| name | resdk-loot-configs |
| description | Create and edit LootSystem YAML templates and editor-facing loot setup. Use when adding loot collections, defining tags, map or gamemode restrictions, probability, count, health or quality rules, or when checking how a loot template should be assigned and tested through ReEditor. |
ReSDK Loot Configs
This skill covers LootSystem data authoring and review. Pair it with resdk-gameobject-authoring when loot references new classes, and with resdk-editor-workflows when the question is about editor assignment or validator usage.
Entry Workflow
- Open the target file under
../../../host/LootSystem/Collections/.
- Read
../../../host/LootSystem/README.md.
- Open:
references/loot-schema.md
references/loot-testing-and-checklist.md
Mandatory Rules
- Edit loot templates in YAML collections, not in ad hoc runtime code.
- Keep one file focused on a coherent loot theme or usage area.
- Root config names are unique template identifiers.
- Tags must start with
. to avoid collisions with config names.
- Distinguish exact template names from shared tags used for random selection in the editor.
- Preserve local naming rules for files, configs, and tags.
Working Style
- State whether the user wants an exact template or a tag-based random pool.
- Call out map or gamemode restrictions explicitly if they affect runtime behavior.
- If validation is needed, prefer the editor-facing loot testing flow before inventing custom diagnostics.