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- SandboxVars = {
- VERSION = 5,
- -- Changing this sets the "Population Multiplier" advanced option. Default=Normal
- -- 1 = Insane
- -- 2 = Very High
- -- 3 = High
- -- 4 = Normal
- -- 5 = Low
- Zombies = 4,
- -- Default=Urban Focused
- -- 1 = Urban Focused
- Distribution = 1,
- -- Default=1 Hour
- -- 1 = 15 Minutes
- -- 2 = 30 Minutes
- -- 3 = 1 Hour
- -- 4 = 2 Hours
- -- 5 = 3 Hours
- -- 6 = 4 Hours
- -- 7 = 5 Hours
- -- 8 = 6 Hours
- -- 9 = 7 Hours
- -- 10 = 8 Hours
- -- 11 = 9 Hours
- -- 12 = 10 Hours
- -- 13 = 11 Hours
- -- 14 = 12 Hours
- -- 15 = 13 Hours
- -- 16 = 14 Hours
- -- 17 = 15 Hours
- -- 18 = 16 Hours
- -- 19 = 17 Hours
- -- 20 = 18 Hours
- -- 21 = 19 Hours
- -- 22 = 20 Hours
- -- 23 = 21 Hours
- -- 24 = 22 Hours
- -- 25 = 23 Hours
- DayLength = 4,
- StartYear = 1,
- -- Default=July
- -- 1 = January
- -- 2 = February
- -- 3 = March
- -- 4 = April
- -- 5 = May
- -- 6 = June
- -- 7 = July
- -- 8 = August
- -- 9 = September
- -- 10 = October
- -- 11 = November
- StartMonth = 7,
- StartDay = 20,
- -- Default=9 AM
- -- 1 = 7 AM
- -- 2 = 9 AM
- -- 3 = 12 PM
- -- 4 = 2 PM
- -- 5 = 5 PM
- -- 6 = 9 PM
- -- 7 = 12 AM
- -- 8 = 2 AM
- StartTime = 1,
- -- Default=0-30 Days
- -- 1 = Instant
- -- 2 = 0-30 Days
- -- 3 = 0-2 Months
- -- 4 = 0-6 Months
- -- 5 = 0-1 Year
- -- 6 = 0-5 Years
- -- 7 = 2-6 Months
- WaterShut = 1,
- -- Default=0-30 Days
- -- 1 = Instant
- -- 2 = 0-30 Days
- -- 3 = 0-2 Months
- -- 4 = 0-6 Months
- -- 5 = 0-1 Year
- -- 6 = 0-5 Years
- -- 7 = 2-6 Months
- ElecShut = 1,
- -- Minimum=-1 Maximum=2147483647 Default=14
- WaterShutModifier = 0,
- -- Minimum=-1 Maximum=2147483647 Default=14
- ElecShutModifier = 0,
- -- Default=Rare (loot x 0.6)
- -- 1 = None (loot x 0)
- -- 2 = Insanely Rare (loot x 0.05)
- -- 3 = Extremely Rare (loot x 0.2)
- -- 4 = Rare (loot x 0.6)
- -- 5 = Normal (loot x 1.0)
- -- 6 = Common (loot x 2.0)
- FoodLoot = 2,
- -- Default=Rare (loot x 0.6)
- -- 1 = None (loot x 0)
- -- 2 = Insanely Rare (loot x 0.05)
- -- 3 = Extremely Rare (loot x 0.2)
- -- 4 = Rare (loot x 0.6)
- -- 5 = Normal (loot x 1.0)
- -- 6 = Common (loot x 2.0)
- CannedFoodLoot = 2,
- -- Default=Rare (loot x 0.6)
- -- 1 = None (loot x 0)
- -- 2 = Insanely Rare (loot x 0.05)
- -- 3 = Extremely Rare (loot x 0.2)
- -- 4 = Rare (loot x 0.6)
- -- 5 = Normal (loot x 1.0)
- -- 6 = Common (loot x 2.0)
- LiteratureLoot = 2,
- -- Seeds, Nails, Saws, Fishing Rods, various tools, etc... Default=Rare (loot x 0.6)
- -- 1 = None (loot x 0)
- -- 2 = Insanely Rare (loot x 0.05)
- -- 3 = Extremely Rare (loot x 0.2)
- -- 4 = Rare (loot x 0.6)
- -- 5 = Normal (loot x 1.0)
- -- 6 = Common (loot x 2.0)
- SurvivalGearsLoot = 2,
- -- Default=Rare (loot x 0.6)
- -- 1 = None (loot x 0)
- -- 2 = Insanely Rare (loot x 0.05)
- -- 3 = Extremely Rare (loot x 0.2)
- -- 4 = Rare (loot x 0.6)
- -- 5 = Normal (loot x 1.0)
- -- 6 = Common (loot x 2.0)
- MedicalLoot = 2,
- -- Default=Rare (loot x 0.6)
- -- 1 = None (loot x 0)
- -- 2 = Insanely Rare (loot x 0.05)
- -- 3 = Extremely Rare (loot x 0.2)
- -- 4 = Rare (loot x 0.6)
- -- 5 = Normal (loot x 1.0)
- -- 6 = Common (loot x 2.0)
- WeaponLoot = 2,
- -- Default=Rare (loot x 0.6)
- -- 1 = None (loot x 0)
- -- 2 = Insanely Rare (loot x 0.05)
- -- 3 = Extremely Rare (loot x 0.2)
- -- 4 = Rare (loot x 0.6)
- -- 5 = Normal (loot x 1.0)
- -- 6 = Common (loot x 2.0)
- RangedWeaponLoot = 2,
- -- Default=Rare (loot x 0.6)
- -- 1 = None (loot x 0)
- -- 2 = Insanely Rare (loot x 0.05)
- -- 3 = Extremely Rare (loot x 0.2)
- -- 4 = Rare (loot x 0.6)
- -- 5 = Normal (loot x 1.0)
- -- 6 = Common (loot x 2.0)
- AmmoLoot = 3,
- -- Default=Rare (loot x 0.6)
- -- 1 = None (loot x 0)
- -- 2 = Insanely Rare (loot x 0.05)
- -- 3 = Extremely Rare (loot x 0.2)
- -- 4 = Rare (loot x 0.6)
- -- 5 = Normal (loot x 1.0)
- -- 6 = Common (loot x 2.0)
- MechanicsLoot = 3,
- -- Everything else. Also affects foraging for all items in Town/Road zones. Default=Rare (loot x 0.6)
- -- 1 = None (loot x 0)
- -- 2 = Insanely Rare (loot x 0.05)
- -- 3 = Extremely Rare (loot x 0.2)
- -- 4 = Rare (loot x 0.6)
- -- 5 = Normal (loot x 1.0)
- -- 6 = Common (loot x 2.0)
- OtherLoot = 3,
- -- Controls the global temperature. Default=Normal
- -- 1 = Very Cold
- -- 2 = Cold
- -- 3 = Normal
- -- 4 = Hot
- Temperature = 3,
- -- Controls how often it rains. Default=Normal
- -- 1 = Very Dry
- -- 2 = Dry
- -- 3 = Normal
- -- 4 = Rainy
- Rain = 3,
- -- Number of days until 100% growth. Default=Normal (100 Days)
- -- 1 = Very Fast (20 Days)
- -- 2 = Fast (50 Days)
- -- 3 = Normal (100 Days)
- -- 4 = Slow (200 Days)
- ErosionSpeed = 3,
- -- Number of days until 100% growth. -1 means no growth. Zero means use the Erosion Speed option. Maximum 36,500 (100 years). Minimum=-1 Maximum=36500 Default=0
- ErosionDays = 0,
- -- Modifies the base XP gain from actions by this number. Minimum=0.00 Maximum=1000.00 Default=1.00
- XpMultiplier = 1.0,
- -- Determines if the XP multiplier affects passively levelled skills eg. Fitness and Strength.
- XpMultiplierAffectsPassive = false,
- -- Use this to multiply or reduce engine general loudness. Minimum=0.00 Maximum=100.00 Default=1.00
- ZombieAttractionMultiplier = 1.0,
- -- Governs whether cars are locked, need keys to start etc.
- VehicleEasyUse = false,
- -- Controls the speed of plant growth. Default=Normal
- -- 1 = Very Fast
- -- 2 = Fast
- -- 3 = Normal
- -- 4 = Slow
- Farming = 3,
- -- Controls the time it takes for food to break down in a composter. Default=2 Weeks
- -- 1 = 1 Week
- -- 2 = 2 Weeks
- -- 3 = 3 Weeks
- -- 4 = 4 Weeks
- -- 5 = 6 Weeks
- -- 6 = 8 Weeks
- -- 7 = 10 Weeks
- CompostTime = 1,
- -- How fast character's hunger, thirst and fatigue will decrease. Default=Normal
- -- 1 = Very Fast
- -- 2 = Fast
- -- 3 = Normal
- -- 4 = Slow
- StatsDecrease = 3,
- -- Controls the abundance of fish and general forage. Default=Normal
- -- 1 = Very Poor
- -- 2 = Poor
- -- 3 = Normal
- -- 4 = Abundant
- NatureAbundance = 2,
- -- Default=Sometimes
- -- 1 = Never
- -- 2 = Extremely Rare
- -- 3 = Rare
- -- 4 = Sometimes
- -- 5 = Often
- Alarm = 1,
- -- How frequently homes and buildings will be discovered locked Default=Very Often
- -- 1 = Never
- -- 2 = Extremely Rare
- -- 3 = Rare
- -- 4 = Sometimes
- -- 5 = Often
- LockedHouses = 3,
- -- Spawn with chips, water bottle, school bag, baseball bat and a hammer.
- StarterKit = false,
- -- Nutritional value of food affects the player's condition.
- Nutrition = true,
- -- Define how fast the food will spoil inside or outside fridge. Default=Normal
- -- 1 = Very Fast
- -- 2 = Fast
- -- 3 = Normal
- -- 4 = Slow
- FoodRotSpeed = 3,
- -- Define how much a fridge will be effective. Default=Normal
- -- 1 = Very Low
- -- 2 = Low
- -- 3 = Normal
- -- 4 = High
- FridgeFactor = 3,
- -- Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers. Default=None
- -- 1 = None
- -- 2 = Every Day
- -- 3 = Every Week
- -- 4 = Every Month
- LootRespawn = 1,
- -- When > 0, loot will not respawn in zones that have been visited within this number of in-game hours. Minimum=0 Maximum=2147483647 Default=0
- SeenHoursPreventLootRespawn = 0,
- -- A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours.
- WorldItemRemovalList = "Base.Hat,Base.Glasses,Base.Maggots",
- -- Number of hours since an item was dropped on the ground before it is removed. Items are removed the next time that part of the map is loaded. Zero means items are not removed. Minimum=0.00 Maximum=2147483647.00 Default=24.00
- HoursForWorldItemRemoval = 480.0,
- -- If true, any items *not* in WorldItemRemovalList will be removed.
- ItemRemovalListBlacklistToggle = true,
- -- This will affect starting world erosion and food spoilage. Default=0
- -- 1 = 0
- -- 2 = 1
- -- 3 = 2
- -- 4 = 3
- -- 5 = 4
- -- 6 = 5
- -- 7 = 6
- -- 8 = 7
- -- 9 = 8
- -- 10 = 9
- -- 11 = 10
- -- 12 = 11
- TimeSinceApo = 13,
- -- Will influence how much water the plant will lose per day and their ability to avoid disease. Default=Normal
- -- 1 = Very High
- -- 2 = High
- -- 3 = Normal
- -- 4 = Low
- PlantResilience = 3,
- -- Controls the yield of plants when harvested. Default=Normal
- -- 1 = Very Poor
- -- 2 = Poor
- -- 3 = Normal
- -- 4 = Abundant
- PlantAbundance = 3,
- -- Recovery from being tired from performing actions Default=Normal
- -- 1 = Very Fast
- -- 2 = Fast
- -- 3 = Normal
- -- 4 = Slow
- EndRegen = 3,
- -- How regularly helicopters pass over the event zone. Default=Once
- -- 1 = Never
- -- 2 = Once
- -- 3 = Sometimes
- Helicopter = 2,
- -- How often zombie attracting metagame events like distant gunshots will occur. Default=Sometimes
- -- 1 = Never
- -- 2 = Sometimes
- MetaEvent = 2,
- -- Governs night-time metagame events during the player's sleep. Default=Never
- -- 1 = Never
- -- 2 = Sometimes
- SleepingEvent = 1,
- -- Increase/decrease the chance of electrical generators spawning on the map. Default=Sometimes
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Sometimes
- -- 4 = Often
- GeneratorSpawning = 1,
- -- How much fuel is consumed per in-game hour. Minimum=0.00 Maximum=100.00 Default=1.00
- GeneratorFuelConsumption = 1.1,
- -- Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc. Default=Rare
- -- 1 = Never
- -- 2 = Extremely Rare
- -- 3 = Rare
- -- 4 = Sometimes
- -- 5 = Often
- SurvivorHouseChance = 1,
- -- Default=Rare
- -- 1 = Never
- -- 2 = Extremely Rare
- -- 3 = Rare
- -- 4 = Sometimes
- -- 5 = Often
- VehicleStoryChance = 2,
- -- Default=Rare
- -- 1 = Never
- -- 2 = Extremely Rare
- -- 3 = Rare
- -- 4 = Sometimes
- -- 5 = Often
- ZoneStoryChance = 2,
- -- Impacts on how often a looted map will have annotations marked on it by a deceased survivor. Default=Sometimes
- -- 1 = Never
- -- 2 = Extremely Rare
- -- 3 = Rare
- -- 4 = Sometimes
- -- 5 = Often
- AnnotatedMapChance = 1,
- -- Adds free points during character creation. Minimum=-100 Maximum=100 Default=0
- CharacterFreePoints = 0,
- -- Gives player-built constructions extra hit points so they are more resistant to zombie damage. Default=Normal
- -- 1 = Very Low
- -- 2 = Low
- -- 3 = Normal
- -- 4 = High
- ConstructionBonusPoints = 4,
- -- Governs the ambient lighting at night. Default=Normal
- -- 1 = Pitch Black
- -- 2 = Dark
- -- 3 = Normal
- NightDarkness = 2,
- -- Governs the time from dusk to dawn. Default=Normal
- -- 1 = Always Night
- -- 2 = Long
- -- 3 = Normal
- -- 4 = Short
- NightLength = 3,
- -- Increase and decrease the impact injuries have on your body, and their healing time. Default=Normal
- -- 1 = Low
- -- 2 = Normal
- InjurySeverity = 2,
- -- Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
- BoneFracture = true,
- -- How long before zombie bodies disappear. Minimum=-1.00 Maximum=2147483647.00 Default=216.00
- HoursForCorpseRemoval = 720.0,
- -- Governs impact that nearby decaying bodies has on the player's health and emotions. Default=Normal
- -- 1 = None
- -- 2 = Low
- -- 3 = Normal
- DecayingCorpseHealthImpact = 3,
- -- How much blood is sprayed on floor and walls. Default=Normal
- -- 1 = None
- -- 2 = Low
- -- 3 = Normal
- -- 4 = High
- BloodLevel = 2,
- -- Governs how quickly clothing degrades, becomes dirty, and bloodied. Default=Normal
- -- 1 = Disabled
- -- 2 = Slow
- -- 3 = Normal
- ClothingDegradation = 3,
- FireSpread = true,
- -- Number of in-game days before rotten food is removed from the map. -1 means rotten food is never removed. Minimum=-1 Maximum=2147483647 Default=-1
- DaysForRottenFoodRemoval = -1,
- -- If enabled, generators will work on exterior tiles, allowing for example to power gas pump.
- AllowExteriorGenerator = true,
- -- Controls the maximum intensity of fog. Default=Normal
- -- 1 = Normal
- -- 2 = Moderate
- MaxFogIntensity = 1,
- -- Controls the maximum intensity of rain. Default=Normal
- -- 1 = Normal
- -- 2 = Moderate
- MaxRainFxIntensity = 1,
- -- If disabled snow will not accumulate on ground but will still be visible on vegetation and rooftops.
- EnableSnowOnGround = true,
- -- When enabled certain melee weapons will be able to strike multiple zombies in one hit.
- MultiHitZombies = true,
- -- Chance of being bitten when a zombie attacks from behind. Default=High
- -- 1 = Low
- -- 2 = Medium
- RearVulnerability = 3,
- -- Disable to walk unimpeded while melee attacking.
- AttackBlockMovements = true,
- AllClothesUnlocked = false,
- -- if disabled, tainted water will not have a warning marking it as such
- EnableTaintedWaterText = true,
- -- Governs how frequently cars are discovered on the map Default=Low
- -- 1 = None
- -- 2 = Very Low
- -- 3 = Low
- -- 4 = Normal
- CarSpawnRate = 3,
- -- Governs the chances of finding vehicles with gas in the tank. Default=Low
- -- 1 = Low
- -- 2 = Normal
- ChanceHasGas = 1,
- -- Governs how full gas tanks will be in discovered cars. Default=Low
- -- 1 = Very Low
- -- 2 = Low
- -- 3 = Normal
- -- 4 = High
- -- 5 = Very High
- InitialGas = 1,
- -- Governs how full gas tanks in fuel station will be, initially. Default=Normal
- -- 1 = Empty
- -- 2 = Super Low
- -- 3 = Very Low
- -- 4 = Low
- -- 5 = Normal
- -- 6 = High
- -- 7 = Very High
- -- 8 = Full
- FuelStationGas = 3,
- -- How gas-hungry vehicles on the map are. Minimum=0.00 Maximum=100.00 Default=1.00
- CarGasConsumption = 2.25,
- -- Default=Rare
- -- 1 = Never
- -- 2 = Extremely Rare
- -- 3 = Rare
- -- 4 = Sometimes
- -- 5 = Often
- LockedCar = 3,
- -- General condition of vehicles discovered on the map Default=Low
- -- 1 = Very Low
- -- 2 = Low
- -- 3 = Normal
- -- 4 = High
- CarGeneralCondition = 1,
- -- Governs the amount of damage dealt to vehicles that crash. Default=Normal
- -- 1 = Very Low
- -- 2 = Low
- -- 3 = Normal
- -- 4 = High
- CarDamageOnImpact = 3,
- -- Damage received by the player from the car in a collision. Default=None
- -- 1 = None
- -- 2 = Low
- -- 3 = Normal
- -- 4 = High
- DamageToPlayerFromHitByACar = 1,
- -- Enable or disable traffic jams that spawn on the main roads of the map.
- TrafficJam = true,
- -- How frequently cars will be discovered with an alarm. Default=Extremely Rare
- -- 1 = Never
- -- 2 = Extremely Rare
- -- 3 = Rare
- -- 4 = Sometimes
- -- 5 = Often
- CarAlarm = 1,
- -- Enable or disable player getting damage from being in a car accident.
- PlayerDamageFromCrash = true,
- -- How many in-game hours before a wailing siren shuts off. Minimum=0.00 Maximum=168.00 Default=0.00
- SirenShutoffHours = 0.0,
- -- Governs whether player can discover a car that has been maintained and cared for after the infection struck. Default=Low
- -- 1 = None
- -- 2 = Low
- -- 3 = Normal
- RecentlySurvivorVehicles = 2,
- -- Enables vehicles to spawn.
- EnableVehicles = true,
- -- Governs if poisoning food is enabled. Default=True
- -- 1 = True
- -- 2 = False
- EnablePoisoning = 1,
- -- Default=In and around bodies
- -- 1 = In and around bodies
- -- 2 = In bodies only
- MaggotSpawn = 1,
- -- The higher the value, the longer lightbulbs last before breaking. If 0, lightbulbs will never break. Does not affect vehicle headlights. Minimum=0.00 Maximum=1000.00 Default=1.00
- LightBulbLifespan = 10.0,
- AT_VehicleDamageenable = true,
- ATY_safezone_protect = true,
- ATY_nonpvp_protect = true,
- ATY_damagedisplay = false,
- -- Minimum=0 Maximum=100 Default=100
- AT_Blood = 100,
- -- Vanilla Chance is 6% Minimum=0 Maximum=100 Default=6
- ChanceOfAttachedWeapon = 2,
- -- Katanas and machetes Minimum=0 Maximum=100 Default=1
- ChanceOfLongBlade = 1,
- -- Minimum=0 Maximum=100 Default=5
- ChanceOfHuntingKnife = 1,
- -- Minimum=0 Maximum=100 Default=5
- ChanceOfSpears = 3,
- -- Minimum=0 Maximum=100 Default=2
- ChanceOfAxe = 1,
- -- Crowbar, metal pipe, metal bar, nightstick Minimum=0 Maximum=100 Default=3
- ChanceOfBlunts = 1,
- -- Only on outfits that can have guns. (police, bandits...) Minimum=0 Maximum=100 Default=50
- ChanceOfGunsOnOutfits = 5,
- -- Example of standard days requirements:
- -- Katana - 60 days
- -- Spears - 30 days
- -- Machete - 20 days
- -- Axe - 15 days
- -- Good knives, crowbar, short blunts - 10 days Default=Normal
- -- 1 = None
- -- 2 = Quarter
- -- 3 = Half
- -- 4 = Normal
- DaySurvivedModifier = 5,
- -- Loot of all types found on generic zombies, zombie outfits, and bags.
- -- Note: zombie loot is not affected by the other multipliers below. Minimum=0.00 Maximum=10.00 Default=1.00
- ZombieLootMultiplier = 1.0,
- -- A semicolon separated list of items and chances to add to the zombie loot.
- ItemsAddedToZombieLoot = "Base.Money:0.05;Base.SheetPaper2:0.05",
- ItemsAddedToMilitaryZedsLoot = "",
- ItemsAddedToPoliceZedsLoot = "",
- ItemsAddedToFiremenZedsLoot = "",
- -- Tourists, Golfers, Weddings, Classy...
- ItemsAddedToRichZedsLoot = "",
- -- Park rangers, survivalists, hunters, farmers, fishermen, campers...
- ItemsAddedToRuralZedsLoot = "",
- -- Raiders, Bandits, Militia, Thugs, Escaped inmates, survivors...
- ItemsAddedToRogueZedsLoot = "",
- -- Students, Teachers...
- ItemsAddedToSchoolZedsLoot = "",
- -- Fitness Instructors, Baseball Fans, Baseball players, Boxing players, Jockeys...
- ItemsAddedToSportsZedsLoot = "",
- -- Doctors, Nurses, Pharmacists, Ambulance Drivers...
- ItemsAddedToMedicalZedsLoot = "",
- -- Mechanics, Metalworkers, McCoys, Foremen, Construction workers, Woodcutters...
- ItemsAddedToIndustryZedsLoot = "",
- -- Fossoil, Gas2Go, Thundergas...
- ItemsAddedToGasStationZedsLoot = "",
- -- Waiters, Cooks, Chefs...
- ItemsAddedToRestaurantZedsLoot = "",
- ItemsAddedToOfficeWorkersZedsLoot = "",
- -- A semicolon separated list of zombie outfits that will drop the Custom Zed Outfits Loot defined below.
- -- Example: 'Priest;Biker;Redneck;Swimmer;Bedroom;Bathrobe;Hobbo;Party;Party2'
- -- Example 2: 'Security;Postal;Cyclist;StripperNaked;Bowling;MallSecurity;Inmate'
- -- Example 3(modded outfits): 'Nomad;Prepper;Stalker;AuthenticMaid;AuthenticNewsAnchor'
- CustomOutfitList = "",
- -- Defined like the other loots.
- ItemsAddedToCustomOutfitListLoot = "",
- -- Minimum=1 Maximum=100 Default=20
- CigarettesCount = 2,
- -- If the number of rolls on a loot table is higher than this value, it will be set to this value.
- -- Most loot tables have a rolls value of 4.
