NPCLoot: type: assignment actions: on damage: - if !]> flag attackers:->: on death: - foreach { - give xp qty:10 - if < 101 { - define item 'i@' player:%value% - if %item% != i@null { - give player:%value% %item% - narrate player:%value% "You receive (<%item%.qty>) <%item%.material.bukkit_enum.to_lowercase>." } } } - flag attackers:! "Determine Loot": type: procedure script: - define roll - narrate %roll% - if %roll% >= 0 && %roll% <= 35 define quality "Common" lse if %roll% >= 36 && %roll% <= 51 define quality "Uncommon" else if %roll% >= 52 && %roll% <= 57 define quality "Rare" else if %roll% >= 58 && %roll% <= 100 define quality "Nothing" - if %quality% == Common determine "]|Coal[quantity=]|torch[quantity=].random>" else if %quality% == Uncommon determine "]|gold_ingot[quantity=]|iron_sword|iron_spade|iron_pickaxe|diamond.random>" else if %quality% == Rare determine "]|Diamond_Sword|Diamond_Spade|Diamond_Pickaxe.random>" else if %quality% == Nothing determine "null"