veloren/assets/common/trading/item_price_calculation.ron
James Melkonian b40a14ae62 Initial recipe component work
Insert RecipeBook into ECS

Add recipe command

Fully functional recipes

Recipe items

Update item_image_manifest.ron

scroll item image/drop model

Colored recipe vox models

Reset recipes command

Move RecipeBook into Inventory

Persistence for recipe book

Recipe book migration

Recipe items can now be dynamically generated from the recipe book

Removed recipe items and recipe item generation bin

Fix rebase

Made recipes available in world

Fix rebase

Default recipes to manifest

Recipes now have prices in economy.

Changed recipes to go into kind before reaching item visual manifests.

Default recipes automatically added to recipe book on character load.

Loot table rebalancing

Addressed balance feedback

MR review feedback

Recipes are now unlocked in groups

Modular weapon component recipes now require learning recipes

Metal weapon recipes now also teach how to craft their requisite ingots

Added test for all recipes being valid
2024-06-03 21:24:15 -04:00

55 lines
2.0 KiB
Rust

(
loot_tables: [
// balance the loot tables against each other (higher= more common= smaller price)
// Non-craftable weapons
(80.0, true, "common.loot_tables.weapons.starter"),
(0.075, false, "common.loot_tables.weapons.cultist"),
(0.075, false, "common.loot_tables.weapons.cave"),
(0.04, false, "common.loot_tables.weapons.legendary"),
// Non-craftable Armor
(15.0, true, "common.loot_tables.armor.cloth"),
(6.0, true, "common.loot_tables.armor.twigs"),
(6.0, true, "common.loot_tables.armor.twigsflowers"),
(6.0, true, "common.loot_tables.armor.twigsleaves"),
(4.0, false, "common.trading.misc_armor"),
(0.09, false, "common.loot_tables.armor.cultist"),
(0.0016, false, "common.loot_tables.armor.boreal"),
// Ingredients
(72.5, true, "common.trading.sellable_materials"),
(3.16184, false, "common.trading.unsellable_materials"),
// Food Ingredients
(20.375, true, "common.trading.food"),
// Recipes
(1.0, true, "common.trading.sellable_recipe"),
(1.0, false, "common.trading.unsellable_recipe"),
// Potions
//
// crafted from food, no need to duplicate it here.
// Big potions aren't crafted, but our potions
// from merchants are already abused
//
// Place them back we will have better situation with potions
// and economy.
//
// Collections
(0.00026, false, "common.trading.collection"),
// Manual balance
(81.0, false, "common.trading.balance"),
],
// 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: [
(Food, 0.0375), // common.items.food.mushroom
(Coin, 1.0), // common.items.utility.coins
(Armor, 0.025), // common.items.armor.misc.pants.worker_blue
(Tools, 0.015487), // common.items.weapons.staff.starter_staff
(Ingredients, 0.034626), // common.items.crafting_ing.leather_scraps
(Recipe, 0.01), // common.items.recipes
])