"新增两种主题宝箱定义,扩展掉落物品列表并优化基础属性配置"

This commit is contained in:
ProjectKoi-Kalo\Kalo 2025-05-10 14:01:01 +08:00
parent 7ad6f7c8d7
commit ef1c419197
40 changed files with 1253 additions and 499 deletions

306
1.5/Defs/Lootbohuanqiu.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef Name="SimpleLootBoxBase" ParentName="ResourceBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<graphicData>
<graphicClass>Graphic_Single</graphicClass><!-- Using Graphic_StackCount, the item's texture will reflect its stack count -->
</graphicData>
<stackLimit>10</stackLimit><!-- Stack count of the item -->
<techLevel>Medieval</techLevel><!-- The item's tech level; it does not affect any functionality and is purely a special tag -->
<thingCategories><!-- Item category -->
<li>Artifacts</li>
</thingCategories>
<tradeTags><!-- Item trade tags -->
<li>Artifacts</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="SimpleLootBoxBase">
<defName>SimpleLootBoxExampleziyuan</defName><!-- Definition name of the loot box -->
<label>环球资源收藏箱</label><!-- The name of the loot box, which can be localized for translation -->
<description>每周掉落或者击杀掉落的常驻武器箱</description><!-- The description of the loot box, which can be localized for translation -->
<graphicData>
<texPath>SimpleLootBox/ExampleC</texPath><!-- The texture path of the loot box -->
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<Mass>1.0</Mass><!-- The mass of the loot box -->
<MarketValue>10</MarketValue><!-- The market value of the loot box itself -->
</statBases>
<tradeability>Sellable</tradeability><!-- Whether the loot box can be traded. Some literal values are available for this setting None Sellable Buyable All -->
<comps>
<li Class="CompProperties_Usable">
<useJob>UseArtifact</useJob>
<useLabel>Activate {0_label}</useLabel>
<showUseGizmo>true</showUseGizmo>
<useDuration>150</useDuration>
</li>
<useHitPoints>false</useHitPoints>
<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
<lootBoxList>
<li>
<thingDef>SimpleLootBoxExampleziyuan</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 -->
<chance>0.05</chance><!-- The drop chance of this loot box; defaults to 0.05 (5%) if not specified -->
</li>
</lootBoxList>
</li>
<li Class="SimpleLootBox.CompProperties_LootBox">
<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>
<thingDef>Meat_NHUX</thingDef>
<count>10</count>
<weight>21.9</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>Wastepack</thingDef>
<count>5</count>
<weight>21.9</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>steel</thingDef>
<count>5</count>
<weight>21.9</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>WoodLog</thingDef>
<count>5</count>
<weight>21.9</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>MedicineHerbal</thingDef>
<count>1</count>
<weight>21.9</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>ComponentIndustrial</thingDef>
<count>2</count>
<weight>5.4</weight>
<rarity>2</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>steel</thingDef>
<count>50</count>
<weight>5.4</weight>
<rarity>2</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>Gold</thingDef>
<count>20</count>
<weight>5.4</weight>
<rarity>2</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>DevilstrandCloth</thingDef>
<count>20</count>
<weight>5.4</weight>
<rarity>2</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>WoodLog</thingDef>
<count>200</count>
<weight>5.4</weight>
<rarity>2</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>Medicinelndustrial</thingDef>
<count>5</count>
<weight>5.4</weight>
<rarity>2</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>ComponentIndustrial</thingDef>
<count>30</count>
<weight>1.5</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 -->
</li>
<li>
<thingDef>steel</thingDef>
<count>600</count>
<weight>1.5</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 -->
</li>
<li>
<thingDef>Gold</thingDef>
<count>200</count>
<weight>1.5</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 -->
</li>
<li>
<thingDef>DevilstrandCloth</thingDef>
<count>250</count>
<weight>1.5</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 -->
</li>
<li>
<thingDef>Plasteel</thingDef>
<count>400</count>
<weight>1.5</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 -->
</li>
<li>
<thingDef>VanometricPowerCell</thingDef>
<count>1</count>
<weight>1.5</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 -->
</li>
<li>
<thingDef>Plasteel</thingDef>
<count>1000</count>
<weight>0.9</weight>
<rarity>4</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>Techprint_PolarisSecretArchives</thingDef>
<count>1</count>
<weight>0.9</weight>
<rarity>4</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>MechSerumHealer</thingDef>
<count>2</count>
<weight>0.9</weight>
<rarity>4</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>PsychicAmplifier</thingDef>
<count>1</count>
<weight>0.9</weight>
<rarity>4</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>PolarisBondorudoDiary</thingDef>
<count>1</count>
<weight>0.9</weight>
<rarity>4</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>ComponentSpacer</thingDef>
<count>35</count>
<weight>0.9</weight>
<rarity>4</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>ComponentSpacer</thingDef>
<count>80</count>
<weight>0.3</weight>
<rarity>5</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>PolarisVoidKey</thingDef>
<count>2</count>
<weight>0.3</weight>
<rarity>5</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>Miho_CelestialScale</thingDef>
<count>1680</count>
<weight>0.3</weight>
<rarity>5</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>0.3</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>PolarisRestorer</thingDef>
<count>5</count>
<weight>0.3</weight>
<rarity>5</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>
<lootBoxPawnKindDef>
<li>
<pawnKindDef>Fingerspike</pawnKindDef>
<count>1</count>
<weight>21.9</weight>
<rarity>1</rarity>
<isHostile>true</isHostile>
<effecterDef>Skip_ExitNoDelay</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li>
<pawnKindDef>rat</pawnKindDef>
<count>1</count>
<weight>21.9</weight>
<rarity>1</rarity>
<isHostile>false</isHostile>
<effecterDef>Skip_ExitNoDelay</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
</lootBoxPawnKindDef>
</li>
</comps>
</ThingDef>
</Defs>

