loot-drop-systemlisted
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