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AlphaLoot 2.4.14

Provides complete control on loot contents of each available lootcontainer

  1. AlphaLoot

    FuJiCuRa
    - Featurelist overview -
    • Each Loot-Container type has a separate Item list
    • Each Loot-Container type has its own settings for item counts, scrap amounts, number of possible blueprints, and a lootfraction-switch
    • For Heli- and Bradley-Loot exists a special loadout option
    • Full FancyDrop droptypes support by separate lists (currently 5)
    • Supports all approved WorkShop skins to be available for random skinning
    • Per each item category its able to spawn items randomly skinned
    • The presets are adjustable by each item category (more info below)
    • It will remove stacked Loot-Container often found in towns
    • It makes sure every Loot Container is populated with stuff
    • It prevents the spawn of multiple equal items per Loot-Container
    • Most needed configuration steps can be done by console commands
    - First Install -
    Once you installed the plugin the first time, you get the folllowing files created:
    • \config\AlphaLoot.json
      The plugin main config with the functional config switches, LootCategorys and WeaponSpawnSetup
    • \data\AlphaLoot\LootTables.json
      holds the generated container-settings for the common in game used lootcontainer types;
      holds the lootcontents for each of these containers types
    • \data\AlphaLoot\BradleyLoot.json
      \data\AlphaLoot\HeliLoot.json
      both files contain the same type of dedicated loot-setups for heli- and bradley(apc)- crates
    • \data\AlphaLoot\FancyDropLoot.json
      would hold dedicated FancyDrop lootcontents, but not yet used at clean install
    • \data\AlphaLoot\ItemRaritys.json
      holds 2 generated lists for Item- and Blueprint- rarities, which the plugin uses for different weighting purposes between low-end & high-end stuff.
    • \data\AlphaLoot\LootFractions.json
      Holds an export of item-(health)-fraction defaults to change item spawn-healths
    • \data\AlphaLoot\NamesList.json
      Complete game-item overview to be used as reference (read-only-export)
    You get initially prompted by AL with this message:
    This is the time to make your personal flavored changes to the plugin loot-tables.
    Technically the initial generated loottables/itemlists are strictly vanilla matched, the same is valid for the different container settings like item-counts or like scap values.

    Many people need initially a quick option to multiply the default loot, done by:
    Usage Examples:
    Code (Text):
    al.lootmultiplier 5 all // multiplies all tables/files by 5 based on vanilla amounts
    al.lootmultiplier 4 tables // multiplies LootTables.json by 4 based on vanilla amounts
    al.lootmultiplier 3 bradley // multiplies BradleyLoot.json by 3 based on vanilla amounts
    Followed by this:
    Code (Text):
    al.enable
    And you got it up and running with your set multipliers. Example output after being enabled:
    [​IMG]
    - Managing "LootTables.json" -
    This file is autofilled with ALL common used container-types being used inside procedural maps.
    It's divided in two sections:
    • LootContainer > holds all container specific settings
    • LootData > contains per each container all related items taken from the server-defaults
    Each LootContainer has these varying switches, shown by example below:
    Code (Javascript):
      "LootContainer": { // << begin of the LootContainer section
        "crate_basic": { // << begin of settings for crate_basic
          "Enabled": true, // TRUE to be used for lootpopulation, FALSE would ignore this type on the map
          "Items": 1, // basic amount of Items to spawn
          "ItemsVariance": 1, // second amount option to vary/randomize; Can be negative, zero or positive
          "LootFraction": true, // TRUE lets the container spawn items with reduced health; based on "LootFractions.json"
          "MaxBlueprintSpawns": 1, // defines the max possible amount of Blueprints per each lootpopulation
          "ScrapAmount": 3, // basic amount of scrap to spawn; get spawned into extra slot, counts not towards the set Item-amount
          "ScrapVariance": 1, // second amount option to vary/randomize; Can be negative, zero or positive
          "UsedMultiplier": 1, // this multiplier will be used in combination with the lootreset command
          "UseMultiplier": true // TRUE to use the above multiplier; FALSE would consume the LootCategorys from the main-config for category-based multipliers
        },
    The final Items-amount can be defined in multiple ways:
    (the same principle is valid for ScrapAmount & ScrapVariance)
    Running the plugin with itemAmountMinMax FALSE does generate for each container also a MinAmountDivider value, with 1 as default.
    This can be taken, on values greater than 1, to reach a simple item.amount randomization across all ranges. Examples:
    The divided result gets always rounded up to the next full number.
    Therefore its never 0 or something like 0,333