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1.5/Defs/LootbohuanzO.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef Name="SimpleLootBoxBase" ParentName="ResourceBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<graphicData>
<graphicClass>Graphic_Single</graphicClass><!-- Using Graphic_StackCount, the item's texture will reflect its stack count -->
</graphicData>
<stackLimit>10</stackLimit><!-- Stack count of the item -->
<techLevel>Medieval</techLevel><!-- The item's tech level; it does not affect any functionality and is purely a special tag -->
<thingCategories><!-- Item category -->
<li>Artifacts</li>
</thingCategories>
<tradeTags><!-- Item trade tags -->
<li>Artifacts</li>
</tradeTags>
</ThingDef>
<ThingDef ParentName="SimpleLootBoxBase">
<defName>SimpleLootBoxExamplezui</defName><!-- Definition name of the loot box -->
<label>原罪猎手武器箱</label><!-- The name of the loot box, which can be localized for translation -->
<description>每周掉落或者击杀掉落的常驻武器箱</description><!-- The description of the loot box, which can be localized for translation -->
<graphicData>
<texPath>SimpleLootBox/ExampleD</texPath><!-- The texture path of the loot box -->
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<Mass>1.0</Mass><!-- The mass of the loot box -->
<MarketValue>10</MarketValue><!-- The market value of the loot box itself -->
</statBases>
<tradeability>Sellable</tradeability><!-- Whether the loot box can be traded. Some literal values are available for this setting None Sellable Buyable All -->
<comps>
<li Class="CompProperties_Usable">
<useJob>UseArtifact</useJob>
<useLabel>Activate {0_label}</useLabel>
<showUseGizmo>true</showUseGizmo>
<useDuration>150</useDuration>
</li>
<useHitPoints>false</useHitPoints>
<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
<lootBoxList>
<li>
<thingDef>SimpleLootBoxExamplezui</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 -->
<chance>0.01</chance><!-- The drop chance of this loot box; defaults to 0.05 (5%) if not specified -->
</li>
</lootBoxList>
</li>
<li Class="SimpleLootBox.CompProperties_LootBox">
<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>
<thingDef>GoldenCube</thingDef>
<count>1</count>
<weight>0.3</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>Techprint_HAR_ZC_Research_B</thingDef>
<count>1</count>
<weight>0.3</weight>
<rarity>5</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>HAR_ZC_Item_a</thingDef>
<count>1</count>
<weight>0.3</weight>
<rarity>5</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>HAR_ZC_Shell_f</thingDef>
<count>1</count>
<weight>0.3</weight>
<rarity>4</rarity>
<quality>Normal</quality>
<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>HAR_ZC_Tops_e</thingDef>
<count>1</count>
<weight>0.3</weight>
<rarity>4</rarity>
<quality>Normal</quality>
<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>HAR_ZC_Heads_e</thingDef>
<count>1</count>
<weight>0.3</weight>
<rarity>4</rarity>
<quality>Normal</quality>
<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>HAR_EL_Item_a</thingDef>
<count>1</count>
<weight>0.3</weight>
<rarity>4</rarity>
<quality>Normal</quality>
<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>HAR_EL_Item_b</thingDef>
<count>1</count>
<weight>0.3</weight>
<rarity>4</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>HAR_EL_Item_c</thingDef>
<count>1</count>
<weight>0.3</weight>
<rarity>4</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>HAR_EL_Item_d</thingDef>
<count>1</count>
<weight>0.3</weight>
<rarity>4</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>HAR_EL_Item_e</thingDef>
<count>1</count>
<weight>0.3</weight>
<rarity>4</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>Uranium</thingDef>
<count>300</count>
<weight>0.3</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 -->
</li>
<li>
<thingDef>ComponentSpacer</thingDef>
<count>5</count>
<weight>0.3</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 -->
</li>
<li>
<thingDef>Meat_HAR_Zoichor</thingDef>
<count>10</count>
<weight>0.3</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>Wastepack</thingDef>
<count>5</count>
<weight>0.3</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>Gold</thingDef>
<count>1</count>
<weight>0.3</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>
<lootBoxPawnKindDef>
<li MayRequire="ayameduki.harchaoura">
<pawnKindDef>HAR_Zoichor_Player_kami</pawnKindDef>
<count>1</count>
<weight>21.9</weight>
<rarity>5</rarity>
<isHostile>false</isHostile>
<effecterDef>Skip_ExitNoDelay</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li MayRequire="ayameduki.harneclose">
<pawnKindDef>HAR_Neclose_Player_baby</pawnKindDef>
<count>1</count>
<weight>21.9</weight>
<rarity>3</rarity>
<isHostile>false</isHostile>
<effecterDef>Skip_ExitNoDelay</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li MayRequire="ayameduki.haridhale">
<pawnKindDef>HAR_Idhale_Player</pawnKindDef>
<count>1</count>
<weight>21.9</weight>
<rarity>3</rarity>
<isHostile>false</isHostile>
<effecterDef>Skip_ExitNoDelay</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li>
<pawnKindDef>TW_AiruCat</pawnKindDef>
<count>1</count>
<weight>21.9</weight>
<rarity>2</rarity>
<isHostile>false</isHostile>
<effecterDef>Skip_ExitNoDelay</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li MayRequire="ayameduki.harsilkiera">
<pawnKindDef>HAR_Silkiera_Player_kami</pawnKindDef>
<count>1</count>
<weight>21.9</weight>
<rarity>2</rarity>
<isHostile>false</isHostile>
<effecterDef>Skip_ExitNoDelay</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li MayRequire="nemonian.my">
<pawnKindDef>Moyo_ColonistPawn_kami</pawnKindDef>
<count>1</count>
<weight>21.9</weight>
<rarity>2</rarity>
<isHostile>false</isHostile>
<effecterDef>Skip_ExitNoDelay</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
</lootBoxPawnKindDef>
</li>
</comps>
</ThingDef>
</Defs>

