```
更新宝箱定义与音效配置,优化掉落机制并扩展角色奖励池 ```
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1.5/Defs/GameComponent_SpawnLootBox.xml
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1.5/Defs/GameComponent_SpawnLootBox.xml
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<GameComponent><!-- This is used for spawning the lootbox every daysBetweenLootBoxSpawns-->
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<li Class="SimpleLootBox.GameComponent_SpawnLootBox" />
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</GameComponent>
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</Defs>
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@ -1,188 +0,0 @@
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<Defs>
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<ThingDef ParentName="SimpleLootBoxBase">
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<defName>SimpleLootBoxExampleB</defName>
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<label>边缘世界一号箱</label>
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<thingClass>ThingWithComps</thingClass>
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<description>Example B.</description>
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<graphicData>
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<texPath>SimpleLootBox/ExampleB</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<statBases>
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<Mass>1.0</Mass>
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<MarketValue>10</MarketValue>
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</statBases>
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<tradeability>Sellable</tradeability>
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<comps>
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<li Class="CompProperties_Usable">
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<useJob>UseArtifact</useJob>
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<useLabel>Activate {0_label}</useLabel>
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<showUseGizmo>true</showUseGizmo>
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<useDuration>100</useDuration>
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</li>
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<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
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<lootBoxList>
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<li>
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<thingDef>SimpleLootBoxExampleB</thingDef>
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<chance>0.1</chance>
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</li>
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</lootBoxList>
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</li>
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<li Class="SimpleLootBox.CompProperties_LootBox">
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<lootBoxOpenSound>lootBoxOpenSound</lootBoxOpenSound>
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<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound>
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<lootBoxBackgroundMusicSound></lootBoxBackgroundMusicSound>
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<lootBoxPawnKindDef>
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<li MayRequire="rooandgloomy.dragonianracemod">
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<pawnKindDef>Dragonian_Boxed</pawnKindDef><!-- 龙娘 -->
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<count>1</count><!-- 该人物生成的数量 -->
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<weight>10</weight><!-- 这项奖励的生成权重 -->
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<rarity>2</rarity>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
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</li>
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<li MayRequire="ayameduki.harchaoura">
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<pawnKindDef>HAR_Chaoura_Player_kami</pawnKindDef><!-- 混沌 -->
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<count>1</count><!-- 该人物生成的数量 -->
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<weight>10</weight><!-- 这项奖励的生成权重 -->
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<rarity>2</rarity>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
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</li>
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<li MayRequire="ayameduki.harneclose">
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<pawnKindDef>HAR_Neclose_Player_kami</pawnKindDef><!-- 细菌 -->
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<count>1</count><!-- 该人物生成的数量 -->
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<weight>10</weight><!-- 这项奖励的生成权重 -->
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<rarity>2</rarity>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
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</li>
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<li MayRequire="ayameduki.harsilkiera">
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<pawnKindDef>HAR_Silkiera_Player_kami</pawnKindDef><!-- 兽娘 -->
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<count>1</count><!-- 该人物生成的数量 -->
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<weight>10</weight><!-- 这项奖励的生成权重 -->
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<rarity>2</rarity>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
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</li>
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<li MayRequire="ayameduki.hareveliet">
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<pawnKindDef>HAR_Eveliet_Player_kami</pawnKindDef><!-- 伊娃 -->
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<count>1</count><!-- 该人物生成的数量 -->
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<weight>10</weight><!-- 这项奖励的生成权重 -->
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<rarity>2</rarity>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
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</li>
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<li MayRequire="ayameduki.haridhale">
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<pawnKindDef>HAR_Idhale_Player_kami</pawnKindDef><!-- 幽灵 -->
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<count>1</count><!-- 该人物生成的数量 -->
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<weight>10</weight><!-- 这项奖励的生成权重 -->
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<rarity>2</rarity>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
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</li>
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<li MayRequire="ayameduki.harxenoorca">
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<pawnKindDef>HAR_Xenoorca_Player_kami</pawnKindDef><!-- 鱼人 -->
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<count>1</count><!-- 该人物生成的数量 -->
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<weight>10</weight><!-- 这项奖励的生成权重 -->
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<rarity>2</rarity>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
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</li>
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<li MayRequire="ayameduki.harnexaga">
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<pawnKindDef>HAR_Nexaga_Player_kami</pawnKindDef><!-- 混血 -->
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<count>1</count><!-- 该人物生成的数量 -->
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<weight>10</weight><!-- 这项奖励的生成权重 -->
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<rarity>2</rarity>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
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</li>
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<li MayRequire="miho.fortifiedoutremer">
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<pawnKindDef>Miho_PlayerColonist_kami</pawnKindDef><!-- 美狐 -->
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<count>1</count>
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<weight>1</weight>
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<rarity>4</rarity>
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<effecterDef>ExtinguisherExplosion</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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<li>
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<pawnKindDef>Megascarab</pawnKindDef><!-- 虫子 -->
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<count>1</count>
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<weight>8</weight>
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<rarity>1</rarity>
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<effecterDef>ExtinguisherExplosion</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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<li MayRequire="verniy709.racenhux">
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<pawnKindDef>NHUX_PlayerA</pawnKindDef><!-- ux -->
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<count>1</count>
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<weight>8</weight>
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<rarity>1</rarity>
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<effecterDef>ExtinguisherExplosion</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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<li MayRequire="ayameduki.harnearmare">
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<pawnKindDef>HAR_Nearmaere_Player_kami</pawnKindDef><!-- 魅魔 -->
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<count>1</count>
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<weight>18</weight>
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<rarity>2</rarity>
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<effecterDef>ExtinguisherExplosion</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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<li MayRequire="ayameduki.harlittluna">
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<pawnKindDef>HAR_Littluna_Player_kami</pawnKindDef><!-- 伪神 -->
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<count>1</count>
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<weight>18</weight>
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<rarity>2</rarity>
