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
(4,"common.loot_tables.wild_animal"),
(1,"common.loot_tables.armor.armor_cloth"),
(0.01,"common.loot_tables.armor.armor_heavy"),
(0.1,"common.loot_tables.armor.armor_light"),
(0.1,"common.loot_tables.armor.armor_misc"),
(0.5,"common.loot_tables.armor.armor_nature"),
(0.1,"common.loot_tables.cave_large"),
(0.1,"common.loot_tables.consumables"),
// loot_table_crafting is a rare roll on crate/mud sprite looting
(0.05,"common.loot_tables.crafting"),
(0.005,"common.loot_tables.cultists"),
(1,"common.loot_tables.fish"),
(1,"common.loot_tables.food"),
(0.1,"common.loot_tables.humanoids"),
(1,"common.loot_tables.maneater"),
(0.0001,"common.loot_tables.mindflayer"),
(0.001,"common.loot_tables.miniboss"),
// 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.rocks"),
(1,"common.loot_tables.fallback"),
(0.04,"common.loot_tables.saurok"),
(0.05,"common.loot_tables.villager"),
(1,"common.loot_tables.weapon_common"),
(0.008,"common.loot_tables.weapon_rare"),
(0.01,"common.loot_tables.weapon_uncommon"),
// 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
])