View File

@ -19,14 +19,14 @@
<ThingDef ParentName="SimpleLootBoxBase">
<defName>SimpleLootBoxExampleA</defName><!-- Definition name of the loot box -->
<label>白银大行动武器箱</label><!-- The name of the loot box, which can be localized for translation -->
<description>每周掉落或者击杀掉落的常武器箱</description><!-- The description of the loot box, which can be localized for translation -->
<description>每周掉落或者击杀掉落的常武器箱</description><!-- The description of the loot box, which can be localized for translation -->
<graphicData>
<texPath>SimpleLootBox/ExampleA</texPath><!-- The texture path of the loot box -->
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<Mass>1.0</Mass><!-- The mass of the loot box -->
<MarketValue>100</MarketValue><!-- The market value of the loot box itself -->
<MarketValue>10</MarketValue><!-- The market value of the loot box itself -->
</statBases>
<tradeability>Sellable</tradeability><!-- Whether the loot box can be traded. Some literal values are available for this setting None Sellable Buyable All -->
<comps>
@ -36,12 +36,13 @@
<showUseGizmo>true</showUseGizmo>
<useDuration>150</useDuration>
</li>
<useHitPoints>false</useHitPoints>
<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
<lootBoxList>
<li>
<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 -->
<chance>0.05</chance><!-- The drop chance of this loot box; defaults to 0.05 (5%) if not specified -->
<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 -->
</li>
</lootBoxList>
</li>
@ -56,7 +57,7 @@
<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>10</weight><!-- 这项奖励的生成权重 -->
<weight>13.14</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 -->
@ -64,7 +65,7 @@
<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>10</weight><!-- 这项奖励的生成权重 -->
<weight>13.14</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 -->
@ -72,7 +73,7 @@
<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>10</weight><!-- 这项奖励的生成权重 -->
<weight>13.14</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 -->
@ -80,7 +81,7 @@
<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>10</weight><!-- 这项奖励的生成权重 -->
<weight>13.14</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 -->
@ -88,7 +89,7 @@
<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>10</weight><!-- 这项奖励的生成权重 -->
<weight>13.14</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 -->
@ -96,7 +97,7 @@
<li>
<thingDef>Silver</thingDef>
<count>648</count>
<weight>3</weight>
<weight>3.24</weight>
<rarity>2</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 -->
@ -104,7 +105,7 @@
<li>
<thingDef>Silver</thingDef>
<count>748</count>
<weight>3</weight>
<weight>3.24</weight>
<rarity>2</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 -->
@ -112,7 +113,7 @@
<li>
<thingDef>Silver</thingDef>
<count>666</count>
<weight>3</weight>
<weight>3.24</weight>
<rarity>2</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 -->
@ -120,7 +121,7 @@
<li>
<thingDef>Silver</thingDef>
<count>888</count>
<weight>3</weight>
<weight>3.24</weight>
<rarity>2</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 +131,7 @@
<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>0.8</weight>
<weight>0.9</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 +141,7 @@
<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>0.8</weight>
<weight>0.9</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 +151,7 @@
<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>0.8</weight>
<weight>0.9</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 -->
@ -160,7 +161,7 @@
<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>0.8</weight>
<weight>0.9</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 -->
@ -169,15 +170,25 @@
<thingDef>Mechlink</thingDef>
<quality>Legendary</quality>
<count>1</count>
<weight>0.2</weight>
<weight>0.18</weight>
<rarity>5</rarity>
<effecterDef>GiantExplosion</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li>
<thingDef>GoldenCube</thingDef>
<quality>Legendary</quality>
<count>1</count>
<weight>0.18</weight>
<rarity>5</rarity>
<isHidden>true</isHidden>
<effecterDef>GiantExplosion</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li>
<thingDef>Silver</thingDef>
<count>22222</count>
<weight>0.4</weight>
<weight>0.54</weight>
<rarity>4</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 -->
@ -185,15 +196,15 @@
<li>
<thingDef>Silver</thingDef>
<count>33333</count>
<weight>0.4</weight>
<weight>0.54</weight>
<rarity>4</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>33333</count>
<weight>0.4</weight>
<count>114514</count>
<weight>0.54</weight>
<rarity>4</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 -->
@ -226,6 +237,7 @@
<showUseGizmo>true</showUseGizmo>
<useDuration>100</useDuration>
</li>
<useHitPoints>false</useHitPoints>
<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
<lootBoxList>
<li>
@ -253,7 +265,7 @@
<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 -->
<weight>0.6</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 -->
@ -261,23 +273,23 @@
<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>
<weight>0.2</weight><!-- 这项奖励的生成权重 -->
<rarity>5</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>
<weight>0.6</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.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 -->
<weight>3.6</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 -->
@ -285,23 +297,23 @@
<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>
<weight>0.2</weight><!-- 这项奖励的生成权重 -->
<rarity>5</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>
<weight>1</weight><!-- 这项奖励的生成权重 -->
<rarity>3</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 -->
<weight>3.6</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 -->
@ -309,7 +321,7 @@
<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 -->
<weight>3.6</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 -->
@ -318,14 +330,14 @@
<pawnKindDef>Miho_PlayerColonist_kami</pawnKindDef><!-- 美狐 -->
<count>1</count>
<weight>1</weight>
<rarity>4</rarity>
<rarity>3</rarity>
<effecterDef>ExtinguisherExplosion</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li>
<pawnKindDef>Megascarab</pawnKindDef><!-- 虫子 -->
<count>1</count>
<weight>8</weight>
<weight>14.6</weight>
<rarity>1</rarity>
<isHostile>true</isHostile>
<effecterDef>ExtinguisherExplosion</effecterDef>
@ -334,7 +346,7 @@
<li MayRequire="verniy709.racenhux">
<pawnKindDef>NHUX_PlayerA</pawnKindDef><!-- ux -->
<count>1</count>
<weight>8</weight>
<weight>3.6</weight>
<rarity>2</rarity>
<effecterDef>ExtinguisherExplosion</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
@ -342,7 +354,7 @@
<li MayRequire="ayameduki.harnearmare">
<pawnKindDef>HAR_Nearmaere_Player_kami</pawnKindDef><!-- 魅魔 -->
<count>1</count>
<weight>18</weight>
<weight>3.6</weight>
<rarity>2</rarity>
<effecterDef>ExtinguisherExplosion</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
@ -350,8 +362,24 @@
<li MayRequire="ayameduki.harlittluna">
<pawnKindDef>HAR_Littluna_Player_kami</pawnKindDef><!-- 伪神 -->
<count>1</count>
<weight>18</weight>
<rarity>2</rarity>
<weight>0.2</weight>
<rarity>5</rarity>
<effecterDef>ExtinguisherExplosion</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li MayRequire="rooandgloomy.dragonianracemod">
<pawnKindDef>Dragonian_baby</pawnKindDef><!-- 小龙 -->
<count>1</count>
<weight>1</weight>
<rarity>3</rarity>
<effecterDef>ExtinguisherExplosion</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li MayRequire="oark.ratkinfaction.oberoniaaurea">
<pawnKindDef>OA_RK_Colonist_A_glod</pawnKindDef><!-- 金鼠 -->
<count>1</count>
<weight>0.6</weight>
<rarity>4</rarity>
<effecterDef>ExtinguisherExplosion</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
@ -360,24 +388,15 @@
<li>
<thingDef>Wastepack</thingDef>
<count>5</count>
<weight>8</weight>
<weight>14.6</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>
<weight>14.6</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 -->
@ -385,15 +404,15 @@
<li>
<thingDef>Silver</thingDef>
<count>1</count>
<weight>8</weight>
<weight>14.6</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>
<count>8</count>
<weight>14.6</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 -->

