Unique loot tables for each dungeon chest

This commit is contained in:
juliancoffee 2021-05-25 00:42:43 +03:00
parent 3700cc8a67
commit 2d56b5dcde
6 changed files with 95 additions and 38 deletions

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@ -1,5 +1,14 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-0")),
(1.0, LootTable("common.loot_tables.armor.cloth")),
(1.0, ItemQuantity("common.items.utility.coins", 10, 20)),
// Gear
(0.5, LootTable("common.loot_tables.weapons.tier-0")),
(0.5, LootTable("common.loot_tables.armor.cloth")),
// Currency
(2.0, ItemQuantity("common.items.utility.coins", 10, 20)),
// Consumables
(1.0, Item("common.items.consumable.potion_minor")),
// Food
(1.0, Item("common.items.food.cheese")),
(1.0, Item("common.items.food.plainsalad")),
(0.5, Item("common.items.food.apple_stick")),
(0.5, Item("common.items.food.mushroom_stick")),
]

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@ -1,8 +1,17 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-0")),
(1.0, LootTable("common.loot_tables.weapons.tier-1")),
(1.0, LootTable("common.loot_tables.armor.cloth")),
(1.0, LootTable("common.loot_tables.armor.swift")),
(0.1, LootTable("common.loot_tables.armor.plate")),
(1.0, LootTable("common.loot_tables.fallback")),
]
// Gear
// Don't put progression items until we have progression gates
// such as skill requirements or opening chest animations
// Currency
(2.0, ItemQuantity("common.items.utility.coins", 20, 50)),
// Consumables
(1.0, Item("common.items.consumable.potion_minor")),
(0.2, Item("common.items.consumable.potion_med")),
// Food
(1.0, Item("common.items.food.cheese")),
(1.0, Item("common.items.food.tomatosalad")),
(0.5, Item("common.items.food.apple_stick")),
(0.5, Item("common.items.food.mushroom_stick")),
(0.1, Item("common.items.food.sunflower_icetea")),
]

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@ -1,8 +1,17 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-0")),
(1.0, LootTable("common.loot_tables.weapons.tier-1")),
(1.0, LootTable("common.loot_tables.armor.cloth")),
(1.0, LootTable("common.loot_tables.armor.swift")),
(0.1, LootTable("common.loot_tables.armor.plate")),
(1.0, LootTable("common.loot_tables.fallback")),
]
// Gear
// Don't put progression items until we have progression gates
// such as skill requirements or opening chest animations
// Currency
(2.0, ItemQuantity("common.items.utility.coins", 50, 100)),
// Consumables
(1.0, ItemQuantity("common.items.consumable.potion_minor", 1, 2)),
(0.2, Item("common.items.consumable.potion_med")),
// Food
(1.0, ItemQuantity("common.items.food.cheese", 1, 3)),
(1.0, ItemQuantity("common.items.food.tomatosalad", 1, 3)),
(0.5, ItemQuantity("common.items.food.apple_stick", 1, 2)),
(0.5, ItemQuantity("common.items.food.mushroom_stick", 1, 2)),
(0.1, Item("common.items.food.sunflower_icetea")),
]

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@ -1,8 +1,18 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-0")),
(1.0, LootTable("common.loot_tables.weapons.tier-1")),
(1.0, LootTable("common.loot_tables.armor.cloth")),
(1.0, LootTable("common.loot_tables.armor.swift")),
(0.1, LootTable("common.loot_tables.armor.plate")),
(1.0, LootTable("common.loot_tables.fallback")),
]
// Gear
// Don't put progression items until we have progression gates
// such as skill requirements or opening chest animations
// Currency
(2.0, ItemQuantity("common.items.utility.coins", 100, 500)),
// Consumables
(1.0, ItemQuantity("common.items.consumable.potion_minor", 1, 3)),
(0.5, ItemQuantity("common.items.consumable.potion_minor", 1, 2)),
(0.1, Item("common.items.consumable.potion_big")),
// Food
(1.0, ItemQuantity("common.items.food.cheese", 1, 4)),
(1.0, ItemQuantity("common.items.food.tomatosalad", 1, 3)),
(0.5, ItemQuantity("common.items.food.apple_stick", 1, 2)),
(0.5, ItemQuantity("common.items.food.mushroom_stick", 1, 2)),
(0.1, Item("common.items.food.sunflower_icetea")),
]

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@ -1,8 +1,18 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-0")),
(1.0, LootTable("common.loot_tables.weapons.tier-1")),
(1.0, LootTable("common.loot_tables.armor.cloth")),
(1.0, LootTable("common.loot_tables.armor.swift")),
(0.1, LootTable("common.loot_tables.armor.plate")),
(1.0, LootTable("common.loot_tables.fallback")),
]
// Gear
// Don't put progression items until we have progression gates
// such as skill requirements or opening chest animations
// Currency
(2.0, ItemQuantity("common.items.utility.coins", 200, 800)),
// Consumables
(1.0, ItemQuantity("common.items.consumable.potion_minor", 2, 4)),
(0.5, ItemQuantity("common.items.consumable.potion_minor", 1, 2)),
(0.1, Item("common.items.consumable.potion_big")),
// Food
(1.0, ItemQuantity("common.items.food.cheese", 1, 5)),
(1.0, ItemQuantity("common.items.food.tomatosalad", 1, 3)),
(0.5, ItemQuantity("common.items.food.apple_stick", 1, 2)),
(0.5, ItemQuantity("common.items.food.mushroom_stick", 1, 2)),
(0.5, Item("common.items.food.sunflower_icetea")),
]

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@ -1,8 +1,18 @@
[
(1.0, LootTable("common.loot_tables.weapons.tier-0")),
(1.0, LootTable("common.loot_tables.weapons.tier-1")),
(1.0, LootTable("common.loot_tables.armor.cloth")),
(1.0, LootTable("common.loot_tables.armor.swift")),
(0.1, LootTable("common.loot_tables.armor.plate")),
(1.0, LootTable("common.loot_tables.fallback")),
]
// Gear
// Don't put progression items until we have progression gates
// such as skill requirements or opening chest animations
// Currency
(2.0, ItemQuantity("common.items.utility.coins", 200, 1000)),
// Consumables
(1.5, ItemQuantity("common.items.consumable.potion_med", 1, 2)),
(0.5, Item("common.items.consumable.potion_big")),
// Food
(1.0, ItemQuantity("common.items.food.cheese", 1, 5)),
(1.0, ItemQuantity("common.items.food.tomatosalad", 1, 3)),
(0.5, ItemQuantity("common.items.food.apple_stick", 1, 2)),
(0.5, ItemQuantity("common.items.food.mushroom_stick", 1, 2)),
(0.5, Item("common.items.food.sunflower_icetea")),
(0.5, Item("common.items.food.apple_mushroom_curry")),
]