Outcomes
Outcomes are what occur when you break a Lucky Block. To define outcomes, place .json files in the "outcome/" directory of your datapack.
Below is a simple definition for an empty outcome. Nice.
All outcomes can also define three additional fields: luck, chance, and delay.
Luck
Luck determines how the luck component of your Luck Block chooses an outcome. Higher outcome luck values correspond with higher luck component values. Lower outcome luck values correspond with lower luck component values.
The outcome luck field can range from -2 to 2. The luck component value ranges from -100 to 100.
Chance
Chance determines how often the outcome will be picked, regardless of luck.
The above example results in the outcome being 10x as likely. If the chance value was 0.1, then the outcome will be 10x less likely.
Delay
Delay determines how long after the block is broken the outcome takes effect.
The above example results in the outcome executing 20 ticks, or 1 second, after the block is broken.
Pos
Pos determines where in the world the outcome is executed. This field is available for most outcomes. The following outcomes do not support "pos":
lucky:group
lucky:message
lucky:none
lucky:random
This field also accepts a Vec Provider as an input.
Reinit
Reinit resets part of the outcome.
Entity
Resets entity position if spawning >1 entities
Item
Resets item position if spawning >1 items
Particle
Resets particle position if spawning >1 particles
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