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@ -14,5 +14,8 @@
<li IfModActive="ayameduki.harsilkiera">LoadFolders/ayasou</li><!--亚人-->
<li IfModActive="ayameduki.harxenoorca">LoadFolders/ayayuren</li><!--鱼人-->
<li IfModActive="ayameduki.harnexaga">LoadFolders/ayahunxue</li><!--混血-->
<li IfModActive="oark.ratkinfaction.oberoniaaurea">LoadFolders/glodratk</li><!--金鼠-->
<li IfModActive="ayameduki.harzoichor">LoadFolders/ayazui</li><!---->
<li IfModActive="nemonian.my">LoadFolders/moyo</li><!---->
</v1.5>
</loadFolders>

View File

@ -14,13 +14,13 @@
</categories>
</li>
</backstoryFilters>
<techHediffsTags Inherit="False"><!-- 用来去除可能从parentName里继承的仿生体tag -->
<techHediffsTags Inherit="ture"><!-- 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 Inherit="ture"><!-- 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 Inherit="ture"><!-- 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 Inherit="ture"><!-- 用来去除可能从parentName里继承的随身携带物品 -->
</inventoryOptions>
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>

View File

@ -14,67 +14,21 @@
</categories>
</li>
</backstoryFilters>
<techHediffsTags Inherit="False"><!-- 用来去除可能从parentName里继承的仿生体tag -->
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>0</apparelMoney><!-- Apparel value -->
<weaponMoney>0</weaponMoney><!-- Weapon value -->
<techHediffsTags Inherit="ture"><!-- 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 Inherit="ture"><!-- 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 Inherit="ture"><!-- 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 Inherit="ture"><!-- 用来去除可能从parentName里继承的随身携带物品 -->
</inventoryOptions>
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>
</apparelRequired>-->
<skills>
<li>
<skill>Melee</skill>
<range>6~15</range>
</li>
<li>
<skill>Construction</skill>
<range>6~15</range>
</li>
<li>
<skill>Mining</skill>
<range>6~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Animals</skill>
<range>6~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>6~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>6~15</range>
</li>
<li>
<skill>Social</skill>
<range>6~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>6~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>6~15</range>
</li>
</skills>
</PawnKindDef>
</Defs>

View File

@ -14,67 +14,21 @@
</categories>
</li>
</backstoryFilters>
<techHediffsTags Inherit="False"><!-- 用来去除可能从parentName里继承的仿生体tag -->
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>0</apparelMoney><!-- Apparel value -->
<weaponMoney>0</weaponMoney><!-- Weapon value -->
<techHediffsTags Inherit="ture"><!-- 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 Inherit="ture"><!-- 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 Inherit="ture"><!-- 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 Inherit="ture"><!-- 用来去除可能从parentName里继承的随身携带物品 -->
</inventoryOptions>
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>
</apparelRequired>-->
<skills>
<li>
<skill>Melee</skill>
<range>6~15</range>
</li>
<li>
<skill>Construction</skill>
<range>6~15</range>
</li>
<li>
<skill>Mining</skill>
<range>6~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Animals</skill>
<range>6~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>6~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>6~15</range>
</li>
<li>
<skill>Social</skill>
<range>6~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>6~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>6~15</range>
</li>
</skills>
</PawnKindDef>
</Defs>