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<effecterDef>ExtinguisherExplosion</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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</lootBoxPawnKindDef>
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<lootBoxThingDef>
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<li>
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<thingDef>Wastepack</thingDef>
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<count>5</count>
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<weight>8</weight>
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<rarity>1</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>Meat_Human</thingDef>
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<count>5</count>
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<weight>8</weight>
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<rarity>1</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>Leather_Human</thingDef>
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<count>5</count>
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<weight>8</weight>
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<rarity>1</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>Silver</thingDef>
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<count>1</count>
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<weight>8</weight>
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<rarity>1</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li MayRequire="verniy709.racenhux">
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<thingDef>Meat_NHUX</thingDef>
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<count>10</count>
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<weight>8</weight>
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<rarity>1</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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</lootBoxThingDef>
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</li>
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</comps>
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</ThingDef>
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</Defs>
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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<ThingDef Name="SimpleLootBoxBase" ParentName="ResourceBase" Abstract="True">
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<thingClass>ThingWithComps</thingClass>
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<techLevel>Medieval</techLevel>
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<thingCategories>
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<graphicData>
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<graphicClass>Graphic_Single</graphicClass><!-- Using Graphic_StackCount, the item's texture will reflect its stack count -->
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</graphicData>
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<stackLimit>10</stackLimit><!-- Stack count of the item -->
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<techLevel>Medieval</techLevel><!-- The item's tech level; it does not affect any functionality and is purely a special tag -->
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<thingCategories><!-- Item category -->
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<li>Artifacts</li>
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</thingCategories>
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<tradeTags>
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<tradeTags><!-- Item trade tags -->
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<li>Artifacts</li>
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</tradeTags>
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</ThingDef>
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<ThingDef ParentName="SimpleLootBoxBase">
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<defName>SimpleLootBoxExampleA</defName><!-- 箱子的定义名 -->
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<label>白银武器箱</label><!-- 箱子的名字,可以进行本地化翻译 -->
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<description>Example A.</description><!-- 箱子的描述,可以进行本地化翻译 -->
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<defName>SimpleLootBoxExampleA</defName><!-- Definition name of the loot box -->
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<label>白银大行动武器箱</label><!-- The name of the loot box, which can be localized for translation -->
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<description>每周掉落或者击杀掉落的常住武器箱</description><!-- The description of the loot box, which can be localized for translation -->
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<graphicData>
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<texPath>SimpleLootBox/ExampleA</texPath><!-- 箱子的贴图路径 -->
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<texPath>SimpleLootBox/ExampleA</texPath><!-- The texture path of the loot box -->
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<statBases>
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<Mass>1.0</Mass><!-- 箱子的重量 -->
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<MarketValue>10</MarketValue><!-- 箱子本身的价值 -->
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<Mass>1.0</Mass><!-- The mass of the loot box -->
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<MarketValue>100</MarketValue><!-- The market value of the loot box itself -->
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</statBases>
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<tradeability>Sellable</tradeability><!-- 箱子是否可以交易,有几个字面意思可以理解的值 None Sellable Buyable All -->
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<tradeability>Sellable</tradeability><!-- Whether the loot box can be traded. Some literal values are available for this setting: None Sellable Buyable All -->
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<comps>
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<li Class="CompProperties_Usable">
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<useJob>UseArtifact</useJob>
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<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
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<lootBoxList>
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<li>
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<thingDef>SimpleLootBoxExampleA</thingDef><!-- 箱子的定义名,加入到击杀生物后的掉落列表 -->
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<chance>0.1</chance><!-- 这个箱子的掉落概率 -->
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<thingDef>SimpleLootBoxExampleA</thingDef><!-- The loot box's defName, added to the global drop list for killing creatures; if you have a custom key item, consider adding it here as well -->
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<chance>0.05</chance><!-- The drop chance of this loot box; defaults to 0.05 (5%) if not specified -->
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<daysBetweenLootBoxSpawns>0.2</daysBetweenLootBoxSpawns><!-- The frequency of spawning the loot box. daysBetweenLootBoxSpawns = 7, meaning spawn of a such a lootbox every 7 days in the game. No default loot box spawn -->
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</li>
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</lootBoxList>
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</li>
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<li Class="SimpleLootBox.CompProperties_LootBox">
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<lootBoxOpenSound>lootBoxOpenSound</lootBoxOpenSound><!-- 进入开箱界面的音效 -->
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<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound><!-- 选取物品时的音效 -->
|
||||
<lootBoxBackgroundMusicSound></lootBoxBackgroundMusicSound><!-- 开箱界面的背景音乐,单曲循环 -->
|
||||
<lootBoxOpenSound>lootBoxOpenSound</lootBoxOpenSound><!-- The sound effect played when entering the loot box opening screen; if not set, no sound will be played -->
|
||||
<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound><!-- The sound effect played during the spinning; it's a looping Sustainer that plays a single audio clip -->
|
||||
<lootBoxBackgroundMusicSound>lootBoxBackgroundMusicSoundA</lootBoxBackgroundMusicSound><!-- Background music for the loot box opening window; it's a single-loop Sustainer -->
|
||||
<lootBoxBackgroundTexturePath>SimpleLootBox/LootBoxBackgroundA</lootBoxBackgroundTexturePath><!-- Background image for the loot box window; the UI resolution is:700*800 -->
|
||||
<lootBoxOpenCost>Silver</lootBoxOpenCost><!-- The item required to open the loot box. It can be silver, a custom key, or any other item. If not specified, no item is required by default -->
|
||||
<lootBoxOpenCostCount>128</lootBoxOpenCostCount><!-- The number of items required to open the loot box. Defaults to 0 if not specified -->
|
||||
<lootBoxThingDef>
|
||||
<li>
|
||||
<li>
|
||||
<thingDef>Silver</thingDef><!-- 箱子可以开出的物品的定义名 -->
|
||||
<count>1</count><!-- 该物品生成的数量 -->
|
||||
<weight>9</weight><!-- 这项奖励的生成权重 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>1</rarity><!-- 这项奖励的稀有度(使用的颜色与文本)可用选项 0 1 2 3 4 5 ,不填默认为0,数字越大稀有度越高-->
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
@ -54,7 +64,7 @@
|
||||
<li>
|
||||
<thingDef>Silver</thingDef><!-- 箱子可以开出的物品的定义名 -->
|
||||
<count>10</count><!-- 该物品生成的数量 -->
|
||||
<weight>8</weight><!-- 这项奖励的生成权重 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>1</rarity><!-- 这项奖励的稀有度(使用的颜色与文本)可用选项 0 1 2 3 4 5 ,不填默认为0,数字越大稀有度越高-->
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
@ -62,7 +72,7 @@
|
||||
<li>
|
||||
<thingDef>Silver</thingDef><!-- 箱子可以开出的物品的定义名 -->
|
||||
<count>20</count><!-- 该物品生成的数量 -->
|
||||
<weight>8</weight><!-- 这项奖励的生成权重 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>1</rarity><!-- 这项奖励的稀有度(使用的颜色与文本)可用选项 0 1 2 3 4 5 ,不填默认为0,数字越大稀有度越高-->
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
@ -70,7 +80,7 @@
|
||||
<li>
|
||||
<thingDef>Silver</thingDef><!-- 箱子可以开出的物品的定义名 -->
|
||||
<count>30</count><!-- 该物品生成的数量 -->
|
||||
<weight>8</weight><!-- 这项奖励的生成权重 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>1</rarity><!-- 这项奖励的稀有度(使用的颜色与文本)可用选项 0 1 2 3 4 5 ,不填默认为0,数字越大稀有度越高-->
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
@ -78,7 +88,7 @@
|
||||
<li>
|
||||
<thingDef>Silver</thingDef><!-- 箱子可以开出的物品的定义名 -->
|
||||
<count>50</count><!-- 该物品生成的数量 -->
|
||||
<weight>8</weight><!-- 这项奖励的生成权重 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>1</rarity><!-- 这项奖励的稀有度(使用的颜色与文本)可用选项 0 1 2 3 4 5 ,不填默认为0,数字越大稀有度越高-->
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
