Structs§
- Achievement
Tracker - Active
Buffs - Affinity
Bonus - Affinity
Registry - Affix
Registry - Alias
Table - Balance
Estimate - Boss
Kill Modifier - CdfCurve
- Chest
Open Result - ChiSquared
Result - Collection
Achievement - Comprehensive
Loot Editor - Crafting
Ingredient - Crafting
Recipe - Crafting
System - Crafting
System Ex - Currency
- Currency
Stack - Currency
Wallet - Difficulty
Scaler - Drop
Context - Drop
Rate Analysis Report - Drop
Rate Analyzer - Drop
Result - Drop
Source - Drop
Source Registry - Drop
Streak Tracker - Dungeon
Analysis - Dungeon
Loot Result - Dungeon
Room - Dungeon
Run - Dungeon
Simulator - Durability
Tracker - Economy
SimParams - Economy
SimSnapshot - Economy
Simulator - Economy
Snapshot - Economy
Tracker - Enchantment
- Enchantment
Library - Enchantment
System - Entry
Analysis - Event
Manager - Extended
Loot Editor - Filter
Rule - Full
Loot Simulation - GemCombination
- GemCombination
Registry - GemDefinition
- Generated
Item - Global
Loot Editor State - Histogram
Bin - Identification
Service - Inflation
Simulator - Inventory
- Inventory
Slot - Inventory
System - Item
- Item
Affinity - Item
Affix - Item
Affix Roll - Item
Comparator - Item
Crafting Recipe - Item
Drop Simulation - Item
Durability - Item
Durability Ex - Item
Effect - Item
Enchantment - Item
Frequency Data - Item
Generator - Item
Progression - Item
Rating - Item
Rating Database - Item
Score - Item
Score Cache - ItemSet
- Item
SetBonus - Item
SetDef - Item
Stats - Item
TagDefinition - Item
Trade - Item
Visual - Item
Visual Registry - Loot
Accumulation - Loot
Achievement - Loot
Achievement Tracker - Loot
Analytics Event - Loot
Analytics Pipeline - Loot
Balance Report - Loot
Balance Tool - Loot
Budget - Loot
Chest - Loot
Context - Loot
Cooldown - Loot
Cooldown Tracker - Loot
Debugger - Loot
Drop Rule - Loot
Editor - Loot
Entry Viz - Loot
Event - Loot
Event Schedule - Loot
Export Config - Loot
Filter - Loot
Filter Ex - Loot
Filter Ext - Loot
Filter Rule - Loot
Graph - Loot
Graph Node - Loot
History - Loot
History Entry - Loot
Import Result - Loot
Milestone - Loot
Multiplier - Loot
Notification - Loot
Notification Queue - Loot
Pipeline - Loot
Pity System - Loot
Preview Cache - LootRng
- Loot
Roller - Loot
Rule Engine - Loot
Scenario - Loot
Scenario Runner - Loot
Search Query - Loot
Simulation Report - Full loot simulation report
- Loot
Statistics - Loot
Streak - Loot
System Health - Loot
Table - Loot
Table Analyzer - Loot
Table Builder - Loot
Table Entry - Loot
Table Generator - Loot
Table Hierarchy - Loot
Table Visualization Data - Loot
Tier - Loot
Tier List - Lore
Database - Lore
Entry - Magic
Find Modifier - Market
Listing - Market
Transaction - Marketplace
- Master
Loot Editor - Merchant
Inventory - Milestone
Tracker - Monte
Carlo Result - Multi
Tier Pity - NpcLoot
Profile - NpcLoot
Registry - Pity
System - Pity
Tier - Pity
Tracker - Player
Economy - Player
Wallet - Prestige
Reward - Prestige
Reward Ex - Prestige
System - Prestige
System Ex - Quest
Loot Manager - Quest
Reward Pool - Random
Encounter - Random
Encounter Table - Reward
Tier - Reward
Tier Table - Rotating
Loot Shop - Salvage
Result - Salvage
Result Ex - Salvage
System - Salvage
System Ex - Salvage
Table - Scroll
OfIdentify - Seasonal
Loot Manager - Seasonal
Loot Set - Session
Stats - SetBonus
- SetBonus
Registry - SetDatabase
