diff --git a/Creating-New-Items.md b/Creating-New-Items.md index 293d937..44575c4 100644 --- a/Creating-New-Items.md +++ b/Creating-New-Items.md @@ -105,9 +105,9 @@ item_belt_special_01 Now, because we upped the amount of items in that table by 4, each entry has a 1 in 13 chance of being selected. This now affects the drop chance of ALL items in the table (we went from a 22% chance of our items to now roughly 15%) so be careful when adding new items that you don't tweak out drop chances for your players - they don't like that. We will add our belt 4 times though so its chances of dropping are now 4 in 13 (or 30% chance of dropping). -## Krayt Dragon Loot Tables -Lets say we wanna add our belt to the Krayt Dragons because pearls get boring over time. -Using the same process as above, we see the actual loot table for our Krayts are stored again in loot_types and loot_items files. +## Creature Loot Tables +Let's say we want to add our belt to the Krayt Dragon's loot table because pearls get boring over time. +Using the same process as above, we see the actual loot table for our Krayt Dragons are stored again in loot_types and loot_items files. The actual loot_items File for Krayt Dragons is ``` datatables/loot/loot_items/cash_loot/creature_cash_krayt.tab