//根据难度增加怪物掉落 let difficultyLoots = global.difficultyLoots LootJS.modifiers(e => { for (const key in difficultyLoots) { let element = difficultyLoots[key] element.forEach(val => { e.addEntityLootModifier(val.entity) .playerPredicate(player => GetPlayerDifficulty(player) >= val.difficulty) .addLoot(LootEntry.of(key).when(c => c.randomChance(val.chance))) }) } })