( loot_tables: [ // balance the loot tables against each other (higher= more common= smaller price) // Weapons (16.0, "common.loot_tables.weapons.starter"), (8.0, "common.loot_tables.weapons.tier-0"), (4.0, "common.loot_tables.weapons.tier-1"), (2.0, "common.loot_tables.weapons.tier-2"), (1.0, "common.loot_tables.weapons.tier-3"), (0.5, "common.loot_tables.weapons.tier-4"), (0.25, "common.loot_tables.weapons.tier-5"), (0.125, "common.loot_tables.weapons.cultist"), (0.125, "common.loot_tables.weapons.cave"), (0.0625, "common.loot_tables.weapons.legendary"), // Armor (20.0, "common.loot_tables.armor.cloth"), (6.0, "common.loot_tables.armor.agile"), (3.0, "common.loot_tables.armor.swift"), (6.0, "common.loot_tables.armor.druid"), (2.0, "common.loot_tables.armor.twigs"), (2.0, "common.loot_tables.armor.twigsflowers"), (2.0, "common.loot_tables.armor.twigsleaves"), (0.5, "common.loot_tables.armor.plate"), (0.25, "common.loot_tables.armor.steel"), (0.125, "common.loot_tables.armor.cultist"), // Materials (7.5, "common.loot_tables.materials.common"), (5.0, "common.loot_tables.materials.underground"), // Food (0.5, "common.loot_tables.food.farm_ingredients"), (0.25, "common.loot_tables.food.wild_ingredients"), (0.1, "common.loot_tables.food.prepared"), // TODO: Change consumables when they are split up later (1.0, "common.loot_tables.consumables"), ], // this is the amount of that good the most common item represents // so basically this table balances the goods against each other (higher=less valuable) good_scaling: [ (Potions, 0.001), // common.items.consumable.potion_minor (Food, 2.0), // common.items.food.mushroom (Coin, 10.0), // common.items.utility.coins (Armor, 0.2), // common.items.armor.misc.pants.worker_blue (Tools, 0.1), // common.items.weapons.staff.starter_staff (Ingredients, 1.0), // common.items.crafting_ing.leather_scraps ])