- -- 1 = ~ 75% less items per container,
- -- 2 = ~ 50% less items per container,
- -- 3 = ~ 25% less items per container,
- -- 4 = almost nothing changes,
- -- 5 = vanilla value Default=5 (100% items, vanilla)
- -- 1 = 1 (~25% items)
- -- 2 = 2 (~50% items)
- -- 3 = 3 (~75% items)
- -- 4 = 4 (~ 99% items)
- MaxRolls = 1,
- -- Same as the option above, but only affects food containers. Default=4 (100% food)
- -- 1 = 1 (~25% food)
- -- 2 = 2 (~50% food)
- -- 3 = 3 (~75% food)
- FoodTablesMaxRolls = 1,
- -- Default=4 (100% items)
- -- 1 = 1 (~25% items)
- -- 2 = 2 (~50% items)
- -- 3 = 3 (~75% items)
- MeleeWeaponsAndToolsTablesMaxRolls = 1,
- -- Default=4 (100% items)
- -- 1 = 1 (~25% items)
- -- 2 = 2 (~50% items)
- -- 3 = 3 (~75% items)
- GunsAndAmmoTablesMaxRolls = 1,
- -- Default=4 (100% items)
- -- 1 = 1 (~25% items)
- -- 2 = 2 (~50% items)
- -- 3 = 3 (~75% items)
- LitteratureTablesMaxRolls = 2,
- -- Default=4 (100% items)
- -- 1 = 1 (~25% items)
- -- 2 = 2 (~50% items)
- -- 3 = 3 (~75% items)
- MediaTablesMaxRolls = 1,
- -- Default=4 (100% items)
- -- 1 = 1 (~25% items)
- -- 2 = 2 (~50% items)
- -- 3 = 3 (~75% items)
- MechanicsTablesMaxRolls = 1,
- -- Default=4 (100% items)
- -- 1 = 1 (~25% items)
- -- 2 = 2 (~50% items)
- -- 3 = 3 (~75% items)
- OtherTablesMaxRolls = 1,
- -- Fresh and non-perishable food. Minimum=0.00 Maximum=10.00 Default=1.00
- FoodLootMultiplier = 0.9,
- -- Nonranged weapons of all kinds, except pens, forks and spoons.
- -- Includes Sledgehammer. Also includes instruments and some cooking tools. Minimum=0.00 Maximum=10.00 Default=1.00
- WeaponLootMultiplier = 0.6,
- -- Ranged weapons. Includes weapon parts for guns. Minimum=0.00 Maximum=10.00 Default=1.00
- GunLootMultiplier = 0.5,
- -- Ammunition and magazines Minimum=0.00 Maximum=10.00 Default=1.00
- AmmoLootMultiplier = 1.0,
- -- Saws, blowtorches, seeds, farming gear, fishing gear, camping gear, needles,
- -- crafting materials, repair materials, construction materials, gas cans, jars, maps. Minimum=0.00 Maximum=10.00 Default=1.00
- SurvivalGearLootMultiplier = 0.95,
- -- Tools to work on vehicles, and vehicle parts. Minimum=0.00 Maximum=10.00 Default=1.00
- MechanicsLootMultiplier = 1.0,
- -- Medicine, bandages, splint, needles, first aid kits... Minimum=0.00 Maximum=10.00 Default=1.00
- MedicalLootMultiplier = 0.85,
- -- Books and magazines Minimum=0.00 Maximum=10.00 Default=1.00
- LiteratureLootMultiplier = 0.55,
- -- VHS tapes, CDs and videogames Minimum=0.00 Maximum=10.00 Default=1.00
- MediaLootMultiplier = 0.55,
- -- Cleaning supplies, cooking tools, writing supplies, cutlery, extinguishers, can openers, razors, alarm clocks Minimum=0.00 Maximum=10.00 Default=1.00
- HouseholdSuppliesLootMultiplier = 0.85,
- -- All kinds of clothes, including gas masks and jewelry. Minimum=0.00 Maximum=10.00 Default=1.00
- ClothingLootMultiplier = 0.85,
- -- Including Garbage Bags Minimum=0.00 Maximum=10.00 Default=1.00
- ContainerLootMultiplier = 0.55,
- -- Includes lighters, matches, painting supplies, charcoal, propane tanks, antique ovens, junk items, and many more... Minimum=0.00 Maximum=10.00 Default=1.00
- OtherLootMultiplier = 0.85,
- -- A semicolon-separated list of items IDs that will NOT be affected by the multipliers above.
- -- Example: Base.Sledgehammer;Base.Saw
- -- Still affected by the multipliers list option below.
- ExceptionsList = "Base.Sledgehammer;Base.Sledgehammer2",
- -- A semicolon-separated list of specific multipliers for specific items.Example: Base.Sledgehammer=5;Base.Sledgehammer2=5;Base.Saw=0.5;Base.GardenSaw=0.5;Base.Hammer=0.1;Base.NailsBox=2
- -- These individual multipliers are applied on top of all other multipliers, and even if the item is in the exceptions list
- SpecificItemsList = "Base.Cigarettes:1;Base.Sledgehammer:0.25;Base.Sledgehammer2:0.25",
- Map = {
- AllowMiniMap = false,
- AllowWorldMap = true,
- MapAllKnown = false,
- },
- ZombieLore = {
- -- Controls the zombie movement rate. Default=Fast Shamblers
- -- 1 = Sprinters
- -- 2 = Fast Shamblers
- -- 3 = Shamblers
- Speed = 2,
- -- Controls the damage zombies inflict per attack. Default=Normal
- -- 1 = Superhuman
- -- 2 = Normal
- -- 3 = Weak
- Strength = 2,
- -- Controls the difficulty to kill zombies. Default=Normal
- -- 1 = Tough
- -- 2 = Normal
- -- 3 = Fragile
- Toughness = 2,
- -- Controls how the zombie virus spreads. Default=Blood + Saliva
- -- 1 = Blood + Saliva
- -- 2 = Saliva Only
- -- 3 = Everyone's Infected
- Transmission = 2,
- -- Controls how quickly the infection takes effect. Default=2-3 Days
- -- 1 = Instant
- -- 2 = 0-30 Seconds
- -- 3 = 0-1 Minutes
- -- 4 = 0-12 Hours
- -- 5 = 2-3 Days
- -- 6 = 1-2 Weeks
- Mortality = 5,
- -- Controls how quickly corpses rise as zombies. Default=0-1 Minutes
- -- 1 = Instant
- -- 2 = 0-30 Seconds
- -- 3 = 0-1 Minutes
- -- 4 = 0-12 Hours
- -- 5 = 2-3 Days
- Reanimate = 3,
- -- Controls zombie intelligence. Default=Basic Navigation
- -- 1 = Navigate + Use Doors
- -- 2 = Navigate
- -- 3 = Basic Navigation
- Cognition = 3,
- -- Controls which zombies can crawl under vehicles. Default=Often
- -- 1 = Crawlers Only
- -- 2 = Extremely Rare
- -- 3 = Rare
- -- 4 = Sometimes
- -- 5 = Often
- -- 6 = Very Often
- CrawlUnderVehicle = 5,
- -- Controls how long zombies remember players after seeing or hearing. Default=Normal
- -- 1 = Long
- -- 2 = Normal
- -- 3 = Short
- -- 4 = None
- Memory = 2,
- -- Controls zombie vision radius. Default=Normal
- -- 1 = Eagle
- -- 2 = Normal
- -- 3 = Poor
- Sight = 2,
- -- Controls zombie hearing radius. Default=Normal
- -- 1 = Pinpoint
- -- 2 = Normal
- -- 3 = Poor
- Hearing = 2,
- -- Zombies that have not seen/heard player can attack doors and constructions while roaming.
- ThumpNoChasing = true,
- -- Governs whether or not zombies can destroy player constructions and defences.
- ThumpOnConstruction = true,
- -- Governs whether zombies are more active during the day, or whether they act more nocturnally. Active zombies will use the speed set in the "Speed" setting. Inactive zombies will be slower, and tend not to give chase. Default=Both
- -- 1 = Both
- -- 2 = Night
- ActiveOnly = 1,
- -- Allows zombies to trigger house alarms when breaking through windows and doors.
- TriggerHouseAlarm = true,
- -- When enabled if multiple zombies are attacking they can drag you down to feed. Dependent on zombie strength.
- ZombiesDragDown = false,
- -- When enabled zombies will have a chance to lunge after climbing over a fence if you're too close.
- ZombiesFenceLunge = false,
- -- Default=Some zombies in the world will pretend to be dead
- -- 1 = Some zombies in the world will pretend to be dead
- -- 2 = Some zombies in the world, as well as some you 'kill', can pretend to be dead
- DisableFakeDead = 1,
- },
- ZombieConfig = {
- -- Set by the "Zombie Count" population option. 4.0 = Insane, Very High = 3.0, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None. Minimum=0.00 Maximum=4.00 Default=1.00
- PopulationMultiplier = 1.0,
- -- Adjusts the desired population at the start of the game. Minimum=0.00 Maximum=4.00 Default=1.00
- PopulationStartMultiplier = 1.0,
- -- Adjusts the desired population on the peak day. Minimum=0.00 Maximum=4.00 Default=1.50
- PopulationPeakMultiplier = 2.0,
- -- The day when the population reaches it's peak. Minimum=1 Maximum=365 Default=28
- PopulationPeakDay = 160,
- -- The number of hours that must pass before zombies may respawn in a cell. If zero, spawning is disabled. Minimum=0.00 Maximum=8760.00 Default=72.00
- RespawnHours = 0.0,
- -- The number of hours that a chunk must be unseen before zombies may respawn in it. Minimum=0.00 Maximum=8760.00 Default=16.00
- RespawnUnseenHours = 16.0,
- -- The fraction of a cell's desired population that may respawn every RespawnHours. Minimum=0.00 Maximum=1.00 Default=0.10
- RespawnMultiplier = 0.0,
- -- The number of hours that must pass before zombies migrate to empty parts of the same cell. If zero, migration is disabled. Minimum=0.00 Maximum=8760.00 Default=12.00
- RedistributeHours = 36.0,
- -- The distance a zombie will try to walk towards the last sound it heard. Minimum=10 Maximum=1000 Default=100
- FollowSoundDistance = 100,
- -- The size of groups real zombies form when idle. Zero means zombies don't form groups. Groups don't form inside buildings or forest zones. Minimum=0 Maximum=1000 Default=20
- RallyGroupSize = 15,
- -- The distance real zombies travel to form groups when idle. Minimum=5 Maximum=50 Default=20
- RallyTravelDistance = 50,
- -- The distance between zombie groups. Minimum=5 Maximum=25 Default=15
- RallyGroupSeparation = 15,
- -- How close members of a group stay to the group's leader. Minimum=1 Maximum=10 Default=3
- RallyGroupRadius = 6,
- },
- RVInterior = {
- -- Zombies this distance or closer to a player will prevent them from entering vehicle interiors (0 = disabled). Minimum=0 Maximum=100 Default=20
- SafeZombieDistance = 15,
- -- Zombies currently chasing the player will prevent them from entering vehicle interiors, no matter the distance.
- NotWhenChased = true,
- },
- CommonSense = {
- -- Toggles whether Players can pry open doors, windows, etc. using a Crowbar.
- PryingMechanic = true,
- -- Determines whether all doors can be pried open or not.
- -- By default, reinforced doors (Prison doors, metal grid doors, etc.) cannot be pried open.
- PryAllDoors = true,
- -- Displays the icon for Battery and Engine in vehicle dashboards in various colors depending on their condition.
- PartsHighlighter = true,
- -- Toggles friendly colors for those affected by color blindness.
- ColorFilter = false,
- -- Minimum=0.00 Maximum=5.00 Default=1.00
- PryingChanceMultiplier = 1.0,
- },
- STR = {
- -- Enable this to use STFR's custom zombie zones.
- CustomZones = true,
- -- CURRENTLY BROKEN! Don't touch!
- LootZones = true,
- -- CURRENTLY BROKEN! Don't touch!
- DuffelLoot = true,
- -- Enable this for bulletproof vests on Rosewood SD zombies
- VestRosewood = true,
- -- Enable this for bulletproof vests on Riverside PD zombies
- VestRiverside = true,
- -- Enable this for bulletproof vests on Muldraugh PD zombies
- VestMuldraugh = true,
- -- Enable this for bulletproof vests on WestPoint PD zombies
- VestWestPoint = true,
- -- Enable this for bulletproof vests on Jefferson SD zombies
- VestJeffersonSD = true,
- -- Enable this for bulletproof vests on Jefferson PD zombies
- VestJeffersonPD = true,
- -- Enable this for bulletproof vests on Louisville DoP zombies
- VestLouisville = true,
- -- Enable this for bulletproof vests on Meade SO zombies
- VestMeade = true,
- -- Enable this to use STFR's custom vehicle zones.
- CustomVehicleZones = true,
- -- Enable this to disable base vanilla and some modded police/fire/ems content.
- STEVOnly = true,
- -- Enable this to disable unfitting police/fire/ems content.
- TrueSTEV = true,
- -- Enable this to override vanilla police/fire/ems/prison zombies.
- ZombieOverrides = true,
- -- If disabled, all Susceptible STFR zombies will become regular STFR zombies. Does nothing if Susceptible isn't enabled!
- WantSusceptibleOutfits = true,
- -- Enable this to override vanilla and Filibuster Rhymes police/fire/ems/prison vehicles.
- VehicleOverrides = true,
- -- Enable this to override certain vanilla items in vehicle trunks and containers. Only runs once per vehicle/container.
- TrunkOverrides = true,
- },
- STRS = {
- -- The spawn chance for all Dress Uniform zombies. Minimum=0 Maximum=75 Default=5
- Dress = 5,
- -- The spawn chance for all Riot zombies. Minimum=0 Maximum=75 Default=5
- Riot = 5,
- -- The spawn chance for all Ranger zombies. Minimum=0 Maximum=75 Default=25
- Ranger = 25,
- -- The spawn chance for USPS zombies. Minimum=0 Maximum=75 Default=40
- USPS = 40,
- -- The spawn chance for all Security zombies. Minimum=0 Maximum=75 Default=25
- Security = 25,
- -- The spawn chance for Other zombies, like Judges Minimum=0 Maximum=75 Default=25
- Other = 25,
- -- The spawn chance for certain STFR zombies wearing duffel bags. Does nothing if Enable Duffel Bags is false! Minimum=0 Maximum=75 Default=1
- Duffel = 1,
- -- The spawn chance for all Formal Fire zombies. Minimum=0 Maximum=75 Default=10
- FireFormal = 10,
- -- The spawn chance for all Fireman zombies. Minimum=0 Maximum=75 Default=20
- Fireman = 20,
- -- The spawn chance for all Fullsuit Fireman zombies. Minimum=0 Maximum=75 Default=15
- FiremanFull = 15,
- -- The spawn chance for all EMS zombies. Minimum=0 Maximum=75 Default=35
- EMS = 35,
- -- The spawn chance for Muldraugh PD zombies. Minimum=0 Maximum=75 Default=40
- MuldraughPD = 40,
- -- The spawn chance for WestPoint PD zombies. Minimum=0 Maximum=75 Default=40
- WestPointPD = 40,
- -- The spawn chance for Meade SO zombies. Minimum=0 Maximum=75 Default=40
- MeadeSO = 40,
- -- The spawn chance for Riverside PD zombies. Minimum=0 Maximum=75 Default=40
- RiversidePD = 40,
- -- The spawn chance for Rosewood SD zombies. Minimum=0 Maximum=75 Default=40
- RosewoodSD = 40,
- -- The spawn chance for Louisville PD zombies. Minimum=0 Maximum=75 Default=40
- LouisvillePD = 40,
- -- The spawn chance for Jefferson PD zombies. Minimum=0 Maximum=75 Default=40
- JeffersonPD = 40,
- -- The spawn chance for Jefferson SD zombies. Minimum=0 Maximum=75 Default=40
- JeffersonSD = 40,
- -- The spawn chance for KSP zombies. Minimum=0 Maximum=75 Default=40
- KSP_Trooper = 40,
- -- The spawn chance for Prison Guard zombies. Minimum=0 Maximum=75 Default=20
- DOC = 20,
- -- The spawn chance for Jefferson DOC Inmate zombies. Minimum=0 Maximum=75 Default=75
- JeffersonInmate = 75,
- -- The spawn chance for Meade DOC General Pop zombies. Minimum=0 Maximum=75 Default=75
- MeadeInmateOrange = 75,
- -- The spawn chance for Meade DOC Low Risk zombies. Minimum=0 Maximum=75 Default=75
- MeadeInmateYellow = 75,
- -- The spawn chance for Meade DOC Supermax zombies. Minimum=0 Maximum=75 Default=75
- MeadeInmateRed = 75,
- -- The spawn chance for Tandil PD zombies. Does nothing if Tandil isn't enabled! Minimum=0 Maximum=75 Default=30
- TandilPD = 30,
- -- The spawn chance for RavenCreek PD zombies. Does nothing if RavenCreek isn't enabled! Minimum=0 Maximum=75 Default=40
- RavenCreekPD = 40,
- -- The spawn chance for RavenCreek DOC Inmate zombies. Does nothing if RavenCreek isn't enabled! Minimum=0 Maximum=75 Default=75
- RavenCreekInmate = 75,
- },
- STEV = {
- -- Enable this to allow STFR vehicles with vanilla models to spawn in parking lots. Does NOT affect vehicle scenes! Does NOT remove skins added either!
- VCars = true,
- -- The spawn chance for Meade County SD cars. Minimum=0 Maximum=60 Default=25
- Meade = 25,
- -- The spawn chance for Riverside PD cars. Minimum=0 Maximum=60 Default=25
- Riverside = 25,
- -- The spawn chance for Rosewood SD cars. Minimum=0 Maximum=60 Default=25
- Rosewood = 25,
- -- The spawn chance for WestPoint PD cars. Minimum=0 Maximum=60 Default=25
- WestPoint = 25,
- -- The spawn chance for Muldraugh PD cars. Minimum=0 Maximum=60 Default=25
- Muldraugh = 25,
- -- The spawn chance for Jefferson County SD cars. Minimum=0 Maximum=60 Default=25
- JCSD = 25,
- -- The spawn chance for Jefferson County PD cars. Minimum=0 Maximum=60 Default=25
- JCPD = 25,
- -- The spawn chance for Kentucky State Police cars. Minimum=0 Maximum=60 Default=25
- KSP = 25,
- -- The spawn chance for Louisville PD cars. Minimum=0 Maximum=60 Default=25
- Louisville = 25,
- -- The spawn chance for Ranger cars. Minimum=0 Maximum=60 Default=25
- Rangers = 25,
- -- The spawn chance for USPS cars. Minimum=0 Maximum=60 Default=25
- USPS = 25,
- -- The spawn chance for Jefferson County DoC cars. Minimum=0 Maximum=60 Default=35
- JCDOC = 35,
- -- The spawn chance for Meade County DoC cars. Minimum=0 Maximum=60 Default=25
- MCDOC = 25,
- -- The spawn chance for STFR Ambulances. Minimum=0 Maximum=60 Default=25
- EMS = 25,
- -- The spawn chance for Rosewood VFD cars. Minimum=0 Maximum=60 Default=25
- RosewoodFire = 25,
- -- The spawn chance for Louisville FD cars. Minimum=0 Maximum=60 Default=25
- LouisvilleFire = 25,
- -- The spawn chance for Meade County FD cars. Minimum=0 Maximum=60 Default=25
- MeadeFire = 25,
- -- The spawn chance for the custom Bank Truck. Minimum=0 Maximum=60 Default=25
- BankTruck = 25,
- -- The spawn chance for Tandil PD cars. Does nothing if Tandil isn't enabled! Minimum=0 Maximum=60 Default=25
- TDPD = 25,
- -- The spawn chance for FD Tandil cars. Does nothing if Tandil isn't enabled! Minimum=0 Maximum=60 Default=35
- TDFD = 35,
- -- The spawn chance for RavenCreek PD cars. Does nothing if RavenCreek isn't enabled! Minimum=0 Maximum=60 Default=25
- RCRPD = 25,
- -- The spawn chance for FD RavenCreek cars. Does nothing if RavenCreek isn't enabled! Minimum=0 Maximum=60 Default=35
- RCRFD = 35,
- -- The spawn chance for RavenCreek DoC cars. Does nothing if RavenCreek isn't enabled! Minimum=0 Maximum=60 Default=25
- RCRDOC = 25,
- -- The spawn chance for Filibuster Rhymes SWAT trucks, and Military And Police Used Car Skins vehicles in police zones. Does nothing if Filibuster Rhymes Used Cars and/or Military And Police Used Car Skins aren't enabled! Minimum=0 Maximum=60 Default=5
- FSwat = 5,
- -- The overall chance of an STFR car to spawn. Minimum=0 Maximum=40 Default=25
- SRate = 25,
- -- The overall chance of a normal car to spawn in an STFR vehicle zone. Minimum=0 Maximum=60 Default=5
- NChance = 5,
- },
- DaysGone = {
- -- Displays "Days Later" instead of "Days Gone".
- -- A reference to the 2002 movie.
- DaysLater = true,
- -- Includes the Knox Evacuation, 3 days before the game starts, in the day counter.
- IncludePreOutbreak = false,
- },
- Knockout = {
- -- Chance for a player to get knocked out after a car crash. Zero means it's turned off. Minimum=0 Maximum=100 Default=10
- chanceCarCrash = 10,
- -- The minimum amount of damage the player must take in a car crash in order to get knocked out. i.e. The player will get knocked out if damage taken after a car crash is more than or equal this value. Minimum=0.00 Maximum=100.00 Default=70.00
- carCrashDamage = 70.0,
- -- Chance for a player to get knocked out after being hit with a weapon/gun. Zero means it's turned off. Minimum=0 Maximum=100 Default=10
- chanceWeaponHit = 0,
- -- The minimum amount of damage the player must take after being hit by a weapon in order to get knocked out. i.e. The player will knocked out if the damage taken after being hit by a weapon is more than or equal this value Minimum=0.00 Maximum=100.00 Default=10.00
- weaponHitDamage = 10.0,
- -- The minimum amount of health the player must have in order to be knocked out by a weapon hit. i.e. The player will get knocked out after being hit by a weapon only if his health is less than or equal to this value. Minimum=0.00 Maximum=100.00 Default=50.00
- weaponHitBodyDamage = 50.0,
- -- Chance for a player to get knocked out after a body part bleeds. Zero means it's turned off. Minimum=0 Maximum=100 Default=10
- chanceBleeding = 10,
- -- The minimum amount of damage the player must take after a body part bleeds in order to get knocked out. i.e. The player will get knocked out if damage taken after a body part bleeds is more than or equal this value. The damage is calculated individually per body part per frame, and doesn't take into account cumulative bleeding damage. Minimum=0.00 Maximum=100.00 Default=8.00
- bleedingDamage = 8.0,
- -- The minimum amount of health the player must have in order to be knocked out due to bleeding. i.e. The player will get knocked out after a body part bleeds only if his health is less than or equal to this value. Minimum=0.00 Maximum=100.00 Default=50.00
- bleedingBodyDamage = 50.0,
- -- Chance for a player to get knocked out after the amputation of a body part. Zero means it's turned off. This option is relevant only if you're using The Only Cure mod. Minimum=0 Maximum=100 Default=50
- chanceAmputation = 50,
- -- The amount of in-game minutes that must pass before a knocked out player regains his consciousness. Minimum=1 Maximum=2147483647 Default=30
- knockoutTime = 30,
- -- If checked, a knocked out player will wake up instantly after being attacked by a zombie
- zombiesWakeupKnockedPlayers = true,
- -- If the mod 'Working Seatbelt' is enabled and a player wearing a seatbelt crashes, they won't be knocked out.
- seatbeltPreventKnockout = true,
- },
- workingSeatbelt = {
- -- The percentage of damage reduced if a player wearing seatbelt takes damages from a car crash. Minimum=0 Maximum=100 Default=50
- damageReduction = 50,
- -- The percentage of fracture time reduced per fractured bodypart, if a fracture is resulted after a player wearing a seatbelt takes damages from a car crash. This doesn't actually prevent fractures unless set to 100 Minimum=0 Maximum=100 Default=50
- fractureReduction = 50,
- -- Automatically forces the player into the seatbelt unfasten timed action if the player attempts to exit the vehicle while seatbelt is fastened. If set to false, the player will have to manually unfasten it before exiting
- exitVehicleAutoUnfasten = true,
- -- Automatically forces the player into the seatbelt unfasten timed action if the player attempts to switch seats while seatbelt is fastened. If set to false, the player will have to manually unfasten it before switching seats
- switchSeatAutoUnfasten = true,
- },
- FancyHandwork = {
- -- Player Firearm Level to change to Tactical Aiming animation. <LINE> Set to 0 to always use this. Set to 11 to never. Minimum=0 Maximum=11 Default=3
- ExperiencedAim = 3,
- -- When the character is not moving, they will turn to face an object they are interacting with after this many seconds. <LINE> Requires Turn Delay to be enabled. Minimum=0.01 Maximum=60.00 Default=1.00
- TurnDelaySec = 1.0,
- -- Controls when your character is forced to turn to objects when performing the World Interaction Default=Do forced turn after turn delay
- -- 1 = Never do forced turn
- -- 2 = Do forced turn after turn delay
- DisableTurn = 2,
- -- Choose how often characters play the Rear Animations instead of Turning. <LINE> Notes: Character will still turn to objects that do not have a rear animation unless forced turn is disabled. <LINE> Turn delay or disabled turns must be selected to show rear animations. 'Always do forced turn' prevents rear animations. Default=Do rear animations until turn delay
- -- 1 = Never do rear animations
- -- 2 = Do rear animations until turn delay
- TurnBehavior = 2,
- -- Hides the progress bar when a character is opening or closing a door, and when entering or exiting a vehicle.