@ -120,7 +130,7 @@
|
||||
<stuff>WoodLog</stuff><!-- 如果这个物品是stuffable,会使用这里设置的stuff -->
|
||||
<quality>Masterwork</quality><!-- 如果这个物品有品质,会使用这里设置的品质,可用的品质为 Awful Poor Normal Good Excellent Masterwork Legendary-->
|
||||
<count>5000</count>
|
||||
<weight>1</weight>
|
||||
<weight>0.8</weight>
|
||||
<rarity>3</rarity>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
@ -130,7 +140,7 @@
|
||||
<stuff>WoodLog</stuff><!-- 如果这个物品是stuffable,会使用这里设置的stuff -->
|
||||
<quality>Masterwork</quality><!-- 如果这个物品有品质,会使用这里设置的品质,可用的品质为 Awful Poor Normal Good Excellent Masterwork Legendary-->
|
||||
<count>6000</count>
|
||||
<weight>1</weight>
|
||||
<weight>0.8</weight>
|
||||
<rarity>3</rarity>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
@ -140,7 +150,7 @@
|
||||
<stuff>WoodLog</stuff><!-- 如果这个物品是stuffable,会使用这里设置的stuff -->
|
||||
<quality>Masterwork</quality><!-- 如果这个物品有品质,会使用这里设置的品质,可用的品质为 Awful Poor Normal Good Excellent Masterwork Legendary-->
|
||||
<count>8000</count>
|
||||
<weight>1</weight>
|
||||
<weight>0.8</weight>
|
||||
<rarity>3</rarity>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
@ -150,7 +160,7 @@
|
||||
<stuff>WoodLog</stuff><!-- 如果这个物品是stuffable,会使用这里设置的stuff -->
|
||||
<quality>Masterwork</quality><!-- 如果这个物品有品质,会使用这里设置的品质,可用的品质为 Awful Poor Normal Good Excellent Masterwork Legendary-->
|
||||
<count>9999</count>
|
||||
<weight>1</weight>
|
||||
<weight>0.8</weight>
|
||||
<rarity>3</rarity>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
@ -196,19 +206,19 @@
|
||||
</ThingDef>
|
||||
|
||||
<ThingDef ParentName="SimpleLootBoxBase">
|
||||
<defName>SimpleLootBoxExampleC</defName>
|
||||
<label>simple loot box example C</label>
|
||||
<defName>SimpleLootBoxExampleB</defName>
|
||||
<label>边缘世界一号武器箱</label>
|
||||
<thingClass>ThingWithComps</thingClass>
|
||||
<description>Example C.</description>
|
||||
<description>每周掉落或者击杀掉落的常住武器箱</description>
|
||||
<graphicData>
|
||||
<texPath>SimpleLootBox/ExampleC</texPath>
|
||||
<texPath>SimpleLootBox/ExampleB</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<statBases>
|
||||
<Mass>1.0</Mass>
|
||||
<MarketValue>100</MarketValue>
|
||||
<MarketValue>10</MarketValue>
|
||||
</statBases>
|
||||
<tradeability>Buyable</tradeability>
|
||||
<tradeability>Sellable</tradeability>
|
||||
<comps>
|
||||
<li Class="CompProperties_Usable">
|
||||
<useJob>UseArtifact</useJob>
|
||||
@ -219,32 +229,178 @@
|
||||
<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
|
||||
<lootBoxList>
|
||||
<li>
|
||||
<thingDef>SimpleLootBoxExampleC</thingDef>
|
||||
<chance>0.5</chance>
|
||||
<thingDef>SimpleLootBoxExampleB</thingDef>
|
||||
<chance>0.05</chance>
|
||||
</li>
|
||||
</lootBoxList>
|
||||
</li>
|
||||
<li Class="SimpleLootBox.CompProperties_LootBox">
|
||||
<lootBoxOpenSound>lootBoxOpenSound</lootBoxOpenSound>
|
||||
<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound>
|
||||
<lootBoxBackgroundMusicSound>lootBoxBackgroundMusicSound</lootBoxBackgroundMusicSound>
|
||||
<lootBoxPawnKindDef><!-- 箱子开出的奖励可以混合人物和物品 -->
|
||||
<lootBoxBackgroundMusicSound>lootBoxBackgroundMusicSoundB</lootBoxBackgroundMusicSound>
|
||||
<lootBoxBackgroundTexturePath>SimpleLootBox/LootBoxBackgroundB</lootBoxBackgroundTexturePath>
|
||||
<lootBoxOpenCost>Silver</lootBoxOpenCost>
|
||||
<lootBoxOpenCostCount>128</lootBoxOpenCostCount>
|
||||
<lootBoxPawnKindDef>
|
||||
<li>
|
||||
<pawnKindDef>Mercenary_Gunner</pawnKindDef>
|
||||
<count>2</count>
|
||||
<pawnKindDef>Baby_Example</pawnKindDef>
|
||||
<count>1</count>
|
||||
<weight>5</weight>
|
||||
</li>
|
||||
</lootBoxPawnKindDef>
|
||||
<lootBoxThingDef><!-- 箱子开出的奖励可以混合人物和物品 -->
|
||||
<li>
|
||||
<thingDef>Silver</thingDef>
|
||||
<count>1000</count>
|
||||
<weight>5</weight>
|
||||
<rarity>2</rarity>
|
||||
<rarity>1</rarity>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
</li>
|
||||
<li MayRequire="rooandgloomy.dragonianracemod">
|
||||
<pawnKindDef>Dragonian_Boxed</pawnKindDef><!-- 龙娘 -->
|
||||
<count>1</count><!-- 该人物生成的数量 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>4</rarity>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
</li>
|
||||
<li MayRequire="ayameduki.harchaoura">
|
||||
<pawnKindDef>HAR_Chaoura_Player_kami</pawnKindDef><!-- 混沌 -->
|
||||
<count>1</count><!-- 该人物生成的数量 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
</li>
|
||||
<li MayRequire="ayameduki.harneclose">
|
||||
<pawnKindDef>HAR_Neclose_Player_kami</pawnKindDef><!-- 细菌 -->
|
||||
<count>1</count><!-- 该人物生成的数量 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
</li>
|
||||
<li MayRequire="ayameduki.harsilkiera">
|
||||
<pawnKindDef>HAR_Silkiera_Player_kami</pawnKindDef><!-- 兽娘 -->
|
||||
<count>1</count><!-- 该人物生成的数量 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
</li>
|
||||
<li MayRequire="ayameduki.hareveliet">
|
||||
<pawnKindDef>HAR_Eveliet_Player_kami</pawnKindDef><!-- 伊娃 -->
|
||||
<count>1</count><!-- 该人物生成的数量 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
</li>
|
||||
<li MayRequire="ayameduki.haridhale">
|
||||
<pawnKindDef>HAR_Idhale_Player_kami</pawnKindDef><!-- 幽灵 -->
|
||||
<count>1</count><!-- 该人物生成的数量 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
</li>
|
||||
<li MayRequire="ayameduki.harxenoorca">
|
||||
<pawnKindDef>HAR_Xenoorca_Player_kami</pawnKindDef><!-- 鱼人 -->
|
||||
<count>1</count><!-- 该人物生成的数量 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
</li>
|
||||
<li MayRequire="ayameduki.harnexaga">
|
||||
<pawnKindDef>HAR_Nexaga_Player_kami</pawnKindDef><!-- 混血 -->
|
||||
<count>1</count><!-- 该人物生成的数量 -->
|
||||
<weight>10</weight><!-- 这项奖励的生成权重 -->
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
|
||||
</li>
|
||||
<li MayRequire="miho.fortifiedoutremer">
|
||||
<pawnKindDef>Miho_PlayerColonist_kami</pawnKindDef><!-- 美狐 -->
|
||||
<count>1</count>
|
||||
<weight>1</weight>
|
||||
<rarity>4</rarity>
|
||||
<effecterDef>ExtinguisherExplosion</effecterDef>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
</li>
|
||||
</lootBoxThingDef>
|
||||
<li>
|
||||
<pawnKindDef>Megascarab</pawnKindDef><!-- 虫子 -->
|
||||
<count>1</count>
|
||||
<weight>8</weight>
|
||||
<rarity>1</rarity>
|
||||
<isHostile>true</isHostile>
|
||||
<effecterDef>ExtinguisherExplosion</effecterDef>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
</li>
|
||||
<li MayRequire="verniy709.racenhux">
|
||||
<pawnKindDef>NHUX_PlayerA</pawnKindDef><!-- ux -->
|
||||
<count>1</count>
|
||||
<weight>8</weight>
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>ExtinguisherExplosion</effecterDef>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
</li>
|
||||
<li MayRequire="ayameduki.harnearmare">
|
||||
<pawnKindDef>HAR_Nearmaere_Player_kami</pawnKindDef><!-- 魅魔 -->
|
||||
<count>1</count>
|
||||
<weight>18</weight>
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>ExtinguisherExplosion</effecterDef>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
</li>
|
||||
<li MayRequire="ayameduki.harlittluna">
|
||||
<pawnKindDef>HAR_Littluna_Player_kami</pawnKindDef><!-- 伪神 -->
|
||||
<count>1</count>
|
||||
<weight>18</weight>
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>ExtinguisherExplosion</effecterDef>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
</li>
|
||||
</lootBoxPawnKindDef>
|
||||
<lootBoxThingDef>
|
||||
<li>
|
||||
<thingDef>Wastepack</thingDef>
|
||||
<count>5</count>
|
||||
<weight>8</weight>
|
||||
<rarity>1</rarity>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
</li>
|
||||
<li>
|
||||
<thingDef>GoldenCube</thingDef>
|
||||
<count>1</count>
|
||||
<weight>8</weight>
|
||||
<rarity>5</rarity>
|
||||
<isHidden>true</isHidden>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
</li>
|
||||
<li>
|
||||
<thingDef>Leather_Human</thingDef>
|
||||
<count>5</count>
|
||||
<weight>8</weight>
|
||||
<rarity>1</rarity>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
</li>
|
||||
<li>
|
||||
<thingDef>Silver</thingDef>
|
||||
<count>1</count>
|
||||
<weight>8</weight>
|
||||
<rarity>1</rarity>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
</li>
|
||||
<li MayRequire="verniy709.racenhux">
|
||||
<thingDef>Meat_NHUX</thingDef>
|
||||
<count>10</count>
|
||||
<weight>8</weight>
|
||||
<rarity>1</rarity>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
</li>
|
||||
</lootBoxThingDef>
|
||||
|
||||
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
@ -1,7 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?><Defs>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Defs>
|
||||
|
||||
<SoundDef>
|
||||
<defName>lootBoxOpenSound</defName>
|
||||
<defName>lootBoxOpenSound</defName><!-- Sound defName-->
|
||||
<maxVoices>1</maxVoices>
|
||||
<maxSimultaneous>1</maxSimultaneous>
|
||||
<subSounds>
|
||||
@ -9,15 +10,15 @@
|
||||
<onCamera>True</onCamera>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>SimpleLootBox/lootBoxOpenSound</clipPath><!-- 音频路径-->
|
||||
<clipPath>SimpleLootBox/lootBoxOpenSound</clipPath><!-- Sound path-->
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>50~50</volumeRange><!-- 音量-->
|
||||
<volumeRange>50~50</volumeRange><!-- Volume-->
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
|
||||
<!-- Sustainer 如果该音频需要持续播放,需要设置为sustainer-->
|
||||
<!-- If the sound needs to be played continuously, it should be set as a Sustainer-->
|
||||
<SoundDef>
|
||||
<defName>lootBoxSpinningSound</defName>
|
||||
<maxVoices>1</maxVoices>
|
||||
@ -41,7 +42,7 @@
|
||||
|
||||
<!-- Sustainer-->
|
||||
<SoundDef>
|
||||
<defName>lootBoxBackgroundMusicSound</defName>
|
||||
<defName>lootBoxBackgroundMusicSoundA</defName>
|
||||
<maxVoices>1</maxVoices>
|
||||
<maxSimultaneous>1</maxSimultaneous>
|
||||
<sustain>True</sustain>
|
||||
@ -53,7 +54,29 @@
|
||||
<onCamera>True</onCamera>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>SimpleLootBox/lootBoxBackgroundMusicSound</clipPath>
|
||||
<clipPath>SimpleLootBox/lootBoxBackgroundMusicSoundA</clipPath>
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>35~35</volumeRange>
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
|
||||
<!-- Sustainer-->
|
||||
<SoundDef>
|
||||
<defName>lootBoxBackgroundMusicSoundB</defName>
|
||||
<maxVoices>1</maxVoices>
|
||||
<maxSimultaneous>1</maxSimultaneous>
|
||||
<sustain>True</sustain>
|
||||
<priorityMode>PrioritizeNearest</priorityMode>
|
||||
<subSounds>
|
||||
<li>
|
||||
<muteWhenPaused>False</muteWhenPaused>
|
||||
<sustainLoop>False</sustainLoop>
|
||||
<onCamera>True</onCamera>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>SimpleLootBox/lootBoxBackgroundMusicSoundB</clipPath>
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>35~35</volumeRange>
