bickback

NHZE server sandboxvars

Sep 17th, 2023 (edited)
667
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 305.44 KB | None | 0 0
  1. SandboxVars = {
  2. VERSION = 5,
  3. -- Changing this sets the "Population Multiplier" advanced option. Default=Normal
  4. -- 1 = Insane
  5. -- 2 = Very High
  6. -- 3 = High
  7. -- 4 = Normal
  8. -- 5 = Low
  9. Zombies = 4,
  10. -- Default=Urban Focused
  11. -- 1 = Urban Focused
  12. Distribution = 1,
  13. -- Default=1 Hour
  14. -- 1 = 15 Minutes
  15. -- 2 = 30 Minutes
  16. -- 3 = 1 Hour
  17. -- 4 = 2 Hours
  18. -- 5 = 3 Hours
  19. -- 6 = 4 Hours
  20. -- 7 = 5 Hours
  21. -- 8 = 6 Hours
  22. -- 9 = 7 Hours
  23. -- 10 = 8 Hours
  24. -- 11 = 9 Hours
  25. -- 12 = 10 Hours
  26. -- 13 = 11 Hours
  27. -- 14 = 12 Hours
  28. -- 15 = 13 Hours
  29. -- 16 = 14 Hours
  30. -- 17 = 15 Hours
  31. -- 18 = 16 Hours
  32. -- 19 = 17 Hours
  33. -- 20 = 18 Hours
  34. -- 21 = 19 Hours
  35. -- 22 = 20 Hours
  36. -- 23 = 21 Hours
  37. -- 24 = 22 Hours
  38. -- 25 = 23 Hours
  39. DayLength = 4,
  40. StartYear = 1,
  41. -- Default=July
  42. -- 1 = January
  43. -- 2 = February
  44. -- 3 = March
  45. -- 4 = April
  46. -- 5 = May
  47. -- 6 = June
  48. -- 7 = July
  49. -- 8 = August
  50. -- 9 = September
  51. -- 10 = October
  52. -- 11 = November
  53. StartMonth = 7,
  54. StartDay = 20,
  55. -- Default=9 AM
  56. -- 1 = 7 AM
  57. -- 2 = 9 AM
  58. -- 3 = 12 PM
  59. -- 4 = 2 PM
  60. -- 5 = 5 PM
  61. -- 6 = 9 PM
  62. -- 7 = 12 AM
  63. -- 8 = 2 AM
  64. StartTime = 1,
  65. -- Default=0-30 Days
  66. -- 1 = Instant
  67. -- 2 = 0-30 Days
  68. -- 3 = 0-2 Months
  69. -- 4 = 0-6 Months
  70. -- 5 = 0-1 Year
  71. -- 6 = 0-5 Years
  72. -- 7 = 2-6 Months
  73. WaterShut = 1,
  74. -- Default=0-30 Days
  75. -- 1 = Instant
  76. -- 2 = 0-30 Days
  77. -- 3 = 0-2 Months
  78. -- 4 = 0-6 Months
  79. -- 5 = 0-1 Year
  80. -- 6 = 0-5 Years
  81. -- 7 = 2-6 Months
  82. ElecShut = 1,
  83. -- Minimum=-1 Maximum=2147483647 Default=14
  84. WaterShutModifier = 0,
  85. -- Minimum=-1 Maximum=2147483647 Default=14
  86. ElecShutModifier = 0,
  87. -- Default=Rare (loot x 0.6)
  88. -- 1 = None (loot x 0)
  89. -- 2 = Insanely Rare (loot x 0.05)
  90. -- 3 = Extremely Rare (loot x 0.2)
  91. -- 4 = Rare (loot x 0.6)
  92. -- 5 = Normal (loot x 1.0)
  93. -- 6 = Common (loot x 2.0)
  94. FoodLoot = 2,
  95. -- Default=Rare (loot x 0.6)
  96. -- 1 = None (loot x 0)
  97. -- 2 = Insanely Rare (loot x 0.05)
  98. -- 3 = Extremely Rare (loot x 0.2)
  99. -- 4 = Rare (loot x 0.6)
  100. -- 5 = Normal (loot x 1.0)
  101. -- 6 = Common (loot x 2.0)
  102. CannedFoodLoot = 2,
  103. -- Default=Rare (loot x 0.6)
  104. -- 1 = None (loot x 0)
  105. -- 2 = Insanely Rare (loot x 0.05)
  106. -- 3 = Extremely Rare (loot x 0.2)
  107. -- 4 = Rare (loot x 0.6)
  108. -- 5 = Normal (loot x 1.0)
  109. -- 6 = Common (loot x 2.0)
  110. LiteratureLoot = 2,
  111. -- Seeds, Nails, Saws, Fishing Rods, various tools, etc... Default=Rare (loot x 0.6)
  112. -- 1 = None (loot x 0)
  113. -- 2 = Insanely Rare (loot x 0.05)
  114. -- 3 = Extremely Rare (loot x 0.2)
  115. -- 4 = Rare (loot x 0.6)
  116. -- 5 = Normal (loot x 1.0)
  117. -- 6 = Common (loot x 2.0)
  118. SurvivalGearsLoot = 2,
  119. -- Default=Rare (loot x 0.6)
  120. -- 1 = None (loot x 0)
  121. -- 2 = Insanely Rare (loot x 0.05)
  122. -- 3 = Extremely Rare (loot x 0.2)
  123. -- 4 = Rare (loot x 0.6)
  124. -- 5 = Normal (loot x 1.0)
  125. -- 6 = Common (loot x 2.0)
  126. MedicalLoot = 2,
  127. -- Default=Rare (loot x 0.6)
  128. -- 1 = None (loot x 0)
  129. -- 2 = Insanely Rare (loot x 0.05)
  130. -- 3 = Extremely Rare (loot x 0.2)
  131. -- 4 = Rare (loot x 0.6)
  132. -- 5 = Normal (loot x 1.0)
  133. -- 6 = Common (loot x 2.0)
  134. WeaponLoot = 2,
  135. -- Default=Rare (loot x 0.6)
  136. -- 1 = None (loot x 0)
  137. -- 2 = Insanely Rare (loot x 0.05)
  138. -- 3 = Extremely Rare (loot x 0.2)
  139. -- 4 = Rare (loot x 0.6)
  140. -- 5 = Normal (loot x 1.0)
  141. -- 6 = Common (loot x 2.0)
  142. RangedWeaponLoot = 2,
  143. -- Default=Rare (loot x 0.6)
  144. -- 1 = None (loot x 0)
  145. -- 2 = Insanely Rare (loot x 0.05)
  146. -- 3 = Extremely Rare (loot x 0.2)
  147. -- 4 = Rare (loot x 0.6)
  148. -- 5 = Normal (loot x 1.0)
  149. -- 6 = Common (loot x 2.0)
  150. AmmoLoot = 3,
  151. -- Default=Rare (loot x 0.6)
  152. -- 1 = None (loot x 0)
  153. -- 2 = Insanely Rare (loot x 0.05)
  154. -- 3 = Extremely Rare (loot x 0.2)
  155. -- 4 = Rare (loot x 0.6)
  156. -- 5 = Normal (loot x 1.0)
  157. -- 6 = Common (loot x 2.0)
  158. MechanicsLoot = 3,
  159. -- Everything else. Also affects foraging for all items in Town/Road zones. Default=Rare (loot x 0.6)
  160. -- 1 = None (loot x 0)
  161. -- 2 = Insanely Rare (loot x 0.05)
  162. -- 3 = Extremely Rare (loot x 0.2)
  163. -- 4 = Rare (loot x 0.6)
  164. -- 5 = Normal (loot x 1.0)
  165. -- 6 = Common (loot x 2.0)
  166. OtherLoot = 3,
  167. -- Controls the global temperature. Default=Normal
  168. -- 1 = Very Cold
  169. -- 2 = Cold
  170. -- 3 = Normal
  171. -- 4 = Hot
  172. Temperature = 3,
  173. -- Controls how often it rains. Default=Normal
  174. -- 1 = Very Dry
  175. -- 2 = Dry
  176. -- 3 = Normal
  177. -- 4 = Rainy
  178. Rain = 3,
  179. -- Number of days until 100% growth. Default=Normal (100 Days)
  180. -- 1 = Very Fast (20 Days)
  181. -- 2 = Fast (50 Days)
  182. -- 3 = Normal (100 Days)
  183. -- 4 = Slow (200 Days)
  184. ErosionSpeed = 3,
  185. -- 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
  186. ErosionDays = 0,
  187. -- Modifies the base XP gain from actions by this number. Minimum=0.00 Maximum=1000.00 Default=1.00
  188. XpMultiplier = 1.0,
  189. -- Determines if the XP multiplier affects passively levelled skills eg. Fitness and Strength.
  190. XpMultiplierAffectsPassive = false,
  191. -- Use this to multiply or reduce engine general loudness. Minimum=0.00 Maximum=100.00 Default=1.00
  192. ZombieAttractionMultiplier = 1.0,
  193. -- Governs whether cars are locked, need keys to start etc.
  194. VehicleEasyUse = false,
  195. -- Controls the speed of plant growth. Default=Normal
  196. -- 1 = Very Fast
  197. -- 2 = Fast
  198. -- 3 = Normal
  199. -- 4 = Slow
  200. Farming = 3,
  201. -- Controls the time it takes for food to break down in a composter. Default=2 Weeks
  202. -- 1 = 1 Week
  203. -- 2 = 2 Weeks
  204. -- 3 = 3 Weeks
  205. -- 4 = 4 Weeks
  206. -- 5 = 6 Weeks
  207. -- 6 = 8 Weeks
  208. -- 7 = 10 Weeks
  209. CompostTime = 1,
  210. -- How fast character's hunger, thirst and fatigue will decrease. Default=Normal
  211. -- 1 = Very Fast
  212. -- 2 = Fast
  213. -- 3 = Normal
  214. -- 4 = Slow
  215. StatsDecrease = 3,
  216. -- Controls the abundance of fish and general forage. Default=Normal
  217. -- 1 = Very Poor
  218. -- 2 = Poor
  219. -- 3 = Normal
  220. -- 4 = Abundant
  221. NatureAbundance = 2,
  222. -- Default=Sometimes
  223. -- 1 = Never
  224. -- 2 = Extremely Rare
  225. -- 3 = Rare
  226. -- 4 = Sometimes
  227. -- 5 = Often
  228. Alarm = 1,
  229. -- How frequently homes and buildings will be discovered locked Default=Very Often
  230. -- 1 = Never
  231. -- 2 = Extremely Rare
  232. -- 3 = Rare
  233. -- 4 = Sometimes
  234. -- 5 = Often
  235. LockedHouses = 3,
  236. -- Spawn with chips, water bottle, school bag, baseball bat and a hammer.
  237. StarterKit = false,
  238. -- Nutritional value of food affects the player's condition.
  239. Nutrition = true,
  240. -- Define how fast the food will spoil inside or outside fridge. Default=Normal
  241. -- 1 = Very Fast
  242. -- 2 = Fast
  243. -- 3 = Normal
  244. -- 4 = Slow
  245. FoodRotSpeed = 3,
  246. -- Define how much a fridge will be effective. Default=Normal
  247. -- 1 = Very Low
  248. -- 2 = Low
  249. -- 3 = Normal
  250. -- 4 = High
  251. FridgeFactor = 3,
  252. -- Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers. Default=None
  253. -- 1 = None
  254. -- 2 = Every Day
  255. -- 3 = Every Week
  256. -- 4 = Every Month
  257. LootRespawn = 1,
  258. -- 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
  259. SeenHoursPreventLootRespawn = 0,
  260. -- A comma-separated list of item types that will be removed after HoursForWorldItemRemoval hours.
  261. WorldItemRemovalList = "Base.Hat,Base.Glasses,Base.Maggots",
  262. -- 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
  263. HoursForWorldItemRemoval = 480.0,
  264. -- If true, any items *not* in WorldItemRemovalList will be removed.
  265. ItemRemovalListBlacklistToggle = true,
  266. -- This will affect starting world erosion and food spoilage. Default=0
  267. -- 1 = 0
  268. -- 2 = 1
  269. -- 3 = 2
  270. -- 4 = 3
  271. -- 5 = 4
  272. -- 6 = 5
  273. -- 7 = 6
  274. -- 8 = 7
  275. -- 9 = 8
  276. -- 10 = 9
  277. -- 11 = 10
  278. -- 12 = 11
  279. TimeSinceApo = 13,
  280. -- Will influence how much water the plant will lose per day and their ability to avoid disease. Default=Normal
  281. -- 1 = Very High
  282. -- 2 = High
  283. -- 3 = Normal
  284. -- 4 = Low
  285. PlantResilience = 3,
  286. -- Controls the yield of plants when harvested. Default=Normal
  287. -- 1 = Very Poor
  288. -- 2 = Poor
  289. -- 3 = Normal
  290. -- 4 = Abundant
  291. PlantAbundance = 3,
  292. -- Recovery from being tired from performing actions Default=Normal
  293. -- 1 = Very Fast
  294. -- 2 = Fast
  295. -- 3 = Normal
  296. -- 4 = Slow
  297. EndRegen = 3,
  298. -- How regularly helicopters pass over the event zone. Default=Once
  299. -- 1 = Never
  300. -- 2 = Once
  301. -- 3 = Sometimes
  302. Helicopter = 2,
  303. -- How often zombie attracting metagame events like distant gunshots will occur. Default=Sometimes
  304. -- 1 = Never
  305. -- 2 = Sometimes
  306. MetaEvent = 2,
  307. -- Governs night-time metagame events during the player's sleep. Default=Never
  308. -- 1 = Never
  309. -- 2 = Sometimes
  310. SleepingEvent = 1,
  311. -- Increase/decrease the chance of electrical generators spawning on the map. Default=Sometimes
  312. -- 1 = Extremely Rare
  313. -- 2 = Rare
  314. -- 3 = Sometimes
  315. -- 4 = Often
  316. GeneratorSpawning = 1,
  317. -- How much fuel is consumed per in-game hour. Minimum=0.00 Maximum=100.00 Default=1.00
  318. GeneratorFuelConsumption = 1.1,
  319. -- Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc. Default=Rare
  320. -- 1 = Never
  321. -- 2 = Extremely Rare
  322. -- 3 = Rare
  323. -- 4 = Sometimes
  324. -- 5 = Often
  325. SurvivorHouseChance = 1,
  326. -- Default=Rare
  327. -- 1 = Never
  328. -- 2 = Extremely Rare
  329. -- 3 = Rare
  330. -- 4 = Sometimes
  331. -- 5 = Often
  332. VehicleStoryChance = 2,
  333. -- Default=Rare
  334. -- 1 = Never
  335. -- 2 = Extremely Rare
  336. -- 3 = Rare
  337. -- 4 = Sometimes
  338. -- 5 = Often
  339. ZoneStoryChance = 2,
  340. -- Impacts on how often a looted map will have annotations marked on it by a deceased survivor. Default=Sometimes
  341. -- 1 = Never
  342. -- 2 = Extremely Rare
  343. -- 3 = Rare
  344. -- 4 = Sometimes
  345. -- 5 = Often
  346. AnnotatedMapChance = 1,
  347. -- Adds free points during character creation. Minimum=-100 Maximum=100 Default=0
  348. CharacterFreePoints = 0,
  349. -- Gives player-built constructions extra hit points so they are more resistant to zombie damage. Default=Normal
  350. -- 1 = Very Low
  351. -- 2 = Low
  352. -- 3 = Normal
  353. -- 4 = High
  354. ConstructionBonusPoints = 4,
  355. -- Governs the ambient lighting at night. Default=Normal
  356. -- 1 = Pitch Black
  357. -- 2 = Dark
  358. -- 3 = Normal
  359. NightDarkness = 2,
  360. -- Governs the time from dusk to dawn. Default=Normal
  361. -- 1 = Always Night
  362. -- 2 = Long
  363. -- 3 = Normal
  364. -- 4 = Short
  365. NightLength = 3,
  366. -- Increase and decrease the impact injuries have on your body, and their healing time. Default=Normal
  367. -- 1 = Low
  368. -- 2 = Normal
  369. InjurySeverity = 2,
  370. -- Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
  371. BoneFracture = true,
  372. -- How long before zombie bodies disappear. Minimum=-1.00 Maximum=2147483647.00 Default=216.00
  373. HoursForCorpseRemoval = 720.0,
  374. -- Governs impact that nearby decaying bodies has on the player's health and emotions. Default=Normal
  375. -- 1 = None
  376. -- 2 = Low
  377. -- 3 = Normal
  378. DecayingCorpseHealthImpact = 3,
  379. -- How much blood is sprayed on floor and walls. Default=Normal
  380. -- 1 = None
  381. -- 2 = Low
  382. -- 3 = Normal
  383. -- 4 = High
  384. BloodLevel = 2,
  385. -- Governs how quickly clothing degrades, becomes dirty, and bloodied. Default=Normal
  386. -- 1 = Disabled
  387. -- 2 = Slow
  388. -- 3 = Normal
  389. ClothingDegradation = 3,
  390. FireSpread = true,
  391. -- 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
  392. DaysForRottenFoodRemoval = -1,
  393. -- If enabled, generators will work on exterior tiles, allowing for example to power gas pump.
  394. AllowExteriorGenerator = true,
  395. -- Controls the maximum intensity of fog. Default=Normal
  396. -- 1 = Normal
  397. -- 2 = Moderate
  398. MaxFogIntensity = 1,
  399. -- Controls the maximum intensity of rain. Default=Normal
  400. -- 1 = Normal
  401. -- 2 = Moderate
  402. MaxRainFxIntensity = 1,
  403. -- If disabled snow will not accumulate on ground but will still be visible on vegetation and rooftops.
  404. EnableSnowOnGround = true,
  405. -- When enabled certain melee weapons will be able to strike multiple zombies in one hit.
  406. MultiHitZombies = true,
  407. -- Chance of being bitten when a zombie attacks from behind. Default=High
  408. -- 1 = Low
  409. -- 2 = Medium
  410. RearVulnerability = 3,
  411. -- Disable to walk unimpeded while melee attacking.
  412. AttackBlockMovements = true,
  413. AllClothesUnlocked = false,
  414. -- if disabled, tainted water will not have a warning marking it as such
  415. EnableTaintedWaterText = true,
  416. -- Governs how frequently cars are discovered on the map Default=Low
  417. -- 1 = None
  418. -- 2 = Very Low
  419. -- 3 = Low
  420. -- 4 = Normal
  421. CarSpawnRate = 3,
  422. -- Governs the chances of finding vehicles with gas in the tank. Default=Low
  423. -- 1 = Low
  424. -- 2 = Normal
  425. ChanceHasGas = 1,
  426. -- Governs how full gas tanks will be in discovered cars. Default=Low
  427. -- 1 = Very Low
  428. -- 2 = Low
  429. -- 3 = Normal
  430. -- 4 = High
  431. -- 5 = Very High
  432. InitialGas = 1,
  433. -- Governs how full gas tanks in fuel station will be, initially. Default=Normal
  434. -- 1 = Empty
  435. -- 2 = Super Low
  436. -- 3 = Very Low
  437. -- 4 = Low
  438. -- 5 = Normal
  439. -- 6 = High
  440. -- 7 = Very High
  441. -- 8 = Full
  442. FuelStationGas = 3,
  443. -- How gas-hungry vehicles on the map are. Minimum=0.00 Maximum=100.00 Default=1.00
  444. CarGasConsumption = 2.25,
  445. -- Default=Rare
  446. -- 1 = Never
  447. -- 2 = Extremely Rare
  448. -- 3 = Rare
  449. -- 4 = Sometimes
  450. -- 5 = Often
  451. LockedCar = 3,
  452. -- General condition of vehicles discovered on the map Default=Low
  453. -- 1 = Very Low
  454. -- 2 = Low
  455. -- 3 = Normal
  456. -- 4 = High
  457. CarGeneralCondition = 1,
  458. -- Governs the amount of damage dealt to vehicles that crash. Default=Normal
  459. -- 1 = Very Low
  460. -- 2 = Low
  461. -- 3 = Normal
  462. -- 4 = High
  463. CarDamageOnImpact = 3,
  464. -- Damage received by the player from the car in a collision. Default=None
  465. -- 1 = None
  466. -- 2 = Low
  467. -- 3 = Normal
  468. -- 4 = High
  469. DamageToPlayerFromHitByACar = 1,
  470. -- Enable or disable traffic jams that spawn on the main roads of the map.
  471. TrafficJam = true,
  472. -- How frequently cars will be discovered with an alarm. Default=Extremely Rare
  473. -- 1 = Never
  474. -- 2 = Extremely Rare
  475. -- 3 = Rare
  476. -- 4 = Sometimes
  477. -- 5 = Often
  478. CarAlarm = 1,
  479. -- Enable or disable player getting damage from being in a car accident.
  480. PlayerDamageFromCrash = true,
  481. -- How many in-game hours before a wailing siren shuts off. Minimum=0.00 Maximum=168.00 Default=0.00
  482. SirenShutoffHours = 0.0,
  483. -- Governs whether player can discover a car that has been maintained and cared for after the infection struck. Default=Low
  484. -- 1 = None
  485. -- 2 = Low
  486. -- 3 = Normal
  487. RecentlySurvivorVehicles = 2,
  488. -- Enables vehicles to spawn.
  489. EnableVehicles = true,
  490. -- Governs if poisoning food is enabled. Default=True
  491. -- 1 = True
  492. -- 2 = False
  493. EnablePoisoning = 1,
  494. -- Default=In and around bodies
  495. -- 1 = In and around bodies
  496. -- 2 = In bodies only
  497. MaggotSpawn = 1,
  498. -- 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
  499. LightBulbLifespan = 10.0,
  500. AT_VehicleDamageenable = true,
  501. ATY_safezone_protect = true,
  502. ATY_nonpvp_protect = true,
  503. ATY_damagedisplay = false,
  504. -- Minimum=0 Maximum=100 Default=100
  505. AT_Blood = 100,
  506. -- Vanilla Chance is 6% Minimum=0 Maximum=100 Default=6
  507. ChanceOfAttachedWeapon = 2,
  508. -- Katanas and machetes Minimum=0 Maximum=100 Default=1
  509. ChanceOfLongBlade = 1,
  510. -- Minimum=0 Maximum=100 Default=5
  511. ChanceOfHuntingKnife = 1,
  512. -- Minimum=0 Maximum=100 Default=5
  513. ChanceOfSpears = 3,
  514. -- Minimum=0 Maximum=100 Default=2
  515. ChanceOfAxe = 1,
  516. -- Crowbar, metal pipe, metal bar, nightstick Minimum=0 Maximum=100 Default=3
  517. ChanceOfBlunts = 1,
  518. -- Only on outfits that can have guns. (police, bandits...) Minimum=0 Maximum=100 Default=50
  519. ChanceOfGunsOnOutfits = 5,
  520. -- Example of standard days requirements:
  521. -- Katana - 60 days
  522. -- Spears - 30 days
  523. -- Machete - 20 days
  524. -- Axe - 15 days
  525. -- Good knives, crowbar, short blunts - 10 days Default=Normal
  526. -- 1 = None
  527. -- 2 = Quarter
  528. -- 3 = Half
  529. -- 4 = Normal
  530. DaySurvivedModifier = 5,
  531. -- Loot of all types found on generic zombies, zombie outfits, and bags.
  532. -- Note: zombie loot is not affected by the other multipliers below. Minimum=0.00 Maximum=10.00 Default=1.00
  533. ZombieLootMultiplier = 1.0,
  534. -- A semicolon separated list of items and chances to add to the zombie loot.
  535. ItemsAddedToZombieLoot = "Base.Money:0.05;Base.SheetPaper2:0.05",
  536. ItemsAddedToMilitaryZedsLoot = "",
  537. ItemsAddedToPoliceZedsLoot = "",
  538. ItemsAddedToFiremenZedsLoot = "",
  539. -- Tourists, Golfers, Weddings, Classy...
  540. ItemsAddedToRichZedsLoot = "",
  541. -- Park rangers, survivalists, hunters, farmers, fishermen, campers...
  542. ItemsAddedToRuralZedsLoot = "",
  543. -- Raiders, Bandits, Militia, Thugs, Escaped inmates, survivors...
  544. ItemsAddedToRogueZedsLoot = "",
  545. -- Students, Teachers...
  546. ItemsAddedToSchoolZedsLoot = "",
  547. -- Fitness Instructors, Baseball Fans, Baseball players, Boxing players, Jockeys...
  548. ItemsAddedToSportsZedsLoot = "",
  549. -- Doctors, Nurses, Pharmacists, Ambulance Drivers...
  550. ItemsAddedToMedicalZedsLoot = "",
  551. -- Mechanics, Metalworkers, McCoys, Foremen, Construction workers, Woodcutters...
  552. ItemsAddedToIndustryZedsLoot = "",
  553. -- Fossoil, Gas2Go, Thundergas...
  554. ItemsAddedToGasStationZedsLoot = "",
  555. -- Waiters, Cooks, Chefs...
  556. ItemsAddedToRestaurantZedsLoot = "",
  557. ItemsAddedToOfficeWorkersZedsLoot = "",
  558. -- A semicolon separated list of zombie outfits that will drop the Custom Zed Outfits Loot defined below.
  559. -- Example: 'Priest;Biker;Redneck;Swimmer;Bedroom;Bathrobe;Hobbo;Party;Party2'
  560. -- Example 2: 'Security;Postal;Cyclist;StripperNaked;Bowling;MallSecurity;Inmate'
  561. -- Example 3(modded outfits): 'Nomad;Prepper;Stalker;AuthenticMaid;AuthenticNewsAnchor'
  562. CustomOutfitList = "",
  563. -- Defined like the other loots.
  564. ItemsAddedToCustomOutfitListLoot = "",
  565. -- Minimum=1 Maximum=100 Default=20
  566. CigarettesCount = 2,
  567. -- If the number of rolls on a loot table is higher than this value, it will be set to this value.
  568. -- Most loot tables have a rolls value of 4.
  569. -- 1 = ~ 75% less items per container,
  570. -- 2 = ~ 50% less items per container,
  571. -- 3 = ~ 25% less items per container,
  572. -- 4 = almost nothing changes,
  573. -- 5 = vanilla value Default=5 (100% items, vanilla)
  574. -- 1 = 1 (~25% items)
  575. -- 2 = 2 (~50% items)
  576. -- 3 = 3 (~75% items)
  577. -- 4 = 4 (~ 99% items)
  578. MaxRolls = 1,
  579. -- Same as the option above, but only affects food containers. Default=4 (100% food)
  580. -- 1 = 1 (~25% food)
  581. -- 2 = 2 (~50% food)
  582. -- 3 = 3 (~75% food)
  583. FoodTablesMaxRolls = 1,
  584. -- Default=4 (100% items)
  585. -- 1 = 1 (~25% items)
  586. -- 2 = 2 (~50% items)
  587. -- 3 = 3 (~75% items)
  588. MeleeWeaponsAndToolsTablesMaxRolls = 1,
  589. -- Default=4 (100% items)
  590. -- 1 = 1 (~25% items)
  591. -- 2 = 2 (~50% items)
  592. -- 3 = 3 (~75% items)
  593. GunsAndAmmoTablesMaxRolls = 1,
  594. -- Default=4 (100% items)
  595. -- 1 = 1 (~25% items)
  596. -- 2 = 2 (~50% items)
  597. -- 3 = 3 (~75% items)
  598. LitteratureTablesMaxRolls = 2,
  599. -- Default=4 (100% items)
  600. -- 1 = 1 (~25% items)
  601. -- 2 = 2 (~50% items)
  602. -- 3 = 3 (~75% items)
  603. MediaTablesMaxRolls = 1,
  604. -- Default=4 (100% items)
  605. -- 1 = 1 (~25% items)
  606. -- 2 = 2 (~50% items)
  607. -- 3 = 3 (~75% items)
  608. MechanicsTablesMaxRolls = 1,
  609. -- Default=4 (100% items)
  610. -- 1 = 1 (~25% items)
  611. -- 2 = 2 (~50% items)
  612. -- 3 = 3 (~75% items)
  613. OtherTablesMaxRolls = 1,
  614. -- Fresh and non-perishable food. Minimum=0.00 Maximum=10.00 Default=1.00
  615. FoodLootMultiplier = 0.9,
  616. -- Nonranged weapons of all kinds, except pens, forks and spoons.
  617. -- Includes Sledgehammer. Also includes instruments and some cooking tools. Minimum=0.00 Maximum=10.00 Default=1.00
  618. WeaponLootMultiplier = 0.6,
  619. -- Ranged weapons. Includes weapon parts for guns. Minimum=0.00 Maximum=10.00 Default=1.00
  620. GunLootMultiplier = 0.5,
  621. -- Ammunition and magazines Minimum=0.00 Maximum=10.00 Default=1.00
  622. AmmoLootMultiplier = 1.0,
  623. -- Saws, blowtorches, seeds, farming gear, fishing gear, camping gear, needles,
  624. -- crafting materials, repair materials, construction materials, gas cans, jars, maps. Minimum=0.00 Maximum=10.00 Default=1.00
  625. SurvivalGearLootMultiplier = 0.95,
  626. -- Tools to work on vehicles, and vehicle parts. Minimum=0.00 Maximum=10.00 Default=1.00
  627. MechanicsLootMultiplier = 1.0,
  628. -- Medicine, bandages, splint, needles, first aid kits... Minimum=0.00 Maximum=10.00 Default=1.00
  629. MedicalLootMultiplier = 0.85,
  630. -- Books and magazines Minimum=0.00 Maximum=10.00 Default=1.00
  631. LiteratureLootMultiplier = 0.55,
  632. -- VHS tapes, CDs and videogames Minimum=0.00 Maximum=10.00 Default=1.00
  633. MediaLootMultiplier = 0.55,
  634. -- Cleaning supplies, cooking tools, writing supplies, cutlery, extinguishers, can openers, razors, alarm clocks Minimum=0.00 Maximum=10.00 Default=1.00
  635. HouseholdSuppliesLootMultiplier = 0.85,
  636. -- All kinds of clothes, including gas masks and jewelry. Minimum=0.00 Maximum=10.00 Default=1.00
  637. ClothingLootMultiplier = 0.85,
  638. -- Including Garbage Bags Minimum=0.00 Maximum=10.00 Default=1.00
  639. ContainerLootMultiplier = 0.55,
  640. -- Includes lighters, matches, painting supplies, charcoal, propane tanks, antique ovens, junk items, and many more... Minimum=0.00 Maximum=10.00 Default=1.00
  641. OtherLootMultiplier = 0.85,
  642. -- A semicolon-separated list of items IDs that will NOT be affected by the multipliers above.
  643. -- Example: Base.Sledgehammer;Base.Saw
  644. -- Still affected by the multipliers list option below.
  645. ExceptionsList = "Base.Sledgehammer;Base.Sledgehammer2",
  646. -- 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
  647. -- These individual multipliers are applied on top of all other multipliers, and even if the item is in the exceptions list
  648. SpecificItemsList = "Base.Cigarettes:1;Base.Sledgehammer:0.25;Base.Sledgehammer2:0.25",
  649. Map = {
  650. AllowMiniMap = false,
  651. AllowWorldMap = true,
  652. MapAllKnown = false,
  653. },
  654. ZombieLore = {
  655. -- Controls the zombie movement rate. Default=Fast Shamblers
  656. -- 1 = Sprinters
  657. -- 2 = Fast Shamblers
  658. -- 3 = Shamblers
  659. Speed = 2,
  660. -- Controls the damage zombies inflict per attack. Default=Normal
  661. -- 1 = Superhuman
  662. -- 2 = Normal
  663. -- 3 = Weak
  664. Strength = 2,
  665. -- Controls the difficulty to kill zombies. Default=Normal
  666. -- 1 = Tough
  667. -- 2 = Normal
  668. -- 3 = Fragile
  669. Toughness = 2,
  670. -- Controls how the zombie virus spreads. Default=Blood + Saliva
  671. -- 1 = Blood + Saliva
  672. -- 2 = Saliva Only
  673. -- 3 = Everyone's Infected
  674. Transmission = 2,
  675. -- Controls how quickly the infection takes effect. Default=2-3 Days
  676. -- 1 = Instant
  677. -- 2 = 0-30 Seconds
  678. -- 3 = 0-1 Minutes
  679. -- 4 = 0-12 Hours
  680. -- 5 = 2-3 Days
  681. -- 6 = 1-2 Weeks
  682. Mortality = 5,
  683. -- Controls how quickly corpses rise as zombies. Default=0-1 Minutes
  684. -- 1 = Instant
  685. -- 2 = 0-30 Seconds
  686. -- 3 = 0-1 Minutes
  687. -- 4 = 0-12 Hours
  688. -- 5 = 2-3 Days
  689. Reanimate = 3,
  690. -- Controls zombie intelligence. Default=Basic Navigation
  691. -- 1 = Navigate + Use Doors
  692. -- 2 = Navigate
  693. -- 3 = Basic Navigation
  694. Cognition = 3,
  695. -- Controls which zombies can crawl under vehicles. Default=Often
  696. -- 1 = Crawlers Only
  697. -- 2 = Extremely Rare
  698. -- 3 = Rare
  699. -- 4 = Sometimes
  700. -- 5 = Often
  701. -- 6 = Very Often
  702. CrawlUnderVehicle = 5,
  703. -- Controls how long zombies remember players after seeing or hearing. Default=Normal
  704. -- 1 = Long
  705. -- 2 = Normal
  706. -- 3 = Short
  707. -- 4 = None
  708. Memory = 2,
  709. -- Controls zombie vision radius. Default=Normal
  710. -- 1 = Eagle
  711. -- 2 = Normal
  712. -- 3 = Poor
  713. Sight = 2,
  714. -- Controls zombie hearing radius. Default=Normal
  715. -- 1 = Pinpoint
  716. -- 2 = Normal
  717. -- 3 = Poor
  718. Hearing = 2,
  719. -- Zombies that have not seen/heard player can attack doors and constructions while roaming.