- HideDoorProgressBar = true,
- -- Hides the progress bar when a character is walking to a location to interact with a vehicle.
- HideVehicleWalkProgressBar = true,
- },
- ExpandedHeli = {
- -- The day the scheduler will start assigning events to. Minimum=0 Maximum=999 Default=0
- StartDay = 0,
- -- How long will the scheduler run from the start day. The scheduler will adjust event progression to fit this duration. Minimum=1 Maximum=999 Default=90
- SchedulerDuration = 90,
- -- Toggle this on so that the scheduler will spawn events passed the duration limit. Events will still progress through stages according to the duration but events will never stop being scheduled.
- ContinueScheduling = true,
- -- When "Continue Scheduling Forever" is toggle on, this toggled on makes the scheduler only use late-game events.
- ContinueSchedulingLateGameOnly = true,
- -- Whether weather will prevent events, or cause their crash.
- WeatherImpactsEvents = true,
- -- How frequent jet events occur. Jets fly by players causing horde movement. Default=Uncommon
- -- 1 = Never
- -- 2 = Rare
- -- 3 = Uncommon
- -- 4 = Common
- -- 5 = Frequent
- Frequency_jet = 4,
- -- How frequent Police events occur. The police will take matters into their own hands and escort citizens around while firing on zombies. Default=Uncommon
- -- 1 = Never
- -- 2 = Rare
- -- 3 = Uncommon
- -- 4 = Common
- -- 5 = Frequent
- Frequency_police = 2,
- -- How frequent news events occur. News choppers will hone in on any citizen they find and follow them around for a short time. Default=Uncommon
- -- 1 = Never
- -- 2 = Rare
- -- 3 = Uncommon
- -- 4 = Common
- -- 5 = Frequent
- Frequency_news_chopper = 2,
- -- How frequent military events occur. The military will progress through stages: warn citizens, purge the undead, then ultimately purge anything that moves. Default=Uncommon
- -- 1 = Never
- -- 2 = Rare
- -- 3 = Uncommon
- -- 4 = Common
- -- 5 = Frequent
- Frequency_military = 2,
- -- How frequent FEMA aid drop events occur. FEMA will conduct aid drops early on in the apocalypse. Default=Uncommon
- -- 1 = Never
- -- 2 = Rare
- -- 3 = Uncommon
- -- 4 = Common
- -- 5 = Frequent
- Frequency_FEMA_drop = 2,
- -- How frequent samaritan events occur. Samaritans will drop off supplies to help survivors. Default=Uncommon
- -- 1 = Never
- -- 2 = Rare
- -- 3 = Uncommon
- -- 4 = Common
- -- 5 = Frequent
- Frequency_samaritan_drop = 2,
- -- How frequent survivor events occur. Survivors will only flyby on scouting missions causing horde movement. Default=Uncommon
- -- 1 = Never
- -- 2 = Rare
- -- 3 = Uncommon
- -- 4 = Common
- -- 5 = Frequent
- Frequency_survivor_heli = 2,
- -- How frequent raider events occur. Raiders will hone in on survivors to torment them for some entertainment. Default=Uncommon
- -- 1 = Never
- -- 2 = Rare
- -- 3 = Uncommon
- -- 4 = Common
- -- 5 = Frequent
- Frequency_raiders = 2,
- },
- AmmSUIButton = {
- -- Minimum=4 Maximum=20 Default=8
- columns = 10,
- all = true,
- marksSymbols = true,
- weaponsSymbols = true,
- toolsSymbols = true,
- carsSymbols = true,
- itemsSymbols = true,
- furnituresSymbols = true,
- foodsSymbols = true,
- medSymbols = true,
- craftSymbols = true,
- },
- KillCount = {
- -- May provoke stutters.
- doExport = false,
- -- Includes all kills into the final value in Post Death floating text.
- includePostDeathUI = true,
- -- Target time (in milliseconds) between two updates in multiplayer. Small value gives reactivity. High value reduces network use and server workload. Minimum=0 Maximum=10000000 Default=500
- MaxUpdateDelay = 500,
- -- Each client can see every character score. Deactivate on (very large) servers to reduce Global Mod Data transfer load.
- shareOnServer = false,
- -- Dead characters are kept and count toward server kills. Deactivate for server that never wipe.
- keepTrackOfDead = false,
- },
- DoorsHaveAChance = {
- -- Guaranteed door opening below this percentage of HP when damaged by zombies. Minimum=1 Maximum=100 Default=25
- guaranteedUnlockedDoorHP = 25,
- -- Guaranteed opening of a door(Locked) below this percentage of HP when damaged by zombies. Minimum=1 Maximum=100 Default=15
- guaranteedLockedDoorHP = 15,
- unlockedDoorChanceEnable = true,
- -- Door opening chance below this percentage of HP when damaged by zombies. Minimum=1 Maximum=100 Default=50
- unlockedDoorChanceHP = 50,
- -- Chance to open a door when damaged by zombies. Minimum=1 Maximum=100 Default=5
- unlockedDoorChance = 5,
- lockedDoorChanceEnable = true,
- -- Locked door opening chance below this percentage of HP when damaged by zombies. Minimum=1 Maximum=100 Default=25
- lockedDoorChanceHP = 25,
- -- Chance to open a locked door when damaged by zombies. Minimum=1 Maximum=100 Default=20
- lockedDoorChance = 20,
- -- Play break sound when doors open on damage
- damageOpenDoorSound = true,
- },
- CanRepairDoors = {
- -- Minimum=0 Maximum=10 Default=1
- RepairSkillNeeded = 2,
- -- Minimum=0 Maximum=10 Default=3
- ReinforceSkillNeeded = 4,
- -- Minimum=1 Maximum=1000 Default=6
- multiplyerMaxReinforcement = 6,
- },
- UniversalGunRepair = {
- -- Adjust how much Condition each use of a normal Cleaning Solvent restores. Minimum=1 Maximum=500 Default=1
- NormalCleaningEfficacy = 1,
- -- Adjust the lowest condition you are able to restore firearms through cleaning. Minimum=0 Maximum=500 Default=5
- MinimumCleanThreshold = 5,
- -- Adjust the lowest condition you are able to restore firearms through repairing. Minimum=0 Maximum=500 Default=0
- MinimumRepairThreshold = 0,
- -- Adjust the skill requirement in either Aiming or Reloading to repair firearms. Minimum=0 Maximum=10 Default=6
- MinimumFirearmSkill = 6,
- -- Adjust the rarity of Firearm Maintenance Kits. Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- MaintenanceKitRarity = 1,
- -- Adjust the rarity of Gunsmithing Tools. Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- GunsmithingToolsRarity = 1,
- -- Adjust the rarity of Clean Solvent. Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- SolventRarity = 1,
- -- Adjust the rarity of Firearm Lubricant. Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- LubricantRarity = 1,
- },
- TrueCrawl = {
- -- Use this option only if you're hosting an Local or Dedicated server. (To avoid issues). [Default is False].
- StealhModeServer = true,
- -- Toggles the Stealth Mode ON or OFF. If OFF, only the vanilla Sneaking system will be used. [Default is True].
- StealhModeEnable = false,
- -- Toggles the Moodle Stealth Indicator. (Works ONLY if Stealth Mode is ON!) [Default is True].
- MoodleEnable = false,
- -- Toggles the ability to Crawl under Vehicles. (YOU MUST BE CRAWLING!) [Default is True, Default Key is Shift].
- CrawlUnderVehiclesEnable = true,
- -- Toggles the Realistic Endurance mode. This mode improves the game immersion by limiting how much you can crawl. [Default is True].
- RealisticEndurance = true,
- -- Auto disable the Crawling Pose when spotted by zombies. [Default is False].
- CancelCrawlWhenSpotted = false,
- -- This value controls the zombie sight radius when player is crawling. It goes from 1(Extremely Small) to 20(Extremely Far). Default is 5 (Medium Radius). My recommendation is to keep between 5 - 10 to have a more immersive gameplay. Minimum=1 Maximum=20 Default=5
- ZombieRadius = 5,
- },
- WaterDispenserWS = {
- -- Set Max Dispenser Capacity Minimum=15 Maximum=500 Default=250
- MaxWater = 200,
- -- Select the start water quantity for the dispenser Default=Normal
- -- 1 = Empty
- -- 2 = Low
- -- 3 = Normal
- -- 4 = High
- -- 5 = Full
- StartWater = 2,
- -- Enter the percentage chance that the water is contaminated, 0 is disabled Minimum=0 Maximum=100 Default=0
- Tainted = 0,
- -- If active, the water contamination increases over the months, Based on this calculation 8 + (PassedMonths * 9) = 98% is the max, + AboveSetting = Max 100%
- TaintedAutomatic = true,
- },
- MileageExpansion = {
- -- Default Unit newly created vehicle starts with. Default=Miles
- -- 1 = Miles
- Default_Unit = 2,
- -- Set the amount of meter is in a kilometer. <LINE> Lower value mean 1 kilometer take less time to travel. <LINE> Higher value means 1 kilometer takes more time to travel. Minimum=100 Maximum=2000 Default=1000
- Meter_Per_Kilometer = 1000,
- -- Set a custom short name for Kilometers. Default: km
- Kilometer_Short_Name = "km",
- -- Set a custom short name for Miles. Default: mi
- Miles_Short_Name = "mi",
- -- This is the minimum amount of kilometers used to randomize a vehicle starting odometer value. <LINE> The engine condition will affect the final value only. Minimum=0 Maximum=999999 Default=100000
- Minimum_Starting_Odometer = 50000,
- -- This is the maximum amount of kilometers used to randomize a vehicle starting odometer value. <LINE> The engine condition will affect the final value only. Minimum=0 Maximum=999999 Default=300000
- Maximum_Starting_Odometer = 300000,
- },
- BetterBatteries = {
- -- Amount of in-game minutes it takes to charge a battery from empty to full without penalties / buffs in place. Minimum=0.00 Maximum=1440.00 Default=60.00
- CrankTime = 60.0,
- -- Determines whether or not higher strength levels will apply a time buff.
- StrengthBuff = true,
- -- Determines whether or not low endurance will apply a time penalty. (Regardless of this setting, you won't be permitted to use the Hand Crank at extremely low endurance.)
- EndurancePenalty = true,
- -- Determines whether or not unhappiness will apply a time penalty.
- UnhappinessPenalty = false,
- -- Sets the maximum charge a handcrank can restore a battery to. Minimum=0.00 Maximum=1.00 Default=1.00
- MaximumCharge = 1.0,
- -- Lifetime multiplier applied to all electrical devices that use batteries. (Negative value results in unlimited charge, 0 results in instant charge loss.) Minimum=-1.00 Maximum=9999.00 Default=1.00
- LifetimeMult = 2.5,
- },
- WaterPipes = {
- SmartPipes = true,
- -- Minimum=3 Maximum=100 Default=20
- SmartPipesFillMax = 20,
- SmartPipesUpdateNotWatered = false,
- },
- ReadWalking = {
- -- The darkness of the reading fog. 0.0 means no darkness. 1.0 means full darkness. Minimum=0.00 Maximum=1.00 Default=1.00
- FogDarkness = 0.8,
- -- The mod: Read While Walking 1.0 means x1 vanilla defaults. 2.0 means speed x2, etc. Minimum=0.20 Maximum=100.00 Default=1.00
- ReadSpeed = 1.0,
- },
- FWOFitness = {
- -- Take the inital perk bonus into account (75% 100% 125%)
- InitialPerkBonus = true,
- -- Get a bonus for the current excercise depending on the regularity
- currentExerciseRegularityBonus = true,
- -- The 0 point for the linear calculation Minimum=0 Maximum=100 Default=25
- currentExerciseOffset = 25,
- -- The steepness of the linear angle (higher number = higher multiplier)(and higher negatives with offset) Minimum=0.01 Maximum=100.00 Default=5.00
- currentExerciseRate = 5.0,
- -- Get a bonus depending on the average of all your excercises regularity Minimum=0.00 Maximum=100.00 Default=6.00
- AverageExerciseRegularityBonus = 6.0,
- -- How much multiplier you get per perk level Minimum=0.00 Maximum=100.00 Default=0.30
- LevelBonus = 0.3,
- -- Get an exp buff when you space out excercises (about 8hr or when muscle soreness sets in) independent for fitness and strength
- SpaceOutExercise = true,
- -- Minimum=0.00 Maximum=100.00 Default=0.90
- SpaceOutExerciseNegative = 0.9,
- -- Get an exp debuff when you have muscle soreness, buff when 'rested' (no muscle soreness)
- RestedBonus = true,
- -- Minimum=0.00 Maximum=10.00 Default=0.90
- RestedBonusNegative = 0.9,
- -- Global exp multiplier (makes you earn experience faster or slower, small increments recommanded) Minimum=0.01 Maximum=10.00 Default=1.00
- XPMultiplier = 1.0,
- -- Determens how much multiplier you get outside of doing exercises. EG. fighting,sprinting,... (0 = OFF No passive exp multiplier) Minimum=0.00 Maximum=10.00 Default=1.00
- PassiveMultiplier = 1.0,
- -- adjust Boredom reduction gained (0 = off) Minimum=0.00 Maximum=10.00 Default=1.00
- BoredomMultiplier = 1.0,
- -- adjust Unhappyness reduction gained (0 = off) Minimum=0.00 Maximum=10.00 Default=1.00
- UnhappynessMultiplier = 1.0,
- DropBags = false,
- KeepBagsOn = true,
- },
- FWOWorkingTreadmill = {
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- StrengthXPMultiply = 1.0,
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- SprintingXPMultiply = 1.0,
- TreadmillDropBags = false,
- BenchpressDropBags = false,
- BenchTreadKeepBagsOn = true,
- },
- MoreBuilds = {
- -- enable/disable survival builds menu <LINE> note: debug mode and server admin ignored this setting
- EnableSurvivalCategory = false,
- },
- ISA = {
- -- How often Battery Bank will charge Default=Every Ten Minutes
- -- 1 = Every Ten Minutes
- ChargeFreq = 1,
- -- Regular Generator calculation has less performance impact Default=Regular Generator
- -- 1 = "ISA"
- DrainCalc = 2,
- -- Solar panel power efficiency
- -- 12% is realistic for 1993
- -- 25% is modern solar
- -- default is unrealistic Minimum=1 Maximum=100 Default=25
- solarPanelEfficiency = 20,
- -- Multiplier for the average degrade of batteries. Decreasing this will dramatically increase battery life. Minimum=0 Maximum=1000 Default=100
- batteryDegradeChance = 100,
- -- Crafted DIY battery capacity multiplier. Minimum=1 Maximum=10000 Default=100
- DIYBatteryMultiplier = 100,
- -- How likely pre-placed solar panels and crates are to spawn at a given spawn location.
- -- Requires external API to work. Minimum=0 Maximum=100 Default=25
- solarPanelWorldSpawns = 0,
- -- Rarity of Battery Bank spawning on the map. Default=Rare
- -- 1 = None
- -- 2 = Very Rare
- -- 3 = Rare
- BatteryBankSpawn = 2,
- -- Choose mode for Stash Houses.
- -- Change only on new game. Default=Don't add
- -- 1 = Don't add
- -- 2 = Add map items
- -- 3 = Add map items and random initial
- StashMode = 1,
- -- Solar panel spawns in random containers and pre-placed crates multiplier Minimum=0.00 Maximum=100.00 Default=1.00
- LRMSolarPanels = 0.2,
- -- Batteries spawns in random containers and pre-placed crates multiplier Minimum=0.00 Maximum=100.00 Default=1.00
- LRMBatteries = 0.2,
- -- Magazine and inverter spawns in random containers and pre-placed crates multiplier Minimum=0.00 Maximum=100.00 Default=1.00
- LRMMisc = 0.2,
- -- Base number of in-game minutes it takes to connect one panel Minimum=1 Maximum=1000 Default=120
- ConnectPanelMin = 120,
- -- Allows to craft solar panels and inverters
- enableExpandedRecipes = true,
- },
- MoreBrews = {
- -- Establishes the base amount of More Brews loot in distribution Default=Low
- -- 1 = Low
- -- 2 = Normal
- -- 3 = High
- -- 4 = Very High
- Loot = 1,
- -- Amount of total beer obtained at the end of the process, Average is the normal amount and about a 20% difference between each option Default=Average
- -- 1 = A Lot Less
- -- 2 = A Little Less
- -- 3 = Average
- -- 4 = A Bit More
- TotalAmount = 3,
- -- Brewing Kits will spawn when checked
- KitSpawnOption = true,
- -- Kegs will spawn when checked
- KegSpawnOption = true,
- -- Default is off but if turned on you will find all the various hops through foraging in some zones on the map during appropriate months
- ForageHops = true,
- -- Default of 5 gives a slight rarity to spawn, 1 would be very rare and 20 would be very common Minimum=1 Maximum=20 Default=5
- ForageHopsRate = 3,
- -- Hops will spawn in other locations outside of Kits when checked
- HopsOption = false,
- -- General Brewing Supplies will spawn when checked
- SuppliesSpawnOption = true,
- -- Recipe Magazines will spawn when checked
- MagazineSpawnOption = true,
- -- Brewing Book will spawn when checked
- BookSpawnOption = true,
- -- Full Beer Cans and Bottle will spawn when checked
- BeerSpawnOption = true,
- -- Defines the multiplier to spawn rate of Brewing Kits found in the world Minimum=1 Maximum=10 Default=2
- BrewingKits = 2,
- -- Defines the multiplier to spawn rate of Empty Kegs found in the world Minimum=1 Maximum=10 Default=2
- Kegs = 2,
- -- Defines the multiplier to spawn rate of Hops found in the world Minimum=1 Maximum=10 Default=2
- Hops = 2,
- -- Defines the multiplier to spawn rate of Recipe Magazines found in the world Minimum=1 Maximum=10 Default=2
- Recipes = 2,
- -- Defines the multiplier to spawn rate of Skill Books found in the world Minimum=1 Maximum=10 Default=2
- Books = 2,
- -- Defines the multiplier to spawn rate of Malt, Bottle Caps, and filling tools found in the world Minimum=1 Maximum=10 Default=2
- FillingSupplies = 2,
- -- Defines the multiplier to spawn rate of Beer Cans found in the world Minimum=1 Maximum=10 Default=2
- Cans = 2,
- -- Defines the multiplier to spawn rate of Beer Bottles found in the world Minimum=1 Maximum=10 Default=2
- Bottles = 2,
- -- A small bonus is already given to crafting bottle caps / Beer Bottles & Cans / beer containers based on brewing level. This will +1-5 on top of that bonus Minimum=0 Maximum=5 Default=0
- BrewingBonus = 0,
- -- Default 10 is equal to fermenting timer, lower is faster as 1 = 10% of time required where as 20 = 200% of time required Minimum=1 Maximum=20 Default=10
- FermentChange = 10,
- -- Default 10 is equal to rotting timer, lower is faster as 1 = 10% of time required where as 20 = 200% of time required Minimum=1 Maximum=20 Default=10
- RottenChange = 10,
- -- Change calorie totals by increments of 10%. Default of 10 = 100% and go as low as 1 = 10% or as high as 20 = 200% Minimum=1 Maximum=20 Default=10
- CalorieChange = 10,
- -- Will add a fresh and rotten timer to More Brews Beers
- Expired = false,
- -- Default freshness is 3 weeks and rotten is 1.5 months. This can be changed in increments of 10%, 1 = 10% (rotten in days) or 20 = 200% (doubling) Minimum=1 Maximum=20 Default=10
- ExpireChange = 10,
- },
- MoreBrewsWineMeUp = {
- -- Establishes the base amount of Wine Me Up loot in distribution Default=Low
- -- 1 = Low
- -- 2 = Normal
- -- 3 = High
- -- 4 = Very High
- Loot = 1,
- -- Amount of total wine obtained at the end of the process, Average is the normal amount and about a 20% difference between each option Default=Average
- -- 1 = A Lot Less
- -- 2 = A Little Less
- -- 3 = Average
- -- 4 = A Bit More
- TotalAmount = 3,
- -- Wine Making Kits will spawn when checked
- WineKitSpawnOption = true,
- -- General Wine Making Supplies will spawn when checked
- SuppliesSpawnOption = true,
- -- Recipe Magazines will spawn when checked
- MagazinesSpawnOption = true,
- -- Brewing Book will spawn when checked
- BookSpawnOption = true,
- -- Full Wine Box and Bottle will spawn when checked
- WineSpawnOption = true,
- -- Defines the multiplier to spawn rate of Wine Making Kits found in the world Minimum=1 Maximum=10 Default=2
- WineMakingKits = 2,
- -- Defines the multiplier to spawn rate of Wine Making Supplies found in the world Minimum=1 Maximum=10 Default=2
- Supplies = 2,
- -- Defines the multiplier to spawn rate of Recipe Magazines found in the world Minimum=1 Maximum=10 Default=2
- Recipes = 2,
- -- Defines the multiplier to spawn rate of Skill Books found in the world Minimum=1 Maximum=10 Default=2
- Books = 2,
- -- Defines the multiplier to spawn rate of Full Wine found in the world Minimum=1 Maximum=10 Default=2
- Wine = 2,
- -- A small bonus is already given to crafting Corks / Wine Bottles/ Wine Boxes based on brewing level. This will +1-5 on top of that bonus Minimum=0 Maximum=5 Default=0
- WineMakingBonus = 0,
- -- Default 10 is equal to fermenting timer, lower is faster as 1 = 10% of time required where as 20 = 200% of time required Minimum=1 Maximum=20 Default=10
- FermentChange = 10,
- -- Change calorie totals by increments of 10%. Default of 10 = 100% and go as low as 1 = 10% or as high as 20 = 200% Minimum=1 Maximum=20 Default=10
- CalorieChange = 10,
- -- Will add a fresh and rotten timer to More Brews Wines
- Expired = false,
- -- Default freshness is 3 weeks and rotten is 1.5 months. This can be changed in increments of 10%, 1 = 10% (rotten in days) or 20 = 200% (doubling) Minimum=1 Maximum=20 Default=10
- ExpireChange = 10,
- },
- MoreMaps = {
- -- As junk items, with the same chance as the vanilla maps, some rarer.
- ForageableMaps = true,
- -- All map items added will have their loot chances multiplied by this value.
- -- Use this to tweak loot chances according to the number of maps you use.
- -- By default(=1) it is balanced for when most maps are enabled. Minimum=0.00 Maximum=4.00 Default=1.00
- MapLootMultiplier = 0.25,
- -- Extremely rare - disabled by default
- KentuckyCompleteMap = false,
- -- Very rare
- LouisVilleCompleteMap = true,
- -- 15 districts in total
- LouisVilleDistrictMaps = true,
- -- Dixie and Scenic Grove
- TrailerParkMaps = true,
- ValleyStationMap = true,
- ValleyStationMallAreaMap = true,
- -- South of Valley Station's mall
- EasternSummerCampMap = true,
- AbandonedFactoryMap = false,
- -- Works with the New Ekron mod too.
- EkronMap = true,
- -- Rare, mainly found on military loot
- MilitaryMaps = true,
- -- Between Grapeseed and Ravencreek.
- FortRedstoneMap = true,
- -- North West of Muldraugh. Rare. Disabled if military maps are disabled
- MilitaryAirportMap = false,
- -- South of Riverside's Country Club.
- FortBenningMap = false,
- -- East of Riverside's Country Club, North of Ekron.