|
||||
|
43
1.5/Defs/pawnkinds/PawnKindsbaby.xml
Normal file
43
1.5/Defs/pawnkinds/PawnKindsbaby.xml
Normal file
@ -0,0 +1,43 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Defs>
|
||||
|
||||
<PawnKindDef ParentName="GrenadierBase"><!-- Character inherits from the 'parent' GrenadierBase. If any entries below share the same fields as the parent, they will override the parent's values. -->
|
||||
<defName>Baby_Example</defName><!-- Character definition name -->
|
||||
<label>婴儿</label><!-- Character's name can be localized for translation. -->
|
||||
<race>Human</race><!-- Definition name of the character's race -->
|
||||
<defaultFactionType>OutlanderCivil</defaultFactionType><!-- Default faction. -->
|
||||
<combatPower>10</combatPower><!-- Raid point cost -->
|
||||
<initialWillRange>1~10</initialWillRange><!-- Slavery difficulty -->
|
||||
<initialResistanceRange>10~20</initialResistanceRange><!-- Recruitment difficulty -->
|
||||
<minGenerationAge>0.01</minGenerationAge><!-- Minimum biological age for pawn generation -->
|
||||
<maxGenerationAge>30</maxGenerationAge><!-- Maximum biological age for pawn generation -->
|
||||
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
|
||||
<apparelMoney>0</apparelMoney><!-- Apparel value -->
|
||||
<weaponMoney>0</weaponMoney><!-- Weapon value -->
|
||||
<techHediffsTags Inherit="False"><!-- Inherit="False" is used to remove such tags that might be inherited from the parentName, and defines which bionic tags will be used instead. -->
|
||||
</techHediffsTags>
|
||||
<weaponTags Inherit="False"><!-- Defines the tags used to determine which weapons this pawn can equip. -->
|
||||
</weaponTags>
|
||||
<apparelTags Inherit="False"><!-- Defines the tags used to determine which apparel this pawn can wear. -->
|
||||
</apparelTags>
|
||||
<inventoryOptions Inherit="False"><!-- Determines which items this pawn carries in their inventory. -->
|
||||
</inventoryOptions>
|
||||
<disallowedTraits><!-- Traits that are not allowed for this pawn -->
|
||||
<li>Brawler</li>
|
||||
</disallowedTraits>
|
||||
<disallowedTraitsWithDegree><!-- Traits that are forbidden for this pawn kind, including specific degrees -->
|
||||
<PsychicSensitivity>-2</PsychicSensitivity>
|
||||
</disallowedTraitsWithDegree>
|
||||
<forcedTraits><!-- Traits that are forcibly assigned to the pawn upon generation, along with their degrees. Most modded traits typically do not define degrees. -->
|
||||
<Recluse>0</Recluse>
|
||||
</forcedTraits>
|
||||
<useFactionXenotypes>false</useFactionXenotypes><!-- Removes xenotype generation chances defined by the faction -->
|
||||
<xenotypeSet>
|
||||
<xenotypeChances>
|
||||
<Neanderthal MayRequire="Ludeon.RimWorld.Biotech">1</Neanderthal><!-- Generation chance for a specific xenotype -->
|
||||
</xenotypeChances>
|
||||
</xenotypeSet>
|
||||
<pawnGroupDevelopmentStage>Baby</pawnGroupDevelopmentStage><!-- Specifies the developmental stage of the generated pawn. Valid options are Newborn Baby Child Adult-->
|
||||
</PawnKindDef>
|
||||
|
||||
</Defs>
|
50
1.5/Defs/中文注释ChineseComment/PawnKindsExample.txt
Normal file
50
1.5/Defs/中文注释ChineseComment/PawnKindsExample.txt
Normal file
@ -0,0 +1,50 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
|
||||
<Defs>
|
||||
|
||||
<PawnKindDef ParentName="GrenadierBase"><!-- 人物的基本数据继承自GrenadierBase,下面的数据中如果有和parent相同的条目,会覆盖parent的数值 -->
|
||||
<defName>Baby_Example</defName><!-- 人物的定义名 -->
|
||||
<label>baby example</label><!-- 人物的名字,可以进行本地化翻译 -->
|
||||
<race>Human</race><!-- 人物的种族的定义名 -->
|
||||
<defaultFactionType>OutlanderCivil</defaultFactionType><!-- 初始的派系类型 -->
|
||||
<combatPower>10</combatPower><!-- 袭击占用分数 -->
|
||||
<initialWillRange>1~10</initialWillRange><!-- 奴役难度 -->
|
||||
<initialResistanceRange>10~20</initialResistanceRange><!-- 招募难度 -->
|
||||
<minGenerationAge>0.01</minGenerationAge><!-- 生成人物的最小生物年龄 -->
|
||||
<maxGenerationAge>30</maxGenerationAge><!-- 生成人物的最大生物年龄 -->
|
||||
<techHediffsMoney>0</techHediffsMoney><!-- 仿生体价值 -->
|
||||
<apparelMoney>0</apparelMoney><!-- 服装价值 -->
|
||||
<weaponMoney>0</weaponMoney><!-- 武器价值 -->
|
||||
<techHediffsTags Inherit="False"><!-- Inherit="False"用来去除可能从parentName里继承的仿生体tag,决定了使用的仿生体的标签 -->
|
||||
</techHediffsTags>
|
||||
<weaponTags Inherit="False"><!-- 决定了使用的武器的标签 -->
|
||||
</weaponTags>
|
||||
<apparelTags Inherit="False"><!-- 决定了使用的服装的标签 -->
|
||||
</apparelTags>
|
||||
<inventoryOptions Inherit="False"><!-- 决定了随身携带物品 -->
|
||||
</inventoryOptions>
|
||||
<skills><!-- 生成人物的某项技能的范围,比如 Shooting Melee Construction Mining Cooking Plants Animals Crafting Artistic Medicine Social Intellectual -->
|
||||
<li>
|
||||
<skill>Shooting</skill>
|
||||
<range>15~20</range>
|
||||
</li>
|
||||
</skills>
|
||||
<disallowedTraits><!-- 不被允许使用的特性 -->
|
||||
<li>Brawler</li>
|
||||
</disallowedTraits>
|
||||
<disallowedTraitsWithDegree><!-- 不被允许使用的特性以及对应的程度 -->
|
||||
<PsychicSensitivity>-2</PsychicSensitivity>
|
||||
</disallowedTraitsWithDegree>
|
||||
<forcedTraits><!-- 强制生成的特性以及程度,通常来讲大部分mod特性不会设置程度 -->
|
||||
<Recluse>0</Recluse>
|
||||
</forcedTraits>
|
||||
<useFactionXenotypes>false</useFactionXenotypes><!-- 去除派系设置的异种生成概率 -->
|
||||
<xenotypeSet>
|
||||
<xenotypeChances>
|
||||
<Neanderthal MayRequire="Ludeon.RimWorld.Biotech">1</Neanderthal><!-- 某个特定异种的生成概率 -->
|
||||
</xenotypeChances>
|
||||
</xenotypeSet>
|
||||
<pawnGroupDevelopmentStage>Baby</pawnGroupDevelopmentStage><!-- 生成特定生长状态的人物,可用参数为 Newborn Baby Child Adult-->
|
||||
</PawnKindDef>
|
||||
|
||||
</Defs>
|
213
1.5/Defs/中文注释ChineseComment/SimpleLootBoxExample.txt
Normal file
213
1.5/Defs/中文注释ChineseComment/SimpleLootBoxExample.txt
Normal file
@ -0,0 +1,213 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
|
||||
<Defs>
|
||||
<ThingDef Name="SimpleLootBoxBase" ParentName="ResourceBase" Abstract="True">
|
||||
<thingClass>ThingWithComps</thingClass>
|
||||
<graphicData>
|
||||
<graphicClass>Graphic_Single</graphicClass><!-- 用 Graphic_StackCount 物品的贴图会反应物品的堆叠数量 -->
|
||||
</graphicData>
|
||||
<stackLimit>10</stackLimit><!-- 物品的堆叠数量 -->
|
||||
<techLevel>Medieval</techLevel><!-- 物品的科技等级,并不影响任何功能,只是个标签 -->
|
||||
<thingCategories><!-- 物品的分类 -->
|
||||
<li>Artifacts</li>
|
||||
</thingCategories>
|
||||
<tradeTags><!-- 物品的交易标签 -->
|
||||
<li>Artifacts</li>
|
||||
</tradeTags>
|
||||
</ThingDef>
|
||||
|
||||
<ThingDef ParentName="SimpleLootBoxBase">
|
||||
<defName>SimpleLootBoxExampleA</defName><!-- 箱子的定义名 -->
|
||||
<label>simple loot box example A</label><!-- 箱子的名字,可以进行本地化翻译 -->
|
||||
<description>Example A.</description><!-- 箱子的描述,可以进行本地化翻译 -->
|
||||
<graphicData>
|
||||
<texPath>SimpleLootBox/ExampleA</texPath><!-- 箱子的贴图路径 -->
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<statBases>
|
||||
<Mass>1.0</Mass><!-- 箱子的重量 -->
|
||||
<MarketValue>100</MarketValue><!-- 箱子本身的价值 -->
|
||||
</statBases>
|
||||
<tradeability>Buyable</tradeability><!-- 箱子是否可以交易,有几个字面意思可以理解的值 None Sellable Buyable All -->
|
||||
<comps>
|
||||
<li Class="CompProperties_Usable">
|
||||
<useJob>UseArtifact</useJob>
|
||||
<useLabel>Activate {0_label}</useLabel>
|
||||
<showUseGizmo>true</showUseGizmo>
|
||||
<useDuration>150</useDuration>
|
||||
</li>
|
||||
<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
|
||||
<lootBoxList>
|
||||
<li>
|
||||
<thingDef>SimpleLootBoxExampleA</thingDef><!-- 箱子的定义名,加入到全局击杀生物后的掉落列表;如果有自定义的钥匙,也可以考虑加到这里来 -->
|
||||
<chance>0.01</chance><!-- 这个箱子的掉落概率,不填默认为0.05,也就是5%的击杀掉率 -->
|
||||
</li>
|
||||
</lootBoxList>
|
||||
</li>
|
||||
<li Class="SimpleLootBox.CompProperties_LootBox">
|
||||
<lootBoxOpenSound>lootBoxOpenSound</lootBoxOpenSound><!-- 进入开箱界面的音效,不填就没音效 -->
|
||||
<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound><!-- 选取物品时的音效,单曲循环sustainer -->
|
||||
<lootBoxBackgroundMusicSound>lootBoxBackgroundMusicSoundA</lootBoxBackgroundMusicSound><!-- 开箱界面的背景音乐,单曲循环sustainer -->
|
||||
<lootBoxBackgroundTexturePath>SimpleLootBox/LootBoxBackgroundA</lootBoxBackgroundTexturePath><!-- 开箱界面的背景图,界面的分辨率为700*800 -->
|
||||
<lootBoxOpenCost>Silver</lootBoxOpenCost><!-- 开箱子所需要的物品,可以是白银,自定义的钥匙,或者任何物品,不填就默认为无 -->
|
||||
<lootBoxOpenCostCount>100</lootBoxOpenCostCount><!-- 开箱子所需要的物品的数量,不填默认为0 -->
|
||||
<lootBoxThingDef>
|
||||
<li>
|
||||
<thingDef>Silver</thingDef><!-- 箱子可以开出的物品的定义名,必填 -->
|
||||
<count>1000</count><!-- 该物品生成的数量,必填 -->
|
||||
<weight>5</weight><!-- 这项奖励的生成权重,必填 -->
|
||||
<rarity>2</rarity><!-- 这项奖励的稀有度(使用的颜色与文本)可用选项 0 1 2 3 4 5 ,不填默认为0,数字越大稀有度越高-->
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效,不设置就没音效 -->
|
||||
<isHidden>false</isHidden><!-- 该物品是否会在可用的奖励列表里隐藏,如果你想给开箱的人一个惊喜,可以把他设置成true,默认为false -->
|
||||
</li>
|
||||
<li>
|
||||
<thingDef>Gold</thingDef>
|
||||
<count>500</count>
|
||||
<weight>1</weight>
|
||||
<rarity>4</rarity>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
</li>
|
||||
<li>
|
||||
<thingDef>Bed</thingDef>
|
||||
<stuff>WoodLog</stuff><!-- 如果这个物品是stuffable,会使用这里设置的stuff,但如果没设置,会自动套用默认stuff -->
|
||||
<quality>Masterwork</quality><!-- 如果这个物品有品质,会使用这里设置的品质,不设置默认Normal,可用的品质为 Awful Poor Normal Good Excellent Masterwork Legendary-->
|
||||
<count>1</count>
|
||||
<weight>2</weight>
|
||||
<rarity>2</rarity>
|
||||
<isHidden>true</isHidden><!-- 该奖励在列表里被隐藏了 -->
|
||||
</li>
|
||||
<li>
|
||||
<thingDef>MeleeWeapon_MonoSword</thingDef>
|
||||
<quality>Legendary</quality>
|
||||
<count>1</count>
|
||||
<weight>1</weight>
|
||||
<rarity>5</rarity>
|
||||
<effecterDef>GiantExplosion</effecterDef>
|
||||
</li>
|
||||
</lootBoxThingDef>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
<ThingDef ParentName="SimpleLootBoxBase">
|
||||
<defName>SimpleLootBoxExampleB</defName>
|
||||
<label>simple loot box example B</label>
|
||||
<thingClass>ThingWithComps</thingClass>
|
||||
<description>Example B.</description>
|
||||
<graphicData>
|
||||
<texPath>SimpleLootBox/ExampleB</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<statBases>
|
||||
<Mass>1.0</Mass>
|
||||
<MarketValue>100</MarketValue>
|
||||
</statBases>
|
||||
<tradeability>Buyable</tradeability>
|
||||
<comps>
|
||||
<li Class="CompProperties_Usable">
|
||||
<useJob>UseArtifact</useJob>
|
||||
<useLabel>Activate {0_label}</useLabel>
|
||||
<showUseGizmo>true</showUseGizmo>
|
||||
<useDuration>100</useDuration>
|
||||
</li>
|
||||
<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
|
||||
<lootBoxList>
|
||||
<li>
|
||||
<thingDef>SimpleLootBoxExampleB</thingDef>
|
||||
<chance>0.5</chance>
|
||||
</li>
|
||||
</lootBoxList>
|
||||
</li>
|
||||
<li Class="SimpleLootBox.CompProperties_LootBox">
|
||||
<lootBoxOpenSound>lootBoxOpenSound</lootBoxOpenSound>
|
||||