  720. ThumpNoChasing = true,
  721. -- Governs whether or not zombies can destroy player constructions and defences.
  722. ThumpOnConstruction = true,
  723. -- 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
  724. -- 1 = Both
  725. -- 2 = Night
  726. ActiveOnly = 1,
  727. -- Allows zombies to trigger house alarms when breaking through windows and doors.
  728. TriggerHouseAlarm = true,
  729. -- When enabled if multiple zombies are attacking they can drag you down to feed. Dependent on zombie strength.
  730. ZombiesDragDown = false,
  731. -- When enabled zombies will have a chance to lunge after climbing over a fence if you're too close.
  732. ZombiesFenceLunge = false,
  733. -- Default=Some zombies in the world will pretend to be dead
  734. -- 1 = Some zombies in the world will pretend to be dead
  735. -- 2 = Some zombies in the world, as well as some you 'kill', can pretend to be dead
  736. DisableFakeDead = 1,
  737. },
  738. ZombieConfig = {
  739. -- 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
  740. PopulationMultiplier = 1.0,
  741. -- Adjusts the desired population at the start of the game. Minimum=0.00 Maximum=4.00 Default=1.00
  742. PopulationStartMultiplier = 1.0,
  743. -- Adjusts the desired population on the peak day. Minimum=0.00 Maximum=4.00 Default=1.50
  744. PopulationPeakMultiplier = 2.0,
  745. -- The day when the population reaches it's peak. Minimum=1 Maximum=365 Default=28
  746. PopulationPeakDay = 160,
  747. -- 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
  748. RespawnHours = 0.0,
  749. -- 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
  750. RespawnUnseenHours = 16.0,
  751. -- The fraction of a cell's desired population that may respawn every RespawnHours. Minimum=0.00 Maximum=1.00 Default=0.10
  752. RespawnMultiplier = 0.0,
  753. -- 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
  754. RedistributeHours = 36.0,
  755. -- The distance a zombie will try to walk towards the last sound it heard. Minimum=10 Maximum=1000 Default=100
  756. FollowSoundDistance = 100,
  757. -- 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
  758. RallyGroupSize = 15,
  759. -- The distance real zombies travel to form groups when idle. Minimum=5 Maximum=50 Default=20
  760. RallyTravelDistance = 50,
  761. -- The distance between zombie groups. Minimum=5 Maximum=25 Default=15
  762. RallyGroupSeparation = 15,
  763. -- How close members of a group stay to the group's leader. Minimum=1 Maximum=10 Default=3
  764. RallyGroupRadius = 6,
  765. },
  766. RVInterior = {
  767. -- Zombies this distance or closer to a player will prevent them from entering vehicle interiors (0 = disabled). Minimum=0 Maximum=100 Default=20
  768. SafeZombieDistance = 15,
  769. -- Zombies currently chasing the player will prevent them from entering vehicle interiors, no matter the distance.
  770. NotWhenChased = true,
  771. },
  772. CommonSense = {
  773. -- Toggles whether Players can pry open doors, windows, etc. using a Crowbar.
  774. PryingMechanic = true,
  775. -- Determines whether all doors can be pried open or not.
  776. -- By default, reinforced doors (Prison doors, metal grid doors, etc.) cannot be pried open.
  777. PryAllDoors = true,
  778. -- Displays the icon for Battery and Engine in vehicle dashboards in various colors depending on their condition.
  779. PartsHighlighter = true,
  780. -- Toggles friendly colors for those affected by color blindness.
  781. ColorFilter = false,
  782. -- Minimum=0.00 Maximum=5.00 Default=1.00
  783. PryingChanceMultiplier = 1.0,
  784. },
  785. STR = {
  786. -- Enable this to use STFR's custom zombie zones.
  787. CustomZones = true,
  788. -- CURRENTLY BROKEN! Don't touch!
  789. LootZones = true,
  790. -- CURRENTLY BROKEN! Don't touch!
  791. DuffelLoot = true,
  792. -- Enable this for bulletproof vests on Rosewood SD zombies
  793. VestRosewood = true,
  794. -- Enable this for bulletproof vests on Riverside PD zombies
  795. VestRiverside = true,
  796. -- Enable this for bulletproof vests on Muldraugh PD zombies
  797. VestMuldraugh = true,
  798. -- Enable this for bulletproof vests on WestPoint PD zombies
  799. VestWestPoint = true,
  800. -- Enable this for bulletproof vests on Jefferson SD zombies
  801. VestJeffersonSD = true,
  802. -- Enable this for bulletproof vests on Jefferson PD zombies
  803. VestJeffersonPD = true,
  804. -- Enable this for bulletproof vests on Louisville DoP zombies
  805. VestLouisville = true,
  806. -- Enable this for bulletproof vests on Meade SO zombies
  807. VestMeade = true,
  808. -- Enable this to use STFR's custom vehicle zones.
  809. CustomVehicleZones = true,
  810. -- Enable this to disable base vanilla and some modded police/fire/ems content.
  811. STEVOnly = true,
  812. -- Enable this to disable unfitting police/fire/ems content.
  813. TrueSTEV = true,
  814. -- Enable this to override vanilla police/fire/ems/prison zombies.
  815. ZombieOverrides = true,
  816. -- If disabled, all Susceptible STFR zombies will become regular STFR zombies. Does nothing if Susceptible isn't enabled!
  817. WantSusceptibleOutfits = true,
  818. -- Enable this to override vanilla and Filibuster Rhymes police/fire/ems/prison vehicles.
  819. VehicleOverrides = true,
  820. -- Enable this to override certain vanilla items in vehicle trunks and containers. Only runs once per vehicle/container.
  821. TrunkOverrides = true,
  822. },
  823. STRS = {
  824. -- The spawn chance for all Dress Uniform zombies. Minimum=0 Maximum=75 Default=5
  825. Dress = 5,
  826. -- The spawn chance for all Riot zombies. Minimum=0 Maximum=75 Default=5
  827. Riot = 5,
  828. -- The spawn chance for all Ranger zombies. Minimum=0 Maximum=75 Default=25
  829. Ranger = 25,
  830. -- The spawn chance for USPS zombies. Minimum=0 Maximum=75 Default=40
  831. USPS = 40,
  832. -- The spawn chance for all Security zombies. Minimum=0 Maximum=75 Default=25
  833. Security = 25,
  834. -- The spawn chance for Other zombies, like Judges Minimum=0 Maximum=75 Default=25
  835. Other = 25,
  836. -- The spawn chance for certain STFR zombies wearing duffel bags. Does nothing if Enable Duffel Bags is false! Minimum=0 Maximum=75 Default=1
  837. Duffel = 1,
  838. -- The spawn chance for all Formal Fire zombies. Minimum=0 Maximum=75 Default=10
  839. FireFormal = 10,
  840. -- The spawn chance for all Fireman zombies. Minimum=0 Maximum=75 Default=20
  841. Fireman = 20,
  842. -- The spawn chance for all Fullsuit Fireman zombies. Minimum=0 Maximum=75 Default=15
  843. FiremanFull = 15,
  844. -- The spawn chance for all EMS zombies. Minimum=0 Maximum=75 Default=35
  845. EMS = 35,
  846. -- The spawn chance for Muldraugh PD zombies. Minimum=0 Maximum=75 Default=40
  847. MuldraughPD = 40,
  848. -- The spawn chance for WestPoint PD zombies. Minimum=0 Maximum=75 Default=40
  849. WestPointPD = 40,
  850. -- The spawn chance for Meade SO zombies. Minimum=0 Maximum=75 Default=40
  851. MeadeSO = 40,
  852. -- The spawn chance for Riverside PD zombies. Minimum=0 Maximum=75 Default=40
  853. RiversidePD = 40,
  854. -- The spawn chance for Rosewood SD zombies. Minimum=0 Maximum=75 Default=40
  855. RosewoodSD = 40,
  856. -- The spawn chance for Louisville PD zombies. Minimum=0 Maximum=75 Default=40
  857. LouisvillePD = 40,
  858. -- The spawn chance for Jefferson PD zombies. Minimum=0 Maximum=75 Default=40
  859. JeffersonPD = 40,
  860. -- The spawn chance for Jefferson SD zombies. Minimum=0 Maximum=75 Default=40
  861. JeffersonSD = 40,
  862. -- The spawn chance for KSP zombies. Minimum=0 Maximum=75 Default=40
  863. KSP_Trooper = 40,
  864. -- The spawn chance for Prison Guard zombies. Minimum=0 Maximum=75 Default=20
  865. DOC = 20,
  866. -- The spawn chance for Jefferson DOC Inmate zombies. Minimum=0 Maximum=75 Default=75
  867. JeffersonInmate = 75,
  868. -- The spawn chance for Meade DOC General Pop zombies. Minimum=0 Maximum=75 Default=75
  869. MeadeInmateOrange = 75,
  870. -- The spawn chance for Meade DOC Low Risk zombies. Minimum=0 Maximum=75 Default=75
  871. MeadeInmateYellow = 75,
  872. -- The spawn chance for Meade DOC Supermax zombies. Minimum=0 Maximum=75 Default=75
  873. MeadeInmateRed = 75,
  874. -- The spawn chance for Tandil PD zombies. Does nothing if Tandil isn't enabled! Minimum=0 Maximum=75 Default=30
  875. TandilPD = 30,
  876. -- The spawn chance for RavenCreek PD zombies. Does nothing if RavenCreek isn't enabled! Minimum=0 Maximum=75 Default=40
  877. RavenCreekPD = 40,
  878. -- The spawn chance for RavenCreek DOC Inmate zombies. Does nothing if RavenCreek isn't enabled! Minimum=0 Maximum=75 Default=75
  879. RavenCreekInmate = 75,
  880. },
  881. STEV = {
  882. -- 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!
  883. VCars = true,
  884. -- The spawn chance for Meade County SD cars. Minimum=0 Maximum=60 Default=25
  885. Meade = 25,
  886. -- The spawn chance for Riverside PD cars. Minimum=0 Maximum=60 Default=25
  887. Riverside = 25,
  888. -- The spawn chance for Rosewood SD cars. Minimum=0 Maximum=60 Default=25
  889. Rosewood = 25,
  890. -- The spawn chance for WestPoint PD cars. Minimum=0 Maximum=60 Default=25
  891. WestPoint = 25,
  892. -- The spawn chance for Muldraugh PD cars. Minimum=0 Maximum=60 Default=25
  893. Muldraugh = 25,
  894. -- The spawn chance for Jefferson County SD cars. Minimum=0 Maximum=60 Default=25
  895. JCSD = 25,
  896. -- The spawn chance for Jefferson County PD cars. Minimum=0 Maximum=60 Default=25
  897. JCPD = 25,
  898. -- The spawn chance for Kentucky State Police cars. Minimum=0 Maximum=60 Default=25
  899. KSP = 25,
  900. -- The spawn chance for Louisville PD cars. Minimum=0 Maximum=60 Default=25
  901. Louisville = 25,
  902. -- The spawn chance for Ranger cars. Minimum=0 Maximum=60 Default=25
  903. Rangers = 25,
  904. -- The spawn chance for USPS cars. Minimum=0 Maximum=60 Default=25
  905. USPS = 25,
  906. -- The spawn chance for Jefferson County DoC cars. Minimum=0 Maximum=60 Default=35
  907. JCDOC = 35,
  908. -- The spawn chance for Meade County DoC cars. Minimum=0 Maximum=60 Default=25
  909. MCDOC = 25,
  910. -- The spawn chance for STFR Ambulances. Minimum=0 Maximum=60 Default=25
  911. EMS = 25,
  912. -- The spawn chance for Rosewood VFD cars. Minimum=0 Maximum=60 Default=25
  913. RosewoodFire = 25,
  914. -- The spawn chance for Louisville FD cars. Minimum=0 Maximum=60 Default=25
  915. LouisvilleFire = 25,
  916. -- The spawn chance for Meade County FD cars. Minimum=0 Maximum=60 Default=25
  917. MeadeFire = 25,
  918. -- The spawn chance for the custom Bank Truck. Minimum=0 Maximum=60 Default=25
  919. BankTruck = 25,
  920. -- The spawn chance for Tandil PD cars. Does nothing if Tandil isn't enabled! Minimum=0 Maximum=60 Default=25
  921. TDPD = 25,
  922. -- The spawn chance for FD Tandil cars. Does nothing if Tandil isn't enabled! Minimum=0 Maximum=60 Default=35
  923. TDFD = 35,
  924. -- The spawn chance for RavenCreek PD cars. Does nothing if RavenCreek isn't enabled! Minimum=0 Maximum=60 Default=25
  925. RCRPD = 25,
  926. -- The spawn chance for FD RavenCreek cars. Does nothing if RavenCreek isn't enabled! Minimum=0 Maximum=60 Default=35
  927. RCRFD = 35,
  928. -- The spawn chance for RavenCreek DoC cars. Does nothing if RavenCreek isn't enabled! Minimum=0 Maximum=60 Default=25
  929. RCRDOC = 25,
  930. -- 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
  931. FSwat = 5,
  932. -- The overall chance of an STFR car to spawn. Minimum=0 Maximum=40 Default=25
  933. SRate = 25,
  934. -- The overall chance of a normal car to spawn in an STFR vehicle zone. Minimum=0 Maximum=60 Default=5
  935. NChance = 5,
  936. },
  937. DaysGone = {
  938. -- Displays "Days Later" instead of "Days Gone".
  939. -- A reference to the 2002 movie.
  940. DaysLater = true,
  941. -- Includes the Knox Evacuation, 3 days before the game starts, in the day counter.
  942. IncludePreOutbreak = false,
  943. },
  944. Knockout = {
  945. -- Chance for a player to get knocked out after a car crash. Zero means it's turned off. Minimum=0 Maximum=100 Default=10
  946. chanceCarCrash = 10,
  947. -- 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
  948. carCrashDamage = 70.0,
  949. -- 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
  950. chanceWeaponHit = 0,
  951. -- 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
  952. weaponHitDamage = 10.0,
  953. -- 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
  954. weaponHitBodyDamage = 50.0,
  955. -- 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
  956. chanceBleeding = 10,
  957. -- 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
  958. bleedingDamage = 8.0,
  959. -- 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
  960. bleedingBodyDamage = 50.0,
  961. -- 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
  962. chanceAmputation = 50,
  963. -- The amount of in-game minutes that must pass before a knocked out player regains his consciousness. Minimum=1 Maximum=2147483647 Default=30
  964. knockoutTime = 30,
  965. -- If checked, a knocked out player will wake up instantly after being attacked by a zombie
  966. zombiesWakeupKnockedPlayers = true,
  967. -- If the mod 'Working Seatbelt' is enabled and a player wearing a seatbelt crashes, they won't be knocked out.
  968. seatbeltPreventKnockout = true,
  969. },
  970. workingSeatbelt = {
  971. -- The percentage of damage reduced if a player wearing seatbelt takes damages from a car crash. Minimum=0 Maximum=100 Default=50
  972. damageReduction = 50,
  973. -- 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
  974. fractureReduction = 50,
  975. -- 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
  976. exitVehicleAutoUnfasten = true,
  977. -- 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
  978. switchSeatAutoUnfasten = true,
  979. },
  980. FancyHandwork = {
  981. -- 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
  982. ExperiencedAim = 3,
  983. -- 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
  984. TurnDelaySec = 1.0,
  985. -- Controls when your character is forced to turn to objects when performing the World Interaction Default=Do forced turn after turn delay
  986. -- 1 = Never do forced turn
  987. -- 2 = Do forced turn after turn delay
  988. DisableTurn = 2,
  989. -- 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
  990. -- 1 = Never do rear animations
  991. -- 2 = Do rear animations until turn delay
  992. TurnBehavior = 2,
  993. -- Hides the progress bar when a character is opening or closing a door, and when entering or exiting a vehicle.
  994. HideDoorProgressBar = true,
  995. -- Hides the progress bar when a character is walking to a location to interact with a vehicle.
  996. HideVehicleWalkProgressBar = true,
  997. },
  998. ExpandedHeli = {
  999. -- The day the scheduler will start assigning events to. Minimum=0 Maximum=999 Default=0
  1000. StartDay = 0,
  1001. -- 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
  1002. SchedulerDuration = 90,
  1003. -- 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.
  1004. ContinueScheduling = true,
  1005. -- When "Continue Scheduling Forever" is toggle on, this toggled on makes the scheduler only use late-game events.
  1006. ContinueSchedulingLateGameOnly = true,
  1007. -- Whether weather will prevent events, or cause their crash.
  1008. WeatherImpactsEvents = true,
  1009. -- How frequent jet events occur. Jets fly by players causing horde movement. Default=Uncommon
  1010. -- 1 = Never
  1011. -- 2 = Rare
  1012. -- 3 = Uncommon
  1013. -- 4 = Common
  1014. -- 5 = Frequent
  1015. Frequency_jet = 4,
  1016. -- How frequent Police events occur. The police will take matters into their own hands and escort citizens around while firing on zombies. Default=Uncommon
  1017. -- 1 = Never
  1018. -- 2 = Rare
  1019. -- 3 = Uncommon
  1020. -- 4 = Common
  1021. -- 5 = Frequent
  1022. Frequency_police = 2,
  1023. -- 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
  1024. -- 1 = Never
  1025. -- 2 = Rare
  1026. -- 3 = Uncommon
  1027. -- 4 = Common
  1028. -- 5 = Frequent
  1029. Frequency_news_chopper = 2,
  1030. -- How frequent military events occur. The military will progress through stages: warn citizens, purge the undead, then ultimately purge anything that moves. Default=Uncommon
  1031. -- 1 = Never
  1032. -- 2 = Rare
  1033. -- 3 = Uncommon
  1034. -- 4 = Common
  1035. -- 5 = Frequent
  1036. Frequency_military = 2,
  1037. -- How frequent FEMA aid drop events occur. FEMA will conduct aid drops early on in the apocalypse. Default=Uncommon
  1038. -- 1 = Never
  1039. -- 2 = Rare
  1040. -- 3 = Uncommon
  1041. -- 4 = Common
  1042. -- 5 = Frequent
  1043. Frequency_FEMA_drop = 2,
  1044. -- How frequent samaritan events occur. Samaritans will drop off supplies to help survivors. Default=Uncommon
  1045. -- 1 = Never
  1046. -- 2 = Rare
  1047. -- 3 = Uncommon
  1048. -- 4 = Common
  1049. -- 5 = Frequent
  1050. Frequency_samaritan_drop = 2,
  1051. -- How frequent survivor events occur. Survivors will only flyby on scouting missions causing horde movement. Default=Uncommon
  1052. -- 1 = Never
  1053. -- 2 = Rare
  1054. -- 3 = Uncommon
  1055. -- 4 = Common
  1056. -- 5 = Frequent
  1057. Frequency_survivor_heli = 2,
  1058. -- How frequent raider events occur. Raiders will hone in on survivors to torment them for some entertainment. Default=Uncommon
  1059. -- 1 = Never
  1060. -- 2 = Rare
  1061. -- 3 = Uncommon
  1062. -- 4 = Common
  1063. -- 5 = Frequent
  1064. Frequency_raiders = 2,
  1065. },
  1066. AmmSUIButton = {
  1067. -- Minimum=4 Maximum=20 Default=8
  1068. columns = 10,
  1069. all = true,
  1070. marksSymbols = true,
  1071. weaponsSymbols = true,
  1072. toolsSymbols = true,
  1073. carsSymbols = true,
  1074. itemsSymbols = true,
  1075. furnituresSymbols = true,
  1076. foodsSymbols = true,
  1077. medSymbols = true,
  1078. craftSymbols = true,
  1079. },
  1080. KillCount = {
  1081. -- May provoke stutters.
  1082. doExport = false,
  1083. -- Includes all kills into the final value in Post Death floating text.
  1084. includePostDeathUI = true,
  1085. -- 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
  1086. MaxUpdateDelay = 500,
  1087. -- Each client can see every character score. Deactivate on (very large) servers to reduce Global Mod Data transfer load.
  1088. shareOnServer = false,
  1089. -- Dead characters are kept and count toward server kills. Deactivate for server that never wipe.
  1090. keepTrackOfDead = false,
  1091. },
  1092. DoorsHaveAChance = {
  1093. -- Guaranteed door opening below this percentage of HP when damaged by zombies. Minimum=1 Maximum=100 Default=25
  1094. guaranteedUnlockedDoorHP = 25,
  1095. -- Guaranteed opening of a door(Locked) below this percentage of HP when damaged by zombies. Minimum=1 Maximum=100 Default=15
  1096. guaranteedLockedDoorHP = 15,
  1097. unlockedDoorChanceEnable = true,
  1098. -- Door opening chance below this percentage of HP when damaged by zombies. Minimum=1 Maximum=100 Default=50
  1099. unlockedDoorChanceHP = 50,
  1100. -- Chance to open a door when damaged by zombies. Minimum=1 Maximum=100 Default=5
  1101. unlockedDoorChance = 5,
  1102. lockedDoorChanceEnable = true,
  1103. -- Locked door opening chance below this percentage of HP when damaged by zombies. Minimum=1 Maximum=100 Default=25
  1104. lockedDoorChanceHP = 25,
  1105. -- Chance to open a locked door when damaged by zombies. Minimum=1 Maximum=100 Default=20
  1106. lockedDoorChance = 20,
  1107. -- Play break sound when doors open on damage
  1108. damageOpenDoorSound = true,
  1109. },
  1110. CanRepairDoors = {
  1111. -- Minimum=0 Maximum=10 Default=1
  1112. RepairSkillNeeded = 2,
  1113. -- Minimum=0 Maximum=10 Default=3
  1114. ReinforceSkillNeeded = 4,
  1115. -- Minimum=1 Maximum=1000 Default=6
  1116. multiplyerMaxReinforcement = 6,
  1117. },
  1118. UniversalGunRepair = {
  1119. -- Adjust how much Condition each use of a normal Cleaning Solvent restores. Minimum=1 Maximum=500 Default=1
  1120. NormalCleaningEfficacy = 1,
  1121. -- Adjust the lowest condition you are able to restore firearms through cleaning. Minimum=0 Maximum=500 Default=5
  1122. MinimumCleanThreshold = 5,
  1123. -- Adjust the lowest condition you are able to restore firearms through repairing. Minimum=0 Maximum=500 Default=0
  1124. MinimumRepairThreshold = 0,
  1125. -- Adjust the skill requirement in either Aiming or Reloading to repair firearms. Minimum=0 Maximum=10 Default=6
  1126. MinimumFirearmSkill = 6,
  1127. -- Adjust the rarity of Firearm Maintenance Kits. Default=Normal
  1128. -- 1 = Extremely Rare
  1129. -- 2 = Rare
  1130. -- 3 = Normal
  1131. -- 4 = Common
  1132. MaintenanceKitRarity = 1,
  1133. -- Adjust the rarity of Gunsmithing Tools. Default=Normal
  1134. -- 1 = Extremely Rare
  1135. -- 2 = Rare
  1136. -- 3 = Normal
  1137. -- 4 = Common
  1138. GunsmithingToolsRarity = 1,
  1139. -- Adjust the rarity of Clean Solvent. Default=Normal
  1140. -- 1 = Extremely Rare
  1141. -- 2 = Rare
  1142. -- 3 = Normal
  1143. -- 4 = Common
  1144. SolventRarity = 1,
  1145. -- Adjust the rarity of Firearm Lubricant. Default=Normal
  1146. -- 1 = Extremely Rare
  1147. -- 2 = Rare
  1148. -- 3 = Normal
  1149. -- 4 = Common
  1150. LubricantRarity = 1,
  1151. },
  1152. TrueCrawl = {
  1153. -- Use this option only if you're hosting an Local or Dedicated server. (To avoid issues). [Default is False].
  1154. StealhModeServer = true,
  1155. -- Toggles the Stealth Mode ON or OFF. If OFF, only the vanilla Sneaking system will be used. [Default is True].
  1156. StealhModeEnable = false,
  1157. -- Toggles the Moodle Stealth Indicator. (Works ONLY if Stealth Mode is ON!) [Default is True].
  1158. MoodleEnable = false,
  1159. -- Toggles the ability to Crawl under Vehicles. (YOU MUST BE CRAWLING!) [Default is True, Default Key is Shift].
  1160. CrawlUnderVehiclesEnable = true,
  1161. -- Toggles the Realistic Endurance mode. This mode improves the game immersion by limiting how much you can crawl. [Default is True].
  1162. RealisticEndurance = true,
  1163. -- Auto disable the Crawling Pose when spotted by zombies. [Default is False].
  1164. CancelCrawlWhenSpotted = false,
  1165. -- 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
  1166. ZombieRadius = 5,
  1167. },
  1168. WaterDispenserWS = {
  1169. -- Set Max Dispenser Capacity Minimum=15 Maximum=500 Default=250
  1170. MaxWater = 200,
  1171. -- Select the start water quantity for the dispenser Default=Normal
  1172. -- 1 = Empty
  1173. -- 2 = Low
  1174. -- 3 = Normal
  1175. -- 4 = High
  1176. -- 5 = Full
  1177. StartWater = 2,
  1178. -- Enter the percentage chance that the water is contaminated, 0 is disabled Minimum=0 Maximum=100 Default=0
  1179. Tainted = 0,
  1180. -- If active, the water contamination increases over the months, Based on this calculation 8 + (PassedMonths * 9) = 98% is the max, + AboveSetting = Max 100%
  1181. TaintedAutomatic = true,
  1182. },
  1183. MileageExpansion = {
  1184. -- Default Unit newly created vehicle starts with. Default=Miles
  1185. -- 1 = Miles
  1186. Default_Unit = 2,
  1187. -- 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
  1188. Meter_Per_Kilometer = 1000,
  1189. -- Set a custom short name for Kilometers. Default: km
  1190. Kilometer_Short_Name = "km",
  1191. -- Set a custom short name for Miles. Default: mi
  1192. Miles_Short_Name = "mi",
  1193. -- 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
  1194. Minimum_Starting_Odometer = 50000,
  1195. -- 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
  1196. Maximum_Starting_Odometer = 300000,
  1197. },
  1198. BetterBatteries = {
  1199. -- 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
  1200. CrankTime = 60.0,
  1201. -- Determines whether or not higher strength levels will apply a time buff.
  1202. StrengthBuff = true,
  1203. -- 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.)
  1204. EndurancePenalty = true,
  1205. -- Determines whether or not unhappiness will apply a time penalty.
  1206. UnhappinessPenalty = false,
  1207. -- Sets the maximum charge a handcrank can restore a battery to. Minimum=0.00 Maximum=1.00 Default=1.00
  1208. MaximumCharge = 1.0,
  1209. -- 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
  1210. LifetimeMult = 2.5,
  1211. },
  1212. WaterPipes = {
  1213. SmartPipes = true,
  1214. -- Minimum=3 Maximum=100 Default=20
  1215. SmartPipesFillMax = 20,
  1216. SmartPipesUpdateNotWatered = false,
  1217. },
  1218. ReadWalking = {
  1219. -- 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
  1220. FogDarkness = 0.8,
  1221. -- 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
  1222. ReadSpeed = 1.0,
  1223. },
  1224. FWOFitness = {
  1225. -- Take the inital perk bonus into account (75% 100% 125%)
  1226. InitialPerkBonus = true,
  1227. -- Get a bonus for the current excercise depending on the regularity
  1228. currentExerciseRegularityBonus = true,
  1229. -- The 0 point for the linear calculation Minimum=0 Maximum=100 Default=25
  1230. currentExerciseOffset = 25,
  1231. -- The steepness of the linear angle (higher number = higher multiplier)(and higher negatives with offset) Minimum=0.01 Maximum=100.00 Default=5.00
  1232. currentExerciseRate = 5.0,
  1233. -- Get a bonus depending on the average of all your excercises regularity Minimum=0.00 Maximum=100.00 Default=6.00
  1234. AverageExerciseRegularityBonus = 6.0,
  1235. -- How much multiplier you get per perk level Minimum=0.00 Maximum=100.00 Default=0.30
  1236. LevelBonus = 0.3,
  1237. -- Get an exp buff when you space out excercises (about 8hr or when muscle soreness sets in) independent for fitness and strength
  1238. SpaceOutExercise = true,
  1239. -- Minimum=0.00 Maximum=100.00 Default=0.90
  1240. SpaceOutExerciseNegative = 0.9,
  1241. -- Get an exp debuff when you have muscle soreness, buff when 'rested' (no muscle soreness)
  1242. RestedBonus = true,
  1243. -- Minimum=0.00 Maximum=10.00 Default=0.90
  1244. RestedBonusNegative = 0.9,
  1245. -- Global exp multiplier (makes you earn experience faster or slower, small increments recommanded) Minimum=0.01 Maximum=10.00 Default=1.00
  1246. XPMultiplier = 1.0,
  1247. -- 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
  1248. PassiveMultiplier = 1.0,
  1249. -- adjust Boredom reduction gained (0 = off) Minimum=0.00 Maximum=10.00 Default=1.00
  1250. BoredomMultiplier = 1.0,
  1251. -- adjust Unhappyness reduction gained (0 = off) Minimum=0.00 Maximum=10.00 Default=1.00
  1252. UnhappynessMultiplier = 1.0,
  1253. DropBags = false,
  1254. KeepBagsOn = true,
  1255. },
  1256. FWOWorkingTreadmill = {
  1257. -- Minimum=0.00 Maximum=100.00 Default=1.00
  1258. StrengthXPMultiply = 1.0,
  1259. -- Minimum=0.00 Maximum=100.00 Default=1.00
  1260. SprintingXPMultiply = 1.0,
  1261. TreadmillDropBags = false,
  1262. BenchpressDropBags = false,
  1263. BenchTreadKeepBagsOn = true,
  1264. },
  1265. MoreBuilds = {
  1266. -- enable/disable survival builds menu <LINE> note: debug mode and server admin ignored this setting
  1267. EnableSurvivalCategory = false,
  1268. },
  1269. ISA = {
  1270. -- How often Battery Bank will charge Default=Every Ten Minutes
  1271. -- 1 = Every Ten Minutes
  1272. ChargeFreq = 1,
  1273. -- Regular Generator calculation has less performance impact Default=Regular Generator
  1274. -- 1 = "ISA"
  1275. DrainCalc = 2,
  1276. -- Solar panel power efficiency
  1277. -- 12% is realistic for 1993
  1278. -- 25% is modern solar
  1279. -- default is unrealistic Minimum=1 Maximum=100 Default=25
  1280. solarPanelEfficiency = 20,
  1281. -- Multiplier for the average degrade of batteries. Decreasing this will dramatically increase battery life. Minimum=0 Maximum=1000 Default=100
  1282. batteryDegradeChance = 100,
  1283. -- Crafted DIY battery capacity multiplier. Minimum=1 Maximum=10000 Default=100
  1284. DIYBatteryMultiplier = 100,
  1285. -- How likely pre-placed solar panels and crates are to spawn at a given spawn location.
  1286. -- Requires external API to work. Minimum=0 Maximum=100 Default=25
  1287. solarPanelWorldSpawns = 0,
  1288. -- Rarity of Battery Bank spawning on the map. Default=Rare
  1289. -- 1 = None
  1290. -- 2 = Very Rare
  1291. -- 3 = Rare
  1292. BatteryBankSpawn = 2,
  1293. -- Choose mode for Stash Houses.