- FortRockRidgeMap = true,
- -- East of Muldraugh
- MuldraughMilitaryBaseMap = false,
- -- Between Rosewood and Muldraugh
- FortWaterfrontMap = true,
- -- South of Bedford Falls, East of Eerie Country. Quitman Map, Fort Knox Map. Rare.
- FortKnoxMaps = true,
- -- Can also be found in golfer bags
- RiversideCountryClubMap = true,
- -- The one with the camping & military gear store
- SmallTownWestMap = true,
- PonyRoamOMap = true,
- -- East of Muldraugh
- MuldraughRailyardMap = true,
- -- South West of Muldraugh
- MuldraughWarehouseComplexMap = true,
- -- 5 in total, only found on zombies, rare. Useful to find Antique Ovens.
- CabinLocations = true,
- -- East of Dixie
- CampGroundsLocation = true,
- -- West of Rosewood
- GrapeseedMap = true,
- -- North of Rosewood
- BlackwoodMap = true,
- -- Between Rosewood and Muldraugh
- PitstopMap = true,
- -- North of West Point, on the other side of the river
- OverTheRiverMap = true,
- -- West of Muldraugh
- LakeIvyMap = true,
- -- From the mod Save Our Station!
- WeatherStationLocations = false,
- -- West of Rosewood and Grapeseed. Very rare map item.
- CompleteRavenCreekMap = true,
- -- 3 district maps
- RavenCreekDistrictMaps = true,
- -- North of Rosewood
- RosewoodExpansionMap = true,
- -- North West of March Ridge
- MarchRidgeExpansionMap = false,
- -- North West of March Ridge
- CONResearchMap = false,
- -- North West of Rosewood
- GreenleafMap = true,
- -- Between Ekron and Pony Roam-O
- LittleTownshipMap = false,
- -- Between Dixie and crossroads
- LindenMap = false,
- -- South West of Riverside
- RefordvilleMap = false,
- --
- ChernavilleMap = false,
- -- North of Muldraugh, West of Dixie
- ChinatownMap = true,
- -- West of Rosewood, after Grapeseed
- BlueberryMap = true,
- -- West of West Point
- WestPointFireDepartmentMap = true,
- -- South of West Point
- WestPointSouthTrailerParkMap = true,
- -- An island in the Ohio river, in the North West corner of the map
- KingsmouthMap = false,
- -- East of Dixie
- SurvivorWarehouseLocation = false,
- -- North West of West Point, East of Riverside's Country Club on the other side of the river
- CoryerdonMap = false,
- -- South of Ed's Auto Salvage
- OldParkTownMap = false,
- WestPointExpansionMap = true,
- GlenportMap = false,
- -- Very rare
- CompleteEerieCountryMap = false,
- -- Centralia, Hidden swamps, Rural Zone, Eren City, Irvington, train station...
- EerieCountryDifferentMaps = false,
- -- Far South West. Silverton Map, Rosebery Map, New Denver Map.
- SlocanLakeMaps = false,
- -- South of West Point
- BillionaireSafehouseLocation = false,
- -- West of Riverside's Country Club
- WildberriesMap = false,
- -- East of Muldraugh's Railyard
- TugalandMap = false,
- -- East of Rosewood, West of Grapeseed
- RemusMap = false,
- -- West of Louisville
- TrimbleCountyMaps = true,
- -- East of West Point
- EZPZCommunityCenterMap = false,
- -- South of March Ridge
- OldPineVillageMap = false,
- -- An island in the river, North East of Louisville,
- ChristmasVillageMap = false,
- -- North East of Muldraugh, West of Ekron
- HyruleCountyMap = false,
- -- North of Ekron
- RiverwoodMap = false,
- -- North of East of Valley Station's Mall
- HongKongYauMaTeiMap = false,
- -- South West of Ekron
- WesternMilitaryComplexMap = false,
- -- South East of Muldraugh
- MansionAdress = false,
- -- South East of Muldraugh
- ConstructionFactoryMap = false,
- },
- RefinedHotwiring = {
- -- Minimum=0 Maximum=10 Default=2
- UnhotwireElectrical = 2,
- -- Minimum=0 Maximum=10 Default=3
- UnhotwireMechanics = 3,
- -- Minimum=0 Maximum=10 Default=1
- KeyElectrical = 2,
- -- Minimum=0 Maximum=10 Default=2
- KeyMechanics = 3,
- -- Minimum=0 Maximum=10 Default=3
- KeyMetalworking = 3,
- },
- Nipswitch = {
- -- <RGB:232,209,0>1 page = instant 12 pages = 1 minute 120 pages = 10 minutes (Default Sandbox speed) Multiply minutes by your server Sandbox read speed to get your # of mins per 12 pages</RGB> Minimum=1 Maximum=3000 Default=500
- Pagelength = 250,
- -- <RGB:232,209,0>Level of Electrical required to read Book Minimum=0 Maximum=10 Default=6
- Booklevel = 5,
- -- <RGB:232,209,0>Spawns in: Bookstore Stationary Library counter Living Room shelf Residential office desk Bedroom side table Default=Rare
- -- 1 = Very Rare
- -- 2 = Rare
- -- 3 = Uncommon
- -- 4 = Common
- -- 5 = EVERYWHERE
- Bookchanceplace = 1,
- -- <RGB:232,209,0>Spawns in downed Zombie bodies. Default=Very Rare
- -- 1 = Very Rare
- -- 2 = Rare
- -- 3 = Uncommon
- -- 4 = Common
- -- 5 = EVERYWHERE
- Bookchancezombie = 1,
- -- <RGB:232,209,0>Electrical Level required to Remove/Replace Lightbulb from switches in world Minimum=0 Maximum=10 Default=4
- Bulblevel = 4,
- -- <RGB:232,209,0>Level required to place/pick Switches in world Minimum=1 Maximum=10 Default=6
- Movelevel = 5,
- -- <RGB:232,209,0>Level 5 is PZ Hardcoded Minimum Electrical level to add Battery Minimum=5 Maximum=10 Default=8
- Batterylevel = 6,
- -- <RGB:232,209,0>If you check box, you will disable removing bulbs from Light Switches (Ignores Bulb Level Value)
- Bulbdisabled = false,
- -- <RGB:232,209,0>If you check box, players can't pickup Light Switches (Ignores Move Level Value)
- Movedisabled = false,
- -- <RGB:232,209,0>If you check box, you can't attach battery connectors to Light Switches (Ignores Battery Level Value)
- Batterydisabled = false,
- -- <RGB:232,209,0>How many Wire required to craft Minimum=1 Maximum=1000 Default=10
- Craftwire = 6,
- -- <RGB:232,209,0>How many Scrap Electronics required to craft Minimum=1 Maximum=1000 Default=50
- CraftElectronicsScrap = 25,
- -- <RGB:232,209,0>How many units of Duct Tape required to craft Minimum=1 Maximum=1000 Default=4
- Craftducttape = 1,
- -- <RGB:232,209,0>How Many Screws required to craft Minimum=1 Maximum=1000 Default=10
- Craftscrews = 5,
- },
- SapphCooking = {
- -- Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- -- 5 = Abundant
- NonPerishableChance = 1,
- -- Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- -- 5 = Abundant
- PerishableChance = 1,
- -- Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- -- 5 = Abundant
- MagazineChance = 1,
- -- Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- -- 5 = Abundant
- MREChance = 1,
- -- Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- -- 5 = Abundant
- KitchenUtensilsChance = 1,
- -- Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- -- 5 = Abundant
- AlcoholChance = 1,
- -- Default=Normal
- -- 1 = Extremely Rare
- -- 2 = Rare
- -- 3 = Normal
- -- 4 = Common
- -- 5 = Abundant
- ZombieLootSpawn = 1,
- },
- BLTAnnotations = {
- -- If enabled, player corpses will include a fully annotated map containing every symbols from their main map
- DropMapOnDeath = true,
- },
- MoreSmokes = {
- -- Establishes the base amount of More Smokes loot in distribution Default=Normal
- -- 1 = Low
- -- 2 = Normal
- -- 3 = High
- -- 4 = Very High
- Loot = 1,
- -- Stoner Moodle start as on but you can choose to turn off the moodle
- Moodle = true,
- -- Defines the multiplier to spawn rate of More Smokes Kits found in the world Minimum=1 Maximum=10 Default=2
- Kits = 2,
- -- Defines the multiplier to spawn rate of Cultivation Books and Recipe Magazines found in the world Minimum=1 Maximum=10 Default=2
- Magazines = 1,
- -- Unlocks spawns for Mod Backer's Rare Recipe Magazines not in spawn pool by default
- RareMagazines = false,
- -- Defines the multiplier to spawn rate of Seed Packets found in the world Minimum=1 Maximum=10 Default=2
- Seeds = 2,
- -- Default on, can toggle all cannabis natural spawns in game
- YesCannabis = true,
- -- Defines the multiplier to spawn rate of Cannabis Items found in the world Minimum=1 Maximum=10 Default=2
- Cannabis = 2,
- -- Default on, can toggle all Tobacco natural spawns in game
- YesTobacco = true,
- -- Defines the multiplier to spawn rate of Tobacco Items found in the world Minimum=1 Maximum=10 Default=2
- Tobacco = 2,
- -- Defines the multiplier to spawn rate of Cannabis Infused Edibles found in the world Minimum=1 Maximum=10 Default=2
- Edibles = 2,
- -- Defines the multiplier to spawn rate of Bongs, Pipes, and Hookahs found in the world Minimum=1 Maximum=10 Default=2
- Glassware = 2,
- -- Default is 2 balanced for 1 hour days, influences hunger and thirst gains while high Minimum=1 Maximum=50 Default=2
- Munchies = 2,
- -- Default is 2 balanced for 1 hour days, influences the stoner trait perks Minimum=1 Maximum=50 Default=2
- StonerPerk = 2,
- -- Default is 2 balanced for 1 hour days, influences negative experiences of the paranoid toker trait Minimum=1 Maximum=50 Default=2
- Paranoid = 2,
- -- Cultivation levels provide a + 1-4 to usable product when processing tobacco or cannabis, add to that amount with this option Minimum=0 Maximum=5 Default=0
- CultivationBonus = 0,
- -- Default is 2 balanced for 1 hour days, establishes the rate of how stoned you get per cannabis item consumed Minimum=1 Maximum=50 Default=2
- StonedIncreaseMulti = 2,
- -- Default is 2 balanced for 1 hour days, Increases the rate in which you lose your high after getting stoned Minimum=1 Maximum=50 Default=2
- StonedDecreaseMulti = 2,
- -- If you change the values below, plan to restart your game/server for changes to take effect. This checkbox does nothing
- TimerInfo = true,
- -- Default 10 is equal to base cure and drying times, lower is faster as 1 = 10% of time required where as 20 = 200% of time required Minimum=1 Maximum=20 Default=10
- DryCureChange = 10,
- -- Adds the amount returned on harvest per crop, if set at 0 you minimally get 1 per harvest Minimum=0 Maximum=10 Default=2
- HarvestAdd = 2,
- -- Defines the in game hours for each growing phase to finish Minimum=12 Maximum=250 Default=90
- GrowTimer = 90,
- -- Defines the in game hours it will take a crop to rot after phase 7 Minimum=12 Maximum=250 Default=90
- RotTimer = 90,
- },
- VehicleRecycling = {
- -- The following parts must be uninstalled before dismantling: hood, trunk lid, doors, windows, seats.
- UninstallParts = true,
- -- Minimum=1 Maximum=100 Default=1
- ActionTimeMultiplier = 2,
- },
- VehicleRepairOverhaul = {
- DisableVehicleSalvage = true,
- },
- DAMN = {
- AllowPowerChadSpawns = true,
- },
- CF8KSweeper = {
- AllowTiles = true,
- -- You can list exact sprite names or the start of tilepacks. Separate them with ;
- SpriteWhitelist = "brokenglass_1_;trash_01_;d_trash_;street_decoration_01_26;street_decoration_01_27;damaged_objects_01_26;damaged_objects_01_27;damaged_objects_01_18;damaged_objects_01_19;damaged_objects_01_20;damaged_objects_01_21",
- AllowBlood = true,
- AllowGrime = true,
- AllowAshes = true,
- AllowItems = true,
- AllowCorpses = true,
- },
- eggonsWorthwileCars2 = {
- -- Regulates how quickly will a trunk's capacity decrease depending on its damage. E.g.: <LINE>0 means no capacity loss regardless of trunk's damage. <LINE>1 means standard vanilla rate. <LINE>0.5 means 50% of vanilla rate (capacity is lost slower). <LINE>2 means 200% of vanilla rate (capacity is lost faster). Minimum=0.00 Maximum=10.00 Default=0.00
- CapacityChangeRate = 0.0,
- -- Trunk sizes will depend on the size of vehicle ranging from 25 to 300 for vanilla cars.
- ApplyCapacityBalance = true,
- -- Number by which all trunks' base capacities will be multiplied. E.g.: <LINE>1 means no change. <LINE>0.5 will reduce capacities by 50%. <LINE>2 will increase capacities by 100%. <LINE>"Base capacities" means either Eggon's balance (if you ticked the checkbox above) or vanilla (if not). Minimum=0.00 Maximum=10.00 Default=1.00
- CapacityMultiplier = 1.0,
- ApplyCapacityMultiplierToSeats = false,
- ApplyCapacityMultiplierToGloveBoxes = false,
- -- Engine loudness will be more aligned with size of the car (the bigger car, the louder engine) and it's type - sports cars are loud too! <LINE> <LINE>Engine quality and muffler will still impact the overall loudness. <LINE> <LINE>The loudness range remains the same as is for vanilla (just different cars will be loudest).
- ApplyLoudnessBalance = true,
- -- Engine power will be modified for some cars for additional flavor.
- ApplyPowerBalance = true,
- },
- VFE = {
- -- VFE weapons spawning attached to police zombies.
- PoliceWeapons = true,
- -- Weapons spawning attached to military zombies. (Not just VFE specific ones)
- MilitaryWeapons = true,
- -- Weapons spawning attached to survivor zombies. (Not just VFE specific ones)
- SurvivorWeapons = true,
- -- Weapons spawning attached to other zombies zombies, like bikers. (Not just VFE specific ones)
- OtherWeapons = true,
- -- VFE weapons spawning inside vehicle inventories.
- CarWeapons = true,
- -- VFE weapons spawning inside of normal houses.
- HouseWeapons = false,
- -- Multiplier to weapons spawning in houses (Requires previous option enabled) Minimum=0.10 Maximum=10.00 Default=1.00
- HouseWeaponsMulti = 0.1,
- },
- Text = {
- -- This is only a line separator, checking it has no effect.
- DividerMusic = false,
- -- This is only a line separator, checking it has no effect.
- DividerDancing = false,
- -- This is only a line separator, checking it has no effect.
- DividerMeditation = false,
- -- This is only a line separator, checking it has no effect.
- DividerDebug = false,
- },
- Music = {
- -- Controls how powerful music related activities are. Higher values increase their effectiveness. Default=Normal
- -- 1 = Low
- -- 2 = Normal
- -- 3 = High
- StrengthMultiplier = 1,
- },
- Dancing = {
- -- Controls how powerful dancing is. Higher values increase it's effectiveness. Default=Normal
- -- 1 = Low
- -- 2 = Normal
- -- 3 = High
- StrengthMultiplier = 1,
- },
- Meditation = {
- -- Controls how powerful meditation is. Higher values increase it's effectiveness. Default=Normal
- -- 1 = Low
- -- 2 = Normal
- -- 3 = High
- StrengthMultiplier = 1,
- -- Controls the duration of all mindfulness states. Default=Normal
- -- 1 = Short
- -- 2 = Normal
- MindfulnessDuration = 2,
- -- How much healing occurs during during the Perfect Mindfulness state.
- -- The amount varies depending on your character overall health and game-time settings. Minimum=0.00 Maximum=10.00 Default=2.00
- HealFactor = 2.0,
- -- Controls the effectiveness of the mindfulness states bonuses (stress, pain, panic, etc...). Default=Normal
- -- 1 = Weak
- -- 2 = Normal
- EffectMultiplier = 1,
- },
- Debug = {
- -- Enabling this will cause other modded moodles to appear above lifestyle moodles.
- MoodlePriority = false,
- -- Enables manual expressions in the admin context menu
- Expressions = false,
- -- Enabling this will make animation names appear above some of the new animations
- DanceAnim = false,
- },
- StandardisedExperience = {
- -- Disables the vanilla aiming xp dropoff after level 4.
- WantSTAiming = true,
- -- Optional XP multiplier for aiming. Default=Vanilla
- -- 1 = Vanilla
- -- 2 = 1.5x
- -- 3 = 2x
- -- 4 = 3x
- -- 5 = 5x
- AimingMultiplier = 1,
- -- Optional XP multiplier for reloading. Default=Vanilla
- -- 1 = 0.25x
- -- 2 = 0.5x
- -- 3 = 0.75x
- -- 4 = Vanilla
- -- 5 = 1.5x
- -- 6 = 2x
- -- 7 = 3x
- -- 8 = 5x
- ReloadMult = 4,
- -- When you reload, you only have a chance to gain XP. Default=Always
- -- 1 = Always
- -- 2 = Vanilla (50%)
- -- 3 = 33%
- -- 4 = 25%
- -- 5 = 20%
- -- 6 = 17%
- -- 7 = 14%
- -- 8 = 12.5%
- -- 9 = 11%
- ReloadChance = 1,
- -- In vanilla, XP gains are lowered and chance is decreased after level 4, making leveling much slower. Enable to restore this.
- ReloadNerf = false,
- -- As you walk in combat stance, you will reliably gain nimble XP over time.
- WantSTNimble = true,
- -- Increases the XP you gain in combat stance. This mod already causes you to gain XP much faster than in vanilla, so try it out before tweaking this setting! Default=Default
- -- 1 = Default
- -- 2 = 2x
- -- 3 = 5x
- -- 4 = 10x
- -- 5 = 20x
- NimbleMult = 1,
- -- How often you gain XP while in combat stance. Increase this to dampen the XP multiplier. Default=10 seconds (Default)
- -- 1 = 2.5 seconds
- -- 2 = 5 seconds
- -- 3 = 10 seconds (Default)
- -- 4 = 25 seconds
- NimbleDelay = 3,
- -- As you run, you will reliably gain sprinting XP over time.
- WantSTSprinting = false,
- -- Increases the XP you gain while sprinting. This mod already causes you to gain XP much faster than in vanilla, so try it out before tweaking this setting! Default=Default
- -- 1 = 0.2x
- -- 2 = Default
- -- 3 = 2x
- -- 4 = 5x
- -- 5 = 10x
- -- 6 = 20x
- SprintMult = 2,
- -- How often you gain XP while sprinting. Increase this to dampen the XP multiplier. Default=15 seconds (Default)
- -- 1 = 4 seconds
- -- 2 = 8 seconds
- -- 3 = 15 seconds (Default)
- -- 4 = 23 seconds
- -- 5 = 30 seconds
- -- 6 = 45 seconds
- -- 7 = 75 seconds
- SprintDelay = 3,
- -- Standardises all sources of passive XP, except from exercise.
- WantSTPassive = false,
- -- Increases the fitness XP you gain from all activities other than exercise. Default=Vanilla
- -- 1 = Vanilla
- -- 2 = 2x
- -- 3 = 3x
- -- 4 = 4x
- -- 5 = 5x
- -- 6 = 10x
- -- 7 = 15x
- -- 8 = 25x
- -- 9 = 50x
- FitnessBoost = 1,
- -- Increases the chance to gain fitness XP from all activities other than exercise. Default=Vanilla
- -- 1 = 3.5x
- -- 2 = 2.3x
- -- 3 = 1.4x
- -- 4 = Vanilla
- FitnessChance = 4,
- -- Increases the strength XP you gain from all activities other than exercise. Default=Vanilla
- -- 1 = 0.5x
- -- 2 = Vanilla
- -- 3 = 1.5x
- -- 4 = 2x
- -- 5 = 2.5x
- -- 6 = 5x
- -- 7 = 7.5x
- -- 8 = 12.5x
- -- 9 = 25x
- StrengthBoost = 2,
- -- Increases the chance to gain strength XP from all activities other than exercise. Default=Vanilla
- -- 1 = 3.5x
- -- 2 = 2.3x
- -- 3 = 1.4x
- -- 4 = Vanilla
- StrengthChance = 4,
- },
- DiveThruWindows = {
- -- X out of (100 + player skill/trait factor) will cause a heavy injury.
- -- Rolled once when smashing a window while sprinting. Higher chance of shard injury and cannot hit below the groin. Player skill/trait factor is 95 for Graceful, max Running, max Nimble characters. Minimum=0 Maximum=200 Default=50
- DiveClosedWindowInjuryChance = 45,
- -- X out of (100 + player skill/trait factor) will cause an injury.
- -- This is rolled twice when diving through a closed or already broken window. Cannot hit the neck. Player skill/trait factor is 140 for Graceful, max Nimble characters. Minimum=0 Maximum=200 Default=30
- DiveBrokenWindowInjuryChance = 30,
- -- Instead of X out of (100 + player skill/trait factor), change the 100 to something smaller to emphasize player skill or vice-versa. Minimum=0 Maximum=200 Default=100
- BaseDodge = 100,
- -- Multiplier for armor effectiveness against dive injuries. Minimum=0 Maximum=200 Default=100
- ArmorEffectiveness = 100,
- -- When smashing a window with a dive, this is the % chance that the animation will be converted to a failure.
- -- Even when set to zero, the roll can happen as the vanilla roll for failure also takes place. Applies to dives even on open windows. Reduced by 40 for a max Nimble character. -20 from Graceful and +10 from Clumsy. Minimum=0 Maximum=200 Default=45
- BaseFailDiveChance = 45,
- -- Whether the injury from smashing the window can scratch/wound the legs. (Note that the legs can always be scratched from diving thru the smashed window)
- CanInjureLegs = false,
- -- How many bonus injury rolls occur upon smashing a window with a dive? Minimum=0 Maximum=9 Default=0
- ExtraInjuryRolls = 0,
- },
- NamedLiterature = {
- -- The amount of 10 minute intervals needed for a return of bonuses when reading. Minimum=0 Maximum=1000000 Default=26280
- TimeToForget = 26280,
- -- The amount of times each piece of literature can be read. This number divides the bonuses given from reading. Minimum=1 Maximum=100 Default=3
- MaxTimesReadable = 2,
- -- If true, diminished bonus from reading stay at a capped amount. If false, the bonuses are 0.
- CanReadPassedMax = true,
- },
- AutoGate = {
- -- Everytime the gate is closed by a controller, it will also be locked.
- AutoLockGate = true,
- -- Max range that a controller can interact with the gate. Minimum=8 Maximum=50 Default=35
- ControllerRange = 35,
- -- Total uses each battery can have. Minimum=10 Maximum=300 Default=100
- BatteryMaxUseCount = 100,
- -- Level of Metalworking required to install gate motor. Minimum=1 Maximum=10 Default=4
- LevelRequirementsInstallMetalWelding = 4,
- -- Level of Electrical required to interact with the controller. Minimum=1 Maximum=10 Default=1
- LevelRequirementsControllerInteraction = 1,
- -- Level of Mechanics required to interact with the gate. Minimum=1 Maximum=10 Default=1
- LevelRequirementsGateInteraction = 1,
- -- Level of Electrical required to make controllers. (needs restart) Minimum=1 Maximum=10 Default=2
- LevelRequirementsMakeControllerElectrical = 2,
- -- Level of Electrical required to make a gate motors. (needs restart) Minimum=1 Maximum=10 Default=3
- LevelRequirementsMakeComponentsElectrical = 3,
- -- Level of Mechanics required to make a gate motors. (needs restart) Minimum=1 Maximum=10 Default=4
- LevelRequirementsMakeComponentsMechanics = 4,
- },
- MorePlushies = {
- -- Establishes the base amount of Plushies to loot in distribution Default=Low
- -- 1 = Low
- -- 2 = Normal
- -- 3 = High
- -- 4 = Very High
- Loot = 1,
- -- Default spawn is very low, the higher the number the more abundant the spawns Minimum=1 Maximum=10 Default=2
- SpawnRate = 1,
- },
- Literacy = {
- -- How much reading speed is affected by Literacy skill. (Speeds lower than level 5 are always calculated at 20% per level.) Default=Default (20%)
- -- 1 = 10%
- -- 2 = Default (20%)
- SpeedMultiplier = 3,
- -- Modifies the rate at which Literacy XP is gained. Minimum=0.10 Maximum=10.00 Default=1.00
- XPMultiplier = 1.0,
- -- How much of an affect Fast Reader and Slow Reader have on reading speed, not including the starting skill boost. Default=Default (10%)
- -- 1 = No bonus
- -- 2 = Default (10%)
- TraitMultiplier = 3,
- -- Multiplies your overall reading speed Minimum=0.10 Maximum=10.00 Default=1.00
- OverallSpeedMultiplier = 1.0,
- -- Remaining debuffs after losing the Illiterate trait Default=Slow Reader and Poor Reader
- -- 1 = None
- -- 2 = Slow Reader and Poor Reader
- IlliteratePenalty = 2,
- -- Adds skill books for strength and fitness.
