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Unique loot tables for each dungeon chest
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@ -1,5 +1,14 @@
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[
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(1.0, LootTable("common.loot_tables.weapons.tier-0")),
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(1.0, LootTable("common.loot_tables.armor.cloth")),
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(1.0, ItemQuantity("common.items.utility.coins", 10, 20)),
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// Gear
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(0.5, LootTable("common.loot_tables.weapons.tier-0")),
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(0.5, LootTable("common.loot_tables.armor.cloth")),
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// Currency
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(2.0, ItemQuantity("common.items.utility.coins", 10, 20)),
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// Consumables
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(1.0, Item("common.items.consumable.potion_minor")),
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// Food
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(1.0, Item("common.items.food.cheese")),
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(1.0, Item("common.items.food.plainsalad")),
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(0.5, Item("common.items.food.apple_stick")),
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(0.5, Item("common.items.food.mushroom_stick")),
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]
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@ -1,8 +1,17 @@
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[
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(1.0, LootTable("common.loot_tables.weapons.tier-0")),
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(1.0, LootTable("common.loot_tables.weapons.tier-1")),
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(1.0, LootTable("common.loot_tables.armor.cloth")),
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(1.0, LootTable("common.loot_tables.armor.swift")),
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(0.1, LootTable("common.loot_tables.armor.plate")),
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(1.0, LootTable("common.loot_tables.fallback")),
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]
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// Gear
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// Don't put progression items until we have progression gates
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// such as skill requirements or opening chest animations
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// Currency
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(2.0, ItemQuantity("common.items.utility.coins", 20, 50)),
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// Consumables
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(1.0, Item("common.items.consumable.potion_minor")),
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(0.2, Item("common.items.consumable.potion_med")),
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// Food
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(1.0, Item("common.items.food.cheese")),
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(1.0, Item("common.items.food.tomatosalad")),
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(0.5, Item("common.items.food.apple_stick")),
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(0.5, Item("common.items.food.mushroom_stick")),
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(0.1, Item("common.items.food.sunflower_icetea")),
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]
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@ -1,8 +1,17 @@
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[
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(1.0, LootTable("common.loot_tables.weapons.tier-0")),
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(1.0, LootTable("common.loot_tables.weapons.tier-1")),
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(1.0, LootTable("common.loot_tables.armor.cloth")),
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(1.0, LootTable("common.loot_tables.armor.swift")),
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(0.1, LootTable("common.loot_tables.armor.plate")),
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(1.0, LootTable("common.loot_tables.fallback")),
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]
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// Gear
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// Don't put progression items until we have progression gates
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// such as skill requirements or opening chest animations
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// Currency
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(2.0, ItemQuantity("common.items.utility.coins", 50, 100)),
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// Consumables
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(1.0, ItemQuantity("common.items.consumable.potion_minor", 1, 2)),
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(0.2, Item("common.items.consumable.potion_med")),
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// Food
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(1.0, ItemQuantity("common.items.food.cheese", 1, 3)),
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(1.0, ItemQuantity("common.items.food.tomatosalad", 1, 3)),
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(0.5, ItemQuantity("common.items.food.apple_stick", 1, 2)),
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(0.5, ItemQuantity("common.items.food.mushroom_stick", 1, 2)),
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(0.1, Item("common.items.food.sunflower_icetea")),
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]
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@ -1,8 +1,18 @@
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[
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(1.0, LootTable("common.loot_tables.weapons.tier-0")),
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(1.0, LootTable("common.loot_tables.weapons.tier-1")),
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(1.0, LootTable("common.loot_tables.armor.cloth")),
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(1.0, LootTable("common.loot_tables.armor.swift")),
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(0.1, LootTable("common.loot_tables.armor.plate")),
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(1.0, LootTable("common.loot_tables.fallback")),
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]
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// Gear
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// Don't put progression items until we have progression gates
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// such as skill requirements or opening chest animations
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// Currency
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(2.0, ItemQuantity("common.items.utility.coins", 100, 500)),
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// Consumables
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(1.0, ItemQuantity("common.items.consumable.potion_minor", 1, 3)),
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(0.5, ItemQuantity("common.items.consumable.potion_minor", 1, 2)),
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(0.1, Item("common.items.consumable.potion_big")),
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// Food
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(1.0, ItemQuantity("common.items.food.cheese", 1, 4)),
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(1.0, ItemQuantity("common.items.food.tomatosalad", 1, 3)),
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(0.5, ItemQuantity("common.items.food.apple_stick", 1, 2)),
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(0.5, ItemQuantity("common.items.food.mushroom_stick", 1, 2)),
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(0.1, Item("common.items.food.sunflower_icetea")),
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]
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@ -1,8 +1,18 @@
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[
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(1.0, LootTable("common.loot_tables.weapons.tier-0")),
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(1.0, LootTable("common.loot_tables.weapons.tier-1")),
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(1.0, LootTable("common.loot_tables.armor.cloth")),
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(1.0, LootTable("common.loot_tables.armor.swift")),
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(0.1, LootTable("common.loot_tables.armor.plate")),
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(1.0, LootTable("common.loot_tables.fallback")),
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]
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// Gear
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// Don't put progression items until we have progression gates
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// such as skill requirements or opening chest animations
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// Currency
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(2.0, ItemQuantity("common.items.utility.coins", 200, 800)),
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// Consumables
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(1.0, ItemQuantity("common.items.consumable.potion_minor", 2, 4)),
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(0.5, ItemQuantity("common.items.consumable.potion_minor", 1, 2)),
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(0.1, Item("common.items.consumable.potion_big")),
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// Food
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(1.0, ItemQuantity("common.items.food.cheese", 1, 5)),
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(1.0, ItemQuantity("common.items.food.tomatosalad", 1, 3)),
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(0.5, ItemQuantity("common.items.food.apple_stick", 1, 2)),
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(0.5, ItemQuantity("common.items.food.mushroom_stick", 1, 2)),
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(0.5, Item("common.items.food.sunflower_icetea")),
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]
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@ -1,8 +1,18 @@
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[
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(1.0, LootTable("common.loot_tables.weapons.tier-0")),
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(1.0, LootTable("common.loot_tables.weapons.tier-1")),
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(1.0, LootTable("common.loot_tables.armor.cloth")),
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(1.0, LootTable("common.loot_tables.armor.swift")),
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(0.1, LootTable("common.loot_tables.armor.plate")),
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(1.0, LootTable("common.loot_tables.fallback")),
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]
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// Gear
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// Don't put progression items until we have progression gates
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// such as skill requirements or opening chest animations
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// Currency
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(2.0, ItemQuantity("common.items.utility.coins", 200, 1000)),
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// Consumables
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(1.5, ItemQuantity("common.items.consumable.potion_med", 1, 2)),
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(0.5, Item("common.items.consumable.potion_big")),
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// Food
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(1.0, ItemQuantity("common.items.food.cheese", 1, 5)),
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(1.0, ItemQuantity("common.items.food.tomatosalad", 1, 3)),
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(0.5, ItemQuantity("common.items.food.apple_stick", 1, 2)),
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(0.5, ItemQuantity("common.items.food.mushroom_stick", 1, 2)),
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(0.5, Item("common.items.food.sunflower_icetea")),
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(0.5, Item("common.items.food.apple_mushroom_curry")),
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]
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