- SetItem
Bonus - SetTracker
- Shop
Item - Socket
- Socket
System - TagRegistry
- Trade
History - Transmutation
Recipe - Transmutation
Recipe Ex - Transmutation
System - Transmutation
System Ex - Treasure
Chest System - Unidentified
Item - Unidentified
Item Ex - Upgrade
Node - Upgrade
Path - Vendor
Item - Vendor
Manager - Vendor
Npc - Vendor
Pricer - Weighted
Entry - Weighted
Loot Pool - World
Drop Manager - World
Event - Zone
Difficulty Modifier - Zone
Loot Config - Zone
Loot Registry
Enums§
- Affix
Type - Chest
Kind - Chest
Type - Craft
Result - Crafting
Station - Currency
Kind - Drop
Condition - Dungeon
Room Type - Effect
Trigger - Enchantment
Effect - Enchantment
Target - Event
Type - Filter
Action - Filter
Action Ext - Filter
Condition - Identify
Result - Item
Quality - Item
Rarity - Item
Type - Loot
Entry Kind - Roll
Count Mode - Season
- Socket
Color - Vendor
Type
Constants§
- LOOT_
AFFIX_ MAX_ PER_ ITEM - LOOT_
AFFIX_ PERFECT_ THRESHOLD - LOOT_
AFFIX_ PREFIX_ MAX - LOOT_
AFFIX_ SUFFIX_ MAX - LOOT_
AFFIX_ TIER_ MAX - LOOT_
ANALYTICS_ MAX_ EVENTS - LOOT_
ANALYTICS_ PIPELINE_ DEFAULT_ SIZE - LOOT_
CHEST_ MAX_ CONTENTS - LOOT_
CHEST_ RESPAWN_ MIN_ SECS - LOOT_
COMPARATOR_ STAT_ MAX - LOOT_
CURRENCY_ TYPE_ MAX - LOOT_
DEFAULT_ LUCK - LOOT_
DURABILITY_ DAMAGE_ ON_ DEATH - LOOT_
DURABILITY_ MAX - LOOT_
ECONOMY_ SNAPSHOT_ INTERVAL - LOOT_
ENCHANT_ TIER_ MAX - LOOT_
GEM_ COMBINE_ MAX_ INGREDIENTS - LOOT_
HEALTH_ CHECK_ INTERVAL_ SECS - LOOT_
HISTORY_ MAX - LOOT_
IDENTIFICATION_ SCROLL_ ID - LOOT_
INVENTORY_ DEFAULT_ CAPACITY - LOOT_
INVENTORY_ DEFAULT_ SLOTS - LOOT_
INVENTORY_ MAX_ CAPACITY - LOOT_
ITEM_ GLOW_ INTENSITY_ MAX - LOOT_
MAX_ MAGIC_ FIND - LOOT_
MAX_ STACK - LOOT_
MAX_ TABLE_ ENTRIES - LOOT_
MAX_ TOTAL_ ITEMS - LOOT_
MERCHANT_ MAX_ ITEMS - LOOT_
MERCHANT_ MAX_ MARKUP - LOOT_
MERCHANT_ MIN_ MARKUP - LOOT_
MERCHANT_ RESTOCK_ DEFAULT_ SECS - LOOT_
MILESTONE_ ANNOUNCE_ DELAY_ SECS - LOOT_
MILESTONE_ MAX - LOOT_
NOTIFICATION_ ICON_ SIZE - LOOT_
NOTIFICATION_ TTL_ SECS - LOOT_
NPC_ MAX_ POOLS - LOOT_
PITY_ BASE_ THRESHOLD - LOOT_
POOL_ MAX_ ENTRIES - LOOT_
PRESTIGE_ MAX_ LEVEL - LOOT_
QUEST_ MAX_ CHOICES - LOOT_
ROTATING_ SHOP_ SLOTS - LOOT_
SALVAGE_ ESSENCE_ MAX - LOOT_
SALVAGE_ GOLD_ RATE_ DEFAULT - LOOT_
SCENARIO_ MAX - LOOT_
SEARCH_ PAGE_ SIZE_ DEFAULT - LOOT_
SEARCH_ PAGE_ SIZE_ MAX - LOOT_
SEASONAL_ EVENT_ MAX - LOOT_
SEASON_ COUNT - LOOT_
SET_ MAX_ PIECES - LOOT_
SHOP_ MAX_ ITEMS - LOOT_
SIMULATION_ DEFAULT_ ITERATIONS - LOOT_
SOURCE_ MAX - LOOT_
STREAK_ DECAY_ THRESHOLD_ SECS - LOOT_
STREAK_ MAX_ LEVEL - LOOT_
SYSTEM_ VERSION - LOOT_
TAG_ MAX - LOOT_
TRADE_ HISTORY_ MAX - LOOT_
TRANSFER_ COOLDOWN_ SECS - LOOT_
TRANSMUTATION_ HISTORY_ MAX - LOOT_
UNIDENTIFIED_ SLOT_ MAX - LOOT_
VISUAL_ REGISTRY_ MAX - LOOT_
WALLET_ GOLD_ CAP - LOOT_
WEIGHT_ PRECISION - LOOT_
ZONE_ MAX
Traits§
Functions§
- allocate_
budget - base_
drop_ chance - batch_
simulate - Batch simulate multiple tables and compare
- binomial_
coef - Binomial coefficient C(n, k)
- binomial_
pmf - Binomial probability P(X = k) for n trials with success rate p
- build_
default_ milestones - build_
default_ tag_ registry - build_
dragon_ boss_ loot_ table - build_
extended_ item_ catalog - build_
gacha_ pity - build_
goblin_ loot_ table - build_
item_ catalog - build_
standard_ item_ effects - build_