- WantPassiveBooks = false,
- -- Adds skill books for sprinting, nimble, sneaking and lightfoot.
- WantAgilityBooks = false,
- -- Adds skill books for melee weapons.
- WantWeaponBooks = false,
- -- Adds skill books for maintenance.
- WantMaintenanceBooks = false,
- -- Adds skill books for aiming and reloading.
- WantGunBooks = false,
- -- Turn off to stop the 'Learn to Read!' magazine from spawning.
- WantLiteracyMag = true,
- LiteracyMagCraftable = true,
- -- Disables the custom book spawning code used by this mod. This is usually needed when using mods that add lots of books or items that spawn where books do, such as True Music.
- SafeMode = true,
- },
- Excrementum = {
- -- How much time is needed to pass the stomach. Default is realistic. Minimum=0.00 Maximum=100.00 Default=1.00
- StomachMultiplier = 1.0,
- -- How much food leaves stomach in form of chyme every 10 ingame minutes. Minimum=1.00 Maximum=100.00 Default=10.00
- ChymeMultiplier = 10.0,
- -- Ingame minutes to pass the intestine (between the stomach and the colon). Minimum=0.00 Maximum=3000.00 Default=300.00
- DefecateIntMinutes = 300.0,
- -- How much time must pass to start Colon Threshold moving down. Minimum=0.00 Maximum=5000.00 Default=1320.00
- ColonMinutes = 1320.0,
- -- The colon percentage of fullness for urge to defecate. Some food may change this threshold. Minimum=50.00 Maximum=150.00 Default=80.00
- ColonBaseThreshold = 80.0,
- -- Urine production multiplier from drunk water. Default is 1:1, where 10 thirst units = 100 ml. Also affects diuretic effect. Minimum=0.00 Maximum=10.00 Default=1.00
- UrinateIncreaseMultiplier = 1.0,
- -- Passive urine production multiplier from metabolism. By default ~ 30% from all production (if no perks, no cold etc). Minimum=0.00 Maximum=10.00 Default=1.00
- UrinatePassiveMultiplier = 1.0,
- -- The volume of stomach that keeps green moodle which restores health. Minimum=50.00 Maximum=500.00 Default=50.00
- StomachVolume = 50.0,
- -- The stomach may be distended. Max capacity is 'Stomach Volume' plus this. Character won't accept food over maximum capacity. Minimum=50.00 Maximum=1000.00 Default=100.00
- AdditionalStomachVolume = 100.0,
- -- Regen overlay is allowed for clients. They will be able to turn it on/off and change position by client options.
- OverlayIsAllowed = false,
- -- Status window is allowed for clients. They will be able to turn it on/off, switch to bars, change position etc.
- EnabledStatusBars = false,
- -- How the shame is enabled (including multiplayer). Default=Retexture Auto Detect
- -- 1 = Off
- -- 2 = Retexture Auto Detect
- -- 3 = Always On
- Shame = 3,
- },
- DirtinessSickness = {
- -- The amount per hour the moodle value decreases The start value is 1.0, 0.0 is the lowest. Minimum=-1.00 Maximum=-0.01 Default=-0.03
- DecreasePerHour = -0.03,
- -- The amount of dirtiness required for the moodle to start ticking up in value This works per body part, where a value of 0 is completely clean, and 1 is completely dirty. There are 17 body parts. Minimum=0.01 Maximum=17.00 Default=1.00
- DirtinessToTickUp = 4.0,
- -- The amount added to sickness level when a player fails sick chance / hour. Minimum=0.00 Maximum=100.00 Default=50.00
- IncreaseSicknessAmt = 5.0,
- -- The cap for sickness resulting from this mod. (90.1+ is fever.) Minimum=0.00 Maximum=100.00 Default=95.00
- SicknessCap = 95.0,
- -- The value required to set the first level of the moodle. Minimum=0.75 Maximum=1.00 Default=0.75
- LowThreshold = 0.75,
- -- The percentage chance to gain sickness per hour at this threshold. Minimum=0.00 Maximum=1.00 Default=0.00
- LowSickChancePerHour = 0.0,
- -- The value required to set the second level of the moodle. Minimum=0.50 Maximum=0.74 Default=0.50
- MediumThreshold = 0.5,
- -- The percentage chance to gain sickness per hour at this threshold. Minimum=0.00 Maximum=1.00 Default=0.03
- MediumSickChancePerHour = 0.03,
- -- The value required to set the third level of the moodle. Minimum=0.25 Maximum=0.49 Default=0.25
- HighThreshold = 0.25,
- -- The percentage chance to gain sickness per hour at this threshold. Minimum=0.00 Maximum=1.00 Default=0.10
- HighSickChancePerHour = 0.1,
- -- The value required to set the fourth and final level of the moodle. Minimum=0.00 Maximum=0.24 Default=0.04
- CriticalThreshold = 0.04,
- -- The percentage chance to gain sickness per hour at this threshold. Minimum=0.00 Maximum=1.00 Default=0.14
- CriticalSickChancePerHour = 0.14,
- },
- RebalancedCalorieBurning = {
- -- This value is multiplied to the overall caloric burn rate. Warning: This stacks with the more specific multipliers. Minimum=0.00 Maximum=100.00 Default=1.00
- CalorieMultiplier = 0.8,
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- IdleMultiplier = 0.95,
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- WalkingMultiplier = 1.025,
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- RunningMultiplier = 1.1,
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- SprintingMultiplier = 1.2,
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- AsleepMultiplier = 0.9,
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- SittingMultiplier = 0.935,
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- TimedActionMultiplier = 1.0,
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- CarryMultiplier = 1.0125,
- },
- IMNAL = {
- -- Minimum=0 Maximum=100 Default=30
- CarLighterChance = 30,
- -- Minimum=0 Maximum=100 Default=50
- CarLighterSocketChance = 50,
- -- Minimum=0 Maximum=10 Default=1
- electricityReq = 2,
- -- Minimum=0 Maximum=10 Default=2
- mechanicReq = 2,
- allowStove = true,
- allowMicrowave = false,
- allowFireplace = true,
- allowCampfire = true,
- allowFire = true,
- allowBump = true,
- noStoveRisk = true,
- -- Minimum=0 Maximum=400 Default=200
- carLighterBaseTimer = 200,
- -- Minimum=0 Maximum=300 Default=150
- stoveBaseTimer = 150,
- -- Minimum=0 Maximum=2000 Default=1000
- microwaveBaseTimer = 1000,
- -- Minimum=0 Maximum=200 Default=100
- fireplaceBaseTimer = 100,
- -- Minimum=0 Maximum=200 Default=100
- barbecueBaseTimer = 100,
- -- Minimum=0 Maximum=240 Default=120
- campingBaseTimer = 120,
- -- Minimum=0 Maximum=80 Default=40
- fireBaseTimer = 40,
- -- Minimum=0 Maximum=20 Default=10
- playerBaseTimer = 10,
- },
- NS = {
- -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
- S0 = false,
- -- How effective the .22 silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence. Minimum=0 Maximum=100 Default=40
- m22 = 40,
- -- How much the base sound radius of the .22 weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies. Minimum=0 Maximum=200 Default=0
- s22 = 50,
- -- How common .22 silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0. Default=None
- -- 1 = None
- -- 2 = Insanely Rare
- -- 3 = Extremely Rare
- -- 4 = Rare
- -- 5 = Normal
- -- 6 = Common
- d22 = 2,
- -- .22 silencer can be crafted.
- c22 = true,
- -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
- S1 = false,
- -- How effective the 9mm silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence. Minimum=0 Maximum=100 Default=40
- m9 = 40,
- -- How much the base sound radius of the 9mm weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies. Minimum=0 Maximum=200 Default=0
- s9 = 55,
- -- How common 9mm silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0. Default=Rare
- -- 1 = None
- -- 2 = Insanely Rare
- -- 3 = Extremely Rare
- -- 4 = Rare
- -- 5 = Normal
- -- 6 = Common
- d9 = 3,
- -- 9mm silencer can be crafted.
- c9 = true,
- -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
- S2 = false,
- -- How effective the .44 Magnum silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence. Minimum=0 Maximum=100 Default=35
- m44 = 35,
- -- How much the base sound radius of the .44 Magnum weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies. Minimum=0 Maximum=200 Default=0
- s44 = 60,
- -- How common .44 Magnum silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0. Default=Extremely Rare
- -- 1 = None
- -- 2 = Insanely Rare
- -- 3 = Extremely Rare
- -- 4 = Rare
- -- 5 = Normal
- -- 6 = Common
- d44 = 3,
- -- .44 Magnum silencer can be crafted.
- c44 = true,
- -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
- S3 = false,
- -- How effective the .45 AC silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence. Minimum=0 Maximum=100 Default=35
- m45 = 35,
- -- How much the base sound radius of the .45 AC weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies. Minimum=0 Maximum=200 Default=0
- s45 = 60,
- -- How common .45 AC silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0. Default=Extremely Rare
- -- 1 = None
- -- 2 = Insanely Rare
- -- 3 = Extremely Rare
- -- 4 = Rare
- -- 5 = Normal
- -- 6 = Common
- d45 = 3,
- -- .45 AC silencer can be crafted.
- c45 = true,
- -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
- S4 = false,
- -- How effective the .38 Special / .357 Magnum silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence. Minimum=0 Maximum=100 Default=35
- m38n357 = 35,
- -- How much the base sound radius of the .38 Special / .357 Magnum weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies. Minimum=0 Maximum=200 Default=0
- s38n357 = 60,
- -- How common .38 Special / .357 Magnum silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0. Default=Extremely Rare
- -- 1 = None
- -- 2 = Insanely Rare
- -- 3 = Extremely Rare
- -- 4 = Rare
- -- 5 = Normal
- -- 6 = Common
- d38n357 = 3,
- -- .38 Special / .357 Magnum silencer can be crafted.
- c38n357 = true,
- -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
- S5 = false,
- -- How effective the .223/5.56x45mm silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence. Minimum=0 Maximum=100 Default=35
- m223n556 = 35,
- -- How much the base sound radius of the .223/5.56x45mm weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies. Minimum=0 Maximum=200 Default=0
- s223n556 = 60,
- -- How common .223 / 5.56x45mm silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0. Default=Rare
- -- 1 = None
- -- 2 = Insanely Rare
- -- 3 = Extremely Rare
- -- 4 = Rare
- -- 5 = Normal
- -- 6 = Common
- d223n556 = 3,
- -- .223 / 5.56x45mm silencer can be crafted.
- c223n556 = true,
- -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
- S6 = false,
- -- How effective the .308 / 7.62x51mm silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence. Minimum=0 Maximum=100 Default=35
- m308n762 = 35,
- -- How much the base sound radius of the .308 / 7.62x51mm weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies. Minimum=0 Maximum=200 Default=0
- s308n762 = 55,
- -- How common .308 / 7.62x51mm silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0. Default=Rare
- -- 1 = None
- -- 2 = Insanely Rare
- -- 3 = Extremely Rare
- -- 4 = Rare
- -- 5 = Normal
- -- 6 = Common
- d308n762 = 3,
- -- .308 / 7.62x51mm silencer can be crafted.
- c308n762 = true,
- -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
- S7 = false,
- -- How effective the shotgun silencer is at reducing the sound of the weapon. 0 is no reduction (silencer cannot be attached) whereas 100 is complete silence. Minimum=0 Maximum=100 Default=25
- mShells = 25,
- -- How much the base sound radius of the shotgun weapon is increased by. Example, if the base sound radius of a weapon is 30, and this value is 20, its final radius will be 50. As a result, the silencer will reduce the value 50 with the effectiveness value. Be warned, the higher the value the more likely you will attract zombies. Minimum=0 Maximum=200 Default=0
- sShells = 50,
- -- How common shotgun silencers are in the world. Multipliers exactly: Insanely Rare, 0.05; Extremely Rare, 0.2; Rare, 0.6; Normal, 1.0; Common, 2.0; Abundant, 3.0. Default=Insanely Rare
- -- 1 = None
- -- 2 = Insanely Rare
- -- 3 = Extremely Rare
- -- 4 = Rare
- -- 5 = Normal
- -- 6 = Common
- dShells = 2,
- -- Shotgun silencer can be crafted.
- cShells = true,
- -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
- S8 = false,
- -- A level of metalworking is required to craft silencers. Minimum=0 Maximum=10 Default=6
- CraftingMetalWeldingRequired = 6,
- -- A level of aiming is required to craft silencers. Minimum=0 Maximum=10 Default=2
- CraftingAimingRequired = 2,
- -- Allow the conversion from one silencer type to another. Example, converting a .22 silencer to a 9mm silencer.
- ConversionAllowed = true,
- -- A level of metalworking is required to convert silencers. Minimum=0 Maximum=10 Default=5
- ConversionMetalWeldingRequired = 5,
- -- A level of aiming is required to convert silencers. Minimum=0 Maximum=10 Default=2
- ConversionAimingRequired = 2,
- -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
- S9 = false,
- -- Multiplier that will affect all the silencer loot distribution tables. Minimum=0.00 Maximum=100.00 Default=1.00
- BaseLootMultiplier = 1.0,
- -- MP server nerfs ranged weapons' sound radius by 45% for performance reasons. Remove the tick if you would like to disable it.
- MPRadiusNerf = false,
- -- Override some weapons' base firing sounds. This is to make the firing sounds more realistic and consistent together with silenced versions.
- OverrideBaseSounds = true,
- },
- DynamicBackpacks = {
- -- Allows items with the SharpKnife tag to remove upgrades.
- KnivesCanRemove = true,
- -- Base amount of upgrades every Inventory Container item will have Minimum=0 Maximum=10 Default=1
- BaseUpgradeSlots = 1,
- -- Extra/Less Upgrade slots for containers that can go on the back Minimum=-20 Maximum=10 Default=1
- BackSlotModifier = 1,
- -- Extra/Less upgrade slots for containers that go on the front/back spots Minimum=-20 Maximum=10 Default=0
- FannySlotModifier = 0,
- -- Extra/Less upgrade slots for containers that are either not equipped or equipped in other locations. Minimum=-20 Maximum=10 Default=0
- OtherSlotModifier = 0,
- -- Every X levels of tailoring will give all containers another upgrade slot.
- -- (0 to disable) Minimum=0 Maximum=10 Default=10
- TailoringModifier = 10,
- -- Percentage bonus of the containers original capacity. Minimum=0.00 Maximum=1.00 Default=0.10
- ClothCapacityPercentage = 0.05,
- -- Additive bonus to container capacity. Minimum=-100 Maximum=100 Default=1
- ClothCapacityBonus = 1,
- -- Weight Efficiency bonus, applies to missing weight reduction of bag
- -- (50% bonus on an 80% bag results in 90% total reduction)
- -- (30% bonus on a 70% bag results in 79% total reduction) Minimum=0.01 Maximum=1.00 Default=0.15
- ClothReductionPercentage = 0.05,
- -- Multiplier applied to loot spawns for all Cloth upgrades. Minimum=0.00 Maximum=100.00 Default=1.00
- ClothLootSpawns = 0.0,
- -- Percentage bonus of the containers original capacity. Minimum=0.00 Maximum=1.00 Default=0.20
- JeanCapacityPercentage = 0.08,
- -- Additive bonus to container capacity. Minimum=-100 Maximum=100 Default=1
- JeanCapacityBonus = 1,
- -- Weight Efficiency bonus, applies to missing weight reduction of bag
- -- (50% bonus on an 80% bag results in 90% total reduction)
- -- (30% bonus on a 70% bag results in 79% total reduction) Minimum=0.01 Maximum=1.00 Default=0.25
- JeanReductionPercentage = 0.08,
- -- Multiplier applied to loot spawns for all Denim upgrades. Minimum=0.00 Maximum=100.00 Default=1.00
- JeanLootSpawns = 0.0,
- -- Percentage bonus of the containers original capacity. Minimum=0.00 Maximum=1.00 Default=0.25
- LeatherCapacityPercentage = 0.12,
- -- Additive bonus to container capacity. Minimum=-100 Maximum=100 Default=2
- LeatherCapacityBonus = 2,
- -- Weight Efficiency bonus, applies to missing weight reduction of bag
- -- (50% bonus on an 80% bag results in 90% total reduction)
- -- (30% bonus on a 70% bag results in 79% total reduction) Minimum=0.01 Maximum=1.00 Default=0.35
- LeatherReductionPercentage = 0.12,
- -- Multiplier applied to loot spawns for all Leather upgrades. Minimum=0.00 Maximum=100.00 Default=1.00
- LeatherLootSpawns = 0.0,
- -- Percentage bonus of the containers original capacity. Minimum=0.00 Maximum=1.00 Default=0.35
- MilitaryCapacityPercentage = 0.2,
- -- Additive bonus to container capacity. Minimum=-100 Maximum=100 Default=2
- MilitaryCapacityBonus = 2,
- -- Weight Efficiency bonus, applies to missing weight reduction of bag
- -- (50% bonus on an 80% bag results in 90% total reduction)
- -- (30% bonus on a 70% bag results in 79% total reduction) Minimum=0.01 Maximum=1.00 Default=0.50
- MilitaryReductionPercentage = 0.16,
- -- Multiplier applied to loot spawns for all Military upgrades. Minimum=0.00 Maximum=100.00 Default=1.00
- MilitaryLootSpawns = 0.1,
- },
- SpearTraps = {
- -- Kill players when they walk over a spear trap
- SpearTrapsKillPlayer = false,
- },
- FirstAidOverhaul = {
- -- From this level onward, the Player will be able to treat fractures. Minimum=0 Maximum=10 Default=1
- FractureTreatmentLevel = 1,
- -- From this level onward, the Player will be able to stitch wounds. Minimum=0 Maximum=10 Default=2
- StitchingTreatmentLevel = 2,
- -- From this level onward, the Player won't have a chance to fail wound treatments. Minimum=0 Maximum=10 Default=4
- FailureLevelThreshold = 4,
- -- The chance of failure when treating wounds. Minimum=0 Maximum=100 Default=30
- FailureChance = 25,
- -- How much disease percentage you can get from a single infected wound. Minimum=0 Maximum=100 Default=26
- MaxDiseasePerWound = 26,
- -- How much disease percentage you can get from all infected wounds combined. Minimum=0 Maximum=100 Default=100
- InfectionDiseaseLimit = 100,
- -- How many in-game minutes before you can practice first aid on corpses again. Minimum=1 Maximum=1440 Default=60
- PracticeCooldown = 60,
- -- How much XP the Player receives when performing this practice in a corpse. Minimum=1 Maximum=1000 Default=10
- BandagePracticeXP = 10,
- -- How much XP the Player receives when performing this practice in a corpse. Minimum=1 Maximum=1000 Default=25
- SuturePracticeXP = 25,
- -- How much XP the Player receives when performing this practice in a corpse. Minimum=1 Maximum=1000 Default=50
- StudyPracticeXP = 50,
- -- How much XP the Player receives when performing this practice in a corpse. Minimum=1 Maximum=1000 Default=75
- ScalpelPracticeXP = 75,
- -- Makes wound treatment faster or slower. Minimum=0.10 Maximum=5.00 Default=1.00
- SpeedMultiplier = 1.0,
- -- Display cheaty info of wounds when at Level 8 or higher.
- ShowDebugInfo = true,
- },
- sts = {
- -- If set to 10 then 10 days will be simulated in each month (120 day years). Skipping 2 days for every 1 day played. Recommended setting 2+ hour days if setting a value less than 10 days. Erosion, farming, etc. will only account for days played (not skipped, 120 days in this case) Minimum=1.00 Maximum=15.00 Default=10.00
- MaxDaysInMonth = 10.0,
- },
- SkillRecoveryJournal = {
- -- The amount of experienced recovered from reading bound journals. Minimum=1 Maximum=100 Default=100
- RecoveryPercentage = 90,
- -- A multiplier on the speed of transcribing journals. Minimum=0.00 Maximum=1000.00 Default=1.00
- TranscribeSpeed = 1.0,
- -- A multiplier on the speed of reading bound journals. Minimum=0.00 Maximum=1000.00 Default=1.00
- ReadTimeSpeed = 1.0,
- -- Starting with more than 1 point in a skill generally nets you bonus XP - with this toggled off that XP is not recorded. All XP recorded is that of a character with no starting skills. This does NOT recover starting levels - only the bonus XP earned.
- RecoverProfessionAndTraitsBonuses = true,
- -- Toggling this on will allow people to transcribe XP earned from watching TV/VHS. Note: This means players can carry over watched XP between characters cumulatively.
- TranscribeTVXP = false,
- -- Toggle on to record passive skills.
- RecoverPassiveSkills = false,
- -- Toggle on to record combat skills.
- RecoverCombatSkills = false,
- -- Toggle on to record firearm skills.
- RecoverFirearmSkills = false,
- -- Toggle on to record crafting skills.
- RecoverCraftingSkills = true,
- -- Toggle on to record survivalist skills.
- RecoverSurvivalistSkills = false,
- -- Toggle on to record agility skills.
- RecoverAgilitySkills = false,
- -- Toggle off to prevent journals from recovering/transcribing recipes.
- RecoverRecipes = true,
- -- Normally you can reread the journal as many times as you like - with this toggled on each individual XP point can only be recovered once. You can still add onto the journal, but each point can only be recovered once on each journal. Note: the tooltip for the journal will now display a fraction for unused points.