<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound>
|
||||
<lootBoxBackgroundMusicSound>lootBoxBackgroundMusicSoundB</lootBoxBackgroundMusicSound>
|
||||
<lootBoxBackgroundTexturePath>SimpleLootBox/LootBoxBackgroundB</lootBoxBackgroundTexturePath>
|
||||
<lootBoxPawnKindDef>
|
||||
<li>
|
||||
<pawnKindDef>Mercenary_Gunner</pawnKindDef><!-- 箱子可以开出的人物的定义名 -->
|
||||
<count>2</count><!-- 该人物生成的数量 -->
|
||||
<weight>5</weight><!-- 这项奖励的生成权重 -->
|
||||
<isHostile>false</isHostile><!-- 生成的人物是否和玩家敌对,默认为false -->
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
</li>
|
||||
<li>
|
||||
<pawnKindDef>Baby_Example</pawnKindDef>
|
||||
<count>1</count>
|
||||
<weight>5</weight>
|
||||
<rarity>3</rarity>
|
||||
</li>
|
||||
<li>
|
||||
<pawnKindDef>Mech_Centurion</pawnKindDef>
|
||||
<count>1</count>
|
||||
<weight>5</weight>
|
||||
<rarity>4</rarity>
|
||||
<effecterDef>ExtinguisherExplosion</effecterDef>
|
||||
</li>
|
||||
<li>
|
||||
<pawnKindDef>Cat</pawnKindDef>
|
||||
<count>5</count>
|
||||
<weight>5</weight>
|
||||
<rarity>5</rarity>
|
||||
<isHostile>true</isHostile><!-- 生成的人物和玩家敌对 -->
|
||||
</li>
|
||||
</lootBoxPawnKindDef>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
<ThingDef ParentName="SimpleLootBoxBase">
|
||||
<defName>SimpleLootBoxExampleC</defName>
|
||||
<label>simple loot box example C</label>
|
||||
<thingClass>ThingWithComps</thingClass>
|
||||
<description>Example C.</description>
|
||||
<graphicData>
|
||||
<texPath>SimpleLootBox/ExampleC</texPath>
|
||||
<graphicClass>Graphic_Single</graphicClass>
|
||||
</graphicData>
|
||||
<statBases>
|
||||
<Mass>1.0</Mass>
|
||||
<MarketValue>100</MarketValue>
|
||||
</statBases>
|
||||
<tradeability>Buyable</tradeability>
|
||||
<comps>
|
||||
<li Class="CompProperties_Usable">
|
||||
<useJob>UseArtifact</useJob>
|
||||
<useLabel>Activate {0_label}</useLabel>
|
||||
<showUseGizmo>true</showUseGizmo>
|
||||
<useDuration>100</useDuration>
|
||||
</li>
|
||||
<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
|
||||
<lootBoxList>
|
||||
<li>
|
||||
<thingDef>SimpleLootBoxExampleC</thingDef>
|
||||
<chance>0.5</chance>
|
||||
</li>
|
||||
</lootBoxList>
|
||||
</li>
|
||||
<li Class="SimpleLootBox.CompProperties_LootBox">
|
||||
<lootBoxOpenSound>lootBoxOpenSound</lootBoxOpenSound>
|
||||
<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound>
|
||||
<lootBoxPawnKindDef><!-- 箱子开出的奖励可以混合人物和物品 -->
|
||||
<li>
|
||||
<pawnKindDef>Mercenary_Gunner</pawnKindDef>
|
||||
<count>2</count>
|
||||
<weight>5</weight>
|
||||
</li>
|
||||
</lootBoxPawnKindDef>
|
||||
<lootBoxThingDef><!-- 箱子开出的奖励可以混合人物和物品 -->
|
||||
<li>
|
||||
<thingDef>Silver</thingDef>
|
||||
<count>1000</count>
|
||||
<weight>5</weight>
|
||||
<rarity>2</rarity>
|
||||
<effecterDef>Skip_ExitNoDelay</effecterDef>
|
||||
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
|
||||
</li>
|
||||
</lootBoxThingDef>
|
||||
</li>
|
||||
</comps>
|
||||
</ThingDef>
|
||||
|
||||
</Defs>
|
104
1.5/Defs/中文注释ChineseComment/SoundDefsExample.txt
Normal file
104
1.5/Defs/中文注释ChineseComment/SoundDefsExample.txt
Normal file
@ -0,0 +1,104 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Defs>
|
||||
|
||||
<SoundDef>
|
||||
<defName>lootBoxOpenSound</defName><!-- 音频定义名-->
|
||||
<maxVoices>1</maxVoices>
|
||||
<maxSimultaneous>1</maxSimultaneous>
|
||||
<subSounds>
|
||||
<li>
|
||||
<onCamera>True</onCamera>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>SimpleLootBox/lootBoxOpenSound</clipPath><!-- 音频路径-->
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>50~50</volumeRange><!-- 音量-->
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
|
||||
<!-- Sustainer 如果该音频需要持续播放,需要设置为sustainer-->
|
||||
<SoundDef>
|
||||
<defName>lootBoxSpinningSound</defName>
|
||||
<maxVoices>1</maxVoices>
|
||||
<maxSimultaneous>1</maxSimultaneous>
|
||||
<sustain>True</sustain>
|
||||
<priorityMode>PrioritizeNearest</priorityMode>
|
||||
<subSounds>
|
||||
<li>
|
||||
<muteWhenPaused>False</muteWhenPaused>
|
||||
<sustainLoop>False</sustainLoop>
|
||||
<onCamera>True</onCamera>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>SimpleLootBox/lootBoxSpinningSound</clipPath>
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>50~50</volumeRange>
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
|
||||
<!-- Sustainer-->
|
||||
<SoundDef>
|
||||
<defName>lootBoxBackgroundMusicSoundA</defName>
|
||||
<maxVoices>1</maxVoices>
|
||||
<maxSimultaneous>1</maxSimultaneous>
|
||||
<sustain>True</sustain>
|
||||
<priorityMode>PrioritizeNearest</priorityMode>
|
||||
<subSounds>
|
||||
<li>
|
||||
<muteWhenPaused>False</muteWhenPaused>
|
||||
<sustainLoop>False</sustainLoop>
|
||||
<onCamera>True</onCamera>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>SimpleLootBox/lootBoxBackgroundMusicSoundA</clipPath>
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>35~35</volumeRange>
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
|
||||
<!-- Sustainer-->
|
||||
<SoundDef>
|
||||
<defName>lootBoxBackgroundMusicSoundB</defName>
|
||||
<maxVoices>1</maxVoices>
|
||||
<maxSimultaneous>1</maxSimultaneous>
|
||||
<sustain>True</sustain>
|
||||
<priorityMode>PrioritizeNearest</priorityMode>
|
||||
<subSounds>
|
||||
<li>
|
||||
<muteWhenPaused>False</muteWhenPaused>
|
||||
<sustainLoop>False</sustainLoop>
|
||||
<onCamera>True</onCamera>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>SimpleLootBox/lootBoxBackgroundMusicSoundB</clipPath>
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>35~35</volumeRange>
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
|
||||
<SoundDef>
|
||||
<defName>lootBoxFinalizingRewardSound</defName>
|
||||
<maxVoices>1</maxVoices>
|
||||
<maxSimultaneous>1</maxSimultaneous>
|
||||
<subSounds>
|
||||
<li>
|
||||
<onCamera>True</onCamera>
|
||||
<grains>
|
||||
<li Class="AudioGrain_Clip">
|
||||
<clipPath>SimpleLootBox/lootBoxFinalizingRewardSound</clipPath>
|
||||
</li>
|
||||
</grains>
|
||||
<volumeRange>70~70</volumeRange>
|
||||
</li>
|
||||
</subSounds>
|
||||
</SoundDef>
|
||||
|
||||
</Defs>
|
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@ -2,6 +2,18 @@
|
||||
"Version": 1,
|
||||
"WorkspaceRootPath": "D:\\Steam\\steamapps\\common\\RimWorld\\Mods\\SimpleLootBox\\1.5\\Source\\SimpleLootBox\\",
|
||||
"Documents": [
|
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|
||||
"RelativeDocumentMoniker": "Properties\\AssemblyInfo.cs",
|
||||
"ToolTip": "D:\\Steam\\steamapps\\common\\RimWorld\\Mods\\SimpleLootBox\\1.5\\Source\\SimpleLootBox\\Properties\\AssemblyInfo.cs",
|
||||
"RelativeToolTip": "Properties\\AssemblyInfo.cs",
|
||||
"ViewState": "AgIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==",
|
||||
"ViewState": "AQIAAAAAAAAAAAAAAAAAAAAAAAAAAAAA",
|
||||
"Icon": "ae27a6b0-e345-4288-96df-5eaf394ee369.000738|",
|
||||
"WhenOpened": "2025-05-06T22:00:49.967Z"
|
||||
}
|
||||
|
@ -76,11 +76,42 @@ namespace SimpleLootBox
|
||||
context: PawnGenerationContext.NonPlayer,
|
||||
canGeneratePawnRelations: false,
|
||||
colonistRelationChanceFactor: 0f,
|
||||
forceGenerateNewPawn: true
|
||||
forceGenerateNewPawn: true,
|
||||
//Because people really want to spawn baby using the loot box
|
||||
developmentalStages: reward.pawnKindDef.pawnGroupDevelopmentStage ?? DevelopmentalStage.Adult,
|
||||
allowDowned: true
|
||||
);
|
||||
Pawn pawn = PawnGenerator.GeneratePawn(request);
|
||||
//Some pawns like mechaoid have no faction, so no null check
|
||||
pawn.SetFaction(Faction.OfPlayer);
|
||||
|
||||
if (reward.isHostile)
|
||||
{
|
||||
Faction enemy = Find.FactionManager.AllFactionsVisible
|
||||
.Where(f => !f.IsPlayer && f.HostileTo(Faction.OfPlayer) && f.def.humanlikeFaction)
|
||||
.RandomElementWithFallback();
|
||||
pawn.SetFaction(enemy);
|
||||
|
||||
if (pawn.RaceProps.Animal)
|
||||
{
|
||||
pawn.mindState.mentalStateHandler.TryStartMentalState(MentalStateDefOf.ManhunterPermanent, forced: true);
|
||||
}
|
||||
else if (pawn.RaceProps.Humanlike)
|
||||
{
|
||||
pawn.mindState.mentalStateHandler.TryStartMentalState(MentalStateDefOf.Berserk, forced: true);
|
||||
}
|
||||
else if (pawn.RaceProps.IsMechanoid)
|
||||
{
|
||||
pawn.mindState.mentalStateHandler.TryStartMentalState(MentalStateDefOf.BerserkMechanoid, forced: true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pawn.SetFaction(Faction.OfPlayer);
|
||||
if (pawn.ideo != null)
|
||||
{
|
||||
pawn.ideo.SetIdeo(Faction.OfPlayer.ideos.PrimaryIdeo);
|
||||
}
|
||||
}
|
||||
|
||||
if (pawn.ideo != null)
|
||||
{
|
||||
pawn.ideo.SetIdeo(Faction.OfPlayer.ideos.PrimaryIdeo);
|
||||
|
@ -20,11 +20,17 @@ namespace SimpleLootBox
|
||||
|
||||
public List<LootBoxPawnKindDef> lootBoxPawnKindDef;
|
||||
|
||||
public ThingDef lootBoxOpenCost;
|
||||
|
||||
public int lootBoxOpenCostCount = 0;
|
||||
|
||||
public SoundDef lootBoxOpenSound;
|
||||
|
||||
public SoundDef lootBoxSpinningSound;
|
||||
|
||||
public SoundDef lootBoxBackgroundMusicSound;
|
||||
|
||||
public string lootBoxBackgroundTexturePath;
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -4,6 +4,7 @@ using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using RimWorld;
|
||||
using SimpleLootBox.SimpleLootBox;
|
||||
using Verse;
|
||||
|
||||
namespace SimpleLootBox
|
||||
|
@ -3,12 +3,19 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace SimpleLootBox
|
||||
{
|
||||
public class CompSpawnLootBox : ThingComp
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using Verse;
|
||||
|
||||
namespace SimpleLootBox
|
||||
{
|
||||
//Harmony patch only
|
||||
public class CompSpawnLootBox : ThingComp
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
72
1.5/Source/SimpleLootBox/GameComponent_SpawnLootBox.cs
Normal file
72
1.5/Source/SimpleLootBox/GameComponent_SpawnLootBox.cs
Normal file
@ -0,0 +1,72 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using RimWorld;
|
||||
using SimpleLootBox.SimpleLootBox;
|
||||
using Verse;
|
||||
|
||||
namespace SimpleLootBox
|
||||
{
|
||||
public class GameComponent_SpawnLootBox : GameComponent
|
||||
{
|
||||
private Dictionary<string, int> nextSpawnTick = new Dictionary<string, int>();
|
||||
|
||||
public GameComponent_SpawnLootBox(Game game) : base() { }
|
||||
|
||||
public override void GameComponentTick()
|
||||
{
|
||||
if (Current.Game?.World?.worldObjects == null || Find.TickManager.TicksGame % 250 != 0)
|
||||
return;
|
||||
|
||||
int currentTick = Find.TickManager.TicksGame;
|
||||
|
||||
foreach (var def in DefDatabase<ThingDef>.AllDefsListForReading)
|
||||
{
|
||||
if (def.HasComp(typeof(CompSpawnLootBox)))
|
||||
{
|
||||
var spawnComp = def.GetCompProperties<CompProperties_SpawnLootBox>();
|
||||
