<?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>