feat(loot): seed tier-1 items and the ash rat and road bandit loot tables
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
216
apps/api/src/database/seeds/item-content.ts
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216
apps/api/src/database/seeds/item-content.ts
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import { EquipmentSlot } from '../../items/equipment-slot.enum';
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import { ItemRarity } from '../../items/item-rarity.enum';
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import { ItemType } from '../../items/item-type.enum';
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import {
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ASH_RAT_LOOT_TABLE_ID,
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ITEM_IDS,
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ItemKey,
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ROAD_BANDIT_LOOT_TABLE_ID,
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} from './item.constants';
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export interface SeedItemDefinition {
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id: string;
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key: ItemKey;
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name: string;
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description: string;
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type: ItemType;
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equipmentSlot: EquipmentSlot | null;
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rarity: ItemRarity;
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tier: number;
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requiredLevel: number;
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weaponDamage: number;
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bonusHp: number;
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bonusAttack: number;
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bonusArmor: number;
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sellPrice: number;
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iconPath: string;
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}
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function item(
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key: ItemKey,
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name: string,
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description: string,
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type: ItemType,
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equipmentSlot: EquipmentSlot | null,
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rarity: ItemRarity,
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stats: Partial<Pick<SeedItemDefinition, 'weaponDamage' | 'bonusHp' | 'bonusAttack' | 'bonusArmor'>> = {},
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): SeedItemDefinition {
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return {
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id: ITEM_IDS[key],
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key,
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name,
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description,
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type,
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equipmentSlot,
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rarity,
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tier: 1,
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requiredLevel: 1,
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weaponDamage: stats.weaponDamage ?? 0,
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bonusHp: stats.bonusHp ?? 0,
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bonusAttack: stats.bonusAttack ?? 0,
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bonusArmor: stats.bonusArmor ?? 0,
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// Always 0: no merchants exist in Slice 0.4, and the balancing doc's
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// Grenzmarken table lists purchase prices, not sell prices.
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sellPrice: 0,
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iconPath: `/images/items/${key}.png`,
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};
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}
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// Stats from docs/Ashen_Realms_Balancing_Items_Loot_Design_V1.md §19.
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export const ITEM_DEFINITIONS: SeedItemDefinition[] = [
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item(
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'worn-short-sword',
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'Abgenutztes Kurzschwert',
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'Die Klinge eines Rekruten, öfter geschliffen als geführt.',
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ItemType.WEAPON,
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EquipmentSlot.WEAPON,
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ItemRarity.COMMON,
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{ weaponDamage: 8 },
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),
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item(
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'bandit-blade',
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'Räuberklinge',
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'Eine grob gezahnte Klinge, geschmiedet für schnelle Überfälle.',
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ItemType.WEAPON,
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EquipmentSlot.WEAPON,
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ItemRarity.COMMON,
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{ weaponDamage: 11, bonusAttack: 1 },
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),
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item(
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'ash-blade',
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'Aschenklinge',
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'In der Glut der Aschenfelder gehärtet; die Schneide glimmt noch.',
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ItemType.WEAPON,
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EquipmentSlot.WEAPON,
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ItemRarity.RARE,
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{ weaponDamage: 15, bonusAttack: 2 },
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),
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item(
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'bandit-hood',
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'Räuberhaube',
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'Vernarbtes Leder, das Gesicht und Absicht des Trägers verbirgt.',
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ItemType.ARMOR,
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EquipmentSlot.HEAD,
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ItemRarity.COMMON,
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{ bonusArmor: 3, bonusHp: 5 },
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),
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item(
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'reinforced-leather-jacket',
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'Verstärkte Lederjacke',
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'Mit Eisenplatten benähtes Leder, schwer und verlässlich.',
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ItemType.ARMOR,
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EquipmentSlot.CHEST,
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ItemRarity.RARE,
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{ bonusArmor: 7, bonusHp: 10 },
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),
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item(
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'raider-gloves',
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'Plündererhandschuhe',