if (spawnComp?.lootBoxList == null) continue;
|
||||
|
||||
foreach (var lootBox in spawnComp.lootBoxList)
|
||||
{
|
||||
if (lootBox.thingDef == null || lootBox.daysBetweenLootBoxSpawns <= 0) continue;
|
||||
|
||||
string key = def.defName + "_" + lootBox.thingDef.defName;
|
||||
|
||||
if (!nextSpawnTick.TryGetValue(key, out int tick))
|
||||
{
|
||||
tick = currentTick + (int)(lootBox.daysBetweenLootBoxSpawns * 60000);
|
||||
nextSpawnTick[key] = tick;
|
||||
}
|
||||
|
||||
if (currentTick >= tick)
|
||||
{
|
||||
Spawn(lootBox.thingDef);
|
||||
nextSpawnTick[key] = currentTick + (int)(lootBox.daysBetweenLootBoxSpawns * 60000);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Spawn(ThingDef def)
|
||||
{
|
||||
Map map = Find.AnyPlayerHomeMap;
|
||||
if (map == null) return;
|
||||
|
||||
IntVec3 pos = DropCellFinder.TradeDropSpot(map);
|
||||
Thing thing = ThingMaker.MakeThing(def);
|
||||
GenPlace.TryPlaceThing(thing, pos, map, ThingPlaceMode.Near);
|
||||
|
||||
Messages.Message("SimpleLootBox_ThingArrived".Translate(def.label.CapitalizeFirst()),
|
||||
new TargetInfo(pos, map), MessageTypeDefOf.PositiveEvent);
|
||||
}
|
||||
|
||||
public override void ExposeData()
|
||||
{
|
||||
Scribe_Collections.Look(ref nextSpawnTick, "SimpleLootBox_nextSpawnTick", LookMode.Value, LookMode.Value);
|
||||
}
|
||||
}
|
||||
}
|
@ -10,6 +10,7 @@ namespace SimpleLootBox
|
||||
public class LootBox
|
||||
{
|
||||
public ThingDef thingDef;
|
||||
public float chance;
|
||||
public float chance = 0.05f;
|
||||
public float daysBetweenLootBoxSpawns;
|
||||
}
|
||||
}
|
||||
|
@ -17,6 +17,7 @@ namespace SimpleLootBox
|
||||
private readonly LootBoxSpinner lootBoxSpinner;
|
||||
private Sustainer backgroundMusicSustainer;
|
||||
private Sustainer spinningSustainer;
|
||||
private Texture2D backgroundTex;
|
||||
private LootBoxSpinner.SpinItem? pendingFinalizingSoundItem = null;
|
||||
private LootBoxSpinner.SpinItem? pendingRewardItem = null;
|
||||
|
||||
@ -43,6 +44,11 @@ namespace SimpleLootBox
|
||||
backgroundMusicSustainer = compLootBox.Props.lootBoxBackgroundMusicSound.TrySpawnSustainer(info);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(compLootBox.Props.lootBoxBackgroundTexturePath))
|
||||
{
|
||||
backgroundTex = ContentFinder<Texture2D>.Get(compLootBox.Props.lootBoxBackgroundTexturePath, true);
|
||||
}
|
||||
|
||||
this.windowRect.width = 700f;
|
||||
this.windowRect.height = 800f;
|
||||
this.windowRect.x = (UI.screenWidth - this.windowRect.width) / 2f;
|
||||
@ -51,11 +57,31 @@ namespace SimpleLootBox
|
||||
|
||||
public override void DoWindowContents(Rect inRect)
|
||||
{
|
||||
if (backgroundTex != null)
|
||||
{
|
||||
GUI.DrawTexture(inRect, backgroundTex, ScaleMode.StretchToFill);
|
||||
}
|
||||
GUI.BeginGroup(inRect);
|
||||
lootBoxSpinner.Draw(new Rect(0f, 100f, inRect.width, 150f));
|
||||
|
||||
//Loot box label UI
|
||||
Text.Font = GameFont.Medium;
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Widgets.Label(new Rect(0f, 50f, inRect.width, 40f), compLootBox.parent.LabelCap);
|
||||
Widgets.Label(new Rect(0f, 10f, inRect.width, 40f), compLootBox.parent.LabelCap);
|
||||
|
||||
//Open loot box cost UI
|
||||
if (compLootBox.Props.lootBoxOpenCost != null && compLootBox.Props.lootBoxOpenCostCount > 0)
|
||||
{
|
||||
Text.Font = GameFont.Small;
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Widgets.Label(
|
||||
new Rect(0f, 55f, inRect.width, 20f),
|
||||
"SimpleLootBox_CostLabel".Translate(
|
||||
compLootBox.Props.lootBoxOpenCostCount,
|
||||
compLootBox.Props.lootBoxOpenCost.LabelCap
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
backgroundMusicSustainer?.Maintain();
|
||||
spinningSustainer?.Maintain();
|
||||
@ -66,26 +92,85 @@ namespace SimpleLootBox
|
||||
spinningSustainer = null;
|
||||
}
|
||||
|
||||
if (Widgets.ButtonText(new Rect(255f, 250f, 150f, 50f), "Open Box", active: compLootBox.parent.stackCount >= 1)
|
||||
&& compLootBox.parent.stackCount >= 1)
|
||||
bool HasEnoughCurrency()
|
||||
{
|
||||
LootBoxSpinner.SpinItem itemWon = lootBoxSpinner.Spin();
|
||||
pendingFinalizingSoundItem = itemWon;
|
||||
pendingRewardItem = itemWon;
|
||||
if (compLootBox.Props.lootBoxOpenCost == null || compLootBox.Props.lootBoxOpenCostCount <= 0)
|
||||
return true;
|
||||
|
||||
if (compLootBox.Props.lootBoxSpinningSound != null)
|
||||
Map map = compLootBox.parent.Map;
|
||||
ThingDef currencyDef = compLootBox.Props.lootBoxOpenCost;
|
||||
int requiredCount = compLootBox.Props.lootBoxOpenCostCount;
|
||||
|
||||
int availableCount = map.listerThings.AllThings
|
||||
.Where(thing =>
|
||||
thing.def == currencyDef &&
|
||||
thing.def.category == ThingCategory.Item &&
|
||||
thing.IsInAnyStorage() &&
|
||||
!thing.Position.Fogged(map))
|
||||
.Sum(thing => thing.stackCount);
|
||||
|
||||
return availableCount >= requiredCount;
|
||||
}
|
||||
|
||||
bool ConsumeCurrency()
|
||||
{
|
||||
if (compLootBox.Props.lootBoxOpenCost == null || compLootBox.Props.lootBoxOpenCostCount <= 0)
|
||||
return true;
|
||||
|
||||
Map map = compLootBox.parent.Map;
|
||||
ThingDef currencyDef = compLootBox.Props.lootBoxOpenCost;
|
||||
int toConsume = compLootBox.Props.lootBoxOpenCostCount;
|
||||
|
||||
foreach (Thing thing in map.listerThings.AllThings
|
||||
.Where(t =>
|
||||
t.def == currencyDef &&
|
||||
t.def.category == ThingCategory.Item &&
|
||||
t.IsInAnyStorage() &&
|
||||
!t.Position.Fogged(map))
|
||||
.OrderByDescending(t => t.stackCount))
|
||||
{
|
||||
SoundInfo info = SoundInfo.InMap(new TargetInfo(compLootBox.parent.Position, compLootBox.parent.Map), MaintenanceType.PerFrame);
|
||||
spinningSustainer = compLootBox.Props.lootBoxSpinningSound.TrySpawnSustainer(info);
|
||||
int take = Math.Min(toConsume, thing.stackCount);
|
||||
thing.SplitOff(take).Destroy(DestroyMode.Vanish);
|
||||
toConsume -= take;
|
||||
if (toConsume <= 0)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool canOpen = HasEnoughCurrency();
|
||||
Rect buttonRect = new Rect(255f, 250f, 150f, 50f);
|
||||
if (Widgets.ButtonText(buttonRect, "SimpleLootBox_OpenBox".Translate(), active: true))
|
||||
{
|
||||
if (!canOpen)
|
||||
{
|
||||
string label = compLootBox.Props.lootBoxOpenCost?.LabelCap ?? "unknown";
|
||||
int count = compLootBox.Props.lootBoxOpenCostCount;
|
||||
Messages.Message("SimpleLootBox_NotEnoughCurrency".Translate(label, count), MessageTypeDefOf.RejectInput);
|
||||
Text.Anchor = TextAnchor.UpperLeft;
|
||||
Text.Font = GameFont.Small;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!lootBoxSpinner.IsSpinning)
|
||||
{
|
||||
var itemWon = lootBoxSpinner.Spin();
|
||||
pendingFinalizingSoundItem = itemWon;
|
||||
pendingRewardItem = itemWon;
|
||||
|
||||
if (compLootBox.Props.lootBoxSpinningSound != null)
|
||||
{
|
||||
SoundInfo info = SoundInfo.InMap(new TargetInfo(compLootBox.parent.Position, compLootBox.parent.Map), MaintenanceType.PerFrame);
|
||||
spinningSustainer = compLootBox.Props.lootBoxSpinningSound.TrySpawnSustainer(info);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!lootBoxSpinner.IsSpinning && pendingRewardItem != null)
|
||||
{
|
||||
var item = pendingRewardItem.Value;
|
||||
|
||||
bool success = compLootBox.Spawn(item);
|
||||
if (success)
|
||||
bool done = compLootBox.Spawn(item);
|
||||
if (done)
|
||||
{
|
||||
compLootBox.DeleteBox(1);
|
||||
}
|
||||
@ -95,75 +180,67 @@ namespace SimpleLootBox
|
||||
item.finalizingSound.PlayOneShot(SoundInfo.InMap(new TargetInfo(compLootBox.parent.Position, compLootBox.parent.Map)));
|
||||
}
|
||||
|
||||
ConsumeCurrency();
|
||||
pendingRewardItem = null;
|
||||
pendingFinalizingSoundItem = null;
|
||||
}
|
||||
|
||||
Rect listRect = new Rect(20f, 300f, inRect.width - 20f, inRect.height - 300f);
|
||||
Rect contentRect = new Rect(listRect.x, listRect.y, listRect.width - 20f, 10f + lootBoxSpinner.PossibleRewards.Count * 20f);
|
||||
|
||||
int visibleCount = lootBoxSpinner.PossibleRewards.Count(spinItem =>
|
||||
(spinItem.thingDef != null && !(compLootBox.Props.lootBoxThingDef?.Find(t => t.thingDef == spinItem.thingDef)?.isHidden ?? false)) ||
|
||||
(spinItem.pawnKindDef != null && !(compLootBox.Props.lootBoxPawnKindDef?.Find(p => p.pawnKindDef == spinItem.pawnKindDef)?.isHidden ?? false)));
|
||||
|
||||
Rect contentRect = new Rect(listRect.x, listRect.y, listRect.width - 20f, 10f + visibleCount * 20f);
|
||||
|
||||
Widgets.BeginScrollView(listRect, ref scrollPosition, contentRect);
|
||||
Text.Font = GameFont.Small;
|
||||
for (int i = 0; i < lootBoxSpinner.PossibleRewards.Count; i++)
|
||||
|
||||
int rowIndex = 0;
|
||||
foreach (var spinItem in lootBoxSpinner.PossibleRewards)
|
||||
{
|
||||
var spinItem = lootBoxSpinner.PossibleRewards[i];
|
||||
|
||||
//Color of the background of rarity next to the available rewards
|
||||
Rect rowRect = new Rect(listRect.x, listRect.y + i * 20f, 100f, 20f);
|
||||
if (spinItem.rarity == Rarity.None)
|
||||
if (spinItem.thingDef != null)
|
||||
{
|
||||
Widgets.DrawRectFast(rowRect, new Color(0.2f, 0.2f, 0.2f));
|
||||
var itemForShow = compLootBox.Props.lootBoxThingDef.Find(t => t.thingDef == spinItem.thingDef);
|
||||
if (itemForShow != null && itemForShow.isHidden)
|
||||
continue;
|
||||
}
|
||||
else if(spinItem.rarity == Rarity.Common)
|
||||
else if (spinItem.pawnKindDef != null)
|
||||
{
|
||||
Widgets.DrawRectFast(rowRect, new Color(0.6f, 0.6f, 0.6f));
|
||||
}
|
||||
else if (spinItem.rarity == Rarity.Uncommon)
|
||||
{
|
||||
Widgets.DrawRectFast(rowRect, new Color(0.3f, 0.3f, 1f));
|
||||
}
|
||||
else if (spinItem.rarity == Rarity.Rare)
|
||||
{
|
||||
Widgets.DrawRectFast(rowRect, new Color(0.8f, 0.3f, 1f));
|
||||
}
|
||||
else if (spinItem.rarity == Rarity.Epic)
|
||||
{
|
||||
Widgets.DrawRectFast(rowRect, new Color(1f, 0.3f, 0.8f));
|
||||
}
|
||||
else if (spinItem.rarity == Rarity.Legendary)
|
||||
{
|
||||
Widgets.DrawRectFast(rowRect, new Color(1f, 0.3f, 0.3f));
|
||||
var pawnForShow = compLootBox.Props.lootBoxPawnKindDef.Find(p => p.pawnKindDef == spinItem.pawnKindDef);
|
||||
if (pawnForShow != null && pawnForShow.isHidden)
|
||||
continue;
|
||||
}
|
||||
|
||||
//Color of the background of available reward labels
|
||||
Rect labelRect = new Rect(listRect.x + 120f, listRect.y + i * 20f, listRect.width - 150f, 20f);
|
||||
Color rarityColor = new Color(0.2f, 0.2f, 0.2f);
|
||||
if (spinItem.rarity == Rarity.Common)
|
||||
rarityColor = new Color(0.6f, 0.6f, 0.6f);
|
||||
else if (spinItem.rarity == Rarity.Uncommon)
|
||||
rarityColor = new Color(0.3f, 0.3f, 1f);
|
||||
else if (spinItem.rarity == Rarity.Rare)
|
||||
rarityColor = new Color(0.8f, 0.3f, 1f);
