282 lines
13 KiB
XML
282 lines
13 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<ThingDef Name="SimpleLootBoxBase" ParentName="ResourceBase" Abstract="True">
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<thingClass>ThingWithComps</thingClass>
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<graphicData>
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<graphicClass>Graphic_Single</graphicClass><!-- Using Graphic_StackCount, the item's texture will reflect its stack count -->
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</graphicData>
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<stackLimit>10</stackLimit><!-- Stack count of the item -->
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<techLevel>Medieval</techLevel><!-- The item's tech level; it does not affect any functionality and is purely a special tag -->
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<thingCategories><!-- Item category -->
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<li>Artifacts</li>
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</thingCategories>
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<tradeTags><!-- Item trade tags -->
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<li>Artifacts</li>
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</tradeTags>
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</ThingDef>
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<ThingDef ParentName="SimpleLootBoxBase">
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<defName>SimpleLootBoxExamplezui</defName><!-- Definition name of the loot box -->
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<label>原罪猎手武器箱</label><!-- The name of the loot box, which can be localized for translation -->
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<description>每周掉落或者击杀掉落的常驻武器箱</description><!-- The description of the loot box, which can be localized for translation -->
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<graphicData>
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<texPath>SimpleLootBox/ExampleD</texPath><!-- The texture path of the loot box -->
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<statBases>
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<Mass>1.0</Mass><!-- The mass of the loot box -->
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<MarketValue>10</MarketValue><!-- The market value of the loot box itself -->
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</statBases>
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<useHitPoints>false</useHitPoints>
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<tradeability>Sellable</tradeability><!-- Whether the loot box can be traded. Some literal values are available for this setting: None Sellable Buyable All -->
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<comps>
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<li Class="CompProperties_Usable">
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<useJob>UseArtifact</useJob>
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<useLabel>Activate {0_label}</useLabel>
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<showUseGizmo>true</showUseGizmo>
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<useDuration>150</useDuration>
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</li>
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<li Class="SimpleLootBox.CompProperties_SpawnLootBox">
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<lootBoxList>
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<li>
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<thingDef>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 -->
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<chance>0.01</chance><!-- The drop chance of this loot box; defaults to 0.05 (5%) if not specified -->
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<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 -->
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<weightInGroup>5</weightInGroup><!-- The generation weight of this loot box in its group; default is 1 -->
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<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-->
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</li>
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</lootBoxList>
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</li>
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<li Class="SimpleLootBox.CompProperties_LootBox">
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<lootBoxOpenSound>lootBoxOpenSound</lootBoxOpenSound><!-- The sound effect played when entering the loot box opening screen; if not set, no sound will be played -->
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<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound><!-- The sound effect played during the spinning; it's a looping Sustainer that plays a single audio clip -->
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<lootBoxBackgroundMusicSound>lootBoxBackgroundMusicSoundA</lootBoxBackgroundMusicSound><!-- Background music for the loot box opening window; it's a single-loop Sustainer -->
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<lootBoxBackgroundTexturePath>SimpleLootBox/LootBoxBackgroundA</lootBoxBackgroundTexturePath><!-- Background image for the loot box window; the UI resolution is:700*800 -->
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<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 -->
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<lootBoxOpenCostCount>128</lootBoxOpenCostCount><!-- The number of items required to open the loot box. Defaults to 0 if not specified -->
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<lootBoxThingDef>
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<li>
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<thingDef>GoldenCube</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>5</rarity>
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<isHidden>true</isHidden>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>Techprint_HAR_ZC_Research_B</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>5</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>HAR_ZC_Item_a</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>5</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>HAR_ZC_Shell_f</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>4</rarity>
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<quality>Normal</quality>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>HAR_ZC_Tops_e</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>4</rarity>
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<quality>Normal</quality>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>HAR_ZC_Heads_e</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>4</rarity>
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<quality>Normal</quality>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>HAR_EL_Item_a</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>4</rarity>
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<quality>Normal</quality>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>HAR_EL_Item_b</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>4</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>HAR_EL_Item_c</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>4</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>HAR_EL_Item_d</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>4</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>HAR_EL_Item_e</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>4</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>Uranium</thingDef>
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<count>300</count>
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<weight>0.3</weight>
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<rarity>3</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>ComponentSpacer</thingDef>
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<count>5</count>
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<weight>0.3</weight>
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<rarity>3</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>Meat_HAR_Zoichor</thingDef>
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<count>10</count>
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<weight>0.3</weight>
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<rarity>1</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>Wastepack</thingDef>
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<count>5</count>
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<weight>0.3</weight>
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<rarity>1</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>Gold</thingDef>
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<count>1</count>
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<weight>0.3</weight>
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<rarity>1</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>WoodLog</thingDef>
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<count>10</count>
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<weight>0.3</weight>
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<rarity>1</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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<li>
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<thingDef>Meat_HAR_Xenoorca</thingDef>
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<count>15</count>
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<weight>0.3</weight>
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<rarity>1</rarity>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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<effecterDef>Skip_ExitNoDelay</effecterDef><!-- 生成奖励时可以播放的特效,不设置就没特效 -->
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</li>
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</lootBoxThingDef>
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<lootBoxPawnKindDef>
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<li MayRequire="ayameduki.harchaoura">
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<pawnKindDef>HAR_Zoichor_Player_kami</pawnKindDef>
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<count>1</count>
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<weight>21.9</weight>
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<rarity>5</rarity>
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<isHostile>false</isHostile>
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<effecterDef>Skip_ExitNoDelay</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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<li MayRequire="ayameduki.harneclose">
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<pawnKindDef>HAR_Neclose_Player_baby</pawnKindDef>
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<count>1</count>
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<weight>21.9</weight>
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<rarity>3</rarity>
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<isHostile>false</isHostile>
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<effecterDef>Skip_ExitNoDelay</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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<li MayRequire="ayameduki.harsaclean">
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<pawnKindDef>HAR_Sacleana_Player_kami</pawnKindDef>
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<count>1</count>
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<weight>21.9</weight>
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<rarity>3</rarity>
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<isHostile>false</isHostile>
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<effecterDef>Skip_ExitNoDelay</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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<li>
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<pawnKindDef>TW_AiruCat</pawnKindDef>
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<count>1</count>
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<weight>21.9</weight>
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<rarity>2</rarity>
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<isHostile>false</isHostile>
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<effecterDef>Skip_ExitNoDelay</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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<li MayRequire="ayameduki.harsilkiera">
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<pawnKindDef>HAR_Silkiera_Player_kami</pawnKindDef>
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<count>1</count>
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<weight>21.9</weight>
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<rarity>2</rarity>
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<isHostile>false</isHostile>
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<effecterDef>Skip_ExitNoDelay</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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<li MayRequire="nemonian.my">
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<pawnKindDef>Moyo_ColonistPawn_kami</pawnKindDef>
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<count>1</count>
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<weight>21.9</weight>
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<rarity>2</rarity>
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<isHostile>false</isHostile>
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<effecterDef>Skip_ExitNoDelay</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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<li MayRequire="ayameduki.harsilkiera">
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<pawnKindDef>HAR_Silkiera_Player_baby</pawnKindDef>
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<count>1</count>
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<weight>21.9</weight>
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<rarity>1</rarity>
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<isHostile>false</isHostile>
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<effecterDef>Skip_ExitNoDelay</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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</lootBoxPawnKindDef>
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</li>
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</comps>
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</ThingDef>
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</Defs> |