    Each LootData is mainly structured like this:
    Code (Javascript):
      "LootData": { // << begin of the LootData section
        "crate_basic": { // << begin of items for crate_basic
          "barricade.stone.blueprint": { // a Blueprint for the Item barricade.stone;
            "Max": 1, // blueprints got always 2 values like items, but these are ignored
            "Min": 1 // blueprints are always limited to 1, regardless of Min|Max
          },
          "barricade.wood": { // the Item barricade.wood
            "Max": 1, // maximum amount to spawn this item
            "Min": 1 // // minimum amount to spawn this item
          },
    Items can be marked as Blueprints with a trailing ".bp" or ".blueprint" after the shortname.
    Each Item can exist in every list as Item & as BluePrint. These Blueprint functions do work inside every loottable/itemlist across the plugin.
    The Min|Max configuration style can also be switched into a simple-value variant by changing "itemAmountMinMax" in the mainconfig to FALSE

    To manage the LootTables.json manually it's highly recommended to use an input and edit-assisted service like http://jsoneditoronline.org/#/
    The plugin does also provide several console-commands to assist you on managing items across all containers inside the LootTables.json:
    • al.itemlimit > Sets the maximum item limit for an item across all containers
    • al.itemremove > Removes an item complete across all containers
    • al.itemfind > Shows the entries for a specific item
    • al.itemadd > Adds an item to one or multiple containers
    • al.searchitems > Search any game item(s) by name, partial name, Id's, descriptions
    • al.shownewitems > Lists ANY new game-items since last protocol update
    Furthermore are the container-types being manageable by command support:
    • al.containertypes > Overview of all added container types and their settings
    • al.containeradd > Adds a not yet included-but-available containtertype to the file
    • al.containerreset > Resets a specific containtertype complete to the defaults
    • al.containerremove > Removes a specific containtertype from the file
    To manage the loot also simply by multiplication needs, you can use:
    • al.lootmultiplier > needs as arguments the desired multiplicator and the tables argument
    Example:
    Code (Text):
    al.lootmultiplier 3 tables // multiplies all items of  LootTables.json (based on vanilla amounts) by 3
    This does also set the UsedMultiplier for each container to 3.

    There's also the option to manage multiple factors inside one container, based on the ItemCategories of each item. This is done by the LootCategorys located inside the main-config.
    Switching UseMultiplier in LootTables.json for one or multiple container-types to FALSE does activate the usage of this function.
    This part is working as described below:
    Code (Javascript):
      "LootCategorys": { // begin of the section
        "Limits": { // begin of the section
          "Ammunition": { // category Ammunition
            "DropSkinned": false, // TRUE enables skinned loot (in case of available skins per each item)
            "LootMultiplier": 1 // the multiplier preset for this category
          },
          "Attire": {
            "DropSkinned": false, // TRUE enables skinned loot (in case of available skins per each item)
            "LootMultiplier": 1 // the multiplier preset for this category
          },
    To use this now functions now, you can set inside LootTables.json different UsedMultiplier values, change also some containers to UseMultiplier FALSE, manage inside LootCategorys the different LootMultiplier value's, and do finally reset the loot by:
    Code (Text):
    al.lootreset tables
    This has then recreated all item-amounts based on all the different multiplicators.
    NOTICE: This method by resetting the tables does revert any before made changes to unique items. Do fine-adjust only after the base is made. Also take care of al.lootmultiplier command running on tables, it would instant revert any of these different adjustments.

    - BradleyLoot | HeliLoot -

    Each of these files is dedicated to one container-type only:
    • BradleyLoot.json > bradley_crate(s) spawned by destroyed APC
    • HeliLoot.json > heli_crate(s) spawned destroyed PatrolHelicopter
    They contain this header used as container-settings area:
    Code (Javascript):
      "CrateSettings": {
        "CratesToSpawn": 3, // the number of crates being spawned on destroy (APC|Heli)
        "LootFraction": false, // TRUE lets the container spawn items with reduced health; based on "LootFractions.json"
        "ScrapAmount": 0, // basic amount of scrap to spawn;
        "ScrapVariance": 0, // second amount option to vary/randomize; Can be negative, zero or positive
        "UsedMultiplier": 1 // this multiplier will be read in combination with the lootreset command; gets also changed by lootmultiplier
      },
    These files do contain multiple "Item-Sets", arranged in a array.
    To manage these arrays with ease, it's highly recommended to use an input and edit-assisted service like http://jsoneditoronline.org/#/

