39 lines
1.2 KiB
XML
39 lines
1.2 KiB
XML
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<!--
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Note: imagine that each item adds a number of tokens to the item pool.
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Each time the game must generate an item pedestal, it takes out a random
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token from the item pool and puts the item on the pedestal.
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- `weight` the number of tokens to put in the pool for your item. Greater
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values makes your item more likely to show up.
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- `decreaseby` Number of tokens to remove from the pool when
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the player **sees** the item. Greater numbers means you are
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less likely to see the item after having seen it once.
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- `removeon` Minimum number of tokens to accept the item in the pool.
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If your item has less token remaining than the `removeon` value,
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the player won't see it anymore, even if there is remaining tokens.
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- Note that item weights might be pool dependent.
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- Note that picking up the item will remove it from all the pools it is in.
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- All values can be natural or rational numbers.
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-->
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<ItemPools>
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<Pool name="treasure">
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<Item name="Your item name"
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weight="2"
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removeon="0.1"
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decreaseby="1"
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/>
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</Pool>
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<Pool name="angel">
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<Item name="Your item name"
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weight="2"
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removeon="0.1"
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decreaseby="1"
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/>
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</Pool>
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</ItemPools>
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