primeiro commit
All checks were successful
Build and Push Image / Build and push image (push) Successful in 3m5s

This commit is contained in:
2024-04-29 21:38:53 -03:00
commit e11bf493a1
2532 changed files with 55878 additions and 0 deletions

View File

@@ -0,0 +1,18 @@
// Loot table that exists purely for price rationalisation
//
// NOTE: it shouln't be considered source of resources.
// Place here things which have greater prices than intended.
//
// This loot table should be marked as un-sellable.
// If you want to add something that merchants can buy and sell,
// add another loot table
//
// Please keep it sorted by rarity so it's easier to reason about things
[
// Mostly tools here because crafting turn rarity from input ingredients,
// and move it to output, which isn't desired
(1.0, Item("common.items.tool.pickaxe_steel")),
(20.0, Item("common.items.tool.craftsman_hammer")),
(20.0, Item("common.items.tool.pickaxe_stone")),
(20.0, Item("common.items.weapons.hammer.burnt_drumstick")),
]

View File

@@ -0,0 +1,28 @@
// Loot table that exists purely for price rationalisation
// Put here anything that doesn't fit in anything else.
//
// This loot table should be marked as un-sellable.
// If you want to add something that merchants can buy and sell,
// add another loot table
//
// Please keep it sorted by rarity so it's easier to reason about things
[
/// Non-craftable gliders
(5.0, Item("common.items.glider.blue")),
(5.0, Item("common.items.glider.moonrise")),
(2.0, Item("common.items.glider.skullgrin")),
// Butterfly gliders
(5.0, Item("common.items.glider.morpho")),
(5.0, Item("common.items.glider.monarch")),
(5.0, Item("common.items.glider.moth")),
// Lanterns
(5.0, Item("common.items.lantern.geode_purp")),
(2.0, Item("common.items.lantern.pumpkin")),
(2.0, Item("common.items.boss_drops.lantern")),
(2.0, Item("common.items.lantern.blue_0")),
// Keys
(5.0, Item("common.items.keys.bone_key")),
(5.0, Item("common.items.keys.glass_key")),
]

View File

@@ -0,0 +1,24 @@
// Loot table that exists purely for price rationalisation
//
// This loot table should be marked as sellable.
// If you want to add something that merchants can buy but not sell,
// add another loot table
//
// Please keep it sorted by rarity so it's easier to reason about things
[
// Meats
(0.1, Item("common.items.food.meat.bird_large_raw")),
(0.35, Item("common.items.food.meat.beast_large_raw")),
(0.65, Item("common.items.food.meat.bird_raw")),
(0.65, Item("common.items.food.meat.fish_raw")),
(0.65, Item("common.items.food.meat.tough_raw")),
(1.5, Item("common.items.food.meat.beast_small_raw")),
// Gatherables
(0.25, Item("common.items.food.coconut")),
(0.75, Item("common.items.food.cheese")),
(1.0, Item("common.items.food.apple")),
(2.0, Item("common.items.food.carrot")),
(2.0, Item("common.items.food.lettuce")),
(2.0, Item("common.items.food.tomato")),
(2.0, Item("common.items.food.mushroom")),
]

View File

@@ -0,0 +1,49 @@
(
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"),
// 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
])

View File

@@ -0,0 +1,7 @@
[
// Legendary sceptres
Set([
"common.items.weapons.sceptre.root_evil",
"common.items.weapons.sceptre.caduceus",
]),
]

View File

@@ -0,0 +1,60 @@
// Loot table that exists purely for price rationalisation
//
// For miscellaneous un-craftable armor pieces
//
// This loot table should be marked as un-sellable.
// If you want to add something that merchants can buy and sell,
// add another loot table
//
// Please keep it sorted by rarity so it's easier to reason about things
[
// Bags
(0.1, Item("common.items.armor.misc.bag.heavy_seabag")),
(0.2, Item("common.items.armor.misc.bag.liana_kit")),
// Basic
(2.0, Item("common.items.armor.misc.head.straw")),
(2.0, Item("common.items.armor.misc.head.bamboo_twig")),
// General humanoid
(0.75, Item("common.items.armor.misc.ring.gold")),
(0.75, Item("common.items.armor.misc.neck.gold")),
// Grim Salvager
(2.0, Item("common.items.armor.misc.head.bandana.thief")),
(2.0, Item("common.items.armor.misc.head.bandana.red")),
(2.0, Item("common.items.armor.misc.head.hood")),
(2.0, Item("common.items.armor.misc.head.hood_dark")),
// Pirate
(0.05, Item("common.items.armor.misc.head.crown")),
(0.05, Item("common.items.armor.pirate.hat")),
// Witch
(0.05, Item("common.items.armor.witch.hat")),
// Gnarling
(0.5, Item("common.items.armor.misc.head.gnarling_mask")),
(1.5, Item("common.items.armor.misc.head.wanderers_hat")),
(2.0, Item("common.items.armor.misc.neck.scratched")),
// Adlet
(0.1, Item("common.items.armor.misc.head.bear_bonnet")),
(0.1, Item("common.items.armor.misc.head.howl_cowl")),
(0.2, Item("common.items.armor.misc.head.hog_hood")),
(0.75, Item("common.items.armor.misc.neck.pendant_of_protection")),
// Sahagin
(0.25, Item("common.items.armor.misc.neck.gem_of_resilience")),
// Haniwa
(0.2, Item("common.items.armor.misc.neck.haniwa_talisman")),
// Myrmidon
(0.05, Item("common.items.armor.misc.head.spikeguard")),
(0.05, Item("common.items.armor.misc.neck.carcanet_of_wrath")),
(0.05, Item("common.items.armor.misc.head.mitre")),
// Cultist
(0.0005, Item("common.items.armor.misc.neck.ankh_of_life")),
]

