group_bot/assets/common/trading/item_price_calculation.ron
2024-06-11 19:51:46 -04:00

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(
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
])