    When the APC|Heli gets destroyed, it will spawn an amount x of crates.
    Each of these crates gets populated with exactly one of the Item-Sets.
    As long the number of Item-Sets is larger then the number of crates, every crate gets a different set populated. This usually the case based on the given defaults.
    There's no further command-support beside the already mentioned al.lootmultiplier command.
    Example:
    Code (Text):
    al.lootmultiplier 3 heli // multiplies HeliLoot by 3
    al.lootmultiplier 4 bradley // multiplies BradleyLoot by 4

    ...not yet completed...
    UNDER CONSTRUCTION


    Example of ItemRaritys.json:
    • None = 0
    • Common = 1
    • Uncommon = 2
    • Rare = 3
    • VeryRare = 4



    NOTES for Blueprint handling (shortly taken from update 2.0.0)
    • Blueprints are now fully integrated into the configs in same way like items already are.
    • The default loot-table exports, initially or re-created, do hold now additionally any blueprints of those items which are marked by default to spawn as blueprint
      These entries do have a trailing ".blueprint" extension for their shortname to mark them noticeable as blueprint. You will notice these already in the created defaults.
    • Own changes to the loot tables or itemsets can be filled by the known shortnames including a traling ".bp" or ".blueprint" text extension. Both are being accepted.
      These entries do still need the min/max parts, even when the blueprint is always spawned as "1".
    • The new system lets you therefore spawn the item and it's bluprint in the same loot type.
    • The "ItemRaritys.json" does now also hold the "ItemBlueprintRaritys", to be managed by own personal needs.
    • The former implemented "SpawnAsBlueprint.json was obsolete now and removed again.
      (The file might still be there, but without function)
    • Each container type got added a "MaxBlueprintSpawns" option to limit the max possible spawned BP's per each type.
    • for every loot handled by or from the "LootTables.json" the plugin got added in the mainconfig the global valid "blueprintProbability" with a default of "0.11". This value ranges somewhere at ~10% chance to spawn a blueprint into a container. Possible Lowering f.e. "0.05".
    • In the "FancyDropLoot.json" you will find the equivalent option "BlueprintProbability", to be used for the same approach on FancyDrop loot contents.

    Images

    1. Screenshot_3.jpg

Recent Updates

  1. 2.4.14
  2. 2.4.13
  3. 2.4.12

Recent Reviews

  1. Vanilla
    Vanilla
    5/5,
    Version: 2.4.14
    Ya'll need this plugin in your modded server,
    If you don't have this, yer a pleb mate.
  2. dhiyafaris
    dhiyafaris
    5/5,
    Version: 2.4.12
    best plugin for your loot table..
  3. Daskon GG4T.COM
    Daskon GG4T.COM
    5/5,
    Version: 2.4.10
    this is love plugin and i love this website
  4. SK_Seven
    SK_Seven
    5/5,
    Version: 2.4.9
    Best plugin! Easy to use!
  5. RDOwnerOP
    RDOwnerOP
    5/5,
    Version: 2.4.9
    You spend more time doing the config than actually playing the game.
    But overall, best plugin for loot control I have ever seen.
    For sure an essential plugin for any server owner.
  6. thepiercedweirdo
    thepiercedweirdo
    5/5,
    Version: 2.4.6
    Essential plugin. Takes a bit of reading/double checking to understand everything. But it adds so much control over the loot tables that it's worth every penny.
  7. FunkyRusty
    FunkyRusty
    5/5,
    Version: 2.4.6
    Great plugin ! its a bitch to configure at times but Fuji has a lot of patience.....! Once configured correctly it works like a dream come true!
  8. ViktorFr
    ViktorFr
    5/5,
    Version: 2.2.6
    amazing tool!
  9. DoC
    DoC
    5/5,
    Version: 2.1.3
    By far the most comprehensive and customize-able loot control plugin ever! It can either be a 2 minute job with commands or for those with OCD a dream come true!!!
  10. Matt McPhee
    Matt McPhee
    5/5,
    Version: 2.0.1
    At first I thought it was a little bit too expensive.. But now I know its worth every cent.