193 lines
6.9 KiB
XML
193 lines
6.9 KiB
XML
<Defs>
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<ThingDef Name="SimpleLootBoxBase" ParentName="ResourceBase" Abstract="True">
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<thingClass>ThingWithComps</thingClass>
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<techLevel>Medieval</techLevel>
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<thingCategories>
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<li>Artifacts</li>
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</thingCategories>
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<tradeTags>
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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>SimpleLootBoxExampleA</defName><!-- 箱子的定义名 -->
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<label>simple loot box example A</label><!-- 箱子的名字,可以进行本地化翻译 -->
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<description>Example A.</description><!-- 箱子的描述,可以进行本地化翻译 -->
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<graphicData>
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<texPath>SimpleLootBox/ExampleA</texPath><!-- 箱子的贴图路径 -->
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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><!-- 箱子的重量 -->
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<MarketValue>100</MarketValue><!-- 箱子本身的价值 -->
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</statBases>
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<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 -->
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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>SimpleLootBoxExampleA</thingDef><!-- 箱子的定义名,加入到击杀生物后的掉落列表 -->
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<chance>0.5</chance><!-- 这个箱子的掉落概率 -->
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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><!-- 进入开箱界面的音效 -->
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<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound><!-- 选取物品时的音效,单曲循环sustainer -->
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<lootBoxBackgroundMusicSound>lootBoxBackgroundMusicSound</lootBoxBackgroundMusicSound><!-- 开箱界面的背景音乐,单曲循环sustainer -->
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<lootBoxThingDef>
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<li>
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<thingDef>Silver</thingDef><!-- 箱子可以开出的物品的定义名 -->
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<count>1000</count><!-- 该物品生成的数量 -->
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<weight>5</weight><!-- 这项奖励的生成权重 -->
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<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-->
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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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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound><!-- 该奖励被选中时的音效 -->
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</li>
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<li>
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<thingDef>Gold</thingDef>
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<count>500</count>
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<weight>1</weight>
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<rarity>4</rarity>
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</li>
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<li>
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<thingDef>Bed</thingDef>
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<stuff>WoodLog</stuff><!-- 如果这个物品是stuffable,会使用这里设置的stuff -->
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<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-->
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<count>1</count>
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<weight>2</weight>
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<rarity>2</rarity>
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</li>
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<li>
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<thingDef>MeleeWeapon_MonoSword</thingDef>
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<quality>Legendary</quality>
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<count>1</count>
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<weight>1</weight>
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<rarity>5</rarity>
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<effecterDef>GiantExplosion</effecterDef>
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</li>
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</lootBoxThingDef>
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="SimpleLootBoxBase">
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<defName>SimpleLootBoxExampleB</defName>
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<label>simple loot box example B</label>
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<thingClass>ThingWithComps</thingClass>
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<description>Example B.</description>
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<graphicData>
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<texPath>SimpleLootBox/ExampleB</texPath>
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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>
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<MarketValue>100</MarketValue>
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</statBases>
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<tradeability>Buyable</tradeability>
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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>100</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>SimpleLootBoxExampleB</thingDef>
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<chance>0.5</chance>
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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>
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<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound>
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<lootBoxBackgroundMusicSound>lootBoxBackgroundMusicSound</lootBoxBackgroundMusicSound>
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<lootBoxPawnKindDef>
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<li>
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<pawnKindDef>Mercenary_Gunner</pawnKindDef><!-- 箱子可以开出的人物的定义名 -->
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<count>2</count><!-- 该人物生成的数量 -->
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<weight>5</weight><!-- 这项奖励的生成权重 -->
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</li>
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<li>
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<pawnKindDef>HAR_Nearmaere_Example</pawnKindDef>
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<count>1</count>
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<weight>5</weight>
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<rarity>3</rarity>
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<effecterDef>ExtinguisherExplosion</effecterDef>
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</li>
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<li>
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<pawnKindDef>Mech_Centurion</pawnKindDef>
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<count>1</count>
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<weight>5</weight>
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<rarity>4</rarity>
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<effecterDef>ExtinguisherExplosion</effecterDef>
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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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<ThingDef ParentName="SimpleLootBoxBase">
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<defName>SimpleLootBoxExampleC</defName>
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<label>simple loot box example C</label>
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<thingClass>ThingWithComps</thingClass>
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<description>Example C.</description>
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<graphicData>
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<texPath>SimpleLootBox/ExampleC</texPath>
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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>
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<MarketValue>100</MarketValue>
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</statBases>
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<tradeability>Buyable</tradeability>
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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>100</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>SimpleLootBoxExampleC</thingDef>
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<chance>0.5</chance>
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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>
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<lootBoxSpinningSound>lootBoxSpinningSound</lootBoxSpinningSound>
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<lootBoxBackgroundMusicSound>lootBoxBackgroundMusicSound</lootBoxBackgroundMusicSound>
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<lootBoxPawnKindDef><!-- 箱子开出的奖励可以混合人物和物品 -->
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<li>
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<pawnKindDef>Mercenary_Gunner</pawnKindDef>
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<count>2</count>
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<weight>5</weight>
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</li>
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</lootBoxPawnKindDef>
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<lootBoxThingDef><!-- 箱子开出的奖励可以混合人物和物品 -->
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<li>
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<thingDef>Silver</thingDef>
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<count>1000</count>
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<weight>5</weight>
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<rarity>2</rarity>
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<effecterDef>Skip_ExitNoDelay</effecterDef>
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<lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
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</li>
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</lootBoxThingDef>
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</li>
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</comps>
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</ThingDef>
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</Defs> |