Design weighted loot tables and gacha banners, add soft/hard pity, then run Monte Carlo simulations to see percentile outcomes and dry streaks before your players do. Export JSON, CSV and engine code for Unity, Godot, Lua and Minecraft β free, no signup.
Monte Carlo shows the median, 95th and 99th percentile rolls β and the dry streaks. The "average" lies; the percentiles tell the truth.
Model soft pity (ramping odds after N misses) and hard pity (guaranteed at M misses), in the style of Genshin Impact, Honkai: Star Rail and other gacha games.
Per-item and per-tier breakdowns with "1 in X" odds, weighted percentages and rarity colours so the table reads at a glance.
JSON, CSV, Unity (C#), Godot (GDScript), Lua, JavaScript, Minecraft 1.21 loot table JSON. Copy or download.
Start from presets (gacha banner, RPG dungeon, Minecraft fortress, roguelike room) or bulk-import a CSV/JSON of items and weights.
Click Share β URL encodes every entry, weight, tier and pity setting so design and engineering stay aligned.
Edit items, weights, tiers and rarities in one editor. Per-item probability and "1 in X" odds update live. Add an explicit "No Drop" outcome when you need empty rolls. Bulk-import CSV / JSON to skip the boring data entry.
Simulate thousands of rolls (or players) to see how many it takes to get a target item: median, 95th, 99th percentile, and the unlucky tail. A histogram of rolls-to-target shows the actual distribution β so you can spot the 1 % of players who go 100+ rolls without their item.
Copy-paste templates so implementation matches design intent. Includes weights, tiers, pity logic and an example weighted-random function in each language. Minecraft export targets the 1.21 loot table JSON schema.
data/<namespace>/loot_tables/ in your datapack. For mobs, use entities/<entity>.json; for chests, use chests/<chest>.json. The tool emits weighted entries with the standard minecraft:item entry type.Free. Monte Carlo simulation. Unity / Godot / Lua / Minecraft export. No signup.
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