Chance Modes
The odds of a drop upgrading live in chances.yml, separate from everything else. There
are two interchangeable modes, chosen by the mode: key at the top of the file:
mode: simple # or: advanced
| Mode | You configure… | Best for |
|---|---|---|
simple | The final outcome - the overall chance to end at each rarity | Matching a known odds table (e.g. the official Clash Royale chests) |
advanced | The per-click chance to level up at each rarity | Fine-grained control over the tap-by-tap feel |
Both modes drive the same tapping animation and end on a separate "open" click. They only differ in how the destination rarity is decided.
Simple mode
You provide a final-outcome table: for each starting rarity, the percentage chance to end at each rarity. This is exactly the shape of Clash Royale's published chest odds.
mode: simple
simple:
common: # starting at Common
common: 31.64
rare: 43.04
epic: 20.25
legendary: 4.06
mythic: 1.01
rare: # starting at Rare
rare: 33.36
epic: 45.59
legendary: 19.71
mythic: 1.34
epic:
epic: 40.96
legendary: 56.97
mythic: 2.07
legendary:
legendary: 96.00
mythic: 4.00
mythic:
mythic: 100.00
Rules:
- Each row is keyed by a starting rarity id.
- Inside a row, each key is a possible ending rarity with its percentage.
- A drop can only stay the same or go up, so lower rarities are omitted from a row.
- Each row should sum to about 100% (the plugin warns if it doesn't).
How it animates: when a drop is first tapped, LuckyDrops rolls its final destination from the starting rarity's row up front, then spreads the needed upgrades across the remaining clicks so the bar fills naturally and lands exactly on the rolled rarity.
Advanced mode
You provide the per-click chance that a drop at a given rarity advances one tier when tapped.
mode: advanced
advanced:
upgrade-chances:
common: 0.55
rare: 0.30
epic: 0.15
legendary: 0.05
mythic: 0 # top tier - unused
# Optional: override the chance for a specific (1-based) click number.
per-click:
common:
1: 0.80
2: 0.50
upgrade-chancesis a value from0.0–1.0per rarity: the chance to level up on each tap while sitting at that rarity.per-click(optional) overrides that chance for a specific tap number. In the example, a Common drop has an 80% upgrade chance on the 1st tap, 50% on the 2nd, and falls back to0.55for the rest.
The top rarity's upgrade-chances value is never used (there's nothing above it), so it can
be left at 0.
Clicks and reachability
settings.max-clicks in config.yml controls how many taps fill the bar (default 5).
- In simple mode the clicks are mostly cosmetic - the destination is decided up front - but there must be at least enough clicks to climb every tier. With 5 rarities you need ≥ 4 clicks.
- In advanced mode more clicks means more upgrade rolls, so it directly affects how high drops tend to climb.
The plugin warns at startup/reload if max-clicks is too low to traverse all your rarities
in simple mode.
Validation
Only the active mode is deeply checked. LuckyDrops warns about:
- unknown rarity ids in either section;
- simple rows that reference a lower rarity (ignored - drops can't downgrade);
- simple rows that don't sum to ~100%;
- a non-top rarity with no odds, which would mean it can never upgrade.