- RecoveryJournalUsed = false,
- Craftable = true,
- },
- TrippingZombies = {
- -- 0 = never, 100 = always (can be buggy) Minimum=0 Maximum=100 Default=75
- collisionTripChanceSprinters = 75,
- -- 0 = never, 100 = always (can be buggy) Minimum=0 Maximum=100 Default=10
- collisionTripChanceShamblers = 10,
- -- 0 = never, 100 = always (can be buggy) Minimum=0 Maximum=100 Default=25
- randomTripChanceSprinters = 25,
- -- 0 = never, 100 = always (can be buggy) Minimum=0 Maximum=100 Default=5
- randomTripChanceShamblers = 5,
- },
- WanderingZombies = {
- -- When enabled, lone zombies will use pathToSound, which causes them to attack objects in their path
- -- If using 'Always' with Destroyable World Fences, a lot of zombies will be found attacking fences, which makes things easier for awhile Default=Indoors
- -- 1 = Always
- -- 2 = Indoors
- -- 3 = Random
- Destructive = 2,
- -- Zombies will try not to path further than this
- -- Does not account for needing to walk around objects(walls, etc) Minimum=10 Maximum=100 Default=40
- MaxTravel = 40,
- -- Method used for ticks Default=EveryOneMinute (in-game)
- -- 1 = Always
- -- 2 = OnTick (frame)
- -- 3 = EveryOneMinute (in-game)
- -- 4 = EveryTenMinutes (in-game)
- Counter = 4,
- -- How many times the chosen counter must occur before a zombie may wander Minimum=1 Maximum=9999999 Default=5
- NumTicks = 5,
- -- Maximum ticks that can be added randomly to the above setting Minimum=0 Maximum=9999999 Default=10
- RandTicks = 10,
- -- At what hour should lone zombies start wandering randomly
- -- If set to static, uses Start Hour: Max
- -- If set to random, Start Hour is randomised after the time period has elapsed using the below values (inclusive)
- -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownStartHour = 1,
- -- Refer to Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MinStartHour = 0,
- -- Refer to Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MaxStartHour = 0,
- -- Period of time lone zombies are allowed to wander for when the hour reaches Start Hour
- -- If set to static, uses Total Hours: Max
- -- If set to random, Total Hours is randomised after the time period has elapsed using the below values (inclusive)
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownTotalHours = 1,
- -- Refer to Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
- MinTotalHours = 0,
- -- Refer to Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
- MaxTotalHours = 24,
- -- Chance each zombie has of wandering randomly
- -- Chance is only rolled when the timer has elapsed and the zombie is ready to move
- -- If set to static, uses Random Chance: Max
- -- If set to random, Random Chance is randomised once per day using the below values (inclusive) Default=Static
- -- 1 = Static
- DropdownWanderChance = 2,
- -- Refer to Random Chance tooltip for information Minimum=0 Maximum=100 Default=0
- MinWanderChance = 20,
- -- Refer to Random Chance tooltip for information Minimum=0 Maximum=100 Default=100
- MaxWanderChance = 100,
- -- At what hour should lone zombies start homing in on the nearest player
- -- If set to static, uses Homing Start Hour: Max
- -- If set to random, Homing Start Hour is randomised after the time period has elapsed using the below values (inclusive)
- -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownHomingStartHour = 1,
- -- Refer to Homing Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MinHomingStartHour = 0,
- -- Refer to Homing Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MaxHomingStartHour = 0,
- -- Period of time lone zombies are allowed to home onto players when the hour reaches Homing Start Hour
- -- If set to static, uses Homing Total Hours: Max
- -- If set to random, Homing Total Hours is randomised after the time period has elapsed using the below values (inclusive)
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownHomingTotalHours = 1,
- -- Refer to Homing Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
- MinHomingTotalHours = 0,
- -- Refer to Homing Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
- MaxHomingTotalHours = 24,
- -- Chance each zombie has of homing in on the nearest player
- -- Chance is only rolled when the timer has elapsed and the zombie is ready to move
- -- Max Travel applies to homing zombies
- -- If set to static, uses Homing Chance: Max
- -- If set to random, Homing Chance is randomised once per day using the below values (inclusive) Default=Static
- -- 1 = Static
- DropdownToPlayers = 1,
- -- Refer to Homing Chance tooltip for information Minimum=0 Maximum=100 Default=0
- MinToPlayers = 0,
- -- Refer to Homing Chance tooltip for information Minimum=0 Maximum=100 Default=20
- MaxToPlayers = 10,
- -- Lone zombies inside this radius ignore the homing settings
- -- If set to static, uses Random Radius: Max
- -- If set to random, Random Radius is randomised once per day using the below values (inclusive) Default=Static
- -- 1 = Static
- DropdownRadius = 1,
- -- Refer to Random Radius tooltip for information Minimum=0 Maximum=90 Default=0
- MinRadius = 0,
- -- Refer to Random Radius tooltip for information Minimum=0 Maximum=90 Default=70
- MaxRadius = 70,
- -- When enabled, lone zombies that are homing in on the player have their current path interrupted as soon as they're inside the Random Radius Default=Off
- -- 1 = On
- -- 2 = Off
- RadiusInterrupt = 2,
- -- At what hour should lone zombies flee from the nearest player
- -- If set to static, uses Flee Start Hour: Max
- -- If set to random, Flee Start Hour is randomised after the time period has elapsed using the below values (inclusive)
- -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownFleeStartHour = 1,
- -- Refer to Flee Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MinFleeStartHour = 0,
- -- Refer to Flee Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MaxFleeStartHour = 0,
- -- Period of time lone zombies are allowed to flee from players when the hour reaches Flee Start Hour
- -- If set to static, uses Flee Total Hours: Max
- -- If set to random, Flee Total Hours is randomised after the time period has elapsed using the below values (inclusive)
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownFleeTotalHours = 1,
- -- Refer to Flee Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
- MinFleeTotalHours = 0,
- -- Refer to Flee Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
- MaxFleeTotalHours = 24,
- -- Chance each zombie has of moving away from the nearest player when inside Flee Radius
- -- Chance is only rolled when the timer has elapsed and the horde is ready to move
- -- Max Travel applies to fleeing hordes
- -- If set to static, uses Flee Chance: Max
- -- If set to random, Flee Chance is randomised once per day using the below values (inclusive) Default=Static
- -- 1 = Static
- DropdownFleePlayers = 1,
- -- Refer to Flee Chance tooltip for information Minimum=0 Maximum=100 Default=0
- MinFleePlayers = 0,
- -- Refer to Flee Chance tooltip for information Minimum=0 Maximum=100 Default=0
- MaxFleePlayers = 5,
- -- Lone zombies inside this radius move away from the player
- -- This takes priority over Random Radius
- -- If set to static, uses Flee Radius: Max
- -- If set to random, Flee Radius is randomised once per day using the below values (inclusive) Default=Static
- -- 1 = Static
- DropdownFleeRadius = 1,
- -- Refer to Flee Radius tooltip for information Minimum=0 Maximum=90 Default=0
- MinFleeRadius = 0,
- -- Refer to Flee Radius tooltip for information Minimum=0 Maximum=90 Default=0
- MaxFleeRadius = 40,
- -- Allows zombies to form and move together as hordes
- -- Hordes use the rally group settings to function
- -- When Rally Group Size is set to 0, there is no limit on horde size
- -- Zeds will separate from a horde if they can't stay within Rally Travel Distance
- -- The options below have no effect if this is disabled
- Hordes = true,
- -- Allow hordes to merge when within Rally Travel Distance
- -- Horde merging does not respect Rally Group Size, they can grow to any size.
- Merge = true,
- -- When above zero, a horde is incapable of merging again until a cooldown has elapsed
- -- Time is in milliseconds
- -- Value is multipled by followers in a horde:
- -- (followers in horde) * (Merge Cooldown) Minimum=0 Maximum=9999999 Default=3000
- MergeCooldown = 3000,
- -- When enabled, only zombies that share the same speed(sprinter, crawler, etc) will form a horde together
- -- Works with Random Zombies, but will incorrectly group together zombies until Random Zombies updates their speed
- GroupBySpeed = false,
- -- When enabled, sprinters are allowed to be in hordes
- AllowSprinters = true,
- -- When enabled, fast shamblers are allowed to be in hordes
- AllowFastShamblers = true,
- -- When enabled, slow shamblers are allowed to be in hordes
- AllowShamblers = true,
- -- When enabled, crawlers are allowed to be in hordes
- AllowCrawlers = false,
- -- When enabled, hordes will use pathToSound, which causes them to attack objects in their path
- -- If using 'Always' with Destroyable World Fences, a lot of zombies will be found attacking fences, which makes things easier for awhile Default=Indoors
- -- 1 = Always
- -- 2 = Indoors
- -- 3 = Random
- HordeDestructive = 2,
- -- Hordes will try not to path further than this
- -- Does not account for needing to walk around objects(walls, etc) Minimum=10 Maximum=100 Default=40
- HordeMaxTravel = 40,
- -- Method used for ticks Default=EveryOneMinute (in-game)
- -- 1 = Always
- -- 2 = OnTick (frame)
- -- 3 = EveryOneMinute (in-game)
- -- 4 = EveryTenMinutes (in-game)
- HordeCounter = 4,
- -- How many times the chosen counter must occur before a horde may wander Minimum=1 Maximum=9999999 Default=5
- HordeNumTicks = 5,
- -- Maximum ticks that can be added randomly to the above setting Minimum=0 Maximum=9999999 Default=10
- HordeRandTicks = 10,
- -- Additional ticks are added based on the amount of followers in a horde:
- -- (followers in horde) * (Follower Ticks)
- -- Result is floored (rounded down) Minimum=0.00 Maximum=100.00 Default=0.00
- FollowerTicks = 0.0,
- -- At what hour should hordes start wandering randomly
- -- If set to static, uses Start Hour: Max
- -- If set to random, Start Hour is randomised after the time period has elapsed using the below values (inclusive)
- -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownHordeStartHour = 1,
- -- Refer to Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MinHordeStartHour = 0,
- -- Refer to Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MaxHordeStartHour = 0,
- -- Period of time hordes are allowed to wander for when the hour reaches Start Hour
- -- If set to static, uses Total Hours: Max
- -- If set to random, Total Hours is randomised after the time period has elapsed using the below values (inclusive)
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownHordeTotalHours = 1,
- -- Refer to Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
- MinHordeTotalHours = 0,
- -- Refer to Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
- MaxHordeTotalHours = 24,
- -- Chance each horde has of wandering randomly
- -- Chance is only rolled when the timer has elapsed and the horde is ready to move
- -- If set to static, uses Random Chance: Max
- -- If set to random, Random Chance is randomised once per day using the below values (inclusive) Default=Static
- -- 1 = Static
- DropdownHordeWanderChance = 2,
- -- Refer to Random Chance tooltip for information Minimum=0 Maximum=100 Default=0
- MinHordeWanderChance = 20,
- -- Refer to Random Chance tooltip for information Minimum=0 Maximum=100 Default=100
- MaxHordeWanderChance = 100,
- -- At what hour should hordes start homing in on the nearest player
- -- If set to static, uses Homing Start Hour: Max
- -- If set to random, Homing Start Hour is randomised after the time period has elapsed using the below values (inclusive)
- -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownHordeHomingStartHour = 1,
- -- Refer to Homing Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MinHordeHomingStartHour = 0,
- -- Refer to Homing Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MaxHordeHomingStartHour = 0,
- -- Period of time hordes are allowed to home onto players when the hour reaches Homing Start Hour
- -- If set to static, uses Homing Total Hours: Max
- -- If set to random, Homing Total Hours is randomised after the time period has elapsed using the below values (inclusive)
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownHordeHomingTotalHours = 1,
- -- Refer to Homing Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
- MinHordeHomingTotalHours = 0,
- -- Refer to Homing Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
- MaxHordeHomingTotalHours = 24,
- -- Chance each horde has of homing in on the nearest player
- -- Chance is only rolled when the timer has elapsed and the horde is ready to move
- -- Max Travel applies to homing hordes
- -- If set to static, uses Homing Chance: Max
- -- If set to random, Homing Chance is randomised once per day using the below values (inclusive) Default=Static
- -- 1 = Static
- DropdownHordeToPlayers = 1,
- -- Refer to Homing Chance tooltip for information Minimum=0 Maximum=100 Default=0
- MinHordeToPlayers = 0,
- -- Refer to Homing Chance tooltip for information Minimum=0 Maximum=100 Default=20
- MaxHordeToPlayers = 10,
- -- Hordes inside this radius ignore the homing settings
- -- If set to static, uses Random Radius: Max
- -- If set to random, Random Radius is randomised once per day using the below values (inclusive) Default=Static
- -- 1 = Static
- DropdownHordeRadius = 1,
- -- Refer to Random Radius tooltip for information Minimum=0 Maximum=90 Default=0
- MinHordeRadius = 0,
- -- Refer to Random Radius tooltip for information Minimum=0 Maximum=90 Default=70
- MaxHordeRadius = 70,
- -- When enabled, hordes that are homing in on the player have their current path interrupted as soon as they're inside the Random Radius Default=Off
- -- 1 = On
- -- 2 = Off
- HordeRadiusInterrupt = 2,
- -- At what hour should hordes flee from the nearest player
- -- If set to static, uses Flee Start Hour: Max
- -- If set to random, Flee Start Hour is randomised after the time period has elapsed using the below values (inclusive)
- -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownHordeFleeStartHour = 1,
- -- Refer to Flee Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MinHordeFleeStartHour = 0,
- -- Refer to Flee Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
- MaxHordeFleeStartHour = 5,
- -- Period of time hordes are allowed to flee from players when the hour reaches Flee Start Hour
- -- If set to static, uses Flee Total Hours: Max
- -- If set to random, Flee Total Hours is randomised after the time period has elapsed using the below values (inclusive)
- -- Multiple periods of activity can occur in a single day
- -- Periods of activity can chain, for example:
- -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
- -- Total Hours Min: 0, Total Hours Max: 12
- -- The above can lead to a 24 hour period of activity if Start Hour is randomised to 6am, and Total Hours is randomised to 12 Default=Static
- -- 1 = Static
- DropdownHordeFleeTotalHours = 1,
- -- Refer to Flee Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
- MinHordeFleeTotalHours = 0,
- -- Refer to Flee Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
- MaxHordeFleeTotalHours = 24,
- -- Chance each horde has of moving away from the nearest player when inside Flee Radius
- -- Chance is only rolled when the timer has elapsed and the horde is ready to move
- -- Max Travel applies to fleeing hordes
- -- If set to static, uses Flee Chance: Max
- -- If set to random, Flee Chance is randomised once per day using the below values (inclusive) Default=Static
- -- 1 = Static
- DropdownHordeFleePlayers = 1,
- -- Refer to Flee Chance tooltip for information Minimum=0 Maximum=100 Default=0
- MinHordeFleePlayers = 0,
- -- Refer to Flee Chance tooltip for information Minimum=0 Maximum=100 Default=0
- MaxHordeFleePlayers = 0,
- -- Hordes inside this radius move away from the player
- -- This takes priority over Random Radius
- -- If set to static, uses Flee Radius: Max
- -- If set to random, Flee Radius is randomised once per day using the below values (inclusive) Default=Static
- -- 1 = Static
- DropdownHordeFleeRadius = 1,
- -- Refer to Flee Radius tooltip for information Minimum=0 Maximum=90 Default=0
- MinHordeFleeRadius = 0,
- -- Refer to Flee Radius tooltip for information Minimum=0 Maximum=90 Default=0
- MaxHordeFleeRadius = 0,
- -- Maximum amount of zeds that can be processed per update
- -- Update runs once per frame
- -- At 60fps, a zed limit of 20 would mean 1200 zeds per second are processed Minimum=1 Maximum=100 Default=20
- UpdateZedLimit = 20,
- -- Maximum amount of milliseconds that the update can run for
- -- Update runs once per frame
- -- 16.67ms is the time limit per frame for a stable 60fps
- -- With a low zombie limit, it should not be necessary to change this value
- -- Horde updates have a hardcoded cap of 2ms that is separate from this value Minimum=1 Maximum=4 Default=2
- UpdateMsLimit = 2,
- -- Monitor zed pathing to try and stop them walking outside the active area around a player
- TryStopVirtual = true,
- -- Minimum amount of hours a player needs to of survived before zeds will home in on them Minimum=0 Maximum=99999999 Default=0
- HoursSurvived = 0,
- },
- WZS = {
- S1 = false,
- S2 = false,
- S3 = false,
- S4 = false,
- HS1 = false,
- HS2 = false,
- HS3 = false,
- },
- DefinitiveZombies = {
- DebugEnable = false,
- -- Minimum=100 Maximum=10000 Default=300
- UpdateInterval = 300,
- -- Minimum=0 Maximum=10 Default=3
- RerollAttempts = 3,
- SpeedEnable = true,
- -- Default=Fast Shamblers
- -- 1 = Sprinters
- -- 2 = Fast Shamblers
- Speed = 2,
- StrengthEnable = true,
- -- Default=Normal
- -- 1 = Superhuman
- -- 2 = Normal
- Strength = 2,
- ToughnessEnable = true,
- -- Default=Normal
- -- 1 = Tough
- -- 2 = Normal
- Toughness = 2,
- CognitionEnable = true,
- -- Default=Basic Navigation
- -- 1 = Navigate + Use Doors
- -- 2 = Navigate
- Cognition = 3,
- MemoryEnable = true,
- -- Default=Normal
- -- 1 = Long
- -- 2 = Normal
- -- 3 = Short
- Memory = 2,
- SightEnable = true,
- -- Default=Normal
- -- 1 = Eagle
- -- 2 = Normal
- Sight = 2,
- HearingEnable = true,
- -- Default=Normal
- -- 1 = Pinpoint
- -- 2 = Normal
- Hearing = 2,
- DayLightEnable = true,
- -- Minimum=0.01 Maximum=0.99 Default=0.25
- DayLight_Interval0 = 0.25,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect0_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect0_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect0_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect0_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect0_Memory = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect0_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect0_Hearing = 6,
- -- Minimum=0.01 Maximum=0.99 Default=0.50
- DayLight_Interval1 = 0.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect1_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect1_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect1_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect1_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect1_Memory = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect1_Sight = 5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect1_Hearing = 6,
- -- Minimum=0.01 Maximum=0.99 Default=0.75
- DayLight_Interval2 = 0.75,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect2_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect2_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect2_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect2_Cognition = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect2_Memory = 5,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect2_Sight = 5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- DayLight_Effect2_Hearing = 6,
- NightEnable = true,
- -- Minimum=0.01 Maximum=0.99 Default=0.25
- Night_Interval0 = 0.25,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect0_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect0_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect0_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect0_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect0_Memory = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect0_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect0_Hearing = 6,
- -- Minimum=0.01 Maximum=0.99 Default=0.50
- Night_Interval1 = 0.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect1_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect1_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect1_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect1_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect1_Memory = 6,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect1_Sight = 7,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect1_Hearing = 6,
- -- Minimum=0.01 Maximum=0.99 Default=0.75
- Night_Interval2 = 0.75,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect2_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect2_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect2_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect2_Cognition = 6,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect2_Memory = 7,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect2_Sight = 7,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Night_Effect2_Hearing = 5,
- TemperatureEnable = true,
- -- Minimum=-200.00 Maximum=200.00 Default=-200.00
- Temperature_Interval0 = -200.0,
- -- Default=Decrease by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect0_Speed = 7,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect0_Strength = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect0_Toughness = 5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect0_Cognition = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect0_Memory = 5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect0_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect0_Hearing = 6,
- -- Minimum=-200.00 Maximum=200.00 Default=0.00
- Temperature_Interval1 = -50.0,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect1_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect1_Strength = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect1_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect1_Cognition = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect1_Memory = 5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect1_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect1_Hearing = 6,
- -- Minimum=-200.00 Maximum=200.00 Default=10.00
- Temperature_Interval2 = 10.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect2_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect2_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect2_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect2_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect2_Memory = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect2_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Temperature_Effect2_Hearing = 6,
- FogIntensityEnable = true,
- -- Minimum=0.01 Maximum=0.99 Default=0.25
- FogIntensity_Interval0 = 0.25,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect0_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect0_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect0_Toughness = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect0_Cognition = 5,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect0_Memory = 5,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect0_Sight = 7,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect0_Hearing = 6,
- -- Minimum=0.01 Maximum=0.99 Default=0.50
- FogIntensity_Interval1 = 0.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect1_Speed = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect1_Strength = 5,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect1_Toughness = 5,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect1_Cognition = 5,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect1_Memory = 5,
- -- Default=Decrease by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect1_Sight = 8,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect1_Hearing = 6,
- -- Minimum=0.01 Maximum=0.99 Default=0.75
- FogIntensity_Interval2 = 0.75,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect2_Speed = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect2_Strength = 5,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect2_Toughness = 5,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect2_Cognition = 5,
- -- Default=Increase by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect2_Memory = 4,
- -- Default=Decrease by 3 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect2_Sight = 9,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- FogIntensity_Effect2_Hearing = 6,
- RainIntensityEnable = true,
- -- Minimum=0.01 Maximum=0.99 Default=0.25
- RainIntensity_Interval0 = 0.25,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect0_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect0_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect0_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect0_Cognition = 6,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect0_Memory = 7,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect0_Sight = 7,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect0_Hearing = 7,
- -- Minimum=0.01 Maximum=0.99 Default=0.50
- RainIntensity_Interval1 = 0.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect1_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect1_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect1_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect1_Cognition = 6,
- -- Default=Decrease by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect1_Memory = 8,
- -- Default=Decrease by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect1_Sight = 8,
- -- Default=Decrease by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect1_Hearing = 8,
- -- Minimum=0.01 Maximum=0.99 Default=0.75
- RainIntensity_Interval2 = 0.75,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect2_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect2_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect2_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect2_Cognition = 6,
- -- Default=Decrease by 3 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect2_Memory = 9,
- -- Default=Decrease by 3 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect2_Sight = 9,
- -- Default=Decrease by 3 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- RainIntensity_Effect2_Hearing = 9,
- SnowIntensityEnable = true,
- -- Minimum=0.01 Maximum=0.99 Default=0.25
- SnowIntensity_Interval0 = 0.25,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect0_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect0_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect0_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect0_Cognition = 6,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect0_Memory = 7,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect0_Sight = 7,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect0_Hearing = 6,
- -- Minimum=0.01 Maximum=0.99 Default=0.50
- SnowIntensity_Interval1 = 0.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect1_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect1_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect1_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect1_Cognition = 6,
- -- Default=Decrease by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect1_Memory = 8,
- -- Default=Decrease by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect1_Sight = 8,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect1_Hearing = 6,
- -- Minimum=0.01 Maximum=0.99 Default=0.75
- SnowIntensity_Interval2 = 0.75,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect2_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect2_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect2_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect2_Cognition = 6,
- -- Default=Decrease by 3 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect2_Memory = 9,
- -- Default=Decrease by 3 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect2_Sight = 9,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- SnowIntensity_Effect2_Hearing = 6,
- CloudIntensityEnable = true,
- -- Minimum=0.01 Maximum=0.99 Default=0.25
- CloudIntensity_Interval0 = 0.25,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect0_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect0_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect0_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect0_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect0_Memory = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect0_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect0_Hearing = 6,
- -- Minimum=0.01 Maximum=0.99 Default=0.50
- CloudIntensity_Interval1 = 0.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect1_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect1_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect1_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect1_Cognition = 6,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect1_Memory = 7,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect1_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect1_Hearing = 6,
- -- Minimum=0.01 Maximum=0.99 Default=0.75
- CloudIntensity_Interval2 = 0.75,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect2_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect2_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect2_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect2_Cognition = 6,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect2_Memory = 7,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect2_Sight = 7,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- CloudIntensity_Effect2_Hearing = 6,
- WindIntensityEnable = true,
- -- Minimum=0.01 Maximum=0.99 Default=0.25
- WindIntensity_Interval0 = 0.25,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect0_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect0_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect0_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect0_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect0_Memory = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect0_Sight = 6,
- -- Default=Decrease by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect0_Hearing = 7,
- -- Minimum=0.01 Maximum=0.99 Default=0.50
- WindIntensity_Interval1 = 0.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect1_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect1_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect1_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect1_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect1_Memory = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect1_Sight = 6,
- -- Default=Decrease by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect1_Hearing = 8,
- -- Minimum=0.01 Maximum=0.99 Default=0.75
- WindIntensity_Interval2 = 0.75,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect2_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect2_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect2_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect2_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect2_Memory = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect2_Sight = 6,
- -- Default=Decrease by 3 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- WindIntensity_Effect2_Hearing = 9,
- MoonPhaseEnable = true,
- -- Minimum=0.00 Maximum=1.00 Default=0.75
- MoonPhaseMoonThreshold = 0.75,
- -- Minimum=0.00 Maximum=0.00 Default=0.00
- MoonPhase_Interval0 = 0.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect0_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect0_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect0_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect0_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect0_Memory = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect0_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect0_Hearing = 6,
- -- Minimum=1.00 Maximum=1.00 Default=1.00
- MoonPhase_Interval1 = 1.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect1_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect1_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect1_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect1_Cognition = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect1_Memory = 5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect1_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect1_Hearing = 6,
- -- Minimum=2.00 Maximum=2.00 Default=2.00
- MoonPhase_Interval2 = 2.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect2_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect2_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect2_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect2_Cognition = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect2_Memory = 5,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect2_Sight = 5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect2_Hearing = 6,
- -- Minimum=3.00 Maximum=3.00 Default=3.00
- MoonPhase_Interval3 = 3.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect3_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect3_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect3_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect3_Cognition = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect3_Memory = 5,
- -- Default=Increase by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect3_Sight = 4,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect3_Hearing = 6,
- -- Minimum=4.00 Maximum=4.00 Default=4.00
- MoonPhase_Interval4 = 4.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect4_Speed = 4,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect4_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect4_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect4_Cognition = 6,
- -- Default=Increase by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect4_Memory = 4,
- -- Default=Increase by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect4_Sight = 4,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect4_Hearing = 6,
- -- Minimum=5.00 Maximum=5.00 Default=5.00
- MoonPhase_Interval5 = 5.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect5_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect5_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect5_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect5_Cognition = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect5_Memory = 5,
- -- Default=Increase by 2 Stages
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect5_Sight = 4,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect5_Hearing = 6,
- -- Minimum=6.00 Maximum=6.00 Default=6.00
- MoonPhase_Interval6 = 6.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect6_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect6_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect6_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect6_Cognition = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect6_Memory = 5,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect6_Sight = 5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect6_Hearing = 6,
- -- Minimum=7.00 Maximum=7.00 Default=7.00
- MoonPhase_Interval7 = 7.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect7_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect7_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect7_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect7_Cognition = 6,
- -- Default=Increase by 1 Stage
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect7_Memory = 5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect7_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- MoonPhase_Effect7_Hearing = 6,
- TimeEnable = false,
- -- Minimum=0.00 Maximum=24.00 Default=4.00
- Time_Interval0 = 4.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect0_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect0_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect0_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect0_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect0_Memory = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect0_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect0_Hearing = 6,
- -- Minimum=0.00 Maximum=24.00 Default=18.00
- Time_Interval1 = 18.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect1_Speed = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect1_Strength = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect1_Toughness = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect1_Cognition = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect1_Memory = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect1_Sight = 6,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Time_Effect1_Hearing = 6,
- Speed_Seed_Enable = true,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Speed_Seed1 = 10.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Speed_Seed1_Effect = 7,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Speed_Seed2 = 80.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Speed_Seed2_Effect = 6,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Speed_Seed3 = 5.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Speed_Seed3_Effect = 5,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Speed_Seed4 = 5.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Speed_Seed4_Effect = 1,
- Strength_Seed_Enable = true,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Strength_Seed1 = 10.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Strength_Seed1_Effect = 7,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Strength_Seed2 = 75.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Strength_Seed2_Effect = 6,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Strength_Seed3 = 10.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Strength_Seed3_Effect = 5,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Strength_Seed4 = 5.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Strength_Seed4_Effect = 1,
- Toughness_Seed_Enable = true,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Toughness_Seed1 = 10.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Toughness_Seed1_Effect = 7,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Toughness_Seed2 = 75.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Toughness_Seed2_Effect = 6,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Toughness_Seed3 = 10.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Toughness_Seed3_Effect = 5,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Toughness_Seed4 = 5.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Toughness_Seed4_Effect = 1,
- Cognition_Seed_Enable = true,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Cognition_Seed1 = 15.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Cognition_Seed1_Effect = 7,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Cognition_Seed2 = 80.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Cognition_Seed2_Effect = 6,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Cognition_Seed3 = 2.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Cognition_Seed3_Effect = 5,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Cognition_Seed4 = 2.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Cognition_Seed4_Effect = 4,
- Memory_Seed_Enable = true,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Memory_Seed1 = 15.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Memory_Seed1_Effect = 7,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Memory_Seed2 = 80.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Memory_Seed2_Effect = 6,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Memory_Seed3 = 2.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Memory_Seed3_Effect = 5,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Memory_Seed4 = 2.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Memory_Seed4_Effect = 4,
- Sight_Seed_Enable = true,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Sight_Seed1 = 15.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Sight_Seed1_Effect = 7,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Sight_Seed2 = 80.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Sight_Seed2_Effect = 6,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Sight_Seed3 = 2.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Sight_Seed3_Effect = 5,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Sight_Seed4 = 2.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Sight_Seed4_Effect = 5,
- Hearing_Seed_Enable = true,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Hearing_Seed1 = 15.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Hearing_Seed1_Effect = 7,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Hearing_Seed2 = 80.0,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Hearing_Seed2_Effect = 6,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Hearing_Seed3 = 2.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Hearing_Seed3_Effect = 5,
- -- Minimum=0.00 Maximum=100.00 Default=25.00
- Hearing_Seed4 = 2.5,
- -- Default=Nothing
- -- 1 = Increase by 99 Stages
- -- 2 = Increase by 4 Stages
- -- 3 = Increase by 3 Stages
- -- 4 = Increase by 2 Stages
- -- 5 = Increase by 1 Stage
- -- 6 = Nothing
- -- 7 = Decrease by 1 Stage
- -- 8 = Decrease by 2 Stages
- -- 9 = Decrease by 3 Stages
- -- 10 = Decrease by 4 Stages
- Hearing_Seed4_Effect = 5,
- },
- WaterGoesBad = {
- -- In days, the earliest the water can go bad. This only starts counting after the water shutoff. Minimum=0 Maximum=365 Default=2
- ExpirationMin = 4,
- -- In days, the latest the water can go bad. This only starts counting after the water shutoff. Minimum=0 Maximum=365 Default=7
- ExpirationMax = 20,
- -- Players must add filters to their plumbed sinks to clean the water. Otherwise, plumbed sinks are always safe water, even if their water source isn't (like vanilla).
