<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<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稀有武器箱</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>
			<drawSize>2.5</drawSize>
		</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>None</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>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>0.05</chance><!-- The drop chance of this loot box; defaults to 0.05 (5%) if not specified -->
						<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 -->
						<weightInGroup>5</weightInGroup><!-- The generation weight of this loot box in its group; default is 1 -->
						<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-->
					</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 -->

				<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>0.15</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>0.15</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>0.15</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>0.45</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>0.45</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>0.45</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>0.45</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>0.45</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>0.45</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>0.45</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>0.45</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>0.9</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>ComponentSpacer</thingDef>
						<count>10</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>Meat_HAR_Zoichor</thingDef>
						<count>10</count>
						<weight>22.8</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>22.8</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>22.8</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>HAR_NM_Archotech_b</thingDef>
						<count>1</count>
						<weight>0.15</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_SK_Meal_g</thingDef>
						<count>5</count>
						<weight>5.7</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>Meat_HAR_Xenoorca</thingDef>
						<count>15</count>
						<weight>22.8</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>EggChickenUnfertilizec</thingDef>
						<count>5</count>
						<weight>22.8</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>PsychiteTea</thingDef>
						<count>1</count>
						<weight>22.8</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>10</count>
						<weight>22.8</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>0.15</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>0.9</weight>
						<rarity>3</rarity>
						<isHostile>false</isHostile>
						<effecterDef>Skip_ExitNoDelay</effecterDef>
                        <lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
                </li>
                <li MayRequire="ayameduki.harsaclean">	
				<pawnKindDef>HAR_Saclean_Player_kami</pawnKindDef>
						<count>1</count>
						<weight>0.9</weight>
						<rarity>3</rarity>
						<isHostile>false</isHostile>
						<effecterDef>Skip_ExitNoDelay</effecterDef>
                        <lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
                </li>
                <li>	
				<pawnKindDef>TW_AiruCat</pawnKindDef>
						<count>1</count>
						<weight>5.7</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>5.7</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>5.7</weight>
						<rarity>2</rarity>
						<isHostile>false</isHostile>
						<effecterDef>Skip_ExitNoDelay</effecterDef>
                        <lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
                </li>
                <li MayRequire="ayameduki.harsilkiera">	
				<pawnKindDef>HAR_Silkiera_Player_baby</pawnKindDef>
						<count>1</count>
						<weight>22.8</weight>
						<rarity>1</rarity>
						<isHostile>false</isHostile>
						<effecterDef>Skip_ExitNoDelay</effecterDef>
                        <lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
                </li>
                <li>	
				<pawnKindDef>Squirrel</pawnKindDef>
						<count>1</count>
						<weight>22.8</weight>
						<rarity>1</rarity>
						<isHostile>true</isHostile>
						<effecterDef>Skip_ExitNoDelay</effecterDef>
                        <lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
                </li>



				</lootBoxPawnKindDef>
			</li>
		</comps>
	</ThingDef>
</Defs>