treasure_ chest_ table - build_
visualization - build_
weapon_ upgrade_ path - chi_
squared_ test - Chi-squared goodness-of-fit test
- clamp_
item_ level - components_
to_ gold - compute_
histogram - compute_
item_ cdf - Compute cumulative distribution function for item drop probabilities
- compute_
item_ frequencies - create_
full_ loot_ editor - default_
loot_ filter - describe_
rarity - drop_
rate_ summary - Print-ready summary of drop rates for a table
- estimate_
drop_ rate_ mle - Compute drop rate from observed data using MLE
- expected_
drops - Expected number of drops for n kills with rate p
- expected_
runs_ for_ set - Advanced: Compute expected number of runs to complete a set
- expected_
streak_ length - Expected streak length before success
- format_
drops - format_
gold - format_
item_ tooltip - generate_
report - geometric_
expected - Expected number of trials until first success
- geometric_
pmf - Geometric distribution: probability of first success at trial k
- gini_
coefficient - Compute the Gini coefficient of item value distribution (inequality measure)
- gold_
to_ components - import_
table_ from_ description - Import loot table from simple text description
- is_
loot_ system_ ready - is_
table_ fair - Detect if a loot table is “fair” (chi-squared p-value > 0.05 means no significant deviation)
- item_
level_ bracket - item_
level_ to_ power - item_
sell_ value - item_
slot_ name - kills_
for_ 50_ pct - kills_
for_ 90_ pct - kills_
for_ 99_ pct - kills_
for_ probability - Compute how many kills needed for 50% / 90% / 99% chance of getting item
- loot_
analytics_ summary - loot_
economy_ info - loot_
editor_ full_ version - loot_
editor_ info - loot_
editor_ version - loot_
full_ system_ summary - loot_
max_ item_ id - loot_
module_ list - loot_
pipeline_ steps - loot_
seed_ from_ entity - loot_
subsystem_ count - loot_
system_ health_ check - loot_
system_ version - loot_
version_ string - luck_
for_ n_ kills - Estimate luck coefficient needed to get item in N kills
- max_
affix_ count - max_
zone_ ilvl - negative_
binomial_ pmf - Negative binomial: P(r-th success on n-th trial)
- normalize_
weights - Weight normalization (so weights sum to 1.0)
- normalize_
weights_ inplace - pick_
weighted_ index - poisson_
pmf - power_
to_ item_ level - prob_
at_ least_ one - Probability of getting at least one drop in n kills
- rarity_
color_ hex - rarity_
drop_ weight - rarity_
value_ multiplier - recommended_
zone_ ilvl - roll_
rarity - run_
additional_ loot_ tests - run_
all_ loot_ editor_ tests - run_
all_ loot_ tests - run_
comprehensive_ loot_ tests - run_
final_ loot_ integration - run_
loot_ system_ tests - run_
loot_ tests - Run complete test suite for loot system
- run_
monte_ carlo - run_
vendor_ tests - sample_
item_ by_ rarity - Sample items weighted by rarity probability (given zone difficulty)
- sample_
roll_ count - Sample count from RollCountMode
- sample_
without_ replacement - Sample from distribution without replacement (for guaranteed drops)
- search_
catalog - Catalog search with multiple criteria
- simulate_
budget_ utilization - streak_
probability - table_
to_ item_ weights - Convert loot table to weighted item list
- total_
loot_ modules - validate_
loot_ system - weighted_
roll - wilson_
confidence_ interval - Wilson score interval for drop rate confidence