- NeedFilterWater = true,
- -- After the water shutoff, water will drain from the taps.
- ReduceWaterOverTime = true,
- -- How much water will be removed from the taps per day. Minimum=1 Maximum=20 Default=1
- WaterReductionRate = 1,
- -- Chance, per day, for water to be removed, to add variance. Minimum=1 Maximum=100 Default=90
- WaterReductionChance = 5,
- -- Amount of water that will remain no matter what. Minimum=0 Maximum=99 Default=2
- MinimumWaterLeft = 4,
- -- Larger water containers such as baths will lose water faster than sinks.
- ScaleWaterLoss = true,
- },
- RewardingNightCombat = {
- -- In the upper right there will be a moon icon indicating whether the bonuses are active or not.
- enableIndicator = false,
- draggableIndicator = false,
- -- Default=Dark Cyan - Lime Green
- -- 1 = Original
- -- 2 = Bright Orange
- -- 3 = Crimson
- -- 4 = Cyan
- -- 5 = Toxic Green
- indicatorColor = 6,
- -- Suspenseful sound that plays when the Rewarding Night Combat event is triggered.
- enableTriggerSound = false,
- -- Probability that Rewarding Night Combat event is triggered. Value 100 means that event will trigger every day. Minimum=0 Maximum=100 Default=100
- triggerProbability = 100,
- -- The day the event will start triggering. Minimum=0 Maximum=365 Default=0
- startAfterXDays = 0,
- -- The time when players will start receiving bonuses during the summer Default=11 PM / 23:00
- -- 1 = 12 AM / 00:00
- -- 2 = 1 AM / 01:00
- -- 3 = 2 AM / 02:00
- -- 4 = 3 AM / 03:00
- -- 5 = 4 AM / 04:00
- -- 6 = 5 AM / 05:00
- -- 7 = 6 AM / 06:00
- -- 8 = 7 AM / 07:00
- -- 9 = 8 AM / 08:00
- -- 10 = 9 AM / 09:00
- -- 11 = 10 AM / 10:00
- -- 12 = 11 AM / 11:00
- -- 13 = 12 PM / 12:00
- -- 14 = 1 PM / 13:00
- -- 15 = 2 PM / 14:00
- -- 16 = 3 PM / 15:00
- -- 17 = 4 PM / 16:00
- -- 18 = 5 PM / 17:00
- -- 19 = 6 PM / 18:00
- -- 20 = 7 PM / 19:00
- -- 21 = 8 PM / 20:00
- -- 22 = 9 PM / 21:00
- -- 23 = 10 PM / 22:00
- startTimeSummer = 24,
- -- The time when players will stop receiving bonuses during the summer Default=6 AM / 06:00
- -- 1 = 12 AM / 00:00
- -- 2 = 1 AM / 01:00
- -- 3 = 2 AM / 02:00
- -- 4 = 3 AM / 03:00
- -- 5 = 4 AM / 04:00
- -- 6 = 5 AM / 05:00
- -- 7 = 6 AM / 06:00
- -- 8 = 7 AM / 07:00
- -- 9 = 8 AM / 08:00
- -- 10 = 9 AM / 09:00
- -- 11 = 10 AM / 10:00
- -- 12 = 11 AM / 11:00
- -- 13 = 12 PM / 12:00
- -- 14 = 1 PM / 13:00
- -- 15 = 2 PM / 14:00
- -- 16 = 3 PM / 15:00
- -- 17 = 4 PM / 16:00
- -- 18 = 5 PM / 17:00
- -- 19 = 6 PM / 18:00
- -- 20 = 7 PM / 19:00
- -- 21 = 8 PM / 20:00
- -- 22 = 9 PM / 21:00
- -- 23 = 10 PM / 22:00
- endTimeSummer = 5,
- -- The time when players will start receiving bonuses during the autumn Default=11 PM / 23:00
- -- 1 = 12 AM / 00:00
- -- 2 = 1 AM / 01:00
- -- 3 = 2 AM / 02:00
- -- 4 = 3 AM / 03:00
- -- 5 = 4 AM / 04:00
- -- 6 = 5 AM / 05:00
- -- 7 = 6 AM / 06:00
- -- 8 = 7 AM / 07:00
- -- 9 = 8 AM / 08:00
- -- 10 = 9 AM / 09:00
- -- 11 = 10 AM / 10:00
- -- 12 = 11 AM / 11:00
- -- 13 = 12 PM / 12:00
- -- 14 = 1 PM / 13:00
- -- 15 = 2 PM / 14:00
- -- 16 = 3 PM / 15:00
- -- 17 = 4 PM / 16:00
- -- 18 = 5 PM / 17:00
- -- 19 = 6 PM / 18:00
- -- 20 = 7 PM / 19:00
- -- 21 = 8 PM / 20:00
- -- 22 = 9 PM / 21:00
- -- 23 = 10 PM / 22:00
- startTimeAutumn = 24,
- -- The time when players will stop receiving bonuses during the autumn Default=6 AM / 06:00
- -- 1 = 12 AM / 00:00
- -- 2 = 1 AM / 01:00
- -- 3 = 2 AM / 02:00
- -- 4 = 3 AM / 03:00
- -- 5 = 4 AM / 04:00
- -- 6 = 5 AM / 05:00
- -- 7 = 6 AM / 06:00
- -- 8 = 7 AM / 07:00
- -- 9 = 8 AM / 08:00
- -- 10 = 9 AM / 09:00
- -- 11 = 10 AM / 10:00
- -- 12 = 11 AM / 11:00
- -- 13 = 12 PM / 12:00
- -- 14 = 1 PM / 13:00
- -- 15 = 2 PM / 14:00
- -- 16 = 3 PM / 15:00
- -- 17 = 4 PM / 16:00
- -- 18 = 5 PM / 17:00
- -- 19 = 6 PM / 18:00
- -- 20 = 7 PM / 19:00
- -- 21 = 8 PM / 20:00
- -- 22 = 9 PM / 21:00
- -- 23 = 10 PM / 22:00
- endTimeAutumn = 5,
- -- The time when players will start receiving bonuses during the winter Default=11 PM / 23:00
- -- 1 = 12 AM / 00:00
- -- 2 = 1 AM / 01:00
- -- 3 = 2 AM / 02:00
- -- 4 = 3 AM / 03:00
- -- 5 = 4 AM / 04:00
- -- 6 = 5 AM / 05:00
- -- 7 = 6 AM / 06:00
- -- 8 = 7 AM / 07:00
- -- 9 = 8 AM / 08:00
- -- 10 = 9 AM / 09:00
- -- 11 = 10 AM / 10:00
- -- 12 = 11 AM / 11:00
- -- 13 = 12 PM / 12:00
- -- 14 = 1 PM / 13:00
- -- 15 = 2 PM / 14:00
- -- 16 = 3 PM / 15:00
- -- 17 = 4 PM / 16:00
- -- 18 = 5 PM / 17:00
- -- 19 = 6 PM / 18:00
- -- 20 = 7 PM / 19:00
- -- 21 = 8 PM / 20:00
- -- 22 = 9 PM / 21:00
- -- 23 = 10 PM / 22:00
- startTimeWinter = 23,
- -- The time when players will stop receiving bonuses during the winter Default=6 AM / 06:00
- -- 1 = 12 AM / 00:00
- -- 2 = 1 AM / 01:00
- -- 3 = 2 AM / 02:00
- -- 4 = 3 AM / 03:00
- -- 5 = 4 AM / 04:00
- -- 6 = 5 AM / 05:00
- -- 7 = 6 AM / 06:00
- -- 8 = 7 AM / 07:00
- -- 9 = 8 AM / 08:00
- -- 10 = 9 AM / 09:00
- -- 11 = 10 AM / 10:00
- -- 12 = 11 AM / 11:00
- -- 13 = 12 PM / 12:00
- -- 14 = 1 PM / 13:00
- -- 15 = 2 PM / 14:00
- -- 16 = 3 PM / 15:00
- -- 17 = 4 PM / 16:00
- -- 18 = 5 PM / 17:00
- -- 19 = 6 PM / 18:00
- -- 20 = 7 PM / 19:00
- -- 21 = 8 PM / 20:00
- -- 22 = 9 PM / 21:00
- -- 23 = 10 PM / 22:00
- endTimeWinter = 6,
- -- The time when players will start receiving bonuses during the spring Default=11 PM / 23:00
- -- 1 = 12 AM / 00:00
- -- 2 = 1 AM / 01:00
- -- 3 = 2 AM / 02:00
- -- 4 = 3 AM / 03:00
- -- 5 = 4 AM / 04:00
- -- 6 = 5 AM / 05:00
- -- 7 = 6 AM / 06:00
- -- 8 = 7 AM / 07:00
- -- 9 = 8 AM / 08:00
- -- 10 = 9 AM / 09:00
- -- 11 = 10 AM / 10:00
- -- 12 = 11 AM / 11:00
- -- 13 = 12 PM / 12:00
- -- 14 = 1 PM / 13:00
- -- 15 = 2 PM / 14:00
- -- 16 = 3 PM / 15:00
- -- 17 = 4 PM / 16:00
- -- 18 = 5 PM / 17:00
- -- 19 = 6 PM / 18:00
- -- 20 = 7 PM / 19:00
- -- 21 = 8 PM / 20:00
- -- 22 = 9 PM / 21:00
- -- 23 = 10 PM / 22:00
- startTimeSpring = 24,
- -- The time when players will stop receiving bonuses during the spring Default=6 AM / 06:00
- -- 1 = 12 AM / 00:00
- -- 2 = 1 AM / 01:00
- -- 3 = 2 AM / 02:00
- -- 4 = 3 AM / 03:00
- -- 5 = 4 AM / 04:00
- -- 6 = 5 AM / 05:00
- -- 7 = 6 AM / 06:00
- -- 8 = 7 AM / 07:00
- -- 9 = 8 AM / 08:00
- -- 10 = 9 AM / 09:00
- -- 11 = 10 AM / 10:00
- -- 12 = 11 AM / 11:00
- -- 13 = 12 PM / 12:00
- -- 14 = 1 PM / 13:00
- -- 15 = 2 PM / 14:00
- -- 16 = 3 PM / 15:00
- -- 17 = 4 PM / 16:00
- -- 18 = 5 PM / 17:00
- -- 19 = 6 PM / 18:00
- -- 20 = 7 PM / 19:00
- -- 21 = 8 PM / 20:00
- -- 22 = 9 PM / 21:00
- -- 23 = 10 PM / 22:00
- endTimeSpring = 5,
- -- Bonus XP multiplier for axes when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus. Default=1.5x
- -- 1 = Vanilla
- -- 2 = 1.1x
- -- 3 = 1.15x
- -- 4 = 1.25x
- -- 5 = 1.5x
- -- 6 = 1.75x
- -- 7 = 2x
- -- 8 = 2.5x
- -- 9 = 3x
- -- 10 = 4x
- -- 11 = 5x
- -- 12 = 7.5x
- axeBonusMultiplier = 2,
- -- Bonus XP multiplier for long blunt weapons when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus. Default=1.5x
- -- 1 = Vanilla
- -- 2 = 1.1x
- -- 3 = 1.15x
- -- 4 = 1.25x
- -- 5 = 1.5x
- -- 6 = 1.75x
- -- 7 = 2x
- -- 8 = 2.5x
- -- 9 = 3x
- -- 10 = 4x
- -- 11 = 5x
- -- 12 = 7.5x
- longBluntBonusMultiplier = 2,
- -- Bonus XP multiplier for short blunt weapons when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus. Default=1.75x
- -- 1 = Vanilla
- -- 2 = 1.1x
- -- 3 = 1.15x
- -- 4 = 1.25x
- -- 5 = 1.5x
- -- 6 = 1.75x
- -- 7 = 2x
- -- 8 = 2.5x
- -- 9 = 3x
- -- 10 = 4x
- -- 11 = 5x
- -- 12 = 7.5x
- shortBluntBonusMultiplier = 3,
- -- Bonus XP multiplier for long blades when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus. Default=1.5x
- -- 1 = Vanilla
- -- 2 = 1.1x
- -- 3 = 1.15x
- -- 4 = 1.25x
- -- 5 = 1.5x
- -- 6 = 1.75x
- -- 7 = 2x
- -- 8 = 2.5x
- -- 9 = 3x
- -- 10 = 4x
- -- 11 = 5x
- -- 12 = 7.5x
- longBladeBonusMultiplier = 2,
- -- Bonus XP multiplier for short blades when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus. Default=1.75x
- -- 1 = Vanilla
- -- 2 = 1.1x
- -- 3 = 1.15x
- -- 4 = 1.25x
- -- 5 = 1.5x
- -- 6 = 1.75x
- -- 7 = 2x
- -- 8 = 2.5x
- -- 9 = 3x
- -- 10 = 4x
- -- 11 = 5x
- -- 12 = 7.5x
- shortBladeBonusMultiplier = 3,
- -- Bonus XP multiplier for spears when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus. Default=1.5x
- -- 1 = Vanilla
- -- 2 = 1.1x
- -- 3 = 1.15x
- -- 4 = 1.25x
- -- 5 = 1.5x
- -- 6 = 1.75x
- -- 7 = 2x
- -- 8 = 2.5x
- -- 9 = 3x
- -- 10 = 4x
- -- 11 = 5x
- -- 12 = 7.5x
- spearBonusMultiplier = 2,
- -- When aiming level is 4 or higher, the game nerfs experience gains; if this option is true, bonus experiences will not be affected by the nerf.
- ignoreAimingXPNerf = false,
- -- Bonus XP multiplier for ranged weapons when used throughout the night. Vanilla means no bonus, whereas, for example, 1.5x gives 50% bonus. Default=1.5x
- -- 1 = Vanilla
- -- 2 = 1.1x
- -- 3 = 1.15x
- -- 4 = 1.25x
- -- 5 = 1.5x
- -- 6 = 1.75x
- -- 7 = 2x
- -- 8 = 2.5x
- -- 9 = 3x
- -- 10 = 4x
- -- 11 = 5x
- -- 12 = 7.5x
- aimingBonusMultiplier = 2,
- },
- Advanced_trajectory = {
- -- Show or hide crosshair.
- aimpoint = true,
- showOutlines = false,
- hideTracer = false,
- Enablerange = true,
- Enablethrow = true,
- -- For debugging, character says what body part was shot.
- callshot = false,
- EnablePlayerDamage = false,
- -- Multiplies base damage of bullet. Minimum=0.00 Maximum=100.00 Default=1.00
- ATY_damage = 1.0,
- -- Minimum=0.00 Maximum=100.00 Default=0.00
- DebugOffset = 0.0,
- -- Minimum=0.00 Maximum=100.00 Default=0.00
- DebugSpawnOffset = 0.0,
- -- Minimum=0.00 Maximum=10.00 Default=0.42
- DebugMindistCondition = 0.42,
- -- Minimum=0.00 Maximum=10.00 Default=0.50
- DebugGridMultiplier = 0.5,
- -- Minimum=0.00 Maximum=300.00 Default=3.00
- XPKillModifier = 2.0,
- -- Minimum=0.00 Maximum=300.00 Default=0.50
- XPHitModifier = 0.35,
- -- Minimum=0.00 Maximum=1.00 Default=0.70
- MaxProjCone = 0.7,
- -- Minimum=1.00 Maximum=100.00 Default=30.00
- bowBreakChance = 30.0,
- -- Value that limits how much bloom is added to crosshair. Higher means larger possible bloom. Minimum=-100.00 Maximum=100.00 Default=-9.00
- maxaimnum = -9.0,
- -- Value that affects crosshair's minimum bloom. Characters with low aiming level (0-2) will never be accurate (always has bloom). Set to 0 if you want to be OP or unlock focus mechanic at level 3. Minimum=0.00 Maximum=100.00 Default=5.00
- minaimnumModifier = 5.0,
- -- Multiplier on base damage for headshot Minimum=0.00 Maximum=100.00 Default=15.00
- headShotDmgZomMultiplier = 15.0,
- -- Multiplier on base damage for bodyshot Minimum=0.00 Maximum=100.00 Default=5.00
- bodyShotDmgZomMultiplier = 5.0,
- -- Multiplier on base damage for footshot Minimum=0.00 Maximum=100.00 Default=1.00
- footShotDmgZomMultiplier = 1.0,
- -- Multiplier on base damage for headshot Minimum=0.00 Maximum=100.00 Default=15.00
- headShotDmgPlayerMultiplier = 15.0,
- -- Multiplier on base damage for bodyshot Minimum=0.00 Maximum=100.00 Default=5.00
- bodyShotDmgPlayerMultiplier = 5.0,
- -- Multiplier on base damage for footshot Minimum=0.00 Maximum=100.00 Default=2.00
- footShotDmgPlayerMultiplier = 2.0,
- -- Minimum=0.00 Maximum=2.40 Default=1.70
- bulletspeed = 1.7,
- -- Minimum=0.00 Maximum=100.00 Default=1.00
- bulletdistance = 1.0,
- -- Multiplier on base stat (range) of shotgun. Default value is 0.75 which means 75% of vanilla's range. Minimum=0.00 Maximum=5.00 Default=0.75
- shotgunDistanceModifier = 0.75,
- -- Amount of pellots shot Minimum=0 Maximum=100 Default=5
- shotgunnum = 5,
- -- Value affects shotgun spread. The lower the value, the more narrow the spread. Minimum=0.00 Maximum=1.00 Default=0.10
- shotgundivision = 0.1,
- -- Shotguns crit chance is only affected by their stat and aiming level (not bloom). Default value is 10 meaning the game decides a random value from 1 to (100 - 10) and if value is <= crit stat, then crit. Minimum=0.00 Maximum=100.00 Default=10.00
- critChanceModifierShotgunsOnly = 10.0,
- -- Bloom affects crit chance. This is a multiplier to that. Set to 0 for better chances of crit. Minimum=0.00 Maximum=100.00 Default=1.00
- critChanceModifier = 1.0,
- -- Value that adds bloom when moving. Minimum=0.00 Maximum=100.00 Default=1.30
- moveeffect = 1.3,
- -- Value that adds bloom when physically turning your feet, not hips. Minimum=0.00 Maximum=100.00 Default=0.70
- turningeffect = 0.7,
- -- Value affects how much bloom is added when reloading and racking firearm. Minimum=0.00 Maximum=10.00 Default=0.10
- reloadEffectModifier = 0.1,
- -- Value that affects how fast your crosshair tightens. Higher means faster. Minimum=0.00 Maximum=100.00 Default=1.10
- reducespeed = 1.1,
- -- Driving part of the focus mechanic. Determines how fast it takes for the crosshair to begin its process of reducing aimnum to 0 (max accuracy). Set to 0 to disable if you want to remove ability to gain max accuracy. Minimum=0.00 Maximum=10.00 Default=2.00
- focusCounterSpeed = 2.0,
- -- Part of the focus mechanic. Determines speed of crosshair reducing aimnum to 0 once process has begun. Minimum=0.00 Maximum=1.00 Default=1.00
- maxFocusSpeed = 1.0,
- -- When proning, you gain max accuracy faster (applies when focus mechanic is unlocked). Minimum=0.00 Maximum=10.00 Default=1.50
- proneFocusCounterSpeedBuff = 1.5,
- -- When proning, your crosshair reduces bloom faster. Helpful after intense cardio. Minimum=0.00 Maximum=2.00 Default=0.40
- proneReduceSpeedBuff = 0.4,
- -- When crouching, your crosshair reduces bloom faster. Helpful after intense cardio. Minimum=0.00 Maximum=2.00 Default=0.20
- crouchReduceSpeedBuff = 0.2,
- -- Part of the focus mechanic. Weapon's recoil delay affects how long it takes for character to recover from recoil and this is a multiplier of that. Set to 0 to ignore weapon's recoil delay stat. Minimum=0.00 Maximum=1.00 Default=0.01
- recoilDelayModifier = 0.01,
- -- Multiplier of gun's max dmg added as recoil to crosshair (adds bloom when shooting). Minimum=0.00 Maximum=20.00 Default=10.00
- recoilModifier = 10.0,
- -- This value must be very small as it affects how slow your crosshair reduces bloom. This is a multiplier of the total pain value from arms and hands, which can go up to 200. Minimum=0.00 Maximum=1.00 Default=0.01
- painModifier = 0.005,
- -- This value amplifies move and turning effect, which means more bloom when performing those actions. Set to 0 to disable. Minimum=0.00 Maximum=100.00 Default=0.50
- drunkActionEffectModifier = 0.5,
- -- Multiplier that increases your maxaimnum or max bloom. Set to 0 to disable. Minimum=0.00 Maximum=100.00 Default=6.00
- drunkModifier = 6.0,
- -- Multiplier that affects how slow your crosshair reduces bloom. Minimum=0.00 Maximum=100.00 Default=1.00
- hyperHypoModifier = 1.0,
- -- Multiplier that affects how slow your crosshair reduces bloom. Minimum=0.00 Maximum=100.00 Default=1.00
- tiredModifier = 1.0,
- -- Multiplier that affects how much is added to minaimnum or minimum bloom. Minimum=0.00 Maximum=100.00 Default=4.00
- stressBloomModifier = 4.0,
- -- Affects how intense the crosshair shaking affect is. Set to 0 to disable. Minimum=0.00 Maximum=100.00 Default=3.00
- stressVisualModifier = 3.0,
- -- Value affects how much bloom is added when coughing. Minimum=0.00 Maximum=100.00 Default=2.00
- coughModifier = 2.0,
- -- Value affects the rate of bloom added when inhaling. Set to 0 to disable the whole endurance mechanic. Minimum=0.00 Maximum=100.00 Default=1.00
- enduranceBreathModifier = 1.0,
- -- Value determines how long the characters inhales (adds bloom). Links to exhaleModifier1. Inhale value must be greater than linked exhale value. Minimum=0.00 Maximum=100.00 Default=2.50
- inhaleModifier1 = 2.5,
- -- Value determines how long the characters exhales (reduces bloom). Links to exhaleModifier1. Exhale value must be less than linked inhale value. Minimum=0.00 Maximum=100.00 Default=0.80
- exhaleModifier1 = 0.8,
- -- Minimum=0.00 Maximum=100.00 Default=2.75
- inhaleModifier2 = 2.75,
- -- Minimum=0.00 Maximum=100.00 Default=1.50
- exhaleModifier2 = 1.5,
- -- Minimum=0.00 Maximum=100.00 Default=2.85
- inhaleModifier3 = 2.85,
- -- Minimum=0.00 Maximum=100.00 Default=3.00
- exhaleModifier3 = 3.0,
- -- Minimum=0.00 Maximum=100.00 Default=3.25
- inhaleModifier4 = 3.25,
- -- Minimum=0.00 Maximum=100.00 Default=4.00
- exhaleModifier4 = 4.0,
- -- Linked to color when there is zero bloom on crosshair. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1. Minimum=0.00 Maximum=1.00 Default=0.00
- crosshairRed = 0.0,
- -- Linked to color when there is zero bloom on crosshair. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1. Minimum=0.00 Maximum=1.00 Default=1.00
- crosshairGreen = 1.0,
- -- Linked to color when there is zero bloom on crosshair. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1. Minimum=0.00 Maximum=1.00 Default=0.98
- crosshairBlue = 0.98,
- -- Linked to crosshair color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1. Minimum=0.00 Maximum=1.00 Default=1.00
- crosshairRedMain = 1.0,
- -- Linked to crosshair color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1. Minimum=0.00 Maximum=1.00 Default=1.00
- crosshairGreenMain = 1.0,
- -- Linked to crosshair color. Pick a color value from 0 to 255 and divide it by 255, must be from 0 to 1. Minimum=0.00 Maximum=1.00 Default=1.00
- crosshairBlueMain = 1.0,
- },
- MoreDecreasingLoot = {
- -- If not checked, all the settings below will be ignored and the Item Remover will never trigger.
