UNPKG

lootastic

Version:
77 lines (56 loc) 2.97 kB
# Lootastic A simple and flexible loot rolling system. ## Install `npm i lootastic` ## Usage You can create a LootTable with: * a plain array (all item weights will be set to 1) * an array with objects formatted like `{ chance: X, result: <item> }` You can also pass in a `rollModifier` into the options object to increase the weights of every item. Examples: ``` // plain initialization - all weights are 1 let lootTable = new LootTable(['sword', 'armor', 'potion', 'shield']); // weight initialization - swords are common, potions are not let lootTable = new LootTable([ { chance: 1, result: 'potion' }, { chance: 5, result: 'armor' }, { chance: 10, result: 'shield' }, { chance: 20, result: 'sword' } ]); // weight initialization with a rollModifier - each weight is 10 higher // a common use-case here is a "luck bonus" in item drops let lootTable = new LootTable([ { chance: 1, result: 'potion' }, { chance: 5, result: 'armor' }, { chance: 10, result: 'shield' }, { chance: 20, result: 'sword', maxChance: 100 }, // always a 1/5 drop rate { chance: -1, result: 'gold' } // always drops ], { rollModifier: 10 }); ``` You can roll a table using one of 3 methods: * choose X items with replacement * choose X items without replacement * try to roll for each item in the table using a chance/X probability (where X would be something like 1/10000) Examples: ``` let result = lootTable.chooseWithReplacement(1) // 1 random item + gold let result = lootTable.chooseWithReplacement(5) // 5 random items + gold let result = lootTable.chooseWithoutReplacement(1) // 1 random item + gold let result = lootTable.chooseWithoutReplacement(4) // the whole table + gold let result = lootTable.chooseWithoutReplacement(5) // error - not enough items to choose let result = lootTable.tryToDropEachItem(1) // all items will drop + gold let result = lootTable.tryToDropEachItem(10) // shield and sword will guaranteed drop + gold let result = lootTable.tryToDropEachItem(100) // some items might drop + gold ``` If you want to roll multiple loot tables at once, or the same loot table multiple times (suppose you have a monster drop table and a zone drop table), you can use the LootRoller class: ``` let result = LootRoller.rollTables([ { table: lootTable, func: LootFunctions.WithoutReplacement, args: 1 }, // always picks 1 item (+ gold) { table: lootTable, func: LootFunctions.EachItem, args: 1 }, // try to drop each item (+ gold) ]); // 2 gold entries, 1 item, and maybe more depending on the EachItem roll ``` ## Usage Notes * You can add a property `maxChance` to an item to customize `tryToDropForEachItem` when you don't want to scale item probabilities. * You can specify a weight of -1 to tell an item to always drop in addition to other random drops. * Use plain objects, not classes, since the data is cloned when rolling loot.