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18
veloren/assets/common/trading/balance.ron
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18
veloren/assets/common/trading/balance.ron
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// Loot table that exists purely for price rationalisation
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//
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// NOTE: it shouln't be considered source of resources.
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// Place here things which have greater prices than intended.
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//
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// This loot table should be marked as un-sellable.
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// If you want to add something that merchants can buy and sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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// Mostly tools here because crafting turn rarity from input ingredients,
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// and move it to output, which isn't desired
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(1.0, Item("common.items.tool.pickaxe_steel")),
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(20.0, Item("common.items.tool.craftsman_hammer")),
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(20.0, Item("common.items.tool.pickaxe_stone")),
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(20.0, Item("common.items.weapons.hammer.burnt_drumstick")),
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]
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28
veloren/assets/common/trading/collection.ron
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28
veloren/assets/common/trading/collection.ron
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// Loot table that exists purely for price rationalisation
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// Put here anything that doesn't fit in anything else.
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//
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// This loot table should be marked as un-sellable.
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// If you want to add something that merchants can buy and sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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/// Non-craftable gliders
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(5.0, Item("common.items.glider.blue")),
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(5.0, Item("common.items.glider.moonrise")),
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(2.0, Item("common.items.glider.skullgrin")),
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// Butterfly gliders
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(5.0, Item("common.items.glider.morpho")),
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(5.0, Item("common.items.glider.monarch")),
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(5.0, Item("common.items.glider.moth")),
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// Lanterns
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(5.0, Item("common.items.lantern.geode_purp")),
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(2.0, Item("common.items.lantern.pumpkin")),
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(2.0, Item("common.items.boss_drops.lantern")),
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(2.0, Item("common.items.lantern.blue_0")),
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// Keys
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(5.0, Item("common.items.keys.bone_key")),
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(5.0, Item("common.items.keys.glass_key")),
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]
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24
veloren/assets/common/trading/food.ron
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24
veloren/assets/common/trading/food.ron
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// Loot table that exists purely for price rationalisation
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//
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// This loot table should be marked as sellable.
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// If you want to add something that merchants can buy but not sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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// Meats
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(0.1, Item("common.items.food.meat.bird_large_raw")),
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(0.35, Item("common.items.food.meat.beast_large_raw")),
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(0.65, Item("common.items.food.meat.bird_raw")),
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(0.65, Item("common.items.food.meat.fish_raw")),
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(0.65, Item("common.items.food.meat.tough_raw")),
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(1.5, Item("common.items.food.meat.beast_small_raw")),
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// Gatherables
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(0.25, Item("common.items.food.coconut")),
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(0.75, Item("common.items.food.cheese")),
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(1.0, Item("common.items.food.apple")),
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(2.0, Item("common.items.food.carrot")),
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(2.0, Item("common.items.food.lettuce")),
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(2.0, Item("common.items.food.tomato")),
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(2.0, Item("common.items.food.mushroom")),
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]
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49
veloren/assets/common/trading/item_price_calculation.ron
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49
veloren/assets/common/trading/item_price_calculation.ron
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(
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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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// Non-craftable weapons
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(80.0, true, "common.loot_tables.weapons.starter"),
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(0.075, false, "common.loot_tables.weapons.cultist"),
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(0.075, false, "common.loot_tables.weapons.cave"),
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(0.04, false, "common.loot_tables.weapons.legendary"),
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// Non-craftable Armor
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(15.0, true, "common.loot_tables.armor.cloth"),
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(6.0, true, "common.loot_tables.armor.twigs"),
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(6.0, true, "common.loot_tables.armor.twigsflowers"),
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(6.0, true, "common.loot_tables.armor.twigsleaves"),
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(4.0, false, "common.trading.misc_armor"),
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(0.09, false, "common.loot_tables.armor.cultist"),
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(0.0016, false, "common.loot_tables.armor.boreal"),
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// Ingredients
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(72.5, true, "common.trading.sellable_materials"),
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(3.16184, false, "common.trading.unsellable_materials"),
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// Food Ingredients
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(20.375, 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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(0.00026, false, "common.trading.collection"),
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// Manual balance
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(81.0, 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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(Food, 0.0375), // common.items.food.mushroom
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(Coin, 1.0), // common.items.utility.coins
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(Armor, 0.025), // common.items.armor.misc.pants.worker_blue
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(Tools, 0.015487), // common.items.weapons.staff.starter_staff
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(Ingredients, 0.034626), // common.items.crafting_ing.leather_scraps
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])
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7
veloren/assets/common/trading/item_price_equality.ron
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7
veloren/assets/common/trading/item_price_equality.ron
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[
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// Legendary sceptres
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Set([
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"common.items.weapons.sceptre.root_evil",
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"common.items.weapons.sceptre.caduceus",
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]),
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]
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60
veloren/assets/common/trading/misc_armor.ron
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60
veloren/assets/common/trading/misc_armor.ron
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// Loot table that exists purely for price rationalisation
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//
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// For miscellaneous un-craftable armor pieces
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//
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// This loot table should be marked as un-sellable.
