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loot-drop-systemlisted

Architecture blueprint for loot tables, world drops, respawn, claim gating, multiplayer loot, drop perception, and loot-box compliance across open-world, ARPG, looter-shooter, and MMO games. Covers weighted tables, guaranteed drops, magic find, scatter/despawn, personal/FFA loot, pseudo-randomness, odds disclosure, and anti-cheat. Use when designing drops, chests, nodes, respawn, drop rates, or when loot despawns, RNG feels rigged, rewards conflict, or odds need disclosure.
Firzus/agent-skills · ★ 1 · AI & Automation · score 72
Install: claude install-skill Firzus/agent-skills
# Loot & Drop System Build the loot layer of a game — layered tables, world distribution/respawn, the drop pipeline, claim gating, drop perception, and (for monetized random loot) regulatory compliance. The skill spans four traditions and tells you which patterns are shared: - **Open-world** (Genshin via Grasscutter drop data + verified co-op rules; BotW/TotK via datamined bdrop tables, ActorLimiter, revival policies). - **ARPG / looter** (Diablo II Treasure Classes, magic find, D3 smart loot, D4 drop pools, PoE rarity/quantity — the depth references). - **Multiplayer/MMO** (WoW loot-system history, Destiny 2 instanced drops, loot locks, master-looter vs personal vs group loot). - **Monetized** (drop-rate disclosure law, loot-box gambling classification, server-authoritative anti-cheat). Excluded (separate skills): deterministic pity/bad-luck *currency* economies (`progression-economy`) and rolled item *stat generation* (substats live in `inventory-equipment`). This skill owns the *drop event*, not the item's stats. ## The architecture rule **Tables are layered data, drops are budgeted world objects, a claim is a transaction — and in any monetized or online game the server rolls, never the client.** ``` TABLES weighted entries (integer weights) + null rows + sub-table refs + guaranteed slots; recursive (treasure classes); ilvl-gated WORLD one-time flags (never respawn) vs per-node timestamps vs policy-driven respawn