View File

@ -14,67 +14,21 @@
</categories>
</li>
</backstoryFilters>
<techHediffsTags Inherit="False"><!-- 用来去除可能从parentName里继承的仿生体tag -->
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>0</apparelMoney><!-- Apparel value -->
<weaponMoney>0</weaponMoney><!-- Weapon value -->
<techHediffsTags Inherit="ture"><!-- 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 Inherit="ture"><!-- 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 Inherit="ture"><!-- 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 Inherit="ture"><!-- 用来去除可能从parentName里继承的随身携带物品 -->
</inventoryOptions>
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>
</apparelRequired>-->
<skills>
<li>
<skill>Melee</skill>
<range>6~15</range>
</li>
<li>
<skill>Construction</skill>
<range>6~15</range>
</li>
<li>
<skill>Mining</skill>
<range>6~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Animals</skill>
<range>6~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>6~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>6~15</range>
</li>
<li>
<skill>Social</skill>
<range>6~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>6~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>6~15</range>
</li>
</skills>
</PawnKindDef>
</Defs>

View File

@ -14,65 +14,68 @@
</categories>
</li>
</backstoryFilters>
<techHediffsTags Inherit="False"><!-- 用来去除可能从parentName里继承的仿生体tag -->
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>0</apparelMoney><!-- Apparel value -->
<weaponMoney>0</weaponMoney><!-- Weapon value -->
<techHediffsTags Inherit="true"><!-- 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 Inherit="true"><!-- 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 Inherit="true"><!-- 用来去除可能从parentName里继承的随身携带物品 -->
</inventoryOptions>
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>
</apparelRequired>-->
<skills>
<li>
<skill>Melee</skill>
<range>6~15</range>
<skill>Shooting</skill>
<range>10~15</range>
</li>
<li>
<skill>Construction</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Mining</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Animals</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Social</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>6~15</range>
<range>10~15</range>
</li>
</skills>
</PawnKindDef>

View File

@ -15,13 +15,13 @@
</categories>
</li>
</backstoryFilters>
<techHediffsTags Inherit="False"><!-- 用来去除可能从parentName里继承的仿生体tag -->
<techHediffsTags Inherit="true"><!-- 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 Inherit="true"><!-- 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 Inherit="true"><!-- 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 Inherit="true"><!-- 用来去除可能从parentName里继承的随身携带物品 -->
</inventoryOptions>
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>
@ -29,52 +29,13 @@
<skills>
<li>
<skill>Melee</skill>
<range>6~15</range>
<range>8~15</range>
</li>
<li>
<skill>Construction</skill>
<range>6~15</range>
</li>
<li>
<skill>Mining</skill>
<range>6~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Animals</skill>
<range>6~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>6~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>6~15</range>
</li>
<li>
<skill>Social</skill>
<range>6~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>6~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>6~15</range>
<skill>Melee</skill>
<range>8~15</range>
</li>
</skills>
<xenotypeSet><!--■1.4以降 ゼノタイプ-->

View File

@ -0,0 +1,39 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnKindDef Name="HAR_Neclose_Player_baby" ParentName="HAR_Neclose_KindBase">
<defName>HAR_Neclose_Player_baby</defName><!--■プレイヤー-->
<label>小菌姬</label>
<race>HAR_Neclose</race><!-- 人物的种族的定义名 -->
<combatPower>100</combatPower><!-- 袭击占用分数 -->
<defaultFactionType>Neclose_P_Faction</defaultFactionType>
<isFighter>true</isFighter>
<backstoryFilters><!--↓1.4以降 ■生い立ち-->
<li>
<categories>
<li>HAR_Neclose_Player</li>
</categories>
</li>
</backstoryFilters>
<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 -->
<techHediffsTags Inherit="true"><!-- 用来去除可能从parentName里继承的仿生体tag -->
</techHediffsTags>
<weaponTags Inherit="true"><!-- 用来去除可能从parentName里继承的武器tag -->
</weaponTags>
<apparelTags Inherit="true"><!-- 用来去除可能从parentName里继承的服装tag -->
</apparelTags>
<inventoryOptions Inherit="true"><!-- 用来去除可能从parentName里继承的随身携带物品 -->
</inventoryOptions>
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>
</apparelRequired>-->
<xenotypeSet><!--■1.4以降 ゼノタイプ-->
<xenotypeChances>
<Aya_Race_Xenotype MayRequire="Ludeon.RimWorld.Biotech">9999</Aya_Race_Xenotype>
</xenotypeChances>
</xenotypeSet>
<pawnGroupDevelopmentStage>Aya_Race_HumanlikeChild</pawnGroupDevelopmentStage>
</PawnKindDef>
</Defs>

View File

@ -9,70 +9,77 @@
<isFighter>true</isFighter>
<backstoryFilters><!--↓1.4以降 ■生い立ち-->
<li>
<categories>
<li>HAR_Eveliet_Player</li>
</categories>
<categories>
<li>HAR_Eveliet_Player</li>
</categories>
</li>
</backstoryFilters>
<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>
<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>
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>
</apparelRequired>-->
<skills>
<li>
<skill>Shooting</skill>
<range>10~15</range>
</li>
<li>
<skill>Melee</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Construction</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Mining</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Animals</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Social</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>6~15</range>
<range>10~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>6~15</range>
<range>10~15</range>
</li>
</skills>
</PawnKindDef>

View File

@ -14,6 +14,9 @@
</categories>
</li>
</backstoryFilters>
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>0</apparelMoney><!-- Apparel value -->
<weaponMoney>0</weaponMoney><!-- Weapon value -->
<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 -->
@ -35,52 +38,9 @@
<skills>
<li>
<skill>Melee</skill>
<range>6~15</range>
</li>
<li>
<skill>Construction</skill>
<range>6~15</range>
</li>
<li>
<skill>Mining</skill>
<range>6~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Animals</skill>
<range>6~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>6~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>6~15</range>
</li>
<li>
<skill>Social</skill>
<range>6~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>6~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>6~15</range>
<range>5~10</range>
</li>
</skills>
</PawnKindDef>