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// If you want to add something that merchants can buy and sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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// Bags
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(0.1, Item("common.items.armor.misc.bag.heavy_seabag")),
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(0.2, Item("common.items.armor.misc.bag.liana_kit")),
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// Basic
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(2.0, Item("common.items.armor.misc.head.straw")),
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(2.0, Item("common.items.armor.misc.head.bamboo_twig")),
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// General humanoid
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(0.75, Item("common.items.armor.misc.ring.gold")),
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(0.75, Item("common.items.armor.misc.neck.gold")),
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// Grim Salvager
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(2.0, Item("common.items.armor.misc.head.bandana.thief")),
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(2.0, Item("common.items.armor.misc.head.bandana.red")),
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(2.0, Item("common.items.armor.misc.head.hood")),
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(2.0, Item("common.items.armor.misc.head.hood_dark")),
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// Pirate
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(0.05, Item("common.items.armor.misc.head.crown")),
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(0.05, Item("common.items.armor.pirate.hat")),
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// Witch
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(0.05, Item("common.items.armor.witch.hat")),
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// Gnarling
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(0.5, Item("common.items.armor.misc.head.gnarling_mask")),
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(1.5, Item("common.items.armor.misc.head.wanderers_hat")),
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(2.0, Item("common.items.armor.misc.neck.scratched")),
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// Adlet
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(0.1, Item("common.items.armor.misc.head.bear_bonnet")),
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(0.1, Item("common.items.armor.misc.head.howl_cowl")),
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(0.2, Item("common.items.armor.misc.head.hog_hood")),
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(0.75, Item("common.items.armor.misc.neck.pendant_of_protection")),
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// Sahagin
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(0.25, Item("common.items.armor.misc.neck.gem_of_resilience")),
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// Haniwa
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(0.2, Item("common.items.armor.misc.neck.haniwa_talisman")),
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// Myrmidon
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(0.05, Item("common.items.armor.misc.head.spikeguard")),
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(0.05, Item("common.items.armor.misc.neck.carcanet_of_wrath")),
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(0.05, Item("common.items.armor.misc.head.mitre")),
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// Cultist
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(0.0005, Item("common.items.armor.misc.neck.ankh_of_life")),
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]
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62
veloren/assets/common/trading/sellable_materials.ron
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62
veloren/assets/common/trading/sellable_materials.ron
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// Loot table that exists purely for price rationalisation
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//
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// This loot table should be marked as sellable.
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// If you want to add something that merchants can buy but not sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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// Stones
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(0.02, Item("common.items.mineral.gem.diamond")),
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(0.08, Item("common.items.mineral.gem.ruby")),
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(0.1, Item("common.items.mineral.gem.emerald")),
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(0.2, Item("common.items.mineral.gem.sapphire")),
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(0.5, Item("common.items.mineral.ore.velorite")),
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(0.75, Item("common.items.mineral.gem.topaz")),
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(1.0, Item("common.items.mineral.gem.amethyst")),
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(2.0, Item("common.items.mineral.ore.veloritefrag")),
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(4.0, Item("common.items.crafting_ing.stones")),
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// Ores
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(0.3, Item("common.items.mineral.ore.velorite")),
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(0.4, Item("common.items.mineral.ore.veloritefrag")),
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(1.5, Item("common.items.mineral.ore.copper")),
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(1.5, Item("common.items.mineral.ore.tin")),
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// Logs
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(5.0, Item("common.items.log.wood")),
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// Animal Hide
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(4.0, Item("common.items.crafting_ing.hide.animal_hide")),
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// Mob Drops
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(0.10, Item("common.items.crafting_ing.animal_misc.long_tusk")),
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(0.15, Item("common.items.crafting_ing.animal_misc.elegant_crest")),
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(0.15, Item("common.items.crafting_ing.animal_misc.grim_eyeball")),
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(0.15, Item("common.items.crafting_ing.animal_misc.icy_fang")),
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(0.2, Item("common.items.crafting_ing.animal_misc.strong_pincer")),