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'Beschlagene Handschuhe, abgegriffen von fremdem Gut.',
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ItemType.ARMOR,
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EquipmentSlot.HANDS,
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ItemRarity.COMMON,
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{ bonusArmor: 3, bonusAttack: 1 },
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),
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item(
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'guardsman-legs',
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'Wachmannsbeinkleid',
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'Beinzeug der Grenzwacht, an den Knien geflickt.',
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ItemType.ARMOR,
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EquipmentSlot.LEGS,
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ItemRarity.RARE,
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{ bonusArmor: 5, bonusHp: 5 },
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),
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item(
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'ash-boots',
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'Aschenstiefel',
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'Stiefel, die durch glimmende Felder getragen wurden und blieben.',
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ItemType.ARMOR,
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EquipmentSlot.FEET,
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ItemRarity.RARE,
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{ bonusArmor: 4, bonusHp: 5 },
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),
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item(
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'borderwatch-sigil',
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'Zeichen der Grenzwacht',
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'Das Wappen eines Turms, den es nicht mehr gibt.',
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ItemType.ARMOR,
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EquipmentSlot.AMULET,
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ItemRarity.RARE,
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{ bonusAttack: 3, bonusHp: 10 },
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),
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item(
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'burned-captain-pendant',
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'Anhänger des verbrannten Hauptmanns',
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'Ein Schädel aus Schlacke, in dem die Glut nie erlosch.',
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ItemType.ARMOR,
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EquipmentSlot.AMULET,
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ItemRarity.EPIC,
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{ bonusAttack: 3, bonusHp: 15, bonusArmor: 2 },
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),
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// Seeded as content only. Slice 0.4 implements no consumable use, and the
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// Straßenräuber loot entry for it is deliberately deferred (spec §16).
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item(
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'small-healing-potion',
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'Kleiner Heiltrank',
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'Ein bitterer Sud, der Wunden für einen Atemzug vergessen lässt.',
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ItemType.CONSUMABLE,
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null,
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ItemRarity.COMMON,
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),
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item(
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'ash-pelt',
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'Aschenfell',
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'Versengtes Fell, zäh wie Leder und grau von Ascheflug.',
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ItemType.MATERIAL,
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null,
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ItemRarity.COMMON,
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),
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];
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export const LOOT_TABLES = [
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{ id: ASH_RAT_LOOT_TABLE_ID, key: 'ash-rat-loot', name: 'Aschenratte Beute' },
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{ id: ROAD_BANDIT_LOOT_TABLE_ID, key: 'road-bandit-loot', name: 'Straßenräuber Beute' },
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];
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export interface SeedLootTableEntry {
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lootTableId: string;
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itemDefinitionId: string;
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position: number;
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dropChance: string;
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minQuantity: number;
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maxQuantity: number;
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enabled: boolean;
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}
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function entry(
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lootTableId: string,
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key: ItemKey,
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position: number,
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dropChance: string,
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): SeedLootTableEntry {
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return {
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lootTableId,
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itemDefinitionId: ITEM_IDS[key],
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position,
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dropChance,
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minQuantity: 1,
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maxQuantity: 1,
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enabled: true,
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};
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}
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/**
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* Drop chances from docs/Ashen_Realms_Balancing_Items_Loot_Design_V1.md §27–28.
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* Every entry is an independent roll (spec §17), rolled in `position` order.
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*
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* DEFERRED: the Straßenräuber table also lists 10 % Kleiner Heiltrank. It is
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* omitted here because Slice 0.4 implements no consumables (spec §16).
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*/
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export const LOOT_TABLE_ENTRIES: SeedLootTableEntry[] = [
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entry(ASH_RAT_LOOT_TABLE_ID, 'ash-pelt', 1, '0.6000'),
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entry(ASH_RAT_LOOT_TABLE_ID, 'worn-short-sword', 2, '0.0800'),
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entry(ROAD_BANDIT_LOOT_TABLE_ID, 'bandit-blade', 1, '0.1800'),
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entry(ROAD_BANDIT_LOOT_TABLE_ID, 'bandit-hood', 2, '0.1200'),
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entry(ROAD_BANDIT_LOOT_TABLE_ID, 'raider-gloves', 3, '0.0800'),
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];
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