  1294. -- Change only on new game. Default=Don't add
  1295. -- 1 = Don't add
  1296. -- 2 = Add map items
  1297. -- 3 = Add map items and random initial
  1298. StashMode = 1,
  1299. -- Solar panel spawns in random containers and pre-placed crates multiplier Minimum=0.00 Maximum=100.00 Default=1.00
  1300. LRMSolarPanels = 0.2,
  1301. -- Batteries spawns in random containers and pre-placed crates multiplier Minimum=0.00 Maximum=100.00 Default=1.00
  1302. LRMBatteries = 0.2,
  1303. -- Magazine and inverter spawns in random containers and pre-placed crates multiplier Minimum=0.00 Maximum=100.00 Default=1.00
  1304. LRMMisc = 0.2,
  1305. -- Base number of in-game minutes it takes to connect one panel Minimum=1 Maximum=1000 Default=120
  1306. ConnectPanelMin = 120,
  1307. -- Allows to craft solar panels and inverters
  1308. enableExpandedRecipes = true,
  1309. },
  1310. MoreBrews = {
  1311. -- Establishes the base amount of More Brews loot in distribution Default=Low
  1312. -- 1 = Low
  1313. -- 2 = Normal
  1314. -- 3 = High
  1315. -- 4 = Very High
  1316. Loot = 1,
  1317. -- 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
  1318. -- 1 = A Lot Less
  1319. -- 2 = A Little Less
  1320. -- 3 = Average
  1321. -- 4 = A Bit More
  1322. TotalAmount = 3,
  1323. -- Brewing Kits will spawn when checked
  1324. KitSpawnOption = true,
  1325. -- Kegs will spawn when checked
  1326. KegSpawnOption = true,
  1327. -- 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
  1328. ForageHops = true,
  1329. -- 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
  1330. ForageHopsRate = 3,
  1331. -- Hops will spawn in other locations outside of Kits when checked
  1332. HopsOption = false,
  1333. -- General Brewing Supplies will spawn when checked
  1334. SuppliesSpawnOption = true,
  1335. -- Recipe Magazines will spawn when checked
  1336. MagazineSpawnOption = true,
  1337. -- Brewing Book will spawn when checked
  1338. BookSpawnOption = true,
  1339. -- Full Beer Cans and Bottle will spawn when checked
  1340. BeerSpawnOption = true,
  1341. -- Defines the multiplier to spawn rate of Brewing Kits found in the world Minimum=1 Maximum=10 Default=2
  1342. BrewingKits = 2,
  1343. -- Defines the multiplier to spawn rate of Empty Kegs found in the world Minimum=1 Maximum=10 Default=2
  1344. Kegs = 2,
  1345. -- Defines the multiplier to spawn rate of Hops found in the world Minimum=1 Maximum=10 Default=2
  1346. Hops = 2,
  1347. -- Defines the multiplier to spawn rate of Recipe Magazines found in the world Minimum=1 Maximum=10 Default=2
  1348. Recipes = 2,
  1349. -- Defines the multiplier to spawn rate of Skill Books found in the world Minimum=1 Maximum=10 Default=2
  1350. Books = 2,
  1351. -- Defines the multiplier to spawn rate of Malt, Bottle Caps, and filling tools found in the world Minimum=1 Maximum=10 Default=2
  1352. FillingSupplies = 2,
  1353. -- Defines the multiplier to spawn rate of Beer Cans found in the world Minimum=1 Maximum=10 Default=2
  1354. Cans = 2,
  1355. -- Defines the multiplier to spawn rate of Beer Bottles found in the world Minimum=1 Maximum=10 Default=2
  1356. Bottles = 2,
  1357. -- 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
  1358. BrewingBonus = 0,
  1359. -- 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
  1360. FermentChange = 10,
  1361. -- 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
  1362. RottenChange = 10,
  1363. -- 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
  1364. CalorieChange = 10,
  1365. -- Will add a fresh and rotten timer to More Brews Beers
  1366. Expired = false,
  1367. -- 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
  1368. ExpireChange = 10,
  1369. },
  1370. MoreBrewsWineMeUp = {
  1371. -- Establishes the base amount of Wine Me Up loot in distribution Default=Low
  1372. -- 1 = Low
  1373. -- 2 = Normal
  1374. -- 3 = High
  1375. -- 4 = Very High
  1376. Loot = 1,
  1377. -- 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
  1378. -- 1 = A Lot Less
  1379. -- 2 = A Little Less
  1380. -- 3 = Average
  1381. -- 4 = A Bit More
  1382. TotalAmount = 3,
  1383. -- Wine Making Kits will spawn when checked
  1384. WineKitSpawnOption = true,
  1385. -- General Wine Making Supplies will spawn when checked
  1386. SuppliesSpawnOption = true,
  1387. -- Recipe Magazines will spawn when checked
  1388. MagazinesSpawnOption = true,
  1389. -- Brewing Book will spawn when checked
  1390. BookSpawnOption = true,
  1391. -- Full Wine Box and Bottle will spawn when checked
  1392. WineSpawnOption = true,
  1393. -- Defines the multiplier to spawn rate of Wine Making Kits found in the world Minimum=1 Maximum=10 Default=2
  1394. WineMakingKits = 2,
  1395. -- Defines the multiplier to spawn rate of Wine Making Supplies found in the world Minimum=1 Maximum=10 Default=2
  1396. Supplies = 2,
  1397. -- Defines the multiplier to spawn rate of Recipe Magazines found in the world Minimum=1 Maximum=10 Default=2
  1398. Recipes = 2,
  1399. -- Defines the multiplier to spawn rate of Skill Books found in the world Minimum=1 Maximum=10 Default=2
  1400. Books = 2,
  1401. -- Defines the multiplier to spawn rate of Full Wine found in the world Minimum=1 Maximum=10 Default=2
  1402. Wine = 2,
  1403. -- 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
  1404. WineMakingBonus = 0,
  1405. -- 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
  1406. FermentChange = 10,
  1407. -- 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
  1408. CalorieChange = 10,
  1409. -- Will add a fresh and rotten timer to More Brews Wines
  1410. Expired = false,
  1411. -- 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
  1412. ExpireChange = 10,
  1413. },
  1414. MoreMaps = {
  1415. -- As junk items, with the same chance as the vanilla maps, some rarer.
  1416. ForageableMaps = true,
  1417. -- All map items added will have their loot chances multiplied by this value.
  1418. -- Use this to tweak loot chances according to the number of maps you use.
  1419. -- By default(=1) it is balanced for when most maps are enabled. Minimum=0.00 Maximum=4.00 Default=1.00
  1420. MapLootMultiplier = 0.25,
  1421. -- Extremely rare - disabled by default
  1422. KentuckyCompleteMap = false,
  1423. -- Very rare
  1424. LouisVilleCompleteMap = true,
  1425. -- 15 districts in total
  1426. LouisVilleDistrictMaps = true,
  1427. -- Dixie and Scenic Grove
  1428. TrailerParkMaps = true,
  1429. ValleyStationMap = true,
  1430. ValleyStationMallAreaMap = true,
  1431. -- South of Valley Station's mall
  1432. EasternSummerCampMap = true,
  1433. AbandonedFactoryMap = false,
  1434. -- Works with the New Ekron mod too.
  1435. EkronMap = true,
  1436. -- Rare, mainly found on military loot
  1437. MilitaryMaps = true,
  1438. -- Between Grapeseed and Ravencreek.
  1439. FortRedstoneMap = true,
  1440. -- North West of Muldraugh. Rare. Disabled if military maps are disabled
  1441. MilitaryAirportMap = false,
  1442. -- South of Riverside's Country Club.
  1443. FortBenningMap = false,
  1444. -- East of Riverside's Country Club, North of Ekron.
  1445. FortRockRidgeMap = true,
  1446. -- East of Muldraugh
  1447. MuldraughMilitaryBaseMap = false,
  1448. -- Between Rosewood and Muldraugh
  1449. FortWaterfrontMap = true,
  1450. -- South of Bedford Falls, East of Eerie Country. Quitman Map, Fort Knox Map. Rare.
  1451. FortKnoxMaps = true,
  1452. -- Can also be found in golfer bags
  1453. RiversideCountryClubMap = true,
  1454. -- The one with the camping & military gear store
  1455. SmallTownWestMap = true,
  1456. PonyRoamOMap = true,
  1457. -- East of Muldraugh
  1458. MuldraughRailyardMap = true,
  1459. -- South West of Muldraugh
  1460. MuldraughWarehouseComplexMap = true,
  1461. -- 5 in total, only found on zombies, rare. Useful to find Antique Ovens.
  1462. CabinLocations = true,
  1463. -- East of Dixie
  1464. CampGroundsLocation = true,
  1465. -- West of Rosewood
  1466. GrapeseedMap = true,
  1467. -- North of Rosewood
  1468. BlackwoodMap = true,
  1469. -- Between Rosewood and Muldraugh
  1470. PitstopMap = true,
  1471. -- North of West Point, on the other side of the river
  1472. OverTheRiverMap = true,
  1473. -- West of Muldraugh
  1474. LakeIvyMap = true,
  1475. -- From the mod Save Our Station!
  1476. WeatherStationLocations = false,
  1477. -- West of Rosewood and Grapeseed. Very rare map item.
  1478. CompleteRavenCreekMap = true,
  1479. -- 3 district maps
  1480. RavenCreekDistrictMaps = true,
  1481. -- North of Rosewood
  1482. RosewoodExpansionMap = true,
  1483. -- North West of March Ridge
  1484. MarchRidgeExpansionMap = false,
  1485. -- North West of March Ridge
  1486. CONResearchMap = false,
  1487. -- North West of Rosewood
  1488. GreenleafMap = true,
  1489. -- Between Ekron and Pony Roam-O
  1490. LittleTownshipMap = false,
  1491. -- Between Dixie and crossroads
  1492. LindenMap = false,
  1493. -- South West of Riverside
  1494. RefordvilleMap = false,
  1495. --
  1496. ChernavilleMap = false,
  1497. -- North of Muldraugh, West of Dixie
  1498. ChinatownMap = true,
  1499. -- West of Rosewood, after Grapeseed
  1500. BlueberryMap = true,
  1501. -- West of West Point
  1502. WestPointFireDepartmentMap = true,
  1503. -- South of West Point
  1504. WestPointSouthTrailerParkMap = true,
  1505. -- An island in the Ohio river, in the North West corner of the map
  1506. KingsmouthMap = false,
  1507. -- East of Dixie
  1508. SurvivorWarehouseLocation = false,
  1509. -- North West of West Point, East of Riverside's Country Club on the other side of the river
  1510. CoryerdonMap = false,
  1511. -- South of Ed's Auto Salvage
  1512. OldParkTownMap = false,
  1513. WestPointExpansionMap = true,
  1514. GlenportMap = false,
  1515. -- Very rare
  1516. CompleteEerieCountryMap = false,
  1517. -- Centralia, Hidden swamps, Rural Zone, Eren City, Irvington, train station...
  1518. EerieCountryDifferentMaps = false,
  1519. -- Far South West. Silverton Map, Rosebery Map, New Denver Map.
  1520. SlocanLakeMaps = false,
  1521. -- South of West Point
  1522. BillionaireSafehouseLocation = false,
  1523. -- West of Riverside's Country Club
  1524. WildberriesMap = false,
  1525. -- East of Muldraugh's Railyard
  1526. TugalandMap = false,
  1527. -- East of Rosewood, West of Grapeseed
  1528. RemusMap = false,
  1529. -- West of Louisville
  1530. TrimbleCountyMaps = true,
  1531. -- East of West Point
  1532. EZPZCommunityCenterMap = false,
  1533. -- South of March Ridge
  1534. OldPineVillageMap = false,
  1535. -- An island in the river, North East of Louisville,
  1536. ChristmasVillageMap = false,
  1537. -- North East of Muldraugh, West of Ekron
  1538. HyruleCountyMap = false,
  1539. -- North of Ekron
  1540. RiverwoodMap = false,
  1541. -- North of East of Valley Station's Mall
  1542. HongKongYauMaTeiMap = false,
  1543. -- South West of Ekron
  1544. WesternMilitaryComplexMap = false,
  1545. -- South East of Muldraugh
  1546. MansionAdress = false,
  1547. -- South East of Muldraugh
  1548. ConstructionFactoryMap = false,
  1549. },
  1550. RefinedHotwiring = {
  1551. -- Minimum=0 Maximum=10 Default=2
  1552. UnhotwireElectrical = 2,
  1553. -- Minimum=0 Maximum=10 Default=3
  1554. UnhotwireMechanics = 3,
  1555. -- Minimum=0 Maximum=10 Default=1
  1556. KeyElectrical = 2,
  1557. -- Minimum=0 Maximum=10 Default=2
  1558. KeyMechanics = 3,
  1559. -- Minimum=0 Maximum=10 Default=3
  1560. KeyMetalworking = 3,
  1561. },
  1562. Nipswitch = {
  1563. -- <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
  1564. Pagelength = 250,
  1565. -- <RGB:232,209,0>Level of Electrical required to read Book Minimum=0 Maximum=10 Default=6
  1566. Booklevel = 5,
  1567. -- <RGB:232,209,0>Spawns in: Bookstore Stationary Library counter Living Room shelf Residential office desk Bedroom side table Default=Rare
  1568. -- 1 = Very Rare
  1569. -- 2 = Rare
  1570. -- 3 = Uncommon
  1571. -- 4 = Common
  1572. -- 5 = EVERYWHERE
  1573. Bookchanceplace = 1,
  1574. -- <RGB:232,209,0>Spawns in downed Zombie bodies. Default=Very Rare
  1575. -- 1 = Very Rare
  1576. -- 2 = Rare
  1577. -- 3 = Uncommon
  1578. -- 4 = Common
  1579. -- 5 = EVERYWHERE
  1580. Bookchancezombie = 1,
  1581. -- <RGB:232,209,0>Electrical Level required to Remove/Replace Lightbulb from switches in world Minimum=0 Maximum=10 Default=4
  1582. Bulblevel = 4,
  1583. -- <RGB:232,209,0>Level required to place/pick Switches in world Minimum=1 Maximum=10 Default=6
  1584. Movelevel = 5,
  1585. -- <RGB:232,209,0>Level 5 is PZ Hardcoded Minimum Electrical level to add Battery Minimum=5 Maximum=10 Default=8
  1586. Batterylevel = 6,
  1587. -- <RGB:232,209,0>If you check box, you will disable removing bulbs from Light Switches (Ignores Bulb Level Value)
  1588. Bulbdisabled = false,
  1589. -- <RGB:232,209,0>If you check box, players can't pickup Light Switches (Ignores Move Level Value)
  1590. Movedisabled = false,
  1591. -- <RGB:232,209,0>If you check box, you can't attach battery connectors to Light Switches (Ignores Battery Level Value)
  1592. Batterydisabled = false,
  1593. -- <RGB:232,209,0>How many Wire required to craft Minimum=1 Maximum=1000 Default=10
  1594. Craftwire = 6,
  1595. -- <RGB:232,209,0>How many Scrap Electronics required to craft Minimum=1 Maximum=1000 Default=50
  1596. CraftElectronicsScrap = 25,
  1597. -- <RGB:232,209,0>How many units of Duct Tape required to craft Minimum=1 Maximum=1000 Default=4
  1598. Craftducttape = 1,
  1599. -- <RGB:232,209,0>How Many Screws required to craft Minimum=1 Maximum=1000 Default=10
  1600. Craftscrews = 5,
  1601. },
  1602. SapphCooking = {
  1603. -- Default=Normal
  1604. -- 1 = Extremely Rare
  1605. -- 2 = Rare
  1606. -- 3 = Normal
  1607. -- 4 = Common
  1608. -- 5 = Abundant
  1609. NonPerishableChance = 1,
  1610. -- Default=Normal
  1611. -- 1 = Extremely Rare
  1612. -- 2 = Rare
  1613. -- 3 = Normal
  1614. -- 4 = Common
  1615. -- 5 = Abundant
  1616. PerishableChance = 1,
  1617. -- Default=Normal
  1618. -- 1 = Extremely Rare
  1619. -- 2 = Rare
  1620. -- 3 = Normal
  1621. -- 4 = Common
  1622. -- 5 = Abundant
  1623. MagazineChance = 1,
  1624. -- Default=Normal
  1625. -- 1 = Extremely Rare
  1626. -- 2 = Rare
  1627. -- 3 = Normal
  1628. -- 4 = Common
  1629. -- 5 = Abundant
  1630. MREChance = 1,
  1631. -- Default=Normal
  1632. -- 1 = Extremely Rare
  1633. -- 2 = Rare
  1634. -- 3 = Normal
  1635. -- 4 = Common
  1636. -- 5 = Abundant
  1637. KitchenUtensilsChance = 1,
  1638. -- Default=Normal
  1639. -- 1 = Extremely Rare
  1640. -- 2 = Rare
  1641. -- 3 = Normal
  1642. -- 4 = Common
  1643. -- 5 = Abundant
  1644. AlcoholChance = 1,
  1645. -- Default=Normal
  1646. -- 1 = Extremely Rare
  1647. -- 2 = Rare
  1648. -- 3 = Normal
  1649. -- 4 = Common
  1650. -- 5 = Abundant
  1651. ZombieLootSpawn = 1,
  1652. },
  1653. BLTAnnotations = {
  1654. -- If enabled, player corpses will include a fully annotated map containing every symbols from their main map
  1655. DropMapOnDeath = true,
  1656. },
  1657. MoreSmokes = {
  1658. -- Establishes the base amount of More Smokes loot in distribution Default=Normal
  1659. -- 1 = Low
  1660. -- 2 = Normal
  1661. -- 3 = High
  1662. -- 4 = Very High
  1663. Loot = 1,
  1664. -- Stoner Moodle start as on but you can choose to turn off the moodle
  1665. Moodle = true,
  1666. -- Defines the multiplier to spawn rate of More Smokes Kits found in the world Minimum=1 Maximum=10 Default=2
  1667. Kits = 2,
  1668. -- Defines the multiplier to spawn rate of Cultivation Books and Recipe Magazines found in the world Minimum=1 Maximum=10 Default=2
  1669. Magazines = 1,
  1670. -- Unlocks spawns for Mod Backer's Rare Recipe Magazines not in spawn pool by default
  1671. RareMagazines = false,
  1672. -- Defines the multiplier to spawn rate of Seed Packets found in the world Minimum=1 Maximum=10 Default=2
  1673. Seeds = 2,
  1674. -- Default on, can toggle all cannabis natural spawns in game
  1675. YesCannabis = true,
  1676. -- Defines the multiplier to spawn rate of Cannabis Items found in the world Minimum=1 Maximum=10 Default=2
  1677. Cannabis = 2,
  1678. -- Default on, can toggle all Tobacco natural spawns in game
  1679. YesTobacco = true,
  1680. -- Defines the multiplier to spawn rate of Tobacco Items found in the world Minimum=1 Maximum=10 Default=2
  1681. Tobacco = 2,
  1682. -- Defines the multiplier to spawn rate of Cannabis Infused Edibles found in the world Minimum=1 Maximum=10 Default=2
  1683. Edibles = 2,
  1684. -- Defines the multiplier to spawn rate of Bongs, Pipes, and Hookahs found in the world Minimum=1 Maximum=10 Default=2
  1685. Glassware = 2,
  1686. -- Default is 2 balanced for 1 hour days, influences hunger and thirst gains while high Minimum=1 Maximum=50 Default=2
  1687. Munchies = 2,
  1688. -- Default is 2 balanced for 1 hour days, influences the stoner trait perks Minimum=1 Maximum=50 Default=2
  1689. StonerPerk = 2,
  1690. -- Default is 2 balanced for 1 hour days, influences negative experiences of the paranoid toker trait Minimum=1 Maximum=50 Default=2
  1691. Paranoid = 2,
  1692. -- 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
  1693. CultivationBonus = 0,
  1694. -- 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
  1695. StonedIncreaseMulti = 2,
  1696. -- 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
  1697. StonedDecreaseMulti = 2,
  1698. -- If you change the values below, plan to restart your game/server for changes to take effect. This checkbox does nothing
  1699. TimerInfo = true,
  1700. -- 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
  1701. DryCureChange = 10,
  1702. -- Adds the amount returned on harvest per crop, if set at 0 you minimally get 1 per harvest Minimum=0 Maximum=10 Default=2
  1703. HarvestAdd = 2,
  1704. -- Defines the in game hours for each growing phase to finish Minimum=12 Maximum=250 Default=90
  1705. GrowTimer = 90,
  1706. -- Defines the in game hours it will take a crop to rot after phase 7 Minimum=12 Maximum=250 Default=90
  1707. RotTimer = 90,
  1708. },
  1709. VehicleRecycling = {
  1710. -- The following parts must be uninstalled before dismantling: hood, trunk lid, doors, windows, seats.
  1711. UninstallParts = true,
  1712. -- Minimum=1 Maximum=100 Default=1
  1713. ActionTimeMultiplier = 2,
  1714. },
  1715. VehicleRepairOverhaul = {
  1716. DisableVehicleSalvage = true,
  1717. },
  1718. DAMN = {
  1719. AllowPowerChadSpawns = true,
  1720. },
  1721. CF8KSweeper = {
  1722. AllowTiles = true,
  1723. -- You can list exact sprite names or the start of tilepacks. Separate them with ;
  1724. 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",
  1725. AllowBlood = true,
  1726. AllowGrime = true,
  1727. AllowAshes = true,
  1728. AllowItems = true,
  1729. AllowCorpses = true,
  1730. },
  1731. eggonsWorthwileCars2 = {
  1732. -- 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
  1733. CapacityChangeRate = 0.0,
  1734. -- Trunk sizes will depend on the size of vehicle ranging from 25 to 300 for vanilla cars.
  1735. ApplyCapacityBalance = true,
  1736. -- 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
  1737. CapacityMultiplier = 1.0,
  1738. ApplyCapacityMultiplierToSeats = false,
  1739. ApplyCapacityMultiplierToGloveBoxes = false,
  1740. -- 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).
  1741. ApplyLoudnessBalance = true,
  1742. -- Engine power will be modified for some cars for additional flavor.
  1743. ApplyPowerBalance = true,
  1744. },
  1745. VFE = {
  1746. -- VFE weapons spawning attached to police zombies.
  1747. PoliceWeapons = true,
  1748. -- Weapons spawning attached to military zombies. (Not just VFE specific ones)
  1749. MilitaryWeapons = true,
  1750. -- Weapons spawning attached to survivor zombies. (Not just VFE specific ones)
  1751. SurvivorWeapons = true,
  1752. -- Weapons spawning attached to other zombies zombies, like bikers. (Not just VFE specific ones)
  1753. OtherWeapons = true,
  1754. -- VFE weapons spawning inside vehicle inventories.
  1755. CarWeapons = true,
  1756. -- VFE weapons spawning inside of normal houses.
  1757. HouseWeapons = false,
  1758. -- Multiplier to weapons spawning in houses (Requires previous option enabled) Minimum=0.10 Maximum=10.00 Default=1.00
  1759. HouseWeaponsMulti = 0.1,
  1760. },
  1761. Text = {
  1762. -- This is only a line separator, checking it has no effect.
  1763. DividerMusic = false,
  1764. -- This is only a line separator, checking it has no effect.
  1765. DividerDancing = false,
  1766. -- This is only a line separator, checking it has no effect.
  1767. DividerMeditation = false,
  1768. -- This is only a line separator, checking it has no effect.
  1769. DividerDebug = false,
  1770. },
  1771. Music = {
  1772. -- Controls how powerful music related activities are. Higher values increase their effectiveness. Default=Normal
  1773. -- 1 = Low
  1774. -- 2 = Normal
  1775. -- 3 = High
  1776. StrengthMultiplier = 1,
  1777. },
  1778. Dancing = {
  1779. -- Controls how powerful dancing is. Higher values increase it's effectiveness. Default=Normal
  1780. -- 1 = Low
  1781. -- 2 = Normal
  1782. -- 3 = High
  1783. StrengthMultiplier = 1,
  1784. },
  1785. Meditation = {
  1786. -- Controls how powerful meditation is. Higher values increase it's effectiveness. Default=Normal
  1787. -- 1 = Low
  1788. -- 2 = Normal
  1789. -- 3 = High
  1790. StrengthMultiplier = 1,
  1791. -- Controls the duration of all mindfulness states. Default=Normal
  1792. -- 1 = Short
  1793. -- 2 = Normal
  1794. MindfulnessDuration = 2,
  1795. -- How much healing occurs during during the Perfect Mindfulness state.
  1796. -- The amount varies depending on your character overall health and game-time settings. Minimum=0.00 Maximum=10.00 Default=2.00
  1797. HealFactor = 2.0,
  1798. -- Controls the effectiveness of the mindfulness states bonuses (stress, pain, panic, etc...). Default=Normal
  1799. -- 1 = Weak
  1800. -- 2 = Normal
  1801. EffectMultiplier = 1,
  1802. },
  1803. Debug = {
  1804. -- Enabling this will cause other modded moodles to appear above lifestyle moodles.
  1805. MoodlePriority = false,
  1806. -- Enables manual expressions in the admin context menu
  1807. Expressions = false,
  1808. -- Enabling this will make animation names appear above some of the new animations
  1809. DanceAnim = false,
  1810. },
  1811. StandardisedExperience = {
  1812. -- Disables the vanilla aiming xp dropoff after level 4.
  1813. WantSTAiming = true,
  1814. -- Optional XP multiplier for aiming. Default=Vanilla
  1815. -- 1 = Vanilla
  1816. -- 2 = 1.5x
  1817. -- 3 = 2x
  1818. -- 4 = 3x
  1819. -- 5 = 5x
  1820. AimingMultiplier = 1,
  1821. -- Optional XP multiplier for reloading. Default=Vanilla
  1822. -- 1 = 0.25x
  1823. -- 2 = 0.5x
  1824. -- 3 = 0.75x
  1825. -- 4 = Vanilla
  1826. -- 5 = 1.5x
  1827. -- 6 = 2x
  1828. -- 7 = 3x
  1829. -- 8 = 5x
  1830. ReloadMult = 4,
  1831. -- When you reload, you only have a chance to gain XP. Default=Always
  1832. -- 1 = Always
  1833. -- 2 = Vanilla (50%)
  1834. -- 3 = 33%
  1835. -- 4 = 25%
  1836. -- 5 = 20%
  1837. -- 6 = 17%
  1838. -- 7 = 14%
  1839. -- 8 = 12.5%
  1840. -- 9 = 11%
  1841. ReloadChance = 1,
  1842. -- In vanilla, XP gains are lowered and chance is decreased after level 4, making leveling much slower. Enable to restore this.
  1843. ReloadNerf = false,
  1844. -- As you walk in combat stance, you will reliably gain nimble XP over time.
  1845. WantSTNimble = true,
  1846. -- 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
  1847. -- 1 = Default
  1848. -- 2 = 2x
  1849. -- 3 = 5x
  1850. -- 4 = 10x
  1851. -- 5 = 20x
  1852. NimbleMult = 1,
  1853. -- How often you gain XP while in combat stance. Increase this to dampen the XP multiplier. Default=10 seconds (Default)
  1854. -- 1 = 2.5 seconds
  1855. -- 2 = 5 seconds
  1856. -- 3 = 10 seconds (Default)
  1857. -- 4 = 25 seconds
  1858. NimbleDelay = 3,
  1859. -- As you run, you will reliably gain sprinting XP over time.
  1860. WantSTSprinting = false,
  1861. -- 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
  1862. -- 1 = 0.2x
  1863. -- 2 = Default
  1864. -- 3 = 2x
  1865. -- 4 = 5x
  1866. -- 5 = 10x
  1867. -- 6 = 20x
  1868. SprintMult = 2,
  1869. -- How often you gain XP while sprinting. Increase this to dampen the XP multiplier. Default=15 seconds (Default)
  1870. -- 1 = 4 seconds
  1871. -- 2 = 8 seconds
  1872. -- 3 = 15 seconds (Default)
  1873. -- 4 = 23 seconds
  1874. -- 5 = 30 seconds
  1875. -- 6 = 45 seconds
  1876. -- 7 = 75 seconds
  1877. SprintDelay = 3,
  1878. -- Standardises all sources of passive XP, except from exercise.
  1879. WantSTPassive = false,
  1880. -- Increases the fitness XP you gain from all activities other than exercise. Default=Vanilla
  1881. -- 1 = Vanilla
  1882. -- 2 = 2x
  1883. -- 3 = 3x
  1884. -- 4 = 4x
  1885. -- 5 = 5x
  1886. -- 6 = 10x
  1887. -- 7 = 15x
  1888. -- 8 = 25x
  1889. -- 9 = 50x
  1890. FitnessBoost = 1,
  1891. -- Increases the chance to gain fitness XP from all activities other than exercise. Default=Vanilla
  1892. -- 1 = 3.5x
  1893. -- 2 = 2.3x
  1894. -- 3 = 1.4x
  1895. -- 4 = Vanilla
  1896. FitnessChance = 4,
  1897. -- Increases the strength XP you gain from all activities other than exercise. Default=Vanilla
  1898. -- 1 = 0.5x
  1899. -- 2 = Vanilla
  1900. -- 3 = 1.5x
  1901. -- 4 = 2x
  1902. -- 5 = 2.5x
  1903. -- 6 = 5x
  1904. -- 7 = 7.5x
  1905. -- 8 = 12.5x
  1906. -- 9 = 25x
  1907. StrengthBoost = 2,
  1908. -- Increases the chance to gain strength XP from all activities other than exercise. Default=Vanilla
  1909. -- 1 = 3.5x
  1910. -- 2 = 2.3x
  1911. -- 3 = 1.4x
  1912. -- 4 = Vanilla
  1913. StrengthChance = 4,
  1914. },
  1915. DiveThruWindows = {
  1916. -- X out of (100 + player skill/trait factor) will cause a heavy injury.
  1917. -- 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
  1918. DiveClosedWindowInjuryChance = 45,
  1919. -- X out of (100 + player skill/trait factor) will cause an injury.
  1920. -- 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
  1921. DiveBrokenWindowInjuryChance = 30,
  1922. -- 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
  1923. BaseDodge = 100,
  1924. -- Multiplier for armor effectiveness against dive injuries. Minimum=0 Maximum=200 Default=100
  1925. ArmorEffectiveness = 100,
  1926. -- When smashing a window with a dive, this is the % chance that the animation will be converted to a failure.
  1927. -- 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
  1928. BaseFailDiveChance = 45,
  1929. -- 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)
  1930. CanInjureLegs = false,
  1931. -- How many bonus injury rolls occur upon smashing a window with a dive? Minimum=0 Maximum=9 Default=0
  1932. ExtraInjuryRolls = 0,
  1933. },
  1934. NamedLiterature = {
  1935. -- The amount of 10 minute intervals needed for a return of bonuses when reading. Minimum=0 Maximum=1000000 Default=26280
  1936. TimeToForget = 26280,
  1937. -- 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
  1938. MaxTimesReadable = 2,
  1939. -- If true, diminished bonus from reading stay at a capped amount. If false, the bonuses are 0.
  1940. CanReadPassedMax = true,
  1941. },
  1942. AutoGate = {
  1943. -- Everytime the gate is closed by a controller, it will also be locked.
  1944. AutoLockGate = true,
  1945. -- Max range that a controller can interact with the gate. Minimum=8 Maximum=50 Default=35
  1946. ControllerRange = 35,
  1947. -- Total uses each battery can have. Minimum=10 Maximum=300 Default=100
  1948. BatteryMaxUseCount = 100,
  1949. -- Level of Metalworking required to install gate motor. Minimum=1 Maximum=10 Default=4
  1950. LevelRequirementsInstallMetalWelding = 4,
  1951. -- Level of Electrical required to interact with the controller. Minimum=1 Maximum=10 Default=1
  1952. LevelRequirementsControllerInteraction = 1,
  1953. -- Level of Mechanics required to interact with the gate. Minimum=1 Maximum=10 Default=1
  1954. LevelRequirementsGateInteraction = 1,
  1955. -- Level of Electrical required to make controllers. (needs restart) Minimum=1 Maximum=10 Default=2
  1956. LevelRequirementsMakeControllerElectrical = 2,
  1957. -- Level of Electrical required to make a gate motors. (needs restart) Minimum=1 Maximum=10 Default=3
  1958. LevelRequirementsMakeComponentsElectrical = 3,
  1959. -- Level of Mechanics required to make a gate motors. (needs restart) Minimum=1 Maximum=10 Default=4
  1960. LevelRequirementsMakeComponentsMechanics = 4,
  1961. },
  1962. MorePlushies = {
  1963. -- Establishes the base amount of Plushies to loot in distribution Default=Low
  1964. -- 1 = Low
  1965. -- 2 = Normal
  1966. -- 3 = High
  1967. -- 4 = Very High
  1968. Loot = 1,
  1969. -- Default spawn is very low, the higher the number the more abundant the spawns Minimum=1 Maximum=10 Default=2
  1970. SpawnRate = 1,
  1971. },
  1972. Literacy = {
  1973. -- How much reading speed is affected by Literacy skill. (Speeds lower than level 5 are always calculated at 20% per level.) Default=Default (20%)
  1974. -- 1 = 10%
  1975. -- 2 = Default (20%)
  1976. SpeedMultiplier = 3,
  1977. -- Modifies the rate at which Literacy XP is gained. Minimum=0.10 Maximum=10.00 Default=1.00
  1978. XPMultiplier = 1.0,
  1979. -- How much of an affect Fast Reader and Slow Reader have on reading speed, not including the starting skill boost. Default=Default (10%)
  1980. -- 1 = No bonus
  1981. -- 2 = Default (10%)
  1982. TraitMultiplier = 3,
  1983. -- Multiplies your overall reading speed Minimum=0.10 Maximum=10.00 Default=1.00
  1984. OverallSpeedMultiplier = 1.0,
  1985. -- Remaining debuffs after losing the Illiterate trait Default=Slow Reader and Poor Reader
  1986. -- 1 = None
  1987. -- 2 = Slow Reader and Poor Reader
  1988. IlliteratePenalty = 2,
  1989. -- Adds skill books for strength and fitness.
