LootJS.modifiers((event) => {


    // 1. REGULAR AMMO (15% Chance, 5-15 count)
    const regularAmmo = [ "immersiveengineering:hemp_fiber", "immersiveengineering:ersatz_leather", "immersiveengineering:wire_electrum"
     
    ];

    // 2. HEAVY AMMO (8% Chance, 1-5 count)
    const heavyAmmo = [ "immersiveengineering:empty_shell", "immersiveengineering:empty_casing"
     
    ];

    // 3. EXPLOSIVES (5% Chance, 1-2 count)
    const explosives = [ "selfexpression:cloth"
        

    ];

    // 4. THE GUNS (30%)
    const allGuns = [
               ];

    const targets = event.addTableModifier([
        "big_lost_city:chests/tier_1",
        "big_lost_city:chests/tier_2"

    ]);
            // AMMO & EXPLOSIVES: type dih very annoying
    regularAmmo.forEach(id => { targets.addLoot(LootEntry.of(id).limitCount(1, 2).when(c => c.randomChance(0.01))) });
    heavyAmmo.forEach(id => { targets.addLoot(LootEntry.of(id).limitCount(1, 3).when(c => c.randomChance(0.02))) });
    explosives.forEach(id => { targets.addLoot(LootEntry.of(id).limitCount(1, 2).when(c => c.randomChance(0.005))) });

           // GUNS
    allGuns.forEach(id => {
        targets.addLoot(
            LootEntry.of(id)
                .when(c => c.randomChance(0.04 / allGuns.length))
        );
    });
});