|
||||
else if (spinItem.rarity == Rarity.Epic)
|
||||
rarityColor = new Color(1f, 0.3f, 0.8f);
|
||||
else if (spinItem.rarity == Rarity.Legendary)
|
||||
rarityColor = new Color(1f, 0.3f, 0.3f);
|
||||
Widgets.DrawRectFast(labelRect, rarityColor);
|
||||
Rect rowRect = new Rect(listRect.x, listRect.y + rowIndex * 20f, 100f, 20f);
|
||||
Widgets.DrawRectFast(rowRect, RarityColors.GetColor(spinItem.rarity));
|
||||
|
||||
Rect labelRect = new Rect(listRect.x + 120f, listRect.y + rowIndex * 20f, listRect.width - 150f, 20f);
|
||||
Widgets.DrawRectFast(labelRect, RarityColors.GetColor(spinItem.rarity));
|
||||
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Widgets.Label(new Rect(listRect.x, listRect.y + i * 20f, 100f, 20f), spinItem.rarity.ToString());
|
||||
string rewardName = spinItem.thingDef != null ? spinItem.thingDef.LabelCap : (spinItem.pawnKindDef?.LabelCap ?? "");
|
||||
Widgets.Label(rowRect, spinItem.rarity.TranslateLabel());
|
||||
|
||||
string rewardName = spinItem.thingDef != null
|
||||
? spinItem.thingDef.LabelCap
|
||||
: (spinItem.pawnKindDef?.LabelCap ?? "");
|
||||
|
||||
Text.Anchor = TextAnchor.MiddleLeft;
|
||||
Widgets.Label(new Rect(listRect.x + 120f, listRect.y + i * 20f, listRect.width - 150f, 20f), rewardName);
|
||||
Widgets.Label(labelRect, rewardName);
|
||||
|
||||
if (spinItem.count > 1)
|
||||
{
|
||||
Text.Anchor = TextAnchor.MiddleRight;
|
||||
Widgets.Label(new Rect(listRect.x + 120f, listRect.y + i * 20f, listRect.width - 150f, 20f), $"x{spinItem.count}");
|
||||
Widgets.Label(labelRect, $"x{spinItem.count}");
|
||||
}
|
||||
|
||||
rowIndex++;
|
||||
}
|
||||
Widgets.EndScrollView();
|
||||
GUI.EndGroup();
|
||||
|
||||
Text.Anchor = TextAnchor.UpperLeft;
|
||||
Text.Font = GameFont.Small;
|
||||
Widgets.EndScrollView();
|
||||
GUI.EndGroup();
|
||||
}
|
||||
|
||||
public override void PostClose()
|
||||
|
@ -22,5 +22,9 @@ namespace SimpleLootBox
|
||||
|
||||
public SoundDef lootBoxFinalizingRewardSound;
|
||||
|
||||
public bool isHostile = false;
|
||||
|
||||
public bool isHidden = false;
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -6,6 +6,7 @@ using System.Threading.Tasks;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
using static SimpleLootBox.LootBoxSpinner;
|
||||
|
||||
namespace SimpleLootBox
|
||||
{
|
||||
@ -41,7 +42,7 @@ namespace SimpleLootBox
|
||||
foreach (var thing in props.lootBoxThingDef)
|
||||
{
|
||||
if (thing.thingDef == null || thing.weight <= 0) continue;
|
||||
SpinItem item = new SpinItem(thing.thingDef, thing.stuff, thing.quality, thing.count, thing.rarity, thing.weight, thing.effecterDef, thing.lootBoxFinalizingRewardSound);
|
||||
SpinItem item = new SpinItem(thing.thingDef, thing.stuff, thing.quality, thing.count, thing.rarity, thing.weight, thing.effecterDef, thing.lootBoxFinalizingRewardSound, thing.isHostile);
|
||||
PossibleRewards.Add(item);
|
||||
}
|
||||
}
|
||||
@ -51,7 +52,7 @@ namespace SimpleLootBox
|
||||
foreach (var pawn in props.lootBoxPawnKindDef)
|
||||
{
|
||||
if (pawn.pawnKindDef == null || pawn.weight <= 0) continue;
|
||||
SpinItem item = new SpinItem(pawn.pawnKindDef, pawn.count, pawn.rarity, pawn.weight, pawn.effecterDef, pawn.lootBoxFinalizingRewardSound);
|
||||
SpinItem item = new SpinItem(pawn.pawnKindDef, pawn.count, pawn.rarity, pawn.weight, pawn.effecterDef, pawn.lootBoxFinalizingRewardSound, pawn.isHostile);
|
||||
PossibleRewards.Add(item);
|
||||
}
|
||||
}
|
||||
@ -79,16 +80,7 @@ namespace SimpleLootBox
|
||||
float x = totalWidth - ((position + rect.width * (i * 0.2f)) % totalWidth) + rect.x - rect.width * 0.2f;
|
||||
Rect cellRect = new Rect(x, rect.y, rect.width * 0.2f - 5f, rect.height);
|
||||
SpinItem item = spinWheelItems[i];
|
||||
|
||||
switch (item.rarity)
|
||||
{
|
||||
case Rarity.Common: Widgets.DrawRectFast(cellRect, new Color(0.6f, 0.6f, 0.6f)); break;
|
||||
case Rarity.Uncommon: Widgets.DrawRectFast(cellRect, new Color(0.3f, 0.3f, 1f)); break;
|
||||
case Rarity.Rare: Widgets.DrawRectFast(cellRect, new Color(0.8f, 0.3f, 1f)); break;
|
||||
case Rarity.Epic: Widgets.DrawRectFast(cellRect, new Color(1f, 0.3f, 0.8f)); break;
|
||||
case Rarity.Legendary: Widgets.DrawRectFast(cellRect, new Color(1f, 0.3f, 0.3f)); break;
|
||||
}
|
||||
|
||||
Widgets.DrawRectFast(cellRect, RarityColors.GetColor(item.rarity));
|
||||
Rect iconRect = new Rect(x, rect.y + 5f, rect.width * 0.2f - 5f, rect.width * 0.2f - 5f);
|
||||
Texture iconTex = item.thingDef?.uiIcon;
|
||||
if (item.pawnKindDef != null)
|
||||
@ -105,7 +97,11 @@ namespace SimpleLootBox
|
||||
Text.Anchor = TextAnchor.MiddleCenter;
|
||||
Text.Font = GameFont.Tiny;
|
||||
string label = item.thingDef?.LabelCap ?? item.pawnKindDef?.LabelCap ?? "";
|
||||
Widgets.Label(iconRect, label);
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(label))
|
||||
{
|
||||
Widgets.Label(iconRect, label);
|
||||
}
|
||||
}
|
||||
|
||||
if (item.count > 1)
|
||||
@ -116,8 +112,8 @@ namespace SimpleLootBox
|
||||
Widgets.Label(countRect, "x" + item.count);
|
||||
}
|
||||
|
||||
Text.Font = GameFont.Small;
|
||||
Text.Anchor = TextAnchor.UpperLeft;
|
||||
Text.Font = GameFont.Small;
|
||||
}
|
||||
|
||||
Rect bar = new Rect(rect.x + rect.width / 2f - 1f, rect.y, 2f, rect.height);
|
||||
@ -176,8 +172,9 @@ namespace SimpleLootBox
|
||||
public EffecterDef effecterDef;
|
||||
public RenderTexture portrait;
|
||||
public SoundDef finalizingSound;
|
||||
public bool isHostile;
|
||||
|
||||
public SpinItem(ThingDef thingDef, ThingDef stuff, QualityCategory quality, int count, Rarity rarity, float weight, EffecterDef effecter, SoundDef finalizingSound)
|
||||
public SpinItem(ThingDef thingDef, ThingDef stuff, QualityCategory quality, int count, Rarity rarity, float weight, EffecterDef effecter, SoundDef finalizingSound, bool isHostile)
|
||||
{
|
||||
this.thingDef = thingDef;
|
||||
this.pawnKindDef = null;
|
||||
@ -189,9 +186,10 @@ namespace SimpleLootBox
|
||||
this.effecterDef = effecter;
|
||||
this.portrait = null;
|
||||
this.finalizingSound = finalizingSound;
|
||||
this.isHostile = false;/*Have to match the struct, always false*/
|
||||
}
|
||||
|
||||
public SpinItem(PawnKindDef pawnKindDef, int count, Rarity rarity, float weight, EffecterDef effecter, SoundDef finalizingSound)
|
||||
public SpinItem(PawnKindDef pawnKindDef, int count, Rarity rarity, float weight, EffecterDef effecter, SoundDef finalizingSound, bool isHostile)
|
||||
{
|
||||
this.thingDef = null;
|
||||
this.pawnKindDef = pawnKindDef;
|
||||
@ -202,9 +200,10 @@ namespace SimpleLootBox
|
||||
this.weight = weight;
|
||||
this.effecterDef = effecter;
|
||||
this.finalizingSound = finalizingSound;
|
||||
this.isHostile = isHostile;
|
||||
|
||||
Pawn pawn = PawnGenerator.GeneratePawn(pawnKindDef);
|
||||
this.portrait = PortraitsCache.Get(pawn, new Vector2(128f, 128f), Rot4.South, new Vector3(0f, 0f, 0.1f), 1.5f);
|
||||
this.portrait = PortraitsCache.Get(pawn, new Vector2(128f, 128f), Rot4.South, new Vector3(0f, 0f, 0.1f), 1.25f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -26,5 +26,9 @@ namespace SimpleLootBox
|
||||
public Rarity rarity = 0;
|
||||
|
||||
public SoundDef lootBoxFinalizingRewardSound;
|
||||
|
||||
public bool isHostile = false; /*I have no idea why I choose to use the struct*/
|
||||
|
||||
public bool isHidden = false;
|
||||
}
|
||||
}
|
||||
|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Verse;
|
||||
|
||||
namespace SimpleLootBox
|
||||
{
|
||||
@ -15,4 +16,11 @@ namespace SimpleLootBox
|
||||
Epic = 4,
|
||||
Legendary = 5,
|
||||
}
|
||||
public static class RarityExtensions
|
||||
{
|
||||
public static string TranslateLabel(this Rarity rarity)
|
||||
{
|
||||
return ("SimpleLootBox_Rarity_" + rarity.ToString()).Translate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
27
1.5/Source/SimpleLootBox/RarityColor.cs
Normal file
27
1.5/Source/SimpleLootBox/RarityColor.cs
Normal file
@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SimpleLootBox
|
||||
{
|
||||
public static class RarityColors
|
||||
{
|
||||
public static Dictionary<Rarity, Color> rarityColorDict = new Dictionary<Rarity, Color>
|
||||
{
|
||||
{ Rarity.None, new Color(0.6f, 0.6f, 0.6f) },
|
||||
{ Rarity.Common, new Color(0.3f, 0.3f, 1f) },
|
||||
{ Rarity.Uncommon, new Color(0.8f, 0.3f, 1f) },
|
||||
{ Rarity.Rare, new Color(1f, 0.3f, 0.8f) },
|
||||
{ Rarity.Epic, new Color(1f, 0.3f, 0.3f) },
|
||||
{ Rarity.Legendary, new Color(0.85f, 0.7f, 0.2f) }
|
||||
};
|
||||
|
||||
public static Color GetColor(Rarity rarity)
|
||||
{
|
||||
return rarityColorDict.TryGetValue(rarity, out var color) ? color : Color.white;
|
||||
}
|
||||
}
|
||||
}
|
@ -58,6 +58,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="CompLootBox.cs" />
|
||||
<Compile Include="GameComponent_SpawnLootBox.cs" />
|
||||
<Compile Include="LootBoxDatabase.cs" />
|
||||
<Compile Include="LootBoxOpeningWindow.cs" />
|
||||
<Compile Include="LootBoxSpinner.cs" />
|
||||
@ -71,6 +72,7 @@
|
||||
<Compile Include="LootBoxPawnKindDef.cs" />
|
||||
<Compile Include="LootBoxThingDef.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="RarityColor.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
|
@ -1 +1 @@
|
||||
705e218464d7300a4f75cf5799c059d7889b490b575db1d6f450c55e9775b6b3
|
||||
5e2da3e94f7468b69c50cba94c011c2b6d045e493cb681af54aa42fea1387f90
|
||||
|
@ -5,3 +5,10 @@ D:\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Assemblies\SimpleLootB
|
||||
D:\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Source\SimpleLootBox\obj\Debug\SimpleLo.E20EF750.Up2Date
|
||||
D:\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Source\SimpleLootBox\obj\Debug\SimpleLootBox.dll
|
||||
D:\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Source\SimpleLootBox\obj\Debug\SimpleLootBox.pdb
|
||||
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Assemblies\SimpleLootBox.dll
|
||||
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Assemblies\SimpleLootBox.pdb
|
||||
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Source\SimpleLootBox\obj\Debug\SimpleLootBox.csproj.AssemblyReference.cache
|
||||
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Source\SimpleLootBox\obj\Debug\SimpleLootBox.csproj.CoreCompileInputs.cache
|
||||
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Source\SimpleLootBox\obj\Debug\SimpleLo.E20EF750.Up2Date
|
||||
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Source\SimpleLootBox\obj\Debug\SimpleLootBox.dll
|
||||
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\SimpleLootBox\1.5\Source\SimpleLootBox\obj\Debug\SimpleLootBox.pdb
|
||||
|
Binary file not shown.