  1990. WantPassiveBooks = false,
  1991. -- Adds skill books for sprinting, nimble, sneaking and lightfoot.
  1992. WantAgilityBooks = false,
  1993. -- Adds skill books for melee weapons.
  1994. WantWeaponBooks = false,
  1995. -- Adds skill books for maintenance.
  1996. WantMaintenanceBooks = false,
  1997. -- Adds skill books for aiming and reloading.
  1998. WantGunBooks = false,
  1999. -- Turn off to stop the 'Learn to Read!' magazine from spawning.
  2000. WantLiteracyMag = true,
  2001. LiteracyMagCraftable = true,
  2002. -- 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.
  2003. SafeMode = true,
  2004. },
  2005. Excrementum = {
  2006. -- How much time is needed to pass the stomach. Default is realistic. Minimum=0.00 Maximum=100.00 Default=1.00
  2007. StomachMultiplier = 1.0,
  2008. -- How much food leaves stomach in form of chyme every 10 ingame minutes. Minimum=1.00 Maximum=100.00 Default=10.00
  2009. ChymeMultiplier = 10.0,
  2010. -- Ingame minutes to pass the intestine (between the stomach and the colon). Minimum=0.00 Maximum=3000.00 Default=300.00
  2011. DefecateIntMinutes = 300.0,
  2012. -- How much time must pass to start Colon Threshold moving down. Minimum=0.00 Maximum=5000.00 Default=1320.00
  2013. ColonMinutes = 1320.0,
  2014. -- The colon percentage of fullness for urge to defecate. Some food may change this threshold. Minimum=50.00 Maximum=150.00 Default=80.00
  2015. ColonBaseThreshold = 80.0,
  2016. -- 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
  2017. UrinateIncreaseMultiplier = 1.0,
  2018. -- 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
  2019. UrinatePassiveMultiplier = 1.0,
  2020. -- The volume of stomach that keeps green moodle which restores health. Minimum=50.00 Maximum=500.00 Default=50.00
  2021. StomachVolume = 50.0,
  2022. -- 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
  2023. AdditionalStomachVolume = 100.0,
  2024. -- Regen overlay is allowed for clients. They will be able to turn it on/off and change position by client options.
  2025. OverlayIsAllowed = false,
  2026. -- Status window is allowed for clients. They will be able to turn it on/off, switch to bars, change position etc.
  2027. EnabledStatusBars = false,
  2028. -- How the shame is enabled (including multiplayer). Default=Retexture Auto Detect
  2029. -- 1 = Off
  2030. -- 2 = Retexture Auto Detect
  2031. -- 3 = Always On
  2032. Shame = 3,
  2033. },
  2034. DirtinessSickness = {
  2035. -- 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
  2036. DecreasePerHour = -0.03,
  2037. -- 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
  2038. DirtinessToTickUp = 4.0,
  2039. -- The amount added to sickness level when a player fails sick chance / hour. Minimum=0.00 Maximum=100.00 Default=50.00
  2040. IncreaseSicknessAmt = 5.0,
  2041. -- The cap for sickness resulting from this mod. (90.1+ is fever.) Minimum=0.00 Maximum=100.00 Default=95.00
  2042. SicknessCap = 95.0,
  2043. -- The value required to set the first level of the moodle. Minimum=0.75 Maximum=1.00 Default=0.75
  2044. LowThreshold = 0.75,
  2045. -- The percentage chance to gain sickness per hour at this threshold. Minimum=0.00 Maximum=1.00 Default=0.00
  2046. LowSickChancePerHour = 0.0,
  2047. -- The value required to set the second level of the moodle. Minimum=0.50 Maximum=0.74 Default=0.50
  2048. MediumThreshold = 0.5,
  2049. -- The percentage chance to gain sickness per hour at this threshold. Minimum=0.00 Maximum=1.00 Default=0.03
  2050. MediumSickChancePerHour = 0.03,
  2051. -- The value required to set the third level of the moodle. Minimum=0.25 Maximum=0.49 Default=0.25
  2052. HighThreshold = 0.25,
  2053. -- The percentage chance to gain sickness per hour at this threshold. Minimum=0.00 Maximum=1.00 Default=0.10
  2054. HighSickChancePerHour = 0.1,
  2055. -- The value required to set the fourth and final level of the moodle. Minimum=0.00 Maximum=0.24 Default=0.04
  2056. CriticalThreshold = 0.04,
  2057. -- The percentage chance to gain sickness per hour at this threshold. Minimum=0.00 Maximum=1.00 Default=0.14
  2058. CriticalSickChancePerHour = 0.14,
  2059. },
  2060. RebalancedCalorieBurning = {
  2061. -- 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
  2062. CalorieMultiplier = 0.8,
  2063. -- Minimum=0.00 Maximum=100.00 Default=1.00
  2064. IdleMultiplier = 0.95,
  2065. -- Minimum=0.00 Maximum=100.00 Default=1.00
  2066. WalkingMultiplier = 1.025,
  2067. -- Minimum=0.00 Maximum=100.00 Default=1.00
  2068. RunningMultiplier = 1.1,
  2069. -- Minimum=0.00 Maximum=100.00 Default=1.00
  2070. SprintingMultiplier = 1.2,
  2071. -- Minimum=0.00 Maximum=100.00 Default=1.00
  2072. AsleepMultiplier = 0.9,
  2073. -- Minimum=0.00 Maximum=100.00 Default=1.00
  2074. SittingMultiplier = 0.935,
  2075. -- Minimum=0.00 Maximum=100.00 Default=1.00
  2076. TimedActionMultiplier = 1.0,
  2077. -- Minimum=0.00 Maximum=100.00 Default=1.00
  2078. CarryMultiplier = 1.0125,
  2079. },
  2080. IMNAL = {
  2081. -- Minimum=0 Maximum=100 Default=30
  2082. CarLighterChance = 30,
  2083. -- Minimum=0 Maximum=100 Default=50
  2084. CarLighterSocketChance = 50,
  2085. -- Minimum=0 Maximum=10 Default=1
  2086. electricityReq = 2,
  2087. -- Minimum=0 Maximum=10 Default=2
  2088. mechanicReq = 2,
  2089. allowStove = true,
  2090. allowMicrowave = false,
  2091. allowFireplace = true,
  2092. allowCampfire = true,
  2093. allowFire = true,
  2094. allowBump = true,
  2095. noStoveRisk = true,
  2096. -- Minimum=0 Maximum=400 Default=200
  2097. carLighterBaseTimer = 200,
  2098. -- Minimum=0 Maximum=300 Default=150
  2099. stoveBaseTimer = 150,
  2100. -- Minimum=0 Maximum=2000 Default=1000
  2101. microwaveBaseTimer = 1000,
  2102. -- Minimum=0 Maximum=200 Default=100
  2103. fireplaceBaseTimer = 100,
  2104. -- Minimum=0 Maximum=200 Default=100
  2105. barbecueBaseTimer = 100,
  2106. -- Minimum=0 Maximum=240 Default=120
  2107. campingBaseTimer = 120,
  2108. -- Minimum=0 Maximum=80 Default=40
  2109. fireBaseTimer = 40,
  2110. -- Minimum=0 Maximum=20 Default=10
  2111. playerBaseTimer = 10,
  2112. },
  2113. NS = {
  2114. -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2115. S0 = false,
  2116. -- 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
  2117. m22 = 40,
  2118. -- 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
  2119. s22 = 50,
  2120. -- 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
  2121. -- 1 = None
  2122. -- 2 = Insanely Rare
  2123. -- 3 = Extremely Rare
  2124. -- 4 = Rare
  2125. -- 5 = Normal
  2126. -- 6 = Common
  2127. d22 = 2,
  2128. -- .22 silencer can be crafted.
  2129. c22 = true,
  2130. -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2131. S1 = false,
  2132. -- 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
  2133. m9 = 40,
  2134. -- 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
  2135. s9 = 55,
  2136. -- 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
  2137. -- 1 = None
  2138. -- 2 = Insanely Rare
  2139. -- 3 = Extremely Rare
  2140. -- 4 = Rare
  2141. -- 5 = Normal
  2142. -- 6 = Common
  2143. d9 = 3,
  2144. -- 9mm silencer can be crafted.
  2145. c9 = true,
  2146. -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2147. S2 = false,
  2148. -- 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
  2149. m44 = 35,
  2150. -- 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
  2151. s44 = 60,
  2152. -- 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
  2153. -- 1 = None
  2154. -- 2 = Insanely Rare
  2155. -- 3 = Extremely Rare
  2156. -- 4 = Rare
  2157. -- 5 = Normal
  2158. -- 6 = Common
  2159. d44 = 3,
  2160. -- .44 Magnum silencer can be crafted.
  2161. c44 = true,
  2162. -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2163. S3 = false,
  2164. -- 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
  2165. m45 = 35,
  2166. -- 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
  2167. s45 = 60,
  2168. -- 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
  2169. -- 1 = None
  2170. -- 2 = Insanely Rare
  2171. -- 3 = Extremely Rare
  2172. -- 4 = Rare
  2173. -- 5 = Normal
  2174. -- 6 = Common
  2175. d45 = 3,
  2176. -- .45 AC silencer can be crafted.
  2177. c45 = true,
  2178. -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2179. S4 = false,
  2180. -- 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
  2181. m38n357 = 35,
  2182. -- 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
  2183. s38n357 = 60,
  2184. -- 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
  2185. -- 1 = None
  2186. -- 2 = Insanely Rare
  2187. -- 3 = Extremely Rare
  2188. -- 4 = Rare
  2189. -- 5 = Normal
  2190. -- 6 = Common
  2191. d38n357 = 3,
  2192. -- .38 Special / .357 Magnum silencer can be crafted.
  2193. c38n357 = true,
  2194. -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2195. S5 = false,
  2196. -- 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
  2197. m223n556 = 35,
  2198. -- 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
  2199. s223n556 = 60,
  2200. -- 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
  2201. -- 1 = None
  2202. -- 2 = Insanely Rare
  2203. -- 3 = Extremely Rare
  2204. -- 4 = Rare
  2205. -- 5 = Normal
  2206. -- 6 = Common
  2207. d223n556 = 3,
  2208. -- .223 / 5.56x45mm silencer can be crafted.
  2209. c223n556 = true,
  2210. -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2211. S6 = false,
  2212. -- 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
  2213. m308n762 = 35,
  2214. -- 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
  2215. s308n762 = 55,
  2216. -- 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
  2217. -- 1 = None
  2218. -- 2 = Insanely Rare
  2219. -- 3 = Extremely Rare
  2220. -- 4 = Rare
  2221. -- 5 = Normal
  2222. -- 6 = Common
  2223. d308n762 = 3,
  2224. -- .308 / 7.62x51mm silencer can be crafted.
  2225. c308n762 = true,
  2226. -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2227. S7 = false,
  2228. -- 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
  2229. mShells = 25,
  2230. -- 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
  2231. sShells = 50,
  2232. -- 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
  2233. -- 1 = None
  2234. -- 2 = Insanely Rare
  2235. -- 3 = Extremely Rare
  2236. -- 4 = Rare
  2237. -- 5 = Normal
  2238. -- 6 = Common
  2239. dShells = 2,
  2240. -- Shotgun silencer can be crafted.
  2241. cShells = true,
  2242. -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2243. S8 = false,
  2244. -- A level of metalworking is required to craft silencers. Minimum=0 Maximum=10 Default=6
  2245. CraftingMetalWeldingRequired = 6,
  2246. -- A level of aiming is required to craft silencers. Minimum=0 Maximum=10 Default=2
  2247. CraftingAimingRequired = 2,
  2248. -- Allow the conversion from one silencer type to another. Example, converting a .22 silencer to a 9mm silencer.
  2249. ConversionAllowed = true,
  2250. -- A level of metalworking is required to convert silencers. Minimum=0 Maximum=10 Default=5
  2251. ConversionMetalWeldingRequired = 5,
  2252. -- A level of aiming is required to convert silencers. Minimum=0 Maximum=10 Default=2
  2253. ConversionAimingRequired = 2,
  2254. -- This tickbox has no effect on the game. It is only here to make the UI look nicer.
  2255. S9 = false,
  2256. -- Multiplier that will affect all the silencer loot distribution tables. Minimum=0.00 Maximum=100.00 Default=1.00
  2257. BaseLootMultiplier = 1.0,
  2258. -- MP server nerfs ranged weapons' sound radius by 45% for performance reasons. Remove the tick if you would like to disable it.
  2259. MPRadiusNerf = false,
  2260. -- Override some weapons' base firing sounds. This is to make the firing sounds more realistic and consistent together with silenced versions.
  2261. OverrideBaseSounds = true,
  2262. },
  2263. DynamicBackpacks = {
  2264. -- Allows items with the SharpKnife tag to remove upgrades.
  2265. KnivesCanRemove = true,
  2266. -- Base amount of upgrades every Inventory Container item will have Minimum=0 Maximum=10 Default=1
  2267. BaseUpgradeSlots = 1,
  2268. -- Extra/Less Upgrade slots for containers that can go on the back Minimum=-20 Maximum=10 Default=1
  2269. BackSlotModifier = 1,
  2270. -- Extra/Less upgrade slots for containers that go on the front/back spots Minimum=-20 Maximum=10 Default=0
  2271. FannySlotModifier = 0,
  2272. -- Extra/Less upgrade slots for containers that are either not equipped or equipped in other locations. Minimum=-20 Maximum=10 Default=0
  2273. OtherSlotModifier = 0,
  2274. -- Every X levels of tailoring will give all containers another upgrade slot.
  2275. -- (0 to disable) Minimum=0 Maximum=10 Default=10
  2276. TailoringModifier = 10,
  2277. -- Percentage bonus of the containers original capacity. Minimum=0.00 Maximum=1.00 Default=0.10
  2278. ClothCapacityPercentage = 0.05,
  2279. -- Additive bonus to container capacity. Minimum=-100 Maximum=100 Default=1
  2280. ClothCapacityBonus = 1,
  2281. -- Weight Efficiency bonus, applies to missing weight reduction of bag
  2282. -- (50% bonus on an 80% bag results in 90% total reduction)
  2283. -- (30% bonus on a 70% bag results in 79% total reduction) Minimum=0.01 Maximum=1.00 Default=0.15
  2284. ClothReductionPercentage = 0.05,
  2285. -- Multiplier applied to loot spawns for all Cloth upgrades. Minimum=0.00 Maximum=100.00 Default=1.00
  2286. ClothLootSpawns = 0.0,
  2287. -- Percentage bonus of the containers original capacity. Minimum=0.00 Maximum=1.00 Default=0.20
  2288. JeanCapacityPercentage = 0.08,
  2289. -- Additive bonus to container capacity. Minimum=-100 Maximum=100 Default=1
  2290. JeanCapacityBonus = 1,
  2291. -- Weight Efficiency bonus, applies to missing weight reduction of bag
  2292. -- (50% bonus on an 80% bag results in 90% total reduction)
  2293. -- (30% bonus on a 70% bag results in 79% total reduction) Minimum=0.01 Maximum=1.00 Default=0.25
  2294. JeanReductionPercentage = 0.08,
  2295. -- Multiplier applied to loot spawns for all Denim upgrades. Minimum=0.00 Maximum=100.00 Default=1.00
  2296. JeanLootSpawns = 0.0,
  2297. -- Percentage bonus of the containers original capacity. Minimum=0.00 Maximum=1.00 Default=0.25
  2298. LeatherCapacityPercentage = 0.12,
  2299. -- Additive bonus to container capacity. Minimum=-100 Maximum=100 Default=2
  2300. LeatherCapacityBonus = 2,
  2301. -- Weight Efficiency bonus, applies to missing weight reduction of bag
  2302. -- (50% bonus on an 80% bag results in 90% total reduction)
  2303. -- (30% bonus on a 70% bag results in 79% total reduction) Minimum=0.01 Maximum=1.00 Default=0.35
  2304. LeatherReductionPercentage = 0.12,
  2305. -- Multiplier applied to loot spawns for all Leather upgrades. Minimum=0.00 Maximum=100.00 Default=1.00
  2306. LeatherLootSpawns = 0.0,
  2307. -- Percentage bonus of the containers original capacity. Minimum=0.00 Maximum=1.00 Default=0.35
  2308. MilitaryCapacityPercentage = 0.2,
  2309. -- Additive bonus to container capacity. Minimum=-100 Maximum=100 Default=2
  2310. MilitaryCapacityBonus = 2,
  2311. -- Weight Efficiency bonus, applies to missing weight reduction of bag
  2312. -- (50% bonus on an 80% bag results in 90% total reduction)
  2313. -- (30% bonus on a 70% bag results in 79% total reduction) Minimum=0.01 Maximum=1.00 Default=0.50
  2314. MilitaryReductionPercentage = 0.16,
  2315. -- Multiplier applied to loot spawns for all Military upgrades. Minimum=0.00 Maximum=100.00 Default=1.00
  2316. MilitaryLootSpawns = 0.1,
  2317. },
  2318. SpearTraps = {
  2319. -- Kill players when they walk over a spear trap
  2320. SpearTrapsKillPlayer = false,
  2321. },
  2322. FirstAidOverhaul = {
  2323. -- From this level onward, the Player will be able to treat fractures. Minimum=0 Maximum=10 Default=1
  2324. FractureTreatmentLevel = 1,
  2325. -- From this level onward, the Player will be able to stitch wounds. Minimum=0 Maximum=10 Default=2
  2326. StitchingTreatmentLevel = 2,
  2327. -- From this level onward, the Player won't have a chance to fail wound treatments. Minimum=0 Maximum=10 Default=4
  2328. FailureLevelThreshold = 4,
  2329. -- The chance of failure when treating wounds. Minimum=0 Maximum=100 Default=30
  2330. FailureChance = 25,
  2331. -- How much disease percentage you can get from a single infected wound. Minimum=0 Maximum=100 Default=26
  2332. MaxDiseasePerWound = 26,
  2333. -- How much disease percentage you can get from all infected wounds combined. Minimum=0 Maximum=100 Default=100
  2334. InfectionDiseaseLimit = 100,
  2335. -- How many in-game minutes before you can practice first aid on corpses again. Minimum=1 Maximum=1440 Default=60
  2336. PracticeCooldown = 60,
  2337. -- How much XP the Player receives when performing this practice in a corpse. Minimum=1 Maximum=1000 Default=10
  2338. BandagePracticeXP = 10,
  2339. -- How much XP the Player receives when performing this practice in a corpse. Minimum=1 Maximum=1000 Default=25
  2340. SuturePracticeXP = 25,
  2341. -- How much XP the Player receives when performing this practice in a corpse. Minimum=1 Maximum=1000 Default=50
  2342. StudyPracticeXP = 50,
  2343. -- How much XP the Player receives when performing this practice in a corpse. Minimum=1 Maximum=1000 Default=75
  2344. ScalpelPracticeXP = 75,
  2345. -- Makes wound treatment faster or slower. Minimum=0.10 Maximum=5.00 Default=1.00
  2346. SpeedMultiplier = 1.0,
  2347. -- Display cheaty info of wounds when at Level 8 or higher.
  2348. ShowDebugInfo = true,
  2349. },
  2350. sts = {
  2351. -- 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
  2352. MaxDaysInMonth = 10.0,
  2353. },
  2354. SkillRecoveryJournal = {
  2355. -- The amount of experienced recovered from reading bound journals. Minimum=1 Maximum=100 Default=100
  2356. RecoveryPercentage = 90,
  2357. -- A multiplier on the speed of transcribing journals. Minimum=0.00 Maximum=1000.00 Default=1.00
  2358. TranscribeSpeed = 1.0,
  2359. -- A multiplier on the speed of reading bound journals. Minimum=0.00 Maximum=1000.00 Default=1.00
  2360. ReadTimeSpeed = 1.0,
  2361. -- 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.
  2362. RecoverProfessionAndTraitsBonuses = true,
  2363. -- 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.
  2364. TranscribeTVXP = false,
  2365. -- Toggle on to record passive skills.
  2366. RecoverPassiveSkills = false,
  2367. -- Toggle on to record combat skills.
  2368. RecoverCombatSkills = false,
  2369. -- Toggle on to record firearm skills.
  2370. RecoverFirearmSkills = false,
  2371. -- Toggle on to record crafting skills.
  2372. RecoverCraftingSkills = true,
  2373. -- Toggle on to record survivalist skills.
  2374. RecoverSurvivalistSkills = false,
  2375. -- Toggle on to record agility skills.
  2376. RecoverAgilitySkills = false,
  2377. -- Toggle off to prevent journals from recovering/transcribing recipes.
  2378. RecoverRecipes = true,
  2379. -- 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.
  2380. RecoveryJournalUsed = false,
  2381. Craftable = true,
  2382. },
  2383. TrippingZombies = {
  2384. -- 0 = never, 100 = always (can be buggy) Minimum=0 Maximum=100 Default=75
  2385. collisionTripChanceSprinters = 75,
  2386. -- 0 = never, 100 = always (can be buggy) Minimum=0 Maximum=100 Default=10
  2387. collisionTripChanceShamblers = 10,
  2388. -- 0 = never, 100 = always (can be buggy) Minimum=0 Maximum=100 Default=25
  2389. randomTripChanceSprinters = 25,
  2390. -- 0 = never, 100 = always (can be buggy) Minimum=0 Maximum=100 Default=5
  2391. randomTripChanceShamblers = 5,
  2392. },
  2393. WanderingZombies = {
  2394. -- When enabled, lone zombies will use pathToSound, which causes them to attack objects in their path
  2395. -- If using 'Always' with Destroyable World Fences, a lot of zombies will be found attacking fences, which makes things easier for awhile Default=Indoors
  2396. -- 1 = Always
  2397. -- 2 = Indoors
  2398. -- 3 = Random
  2399. Destructive = 2,
  2400. -- Zombies will try not to path further than this
  2401. -- Does not account for needing to walk around objects(walls, etc) Minimum=10 Maximum=100 Default=40
  2402. MaxTravel = 40,
  2403. -- Method used for ticks Default=EveryOneMinute (in-game)
  2404. -- 1 = Always
  2405. -- 2 = OnTick (frame)
  2406. -- 3 = EveryOneMinute (in-game)
  2407. -- 4 = EveryTenMinutes (in-game)
  2408. Counter = 4,
  2409. -- How many times the chosen counter must occur before a zombie may wander Minimum=1 Maximum=9999999 Default=5
  2410. NumTicks = 5,
  2411. -- Maximum ticks that can be added randomly to the above setting Minimum=0 Maximum=9999999 Default=10
  2412. RandTicks = 10,
  2413. -- At what hour should lone zombies start wandering randomly
  2414. -- If set to static, uses Start Hour: Max
  2415. -- If set to random, Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2416. -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2417. -- Multiple periods of activity can occur in a single day
  2418. -- Periods of activity can chain, for example:
  2419. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2420. -- Total Hours Min: 0, Total Hours Max: 12
  2421. -- 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
  2422. -- 1 = Static
  2423. DropdownStartHour = 1,
  2424. -- Refer to Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2425. MinStartHour = 0,
  2426. -- Refer to Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2427. MaxStartHour = 0,
  2428. -- Period of time lone zombies are allowed to wander for when the hour reaches Start Hour
  2429. -- If set to static, uses Total Hours: Max
  2430. -- If set to random, Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2431. -- Multiple periods of activity can occur in a single day
  2432. -- Periods of activity can chain, for example:
  2433. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2434. -- Total Hours Min: 0, Total Hours Max: 12
  2435. -- 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
  2436. -- 1 = Static
  2437. DropdownTotalHours = 1,
  2438. -- Refer to Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
  2439. MinTotalHours = 0,
  2440. -- Refer to Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
  2441. MaxTotalHours = 24,
  2442. -- Chance each zombie has of wandering randomly
  2443. -- Chance is only rolled when the timer has elapsed and the zombie is ready to move
  2444. -- If set to static, uses Random Chance: Max
  2445. -- If set to random, Random Chance is randomised once per day using the below values (inclusive) Default=Static
  2446. -- 1 = Static
  2447. DropdownWanderChance = 2,
  2448. -- Refer to Random Chance tooltip for information Minimum=0 Maximum=100 Default=0
  2449. MinWanderChance = 20,
  2450. -- Refer to Random Chance tooltip for information Minimum=0 Maximum=100 Default=100
  2451. MaxWanderChance = 100,
  2452. -- At what hour should lone zombies start homing in on the nearest player
  2453. -- If set to static, uses Homing Start Hour: Max
  2454. -- If set to random, Homing Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2455. -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2456. -- Multiple periods of activity can occur in a single day
  2457. -- Periods of activity can chain, for example:
  2458. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2459. -- Total Hours Min: 0, Total Hours Max: 12
  2460. -- 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
  2461. -- 1 = Static
  2462. DropdownHomingStartHour = 1,
  2463. -- Refer to Homing Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2464. MinHomingStartHour = 0,
  2465. -- Refer to Homing Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2466. MaxHomingStartHour = 0,
  2467. -- Period of time lone zombies are allowed to home onto players when the hour reaches Homing Start Hour
  2468. -- If set to static, uses Homing Total Hours: Max
  2469. -- If set to random, Homing Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2470. -- Multiple periods of activity can occur in a single day
  2471. -- Periods of activity can chain, for example:
  2472. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2473. -- Total Hours Min: 0, Total Hours Max: 12
  2474. -- 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
  2475. -- 1 = Static
  2476. DropdownHomingTotalHours = 1,
  2477. -- Refer to Homing Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
  2478. MinHomingTotalHours = 0,
  2479. -- Refer to Homing Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
  2480. MaxHomingTotalHours = 24,
  2481. -- Chance each zombie has of homing in on the nearest player
  2482. -- Chance is only rolled when the timer has elapsed and the zombie is ready to move
  2483. -- Max Travel applies to homing zombies
  2484. -- If set to static, uses Homing Chance: Max
  2485. -- If set to random, Homing Chance is randomised once per day using the below values (inclusive) Default=Static
  2486. -- 1 = Static
  2487. DropdownToPlayers = 1,
  2488. -- Refer to Homing Chance tooltip for information Minimum=0 Maximum=100 Default=0
  2489. MinToPlayers = 0,
  2490. -- Refer to Homing Chance tooltip for information Minimum=0 Maximum=100 Default=20
  2491. MaxToPlayers = 10,
  2492. -- Lone zombies inside this radius ignore the homing settings
  2493. -- If set to static, uses Random Radius: Max
  2494. -- If set to random, Random Radius is randomised once per day using the below values (inclusive) Default=Static
  2495. -- 1 = Static
  2496. DropdownRadius = 1,
  2497. -- Refer to Random Radius tooltip for information Minimum=0 Maximum=90 Default=0
  2498. MinRadius = 0,
  2499. -- Refer to Random Radius tooltip for information Minimum=0 Maximum=90 Default=70
  2500. MaxRadius = 70,
  2501. -- 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
  2502. -- 1 = On
  2503. -- 2 = Off
  2504. RadiusInterrupt = 2,
  2505. -- At what hour should lone zombies flee from the nearest player
  2506. -- If set to static, uses Flee Start Hour: Max
  2507. -- If set to random, Flee Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2508. -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2509. -- Multiple periods of activity can occur in a single day
  2510. -- Periods of activity can chain, for example:
  2511. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2512. -- Total Hours Min: 0, Total Hours Max: 12
  2513. -- 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
  2514. -- 1 = Static
  2515. DropdownFleeStartHour = 1,
  2516. -- Refer to Flee Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2517. MinFleeStartHour = 0,
  2518. -- Refer to Flee Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2519. MaxFleeStartHour = 0,
  2520. -- Period of time lone zombies are allowed to flee from players when the hour reaches Flee Start Hour
  2521. -- If set to static, uses Flee Total Hours: Max
  2522. -- If set to random, Flee Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2523. -- Multiple periods of activity can occur in a single day
  2524. -- Periods of activity can chain, for example:
  2525. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2526. -- Total Hours Min: 0, Total Hours Max: 12
  2527. -- 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
  2528. -- 1 = Static
  2529. DropdownFleeTotalHours = 1,
  2530. -- Refer to Flee Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
  2531. MinFleeTotalHours = 0,
  2532. -- Refer to Flee Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
  2533. MaxFleeTotalHours = 24,
  2534. -- Chance each zombie has of moving away from the nearest player when inside Flee Radius
  2535. -- Chance is only rolled when the timer has elapsed and the horde is ready to move
  2536. -- Max Travel applies to fleeing hordes
  2537. -- If set to static, uses Flee Chance: Max
  2538. -- If set to random, Flee Chance is randomised once per day using the below values (inclusive) Default=Static
  2539. -- 1 = Static
  2540. DropdownFleePlayers = 1,
  2541. -- Refer to Flee Chance tooltip for information Minimum=0 Maximum=100 Default=0
  2542. MinFleePlayers = 0,
  2543. -- Refer to Flee Chance tooltip for information Minimum=0 Maximum=100 Default=0
  2544. MaxFleePlayers = 5,
  2545. -- Lone zombies inside this radius move away from the player
  2546. -- This takes priority over Random Radius
  2547. -- If set to static, uses Flee Radius: Max
  2548. -- If set to random, Flee Radius is randomised once per day using the below values (inclusive) Default=Static
  2549. -- 1 = Static
  2550. DropdownFleeRadius = 1,
  2551. -- Refer to Flee Radius tooltip for information Minimum=0 Maximum=90 Default=0
  2552. MinFleeRadius = 0,
  2553. -- Refer to Flee Radius tooltip for information Minimum=0 Maximum=90 Default=0
  2554. MaxFleeRadius = 40,
  2555. -- Allows zombies to form and move together as hordes
  2556. -- Hordes use the rally group settings to function
  2557. -- When Rally Group Size is set to 0, there is no limit on horde size
  2558. -- Zeds will separate from a horde if they can't stay within Rally Travel Distance
  2559. -- The options below have no effect if this is disabled
  2560. Hordes = true,
  2561. -- Allow hordes to merge when within Rally Travel Distance
  2562. -- Horde merging does not respect Rally Group Size, they can grow to any size.
