#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/bossbrain.png) Monster Loop Table

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- **aj505**
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   8 years 8 months ago - 8 years 8 months ago [\#6640](#6640) by aj505  *[Monster Loop Table](https://www.realm667.com/forum/the-workshop/1037-monster-loop-table#6640 "Has anyone tried making a monster loop table?

If not, In the decorate actor files ; would I under drop item add a bunch of identification numbers (1,2,3,4,1250) or something?")* was created by *aj505*

 Has anyone tried making a monster loop table?

If not, In the decorate actor files ; would I under drop item add a bunch of identification numbers (1,2,3,4,1250) or something?

 Last edit: 8 years 8 months ago by aj505. Reason: made identification number plural and spotted two areas which pauses where needed.

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- **InterdimensionalInterloper**
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   8 years 8 months ago [\#6641](#6641) by InterdimensionalInterloper  Replied by *InterdimensionalInterloper* on topic *[Monster Loop Table](https://www.realm667.com/forum/the-workshop/1037-monster-loop-table#6641 "Has anyone tried making a monster loop table?

If not, In the decorate actor files ; would I under drop item add a bunch of identification numbers (1,2,3,4,1250) or something?")*

 Are you asking for help with monster behavior property's? I don't know what a "monster loop table" is.

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- **MagicWazard**
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   8 years 8 months ago [\#6643](#6643) by MagicWazard  Replied by *MagicWazard* on topic *[Monster Loop Table](https://www.realm667.com/forum/the-workshop/1037-monster-loop-table#6643 "Has anyone tried making a monster loop table?

If not, In the decorate actor files ; would I under drop item add a bunch of identification numbers (1,2,3,4,1250) or something?")*

 I think he means "**loot** table", if I understand correctly (he mentions "drop item"). The answer to that is not exactly, no...you can have a monster drop multiple items, but each one has a separate chance of dropping, so it won't just drop one particular item out of the list. What you **can** do, though, is create a new [ RandomSpawner](https://zdoom.org/wiki/Classes:RandomSpawner) which contains a list of items you want the monster to drop, as well as the probability of each item, then assign that new RandomSpawner as the "drop item". This will give a pretty close approximation of a "loot table".

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