SimpleLootBox/1.5/Defs/SimpleLootBoxExample.xml
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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>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驻武器箱</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>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>
<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 -->
</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>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>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 -->
</li>
<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>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 -->
</li>
<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>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 -->
</li>
<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>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 -->
</li>
<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>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 -->
</li>
<li>
<thingDef>Silver</thingDef>
<count>648</count>
<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 -->
</li>
<li>
<thingDef>Silver</thingDef>
<count>748</count>
<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 -->
</li>
<li>
<thingDef>Silver</thingDef>
<count>666</count>
<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 -->
</li>
<li>
<thingDef>Silver</thingDef>
<count>888</count>
<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 -->
</li>
<li>
<thingDef>Silver</thingDef>
<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>0.9</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 -->
</li>
<li>
<thingDef>Silver</thingDef>
<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>0.9</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 -->
</li>
<li>
<thingDef>Silver</thingDef>
<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>0.9</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 -->
</li>
<li>
<thingDef>Silver</thingDef>
<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>0.9</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 -->
</li>
<li>
<thingDef>Mechlink</thingDef>
<quality>Legendary</quality>
<count>1</count>
<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>0.54</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>0.54</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>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 -->
</li>
</lootBoxThingDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SimpleLootBoxBase">
<defName>SimpleLootBoxExampleB</defName>
<label>边缘世界一号武器箱</label>
<thingClass>ThingWithComps</thingClass>
<description>每周掉落或者击杀掉落的常住武器箱</description>
<graphicData>
<texPath>SimpleLootBox/ExampleB</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<Mass>1.0</Mass>
<MarketValue>10</MarketValue>
</statBases>
<useHitPoints>false</useHitPoints><!-- 使用血量 -->
<tradeability>Sellable</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>0.05</chance>
</li>
</lootBoxList>
</li>
<li Class="SimpleLootBox.CompProperties_LootBox">
<lootBoxOpenSound>lootBoxOpenSound</lootBoxOpenSound>
<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound>
<lootBoxBackgroundMusicSound>lootBoxBackgroundMusicSoundB</lootBoxBackgroundMusicSound>
<lootBoxBackgroundTexturePath>SimpleLootBox/LootBoxBackgroundB</lootBoxBackgroundTexturePath>
<lootBoxOpenCost>Silver</lootBoxOpenCost>
<lootBoxOpenCostCount>128</lootBoxOpenCostCount>
<lootBoxPawnKindDef>
<li>
<pawnKindDef>Baby_Example</pawnKindDef>
<count>1</count>
<weight>5</weight>
<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>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.harchaoura">
<pawnKindDef>HAR_Chaoura_Player_kami</pawnKindDef><!-- 混沌 -->
<count>1</count><!-- 该人物生成的数量 -->
<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>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>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 -->
</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>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>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>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 -->
</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>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 -->
</li>
<li MayRequire="miho.fortifiedoutremer">
<pawnKindDef>Miho_PlayerColonist_kami</pawnKindDef><!-- 美狐 -->
<count>1</count>
<weight>1</weight>
<rarity>3</rarity>
<effecterDef>ExtinguisherExplosion</effecterDef>
<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
</li>
<li>
<pawnKindDef>Megascarab</pawnKindDef><!-- 虫子 -->
<count>1</count>
<weight>14.6</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>3.6</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>3.6</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>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>
</lootBoxPawnKindDef>
<lootBoxThingDef>
<li>
<thingDef>Wastepack</thingDef>
<count>5</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 -->
</li>
<li>
<thingDef>Leather_Human</thingDef>
<count>5</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 -->
</li>
<li>
<thingDef>Silver</thingDef>
<count>1</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 -->
</li>
<li MayRequire="verniy709.racenhux">
<thingDef>Meat_NHUX</thingDef>
<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 -->
</li>
</lootBoxThingDef>
</li>
</comps>
</ThingDef>
</Defs>