  2563. Merge = true,
  2564. -- When above zero, a horde is incapable of merging again until a cooldown has elapsed
  2565. -- Time is in milliseconds
  2566. -- Value is multipled by followers in a horde:
  2567. -- (followers in horde) * (Merge Cooldown) Minimum=0 Maximum=9999999 Default=3000
  2568. MergeCooldown = 3000,
  2569. -- When enabled, only zombies that share the same speed(sprinter, crawler, etc) will form a horde together
  2570. -- Works with Random Zombies, but will incorrectly group together zombies until Random Zombies updates their speed
  2571. GroupBySpeed = false,
  2572. -- When enabled, sprinters are allowed to be in hordes
  2573. AllowSprinters = true,
  2574. -- When enabled, fast shamblers are allowed to be in hordes
  2575. AllowFastShamblers = true,
  2576. -- When enabled, slow shamblers are allowed to be in hordes
  2577. AllowShamblers = true,
  2578. -- When enabled, crawlers are allowed to be in hordes
  2579. AllowCrawlers = false,
  2580. -- When enabled, hordes will use pathToSound, which causes them to attack objects in their path
  2581. -- If using 'Always' with Destroyable World Fences, a lot of zombies will be found attacking fences, which makes things easier for awhile Default=Indoors
  2582. -- 1 = Always
  2583. -- 2 = Indoors
  2584. -- 3 = Random
  2585. HordeDestructive = 2,
  2586. -- Hordes will try not to path further than this
  2587. -- Does not account for needing to walk around objects(walls, etc) Minimum=10 Maximum=100 Default=40
  2588. HordeMaxTravel = 40,
  2589. -- Method used for ticks Default=EveryOneMinute (in-game)
  2590. -- 1 = Always
  2591. -- 2 = OnTick (frame)
  2592. -- 3 = EveryOneMinute (in-game)
  2593. -- 4 = EveryTenMinutes (in-game)
  2594. HordeCounter = 4,
  2595. -- How many times the chosen counter must occur before a horde may wander Minimum=1 Maximum=9999999 Default=5
  2596. HordeNumTicks = 5,
  2597. -- Maximum ticks that can be added randomly to the above setting Minimum=0 Maximum=9999999 Default=10
  2598. HordeRandTicks = 10,
  2599. -- Additional ticks are added based on the amount of followers in a horde:
  2600. -- (followers in horde) * (Follower Ticks)
  2601. -- Result is floored (rounded down) Minimum=0.00 Maximum=100.00 Default=0.00
  2602. FollowerTicks = 0.0,
  2603. -- At what hour should hordes start wandering randomly
  2604. -- If set to static, uses Start Hour: Max
  2605. -- If set to random, Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2606. -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2607. -- Multiple periods of activity can occur in a single day
  2608. -- Periods of activity can chain, for example:
  2609. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2610. -- Total Hours Min: 0, Total Hours Max: 12
  2611. -- 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
  2612. -- 1 = Static
  2613. DropdownHordeStartHour = 1,
  2614. -- Refer to Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2615. MinHordeStartHour = 0,
  2616. -- Refer to Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2617. MaxHordeStartHour = 0,
  2618. -- Period of time hordes are allowed to wander for when the hour reaches Start Hour
  2619. -- If set to static, uses Total Hours: Max
  2620. -- If set to random, Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2621. -- Multiple periods of activity can occur in a single day
  2622. -- Periods of activity can chain, for example:
  2623. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2624. -- Total Hours Min: 0, Total Hours Max: 12
  2625. -- 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
  2626. -- 1 = Static
  2627. DropdownHordeTotalHours = 1,
  2628. -- Refer to Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
  2629. MinHordeTotalHours = 0,
  2630. -- Refer to Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
  2631. MaxHordeTotalHours = 24,
  2632. -- Chance each horde has of wandering randomly
  2633. -- Chance is only rolled when the timer has elapsed and the horde is ready to move
  2634. -- If set to static, uses Random Chance: Max
  2635. -- If set to random, Random Chance is randomised once per day using the below values (inclusive) Default=Static
  2636. -- 1 = Static
  2637. DropdownHordeWanderChance = 2,
  2638. -- Refer to Random Chance tooltip for information Minimum=0 Maximum=100 Default=0
  2639. MinHordeWanderChance = 20,
  2640. -- Refer to Random Chance tooltip for information Minimum=0 Maximum=100 Default=100
  2641. MaxHordeWanderChance = 100,
  2642. -- At what hour should hordes start homing in on the nearest player
  2643. -- If set to static, uses Homing Start Hour: Max
  2644. -- If set to random, Homing Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2645. -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2646. -- Multiple periods of activity can occur in a single day
  2647. -- Periods of activity can chain, for example:
  2648. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2649. -- Total Hours Min: 0, Total Hours Max: 12
  2650. -- 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
  2651. -- 1 = Static
  2652. DropdownHordeHomingStartHour = 1,
  2653. -- Refer to Homing Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2654. MinHordeHomingStartHour = 0,
  2655. -- Refer to Homing Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2656. MaxHordeHomingStartHour = 0,
  2657. -- Period of time hordes are allowed to home onto players when the hour reaches Homing Start Hour
  2658. -- If set to static, uses Homing Total Hours: Max
  2659. -- If set to random, Homing Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2660. -- Multiple periods of activity can occur in a single day
  2661. -- Periods of activity can chain, for example:
  2662. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2663. -- Total Hours Min: 0, Total Hours Max: 12
  2664. -- 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
  2665. -- 1 = Static
  2666. DropdownHordeHomingTotalHours = 1,
  2667. -- Refer to Homing Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
  2668. MinHordeHomingTotalHours = 0,
  2669. -- Refer to Homing Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
  2670. MaxHordeHomingTotalHours = 24,
  2671. -- Chance each horde has of homing in on the nearest player
  2672. -- Chance is only rolled when the timer has elapsed and the horde is ready to move
  2673. -- Max Travel applies to homing hordes
  2674. -- If set to static, uses Homing Chance: Max
  2675. -- If set to random, Homing Chance is randomised once per day using the below values (inclusive) Default=Static
  2676. -- 1 = Static
  2677. DropdownHordeToPlayers = 1,
  2678. -- Refer to Homing Chance tooltip for information Minimum=0 Maximum=100 Default=0
  2679. MinHordeToPlayers = 0,
  2680. -- Refer to Homing Chance tooltip for information Minimum=0 Maximum=100 Default=20
  2681. MaxHordeToPlayers = 10,
  2682. -- Hordes inside this radius ignore the homing settings
  2683. -- If set to static, uses Random Radius: Max
  2684. -- If set to random, Random Radius is randomised once per day using the below values (inclusive) Default=Static
  2685. -- 1 = Static
  2686. DropdownHordeRadius = 1,
  2687. -- Refer to Random Radius tooltip for information Minimum=0 Maximum=90 Default=0
  2688. MinHordeRadius = 0,
  2689. -- Refer to Random Radius tooltip for information Minimum=0 Maximum=90 Default=70
  2690. MaxHordeRadius = 70,
  2691. -- 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
  2692. -- 1 = On
  2693. -- 2 = Off
  2694. HordeRadiusInterrupt = 2,
  2695. -- At what hour should hordes flee from the nearest player
  2696. -- If set to static, uses Flee Start Hour: Max
  2697. -- If set to random, Flee Start Hour is randomised after the time period has elapsed using the below values (inclusive)
  2698. -- Supports Min/Max order switching, for example (6pm -> 6am): Min = 18, Max = 6
  2699. -- Multiple periods of activity can occur in a single day
  2700. -- Periods of activity can chain, for example:
  2701. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2702. -- Total Hours Min: 0, Total Hours Max: 12
  2703. -- 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
  2704. -- 1 = Static
  2705. DropdownHordeFleeStartHour = 1,
  2706. -- Refer to Flee Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2707. MinHordeFleeStartHour = 0,
  2708. -- Refer to Flee Start Hour tooltip for information Minimum=0 Maximum=23 Default=0
  2709. MaxHordeFleeStartHour = 5,
  2710. -- Period of time hordes are allowed to flee from players when the hour reaches Flee Start Hour
  2711. -- If set to static, uses Flee Total Hours: Max
  2712. -- If set to random, Flee Total Hours is randomised after the time period has elapsed using the below values (inclusive)
  2713. -- Multiple periods of activity can occur in a single day
  2714. -- Periods of activity can chain, for example:
  2715. -- Start Hour Min: 18, Start Hour Max: 6 (6pm -> 6am)
  2716. -- Total Hours Min: 0, Total Hours Max: 12
  2717. -- 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
  2718. -- 1 = Static
  2719. DropdownHordeFleeTotalHours = 1,
  2720. -- Refer to Flee Total Hours tooltip for information Minimum=0 Maximum=24 Default=0
  2721. MinHordeFleeTotalHours = 0,
  2722. -- Refer to Flee Total Hours tooltip for information Minimum=0 Maximum=24 Default=24
  2723. MaxHordeFleeTotalHours = 24,
  2724. -- Chance each horde has of moving away from the nearest player when inside Flee Radius
  2725. -- Chance is only rolled when the timer has elapsed and the horde is ready to move
  2726. -- Max Travel applies to fleeing hordes
  2727. -- If set to static, uses Flee Chance: Max
  2728. -- If set to random, Flee Chance is randomised once per day using the below values (inclusive) Default=Static
  2729. -- 1 = Static
  2730. DropdownHordeFleePlayers = 1,
  2731. -- Refer to Flee Chance tooltip for information Minimum=0 Maximum=100 Default=0
  2732. MinHordeFleePlayers = 0,
  2733. -- Refer to Flee Chance tooltip for information Minimum=0 Maximum=100 Default=0
  2734. MaxHordeFleePlayers = 0,
  2735. -- Hordes inside this radius move away from the player
  2736. -- This takes priority over Random Radius
  2737. -- If set to static, uses Flee Radius: Max
  2738. -- If set to random, Flee Radius is randomised once per day using the below values (inclusive) Default=Static
  2739. -- 1 = Static
  2740. DropdownHordeFleeRadius = 1,
  2741. -- Refer to Flee Radius tooltip for information Minimum=0 Maximum=90 Default=0
  2742. MinHordeFleeRadius = 0,
  2743. -- Refer to Flee Radius tooltip for information Minimum=0 Maximum=90 Default=0
  2744. MaxHordeFleeRadius = 0,
  2745. -- Maximum amount of zeds that can be processed per update
  2746. -- Update runs once per frame
  2747. -- At 60fps, a zed limit of 20 would mean 1200 zeds per second are processed Minimum=1 Maximum=100 Default=20
  2748. UpdateZedLimit = 20,
  2749. -- Maximum amount of milliseconds that the update can run for
  2750. -- Update runs once per frame
  2751. -- 16.67ms is the time limit per frame for a stable 60fps
  2752. -- With a low zombie limit, it should not be necessary to change this value
  2753. -- Horde updates have a hardcoded cap of 2ms that is separate from this value Minimum=1 Maximum=4 Default=2
  2754. UpdateMsLimit = 2,
  2755. -- Monitor zed pathing to try and stop them walking outside the active area around a player
  2756. TryStopVirtual = true,
  2757. -- Minimum amount of hours a player needs to of survived before zeds will home in on them Minimum=0 Maximum=99999999 Default=0
  2758. HoursSurvived = 0,
  2759. },
  2760. WZS = {
  2761. S1 = false,
  2762. S2 = false,
  2763. S3 = false,
  2764. S4 = false,
  2765. HS1 = false,
  2766. HS2 = false,
  2767. HS3 = false,
  2768. },
  2769. DefinitiveZombies = {
  2770. DebugEnable = false,
  2771. -- Minimum=100 Maximum=10000 Default=300
  2772. UpdateInterval = 300,
  2773. -- Minimum=0 Maximum=10 Default=3
  2774. RerollAttempts = 3,
  2775. SpeedEnable = true,
  2776. -- Default=Fast Shamblers
  2777. -- 1 = Sprinters
  2778. -- 2 = Fast Shamblers
  2779. Speed = 2,
  2780. StrengthEnable = true,
  2781. -- Default=Normal
  2782. -- 1 = Superhuman
  2783. -- 2 = Normal
  2784. Strength = 2,
  2785. ToughnessEnable = true,
  2786. -- Default=Normal
  2787. -- 1 = Tough
  2788. -- 2 = Normal
  2789. Toughness = 2,
  2790. CognitionEnable = true,
  2791. -- Default=Basic Navigation
  2792. -- 1 = Navigate + Use Doors
  2793. -- 2 = Navigate
  2794. Cognition = 3,
  2795. MemoryEnable = true,
  2796. -- Default=Normal
  2797. -- 1 = Long
  2798. -- 2 = Normal
  2799. -- 3 = Short
  2800. Memory = 2,
  2801. SightEnable = true,
  2802. -- Default=Normal
  2803. -- 1 = Eagle
  2804. -- 2 = Normal
  2805. Sight = 2,
  2806. HearingEnable = true,
  2807. -- Default=Normal
  2808. -- 1 = Pinpoint
  2809. -- 2 = Normal
  2810. Hearing = 2,
  2811. DayLightEnable = true,
  2812. -- Minimum=0.01 Maximum=0.99 Default=0.25
  2813. DayLight_Interval0 = 0.25,
  2814. -- Default=Nothing
  2815. -- 1 = Increase by 99 Stages
  2816. -- 2 = Increase by 4 Stages
  2817. -- 3 = Increase by 3 Stages
  2818. -- 4 = Increase by 2 Stages
  2819. -- 5 = Increase by 1 Stage
  2820. -- 6 = Nothing
  2821. -- 7 = Decrease by 1 Stage
  2822. -- 8 = Decrease by 2 Stages
  2823. -- 9 = Decrease by 3 Stages
  2824. -- 10 = Decrease by 4 Stages
  2825. DayLight_Effect0_Speed = 6,
  2826. -- Default=Nothing
  2827. -- 1 = Increase by 99 Stages
  2828. -- 2 = Increase by 4 Stages
  2829. -- 3 = Increase by 3 Stages
  2830. -- 4 = Increase by 2 Stages
  2831. -- 5 = Increase by 1 Stage
  2832. -- 6 = Nothing
  2833. -- 7 = Decrease by 1 Stage
  2834. -- 8 = Decrease by 2 Stages
  2835. -- 9 = Decrease by 3 Stages
  2836. -- 10 = Decrease by 4 Stages
  2837. DayLight_Effect0_Strength = 6,
  2838. -- Default=Nothing
  2839. -- 1 = Increase by 99 Stages
  2840. -- 2 = Increase by 4 Stages
  2841. -- 3 = Increase by 3 Stages
  2842. -- 4 = Increase by 2 Stages
  2843. -- 5 = Increase by 1 Stage
  2844. -- 6 = Nothing
  2845. -- 7 = Decrease by 1 Stage
  2846. -- 8 = Decrease by 2 Stages
  2847. -- 9 = Decrease by 3 Stages
  2848. -- 10 = Decrease by 4 Stages
  2849. DayLight_Effect0_Toughness = 6,
  2850. -- Default=Nothing
  2851. -- 1 = Increase by 99 Stages
  2852. -- 2 = Increase by 4 Stages
  2853. -- 3 = Increase by 3 Stages
  2854. -- 4 = Increase by 2 Stages
  2855. -- 5 = Increase by 1 Stage
  2856. -- 6 = Nothing
  2857. -- 7 = Decrease by 1 Stage
  2858. -- 8 = Decrease by 2 Stages
  2859. -- 9 = Decrease by 3 Stages
  2860. -- 10 = Decrease by 4 Stages
  2861. DayLight_Effect0_Cognition = 6,
  2862. -- Default=Nothing
  2863. -- 1 = Increase by 99 Stages
  2864. -- 2 = Increase by 4 Stages
  2865. -- 3 = Increase by 3 Stages
  2866. -- 4 = Increase by 2 Stages
  2867. -- 5 = Increase by 1 Stage
  2868. -- 6 = Nothing
  2869. -- 7 = Decrease by 1 Stage
  2870. -- 8 = Decrease by 2 Stages
  2871. -- 9 = Decrease by 3 Stages
  2872. -- 10 = Decrease by 4 Stages
  2873. DayLight_Effect0_Memory = 6,
  2874. -- Default=Nothing
  2875. -- 1 = Increase by 99 Stages
  2876. -- 2 = Increase by 4 Stages
  2877. -- 3 = Increase by 3 Stages
  2878. -- 4 = Increase by 2 Stages
  2879. -- 5 = Increase by 1 Stage
  2880. -- 6 = Nothing
  2881. -- 7 = Decrease by 1 Stage
  2882. -- 8 = Decrease by 2 Stages
  2883. -- 9 = Decrease by 3 Stages
  2884. -- 10 = Decrease by 4 Stages
  2885. DayLight_Effect0_Sight = 6,
  2886. -- Default=Nothing
  2887. -- 1 = Increase by 99 Stages
  2888. -- 2 = Increase by 4 Stages
  2889. -- 3 = Increase by 3 Stages
  2890. -- 4 = Increase by 2 Stages
  2891. -- 5 = Increase by 1 Stage
  2892. -- 6 = Nothing
  2893. -- 7 = Decrease by 1 Stage
  2894. -- 8 = Decrease by 2 Stages
  2895. -- 9 = Decrease by 3 Stages
  2896. -- 10 = Decrease by 4 Stages
  2897. DayLight_Effect0_Hearing = 6,
  2898. -- Minimum=0.01 Maximum=0.99 Default=0.50
  2899. DayLight_Interval1 = 0.5,
  2900. -- Default=Nothing
  2901. -- 1 = Increase by 99 Stages
  2902. -- 2 = Increase by 4 Stages
  2903. -- 3 = Increase by 3 Stages
  2904. -- 4 = Increase by 2 Stages
  2905. -- 5 = Increase by 1 Stage
  2906. -- 6 = Nothing
  2907. -- 7 = Decrease by 1 Stage
  2908. -- 8 = Decrease by 2 Stages
  2909. -- 9 = Decrease by 3 Stages
  2910. -- 10 = Decrease by 4 Stages
  2911. DayLight_Effect1_Speed = 6,
  2912. -- Default=Nothing
  2913. -- 1 = Increase by 99 Stages
  2914. -- 2 = Increase by 4 Stages
  2915. -- 3 = Increase by 3 Stages
  2916. -- 4 = Increase by 2 Stages
  2917. -- 5 = Increase by 1 Stage
  2918. -- 6 = Nothing
  2919. -- 7 = Decrease by 1 Stage
  2920. -- 8 = Decrease by 2 Stages
  2921. -- 9 = Decrease by 3 Stages
  2922. -- 10 = Decrease by 4 Stages
  2923. DayLight_Effect1_Strength = 6,
  2924. -- Default=Nothing
  2925. -- 1 = Increase by 99 Stages
  2926. -- 2 = Increase by 4 Stages
  2927. -- 3 = Increase by 3 Stages
  2928. -- 4 = Increase by 2 Stages
  2929. -- 5 = Increase by 1 Stage
  2930. -- 6 = Nothing
  2931. -- 7 = Decrease by 1 Stage
  2932. -- 8 = Decrease by 2 Stages
  2933. -- 9 = Decrease by 3 Stages
  2934. -- 10 = Decrease by 4 Stages
  2935. DayLight_Effect1_Toughness = 6,
  2936. -- Default=Nothing
  2937. -- 1 = Increase by 99 Stages
  2938. -- 2 = Increase by 4 Stages
  2939. -- 3 = Increase by 3 Stages
  2940. -- 4 = Increase by 2 Stages
  2941. -- 5 = Increase by 1 Stage
  2942. -- 6 = Nothing
  2943. -- 7 = Decrease by 1 Stage
  2944. -- 8 = Decrease by 2 Stages
  2945. -- 9 = Decrease by 3 Stages
  2946. -- 10 = Decrease by 4 Stages
  2947. DayLight_Effect1_Cognition = 6,
  2948. -- Default=Nothing
  2949. -- 1 = Increase by 99 Stages
  2950. -- 2 = Increase by 4 Stages
  2951. -- 3 = Increase by 3 Stages
  2952. -- 4 = Increase by 2 Stages
  2953. -- 5 = Increase by 1 Stage
  2954. -- 6 = Nothing
  2955. -- 7 = Decrease by 1 Stage
  2956. -- 8 = Decrease by 2 Stages
  2957. -- 9 = Decrease by 3 Stages
  2958. -- 10 = Decrease by 4 Stages
  2959. DayLight_Effect1_Memory = 6,
  2960. -- Default=Increase by 1 Stage
  2961. -- 1 = Increase by 99 Stages
  2962. -- 2 = Increase by 4 Stages
  2963. -- 3 = Increase by 3 Stages
  2964. -- 4 = Increase by 2 Stages
  2965. -- 5 = Increase by 1 Stage
  2966. -- 6 = Nothing
  2967. -- 7 = Decrease by 1 Stage
  2968. -- 8 = Decrease by 2 Stages
  2969. -- 9 = Decrease by 3 Stages
  2970. -- 10 = Decrease by 4 Stages
  2971. DayLight_Effect1_Sight = 5,
  2972. -- Default=Nothing
  2973. -- 1 = Increase by 99 Stages
  2974. -- 2 = Increase by 4 Stages
  2975. -- 3 = Increase by 3 Stages
  2976. -- 4 = Increase by 2 Stages
  2977. -- 5 = Increase by 1 Stage
  2978. -- 6 = Nothing
  2979. -- 7 = Decrease by 1 Stage
  2980. -- 8 = Decrease by 2 Stages
  2981. -- 9 = Decrease by 3 Stages
  2982. -- 10 = Decrease by 4 Stages
  2983. DayLight_Effect1_Hearing = 6,
  2984. -- Minimum=0.01 Maximum=0.99 Default=0.75
  2985. DayLight_Interval2 = 0.75,
  2986. -- Default=Nothing
  2987. -- 1 = Increase by 99 Stages
  2988. -- 2 = Increase by 4 Stages
  2989. -- 3 = Increase by 3 Stages
  2990. -- 4 = Increase by 2 Stages
  2991. -- 5 = Increase by 1 Stage
  2992. -- 6 = Nothing
  2993. -- 7 = Decrease by 1 Stage
  2994. -- 8 = Decrease by 2 Stages
  2995. -- 9 = Decrease by 3 Stages
  2996. -- 10 = Decrease by 4 Stages
  2997. DayLight_Effect2_Speed = 6,
  2998. -- Default=Nothing
  2999. -- 1 = Increase by 99 Stages
  3000. -- 2 = Increase by 4 Stages
  3001. -- 3 = Increase by 3 Stages
  3002. -- 4 = Increase by 2 Stages
  3003. -- 5 = Increase by 1 Stage
  3004. -- 6 = Nothing
  3005. -- 7 = Decrease by 1 Stage
  3006. -- 8 = Decrease by 2 Stages
  3007. -- 9 = Decrease by 3 Stages
  3008. -- 10 = Decrease by 4 Stages
  3009. DayLight_Effect2_Strength = 6,
  3010. -- Default=Nothing
  3011. -- 1 = Increase by 99 Stages
  3012. -- 2 = Increase by 4 Stages
  3013. -- 3 = Increase by 3 Stages
  3014. -- 4 = Increase by 2 Stages
  3015. -- 5 = Increase by 1 Stage
  3016. -- 6 = Nothing
  3017. -- 7 = Decrease by 1 Stage
  3018. -- 8 = Decrease by 2 Stages
  3019. -- 9 = Decrease by 3 Stages
  3020. -- 10 = Decrease by 4 Stages
  3021. DayLight_Effect2_Toughness = 6,
  3022. -- Default=Nothing
  3023. -- 1 = Increase by 99 Stages
  3024. -- 2 = Increase by 4 Stages
  3025. -- 3 = Increase by 3 Stages
  3026. -- 4 = Increase by 2 Stages
  3027. -- 5 = Increase by 1 Stage
  3028. -- 6 = Nothing
  3029. -- 7 = Decrease by 1 Stage
  3030. -- 8 = Decrease by 2 Stages
  3031. -- 9 = Decrease by 3 Stages
  3032. -- 10 = Decrease by 4 Stages
  3033. DayLight_Effect2_Cognition = 6,
  3034. -- Default=Increase by 1 Stage
  3035. -- 1 = Increase by 99 Stages
  3036. -- 2 = Increase by 4 Stages
  3037. -- 3 = Increase by 3 Stages
  3038. -- 4 = Increase by 2 Stages
  3039. -- 5 = Increase by 1 Stage
  3040. -- 6 = Nothing
  3041. -- 7 = Decrease by 1 Stage
  3042. -- 8 = Decrease by 2 Stages
  3043. -- 9 = Decrease by 3 Stages
  3044. -- 10 = Decrease by 4 Stages
  3045. DayLight_Effect2_Memory = 5,
  3046. -- Default=Increase by 1 Stage
  3047. -- 1 = Increase by 99 Stages
  3048. -- 2 = Increase by 4 Stages
  3049. -- 3 = Increase by 3 Stages
  3050. -- 4 = Increase by 2 Stages
  3051. -- 5 = Increase by 1 Stage
  3052. -- 6 = Nothing
  3053. -- 7 = Decrease by 1 Stage
  3054. -- 8 = Decrease by 2 Stages
  3055. -- 9 = Decrease by 3 Stages
  3056. -- 10 = Decrease by 4 Stages
  3057. DayLight_Effect2_Sight = 5,
  3058. -- Default=Nothing
  3059. -- 1 = Increase by 99 Stages
  3060. -- 2 = Increase by 4 Stages
  3061. -- 3 = Increase by 3 Stages
  3062. -- 4 = Increase by 2 Stages
  3063. -- 5 = Increase by 1 Stage
  3064. -- 6 = Nothing
  3065. -- 7 = Decrease by 1 Stage
  3066. -- 8 = Decrease by 2 Stages
  3067. -- 9 = Decrease by 3 Stages
  3068. -- 10 = Decrease by 4 Stages
  3069. DayLight_Effect2_Hearing = 6,
  3070. NightEnable = true,
  3071. -- Minimum=0.01 Maximum=0.99 Default=0.25
  3072. Night_Interval0 = 0.25,
  3073. -- Default=Nothing
  3074. -- 1 = Increase by 99 Stages
  3075. -- 2 = Increase by 4 Stages
  3076. -- 3 = Increase by 3 Stages
  3077. -- 4 = Increase by 2 Stages
  3078. -- 5 = Increase by 1 Stage
  3079. -- 6 = Nothing
  3080. -- 7 = Decrease by 1 Stage
  3081. -- 8 = Decrease by 2 Stages
  3082. -- 9 = Decrease by 3 Stages
  3083. -- 10 = Decrease by 4 Stages
  3084. Night_Effect0_Speed = 6,
  3085. -- Default=Nothing
  3086. -- 1 = Increase by 99 Stages
  3087. -- 2 = Increase by 4 Stages
  3088. -- 3 = Increase by 3 Stages
  3089. -- 4 = Increase by 2 Stages
  3090. -- 5 = Increase by 1 Stage
  3091. -- 6 = Nothing
  3092. -- 7 = Decrease by 1 Stage
  3093. -- 8 = Decrease by 2 Stages
  3094. -- 9 = Decrease by 3 Stages
  3095. -- 10 = Decrease by 4 Stages
  3096. Night_Effect0_Strength = 6,
  3097. -- Default=Nothing
  3098. -- 1 = Increase by 99 Stages
  3099. -- 2 = Increase by 4 Stages
  3100. -- 3 = Increase by 3 Stages
  3101. -- 4 = Increase by 2 Stages
  3102. -- 5 = Increase by 1 Stage
  3103. -- 6 = Nothing
  3104. -- 7 = Decrease by 1 Stage
  3105. -- 8 = Decrease by 2 Stages
  3106. -- 9 = Decrease by 3 Stages
  3107. -- 10 = Decrease by 4 Stages
  3108. Night_Effect0_Toughness = 6,
  3109. -- Default=Nothing
  3110. -- 1 = Increase by 99 Stages
  3111. -- 2 = Increase by 4 Stages
  3112. -- 3 = Increase by 3 Stages
  3113. -- 4 = Increase by 2 Stages
  3114. -- 5 = Increase by 1 Stage
  3115. -- 6 = Nothing
  3116. -- 7 = Decrease by 1 Stage
  3117. -- 8 = Decrease by 2 Stages
  3118. -- 9 = Decrease by 3 Stages
  3119. -- 10 = Decrease by 4 Stages
  3120. Night_Effect0_Cognition = 6,
  3121. -- Default=Nothing
  3122. -- 1 = Increase by 99 Stages
  3123. -- 2 = Increase by 4 Stages
  3124. -- 3 = Increase by 3 Stages
  3125. -- 4 = Increase by 2 Stages
  3126. -- 5 = Increase by 1 Stage
  3127. -- 6 = Nothing
  3128. -- 7 = Decrease by 1 Stage
  3129. -- 8 = Decrease by 2 Stages
  3130. -- 9 = Decrease by 3 Stages
  3131. -- 10 = Decrease by 4 Stages
  3132. Night_Effect0_Memory = 6,
  3133. -- Default=Nothing
  3134. -- 1 = Increase by 99 Stages
  3135. -- 2 = Increase by 4 Stages
  3136. -- 3 = Increase by 3 Stages
  3137. -- 4 = Increase by 2 Stages
