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43 lines
2.0 KiB
Plaintext
43 lines
2.0 KiB
Plaintext
(
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loot_tables: [
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// balance the loot tables against each other (higher= more common= smaller price)
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// the fact that loot tables have an own probability not accessible outside of the lottery call doesn't help here
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(4,"common.loot_tables.wild_animal"),
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(1,"common.loot_tables.armor.armor_cloth"),
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(0.01,"common.loot_tables.armor.armor_heavy"),
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(0.1,"common.loot_tables.armor.armor_light"),
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(0.1,"common.loot_tables.armor.armor_misc"),
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(0.5,"common.loot_tables.armor.armor_nature"),
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(0.1,"common.loot_tables.cave_large"),
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(0.1,"common.loot_tables.consumables"),
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// loot_table_crafting is a rare roll on crate/mud sprite looting
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(0.05,"common.loot_tables.crafting"),
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(0.005,"common.loot_tables.cultists"),
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(1,"common.loot_tables.fish"),
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(1,"common.loot_tables.food"),
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(0.1,"common.loot_tables.humanoids"),
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(1,"common.loot_tables.maneater"),
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(0.0001,"common.loot_tables.mindflayer"),
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(0.001,"common.loot_tables.miniboss"),
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// 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
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(0.2,"common.loot_tables.rocks"),
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(1,"common.loot_tables.fallback"),
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(0.04,"common.loot_tables.saurok"),
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(0.05,"common.loot_tables.villager"),
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(1,"common.loot_tables.weapon_common"),
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(0.008,"common.loot_tables.weapon_rare"),
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(0.01,"common.loot_tables.weapon_uncommon"),
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// we probably want to include all the scattered scatter information
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//(0.5,"common.cave_scatter"),
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],
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// this is the amount of that good the most common item represents
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// so basically this table balances the goods against each other (higher=less valuable)
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good_scaling: [
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(Potions, 0.5), // common.items.consumable.potion_minor
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(Food, 3.0), // common.items.food.mushroom
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(Coin, 1.0), // common.items.utility.coins
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(Armor, 0.3), // common.items.armor.misc.pants.worker_blue
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(Tools, 1.0), // common.items.weapons.staff.starter_staff
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(Ingredients, 5.0), // common.items.crafting_ing.leather_scraps
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])
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