veloren/assets/common/item_price_calculation.ron

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(
loot_tables: [
// balance the loot tables against each other (higher= more common= smaller price)
// the fact that loot tables have an own probability not accessible outside of the lottery call doesn't help here
(0.5,"common.loot_tables.loot_table_animal_ice"),
(4,"common.loot_tables.loot_table_animal_parts"),
(1,"common.loot_tables.loot_table_armor_cloth"),
(0.01,"common.loot_tables.loot_table_armor_heavy"),
(0.1,"common.loot_tables.loot_table_armor_light"),
(0.1,"common.loot_tables.loot_table_armor_misc"),
(0.5,"common.loot_tables.loot_table_armor_nature"),
(0.1,"common.loot_tables.loot_table_cave_large"),
(0.1,"common.loot_tables.loot_table_consumables"),
// loot_table_crafting is a rare roll on crate/mud sprite looting
(0.05,"common.loot_tables.loot_table_crafting"),
(0.005,"common.loot_tables.loot_table_cultists"),
(1,"common.loot_tables.loot_table_fish"),
(1,"common.loot_tables.loot_table_food"),
(0.1,"common.loot_tables.loot_table_humanoids"),
(1,"common.loot_tables.loot_table_maneater"),
(0.0001,"common.loot_tables.mindflayer"),
(0.001,"common.loot_tables.loot_table_miniboss"),
(0.05,"common.loot_tables.loot_table_raptor"),
// loot_table_rocks is dropped by rock monsters, but is also the only source of stones to econsim until cave_scatter information is turned into a loot table
(0.2,"common.loot_tables.loot_table_rocks"),
(1,"common.loot_tables.loot_table"),
(0.04,"common.loot_tables.loot_table_saurok"),
(0.02,"common.loot_tables.loot_table_troll"),
(0.05,"common.loot_tables.loot_table_villager"),
(1,"common.loot_tables.loot_table_weapon_common"),
(0.008,"common.loot_tables.loot_table_weapon_rare"),
(0.01,"common.loot_tables.loot_table_weapon_uncommon"),
(0.01,"common.loot_tables.loot_table_wendigo"),
// we probably want to include all the scattered scatter information
//(0.5,"common.cave_scatter"),
],
// 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, 0.5), // common.items.consumable.potion_minor
(Food, 3.0), // common.items.food.mushroom
(Coin, 1.0), // common.items.utility.coins
(Armor, 0.3), // common.items.armor.misc.pants.worker_blue
(Tools, 1.0), // common.items.weapons.staff.starter_staff
(Ingredients, 5.0), // common.items.crafting_ing.leather_scraps
])