  3138. -- 5 = Increase by 1 Stage
  3139. -- 6 = Nothing
  3140. -- 7 = Decrease by 1 Stage
  3141. -- 8 = Decrease by 2 Stages
  3142. -- 9 = Decrease by 3 Stages
  3143. -- 10 = Decrease by 4 Stages
  3144. Night_Effect0_Sight = 6,
  3145. -- Default=Nothing
  3146. -- 1 = Increase by 99 Stages
  3147. -- 2 = Increase by 4 Stages
  3148. -- 3 = Increase by 3 Stages
  3149. -- 4 = Increase by 2 Stages
  3150. -- 5 = Increase by 1 Stage
  3151. -- 6 = Nothing
  3152. -- 7 = Decrease by 1 Stage
  3153. -- 8 = Decrease by 2 Stages
  3154. -- 9 = Decrease by 3 Stages
  3155. -- 10 = Decrease by 4 Stages
  3156. Night_Effect0_Hearing = 6,
  3157. -- Minimum=0.01 Maximum=0.99 Default=0.50
  3158. Night_Interval1 = 0.5,
  3159. -- Default=Nothing
  3160. -- 1 = Increase by 99 Stages
  3161. -- 2 = Increase by 4 Stages
  3162. -- 3 = Increase by 3 Stages
  3163. -- 4 = Increase by 2 Stages
  3164. -- 5 = Increase by 1 Stage
  3165. -- 6 = Nothing
  3166. -- 7 = Decrease by 1 Stage
  3167. -- 8 = Decrease by 2 Stages
  3168. -- 9 = Decrease by 3 Stages
  3169. -- 10 = Decrease by 4 Stages
  3170. Night_Effect1_Speed = 6,
  3171. -- Default=Nothing
  3172. -- 1 = Increase by 99 Stages
  3173. -- 2 = Increase by 4 Stages
  3174. -- 3 = Increase by 3 Stages
  3175. -- 4 = Increase by 2 Stages
  3176. -- 5 = Increase by 1 Stage
  3177. -- 6 = Nothing
  3178. -- 7 = Decrease by 1 Stage
  3179. -- 8 = Decrease by 2 Stages
  3180. -- 9 = Decrease by 3 Stages
  3181. -- 10 = Decrease by 4 Stages
  3182. Night_Effect1_Strength = 6,
  3183. -- Default=Nothing
  3184. -- 1 = Increase by 99 Stages
  3185. -- 2 = Increase by 4 Stages
  3186. -- 3 = Increase by 3 Stages
  3187. -- 4 = Increase by 2 Stages
  3188. -- 5 = Increase by 1 Stage
  3189. -- 6 = Nothing
  3190. -- 7 = Decrease by 1 Stage
  3191. -- 8 = Decrease by 2 Stages
  3192. -- 9 = Decrease by 3 Stages
  3193. -- 10 = Decrease by 4 Stages
  3194. Night_Effect1_Toughness = 6,
  3195. -- Default=Nothing
  3196. -- 1 = Increase by 99 Stages
  3197. -- 2 = Increase by 4 Stages
  3198. -- 3 = Increase by 3 Stages
  3199. -- 4 = Increase by 2 Stages
  3200. -- 5 = Increase by 1 Stage
  3201. -- 6 = Nothing
  3202. -- 7 = Decrease by 1 Stage
  3203. -- 8 = Decrease by 2 Stages
  3204. -- 9 = Decrease by 3 Stages
  3205. -- 10 = Decrease by 4 Stages
  3206. Night_Effect1_Cognition = 6,
  3207. -- Default=Nothing
  3208. -- 1 = Increase by 99 Stages
  3209. -- 2 = Increase by 4 Stages
  3210. -- 3 = Increase by 3 Stages
  3211. -- 4 = Increase by 2 Stages
  3212. -- 5 = Increase by 1 Stage
  3213. -- 6 = Nothing
  3214. -- 7 = Decrease by 1 Stage
  3215. -- 8 = Decrease by 2 Stages
  3216. -- 9 = Decrease by 3 Stages
  3217. -- 10 = Decrease by 4 Stages
  3218. Night_Effect1_Memory = 6,
  3219. -- Default=Decrease by 1 Stage
  3220. -- 1 = Increase by 99 Stages
  3221. -- 2 = Increase by 4 Stages
  3222. -- 3 = Increase by 3 Stages
  3223. -- 4 = Increase by 2 Stages
  3224. -- 5 = Increase by 1 Stage
  3225. -- 6 = Nothing
  3226. -- 7 = Decrease by 1 Stage
  3227. -- 8 = Decrease by 2 Stages
  3228. -- 9 = Decrease by 3 Stages
  3229. -- 10 = Decrease by 4 Stages
  3230. Night_Effect1_Sight = 7,
  3231. -- Default=Nothing
  3232. -- 1 = Increase by 99 Stages
  3233. -- 2 = Increase by 4 Stages
  3234. -- 3 = Increase by 3 Stages
  3235. -- 4 = Increase by 2 Stages
  3236. -- 5 = Increase by 1 Stage
  3237. -- 6 = Nothing
  3238. -- 7 = Decrease by 1 Stage
  3239. -- 8 = Decrease by 2 Stages
  3240. -- 9 = Decrease by 3 Stages
  3241. -- 10 = Decrease by 4 Stages
  3242. Night_Effect1_Hearing = 6,
  3243. -- Minimum=0.01 Maximum=0.99 Default=0.75
  3244. Night_Interval2 = 0.75,
  3245. -- Default=Nothing
  3246. -- 1 = Increase by 99 Stages
  3247. -- 2 = Increase by 4 Stages
  3248. -- 3 = Increase by 3 Stages
  3249. -- 4 = Increase by 2 Stages
  3250. -- 5 = Increase by 1 Stage
  3251. -- 6 = Nothing
  3252. -- 7 = Decrease by 1 Stage
  3253. -- 8 = Decrease by 2 Stages
  3254. -- 9 = Decrease by 3 Stages
  3255. -- 10 = Decrease by 4 Stages
  3256. Night_Effect2_Speed = 6,
  3257. -- Default=Nothing
  3258. -- 1 = Increase by 99 Stages
  3259. -- 2 = Increase by 4 Stages
  3260. -- 3 = Increase by 3 Stages
  3261. -- 4 = Increase by 2 Stages
  3262. -- 5 = Increase by 1 Stage
  3263. -- 6 = Nothing
  3264. -- 7 = Decrease by 1 Stage
  3265. -- 8 = Decrease by 2 Stages
  3266. -- 9 = Decrease by 3 Stages
  3267. -- 10 = Decrease by 4 Stages
  3268. Night_Effect2_Strength = 6,
  3269. -- Default=Nothing
  3270. -- 1 = Increase by 99 Stages
  3271. -- 2 = Increase by 4 Stages
  3272. -- 3 = Increase by 3 Stages
  3273. -- 4 = Increase by 2 Stages
  3274. -- 5 = Increase by 1 Stage
  3275. -- 6 = Nothing
  3276. -- 7 = Decrease by 1 Stage
  3277. -- 8 = Decrease by 2 Stages
  3278. -- 9 = Decrease by 3 Stages
  3279. -- 10 = Decrease by 4 Stages
  3280. Night_Effect2_Toughness = 6,
  3281. -- Default=Nothing
  3282. -- 1 = Increase by 99 Stages
  3283. -- 2 = Increase by 4 Stages
  3284. -- 3 = Increase by 3 Stages
  3285. -- 4 = Increase by 2 Stages
  3286. -- 5 = Increase by 1 Stage
  3287. -- 6 = Nothing
  3288. -- 7 = Decrease by 1 Stage
  3289. -- 8 = Decrease by 2 Stages
  3290. -- 9 = Decrease by 3 Stages
  3291. -- 10 = Decrease by 4 Stages
  3292. Night_Effect2_Cognition = 6,
  3293. -- Default=Decrease by 1 Stage
  3294. -- 1 = Increase by 99 Stages
  3295. -- 2 = Increase by 4 Stages
  3296. -- 3 = Increase by 3 Stages
  3297. -- 4 = Increase by 2 Stages
  3298. -- 5 = Increase by 1 Stage
  3299. -- 6 = Nothing
  3300. -- 7 = Decrease by 1 Stage
  3301. -- 8 = Decrease by 2 Stages
  3302. -- 9 = Decrease by 3 Stages
  3303. -- 10 = Decrease by 4 Stages
  3304. Night_Effect2_Memory = 7,
  3305. -- Default=Decrease by 1 Stage
  3306. -- 1 = Increase by 99 Stages
  3307. -- 2 = Increase by 4 Stages
  3308. -- 3 = Increase by 3 Stages
  3309. -- 4 = Increase by 2 Stages
  3310. -- 5 = Increase by 1 Stage
  3311. -- 6 = Nothing
  3312. -- 7 = Decrease by 1 Stage
  3313. -- 8 = Decrease by 2 Stages
  3314. -- 9 = Decrease by 3 Stages
  3315. -- 10 = Decrease by 4 Stages
  3316. Night_Effect2_Sight = 7,
  3317. -- Default=Increase by 1 Stage
  3318. -- 1 = Increase by 99 Stages
  3319. -- 2 = Increase by 4 Stages
  3320. -- 3 = Increase by 3 Stages
  3321. -- 4 = Increase by 2 Stages
  3322. -- 5 = Increase by 1 Stage
  3323. -- 6 = Nothing
  3324. -- 7 = Decrease by 1 Stage
  3325. -- 8 = Decrease by 2 Stages
  3326. -- 9 = Decrease by 3 Stages
  3327. -- 10 = Decrease by 4 Stages
  3328. Night_Effect2_Hearing = 5,
  3329. TemperatureEnable = true,
  3330. -- Minimum=-200.00 Maximum=200.00 Default=-200.00
  3331. Temperature_Interval0 = -200.0,
  3332. -- Default=Decrease by 2 Stages
  3333. -- 1 = Increase by 99 Stages
  3334. -- 2 = Increase by 4 Stages
  3335. -- 3 = Increase by 3 Stages
  3336. -- 4 = Increase by 2 Stages
  3337. -- 5 = Increase by 1 Stage
  3338. -- 6 = Nothing
  3339. -- 7 = Decrease by 1 Stage
  3340. -- 8 = Decrease by 2 Stages
  3341. -- 9 = Decrease by 3 Stages
  3342. -- 10 = Decrease by 4 Stages
  3343. Temperature_Effect0_Speed = 7,
  3344. -- Default=Nothing
  3345. -- 1 = Increase by 99 Stages
  3346. -- 2 = Increase by 4 Stages
  3347. -- 3 = Increase by 3 Stages
  3348. -- 4 = Increase by 2 Stages
  3349. -- 5 = Increase by 1 Stage
  3350. -- 6 = Nothing
  3351. -- 7 = Decrease by 1 Stage
  3352. -- 8 = Decrease by 2 Stages
  3353. -- 9 = Decrease by 3 Stages
  3354. -- 10 = Decrease by 4 Stages
  3355. Temperature_Effect0_Strength = 6,
  3356. -- Default=Increase by 1 Stage
  3357. -- 1 = Increase by 99 Stages
  3358. -- 2 = Increase by 4 Stages
  3359. -- 3 = Increase by 3 Stages
  3360. -- 4 = Increase by 2 Stages
  3361. -- 5 = Increase by 1 Stage
  3362. -- 6 = Nothing
  3363. -- 7 = Decrease by 1 Stage
  3364. -- 8 = Decrease by 2 Stages
  3365. -- 9 = Decrease by 3 Stages
  3366. -- 10 = Decrease by 4 Stages
  3367. Temperature_Effect0_Toughness = 5,
  3368. -- Default=Nothing
  3369. -- 1 = Increase by 99 Stages
  3370. -- 2 = Increase by 4 Stages
  3371. -- 3 = Increase by 3 Stages
  3372. -- 4 = Increase by 2 Stages
  3373. -- 5 = Increase by 1 Stage
  3374. -- 6 = Nothing
  3375. -- 7 = Decrease by 1 Stage
  3376. -- 8 = Decrease by 2 Stages
  3377. -- 9 = Decrease by 3 Stages
  3378. -- 10 = Decrease by 4 Stages
  3379. Temperature_Effect0_Cognition = 6,
  3380. -- Default=Increase by 1 Stage
  3381. -- 1 = Increase by 99 Stages
  3382. -- 2 = Increase by 4 Stages
  3383. -- 3 = Increase by 3 Stages
  3384. -- 4 = Increase by 2 Stages
  3385. -- 5 = Increase by 1 Stage
  3386. -- 6 = Nothing
  3387. -- 7 = Decrease by 1 Stage
  3388. -- 8 = Decrease by 2 Stages
  3389. -- 9 = Decrease by 3 Stages
  3390. -- 10 = Decrease by 4 Stages
  3391. Temperature_Effect0_Memory = 5,
  3392. -- Default=Nothing
  3393. -- 1 = Increase by 99 Stages
  3394. -- 2 = Increase by 4 Stages
  3395. -- 3 = Increase by 3 Stages
  3396. -- 4 = Increase by 2 Stages
  3397. -- 5 = Increase by 1 Stage
  3398. -- 6 = Nothing
  3399. -- 7 = Decrease by 1 Stage
  3400. -- 8 = Decrease by 2 Stages
  3401. -- 9 = Decrease by 3 Stages
  3402. -- 10 = Decrease by 4 Stages
  3403. Temperature_Effect0_Sight = 6,
  3404. -- Default=Nothing
  3405. -- 1 = Increase by 99 Stages
  3406. -- 2 = Increase by 4 Stages
  3407. -- 3 = Increase by 3 Stages
  3408. -- 4 = Increase by 2 Stages
  3409. -- 5 = Increase by 1 Stage
  3410. -- 6 = Nothing
  3411. -- 7 = Decrease by 1 Stage
  3412. -- 8 = Decrease by 2 Stages
  3413. -- 9 = Decrease by 3 Stages
  3414. -- 10 = Decrease by 4 Stages
  3415. Temperature_Effect0_Hearing = 6,
  3416. -- Minimum=-200.00 Maximum=200.00 Default=0.00
  3417. Temperature_Interval1 = -50.0,
  3418. -- Default=Decrease by 1 Stage
  3419. -- 1 = Increase by 99 Stages
  3420. -- 2 = Increase by 4 Stages
  3421. -- 3 = Increase by 3 Stages
  3422. -- 4 = Increase by 2 Stages
  3423. -- 5 = Increase by 1 Stage
  3424. -- 6 = Nothing
  3425. -- 7 = Decrease by 1 Stage
  3426. -- 8 = Decrease by 2 Stages
  3427. -- 9 = Decrease by 3 Stages
  3428. -- 10 = Decrease by 4 Stages
  3429. Temperature_Effect1_Speed = 6,
  3430. -- Default=Nothing
  3431. -- 1 = Increase by 99 Stages
  3432. -- 2 = Increase by 4 Stages
  3433. -- 3 = Increase by 3 Stages
  3434. -- 4 = Increase by 2 Stages
  3435. -- 5 = Increase by 1 Stage
  3436. -- 6 = Nothing
  3437. -- 7 = Decrease by 1 Stage
  3438. -- 8 = Decrease by 2 Stages
  3439. -- 9 = Decrease by 3 Stages
  3440. -- 10 = Decrease by 4 Stages
  3441. Temperature_Effect1_Strength = 6,
  3442. -- Default=Increase by 1 Stage
  3443. -- 1 = Increase by 99 Stages
  3444. -- 2 = Increase by 4 Stages
  3445. -- 3 = Increase by 3 Stages
  3446. -- 4 = Increase by 2 Stages
  3447. -- 5 = Increase by 1 Stage
  3448. -- 6 = Nothing
  3449. -- 7 = Decrease by 1 Stage
  3450. -- 8 = Decrease by 2 Stages
  3451. -- 9 = Decrease by 3 Stages
  3452. -- 10 = Decrease by 4 Stages
  3453. Temperature_Effect1_Toughness = 6,
  3454. -- Default=Nothing
  3455. -- 1 = Increase by 99 Stages
  3456. -- 2 = Increase by 4 Stages
  3457. -- 3 = Increase by 3 Stages
  3458. -- 4 = Increase by 2 Stages
  3459. -- 5 = Increase by 1 Stage
  3460. -- 6 = Nothing
  3461. -- 7 = Decrease by 1 Stage
  3462. -- 8 = Decrease by 2 Stages
  3463. -- 9 = Decrease by 3 Stages
  3464. -- 10 = Decrease by 4 Stages
  3465. Temperature_Effect1_Cognition = 6,
  3466. -- Default=Increase by 1 Stage
  3467. -- 1 = Increase by 99 Stages
  3468. -- 2 = Increase by 4 Stages
  3469. -- 3 = Increase by 3 Stages
  3470. -- 4 = Increase by 2 Stages
  3471. -- 5 = Increase by 1 Stage
  3472. -- 6 = Nothing
  3473. -- 7 = Decrease by 1 Stage
  3474. -- 8 = Decrease by 2 Stages
  3475. -- 9 = Decrease by 3 Stages
  3476. -- 10 = Decrease by 4 Stages
  3477. Temperature_Effect1_Memory = 5,
  3478. -- Default=Nothing
  3479. -- 1 = Increase by 99 Stages
  3480. -- 2 = Increase by 4 Stages
  3481. -- 3 = Increase by 3 Stages
  3482. -- 4 = Increase by 2 Stages
  3483. -- 5 = Increase by 1 Stage
  3484. -- 6 = Nothing
  3485. -- 7 = Decrease by 1 Stage
  3486. -- 8 = Decrease by 2 Stages
  3487. -- 9 = Decrease by 3 Stages
  3488. -- 10 = Decrease by 4 Stages
  3489. Temperature_Effect1_Sight = 6,
  3490. -- Default=Nothing
  3491. -- 1 = Increase by 99 Stages
  3492. -- 2 = Increase by 4 Stages
  3493. -- 3 = Increase by 3 Stages
  3494. -- 4 = Increase by 2 Stages
  3495. -- 5 = Increase by 1 Stage
  3496. -- 6 = Nothing
  3497. -- 7 = Decrease by 1 Stage
  3498. -- 8 = Decrease by 2 Stages
  3499. -- 9 = Decrease by 3 Stages
  3500. -- 10 = Decrease by 4 Stages
  3501. Temperature_Effect1_Hearing = 6,
  3502. -- Minimum=-200.00 Maximum=200.00 Default=10.00
  3503. Temperature_Interval2 = 10.0,
  3504. -- Default=Nothing
  3505. -- 1 = Increase by 99 Stages
  3506. -- 2 = Increase by 4 Stages
  3507. -- 3 = Increase by 3 Stages
  3508. -- 4 = Increase by 2 Stages
  3509. -- 5 = Increase by 1 Stage
  3510. -- 6 = Nothing
  3511. -- 7 = Decrease by 1 Stage
  3512. -- 8 = Decrease by 2 Stages
  3513. -- 9 = Decrease by 3 Stages
  3514. -- 10 = Decrease by 4 Stages
  3515. Temperature_Effect2_Speed = 6,
  3516. -- Default=Nothing
  3517. -- 1 = Increase by 99 Stages
  3518. -- 2 = Increase by 4 Stages
  3519. -- 3 = Increase by 3 Stages
  3520. -- 4 = Increase by 2 Stages
  3521. -- 5 = Increase by 1 Stage
  3522. -- 6 = Nothing
  3523. -- 7 = Decrease by 1 Stage
  3524. -- 8 = Decrease by 2 Stages
  3525. -- 9 = Decrease by 3 Stages
  3526. -- 10 = Decrease by 4 Stages
  3527. Temperature_Effect2_Strength = 6,
  3528. -- Default=Nothing
  3529. -- 1 = Increase by 99 Stages
  3530. -- 2 = Increase by 4 Stages
  3531. -- 3 = Increase by 3 Stages
  3532. -- 4 = Increase by 2 Stages
  3533. -- 5 = Increase by 1 Stage
  3534. -- 6 = Nothing
  3535. -- 7 = Decrease by 1 Stage
  3536. -- 8 = Decrease by 2 Stages
  3537. -- 9 = Decrease by 3 Stages
  3538. -- 10 = Decrease by 4 Stages
  3539. Temperature_Effect2_Toughness = 6,
  3540. -- Default=Nothing
  3541. -- 1 = Increase by 99 Stages
  3542. -- 2 = Increase by 4 Stages
  3543. -- 3 = Increase by 3 Stages
  3544. -- 4 = Increase by 2 Stages
  3545. -- 5 = Increase by 1 Stage
  3546. -- 6 = Nothing
  3547. -- 7 = Decrease by 1 Stage
  3548. -- 8 = Decrease by 2 Stages
  3549. -- 9 = Decrease by 3 Stages
  3550. -- 10 = Decrease by 4 Stages
  3551. Temperature_Effect2_Cognition = 6,
  3552. -- Default=Nothing
  3553. -- 1 = Increase by 99 Stages
  3554. -- 2 = Increase by 4 Stages
  3555. -- 3 = Increase by 3 Stages
  3556. -- 4 = Increase by 2 Stages
  3557. -- 5 = Increase by 1 Stage
  3558. -- 6 = Nothing
  3559. -- 7 = Decrease by 1 Stage
  3560. -- 8 = Decrease by 2 Stages
  3561. -- 9 = Decrease by 3 Stages
  3562. -- 10 = Decrease by 4 Stages
  3563. Temperature_Effect2_Memory = 6,
  3564. -- Default=Nothing
  3565. -- 1 = Increase by 99 Stages
  3566. -- 2 = Increase by 4 Stages
  3567. -- 3 = Increase by 3 Stages
  3568. -- 4 = Increase by 2 Stages
  3569. -- 5 = Increase by 1 Stage
  3570. -- 6 = Nothing
  3571. -- 7 = Decrease by 1 Stage
  3572. -- 8 = Decrease by 2 Stages
  3573. -- 9 = Decrease by 3 Stages
  3574. -- 10 = Decrease by 4 Stages
  3575. Temperature_Effect2_Sight = 6,
  3576. -- Default=Nothing
  3577. -- 1 = Increase by 99 Stages
  3578. -- 2 = Increase by 4 Stages
  3579. -- 3 = Increase by 3 Stages
  3580. -- 4 = Increase by 2 Stages
  3581. -- 5 = Increase by 1 Stage
  3582. -- 6 = Nothing
  3583. -- 7 = Decrease by 1 Stage
  3584. -- 8 = Decrease by 2 Stages
  3585. -- 9 = Decrease by 3 Stages
  3586. -- 10 = Decrease by 4 Stages
  3587. Temperature_Effect2_Hearing = 6,
  3588. FogIntensityEnable = true,
  3589. -- Minimum=0.01 Maximum=0.99 Default=0.25
  3590. FogIntensity_Interval0 = 0.25,
  3591. -- Default=Nothing
  3592. -- 1 = Increase by 99 Stages
  3593. -- 2 = Increase by 4 Stages
  3594. -- 3 = Increase by 3 Stages
  3595. -- 4 = Increase by 2 Stages
  3596. -- 5 = Increase by 1 Stage
  3597. -- 6 = Nothing
  3598. -- 7 = Decrease by 1 Stage
  3599. -- 8 = Decrease by 2 Stages
  3600. -- 9 = Decrease by 3 Stages
  3601. -- 10 = Decrease by 4 Stages
  3602. FogIntensity_Effect0_Speed = 6,
  3603. -- Default=Nothing
  3604. -- 1 = Increase by 99 Stages
  3605. -- 2 = Increase by 4 Stages
  3606. -- 3 = Increase by 3 Stages
  3607. -- 4 = Increase by 2 Stages
  3608. -- 5 = Increase by 1 Stage
  3609. -- 6 = Nothing
  3610. -- 7 = Decrease by 1 Stage
  3611. -- 8 = Decrease by 2 Stages
  3612. -- 9 = Decrease by 3 Stages
  3613. -- 10 = Decrease by 4 Stages
  3614. FogIntensity_Effect0_Strength = 6,
  3615. -- Default=Nothing
  3616. -- 1 = Increase by 99 Stages
  3617. -- 2 = Increase by 4 Stages
  3618. -- 3 = Increase by 3 Stages
  3619. -- 4 = Increase by 2 Stages
  3620. -- 5 = Increase by 1 Stage
  3621. -- 6 = Nothing
  3622. -- 7 = Decrease by 1 Stage
  3623. -- 8 = Decrease by 2 Stages
  3624. -- 9 = Decrease by 3 Stages
  3625. -- 10 = Decrease by 4 Stages
  3626. FogIntensity_Effect0_Toughness = 6,
  3627. -- Default=Increase by 1 Stage
  3628. -- 1 = Increase by 99 Stages
  3629. -- 2 = Increase by 4 Stages
  3630. -- 3 = Increase by 3 Stages
  3631. -- 4 = Increase by 2 Stages
  3632. -- 5 = Increase by 1 Stage
  3633. -- 6 = Nothing
  3634. -- 7 = Decrease by 1 Stage
  3635. -- 8 = Decrease by 2 Stages
  3636. -- 9 = Decrease by 3 Stages
  3637. -- 10 = Decrease by 4 Stages
  3638. FogIntensity_Effect0_Cognition = 5,
  3639. -- Default=Increase by 1 Stage
  3640. -- 1 = Increase by 99 Stages
  3641. -- 2 = Increase by 4 Stages
  3642. -- 3 = Increase by 3 Stages
  3643. -- 4 = Increase by 2 Stages
  3644. -- 5 = Increase by 1 Stage
  3645. -- 6 = Nothing
  3646. -- 7 = Decrease by 1 Stage
  3647. -- 8 = Decrease by 2 Stages
  3648. -- 9 = Decrease by 3 Stages
  3649. -- 10 = Decrease by 4 Stages
  3650. FogIntensity_Effect0_Memory = 5,
  3651. -- Default=Decrease by 1 Stage
  3652. -- 1 = Increase by 99 Stages
  3653. -- 2 = Increase by 4 Stages
  3654. -- 3 = Increase by 3 Stages
  3655. -- 4 = Increase by 2 Stages
  3656. -- 5 = Increase by 1 Stage
  3657. -- 6 = Nothing
  3658. -- 7 = Decrease by 1 Stage
  3659. -- 8 = Decrease by 2 Stages
  3660. -- 9 = Decrease by 3 Stages
  3661. -- 10 = Decrease by 4 Stages
  3662. FogIntensity_Effect0_Sight = 7,
  3663. -- Default=Nothing
  3664. -- 1 = Increase by 99 Stages
  3665. -- 2 = Increase by 4 Stages
  3666. -- 3 = Increase by 3 Stages
  3667. -- 4 = Increase by 2 Stages
  3668. -- 5 = Increase by 1 Stage
  3669. -- 6 = Nothing
  3670. -- 7 = Decrease by 1 Stage
  3671. -- 8 = Decrease by 2 Stages
  3672. -- 9 = Decrease by 3 Stages
  3673. -- 10 = Decrease by 4 Stages
  3674. FogIntensity_Effect0_Hearing = 6,
  3675. -- Minimum=0.01 Maximum=0.99 Default=0.50
  3676. FogIntensity_Interval1 = 0.5,
  3677. -- Default=Nothing
  3678. -- 1 = Increase by 99 Stages
  3679. -- 2 = Increase by 4 Stages
  3680. -- 3 = Increase by 3 Stages
  3681. -- 4 = Increase by 2 Stages
  3682. -- 5 = Increase by 1 Stage
  3683. -- 6 = Nothing
  3684. -- 7 = Decrease by 1 Stage
  3685. -- 8 = Decrease by 2 Stages
  3686. -- 9 = Decrease by 3 Stages
  3687. -- 10 = Decrease by 4 Stages
  3688. FogIntensity_Effect1_Speed = 6,
  3689. -- Default=Increase by 1 Stage
  3690. -- 1 = Increase by 99 Stages
  3691. -- 2 = Increase by 4 Stages
  3692. -- 3 = Increase by 3 Stages
  3693. -- 4 = Increase by 2 Stages
  3694. -- 5 = Increase by 1 Stage
  3695. -- 6 = Nothing
  3696. -- 7 = Decrease by 1 Stage
  3697. -- 8 = Decrease by 2 Stages
  3698. -- 9 = Decrease by 3 Stages
  3699. -- 10 = Decrease by 4 Stages
  3700. FogIntensity_Effect1_Strength = 5,
  3701. -- Default=Increase by 1 Stage
  3702. -- 1 = Increase by 99 Stages
  3703. -- 2 = Increase by 4 Stages
  3704. -- 3 = Increase by 3 Stages
  3705. -- 4 = Increase by 2 Stages
  3706. -- 5 = Increase by 1 Stage
  3707. -- 6 = Nothing
  3708. -- 7 = Decrease by 1 Stage
  3709. -- 8 = Decrease by 2 Stages
  3710. -- 9 = Decrease by 3 Stages
  3711. -- 10 = Decrease by 4 Stages
  3712. FogIntensity_Effect1_Toughness = 5,
  3713. -- Default=Increase by 1 Stage
  3714. -- 1 = Increase by 99 Stages
  3715. -- 2 = Increase by 4 Stages
  3716. -- 3 = Increase by 3 Stages
  3717. -- 4 = Increase by 2 Stages
  3718. -- 5 = Increase by 1 Stage
  3719. -- 6 = Nothing
  3720. -- 7 = Decrease by 1 Stage
  3721. -- 8 = Decrease by 2 Stages
  3722. -- 9 = Decrease by 3 Stages
  3723. -- 10 = Decrease by 4 Stages
  3724. FogIntensity_Effect1_Cognition = 5,
  3725. -- Default=Increase by 1 Stage
  3726. -- 1 = Increase by 99 Stages
  3727. -- 2 = Increase by 4 Stages
  3728. -- 3 = Increase by 3 Stages
  3729. -- 4 = Increase by 2 Stages
  3730. -- 5 = Increase by 1 Stage
  3731. -- 6 = Nothing
  3732. -- 7 = Decrease by 1 Stage
  3733. -- 8 = Decrease by 2 Stages
  3734. -- 9 = Decrease by 3 Stages
  3735. -- 10 = Decrease by 4 Stages
  3736. FogIntensity_Effect1_Memory = 5,
  3737. -- Default=Decrease by 2 Stages
  3738. -- 1 = Increase by 99 Stages
  3739. -- 2 = Increase by 4 Stages
  3740. -- 3 = Increase by 3 Stages
  3741. -- 4 = Increase by 2 Stages
  3742. -- 5 = Increase by 1 Stage
  3743. -- 6 = Nothing
  3744. -- 7 = Decrease by 1 Stage
  3745. -- 8 = Decrease by 2 Stages
  3746. -- 9 = Decrease by 3 Stages
  3747. -- 10 = Decrease by 4 Stages
  3748. FogIntensity_Effect1_Sight = 8,
  3749. -- Default=Nothing
  3750. -- 1 = Increase by 99 Stages
  3751. -- 2 = Increase by 4 Stages
  3752. -- 3 = Increase by 3 Stages
  3753. -- 4 = Increase by 2 Stages
  3754. -- 5 = Increase by 1 Stage
  3755. -- 6 = Nothing
  3756. -- 7 = Decrease by 1 Stage
  3757. -- 8 = Decrease by 2 Stages
  3758. -- 9 = Decrease by 3 Stages
  3759. -- 10 = Decrease by 4 Stages
  3760. FogIntensity_Effect1_Hearing = 6,
  3761. -- Minimum=0.01 Maximum=0.99 Default=0.75
  3762. FogIntensity_Interval2 = 0.75,
  3763. -- Default=Nothing
  3764. -- 1 = Increase by 99 Stages
  3765. -- 2 = Increase by 4 Stages
  3766. -- 3 = Increase by 3 Stages
  3767. -- 4 = Increase by 2 Stages
  3768. -- 5 = Increase by 1 Stage
  3769. -- 6 = Nothing
  3770. -- 7 = Decrease by 1 Stage
  3771. -- 8 = Decrease by 2 Stages
  3772. -- 9 = Decrease by 3 Stages
  3773. -- 10 = Decrease by 4 Stages
  3774. FogIntensity_Effect2_Speed = 6,
  3775. -- Default=Increase by 1 Stage
  3776. -- 1 = Increase by 99 Stages
  3777. -- 2 = Increase by 4 Stages
  3778. -- 3 = Increase by 3 Stages
  3779. -- 4 = Increase by 2 Stages
  3780. -- 5 = Increase by 1 Stage
  3781. -- 6 = Nothing
  3782. -- 7 = Decrease by 1 Stage
  3783. -- 8 = Decrease by 2 Stages
  3784. -- 9 = Decrease by 3 Stages
  3785. -- 10 = Decrease by 4 Stages
  3786. FogIntensity_Effect2_Strength = 5,
  3787. -- Default=Increase by 1 Stage
  3788. -- 1 = Increase by 99 Stages
  3789. -- 2 = Increase by 4 Stages
  3790. -- 3 = Increase by 3 Stages
  3791. -- 4 = Increase by 2 Stages
  3792. -- 5 = Increase by 1 Stage
  3793. -- 6 = Nothing
  3794. -- 7 = Decrease by 1 Stage
  3795. -- 8 = Decrease by 2 Stages
  3796. -- 9 = Decrease by 3 Stages
  3797. -- 10 = Decrease by 4 Stages
  3798. FogIntensity_Effect2_Toughness = 5,
  3799. -- Default=Increase by 1 Stage
  3800. -- 1 = Increase by 99 Stages
  3801. -- 2 = Increase by 4 Stages
  3802. -- 3 = Increase by 3 Stages
  3803. -- 4 = Increase by 2 Stages
  3804. -- 5 = Increase by 1 Stage
  3805. -- 6 = Nothing
  3806. -- 7 = Decrease by 1 Stage
  3807. -- 8 = Decrease by 2 Stages
  3808. -- 9 = Decrease by 3 Stages
  3809. -- 10 = Decrease by 4 Stages
  3810. FogIntensity_Effect2_Cognition = 5,
  3811. -- Default=Increase by 2 Stages
  3812. -- 1 = Increase by 99 Stages
  3813. -- 2 = Increase by 4 Stages
  3814. -- 3 = Increase by 3 Stages
  3815. -- 4 = Increase by 2 Stages
  3816. -- 5 = Increase by 1 Stage
  3817. -- 6 = Nothing
  3818. -- 7 = Decrease by 1 Stage
  3819. -- 8 = Decrease by 2 Stages
  3820. -- 9 = Decrease by 3 Stages
  3821. -- 10 = Decrease by 4 Stages
  3822. FogIntensity_Effect2_Memory = 4,
  3823. -- Default=Decrease by 3 Stages
  3824. -- 1 = Increase by 99 Stages
  3825. -- 2 = Increase by 4 Stages
  3826. -- 3 = Increase by 3 Stages
  3827. -- 4 = Increase by 2 Stages
  3828. -- 5 = Increase by 1 Stage