View File

@@ -0,0 +1,62 @@
// Loot table that exists purely for price rationalisation
//
// This loot table should be marked as sellable.
// If you want to add something that merchants can buy but not sell,
// add another loot table
//
// Please keep it sorted by rarity so it's easier to reason about things
[
// Stones
(0.02, Item("common.items.mineral.gem.diamond")),
(0.08, Item("common.items.mineral.gem.ruby")),
(0.1, Item("common.items.mineral.gem.emerald")),
(0.2, Item("common.items.mineral.gem.sapphire")),
(0.5, Item("common.items.mineral.ore.velorite")),
(0.75, Item("common.items.mineral.gem.topaz")),
(1.0, Item("common.items.mineral.gem.amethyst")),
(2.0, Item("common.items.mineral.ore.veloritefrag")),
(4.0, Item("common.items.crafting_ing.stones")),
// Ores
(0.3, Item("common.items.mineral.ore.velorite")),
(0.4, Item("common.items.mineral.ore.veloritefrag")),
(1.5, Item("common.items.mineral.ore.copper")),
(1.5, Item("common.items.mineral.ore.tin")),
// Logs
(5.0, Item("common.items.log.wood")),
// Animal Hide
(4.0, Item("common.items.crafting_ing.hide.animal_hide")),
// Mob Drops
(0.10, Item("common.items.crafting_ing.animal_misc.long_tusk")),
(0.15, Item("common.items.crafting_ing.animal_misc.elegant_crest")),
(0.15, Item("common.items.crafting_ing.animal_misc.grim_eyeball")),
(0.15, Item("common.items.crafting_ing.animal_misc.icy_fang")),
(0.2, Item("common.items.crafting_ing.animal_misc.strong_pincer")),
(0.5, Item("common.items.crafting_ing.animal_misc.raptor_feather")),
(1.2, Item("common.items.crafting_ing.animal_misc.claw")),
(2.5, Item("common.items.crafting_ing.animal_misc.fur")),
(2.5, Item("common.items.crafting_ing.animal_misc.sharp_fang")),
(2.5, Item("common.items.crafting_ing.animal_misc.venom_sac")),
(2.5, Item("common.items.crafting_ing.animal_misc.viscous_ooze")),
(4.0, Item("common.items.crafting_ing.cloth.wool")),
(4.0, Item("common.items.flowers.plant_fiber")),
// Junk
(4.0, Item("common.items.crafting_ing.bowl")),
(4.0, Item("common.items.crafting_ing.empty_vial")),
// Gatherables
(0.1, Item("common.items.crafting_ing.seashells")),
(4.0, Item("common.items.crafting_ing.honey")),
(4.0, Item("common.items.flowers.moonbell")),
(3.0, Item("common.items.crafting_ing.cotton_boll")),
(1.0, Item("common.items.flowers.pyrebloom")),
(3.5, Item("common.items.crafting_ing.twigs")),
(3.0, Item("common.items.crafting_ing.cactus")),
(2.0, Item("common.items.flowers.red")),
(4.0, Item("common.items.flowers.wild_flax")),
(8.0, Item("common.items.flowers.sunflower")),
]

View File

@@ -0,0 +1,54 @@
// Loot table that exists purely for price rationalisation
//
// This loot table should be marked as un-sellable.
// If you want to add something that merchants can buy and sell,
// add another loot table
//
// Please keep it sorted by rarity so it's easier to reason about things
[
// High tier Ores
(0.025, Item("common.items.mineral.ore.gold")),
(0.03, Item("common.items.mineral.ore.silver")),
(0.1, Item("common.items.mineral.ore.bloodstone")),
(0.2, Item("common.items.mineral.ore.cobalt")),
(0.5, Item("common.items.mineral.ore.coal")),
(1.0, Item("common.items.mineral.ore.iron")),
// High tier woods
(0.05, Item("common.items.log.eldwood")),
(0.1, Item("common.items.log.frostwood")),
(0.2, Item("common.items.log.ironwood")),
(0.5, Item("common.items.log.hardwood")),
(1.0, Item("common.items.log.bamboo")),
// High tier Animal Hide
(0.025, Item("common.items.crafting_ing.hide.dragon_scale")),
(0.05, Item("common.items.crafting_ing.hide.plate")),
(0.05, Item("common.items.crafting_ing.hide.leather_troll")),
(0.05, Item("common.items.crafting_ing.hide.rugged_hide")),
(0.2, Item("common.items.crafting_ing.hide.carapace")),
(0.5, Item("common.items.crafting_ing.hide.scales")),
(1.0, Item("common.items.crafting_ing.hide.tough_hide")),
// High tier Mob drops
(0.005, Item("common.items.crafting_ing.animal_misc.phoenix_feather")),
(0.08, Item("common.items.crafting_ing.animal_misc.large_horn")),
(0.08, Item("common.items.crafting_ing.animal_misc.lively_vine")),
(0.15, Item("common.items.crafting_ing.animal_misc.lively_vine")),
(0.225, Item("common.items.crafting_ing.sticky_thread")),
// Sea Materials
(0.05, Item("common.items.crafting_ing.abyssal_heart")),
(0.075, Item("common.items.crafting_ing.pearl")),
(0.25, Item("common.items.crafting_ing.brinestone")),
(1.0, Item("common.items.crafting_ing.coral_branch")),
// Miscellaneous Materials
(0.75, Item("common.items.crafting_ing.resin")),
(1.0, Item("common.items.crafting_ing.sentient_seed")),
(2.0, Item("common.items.crafting_ing.living_embers")),
// Ultra Rare drops
(0.0005, Item("common.items.crafting_ing.mindflayer_bag_damaged")),
(0.00075, Item("common.items.crafting_ing.glacial_crystal")),
]