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57 lines
2.1 KiB
Rust
57 lines
2.1 KiB
Rust
(
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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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// Weapons
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(32.0, true, "common.loot_tables.weapons.starter"),
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(0.025, false, "common.loot_tables.weapons.cultist"),
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(0.025, false, "common.loot_tables.weapons.cave"),
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(0.02, false, "common.loot_tables.weapons.legendary"),
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// Weapons sets
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(16.0, true, "common.loot_tables.weapons.tier-0"),
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(8.0, true, "common.loot_tables.weapons.tier-1"),
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(1.0, true, "common.loot_tables.weapons.tier-2"),
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(0.125, true, "common.loot_tables.weapons.tier-3"),
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(0.0625, false, "common.loot_tables.weapons.tier-4"),
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(0.03, false, "common.loot_tables.weapons.tier-5"),
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// Non-craftable Armor
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(20.0, true, "common.loot_tables.armor.cloth"),
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(1.0, true, "common.loot_tables.armor.twigs"),
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(1.0, true, "common.loot_tables.armor.twigsflowers"),
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(1.0, true, "common.loot_tables.armor.twigsleaves"),
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(0.01, false, "common.trading.jewellery"),
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// Ingredients
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(1.0, true, "common.trading.sellable_materials"),
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(1.0, false, "common.trading.unsellable_materials"),
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// Food Ingredients
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(1.0, true, "common.trading.food"),
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// Potions
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//
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// crafted from food, no need to duplicate it here.
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// Big potions aren't crafted, but our potions
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// from merchants are already abused
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//
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// Place them back we will have better situation with potions
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// and economy.
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//
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// Collections
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(0.00001, false, "common.trading.collection"),
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// Manual balance
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(1.0, false, "common.trading.balance"),
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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, 0.005), // common.items.consumable.potion_minor
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(Food, 0.15), // common.items.food.mushroom
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(Coin, 1.0), // common.items.utility.coins
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(Armor, 0.5), // common.items.armor.misc.pants.worker_blue
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(Tools, 0.5), // common.items.weapons.staff.starter_staff
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(Ingredients, 0.5), // common.items.crafting_ing.leather_scraps
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])
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