  3829. -- 6 = Nothing
  3830. -- 7 = Decrease by 1 Stage
  3831. -- 8 = Decrease by 2 Stages
  3832. -- 9 = Decrease by 3 Stages
  3833. -- 10 = Decrease by 4 Stages
  3834. FogIntensity_Effect2_Sight = 9,
  3835. -- Default=Nothing
  3836. -- 1 = Increase by 99 Stages
  3837. -- 2 = Increase by 4 Stages
  3838. -- 3 = Increase by 3 Stages
  3839. -- 4 = Increase by 2 Stages
  3840. -- 5 = Increase by 1 Stage
  3841. -- 6 = Nothing
  3842. -- 7 = Decrease by 1 Stage
  3843. -- 8 = Decrease by 2 Stages
  3844. -- 9 = Decrease by 3 Stages
  3845. -- 10 = Decrease by 4 Stages
  3846. FogIntensity_Effect2_Hearing = 6,
  3847. RainIntensityEnable = true,
  3848. -- Minimum=0.01 Maximum=0.99 Default=0.25
  3849. RainIntensity_Interval0 = 0.25,
  3850. -- Default=Nothing
  3851. -- 1 = Increase by 99 Stages
  3852. -- 2 = Increase by 4 Stages
  3853. -- 3 = Increase by 3 Stages
  3854. -- 4 = Increase by 2 Stages
  3855. -- 5 = Increase by 1 Stage
  3856. -- 6 = Nothing
  3857. -- 7 = Decrease by 1 Stage
  3858. -- 8 = Decrease by 2 Stages
  3859. -- 9 = Decrease by 3 Stages
  3860. -- 10 = Decrease by 4 Stages
  3861. RainIntensity_Effect0_Speed = 6,
  3862. -- Default=Nothing
  3863. -- 1 = Increase by 99 Stages
  3864. -- 2 = Increase by 4 Stages
  3865. -- 3 = Increase by 3 Stages
  3866. -- 4 = Increase by 2 Stages
  3867. -- 5 = Increase by 1 Stage
  3868. -- 6 = Nothing
  3869. -- 7 = Decrease by 1 Stage
  3870. -- 8 = Decrease by 2 Stages
  3871. -- 9 = Decrease by 3 Stages
  3872. -- 10 = Decrease by 4 Stages
  3873. RainIntensity_Effect0_Strength = 6,
  3874. -- Default=Nothing
  3875. -- 1 = Increase by 99 Stages
  3876. -- 2 = Increase by 4 Stages
  3877. -- 3 = Increase by 3 Stages
  3878. -- 4 = Increase by 2 Stages
  3879. -- 5 = Increase by 1 Stage
  3880. -- 6 = Nothing
  3881. -- 7 = Decrease by 1 Stage
  3882. -- 8 = Decrease by 2 Stages
  3883. -- 9 = Decrease by 3 Stages
  3884. -- 10 = Decrease by 4 Stages
  3885. RainIntensity_Effect0_Toughness = 6,
  3886. -- Default=Nothing
  3887. -- 1 = Increase by 99 Stages
  3888. -- 2 = Increase by 4 Stages
  3889. -- 3 = Increase by 3 Stages
  3890. -- 4 = Increase by 2 Stages
  3891. -- 5 = Increase by 1 Stage
  3892. -- 6 = Nothing
  3893. -- 7 = Decrease by 1 Stage
  3894. -- 8 = Decrease by 2 Stages
  3895. -- 9 = Decrease by 3 Stages
  3896. -- 10 = Decrease by 4 Stages
  3897. RainIntensity_Effect0_Cognition = 6,
  3898. -- Default=Decrease by 1 Stage
  3899. -- 1 = Increase by 99 Stages
  3900. -- 2 = Increase by 4 Stages
  3901. -- 3 = Increase by 3 Stages
  3902. -- 4 = Increase by 2 Stages
  3903. -- 5 = Increase by 1 Stage
  3904. -- 6 = Nothing
  3905. -- 7 = Decrease by 1 Stage
  3906. -- 8 = Decrease by 2 Stages
  3907. -- 9 = Decrease by 3 Stages
  3908. -- 10 = Decrease by 4 Stages
  3909. RainIntensity_Effect0_Memory = 7,
  3910. -- Default=Decrease by 1 Stage
  3911. -- 1 = Increase by 99 Stages
  3912. -- 2 = Increase by 4 Stages
  3913. -- 3 = Increase by 3 Stages
  3914. -- 4 = Increase by 2 Stages
  3915. -- 5 = Increase by 1 Stage
  3916. -- 6 = Nothing
  3917. -- 7 = Decrease by 1 Stage
  3918. -- 8 = Decrease by 2 Stages
  3919. -- 9 = Decrease by 3 Stages
  3920. -- 10 = Decrease by 4 Stages
  3921. RainIntensity_Effect0_Sight = 7,
  3922. -- Default=Decrease by 1 Stage
  3923. -- 1 = Increase by 99 Stages
  3924. -- 2 = Increase by 4 Stages
  3925. -- 3 = Increase by 3 Stages
  3926. -- 4 = Increase by 2 Stages
  3927. -- 5 = Increase by 1 Stage
  3928. -- 6 = Nothing
  3929. -- 7 = Decrease by 1 Stage
  3930. -- 8 = Decrease by 2 Stages
  3931. -- 9 = Decrease by 3 Stages
  3932. -- 10 = Decrease by 4 Stages
  3933. RainIntensity_Effect0_Hearing = 7,
  3934. -- Minimum=0.01 Maximum=0.99 Default=0.50
  3935. RainIntensity_Interval1 = 0.5,
  3936. -- Default=Nothing
  3937. -- 1 = Increase by 99 Stages
  3938. -- 2 = Increase by 4 Stages
  3939. -- 3 = Increase by 3 Stages
  3940. -- 4 = Increase by 2 Stages
  3941. -- 5 = Increase by 1 Stage
  3942. -- 6 = Nothing
  3943. -- 7 = Decrease by 1 Stage
  3944. -- 8 = Decrease by 2 Stages
  3945. -- 9 = Decrease by 3 Stages
  3946. -- 10 = Decrease by 4 Stages
  3947. RainIntensity_Effect1_Speed = 6,
  3948. -- Default=Nothing
  3949. -- 1 = Increase by 99 Stages
  3950. -- 2 = Increase by 4 Stages
  3951. -- 3 = Increase by 3 Stages
  3952. -- 4 = Increase by 2 Stages
  3953. -- 5 = Increase by 1 Stage
  3954. -- 6 = Nothing
  3955. -- 7 = Decrease by 1 Stage
  3956. -- 8 = Decrease by 2 Stages
  3957. -- 9 = Decrease by 3 Stages
  3958. -- 10 = Decrease by 4 Stages
  3959. RainIntensity_Effect1_Strength = 6,
  3960. -- Default=Nothing
  3961. -- 1 = Increase by 99 Stages
  3962. -- 2 = Increase by 4 Stages
  3963. -- 3 = Increase by 3 Stages
  3964. -- 4 = Increase by 2 Stages
  3965. -- 5 = Increase by 1 Stage
  3966. -- 6 = Nothing
  3967. -- 7 = Decrease by 1 Stage
  3968. -- 8 = Decrease by 2 Stages
  3969. -- 9 = Decrease by 3 Stages
  3970. -- 10 = Decrease by 4 Stages
  3971. RainIntensity_Effect1_Toughness = 6,
  3972. -- Default=Nothing
  3973. -- 1 = Increase by 99 Stages
  3974. -- 2 = Increase by 4 Stages
  3975. -- 3 = Increase by 3 Stages
  3976. -- 4 = Increase by 2 Stages
  3977. -- 5 = Increase by 1 Stage
  3978. -- 6 = Nothing
  3979. -- 7 = Decrease by 1 Stage
  3980. -- 8 = Decrease by 2 Stages
  3981. -- 9 = Decrease by 3 Stages
  3982. -- 10 = Decrease by 4 Stages
  3983. RainIntensity_Effect1_Cognition = 6,
  3984. -- Default=Decrease by 2 Stages
  3985. -- 1 = Increase by 99 Stages
  3986. -- 2 = Increase by 4 Stages
  3987. -- 3 = Increase by 3 Stages
  3988. -- 4 = Increase by 2 Stages
  3989. -- 5 = Increase by 1 Stage
  3990. -- 6 = Nothing
  3991. -- 7 = Decrease by 1 Stage
  3992. -- 8 = Decrease by 2 Stages
  3993. -- 9 = Decrease by 3 Stages
  3994. -- 10 = Decrease by 4 Stages
  3995. RainIntensity_Effect1_Memory = 8,
  3996. -- Default=Decrease by 2 Stages
  3997. -- 1 = Increase by 99 Stages
  3998. -- 2 = Increase by 4 Stages
  3999. -- 3 = Increase by 3 Stages
  4000. -- 4 = Increase by 2 Stages
  4001. -- 5 = Increase by 1 Stage
  4002. -- 6 = Nothing
  4003. -- 7 = Decrease by 1 Stage
  4004. -- 8 = Decrease by 2 Stages
  4005. -- 9 = Decrease by 3 Stages
  4006. -- 10 = Decrease by 4 Stages
  4007. RainIntensity_Effect1_Sight = 8,
  4008. -- Default=Decrease by 2 Stages
  4009. -- 1 = Increase by 99 Stages
  4010. -- 2 = Increase by 4 Stages
  4011. -- 3 = Increase by 3 Stages
  4012. -- 4 = Increase by 2 Stages
  4013. -- 5 = Increase by 1 Stage
  4014. -- 6 = Nothing
  4015. -- 7 = Decrease by 1 Stage
  4016. -- 8 = Decrease by 2 Stages
  4017. -- 9 = Decrease by 3 Stages
  4018. -- 10 = Decrease by 4 Stages
  4019. RainIntensity_Effect1_Hearing = 8,
  4020. -- Minimum=0.01 Maximum=0.99 Default=0.75
  4021. RainIntensity_Interval2 = 0.75,
  4022. -- Default=Nothing
  4023. -- 1 = Increase by 99 Stages
  4024. -- 2 = Increase by 4 Stages
  4025. -- 3 = Increase by 3 Stages
  4026. -- 4 = Increase by 2 Stages
  4027. -- 5 = Increase by 1 Stage
  4028. -- 6 = Nothing
  4029. -- 7 = Decrease by 1 Stage
  4030. -- 8 = Decrease by 2 Stages
  4031. -- 9 = Decrease by 3 Stages
  4032. -- 10 = Decrease by 4 Stages
  4033. RainIntensity_Effect2_Speed = 6,
  4034. -- Default=Nothing
  4035. -- 1 = Increase by 99 Stages
  4036. -- 2 = Increase by 4 Stages
  4037. -- 3 = Increase by 3 Stages
  4038. -- 4 = Increase by 2 Stages
  4039. -- 5 = Increase by 1 Stage
  4040. -- 6 = Nothing
  4041. -- 7 = Decrease by 1 Stage
  4042. -- 8 = Decrease by 2 Stages
  4043. -- 9 = Decrease by 3 Stages
  4044. -- 10 = Decrease by 4 Stages
  4045. RainIntensity_Effect2_Strength = 6,
  4046. -- Default=Nothing
  4047. -- 1 = Increase by 99 Stages
  4048. -- 2 = Increase by 4 Stages
  4049. -- 3 = Increase by 3 Stages
  4050. -- 4 = Increase by 2 Stages
  4051. -- 5 = Increase by 1 Stage
  4052. -- 6 = Nothing
  4053. -- 7 = Decrease by 1 Stage
  4054. -- 8 = Decrease by 2 Stages
  4055. -- 9 = Decrease by 3 Stages
  4056. -- 10 = Decrease by 4 Stages
  4057. RainIntensity_Effect2_Toughness = 6,
  4058. -- Default=Nothing
  4059. -- 1 = Increase by 99 Stages
  4060. -- 2 = Increase by 4 Stages
  4061. -- 3 = Increase by 3 Stages
  4062. -- 4 = Increase by 2 Stages
  4063. -- 5 = Increase by 1 Stage
  4064. -- 6 = Nothing
  4065. -- 7 = Decrease by 1 Stage
  4066. -- 8 = Decrease by 2 Stages
  4067. -- 9 = Decrease by 3 Stages
  4068. -- 10 = Decrease by 4 Stages
  4069. RainIntensity_Effect2_Cognition = 6,
  4070. -- Default=Decrease by 3 Stages
  4071. -- 1 = Increase by 99 Stages
  4072. -- 2 = Increase by 4 Stages
  4073. -- 3 = Increase by 3 Stages
  4074. -- 4 = Increase by 2 Stages
  4075. -- 5 = Increase by 1 Stage
  4076. -- 6 = Nothing
  4077. -- 7 = Decrease by 1 Stage
  4078. -- 8 = Decrease by 2 Stages
  4079. -- 9 = Decrease by 3 Stages
  4080. -- 10 = Decrease by 4 Stages
  4081. RainIntensity_Effect2_Memory = 9,
  4082. -- Default=Decrease by 3 Stages
  4083. -- 1 = Increase by 99 Stages
  4084. -- 2 = Increase by 4 Stages
  4085. -- 3 = Increase by 3 Stages
  4086. -- 4 = Increase by 2 Stages
  4087. -- 5 = Increase by 1 Stage
  4088. -- 6 = Nothing
  4089. -- 7 = Decrease by 1 Stage
  4090. -- 8 = Decrease by 2 Stages
  4091. -- 9 = Decrease by 3 Stages
  4092. -- 10 = Decrease by 4 Stages
  4093. RainIntensity_Effect2_Sight = 9,
  4094. -- Default=Decrease by 3 Stages
  4095. -- 1 = Increase by 99 Stages
  4096. -- 2 = Increase by 4 Stages
  4097. -- 3 = Increase by 3 Stages
  4098. -- 4 = Increase by 2 Stages
  4099. -- 5 = Increase by 1 Stage
  4100. -- 6 = Nothing
  4101. -- 7 = Decrease by 1 Stage
  4102. -- 8 = Decrease by 2 Stages
  4103. -- 9 = Decrease by 3 Stages
  4104. -- 10 = Decrease by 4 Stages
  4105. RainIntensity_Effect2_Hearing = 9,
  4106. SnowIntensityEnable = true,
  4107. -- Minimum=0.01 Maximum=0.99 Default=0.25
  4108. SnowIntensity_Interval0 = 0.25,
  4109. -- Default=Nothing
  4110. -- 1 = Increase by 99 Stages
  4111. -- 2 = Increase by 4 Stages
  4112. -- 3 = Increase by 3 Stages
  4113. -- 4 = Increase by 2 Stages
  4114. -- 5 = Increase by 1 Stage
  4115. -- 6 = Nothing
  4116. -- 7 = Decrease by 1 Stage
  4117. -- 8 = Decrease by 2 Stages
  4118. -- 9 = Decrease by 3 Stages
  4119. -- 10 = Decrease by 4 Stages
  4120. SnowIntensity_Effect0_Speed = 6,
  4121. -- Default=Nothing
  4122. -- 1 = Increase by 99 Stages
  4123. -- 2 = Increase by 4 Stages
  4124. -- 3 = Increase by 3 Stages
  4125. -- 4 = Increase by 2 Stages
  4126. -- 5 = Increase by 1 Stage
  4127. -- 6 = Nothing
  4128. -- 7 = Decrease by 1 Stage
  4129. -- 8 = Decrease by 2 Stages
  4130. -- 9 = Decrease by 3 Stages
  4131. -- 10 = Decrease by 4 Stages
  4132. SnowIntensity_Effect0_Strength = 6,
  4133. -- Default=Nothing
  4134. -- 1 = Increase by 99 Stages
  4135. -- 2 = Increase by 4 Stages
  4136. -- 3 = Increase by 3 Stages
  4137. -- 4 = Increase by 2 Stages
  4138. -- 5 = Increase by 1 Stage
  4139. -- 6 = Nothing
  4140. -- 7 = Decrease by 1 Stage
  4141. -- 8 = Decrease by 2 Stages
  4142. -- 9 = Decrease by 3 Stages
  4143. -- 10 = Decrease by 4 Stages
  4144. SnowIntensity_Effect0_Toughness = 6,
  4145. -- Default=Nothing
  4146. -- 1 = Increase by 99 Stages
  4147. -- 2 = Increase by 4 Stages
  4148. -- 3 = Increase by 3 Stages
  4149. -- 4 = Increase by 2 Stages
  4150. -- 5 = Increase by 1 Stage
  4151. -- 6 = Nothing
  4152. -- 7 = Decrease by 1 Stage
  4153. -- 8 = Decrease by 2 Stages
  4154. -- 9 = Decrease by 3 Stages
  4155. -- 10 = Decrease by 4 Stages
  4156. SnowIntensity_Effect0_Cognition = 6,
  4157. -- Default=Decrease by 1 Stage
  4158. -- 1 = Increase by 99 Stages
  4159. -- 2 = Increase by 4 Stages
  4160. -- 3 = Increase by 3 Stages
  4161. -- 4 = Increase by 2 Stages
  4162. -- 5 = Increase by 1 Stage
  4163. -- 6 = Nothing
  4164. -- 7 = Decrease by 1 Stage
  4165. -- 8 = Decrease by 2 Stages
  4166. -- 9 = Decrease by 3 Stages
  4167. -- 10 = Decrease by 4 Stages
  4168. SnowIntensity_Effect0_Memory = 7,
  4169. -- Default=Decrease by 1 Stage
  4170. -- 1 = Increase by 99 Stages
  4171. -- 2 = Increase by 4 Stages
  4172. -- 3 = Increase by 3 Stages
  4173. -- 4 = Increase by 2 Stages
  4174. -- 5 = Increase by 1 Stage
  4175. -- 6 = Nothing
  4176. -- 7 = Decrease by 1 Stage
  4177. -- 8 = Decrease by 2 Stages
  4178. -- 9 = Decrease by 3 Stages
  4179. -- 10 = Decrease by 4 Stages
  4180. SnowIntensity_Effect0_Sight = 7,
  4181. -- Default=Nothing
  4182. -- 1 = Increase by 99 Stages
  4183. -- 2 = Increase by 4 Stages
  4184. -- 3 = Increase by 3 Stages
  4185. -- 4 = Increase by 2 Stages
  4186. -- 5 = Increase by 1 Stage
  4187. -- 6 = Nothing
  4188. -- 7 = Decrease by 1 Stage
  4189. -- 8 = Decrease by 2 Stages
  4190. -- 9 = Decrease by 3 Stages
  4191. -- 10 = Decrease by 4 Stages
  4192. SnowIntensity_Effect0_Hearing = 6,
  4193. -- Minimum=0.01 Maximum=0.99 Default=0.50
  4194. SnowIntensity_Interval1 = 0.5,
  4195. -- Default=Nothing
  4196. -- 1 = Increase by 99 Stages
  4197. -- 2 = Increase by 4 Stages
  4198. -- 3 = Increase by 3 Stages
  4199. -- 4 = Increase by 2 Stages
  4200. -- 5 = Increase by 1 Stage
  4201. -- 6 = Nothing
  4202. -- 7 = Decrease by 1 Stage
  4203. -- 8 = Decrease by 2 Stages
  4204. -- 9 = Decrease by 3 Stages
  4205. -- 10 = Decrease by 4 Stages
  4206. SnowIntensity_Effect1_Speed = 6,
  4207. -- Default=Nothing
  4208. -- 1 = Increase by 99 Stages
  4209. -- 2 = Increase by 4 Stages
  4210. -- 3 = Increase by 3 Stages
  4211. -- 4 = Increase by 2 Stages
  4212. -- 5 = Increase by 1 Stage
  4213. -- 6 = Nothing
  4214. -- 7 = Decrease by 1 Stage
  4215. -- 8 = Decrease by 2 Stages
  4216. -- 9 = Decrease by 3 Stages
  4217. -- 10 = Decrease by 4 Stages
  4218. SnowIntensity_Effect1_Strength = 6,
  4219. -- Default=Nothing
  4220. -- 1 = Increase by 99 Stages
  4221. -- 2 = Increase by 4 Stages
  4222. -- 3 = Increase by 3 Stages
  4223. -- 4 = Increase by 2 Stages
  4224. -- 5 = Increase by 1 Stage
  4225. -- 6 = Nothing
  4226. -- 7 = Decrease by 1 Stage
  4227. -- 8 = Decrease by 2 Stages
  4228. -- 9 = Decrease by 3 Stages
  4229. -- 10 = Decrease by 4 Stages
  4230. SnowIntensity_Effect1_Toughness = 6,
  4231. -- Default=Nothing
  4232. -- 1 = Increase by 99 Stages
  4233. -- 2 = Increase by 4 Stages
  4234. -- 3 = Increase by 3 Stages
  4235. -- 4 = Increase by 2 Stages
  4236. -- 5 = Increase by 1 Stage
  4237. -- 6 = Nothing
  4238. -- 7 = Decrease by 1 Stage
  4239. -- 8 = Decrease by 2 Stages
  4240. -- 9 = Decrease by 3 Stages
  4241. -- 10 = Decrease by 4 Stages
  4242. SnowIntensity_Effect1_Cognition = 6,
  4243. -- Default=Decrease by 2 Stages
  4244. -- 1 = Increase by 99 Stages
  4245. -- 2 = Increase by 4 Stages
  4246. -- 3 = Increase by 3 Stages
  4247. -- 4 = Increase by 2 Stages
  4248. -- 5 = Increase by 1 Stage
  4249. -- 6 = Nothing
  4250. -- 7 = Decrease by 1 Stage
  4251. -- 8 = Decrease by 2 Stages
  4252. -- 9 = Decrease by 3 Stages
  4253. -- 10 = Decrease by 4 Stages
  4254. SnowIntensity_Effect1_Memory = 8,
  4255. -- Default=Decrease by 2 Stages
  4256. -- 1 = Increase by 99 Stages
  4257. -- 2 = Increase by 4 Stages
  4258. -- 3 = Increase by 3 Stages
  4259. -- 4 = Increase by 2 Stages
  4260. -- 5 = Increase by 1 Stage
  4261. -- 6 = Nothing
  4262. -- 7 = Decrease by 1 Stage
  4263. -- 8 = Decrease by 2 Stages
  4264. -- 9 = Decrease by 3 Stages
  4265. -- 10 = Decrease by 4 Stages
  4266. SnowIntensity_Effect1_Sight = 8,
  4267. -- Default=Nothing
  4268. -- 1 = Increase by 99 Stages
  4269. -- 2 = Increase by 4 Stages
  4270. -- 3 = Increase by 3 Stages
  4271. -- 4 = Increase by 2 Stages
  4272. -- 5 = Increase by 1 Stage
  4273. -- 6 = Nothing
  4274. -- 7 = Decrease by 1 Stage
  4275. -- 8 = Decrease by 2 Stages
  4276. -- 9 = Decrease by 3 Stages
  4277. -- 10 = Decrease by 4 Stages
  4278. SnowIntensity_Effect1_Hearing = 6,
  4279. -- Minimum=0.01 Maximum=0.99 Default=0.75
  4280. SnowIntensity_Interval2 = 0.75,
  4281. -- Default=Nothing
  4282. -- 1 = Increase by 99 Stages
  4283. -- 2 = Increase by 4 Stages
  4284. -- 3 = Increase by 3 Stages
  4285. -- 4 = Increase by 2 Stages
  4286. -- 5 = Increase by 1 Stage
  4287. -- 6 = Nothing
  4288. -- 7 = Decrease by 1 Stage
  4289. -- 8 = Decrease by 2 Stages
  4290. -- 9 = Decrease by 3 Stages
  4291. -- 10 = Decrease by 4 Stages
  4292. SnowIntensity_Effect2_Speed = 6,
  4293. -- Default=Nothing
  4294. -- 1 = Increase by 99 Stages
  4295. -- 2 = Increase by 4 Stages
  4296. -- 3 = Increase by 3 Stages
  4297. -- 4 = Increase by 2 Stages
  4298. -- 5 = Increase by 1 Stage
  4299. -- 6 = Nothing
  4300. -- 7 = Decrease by 1 Stage
  4301. -- 8 = Decrease by 2 Stages
  4302. -- 9 = Decrease by 3 Stages
  4303. -- 10 = Decrease by 4 Stages
  4304. SnowIntensity_Effect2_Strength = 6,
  4305. -- Default=Nothing
  4306. -- 1 = Increase by 99 Stages
  4307. -- 2 = Increase by 4 Stages
  4308. -- 3 = Increase by 3 Stages
  4309. -- 4 = Increase by 2 Stages
  4310. -- 5 = Increase by 1 Stage
  4311. -- 6 = Nothing
  4312. -- 7 = Decrease by 1 Stage
  4313. -- 8 = Decrease by 2 Stages
  4314. -- 9 = Decrease by 3 Stages
  4315. -- 10 = Decrease by 4 Stages
  4316. SnowIntensity_Effect2_Toughness = 6,
  4317. -- Default=Nothing
  4318. -- 1 = Increase by 99 Stages
  4319. -- 2 = Increase by 4 Stages
  4320. -- 3 = Increase by 3 Stages
  4321. -- 4 = Increase by 2 Stages
  4322. -- 5 = Increase by 1 Stage
  4323. -- 6 = Nothing
  4324. -- 7 = Decrease by 1 Stage
  4325. -- 8 = Decrease by 2 Stages
  4326. -- 9 = Decrease by 3 Stages
  4327. -- 10 = Decrease by 4 Stages
  4328. SnowIntensity_Effect2_Cognition = 6,
  4329. -- Default=Decrease by 3 Stages
  4330. -- 1 = Increase by 99 Stages
  4331. -- 2 = Increase by 4 Stages
  4332. -- 3 = Increase by 3 Stages
  4333. -- 4 = Increase by 2 Stages
  4334. -- 5 = Increase by 1 Stage
  4335. -- 6 = Nothing
  4336. -- 7 = Decrease by 1 Stage
  4337. -- 8 = Decrease by 2 Stages
  4338. -- 9 = Decrease by 3 Stages
  4339. -- 10 = Decrease by 4 Stages
  4340. SnowIntensity_Effect2_Memory = 9,
  4341. -- Default=Decrease by 3 Stages
  4342. -- 1 = Increase by 99 Stages
  4343. -- 2 = Increase by 4 Stages
  4344. -- 3 = Increase by 3 Stages
  4345. -- 4 = Increase by 2 Stages
  4346. -- 5 = Increase by 1 Stage
  4347. -- 6 = Nothing
  4348. -- 7 = Decrease by 1 Stage
  4349. -- 8 = Decrease by 2 Stages
  4350. -- 9 = Decrease by 3 Stages
  4351. -- 10 = Decrease by 4 Stages
  4352. SnowIntensity_Effect2_Sight = 9,
  4353. -- Default=Nothing
  4354. -- 1 = Increase by 99 Stages
  4355. -- 2 = Increase by 4 Stages
  4356. -- 3 = Increase by 3 Stages
  4357. -- 4 = Increase by 2 Stages
  4358. -- 5 = Increase by 1 Stage
  4359. -- 6 = Nothing
  4360. -- 7 = Decrease by 1 Stage
  4361. -- 8 = Decrease by 2 Stages
  4362. -- 9 = Decrease by 3 Stages
  4363. -- 10 = Decrease by 4 Stages
  4364. SnowIntensity_Effect2_Hearing = 6,
  4365. CloudIntensityEnable = true,
  4366. -- Minimum=0.01 Maximum=0.99 Default=0.25
  4367. CloudIntensity_Interval0 = 0.25,
  4368. -- Default=Nothing
  4369. -- 1 = Increase by 99 Stages
  4370. -- 2 = Increase by 4 Stages
  4371. -- 3 = Increase by 3 Stages
  4372. -- 4 = Increase by 2 Stages
  4373. -- 5 = Increase by 1 Stage
  4374. -- 6 = Nothing
  4375. -- 7 = Decrease by 1 Stage
  4376. -- 8 = Decrease by 2 Stages
  4377. -- 9 = Decrease by 3 Stages
  4378. -- 10 = Decrease by 4 Stages
  4379. CloudIntensity_Effect0_Speed = 6,
  4380. -- Default=Nothing
  4381. -- 1 = Increase by 99 Stages
  4382. -- 2 = Increase by 4 Stages
  4383. -- 3 = Increase by 3 Stages
  4384. -- 4 = Increase by 2 Stages
  4385. -- 5 = Increase by 1 Stage
  4386. -- 6 = Nothing
  4387. -- 7 = Decrease by 1 Stage
  4388. -- 8 = Decrease by 2 Stages
  4389. -- 9 = Decrease by 3 Stages
  4390. -- 10 = Decrease by 4 Stages
  4391. CloudIntensity_Effect0_Strength = 6,
  4392. -- Default=Nothing
  4393. -- 1 = Increase by 99 Stages
  4394. -- 2 = Increase by 4 Stages
  4395. -- 3 = Increase by 3 Stages
  4396. -- 4 = Increase by 2 Stages
  4397. -- 5 = Increase by 1 Stage
  4398. -- 6 = Nothing
  4399. -- 7 = Decrease by 1 Stage
  4400. -- 8 = Decrease by 2 Stages
  4401. -- 9 = Decrease by 3 Stages
  4402. -- 10 = Decrease by 4 Stages
  4403. CloudIntensity_Effect0_Toughness = 6,
  4404. -- Default=Nothing
  4405. -- 1 = Increase by 99 Stages
  4406. -- 2 = Increase by 4 Stages
  4407. -- 3 = Increase by 3 Stages
  4408. -- 4 = Increase by 2 Stages
  4409. -- 5 = Increase by 1 Stage
  4410. -- 6 = Nothing
  4411. -- 7 = Decrease by 1 Stage
  4412. -- 8 = Decrease by 2 Stages
  4413. -- 9 = Decrease by 3 Stages
  4414. -- 10 = Decrease by 4 Stages
  4415. CloudIntensity_Effect0_Cognition = 6,
  4416. -- Default=Nothing
  4417. -- 1 = Increase by 99 Stages
  4418. -- 2 = Increase by 4 Stages
  4419. -- 3 = Increase by 3 Stages
  4420. -- 4 = Increase by 2 Stages
  4421. -- 5 = Increase by 1 Stage
  4422. -- 6 = Nothing
  4423. -- 7 = Decrease by 1 Stage
  4424. -- 8 = Decrease by 2 Stages
  4425. -- 9 = Decrease by 3 Stages
  4426. -- 10 = Decrease by 4 Stages
  4427. CloudIntensity_Effect0_Memory = 6,
  4428. -- Default=Nothing
  4429. -- 1 = Increase by 99 Stages
  4430. -- 2 = Increase by 4 Stages
  4431. -- 3 = Increase by 3 Stages
  4432. -- 4 = Increase by 2 Stages
  4433. -- 5 = Increase by 1 Stage
  4434. -- 6 = Nothing
  4435. -- 7 = Decrease by 1 Stage
  4436. -- 8 = Decrease by 2 Stages
  4437. -- 9 = Decrease by 3 Stages
  4438. -- 10 = Decrease by 4 Stages
  4439. CloudIntensity_Effect0_Sight = 6,
  4440. -- Default=Nothing
  4441. -- 1 = Increase by 99 Stages
  4442. -- 2 = Increase by 4 Stages
  4443. -- 3 = Increase by 3 Stages
  4444. -- 4 = Increase by 2 Stages
  4445. -- 5 = Increase by 1 Stage
  4446. -- 6 = Nothing
  4447. -- 7 = Decrease by 1 Stage
  4448. -- 8 = Decrease by 2 Stages
  4449. -- 9 = Decrease by 3 Stages
  4450. -- 10 = Decrease by 4 Stages
  4451. CloudIntensity_Effect0_Hearing = 6,
  4452. -- Minimum=0.01 Maximum=0.99 Default=0.50
  4453. CloudIntensity_Interval1 = 0.5,
  4454. -- Default=Nothing
  4455. -- 1 = Increase by 99 Stages
  4456. -- 2 = Increase by 4 Stages
  4457. -- 3 = Increase by 3 Stages
  4458. -- 4 = Increase by 2 Stages
  4459. -- 5 = Increase by 1 Stage
  4460. -- 6 = Nothing
  4461. -- 7 = Decrease by 1 Stage
  4462. -- 8 = Decrease by 2 Stages
  4463. -- 9 = Decrease by 3 Stages
  4464. -- 10 = Decrease by 4 Stages
  4465. CloudIntensity_Effect1_Speed = 6,
  4466. -- Default=Nothing
  4467. -- 1 = Increase by 99 Stages
  4468. -- 2 = Increase by 4 Stages
  4469. -- 3 = Increase by 3 Stages
  4470. -- 4 = Increase by 2 Stages
  4471. -- 5 = Increase by 1 Stage
  4472. -- 6 = Nothing
  4473. -- 7 = Decrease by 1 Stage
  4474. -- 8 = Decrease by 2 Stages
  4475. -- 9 = Decrease by 3 Stages
  4476. -- 10 = Decrease by 4 Stages
  4477. CloudIntensity_Effect1_Strength = 6,
  4478. -- Default=Nothing
  4479. -- 1 = Increase by 99 Stages
  4480. -- 2 = Increase by 4 Stages
  4481. -- 3 = Increase by 3 Stages
  4482. -- 4 = Increase by 2 Stages
  4483. -- 5 = Increase by 1 Stage
  4484. -- 6 = Nothing
  4485. -- 7 = Decrease by 1 Stage
  4486. -- 8 = Decrease by 2 Stages
  4487. -- 9 = Decrease by 3 Stages
  4488. -- 10 = Decrease by 4 Stages
  4489. CloudIntensity_Effect1_Toughness = 6,
  4490. -- Default=Nothing
  4491. -- 1 = Increase by 99 Stages
  4492. -- 2 = Increase by 4 Stages
  4493. -- 3 = Increase by 3 Stages
  4494. -- 4 = Increase by 2 Stages
  4495. -- 5 = Increase by 1 Stage
  4496. -- 6 = Nothing
  4497. -- 7 = Decrease by 1 Stage
  4498. -- 8 = Decrease by 2 Stages
  4499. -- 9 = Decrease by 3 Stages
  4500. -- 10 = Decrease by 4 Stages
  4501. CloudIntensity_Effect1_Cognition = 6,
  4502. -- Default=Decrease by 1 Stage
  4503. -- 1 = Increase by 99 Stages
  4504. -- 2 = Increase by 4 Stages
  4505. -- 3 = Increase by 3 Stages
  4506. -- 4 = Increase by 2 Stages
  4507. -- 5 = Increase by 1 Stage
  4508. -- 6 = Nothing
  4509. -- 7 = Decrease by 1 Stage
  4510. -- 8 = Decrease by 2 Stages
  4511. -- 9 = Decrease by 3 Stages
  4512. -- 10 = Decrease by 4 Stages
  4513. CloudIntensity_Effect1_Memory = 7,
  4514. -- Default=Nothing
  4515. -- 1 = Increase by 99 Stages