View File

@ -14,7 +14,10 @@
</categories>
</li>
</backstoryFilters>
<techHediffsTags Inherit="False"><!-- 用来去除可能从parentName里继承的仿生体tag -->
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>0</apparelMoney><!-- Apparel value -->
<weaponMoney>0</weaponMoney><!-- Weapon value -->
<techHediffsTags Inherit="true"><!-- 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>
@ -25,56 +28,7 @@
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>
</apparelRequired>-->
<skills>
<li>
<skill>Melee</skill>
<range>6~15</range>
</li>
<li>
<skill>Construction</skill>
<range>6~15</range>
</li>
<li>
<skill>Mining</skill>
<range>6~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Animals</skill>
<range>6~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>6~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>6~15</range>
</li>
<li>
<skill>Social</skill>
<range>6~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>6~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>6~15</range>
</li>
</skills>
</PawnKindDef>
</Defs>

View File

@ -0,0 +1,118 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnKindDef Name="HAR_Zoichor_Player_kami" ParentName="HAR_Zoichor_KindBase">
<defName>HAR_Zoichor_Player_kami</defName><!--■プレイヤー-->
<label>纠罪者</label>
<combatPower>100</combatPower><!-- 袭击占用分数 -->
<defaultFactionType>Zoichor_P_Faction</defaultFactionType>
<isFighter>true</isFighter>
<backstoryFiltersOverride><!--↓1.4以降 ■生い立ち-->
<li>
<categories>
<li>HAR_Zoichor_Player</li>
</categories>
</li>
</backstoryFiltersOverride>
<Operation Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationReplace">
<xpath>Defs/AlienRace.AlienBackstoryDef[@Name="HAR_ZCBackstory_Base"]/forcedTraitsChance</xpath>
<value>
<forcedTraitsChance>
<li>
<defName>Kind</defName>
<chance>20</chance>
</li>
<li>
<defName Degree="1">Industriousness</defName>
<chance>100</chance>
</li>
<li>
<defName Degree="2">Industriousness</defName>
<chance>100</chance>
</li>
<li>
<defName Degree="2">Beauty</defName>
<chance>50</chance>
</li>
<li>
<defName>Ascetic</defName>
<chance>50</chance>
</li>
<li>
<defName Degree="2">Nerves</defName>
<chance>50</chance>
</li>
</forcedTraitsChance>
</value>
</li>
</operations>
</Operation>
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>100~500</apparelMoney><!-- Apparel value -->
<weaponMoney>0</weaponMoney><!-- Weapon value -->
<techHediffsTags Inherit="true"><!-- 用来去除可能从parentName里继承的仿生体tag -->
</techHediffsTags>
<weaponTags Inherit="true"><!-- 用来去除可能从parentName里继承的武器tag -->
</weaponTags>
<apparelTags Inherit="true"><!-- 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>
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>
</apparelRequired>-->
<skills>
<li>
<skill>Shooting</skill>
<range>0~11</range>
</li>
<li>
<skill>Construction</skill>
<range>0~11</range>
</li>
<li>
<skill>Mining</skill>
<range>0~11</range>
</li>
<li>
<skill>Cooking</skill>
<range>0~11</range>
</li>
<li>
<skill>Plants</skill>
<range>0~11</range>
</li>
<li>
<skill>Plants</skill>
<range>0~3</range>
</li>
<li>
<skill>Animals</skill>
<range>0~3</range>
</li>
<li>
<skill>Crafting</skill>
<range>0~3</range>
</li>
<li>
<skill>Artistic</skill>
<range>0~11</range>
</li>
<li>
<skill>Social</skill>
<range>0~11</range>
</li>
<li>
<skill>Medicine</skill>
<range>0~11</range>
</li>
<li>
<skill>Intellectual</skill>
<range>0~11</range>
</li>
</skills>
</PawnKindDef>
</Defs>

View File

@ -26,7 +26,7 @@
<PawnKindDef Name="Dragonian_Boxed" ParentName="LBDragonianBasePawnKind">
<defName>Dragonian_Boxed</defName>
<label>盒装龙娘</label>
<label>稀有龙娘</label>
<combatPower>100</combatPower>
<isFighter>true</isFighter>
<itemQuality>Poor</itemQuality>
@ -51,12 +51,8 @@
<li>Dragonian_spawnCategoriesA</li>
</backstoryCategories>
<techHediffsChance>0.06</techHediffsChance>
<techHediffsMoney>600~5500</techHediffsMoney>
<techHediffsTags>
<li>DragonianOrbAdvanced</li>
<li>DragonianSlashTail</li>
</techHediffsTags>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<inventoryOptions>
</inventoryOptions>
@ -64,52 +60,18 @@
<skills>
<li>
<skill>Melee</skill>
<range>10~15</range>
</li>
<li>
<skill>Construction</skill>
<range>6~15</range>
</li>
<li>
<skill>Mining</skill>
<range>6~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>10~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
<range>8~15</range>
</li>
<li>
<skill>Animals</skill>
<range>10~15</range>
<range>8~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>6~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>6~15</range>
</li>
<li>
<skill>Social</skill>
<range>6~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>6~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>6~15</range>
<skill>Plants</skill>
<range>8~15</range>
</li>
</skills>
</PawnKindDef>

