SimpleLootBox/1.5/Defs/LootbohuanzO.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>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>