<?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>SimpleLootBoxExampleziyuan</defName><!-- Definition name of the loot box -->
		<label>环球资源收藏箱</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/ExampleC</texPath><!-- The texture path of the loot box -->
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>1.5</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>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>SimpleLootBoxExampleziyuan</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 -->
						<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 -->
				<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>Meat_NHUX</thingDef>
						<count>10</count>
						<weight>21.9</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>21.9</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>steel</thingDef>
						<count>5</count>
						<weight>21.9</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>WoodLog</thingDef>
						<count>5</count>
						<weight>21.9</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>MedicineHerbal</thingDef>
						<count>1</count>
						<weight>21.9</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>ComponentIndustrial</thingDef>
						<count>2</count>
						<weight>5.4</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>steel</thingDef>
						<count>50</count>
						<weight>5.4</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>Gold</thingDef>
						<count>20</count>
						<weight>5.4</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>DevilstrandCloth</thingDef>
						<count>20</count>
						<weight>5.4</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>WoodLog</thingDef>
						<count>200</count>
						<weight>5.4</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>Medicinelndustrial</thingDef>
						<count>5</count>
						<weight>5.4</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>ComponentIndustrial</thingDef>
						<count>30</count>
						<weight>1.5</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>steel</thingDef>
						<count>600</count>
						<weight>1.5</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>Gold</thingDef>
						<count>200</count>
						<weight>1.5</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>DevilstrandCloth</thingDef>
						<count>250</count>
						<weight>1.5</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>Plasteel</thingDef>
						<count>400</count>
						<weight>1.5</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>VanometricPowerCell</thingDef>
						<count>1</count>
						<weight>1.5</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>Plasteel</thingDef>
						<count>1000</count>
						<weight>0.9</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>Techprint_PolarisSecretArchives</thingDef>
						<count>1</count>
						<weight>0.9</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>MechSerumHealer</thingDef>
						<count>2</count>
						<weight>0.9</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>PsychicAmplifier</thingDef>
						<count>1</count>
						<weight>0.9</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>PolarisBondorudoDiary</thingDef>
						<count>1</count>
						<weight>0.9</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>ComponentSpacer</thingDef>
						<count>35</count>
						<weight>0.9</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>ComponentSpacer</thingDef>
						<count>80</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>PolarisVoidKey</thingDef>
						<count>2</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>Miho_CelestialScale</thingDef>
						<count>1680</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>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>PolarisRestorer</thingDef>
						<count>5</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>

				</lootBoxThingDef>
				<lootBoxPawnKindDef>
				<li>	
				<pawnKindDef>Fingerspike</pawnKindDef>
						<count>1</count>
						<weight>21.9</weight>
						<rarity>1</rarity>
						<isHostile>true</isHostile>
						<effecterDef>Skip_ExitNoDelay</effecterDef>
                        <lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
                </li>
                <li>	
				<pawnKindDef>rat</pawnKindDef>
						<count>1</count>
						<weight>21.9</weight>
						<rarity>1</rarity>
						<isHostile>false</isHostile>
						<effecterDef>Skip_ExitNoDelay</effecterDef>
                        <lootBoxFinalizingRewardSound>lootBoxFinalizingRewardSound</lootBoxFinalizingRewardSound>
                </li>
				</lootBoxPawnKindDef>
			</li>
		</comps>
	</ThingDef>
</Defs>