View File

@ -0,0 +1,72 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnKindDef Name="LBDragonianBasePawnKind" Abstract="True">
<race>Dragonian_Race</race>
<defaultFactionType MayRequire="kalospacer.DragonianMix">Dragonian_NPC</defaultFactionType>
<chemicalAddictionChance>0.05</chemicalAddictionChance>
<backstoryCryptosleepCommonality>0</backstoryCryptosleepCommonality>
<invNutrition>2</invNutrition>
<initialWillRange>0.5~1</initialWillRange>
<initialResistanceRange>10~26</initialResistanceRange>
<minGenerationAge>8</minGenerationAge>
<maxGenerationAge>30</maxGenerationAge>
<gearHealthRange>0.7~1.0</gearHealthRange>
<apparelIgnoreSeasons>true</apparelIgnoreSeasons>
<xenotypeSet>
<xenotypeChances>
<DragonianXenotype MayRequire="Ludeon.RimWorld.Biotech">1</DragonianXenotype>
</xenotypeChances>
</xenotypeSet>
<useFactionXenotypes>false</useFactionXenotypes>
</PawnKindDef>
<inventoryOptions Inherit="False"><!-- 决定了随身携带物品 -->
</inventoryOptions>
<PawnKindDef Name="Dragonian_baby" ParentName="LBDragonianBasePawnKind">
<defName>Dragonian_baby</defName>
<label>小孩龙娘</label>
<combatPower>100</combatPower>
<isFighter>true</isFighter>
<itemQuality>Poor</itemQuality>
<apparelTags>
</apparelTags>
<gearHealthRange>0.2~2.0</gearHealthRange>
<apparelMoney>
<min>0</min>
<max>0</max>
</apparelMoney>
<apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
<weaponTags>
</weaponTags>
<weaponMoney>
<min>0</min>
<max>0</max>
</weaponMoney>
<backstoryCategories>
<li>Dragonian_spawnCategoriesA</li>
</backstoryCategories>
<techHediffsChance>0</techHediffsChance>
<techHediffsMoney>0</techHediffsMoney>
<inventoryOptions>
</inventoryOptions>
<skills>
<li>
<skill>Melee</skill>
<range>8~15</range>
</li>
</skills>
<pawnGroupDevelopmentStage>Child</pawnGroupDevelopmentStage>
</PawnKindDef>
</Defs>

View File

@ -0,0 +1,89 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnKindDef ParentName="OA_RK_BasePawn">
<defName>OA_RK_Colonist_A_glod</defName><!--■プレイヤー-->
<label>超级金鼠鼠</label>
<combatPower>100</combatPower><!-- 袭击占用分数 -->
<defaultFactionType>Littluna_P_Faction</defaultFactionType>
<isFighter>true</isFighter>
<backstoryFiltersOverride>
<li>
<categories>
<li>OA_RK_Civilian</li>
<li>OA_RK_Armed_Civilian</li>
<li>OA_RK_Court_Member</li>
</categories>
</li>
</backstoryFiltersOverride>
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>500~1000</apparelMoney><!-- Apparel value -->
<weaponMoney>500~1000</weaponMoney><!-- Weapon value -->
<techHediffsTags Inherit="true"><!-- 用来去除可能从parentName里继承的仿生体tag -->
</techHediffsTags>
<weaponTags Inherit="true"><!-- 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>
<!--<apparelRequired>
<li>HAR_CO_Apparel_Tops_a</li>
</apparelRequired>-->
<skills>
<li>
<skill>Shooting</skill>
<range>10~15</range>
</li>
<li>
<skill>Construction</skill>
<range>10~15</range>
</li>
<li>
<skill>Mining</skill>
<range>10~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>10~15</range>
</li>
<li>
<skill>Plants</skill>
<range>10~15</range>
</li>
<li>
<skill>Plants</skill>
<range>10~15</range>
</li>
<li>
<skill>Animals</skill>
<range>10~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>10~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>10~15</range>
</li>
<li>
<skill>Social</skill>
<range>10~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>10~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>10~15</range>
</li>
</skills>
</PawnKindDef>
<xenotypeSet>
<xenotypeChances>
<Neanderthal MayRequire="Ratkin_OA">1</Neanderthal><!-- 某个特定异种的生成概率 -->
</xenotypeChances>
</xenotypeSet>
</Defs>

