return {
    Cooldown = 2, -- Cooldown until a mailbox is robbable again. (in minutes)
    Items = { 'WEAPON_HAMMER' }, -- Tools (any one is enough) — used to smash the mailbox open.
    Time = 15, -- Time in seconds it takes to look for loot in a mailbox. (progressbar time)
    BaseXP = 15, -- Base XP awarded for successful mailbox robbery
    GiveXPForItems = true, -- Whether to give additional XP based on items received
    Models = { -- Props to create interaction points for
        'prop_letterbox_01',
        'prop_letterbox_02',
        'prop_letterbox_03',
        'prop_letterbox_04',
    },
    Logging = true, -- Enables lib.logger usage for this action. Will log a players source, character name and identifier as well as the action they took and the items and cash they received from it.
    Minigame = {
        Enable = true, -- Enable/disable custom minigame (if false, no minigame will be used)
        Start = function()
            -- Runs a built-in minigame and returns pass/fail. Swap `mash` for
            -- any other minigame.* (see client/minigame.lua for the full list)
            -- or your own function that returns true/false. Tune below.
            return require('client.minigame').mash({
                fillPerTap   = 0.08, -- bar gained per E tap (0..1)
                decayPerSec  = 0.4,  -- bar lost per second (0..1)
                timeLimitSec = 6,    -- seconds to fill it; 0 = no limit
            }).success
        end,
    },
    PoliceAlert = {
        Enable = true, -- Enable/disable police alerts for mailbox robberies
        Chance = 25, -- Percentage chance (0-100) that police will be alerted
        Send = function() -- Client Function
            -- Custom function to send police alerts
            -- You can integrate with your preferred dispatch system here

            -- Basic Example
            local alertMessage = "Mailbox tampering reported"
            print("Police Alert: " .. alertMessage)
            
            -- Example: cd_dispatch integration (uncomment to use)
            --[[
            local data = exports['cd_dispatch']:GetPlayerInfo()
            TriggerServerEvent('cd_dispatch:AddNotification', {
                job_table = {'police'},
                coords = coords,
                title = '10-15 - Mail Theft',
                message = 'A '..data.sex..' tampering with mailbox at '..data.street,
                flash = 0,
                unique_id = data.unique_id,
                sound = 1,
                blip = {
                    sprite = 431,
                    scale = 1.2,
                    colour = 3,
                    flashes = false,
                    text = '911 - Mail Theft',
                    time = 5,
                    radius = 0,
                }
            })
            --]]
        end,
    },
    Rewards = { -- Level-based rewards from robbing mailboxes
        -- HOW WEIGHTED CHANCE WORKS:
        -- The "chance" number is like putting that many tickets in a hat.
        -- Higher chance = more tickets = more likely to be picked.
        -- 
        -- Example: cash=10, laptop=50, rolex=25, package=25 tickets
        -- Total tickets in hat = 110 tickets
        -- laptop has 50/110 = 45% chance to be picked
        -- cash has 10/110 = 9% chance to be picked
        -- rolex and package each have 25/110 = 23% chance
        --
        -- You can use any numbers you want - 1, 100, 1000, etc.
        -- What matters is the ratio between them!
        
        [1] = { -- Level 1 rewards (basic)
            {item = "cash", chance = 15, min = 3, max = 8, xp = 0},
            {item = "package", chance = 30, min = 1, max = 1, xp = 5},
            {item = "metalscrap", chance = 25, min = 1, max = 2, xp = 2},
        },
        [2] = { -- Level 2 rewards (improved)
            {item = "cash", chance = 12, min = 8, max = 15, xp = 0},
            {item = "laptop", chance = 20, min = 1, max = 1, xp = 12},
            {item = "rolex", chance = 15, min = 1, max = 1, xp = 8},
            {item = "package", chance = 25, min = 1, max = 2, xp = 5},
        },
        [3] = { -- Level 3 rewards (advanced)
            {item = "cash", chance = 10, min = 15, max = 25, xp = 0},
            {item = "laptop", chance = 25, min = 1, max = 2, xp = 12},
            {item = "rolex", chance = 20, min = 1, max = 2, xp = 8},
            {item = "goldchain", chance = 15, min = 1, max = 1, xp = 15},
            {item = "package", chance = 20, min = 2, max = 3, xp = 5},
        },
    },
}