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(0.5, Item("common.items.crafting_ing.animal_misc.raptor_feather")),
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(1.2, Item("common.items.crafting_ing.animal_misc.claw")),
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(2.5, Item("common.items.crafting_ing.animal_misc.fur")),
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(2.5, Item("common.items.crafting_ing.animal_misc.sharp_fang")),
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(2.5, Item("common.items.crafting_ing.animal_misc.venom_sac")),
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(2.5, Item("common.items.crafting_ing.animal_misc.viscous_ooze")),
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(4.0, Item("common.items.crafting_ing.cloth.wool")),
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(4.0, Item("common.items.flowers.plant_fiber")),
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// Junk
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(4.0, Item("common.items.crafting_ing.bowl")),
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(4.0, Item("common.items.crafting_ing.empty_vial")),
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// Gatherables
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(0.1, Item("common.items.crafting_ing.seashells")),
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(4.0, Item("common.items.crafting_ing.honey")),
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(4.0, Item("common.items.flowers.moonbell")),
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(3.0, Item("common.items.crafting_ing.cotton_boll")),
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(1.0, Item("common.items.flowers.pyrebloom")),
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(3.5, Item("common.items.crafting_ing.twigs")),
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(3.0, Item("common.items.crafting_ing.cactus")),
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(2.0, Item("common.items.flowers.red")),
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(4.0, Item("common.items.flowers.wild_flax")),
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(8.0, Item("common.items.flowers.sunflower")),
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]
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54
veloren/assets/common/trading/unsellable_materials.ron
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54
veloren/assets/common/trading/unsellable_materials.ron
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// Loot table that exists purely for price rationalisation
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//
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// This loot table should be marked as un-sellable.
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// If you want to add something that merchants can buy and sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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// High tier Ores
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(0.025, Item("common.items.mineral.ore.gold")),
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(0.03, Item("common.items.mineral.ore.silver")),
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(0.1, Item("common.items.mineral.ore.bloodstone")),
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(0.2, Item("common.items.mineral.ore.cobalt")),
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(0.5, Item("common.items.mineral.ore.coal")),
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(1.0, Item("common.items.mineral.ore.iron")),
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// High tier woods
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(0.05, Item("common.items.log.eldwood")),
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(0.1, Item("common.items.log.frostwood")),
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(0.2, Item("common.items.log.ironwood")),
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(0.5, Item("common.items.log.hardwood")),
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(1.0, Item("common.items.log.bamboo")),
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// High tier Animal Hide
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(0.025, Item("common.items.crafting_ing.hide.dragon_scale")),
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(0.05, Item("common.items.crafting_ing.hide.plate")),
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(0.05, Item("common.items.crafting_ing.hide.leather_troll")),
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(0.05, Item("common.items.crafting_ing.hide.rugged_hide")),
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(0.2, Item("common.items.crafting_ing.hide.carapace")),
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(0.5, Item("common.items.crafting_ing.hide.scales")),
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(1.0, Item("common.items.crafting_ing.hide.tough_hide")),
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// High tier Mob drops
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(0.005, Item("common.items.crafting_ing.animal_misc.phoenix_feather")),
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(0.08, Item("common.items.crafting_ing.animal_misc.large_horn")),
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(0.08, Item("common.items.crafting_ing.animal_misc.lively_vine")),
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(0.15, Item("common.items.crafting_ing.animal_misc.lively_vine")),
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(0.225, Item("common.items.crafting_ing.sticky_thread")),
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// Sea Materials
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(0.05, Item("common.items.crafting_ing.abyssal_heart")),
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(0.075, Item("common.items.crafting_ing.pearl")),
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(0.25, Item("common.items.crafting_ing.brinestone")),
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(1.0, Item("common.items.crafting_ing.coral_branch")),
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// Miscellaneous Materials
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(0.75, Item("common.items.crafting_ing.resin")),
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(1.0, Item("common.items.crafting_ing.sentient_seed")),
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(2.0, Item("common.items.crafting_ing.living_embers")),
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// Ultra Rare drops
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(0.0005, Item("common.items.crafting_ing.mindflayer_bag_damaged")),
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(0.00075, Item("common.items.crafting_ing.glacial_crystal")),
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]
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