View File

@ -0,0 +1,83 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnKindDef Name="Miho_PlayerColonist_kami" ParentName="BaseMihoPlayerPawnKind">
<defName>Miho_PlayerColonist_kami</defName>
<label>盒装美狐</label>
<!--펙션def의 defname
-->
<combatPower>100</combatPower><!-- 袭击占用分数 -->
<defaultFactionType>Miho_PlayerColony</defaultFactionType>
<backstoryFiltersOverride>
<li>
<categories>
<li>MihoPioneer</li>
</categories>
</li>
</backstoryFiltersOverride>
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>0</apparelMoney><!-- Apparel value -->
<weaponMoney>0</weaponMoney><!-- Weapon value -->
<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>
<!--<specificApparelRequirements>
<li>
<bodyPartGroup>Torso</bodyPartGroup>
<apparelLayer>Miho_Under</apparelLayer>
<requiredTag>MihoCommon</requiredTag>
<stuff>Cloth</stuff>
</li>
<li>
<bodyPartGroup>Torso</bodyPartGroup>
<requiredTag>MihoCommon</requiredTag>
<stuff>Cloth</stuff>
<alternateTagChoices>
<li>
<tag>MihoCommon</tag>
<chance>0.2</chance>
</li>
<li>
<tag>MihoCommonNecessary</tag>
<chance>0.8</chance>
</li>
</alternateTagChoices>
</li>
</specificApparelRequirements>-->
<styleItemTags>
<li>
<tag>Urban</tag>
<baseWeight>1</baseWeight>
<weightFactor>1</weightFactor>
</li>
</styleItemTags>
<apparelMoney>
<min>0</min>
<max>0</max>
</apparelMoney>
<apparelAllowHeadgearChance>0.2</apparelAllowHeadgearChance>
<backstoryCryptosleepCommonality>0</backstoryCryptosleepCommonality>
<initialWillRange>0~0</initialWillRange>
<initialResistanceRange>13~21</initialResistanceRange>
<maxGenerationAge>55</maxGenerationAge>
<useFactionXenotypes>false</useFactionXenotypes> <!-- 去除派系设置的异种生成概率 -->
<xenotypeSet Inherit="False">
<xenotypeChances>
<Xeno_CelestialMiho_Arctic MayRequire="Ludeon.RimWorld.Biotech">22</Xeno_CelestialMiho_Arctic> <!-- 雪凛种 -->
<Xeno_CelestialMiho_Desert MayRequire="Ludeon.RimWorld.Biotech">22</Xeno_CelestialMiho_Desert> <!-- 沙伶种 -->
<Xeno_CelestialMiho_Highland MayRequire="Ludeon.RimWorld.Biotech">12</Xeno_CelestialMiho_Highland> <!-- 战凌种 -->
<Xeno_CelestialMiho_Highmate MayRequire="Ludeon.RimWorld.Biotech">22</Xeno_CelestialMiho_Highmate> <!-- 欲琳种 -->
<Xeno_CelestialMiho MayRequire="Ludeon.RimWorld.Biotech">22</Xeno_CelestialMiho> <!-- 凡灵种 -->
</xenotypeChances>
</xenotypeSet>
</PawnKindDef>
</Defs>

View File

@ -15,6 +15,9 @@
</categories>
</li>
</backstoryFiltersOverride>
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>0</apparelMoney><!-- Apparel value -->
<weaponMoney>0</weaponMoney><!-- Weapon value -->
<techHediffsTags Inherit="False"><!-- 用来去除可能从parentName里继承的仿生体tag -->
</techHediffsTags>
@ -64,57 +67,6 @@
<initialResistanceRange>13~21</initialResistanceRange>
<maxGenerationAge>55</maxGenerationAge>
<skills>
<li>
<skill>Melee</skill>
<range>6~15</range>
</li>
<li>
<skill>Construction</skill>
<range>6~15</range>
</li>
<li>
<skill>Mining</skill>
<range>6~15</range>
</li>
<li>
<skill>Cooking</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Plants</skill>
<range>6~15</range>
</li>
<li>
<skill>Animals</skill>
<range>6~15</range>
</li>
<li>
<skill>Crafting</skill>
<range>6~15</range>
</li>
<li>
<skill>Artistic</skill>
<range>6~15</range>
</li>
<li>
<skill>Social</skill>
<range>6~15</range>
</li>
<li>
<skill>Medicine</skill>
<range>6~15</range>
</li>
<li>
<skill>Intellectual</skill>
<range>6~15</range>
</li>
</skills>
<useFactionXenotypes>false</useFactionXenotypes> <!-- 去除派系设置的异种生成概率 -->
<xenotypeSet Inherit="False">
<xenotypeChances>

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@ -0,0 +1,41 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnKindDef Name="Moyo_ColonistPawn" ParentName="MoyoPlayerBasePawnKind">
<defName>Moyo_ColonistPawn_kami</defName>
<label>莫约</label>
<!--펙션def의 defname
-->
<combatPower>100</combatPower><!-- 袭击占用分数 -->
<defaultFactionType>PlayerColony</defaultFactionType>
<backstoryFiltersOverride>
<li>
<categories>
<li>Moyo_TopCivil</li>
<li>Moyo_MiddleCivil</li>
<li>Moyo_BotCivil</li>
<li>Moyo_Engineer</li>
<li>Moyo_Researcher</li>
<li>Moyo_TopCriminal</li>
<li>Moyo_MiddleCriminal</li>
<li>Moyo_FullCrime</li>
<li>Moyo_SoldierKind</li>
</categories>
</li>
</backstoryFiltersOverride>
<techHediffsMoney>0</techHediffsMoney><!-- Bionic value -->
<apparelMoney>0</apparelMoney><!-- Apparel value -->
<weaponMoney>0</weaponMoney><!-- Weapon value -->
<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>
</PawnKindDef>
</Defs>

View File

@ -0,0 +1,12 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationRemove">
<xpath>Defs/IncidentDef[defName="HAR_ZC_Incident_a"]</xpath>
</li>
</operations>
</Operation>
</Patch>

View File

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationAdd">
<xpath>Defs/ResearchProjectDef[defName="HAR_ZC_Research_B"]</xpath>
<value>
<techprintCount>1</techprintCount>
<techprintCommonality>1</techprintCommonality>
<techprintMarketValue>9999999</techprintMarketValue>
</value>
</li>
</operations>
</Operation>
</Patch>

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@ -0,0 +1,12 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationRemove">
<xpath>Defs/IncidentDef[defName="NHUX_WandererJoin"]</xpath>
</li>
</operations>
</Operation>
</Patch>

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@ -0,0 +1,12 @@
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationRemove">
<xpath>Defs/IncidentDef[defName="KyulenAppearwt"]</xpath>
</li>
</operations>
</Operation>
</Patch>

View File

@ -0,0 +1,17 @@
<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
<name>NHUX's Balance Tweak</name>
<author>NHUX</author>
<supportedVersions>
<li>1.5</li>
</supportedVersions>
<packageId>NHUX.nhuxbalancetweak</packageId>
<description>
雪豹的平衡调整补丁
</description>
<modDependencies>
</modDependencies>
<loadAfter>
<li>Verniy709.SimpleLootBox</li>
</loadAfter>
</ModMetaData>

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