> For the complete documentation index, see [llms.txt](https://adriansr.gitbook.io/battleroyale/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://adriansr.gitbook.io/battleroyale/battlefield-setup/loot-configuration.md).

# Loot Configuration

**Definitions:**

* **Loot container**: A loot container is any container that can hold loot items. For example: **loot chests** or **air supplies**.
* **Loot item**: It's just an item that can be configured. You can configure its name, amount, data, chance, lore, etc..

***

The loot configuration system works in a similar way to the arena system. Each .yml inside the folder "**plugins/BattleRoyale/loot**" is a different configuration. This way each battlefield can have a different loot configuration; but also different battlefields can use the same loot configuration. Note that if you don't specify which loot configuration a particular battlefield will use, a random loot configuration from the loot configurations folder will be used.

The plugin will create a loot configuration named "**default.yml**" the first time it is running. You can modify this file, or even create a new loot configuration by creating a copy of it.

There are three main sections in a loot configuration:

* **initial**: The loot that players will receive at the start of the game.
* **chest**: The loot to fill the loot chests around the battlefield.
* **air-supply**: The loot to fill the air supplies.

You can put as many loot items as you want inside the previous sections.

***

## Maximum

This value represents the maximum number of loot items that can be put into a loot container (**loot chest, air supply, etc...**) **each 9 slots**.

```yaml
initial:
  # maximum number of items each 9 slot
  maximum: 2
  sandstone:
    material: SANDSTONE
    amount: 30
    ...
```

This can be confusing, but it is actually very simple. With this value you can control how many loot items can be found in a loot container. Minecraft inventories are divided in rows and columns:

![](https://i.imgur.com/vO8WlvC.png)

There are **9 columns** and **6 rows** in the image above. So if you set the **maximum** to **2** then **no more than 2 loot items** will be set in **each row**:

![](https://i.imgur.com/87NVdlf.png)

***

## How to setup a loot item

To create a loot item, simply create a new section within one of the main sections (**initial**, **chest**, or **air**-**supply**), then you must specify some values:

### material

The material of the item. **Not necessary if a plugin object is to be copied.**

### amount

The amount of the item.

### data

The special data of item; you can use this value to get for example a **Lapis Lazuli** (from **INK\_SACK**) in **legacy versions** (**< 1.13**).

### chance

Chance/probability of **spawning** . A value between **0** and **100** is **recommended**, however you can enter a number even **greater than 100**.

### plugin-object

The plugin object to copy. It can be a **BattleRoyale** object, or an object from another plugin that is supported (**QualityArmory**, **CrackShotPlus**, **CrackShot**, **MMOItems**, **etc**...).

* **BattleRoyale objects**: This is the list of objects that the **Battle Royale** plugin introduces:
  * **BRIDGE\_EGG**
  * **LAUNCH\_PAD**
  * **FIREBALL**
  * **TNT**
  * **ARENA\_SELECTOR**
  * **LEAVE\_ARENA**
  * **TEAM\_SELECTOR**
  * **SETTINGS**
* **MMOItems objects**: MMOItems are set a little bit differently:

  As **MMOItems are organized by type**, you must specify the **type** and the **item** in the following format: **\[type]:\[id]**. **Example**:

  ```
  initial:
    mmocutlass:
      plugin-object: 'SWORD:CUTLASS'
      amount: 1
      ...
  ```

#### Examples:

* **BattleRoyale object**:

  ```
  initial:
    bridge-egg:
      plugin-object: BRIDGE_EGG
      amount: 1
      ...
  ```
* **QualityArmory object**:

  ```
  initial:
    ak47u:
      plugin-object: ak47u
      amount: 1
      required:
      - '762:2'
      ...
  ```
* **CrackShotPlus object**:

  ```
  initial:
    ak-47-csp:
      plugin-object: AK-47_CSP
      amount: 1
      ...
  ```
* **MMOItems objects**:

```
initial:
  mmocutlass:
    plugin-object: 'SWORD:CUTLASS'
    amount: 1
    ...
```

### required

The loot items that are required to spawn along with this item.

There are **two ways** to set the required loot items (**you can do pretty much the same with both**):

* **List**: A string list (**like the lore**) where each line (with the format: \[**loot item**/**plugin object**]:\[**amount**]) represents a required loot item. **Example**:

  ```
  air-supply:
    bow:
      material: BOW
      amount: 1
      data: 0
      chance: 20.0
      required:
      - 'arrow:10'
    arrow:
      material: ARROW
      amount: 30
      ...
  ```
* **Section**: A section where each sub-section represents a required loot item. Note that unlike the previous way (**list**), you are creating a new loot item; so, as you will notice, this way is useful when you need a completely personalized item. **Example**:

  ```
  air-supply:
    bow:
      material: BOW
      amount: 1
      data: 0
      chance: 20.0
      required:
        arrow:
          material: ARROW
          amount: 30
  ```

This is useful in cases where, for example, you need a bow to spawn with arrows or a certain weapon to spawn with its ammunition.

<br>