Binary file not shown.
17
Content/Languages/ChineseSimplified/Keyed/SimpleLootBox.xml
Normal file
17
Content/Languages/ChineseSimplified/Keyed/SimpleLootBox.xml
Normal file
@ -0,0 +1,17 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<LanguageData>
|
||||
|
||||
<SimpleLootBox_OpenBox>开箱!</SimpleLootBox_OpenBox>
|
||||
<SimpleLootBox_NotEnoughCurrency>储存区里没有足够的 {0} (需要 {1}) 来打开箱子。</SimpleLootBox_NotEnoughCurrency>
|
||||
<SimpleLootBox_CostLabel>消耗:{0} X {1}</SimpleLootBox_CostLabel>
|
||||
|
||||
<SimpleLootBox_ThingArrived>一个 {0} 已经抵达。</SimpleLootBox_ThingArrived>
|
||||
|
||||
<SimpleLootBox_Rarity_None>无品质</SimpleLootBox_Rarity_None>
|
||||
<SimpleLootBox_Rarity_Common>普通</SimpleLootBox_Rarity_Common>
|
||||
<SimpleLootBox_Rarity_Uncommon>非凡</SimpleLootBox_Rarity_Uncommon>
|
||||
<SimpleLootBox_Rarity_Rare>稀有</SimpleLootBox_Rarity_Rare>
|
||||
<SimpleLootBox_Rarity_Epic>史诗</SimpleLootBox_Rarity_Epic>
|
||||
<SimpleLootBox_Rarity_Legendary>传奇</SimpleLootBox_Rarity_Legendary>
|
||||
|
||||
</LanguageData>
|
17
Content/Languages/English/Keyed/SimpleLootBox.xml
Normal file
17
Content/Languages/English/Keyed/SimpleLootBox.xml
Normal file
@ -0,0 +1,17 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<LanguageData>
|
||||
|
||||
<SimpleLootBox_OpenBox>Open Box!</SimpleLootBox_OpenBox>
|
||||
<SimpleLootBox_NotEnoughCurrency>Do not have enough {0} (need {1}) in storage to open this box.</SimpleLootBox_NotEnoughCurrency>
|
||||
<SimpleLootBox_CostLabel>Cost: {0} X {1}</SimpleLootBox_CostLabel>
|
||||
|
||||
<SimpleLootBox_ThingArrived>A {0} has arrived.</SimpleLootBox_ThingArrived>
|
||||
|
||||
<SimpleLootBox_Rarity_None>None</SimpleLootBox_Rarity_None>
|
||||
<SimpleLootBox_Rarity_Common>Common</SimpleLootBox_Rarity_Common>
|
||||
<SimpleLootBox_Rarity_Uncommon>Uncommon</SimpleLootBox_Rarity_Uncommon>
|
||||
<SimpleLootBox_Rarity_Rare>Rare</SimpleLootBox_Rarity_Rare>
|
||||
<SimpleLootBox_Rarity_Epic>Epic</SimpleLootBox_Rarity_Epic>
|
||||
<SimpleLootBox_Rarity_Legendary>Legendary</SimpleLootBox_Rarity_Legendary>
|
||||
|
||||
</LanguageData>
|
13
Content/Sounds/SimpleLootBox/SoundList.txt
Normal file
13
Content/Sounds/SimpleLootBox/SoundList.txt
Normal file
@ -0,0 +1,13 @@
|
||||
lootBoxBackgroundMusicSoundA
|
||||
|
||||
【哈基米FM之胜利之舞:终究是我们赢下了所有】 https://www.bilibili.com/video/BV1oQQmYPEyq/?share_source=copy_web&vd_source=d828b477675cefa74034b8af311ab09a
|
||||
|
||||
lootBoxBackgroundMusicSoundB
|
||||
|
||||
【《大东北我的家乡》最带派的一集】 https://www.bilibili.com/video/BV1dL9zYCEJF/?share_source=copy_web&vd_source=d828b477675cefa74034b8af311ab09a
|
||||
|
||||
lootBoxFinalizingRewardSound
|
||||
lootBoxOpenSound
|
||||
lootBoxSpinningSound
|
||||
|
||||
Counter-Strike: Global Offensive
|
BIN
Content/Sounds/SimpleLootBox/lootBoxBackgroundMusicSoundA.ogg
Normal file
BIN
Content/Sounds/SimpleLootBox/lootBoxBackgroundMusicSoundA.ogg
Normal file
Binary file not shown.
BIN
Content/Textures/SimpleLootBox/LootBoxBackground.sai2
Normal file
BIN
Content/Textures/SimpleLootBox/LootBoxBackground.sai2
Normal file
Binary file not shown.
BIN
Content/Textures/SimpleLootBox/LootBoxBackgroundA.png
Normal file
BIN
Content/Textures/SimpleLootBox/LootBoxBackgroundA.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 568 KiB |
BIN
Content/Textures/SimpleLootBox/LootBoxBackgroundB.png
Normal file
BIN
Content/Textures/SimpleLootBox/LootBoxBackgroundB.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 408 KiB |
@ -1,47 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8" ?>
|
||||
<Defs>
|
||||
|
||||
<PawnKindDef ParentName="HAR_Nearmaere_KindBase"><!-- 人物的基本数据继承自HAR_Nearmaere_KindBase,下面的数据中如果有和parent相同的条目,会覆盖parent的数值 -->
|
||||
<defName>HAR_Nearmaere_Example</defName><!-- 人物的定义名 -->
|
||||
<label>HAR nearmaere example</label><!-- 人物的名字,可以进行本地化翻译 -->
|
||||
<race>HAR_Nearmaere</race><!-- 人物的种族的定义名 -->
|
||||
<combatPower>100</combatPower><!-- 袭击占用分数 -->
|
||||
<initialWillRange>1~10</initialWillRange><!-- 奴役难度 -->
|
||||
<initialResistanceRange>10~20</initialResistanceRange><!-- 招募难度 -->
|
||||
<minGenerationAge>10</minGenerationAge><!-- 生成人物的最小生物年龄 -->
|
||||
<maxGenerationAge>20</maxGenerationAge><!-- 生成人物的最大生物年龄 -->
|
||||
<techHediffsMoney>0</techHediffsMoney><!-- 仿生体价值 -->
|
||||
<apparelMoney>0</apparelMoney><!-- 服装价值 -->
|
||||
<weaponMoney>0</weaponMoney><!-- 武器价值 -->
|
||||
<techHediffsTags Inherit="False"><!-- 用来去除可能从parentName里继承的仿生体tag -->
|
||||
</techHediffsTags>
|
||||
<weaponTags Inherit="False"><!-- 用来去除可能从parentName里继承的武器tag -->
|
||||
</weaponTags>
|
||||
<apparelTags Inherit="False"><!-- 用来去除可能从parentName里继承的服装tag -->
|
||||
</apparelTags>
|
||||
<inventoryOptions Inherit="False"><!-- 用来去除可能从parentName里继承的随身携带物品 -->
|
||||
</inventoryOptions><!-- 生成人物的某项技能的范围,比如 Shooting Melee Construction Mining Cooking Plants Animals Crafting Artistic Medicine Social Intellectual -->
|
||||
<skills>
|
||||
<li>
|
||||
<skill>Shooting</skill>
|
||||
<range>15~20</range>
|
||||
</li>
|
||||
</skills>
|
||||
<disallowedTraits><!-- 不被允许使用的特性 -->
|
||||
<li>Brawler</li>
|
||||
</disallowedTraits>
|
||||
<disallowedTraitsWithDegree><!-- 不被允许使用的特性以及对应的程度 -->
|
||||
<PsychicSensitivity>-2</PsychicSensitivity>
|
||||
</disallowedTraitsWithDegree>
|
||||
<forcedTraits><!-- 强制生成的特性以及程度,通常来讲大部分mod特性不会设置程度 -->
|
||||
<Recluse>0</Recluse>
|
||||
</forcedTraits>
|
||||
<useFactionXenotypes>false</useFactionXenotypes><!-- 去除派系设置的异种生成概率 -->
|
||||
<xenotypeSet>
|
||||
<xenotypeChances>
|
||||
<Aya_Race_Xenotype MayRequire="Ludeon.RimWorld.Biotech">100</Aya_Race_Xenotype><!-- 某个特定异种的生成概率 -->
|
||||
</xenotypeChances>
|
||||
</xenotypeSet>
|
||||
</PawnKindDef>
|
||||
|
||||
</Defs>
|
Loading…
x
Reference in New Issue
Block a user