<?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> <drawSize>1.5</drawSize> </graphicData> <statBases> <Mass>1.0</Mass><!-- The mass of the loot box --> <MarketValue>10</MarketValue><!-- The market value of the loot box itself --> </statBases> <useHitPoints>false</useHitPoints> <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>0.01</chance><!-- The drop chance of this loot box; defaults to 0.05 (5%) if not specified --> <lootBoxSpawnGroup>SimpleLootBoxGroupX</lootBoxSpawnGroup><!-- To spawn a loot box every daysBetweenLootBoxSpawns, assign it to a lootBoxSpawnGroup. All loot boxes in the same group share the chance to spawn, based on their assigned weightInGroup --> <weightInGroup>5</weightInGroup><!-- The generation weight of this loot box in its group; default is 1 --> <daysBetweenLootBoxSpawns>7</daysBetweenLootBoxSpawns><!-- The frequency of spawning the loot box. daysBetweenLootBoxSpawns = 7, meaning spawn of a such a lootbox every 7 days in the game. All loot boxes in the same lootBoxSpawnGroup should have the same daysBetweenLootBoxSpawns. No default--> </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>