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necromants-tome-7d2d-3-2/Config/loot.xml
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AlexCubeandClaude Opus 5.5 8ad2f25c37 Останки красного трупа: модель, сущность, истлевание через 2 минуты
Красный труп «Жертвы» истлевает в лёгкий контейнер necroRemains (своя модель:
остов, обтянутый обугленной плёнкой, бандл necroremains) через 2 минуты,
раньше - если игрок дальше 80 м или трупов больше 30. Лут и остаток срока
переходят, звук разбитого пятна крови (organicdestroy). Команда necroremains
истлевает трупы рядом сразу (для проверки).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 21:00:11 +03:00

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<config>
<!-- "Жертва" (Victim) loot - BACKLOG.md item 5, Necromancer's Knife. С 1.5.0 это список
добычи САМОГО ТРУПА зомби, умершего с buffNecroVictim: труп получает сумку с этим
списком и открывается как ящик (HarmonySrc/CorpseLootPatch.cs, CorpseLoot.VictimLootList).
До 1.5.0 список наполнял мешок EntityLootContainerVictim, который появлялся при обыске.
Contents per user: random hides (usually one or none), rotten flesh, bones, and a chance
at "Кожа жертвы" (resourceVictimSkin, items.xml) - a crafting resource for summon books.
Exact counts/chance are a guess where the user didn't give numbers - count="0,1" for the
hide reads as "как правило одна или ноль" directly; flesh/bone ranges and the 15% skin
chance are otherwise reasonable defaults, not specified. Say if any of these should change.
UPDATED 2026-08-29 (BACKLOG.md item 8, dictated same day): foodRottingFlesh/resourceBone
removed per direct instruction - the mesh no longer drops the two generic zombie-corpse
staples. Replaced with a random chance at resourceZombieAsh ("Прах зомби") instead, a new
crafting resource fed into the other necromancy recipes (see recipes.xml - deliberately
NOT the Knife's own recipe, to avoid a craft-the-knife-to-get-ash-to-craft-the-knife loop).
Chance/count not specified by the user - guessed at the same shape as resourceVictimSkin's
own 15% (bumped the count up a little since ash is meant to actually get used as a
multi-unit crafting ingredient, unlike the skin). Say if this should change.
BUG FIXED 2026-08-28 (whole file failed to load, so NONE of this was active in-game -
"Loading and parsing 'loot.xml' failed" / "lootgroup 'groupZpackVictim' does not exist or
has not been defined before being referenced"): the lootgroup a lootcontainer's <item
group="..."/> points at must be defined EARLIER in load order, same file or not - vanilla
loot.xml itself always defines groupZpackReg etc. (~line 6589) well before the
lootcontainer that references it (~line 9971). Originally had the container's <append>
block first and the group's second; swapped so the group append comes first. Keep this
append-order intact when editing below - it's what makes the file load at all. -->
<append xpath="/lootcontainers">
<lootgroup name="groupZpackVictim" count="all">
<item name="resourceLeather" count="0,1"/>
<item name="resourceZombieAsh" count="1,4" prob="0.4"/>
<item name="resourceVictimSkin" count="1" prob="0.15"/>
</lootgroup>
</append>
<append xpath="/lootcontainers">
<lootcontainer name="zPackVictim" count="1" size="6,3" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" loot_quality_template="qualBaseTemplate">
<item group="groupZpackVictim"/>
</lootcontainer>
<!-- Останки красного трупа (10.10): та же добыча, но контейнер исчезает, когда опустошён (труп убирает
CorpseLoot.RemoveEmptiedCorpses, а останки - обычный контейнер игры). -->
<lootcontainer name="zPackVictimRemains" count="1" size="6,3" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" destroy_on_close="empty" loot_quality_template="qualBaseTemplate">
<item group="groupZpackVictim"/>
</lootcontainer>
</append>
</config>