- Enable = false,
- -- The day the chance to remove items will start increasing proportionally every day, from the starting chance setting to the peak chance setting. Minimum=0 Maximum=1000 Default=2
- StartDay = 2,
- -- The day the loot will stop decreasing and after which the peak chance to remove items is always applied.
- -- Must be higher than the start day option! Minimum=0 Maximum=1000 Default=30
- PeakDay = 30,
- -- Applied before and on start day.
- -- Must be lower than the peak chance option! Minimum=0 Maximum=100 Default=0
- OriginalChance = 0,
- -- Applied after and on peak day.
- -- Must be higher than the starting chance option! Minimum=0 Maximum=100 Default=75
- MaxChance = 75,
- -- The number that will be added to the chance to remove items, for food items.
- -- Can be negative.
- -- Will make the actual chance go above the peak chance even after peak day, or below the original chance even before start day. Minimum=-100 Maximum=100 Default=20
- FoodChanceModifier = 20,
- -- When enabled, the chance of removing item becomes an average of randoms instead of strict chance.
- -- This means the difference between the loot of different containers can be much higher, but with the average chance of removing items still staying the same.
- -- Example: 20% chance becomes a random chance between 0% and 40%, once per container. 50% becomes 0%-100%. 65% becomes 30%-100%. 95% becomes 90%-100%
- -- Not recommended if the time between start day and peak day is low.
- EnhancedVariance = true,
- -- Check this if you want vehicle loot to be affected by the Item Remover.
- -- Affects gloveboxes, seats, trunks, and any other vehicle part that can contain items.
- TriggerOnVehicleParts = true,
- -- Check this if you want zombie loot to be affected by the Item Remover.
- -- This won't affect attached/lodged weapons and worn clothes and accessories.
- -- WARNING: This should also affect dead bodies of players and NPCs !
- TriggerOnDeadBodies = false,
- -- When enabled, the Item Remover will trigger when the player comes close to containers, INSTEAD of when the map cells load.
- -- Pro: does not trigger all the containers of the map before you explore them.
- -- Con: Some containers will appear to have items (shelves with books on them) but when you get close will have their items removed and could actually become empty.
- TriggerOnProximity = false,
- },
- AirbobbelzLoot = {
- -- Global multiplier for all zombie loot added by this mod. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- GlobalMultiplier = 50,
- -- Percent chance items in dead zombie inventory will have 100% condition Minimum=0 Maximum=100 Default=20
- ChanceMaxCondition = 15,
- -- Minimum condition of items found. 0 means broken. Between 0 and 100 Minimum=0 Maximum=100 Default=10
- MinimumCondition = 10,
- -- Percent chance that drainable items -- duct tape, glue, etc -- will be full Minimum=0 Maximum=100 Default=20
- ChanceMaxDrainable = 35,
- -- Minimum amount of drainable percent left in drainable items. Between 0 and 100. Minimum=0 Maximum=100 Default=20
- MinimumDrainable = 10,
- -- Multiplier to apply to built-in probabilities for all outfit-specific items. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- OutfitMultiplier = 25,
- -- Multiplier for contents of containers (bags/gun cases/etc) that appear on zombies. Out of 100 (meaning 100 is 1x, 200 is 2x, 50 is 0.5x) Minimum=0 Maximum=100000000 Default=100
- BagContentsMultiplier = 50,
- -- Rolls for loose bullets that are spawned next to spawned guns. In Vanilla PZ, each spawn may result in 5 or so bullets, but some mods such as Britas reduce this to 1 bullet per roll. Minimum=0 Maximum=1000 Default=12
- GunLooseBulletsRolls = 10,
- -- Multiplier to apply to amount of loose bullets spawned (with and without guns). Separate from Ammo Multiplier. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=1000 Default=100
- GunLooseBulletsMultiplier = 70,
- -- Multiplier to apply to built-in probabilities for finding random loose ammo not necessarily associated with a spawned weapon. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- AmmoMultiplier = 70,
- -- Multiplier to apply to built-in probabilities for finding ammo boxes. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- AmmoBoxMultiplier = 50,
- -- Multiplier to apply to built-in probabilities for finding melee weapons. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- MeleeMultiplier = 30,
- -- Multiplier to apply to built-in probabilities for finding pistols. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- PistolMultiplier = 25,
- -- Multiplier to apply to built-in probabilities for finding long guns like rifles and shotguns. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- LongGunMultiplier = 10,
- -- Only applies to Brita weapons if that mod is enabled. Multiplier to apply to built-in probabilities. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- OtherGunsMultiplier = 70,
- -- Multiplier to apply to built-in probabilities to canned food. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- CannedFoodMultiplier = 50,
- -- Multiplier to apply to built-in probabilities for other food like candy and chips. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- OtherFoodMultiplier = 10,
- -- Multiplier to apply to built-in probabilities for resources like tape and glue. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- ResourceMultiplier = 60,
- -- Multiplier to apply to built-in probabilities for bags like shopping and grocery bags. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- BagMultiplier = 50,
- -- Multiplier to apply to built-in probabilities for gun cases. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- GunBagMultiplier = 25,
- -- Multiplier to apply to built-in probabilities for junk like rubber bands and empty bottles. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- JunkMultiplier = 80,
- -- Multiplier to apply to built-in probabilities for sandbox-defined items below. A value of 100 here will be 1x default distribution; 200 will be 2x; 50 will be 1/2; etc Minimum=0 Maximum=100000000 Default=100
- ExtraMultiplier = 100,
- -- Additional Items to roll for each zombie. Separate items with semicolon ';'. For example 'Paper:0.1;Axe:1' add 0.1% chance for paper and 1% of axe. Alternate syntax for >1 item is for example 'item:Money,chance:0.1,more:10,moreChance:50;' which adds 0.1% chance to drop Money with 10 extra rolls, 50% chance each to add 1 Money per extra roll. Chances are between 0 and 100 and can be decimal.
- ExtraRollEach = "",
- -- Set of items where for each zombie, one item will be randomly chosen from the list and then rolled. IE zombie loot will have at most one item from this list. For example 'Paper:0.1;Axe:1'. Chances are between 0 and 100 and can be decimal.
- ExtraRollOne1 = "",
- -- Set of items where for each zombie, one item will be randomly chosen from the list and then rolled. IE zombie loot will have at most one item from this list. For example 'Paper:0.1;Axe:1'. Chances are between 0 and 100 and can be decimal.
- ExtraRollOne2 = "",
- -- Set of items where for each zombie, one item will be randomly chosen from the list and then rolled. IE zombie loot will have at most one item from this list. For example 'Paper:0.1;Axe:1'. Chances are between 0 and 100 and can be decimal.
- ExtraRollOne3 = "",
- -- Items to remove from zombie loot added by this mod. Separated by semicolon, for example 'Axe;Money;Newspaper;Radio.WalkieTalkie5' will remove Axe, Money, Newspaper, and 'Walkie Talkie 5' items from all regular zombie and outfit-specific loot. For items in 'Base' type, for example 'Base.Axe', leave out 'Base.' from item name. Does not affect vanilla drops or drops added by other mods.
- RemoveItems = "",
- },
- WorseZombieLootCondition = {
- -- How many holes are added to zombie clothing when a zombie is hit Minimum=1 Maximum=20 Default=10
- clothingHolesValue = 2,
- -- When the hit count is lower than this number, if a zombie dies, the zombie will receive additional hits (Clothing Holes * Remaining hits) until this number is reached. This makes sure that a one-hit kill also significantly reduces the overall clothing condition Minimum=1 Maximum=6 Default=4
- clothingHolesValueMin = 4,
- -- How many holes (max holes defined by item) are added for each piece of clothing on a dead body. This won't affect fake dead bodies Minimum=1 Maximum=6 Default=3
- deadBodyHolesValueMin = 3,
- -- A cloth's maximum condition. 0.5 means there is a chance for a cloth item to have 50% max condition or less. (This option only affects clothing items that do not support holes) Minimum=0.10 Maximum=1.00 Default=0.50
- damageClothingValue = 0.5,
- -- A weapon's maximum condition. 0.5 means there is a change for a weapon item to have 50% condition max or less. Minimum=0.10 Maximum=1.00 Default=0.50
- damageWeaponValue = 0.65,
- },
- ProxInv = {
- -- Enable this if you want the Proximity Inventory to work only on zombies
- ZombieOnly = false,
- },
- MGRS = {
- -- Default=AlphaNumeric
- -- 1 = AlphaNumeric
- style = 1,
- },
- CartographyModifier = {
- -- TRUE = the admin will not be subject to the restrictions, such as invisible buildings etc... if FALSE = he will be subject to the restrictions.
- AdminIsNotRestricted = true,
- -- Choose the type of display of the buildings on the map, you have 3 choices:
- --
- -- 0 = None
- -- 1 = All of the same color (grey)
- -- 2 = Vanilla (multiple colors)< br> Minimum=0 Maximum=2 Default=1
- BuildingStyleOnWorldMap = 2,
- -- You have the possibility to put all the structures in a uniform color on the map (roads, forest...):
- --
- -- TRUE = All of the same color
- -- FALSE = Vanilla
- UniformColorOnWorldMap = false,
- -- You have the possibility to set the Global gamma of the structures on the map:
- --
- -- 0 = Black
- -- 120 = Dark grey
- -- 150 = Light grey
- -- Minimum=0 Maximum=255 Default=0
- AdditionalColorOnWorldMap = 0,
- -- FALSE = Forests and trees will not be visible on the map.
- ForestStyleOnWorldMap = true,
- -- You have the option to adjust the brightness of the forest, if you approach 0, and add gamma, it will be grey:
- --
- -- 0 = Very dark
- -- 5 = Dark
- -- 10 = Bright Minimum=0 Maximum=10 Default=10
- ForestStyleOnWorldMapBrightnessfactor = 6,
- -- You have the possibility to adjust the gamma to the forest, if the brightness is very dark, by increasing this number, you will have gray :
- --
- -- 0 = Black
- -- 120 = Dark gray<br >150 = Light gray
- -- Minimum=0 Maximum=255 Default=0
- ForestStyleOnWorldMapAdditionalColor = 0,
- -- FALSE = Rivers, lakes and various water points will not be visible on the map.
- WaterStyleOnWorldMap = true,
- -- FALSE = Principal roads will not be visible on the map.
- RoadPrimaryStyleOnWorldMap = true,
- -- FALSE = Secondary roads will not be visible on the map.
- RoadSecondaryStyleOnWorldMap = true,
- -- FALSE = Tertiary roads will not be visible on the map.
- RoadTertiaryStyleOnWorldMap = true,
- -- FALSE = Pathways roads will not be visible on the map.
- RoadTrailStyleOnWorldMap = true,
- -- FALSE = Railways roads will not be visible on the map.
- RailwayStyleOnWorldMap = true,
- -- If the Darker map mod is present, and Uniform color on the map = FALSE, you have the possibility to adjust the global luminosity of the structures on the map (roads, forest...):
- --
- -- 0 = Very dark
- -- 5 = Dark
- -- 10 = Bright
- -- Minimum=0 Maximum=10 Default=8
- BrightnessfactorDarkerMap = 8,
- -- If the Darker map mod is present, you have the option to adjust the brightness of the map background:
- --
- -- 0 = Very dark
- -- 5 = Dark
- -- 10 = Bright
- -- Minimum=0 Maximum=10 Default=8
- BrightnessBackGroundfactorDarkerMap = 3,
- -- If the Darker map mod is present, you have the possibility to adjust the brightness of the unvisited areas on the map and the minimap (the fog):
- --
- -- 0 = Very dark
- -- 5 = Dark<br >10 = Bright
- -- Minimum=0 Maximum=10 Default=5
- BrightnessUnvisitefactorDarkerMap = 5,
- -- If the Darker map mod is present, and Uniform color on the minimap = FALSE, you have the possibility to adjust the global luminosity of the structures on the minimap (roads, forest...):
- --
- -- 0 = Very dark
- -- 5 = Dark
- -- 10 = Bright
- -- Minimum=0 Maximum=10 Default=9
- BrightnessfactorDarkerMiniMap = 9,
- -- If the Darker map mod is present, you have the option to adjust the brightness of the minimap background:
- --
- -- 0 = Very dark
- -- 5 = Dark
- -- 10 = Bright
- -- Minimum=0 Maximum=10 Default=10
- BrightnessBackGroundfactorDarkerMiniMap = 3,
- -- Choose the type of display of the buildings on the minimap, you have 3 choices:
- --
- -- 0 = None
- -- 1 = All of the same color (grey)
- -- 2 = Vanilla (multiple colors)< br> Minimum=0 Maximum=2 Default=1
- BuildingStyleOnMiniMap = 2,
- -- You have the possibility to put all the structures in a uniform color on the minimap (roads, forest...):
- --
- -- TRUE = All of the same color
- -- FALSE = Vanilla
- UniformColorOnMiniMap = false,
- -- You have the possibility to set the Global gamma of the structures on the minimap:
- --
- -- 0 = Black
- -- 120 = Dark grey
- -- 150 = Light grey
- -- Minimum=0 Maximum=255 Default=0
- AdditionalColorOnMiniMap = 0,
- -- FALSE = Forests and trees will not be visible on the minimap.
- ForestStyleOnMiniMap = true,
- -- FALSE = Rivers, lakes and various water points will not be visible on the minimap.
- WaterStyleOnMiniMap = true,
- -- FALSE = Principal roads will not be visible on the minimap.
- RoadPrimaryStyleOnMiniMap = true,
- -- FALSE = Secondary roads will not be visible on the minimap.
- RoadSecondaryStyleOnMiniMap = true,
- -- FALSE = Tertiary roads will not be visible on the minimap.
- RoadTertiaryStyleOnMiniMap = true,
- -- FALSE = Pathways roads will not be visible on the minimap.
- RoadTrailStyleOnMiniMap = true,
- -- FALSE = Railways roads will not be visible on the minimap.
- RailwayStyleOnMiniMap = true,
- -- If TRUE and the itemGPS mod is present: If you have a gps turned on, the settings of the cartographic structures of the minimap will be applied to the map.
- --
- itemGPSByPass = false,
- -- If TRUE and the itemGPS mod is present: the textures of some gps will go dark to have a good aesthetic rendering.
- --
- itemGPSdarkMod = false,
- },
- AvatarMOD = {
- -- This will clean the server of avatars exceeding this delay (delay in IG days), 0 = disabled. Minimum=0 Maximum=365 Default=90
- AutoCleanAvatarsItemsFromDisconnectionTimeElapsed = 90,
- -- If you want to change avatar weight, increase or decrease this number. Minimum=0 Maximum=9999 Default=10
- AvatarWeight = 10,
- -- TRUE = players will have more info on target avatar, last player who carried avatar, player who gave items...
- OptionnalInfosOnAvatar = true,
- -- TRUE = Players who disconnected incorrectly will be informed of this fact when they reconnect, with a message above their heads informing them that they are being reported for their incorrect disconnections.
- CrashOrAltF4InfosOnPlayerConnect = false,
- -- You will only be allowed to carry one avatar at a time
- AvatarOnlyOneInInventory = true,
- -- TRUE = when a player dies with one or more avatars on him, it will remove all avatars from his inventory, and thus force the players affected by these avatars to play at this last known location.
- RemoveAllAvatarFromInventoryIfYouDie = false,
- -- TRUE = this will give the option to rotate avatars by placing them manually, if false, a simple avatar will be added to the ground rather than the 3D avatar (cardboard style).
- RotateModelISActivated = true,
- -- TRUE = and RotateModelISActivated = true, only players on the Offline Avatar White List will be able to precisely place their avatars in 3D (cardboard style).
- RotateModelISAllowedForWhiteListedOnly = false,
- -- TRUE = transportation of avatars is authorized, several parameters are present to create restrictions
- GlobalCarryActionFunction = true,
- -- If this number is > 0, the player will be able to create their own player permission list (friends white list ) regarding their transport, when disconnected (via their avatar).
- --
- -- 0 = disabled
- -- 1 = enabled and takes other related restrictions/permissions
- -- 2 = enabled and disables other related restrictions/permissions (the action will only be allowed if based on the player's white list, her faction, refuge or other possible restrictions)
- -- Minimum=0 Maximum=2 Default=1
- CarryAvatarAllowedFromPlayerWL = 1,
- -- TRUE = if you log out in your safehouse, only members of your safehouse or, if the faction system is enabled, members of your faction will be able to take your avatar in order to transport it. otherwise, if you disconnect in other players' refuge, only members of this refuge or members of your faction, if this is activated, or members of your refuge will be able to take your avatar in order to transport it.
- TakeAvatarFromSafehouseIsNotYoursIsProhibited = true,
- -- TRUE = you will be prohibited from taking an avatar if it is not part of your refuge or part of your faction.
- TakeAvatarFromFactionIsNotYoursIsProhibited = false,
- -- TRUE = sharing objects with avatars allowed, several parameters are present in order to create restrictions. Please note, this feature is in beta testing.
- GlobalItemActionFunction = false,
- -- Modify this value in order to vary the maximum inventory limit which authorizes the transfer of an object to the avatar. Minimum=0 Maximum=100 Default=50
- inventoryWeightLimitOfAvatar = 50,
- -- Change this number to vary the maximum weight limit of an object allowed to be transferred to the avatar. Minimum=0 Maximum=100 Default=7
- itemWeightLimitGiveToAvatar = 7,
- -- Item sharing action delay when players share items with an avatar. Minimum=0 Maximum=10000 Default=100
- GiveTakeItemTimeDelay = 100,
- -- You can allow players to loot avatars when this time limit is exceeded (take player items via avatar), this number is in IG days, 0 = disabled. Minimum=0 Maximum=100000 Default=0
- ActionItemIsAllowedFromDisconectionTimeElapsed = 0,
- -- If this number is > 0, the player will be able to create his own permission list (friends white list ) concerning the sharing of his objects, when he is disconnected (via his avatar), according to his authorizing list, the players concerned will be able to exchange objects with your avatar ( of course, these items are the player's items).
- --
- -- 0 = disabled
- -- 1 = enabled and takes other related restrictions/permissions
- -- 2 = enabled and disables other related restrictions/permissions (the action will only be allowed if based on the player's white list, her faction, refuge or other possible restrictions)
- -- Minimum=0 Maximum=2 Default=2
- GiveTakeItemAllowedFromPlayerWL = 2,
- -- TRUE = If you log out in your safehouse, only members of your safehouse, or if the faction system is enabled, members of your faction will be able to trade items with your avatar. Otherwise, if you disconnect in other players' refuge, only members of the refuge in question or members of your faction, if this is activated, or members of your refuge will be able to exchange items with your avatar.
- TakeGiveAvatarItemFromSafehouseIsNotYoursIsProhibited = true,
- -- TRUE = You will be prohibited from sharing items with an avatar if they are not in your faction, or if they are not in your haven (if enabled).
- TakeGiveAvatarItemFromFactionIsNotYoursIsProhibited = true,
- },
- UdderlySafeLogin = {
- -- Safe time in seconds, note that this begins when they hit Click To Start, not when they are able to move. Minimum=1.00 Maximum=120.00 Default=20.00
- SafeTime = 60.0,
- -- Movement multiplier, this is what changes the amount of time you get once you move. Minimum=0.00 Maximum=1.00 Default=0.50
- MovementMultiplier = 0.5,
- -- Use invisibility instead of not allowing zombies to hit you. This prevents them from noticing or following you but could be exploited by users.
- UseInvisbiility = false,
- },
- bikinitools = {
- EnableGetKeyContext = false,
- EnableOpenSesame = false,
- EnableVehicleRemover = false,
- EnableCellVehicleRemover = false,
- EnableRepairContext = false,
- EnableSkinSwitcher = true,
- EnableVehicleSpawner = false,
- EnableTrunkUnlocker = false,
- EnableGravelBuddy = true,
- EnableGardener = true,
- AllowTYLPlantRemoval = true,
- EnableLumberjack = true,
- EnableFarmer = true,
- EnableContainerUnloader = true,
- EnableHomeWrecker = false,
- EnableCorpseStacker = true,
- EnableVehicleItemHide = true,
- },
- }
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