Quick Loot Table Pro

You give a row a weight of 3 and call it a 3% drop. Then the table rolls three times per kill, a nested cache carries the same item, a pity timer tops it up, and your players are seeing it at 8.5%. Nothing in Unity tells you that. Players find it first, and they are not kind about it.


Quick Loot Table Pro puts a simulator next to your table. Press Simulate and it rolls ten thousand times through the exact same roller your game uses - same weights, same nesting, same conditions, same pity - and reports what actually comes out. Every row then shows the share you designed next to the share it really pays, and a row is highlighted only when it lands further from the table's own prediction than chance allows.


WHAT MAKES IT DIFFERENT


THE SIMULATOR. Ten thousand rolls in about ten milliseconds. Per-item drop rate, one-in-N odds, items and value per roll, the share of runs that gave nothing, a histogram of how much came out at once, and the best-rarity split.


DESIGNED VS ACTUAL, ON EVERY ROW. A bar for the share you designed, a white mark where the simulation actually landed. On the sample boss table a row designed at 40% lands at 72%, and a Sapphire the table never even lists shows up in one run in five.


PITY, PREDICTED. The designer counts the pity timer before you press Simulate. On the sample boss at level 30 it reads: Legendary in 8.6% of rolls with the timer, 7.3% without, and never more than 24 rolls in a row without one. 300,000 simulated rolls land at 8.60%.


AMBER IS A REAL TEST. A row turns amber when its count is further from the prediction than chance allows at that many rolls, by an exact binomial test. On correct tables, false amber at 1,000 rolls fell from 10.9% of simulations to 0.0%, and a row 0.8 points off its prediction is caught in 60 of 60 simulations of 10,000 rolls.


IT RUNS YOUR REAL TABLE. The simulator calls the same LootRoller your game calls, so the numbers cannot drift from what ships.


THE TABLE


Three roll modes: one row wins, several win, or every row rolls its own percentage. Nested tables, with cycle detection so a table can never roll itself forever. Conditions per row that read your own numbers - player level, difficulty, a story flag. Guaranteed rows for the quest item a boss must give up. Unique rows that can only win once. Min and max counts. Per-row luck scaling, so a luck stat bends only the odds you choose. Pity timers: a rarity guaranteed by the Nth unlucky roll, with the counters saved alongside the rest of your game.


VALIDATION


Rows that can never win, counts of zero, a pity rarity no row can pay out, a table that asks for more rows than it has, and any chain of tables that loops back on itself.


IN YOUR GAME


A themed loot panel with rarity-tinted cards, star tiers, icons, stack counts and a value total - every sprite generated procedurally, five themes, no textures to import. A LootContainer that rolls by id, raises a UnityEvent and saves its pity counters - and with a fixed seed its place in the random sequence, so reloading never replays a drop the player already had. Seeded rolls, so the same seed gives the same drop in game and in the simulator.


It does not replace your inventory. A loot item carries an id, a name, an icon, a rarity and a payload slot pointing at whatever object your game already uses.


WHAT YOU GET


Three linked sample tables (The Ashvale Warden, Rare Cache, Wolf Drops) built to demonstrate exactly the drift described above, eight items with procedurally drawn icons, a playable demo scene, and full C# source with no DLLs.


HONEST LIMITS


Conditions are not part of the prediction: the simulator measures them, which is why the sample crown, gated on level 20, turns amber below that level. When a nested table also carries the pity rarity, its rows are left to the simulator as well. A simulation is a sample: at 10,000 rolls, 1 of 360 simulations of correct tables still showed an amber row. And it produces drops; storing them is your inventory's job.


PART OF A BUNDLE


Quick Loot Table Pro is one of the eight tools in Quick RPG Systems Bundle, together with inventory, crafting, skill trees, quests, dialogue, stat formulas and shops. Owning the bundle makes each of the eight a free upgrade.

https://assetstore.unity.com/packages/tools/game-toolkits/quick-rpg-systems-bundle-405658