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lootboxes

The lootboxes folder - the lootbox item, its reward and jackpot pools and how many rewards it gives.

Every lootbox is one file in lootboxes/. The file name is the lootbox’s id, used in /cratesadmin lootbox <player> <lootbox>. After editing, run /cratesadmin reload. How lootboxes are opened is explained in the Lootboxes guide.

Four files ship, one per animation: example.yml (orbit), example-helix.yml, example-wheel.yml and example-burst.yml. They share the same vanilla reward pools.

Settings:
Display-Name: "&d&lExample Lootbox"
Animation: "orbit"
Rewards-Amount: 4
Key Description
Display-Name The lootbox’s name, shown as {lootbox} in its item, messages and the show. Required.
Animation The file in lootbox-animations/ (without .yml) that plays when it is opened. Required.
Rewards-Amount How many rewards from Rewards one lootbox gives, on top of the jackpot. From 1 up to the number of rewards in Rewards, since no reward repeats in one lootbox.

The item players hold and place.

Item:
Material: PLAYER_HEAD
Base64: "eyJ0ZXh0dXJlcyI6..."
Name: "{lootbox}"
Lore:
- "&7Place it on the ground to open it,"
- "&7its rewards orbit it on a tilted ring."
- ""
- "&dInformation:"
- "&5 - &7Rewards: &f{amount}"
- "&5 - &7Jackpots: &f1"
- ""
- "&dJackpot Pool:"
- "{jackpot-items}"
- ""
- "&dReward Pool:"
- "{exclusive-items}"
- ""
- "&e➥ Place to open!"
Lore-Line: "&5 - &f{reward} &7({chance}%)"

The Material must be a block, or the lootbox could never be placed and fails to load. The shipped ones are textured player heads (Base64). Every other item field works as in a crate’s Display-Item.

Token Value
{lootbox} Settings.Display-Name.
{amount} Rewards-Amount.
{total} Rewards-Amount + 1 (the jackpot included).
{exclusive-items} One Lore-Line per reward in Rewards. Put it on a line of its own.
{jackpot-items} One Lore-Line per reward in Jackpot-Rewards. Put it on a line of its own.

Lore-Line is required and takes {reward} (the reward’s display name) and {chance} (its Chance as written).

Two pools, both required and both non-empty. Rewards-Amount different rewards are drawn from Rewards, and exactly one from Jackpot-Rewards.

Jackpot-Rewards:
"Nether Star":
Display-Item:
Material: NETHER_STAR
Name: "&e&lNether Star &6&l(1x)"
Lore:
- "&8Legendary Reward"
- ""
- "&eInformation:"
- "&6 - &7Chance: &f{chance}%"
Actions:
- "[console] minecraft:give {player} nether_star 1"
Chance: 40
Rewards:
"Diamonds":
Display-Item:
Material: DIAMOND
Name: "&a&lDiamond &2&l(16x)"
Lore:
- "&8Common Reward"
- ""
- "&aInformation:"
- "&2 - &7Chance: &f{chance}%"
Actions:
- "[console] minecraft:give {player} diamond 16"
Chance: 22

Each reward uses the same format as a crate reward (see crates): a Display-Item (the icon in the show and the name in the summary), Items, Actions or both, and a Chance.

  • Chance is a weight, not a percentage. Each shipped pool adds up to 100, so {chance}% reads as a real percentage.
  • The Display-Item name is what {reward} shows in the show labels, the item lore and the LOOTBOX-OPENED summary.
  • [broadcast] actions are handy for rare jackpots. The shipped mythical rewards announce themselves with the [Crates] prefix.

A broken lootbox is skipped and logged with its file name. These fail a lootbox:

  • Missing Settings, Display-Name, Animation, Lore-Line or Item
  • An Item material that is not a block
  • Animation naming a file in lootbox-animations/ that is missing or failed to load
  • An empty Rewards or Jackpot-Rewards, or a reward that gives nothing
  • Rewards-Amount below 1 or above the number of rewards in Rewards

lootboxes/ is only filled with the shipped files when the folder does not exist yet, so a deleted example stays deleted. Delete the whole folder and restart to get them back.