
unbreaking | chance of not reducing durability when using an item. |