ProjectKoi-Kalo\Kalo 7ad6f7c8d7 ```
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
```
2025-05-09 13:57:49 +08:00

213 lines
8.7 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

<?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>