  4516. -- 2 = Increase by 4 Stages
  4517. -- 3 = Increase by 3 Stages
  4518. -- 4 = Increase by 2 Stages
  4519. -- 5 = Increase by 1 Stage
  4520. -- 6 = Nothing
  4521. -- 7 = Decrease by 1 Stage
  4522. -- 8 = Decrease by 2 Stages
  4523. -- 9 = Decrease by 3 Stages
  4524. -- 10 = Decrease by 4 Stages
  4525. CloudIntensity_Effect1_Sight = 6,
  4526. -- Default=Nothing
  4527. -- 1 = Increase by 99 Stages
  4528. -- 2 = Increase by 4 Stages
  4529. -- 3 = Increase by 3 Stages
  4530. -- 4 = Increase by 2 Stages
  4531. -- 5 = Increase by 1 Stage
  4532. -- 6 = Nothing
  4533. -- 7 = Decrease by 1 Stage
  4534. -- 8 = Decrease by 2 Stages
  4535. -- 9 = Decrease by 3 Stages
  4536. -- 10 = Decrease by 4 Stages
  4537. CloudIntensity_Effect1_Hearing = 6,
  4538. -- Minimum=0.01 Maximum=0.99 Default=0.75
  4539. CloudIntensity_Interval2 = 0.75,
  4540. -- Default=Nothing
  4541. -- 1 = Increase by 99 Stages
  4542. -- 2 = Increase by 4 Stages
  4543. -- 3 = Increase by 3 Stages
  4544. -- 4 = Increase by 2 Stages
  4545. -- 5 = Increase by 1 Stage
  4546. -- 6 = Nothing
  4547. -- 7 = Decrease by 1 Stage
  4548. -- 8 = Decrease by 2 Stages
  4549. -- 9 = Decrease by 3 Stages
  4550. -- 10 = Decrease by 4 Stages
  4551. CloudIntensity_Effect2_Speed = 6,
  4552. -- Default=Nothing
  4553. -- 1 = Increase by 99 Stages
  4554. -- 2 = Increase by 4 Stages
  4555. -- 3 = Increase by 3 Stages
  4556. -- 4 = Increase by 2 Stages
  4557. -- 5 = Increase by 1 Stage
  4558. -- 6 = Nothing
  4559. -- 7 = Decrease by 1 Stage
  4560. -- 8 = Decrease by 2 Stages
  4561. -- 9 = Decrease by 3 Stages
  4562. -- 10 = Decrease by 4 Stages
  4563. CloudIntensity_Effect2_Strength = 6,
  4564. -- Default=Nothing
  4565. -- 1 = Increase by 99 Stages
  4566. -- 2 = Increase by 4 Stages
  4567. -- 3 = Increase by 3 Stages
  4568. -- 4 = Increase by 2 Stages
  4569. -- 5 = Increase by 1 Stage
  4570. -- 6 = Nothing
  4571. -- 7 = Decrease by 1 Stage
  4572. -- 8 = Decrease by 2 Stages
  4573. -- 9 = Decrease by 3 Stages
  4574. -- 10 = Decrease by 4 Stages
  4575. CloudIntensity_Effect2_Toughness = 6,
  4576. -- Default=Nothing
  4577. -- 1 = Increase by 99 Stages
  4578. -- 2 = Increase by 4 Stages
  4579. -- 3 = Increase by 3 Stages
  4580. -- 4 = Increase by 2 Stages
  4581. -- 5 = Increase by 1 Stage
  4582. -- 6 = Nothing
  4583. -- 7 = Decrease by 1 Stage
  4584. -- 8 = Decrease by 2 Stages
  4585. -- 9 = Decrease by 3 Stages
  4586. -- 10 = Decrease by 4 Stages
  4587. CloudIntensity_Effect2_Cognition = 6,
  4588. -- Default=Decrease by 1 Stage
  4589. -- 1 = Increase by 99 Stages
  4590. -- 2 = Increase by 4 Stages
  4591. -- 3 = Increase by 3 Stages
  4592. -- 4 = Increase by 2 Stages
  4593. -- 5 = Increase by 1 Stage
  4594. -- 6 = Nothing
  4595. -- 7 = Decrease by 1 Stage
  4596. -- 8 = Decrease by 2 Stages
  4597. -- 9 = Decrease by 3 Stages
  4598. -- 10 = Decrease by 4 Stages
  4599. CloudIntensity_Effect2_Memory = 7,
  4600. -- Default=Decrease by 1 Stage
  4601. -- 1 = Increase by 99 Stages
  4602. -- 2 = Increase by 4 Stages
  4603. -- 3 = Increase by 3 Stages
  4604. -- 4 = Increase by 2 Stages
  4605. -- 5 = Increase by 1 Stage
  4606. -- 6 = Nothing
  4607. -- 7 = Decrease by 1 Stage
  4608. -- 8 = Decrease by 2 Stages
  4609. -- 9 = Decrease by 3 Stages
  4610. -- 10 = Decrease by 4 Stages
  4611. CloudIntensity_Effect2_Sight = 7,
  4612. -- Default=Nothing
  4613. -- 1 = Increase by 99 Stages
  4614. -- 2 = Increase by 4 Stages
  4615. -- 3 = Increase by 3 Stages
  4616. -- 4 = Increase by 2 Stages
  4617. -- 5 = Increase by 1 Stage
  4618. -- 6 = Nothing
  4619. -- 7 = Decrease by 1 Stage
  4620. -- 8 = Decrease by 2 Stages
  4621. -- 9 = Decrease by 3 Stages
  4622. -- 10 = Decrease by 4 Stages
  4623. CloudIntensity_Effect2_Hearing = 6,
  4624. WindIntensityEnable = true,
  4625. -- Minimum=0.01 Maximum=0.99 Default=0.25
  4626. WindIntensity_Interval0 = 0.25,
  4627. -- Default=Nothing
  4628. -- 1 = Increase by 99 Stages
  4629. -- 2 = Increase by 4 Stages
  4630. -- 3 = Increase by 3 Stages
  4631. -- 4 = Increase by 2 Stages
  4632. -- 5 = Increase by 1 Stage
  4633. -- 6 = Nothing
  4634. -- 7 = Decrease by 1 Stage
  4635. -- 8 = Decrease by 2 Stages
  4636. -- 9 = Decrease by 3 Stages
  4637. -- 10 = Decrease by 4 Stages
  4638. WindIntensity_Effect0_Speed = 6,
  4639. -- Default=Nothing
  4640. -- 1 = Increase by 99 Stages
  4641. -- 2 = Increase by 4 Stages
  4642. -- 3 = Increase by 3 Stages
  4643. -- 4 = Increase by 2 Stages
  4644. -- 5 = Increase by 1 Stage
  4645. -- 6 = Nothing
  4646. -- 7 = Decrease by 1 Stage
  4647. -- 8 = Decrease by 2 Stages
  4648. -- 9 = Decrease by 3 Stages
  4649. -- 10 = Decrease by 4 Stages
  4650. WindIntensity_Effect0_Strength = 6,
  4651. -- Default=Nothing
  4652. -- 1 = Increase by 99 Stages
  4653. -- 2 = Increase by 4 Stages
  4654. -- 3 = Increase by 3 Stages
  4655. -- 4 = Increase by 2 Stages
  4656. -- 5 = Increase by 1 Stage
  4657. -- 6 = Nothing
  4658. -- 7 = Decrease by 1 Stage
  4659. -- 8 = Decrease by 2 Stages
  4660. -- 9 = Decrease by 3 Stages
  4661. -- 10 = Decrease by 4 Stages
  4662. WindIntensity_Effect0_Toughness = 6,
  4663. -- Default=Nothing
  4664. -- 1 = Increase by 99 Stages
  4665. -- 2 = Increase by 4 Stages
  4666. -- 3 = Increase by 3 Stages
  4667. -- 4 = Increase by 2 Stages
  4668. -- 5 = Increase by 1 Stage
  4669. -- 6 = Nothing
  4670. -- 7 = Decrease by 1 Stage
  4671. -- 8 = Decrease by 2 Stages
  4672. -- 9 = Decrease by 3 Stages
  4673. -- 10 = Decrease by 4 Stages
  4674. WindIntensity_Effect0_Cognition = 6,
  4675. -- Default=Nothing
  4676. -- 1 = Increase by 99 Stages
  4677. -- 2 = Increase by 4 Stages
  4678. -- 3 = Increase by 3 Stages
  4679. -- 4 = Increase by 2 Stages
  4680. -- 5 = Increase by 1 Stage
  4681. -- 6 = Nothing
  4682. -- 7 = Decrease by 1 Stage
  4683. -- 8 = Decrease by 2 Stages
  4684. -- 9 = Decrease by 3 Stages
  4685. -- 10 = Decrease by 4 Stages
  4686. WindIntensity_Effect0_Memory = 6,
  4687. -- Default=Nothing
  4688. -- 1 = Increase by 99 Stages
  4689. -- 2 = Increase by 4 Stages
  4690. -- 3 = Increase by 3 Stages
  4691. -- 4 = Increase by 2 Stages
  4692. -- 5 = Increase by 1 Stage
  4693. -- 6 = Nothing
  4694. -- 7 = Decrease by 1 Stage
  4695. -- 8 = Decrease by 2 Stages
  4696. -- 9 = Decrease by 3 Stages
  4697. -- 10 = Decrease by 4 Stages
  4698. WindIntensity_Effect0_Sight = 6,
  4699. -- Default=Decrease by 1 Stage
  4700. -- 1 = Increase by 99 Stages
  4701. -- 2 = Increase by 4 Stages
  4702. -- 3 = Increase by 3 Stages
  4703. -- 4 = Increase by 2 Stages
  4704. -- 5 = Increase by 1 Stage
  4705. -- 6 = Nothing
  4706. -- 7 = Decrease by 1 Stage
  4707. -- 8 = Decrease by 2 Stages
  4708. -- 9 = Decrease by 3 Stages
  4709. -- 10 = Decrease by 4 Stages
  4710. WindIntensity_Effect0_Hearing = 7,
  4711. -- Minimum=0.01 Maximum=0.99 Default=0.50
  4712. WindIntensity_Interval1 = 0.5,
  4713. -- Default=Nothing
  4714. -- 1 = Increase by 99 Stages
  4715. -- 2 = Increase by 4 Stages
  4716. -- 3 = Increase by 3 Stages
  4717. -- 4 = Increase by 2 Stages
  4718. -- 5 = Increase by 1 Stage
  4719. -- 6 = Nothing
  4720. -- 7 = Decrease by 1 Stage
  4721. -- 8 = Decrease by 2 Stages
  4722. -- 9 = Decrease by 3 Stages
  4723. -- 10 = Decrease by 4 Stages
  4724. WindIntensity_Effect1_Speed = 6,
  4725. -- Default=Nothing
  4726. -- 1 = Increase by 99 Stages
  4727. -- 2 = Increase by 4 Stages
  4728. -- 3 = Increase by 3 Stages
  4729. -- 4 = Increase by 2 Stages
  4730. -- 5 = Increase by 1 Stage
  4731. -- 6 = Nothing
  4732. -- 7 = Decrease by 1 Stage
  4733. -- 8 = Decrease by 2 Stages
  4734. -- 9 = Decrease by 3 Stages
  4735. -- 10 = Decrease by 4 Stages
  4736. WindIntensity_Effect1_Strength = 6,
  4737. -- Default=Nothing
  4738. -- 1 = Increase by 99 Stages
  4739. -- 2 = Increase by 4 Stages
  4740. -- 3 = Increase by 3 Stages
  4741. -- 4 = Increase by 2 Stages
  4742. -- 5 = Increase by 1 Stage
  4743. -- 6 = Nothing
  4744. -- 7 = Decrease by 1 Stage
  4745. -- 8 = Decrease by 2 Stages
  4746. -- 9 = Decrease by 3 Stages
  4747. -- 10 = Decrease by 4 Stages
  4748. WindIntensity_Effect1_Toughness = 6,
  4749. -- Default=Nothing
  4750. -- 1 = Increase by 99 Stages
  4751. -- 2 = Increase by 4 Stages
  4752. -- 3 = Increase by 3 Stages
  4753. -- 4 = Increase by 2 Stages
  4754. -- 5 = Increase by 1 Stage
  4755. -- 6 = Nothing
  4756. -- 7 = Decrease by 1 Stage
  4757. -- 8 = Decrease by 2 Stages
  4758. -- 9 = Decrease by 3 Stages
  4759. -- 10 = Decrease by 4 Stages
  4760. WindIntensity_Effect1_Cognition = 6,
  4761. -- Default=Nothing
  4762. -- 1 = Increase by 99 Stages
  4763. -- 2 = Increase by 4 Stages
  4764. -- 3 = Increase by 3 Stages
  4765. -- 4 = Increase by 2 Stages
  4766. -- 5 = Increase by 1 Stage
  4767. -- 6 = Nothing
  4768. -- 7 = Decrease by 1 Stage
  4769. -- 8 = Decrease by 2 Stages
  4770. -- 9 = Decrease by 3 Stages
  4771. -- 10 = Decrease by 4 Stages
  4772. WindIntensity_Effect1_Memory = 6,
  4773. -- Default=Nothing
  4774. -- 1 = Increase by 99 Stages
  4775. -- 2 = Increase by 4 Stages
  4776. -- 3 = Increase by 3 Stages
  4777. -- 4 = Increase by 2 Stages
  4778. -- 5 = Increase by 1 Stage
  4779. -- 6 = Nothing
  4780. -- 7 = Decrease by 1 Stage
  4781. -- 8 = Decrease by 2 Stages
  4782. -- 9 = Decrease by 3 Stages
  4783. -- 10 = Decrease by 4 Stages
  4784. WindIntensity_Effect1_Sight = 6,
  4785. -- Default=Decrease by 2 Stages
  4786. -- 1 = Increase by 99 Stages
  4787. -- 2 = Increase by 4 Stages
  4788. -- 3 = Increase by 3 Stages
  4789. -- 4 = Increase by 2 Stages
  4790. -- 5 = Increase by 1 Stage
  4791. -- 6 = Nothing
  4792. -- 7 = Decrease by 1 Stage
  4793. -- 8 = Decrease by 2 Stages
  4794. -- 9 = Decrease by 3 Stages
  4795. -- 10 = Decrease by 4 Stages
  4796. WindIntensity_Effect1_Hearing = 8,
  4797. -- Minimum=0.01 Maximum=0.99 Default=0.75
  4798. WindIntensity_Interval2 = 0.75,
  4799. -- Default=Nothing
  4800. -- 1 = Increase by 99 Stages
  4801. -- 2 = Increase by 4 Stages
  4802. -- 3 = Increase by 3 Stages
  4803. -- 4 = Increase by 2 Stages
  4804. -- 5 = Increase by 1 Stage
  4805. -- 6 = Nothing
  4806. -- 7 = Decrease by 1 Stage
  4807. -- 8 = Decrease by 2 Stages
  4808. -- 9 = Decrease by 3 Stages
  4809. -- 10 = Decrease by 4 Stages
  4810. WindIntensity_Effect2_Speed = 6,
  4811. -- Default=Nothing
  4812. -- 1 = Increase by 99 Stages
  4813. -- 2 = Increase by 4 Stages
  4814. -- 3 = Increase by 3 Stages
  4815. -- 4 = Increase by 2 Stages
  4816. -- 5 = Increase by 1 Stage
  4817. -- 6 = Nothing
  4818. -- 7 = Decrease by 1 Stage
  4819. -- 8 = Decrease by 2 Stages
  4820. -- 9 = Decrease by 3 Stages
  4821. -- 10 = Decrease by 4 Stages
  4822. WindIntensity_Effect2_Strength = 6,
  4823. -- Default=Nothing
  4824. -- 1 = Increase by 99 Stages
  4825. -- 2 = Increase by 4 Stages
  4826. -- 3 = Increase by 3 Stages
  4827. -- 4 = Increase by 2 Stages
  4828. -- 5 = Increase by 1 Stage
  4829. -- 6 = Nothing
  4830. -- 7 = Decrease by 1 Stage
  4831. -- 8 = Decrease by 2 Stages
  4832. -- 9 = Decrease by 3 Stages
  4833. -- 10 = Decrease by 4 Stages
  4834. WindIntensity_Effect2_Toughness = 6,
  4835. -- Default=Nothing
  4836. -- 1 = Increase by 99 Stages
  4837. -- 2 = Increase by 4 Stages
  4838. -- 3 = Increase by 3 Stages
  4839. -- 4 = Increase by 2 Stages
  4840. -- 5 = Increase by 1 Stage
  4841. -- 6 = Nothing
  4842. -- 7 = Decrease by 1 Stage
  4843. -- 8 = Decrease by 2 Stages
  4844. -- 9 = Decrease by 3 Stages
  4845. -- 10 = Decrease by 4 Stages
  4846. WindIntensity_Effect2_Cognition = 6,
  4847. -- Default=Nothing
  4848. -- 1 = Increase by 99 Stages
  4849. -- 2 = Increase by 4 Stages
  4850. -- 3 = Increase by 3 Stages
  4851. -- 4 = Increase by 2 Stages
  4852. -- 5 = Increase by 1 Stage
  4853. -- 6 = Nothing
  4854. -- 7 = Decrease by 1 Stage
  4855. -- 8 = Decrease by 2 Stages
  4856. -- 9 = Decrease by 3 Stages
  4857. -- 10 = Decrease by 4 Stages
  4858. WindIntensity_Effect2_Memory = 6,
  4859. -- Default=Nothing
  4860. -- 1 = Increase by 99 Stages
  4861. -- 2 = Increase by 4 Stages
  4862. -- 3 = Increase by 3 Stages
  4863. -- 4 = Increase by 2 Stages
  4864. -- 5 = Increase by 1 Stage
  4865. -- 6 = Nothing
  4866. -- 7 = Decrease by 1 Stage
  4867. -- 8 = Decrease by 2 Stages
  4868. -- 9 = Decrease by 3 Stages
  4869. -- 10 = Decrease by 4 Stages
  4870. WindIntensity_Effect2_Sight = 6,
  4871. -- Default=Decrease by 3 Stages
  4872. -- 1 = Increase by 99 Stages
  4873. -- 2 = Increase by 4 Stages
  4874. -- 3 = Increase by 3 Stages
  4875. -- 4 = Increase by 2 Stages
  4876. -- 5 = Increase by 1 Stage
  4877. -- 6 = Nothing
  4878. -- 7 = Decrease by 1 Stage
  4879. -- 8 = Decrease by 2 Stages
  4880. -- 9 = Decrease by 3 Stages
  4881. -- 10 = Decrease by 4 Stages
  4882. WindIntensity_Effect2_Hearing = 9,
  4883. MoonPhaseEnable = true,
  4884. -- Minimum=0.00 Maximum=1.00 Default=0.75
  4885. MoonPhaseMoonThreshold = 0.75,
  4886. -- Minimum=0.00 Maximum=0.00 Default=0.00
  4887. MoonPhase_Interval0 = 0.0,
  4888. -- Default=Nothing
  4889. -- 1 = Increase by 99 Stages
  4890. -- 2 = Increase by 4 Stages
  4891. -- 3 = Increase by 3 Stages
  4892. -- 4 = Increase by 2 Stages
  4893. -- 5 = Increase by 1 Stage
  4894. -- 6 = Nothing
  4895. -- 7 = Decrease by 1 Stage
  4896. -- 8 = Decrease by 2 Stages
  4897. -- 9 = Decrease by 3 Stages
  4898. -- 10 = Decrease by 4 Stages
  4899. MoonPhase_Effect0_Speed = 6,
  4900. -- Default=Nothing
  4901. -- 1 = Increase by 99 Stages
  4902. -- 2 = Increase by 4 Stages
  4903. -- 3 = Increase by 3 Stages
  4904. -- 4 = Increase by 2 Stages
  4905. -- 5 = Increase by 1 Stage
  4906. -- 6 = Nothing
  4907. -- 7 = Decrease by 1 Stage
  4908. -- 8 = Decrease by 2 Stages
  4909. -- 9 = Decrease by 3 Stages
  4910. -- 10 = Decrease by 4 Stages
  4911. MoonPhase_Effect0_Strength = 6,
  4912. -- Default=Nothing
  4913. -- 1 = Increase by 99 Stages
  4914. -- 2 = Increase by 4 Stages
  4915. -- 3 = Increase by 3 Stages
  4916. -- 4 = Increase by 2 Stages
  4917. -- 5 = Increase by 1 Stage
  4918. -- 6 = Nothing
  4919. -- 7 = Decrease by 1 Stage
  4920. -- 8 = Decrease by 2 Stages
  4921. -- 9 = Decrease by 3 Stages
  4922. -- 10 = Decrease by 4 Stages
  4923. MoonPhase_Effect0_Toughness = 6,
  4924. -- Default=Nothing
  4925. -- 1 = Increase by 99 Stages
  4926. -- 2 = Increase by 4 Stages
  4927. -- 3 = Increase by 3 Stages
  4928. -- 4 = Increase by 2 Stages
  4929. -- 5 = Increase by 1 Stage
  4930. -- 6 = Nothing
  4931. -- 7 = Decrease by 1 Stage
  4932. -- 8 = Decrease by 2 Stages
  4933. -- 9 = Decrease by 3 Stages
  4934. -- 10 = Decrease by 4 Stages
  4935. MoonPhase_Effect0_Cognition = 6,
  4936. -- Default=Nothing
  4937. -- 1 = Increase by 99 Stages
  4938. -- 2 = Increase by 4 Stages
  4939. -- 3 = Increase by 3 Stages
  4940. -- 4 = Increase by 2 Stages
  4941. -- 5 = Increase by 1 Stage
  4942. -- 6 = Nothing
  4943. -- 7 = Decrease by 1 Stage
  4944. -- 8 = Decrease by 2 Stages
  4945. -- 9 = Decrease by 3 Stages
  4946. -- 10 = Decrease by 4 Stages
  4947. MoonPhase_Effect0_Memory = 6,
  4948. -- Default=Nothing
  4949. -- 1 = Increase by 99 Stages
  4950. -- 2 = Increase by 4 Stages
  4951. -- 3 = Increase by 3 Stages
  4952. -- 4 = Increase by 2 Stages
  4953. -- 5 = Increase by 1 Stage
  4954. -- 6 = Nothing
  4955. -- 7 = Decrease by 1 Stage
  4956. -- 8 = Decrease by 2 Stages
  4957. -- 9 = Decrease by 3 Stages
  4958. -- 10 = Decrease by 4 Stages
  4959. MoonPhase_Effect0_Sight = 6,
  4960. -- Default=Nothing
  4961. -- 1 = Increase by 99 Stages
  4962. -- 2 = Increase by 4 Stages
  4963. -- 3 = Increase by 3 Stages
  4964. -- 4 = Increase by 2 Stages
  4965. -- 5 = Increase by 1 Stage
  4966. -- 6 = Nothing
  4967. -- 7 = Decrease by 1 Stage
  4968. -- 8 = Decrease by 2 Stages
  4969. -- 9 = Decrease by 3 Stages
  4970. -- 10 = Decrease by 4 Stages
  4971. MoonPhase_Effect0_Hearing = 6,
  4972. -- Minimum=1.00 Maximum=1.00 Default=1.00
  4973. MoonPhase_Interval1 = 1.0,
  4974. -- Default=Nothing
  4975. -- 1 = Increase by 99 Stages
  4976. -- 2 = Increase by 4 Stages
  4977. -- 3 = Increase by 3 Stages
  4978. -- 4 = Increase by 2 Stages
  4979. -- 5 = Increase by 1 Stage
  4980. -- 6 = Nothing
  4981. -- 7 = Decrease by 1 Stage
  4982. -- 8 = Decrease by 2 Stages
  4983. -- 9 = Decrease by 3 Stages
  4984. -- 10 = Decrease by 4 Stages
  4985. MoonPhase_Effect1_Speed = 6,
  4986. -- Default=Nothing
  4987. -- 1 = Increase by 99 Stages
  4988. -- 2 = Increase by 4 Stages
  4989. -- 3 = Increase by 3 Stages
  4990. -- 4 = Increase by 2 Stages
  4991. -- 5 = Increase by 1 Stage
  4992. -- 6 = Nothing
  4993. -- 7 = Decrease by 1 Stage
  4994. -- 8 = Decrease by 2 Stages
  4995. -- 9 = Decrease by 3 Stages
  4996. -- 10 = Decrease by 4 Stages
  4997. MoonPhase_Effect1_Strength = 6,
  4998. -- Default=Nothing
  4999. -- 1 = Increase by 99 Stages
  5000. -- 2 = Increase by 4 Stages
  5001. -- 3 = Increase by 3 Stages
  5002. -- 4 = Increase by 2 Stages
  5003. -- 5 = Increase by 1 Stage
  5004. -- 6 = Nothing
  5005. -- 7 = Decrease by 1 Stage
  5006. -- 8 = Decrease by 2 Stages
  5007. -- 9 = Decrease by 3 Stages
  5008. -- 10 = Decrease by 4 Stages
  5009. MoonPhase_Effect1_Toughness = 6,
  5010. -- Default=Nothing
  5011. -- 1 = Increase by 99 Stages
  5012. -- 2 = Increase by 4 Stages
  5013. -- 3 = Increase by 3 Stages
  5014. -- 4 = Increase by 2 Stages
  5015. -- 5 = Increase by 1 Stage
  5016. -- 6 = Nothing
  5017. -- 7 = Decrease by 1 Stage
  5018. -- 8 = Decrease by 2 Stages
  5019. -- 9 = Decrease by 3 Stages
  5020. -- 10 = Decrease by 4 Stages
  5021. MoonPhase_Effect1_Cognition = 6,
  5022. -- Default=Increase by 1 Stage
  5023. -- 1 = Increase by 99 Stages
  5024. -- 2 = Increase by 4 Stages
  5025. -- 3 = Increase by 3 Stages
  5026. -- 4 = Increase by 2 Stages
  5027. -- 5 = Increase by 1 Stage
  5028. -- 6 = Nothing
  5029. -- 7 = Decrease by 1 Stage
  5030. -- 8 = Decrease by 2 Stages
  5031. -- 9 = Decrease by 3 Stages
  5032. -- 10 = Decrease by 4 Stages
  5033. MoonPhase_Effect1_Memory = 5,
  5034. -- Default=Nothing
  5035. -- 1 = Increase by 99 Stages
  5036. -- 2 = Increase by 4 Stages
  5037. -- 3 = Increase by 3 Stages
  5038. -- 4 = Increase by 2 Stages
  5039. -- 5 = Increase by 1 Stage
  5040. -- 6 = Nothing
  5041. -- 7 = Decrease by 1 Stage
  5042. -- 8 = Decrease by 2 Stages
  5043. -- 9 = Decrease by 3 Stages
  5044. -- 10 = Decrease by 4 Stages
  5045. MoonPhase_Effect1_Sight = 6,
  5046. -- Default=Nothing
  5047. -- 1 = Increase by 99 Stages
  5048. -- 2 = Increase by 4 Stages
  5049. -- 3 = Increase by 3 Stages
  5050. -- 4 = Increase by 2 Stages
  5051. -- 5 = Increase by 1 Stage
  5052. -- 6 = Nothing
  5053. -- 7 = Decrease by 1 Stage
  5054. -- 8 = Decrease by 2 Stages
  5055. -- 9 = Decrease by 3 Stages
  5056. -- 10 = Decrease by 4 Stages
  5057. MoonPhase_Effect1_Hearing = 6,
  5058. -- Minimum=2.00 Maximum=2.00 Default=2.00
  5059. MoonPhase_Interval2 = 2.0,
  5060. -- Default=Nothing
  5061. -- 1 = Increase by 99 Stages
  5062. -- 2 = Increase by 4 Stages
  5063. -- 3 = Increase by 3 Stages
  5064. -- 4 = Increase by 2 Stages
  5065. -- 5 = Increase by 1 Stage
  5066. -- 6 = Nothing
  5067. -- 7 = Decrease by 1 Stage
  5068. -- 8 = Decrease by 2 Stages
  5069. -- 9 = Decrease by 3 Stages
  5070. -- 10 = Decrease by 4 Stages
  5071. MoonPhase_Effect2_Speed = 6,
  5072. -- Default=Nothing
  5073. -- 1 = Increase by 99 Stages
  5074. -- 2 = Increase by 4 Stages
  5075. -- 3 = Increase by 3 Stages
  5076. -- 4 = Increase by 2 Stages
  5077. -- 5 = Increase by 1 Stage
  5078. -- 6 = Nothing
  5079. -- 7 = Decrease by 1 Stage
  5080. -- 8 = Decrease by 2 Stages
  5081. -- 9 = Decrease by 3 Stages
  5082. -- 10 = Decrease by 4 Stages
  5083. MoonPhase_Effect2_Strength = 6,
  5084. -- Default=Nothing
  5085. -- 1 = Increase by 99 Stages
  5086. -- 2 = Increase by 4 Stages
  5087. -- 3 = Increase by 3 Stages
  5088. -- 4 = Increase by 2 Stages
  5089. -- 5 = Increase by 1 Stage
  5090. -- 6 = Nothing
  5091. -- 7 = Decrease by 1 Stage
  5092. -- 8 = Decrease by 2 Stages
  5093. -- 9 = Decrease by 3 Stages
  5094. -- 10 = Decrease by 4 Stages
  5095. MoonPhase_Effect2_Toughness = 6,
  5096. -- Default=Nothing
  5097. -- 1 = Increase by 99 Stages
  5098. -- 2 = Increase by 4 Stages
  5099. -- 3 = Increase by 3 Stages
  5100. -- 4 = Increase by 2 Stages
  5101. -- 5 = Increase by 1 Stage
  5102. -- 6 = Nothing
  5103. -- 7 = Decrease by 1 Stage
  5104. -- 8 = Decrease by 2 Stages
  5105. -- 9 = Decrease by 3 Stages
  5106. -- 10 = Decrease by 4 Stages
  5107. MoonPhase_Effect2_Cognition = 6,
  5108. -- Default=Increase by 1 Stage
  5109. -- 1 = Increase by 99 Stages
  5110. -- 2 = Increase by 4 Stages
  5111. -- 3 = Increase by 3 Stages
  5112. -- 4 = Increase by 2 Stages
  5113. -- 5 = Increase by 1 Stage
  5114. -- 6 = Nothing
  5115. -- 7 = Decrease by 1 Stage
  5116. -- 8 = Decrease by 2 Stages
  5117. -- 9 = Decrease by 3 Stages
  5118. -- 10 = Decrease by 4 Stages
  5119. MoonPhase_Effect2_Memory = 5,
  5120. -- Default=Increase by 1 Stage
  5121. -- 1 = Increase by 99 Stages
  5122. -- 2 = Increase by 4 Stages
  5123. -- 3 = Increase by 3 Stages
  5124. -- 4 = Increase by 2 Stages
  5125. -- 5 = Increase by 1 Stage
  5126. -- 6 = Nothing
  5127. -- 7 = Decrease by 1 Stage
  5128. -- 8 = Decrease by 2 Stages
  5129. -- 9 = Decrease by 3 Stages
  5130. -- 10 = Decrease by 4 Stages
  5131. MoonPhase_Effect2_Sight = 5,
  5132. -- Default=Nothing
  5133. -- 1 = Increase by 99 Stages
  5134. -- 2 = Increase by 4 Stages
  5135. -- 3 = Increase by 3 Stages
  5136. -- 4 = Increase by 2 Stages
  5137. -- 5 = Increase by 1 Stage
  5138. -- 6 = Nothing
  5139. -- 7 = Decrease by 1 Stage
  5140. -- 8 = Decrease by 2 Stages
  5141. -- 9 = Decrease by 3 Stages
  5142. -- 10 = Decrease by 4 Stages
  5143. MoonPhase_Effect2_Hearing = 6,
  5144. -- Minimum=3.00 Maximum=3.00 Default=3.00
  5145. MoonPhase_Interval3 = 3.0,
  5146. -- Default=Nothing
  5147. -- 1 = Increase by 99 Stages
  5148. -- 2 = Increase by 4 Stages
  5149. -- 3 = Increase by 3 Stages
  5150. -- 4 = Increase by 2 Stages
  5151. -- 5 = Increase by 1 Stage
  5152. -- 6 = Nothing
  5153. -- 7 = Decrease by 1 Stage
  5154. -- 8 = Decrease by 2 Stages
  5155. -- 9 = Decrease by 3 Stages
  5156. -- 10 = Decrease by 4 Stages
  5157. MoonPhase_Effect3_Speed = 6,
  5158. -- Default=Nothing
  5159. -- 1 = Increase by 99 Stages
  5160. -- 2 = Increase by 4 Stages
  5161. -- 3 = Increase by 3 Stages
  5162. -- 4 = Increase by 2 Stages
  5163. -- 5 = Increase by 1 Stage
  5164. -- 6 = Nothing
  5165. -- 7 = Decrease by 1 Stage
  5166. -- 8 = Decrease by 2 Stages
  5167. -- 9 = Decrease by 3 Stages
  5168. -- 10 = Decrease by 4 Stages
  5169. MoonPhase_Effect3_Strength = 6,
  5170. -- Default=Nothing
  5171. -- 1 = Increase by 99 Stages
  5172. -- 2 = Increase by 4 Stages
  5173. -- 3 = Increase by 3 Stages
  5174. -- 4 = Increase by 2 Stages
  5175. -- 5 = Increase by 1 Stage
  5176. -- 6 = Nothing
  5177. -- 7 = Decrease by 1 Stage
  5178. -- 8 = Decrease by 2 Stages
  5179. -- 9 = Decrease by 3 Stages
  5180. -- 10 = Decrease by 4 Stages
  5181. MoonPhase_Effect3_Toughness = 6,
  5182. -- Default=Nothing
  5183. -- 1 = Increase by 99 Stages
  5184. -- 2 = Increase by 4 Stages
  5185. -- 3 = Increase by 3 Stages
  5186. -- 4 = Increase by 2 Stages
  5187. -- 5 = Increase by 1 Stage
  5188. -- 6 = Nothing
  5189. -- 7 = Decrease by 1 Stage
  5190. -- 8 = Decrease by 2 Stages
  5191. -- 9 = Decrease by 3 Stages
  5192. -- 10 = Decrease by 4 Stages
  5193. MoonPhase_Effect3_Cognition = 6,
  5194. -- Default=Increase by 1 Stage
  5195. -- 1 = Increase by 99 Stages
  5196. -- 2 = Increase by 4 Stages
  5197. -- 3 = Increase by 3 Stages
  5198. -- 4 = Increase by 2 Stages
  5199. -- 5 = Increase by 1 Stage
  5200. -- 6 = Nothing
  5201. -- 7 = Decrease by 1 Stage
  5202. -- 8 = Decrease by 2 Stages
  5203. -- 9 = Decrease by 3 Stages
  5204. -- 10 = Decrease by 4 Stages
  5205. MoonPhase_Effect3_Memory = 5,
  5206. -- Default=Increase by 2 Stages
  5207. -- 1 = Increase by 99 Stages
  5208. -- 2 = Increase by 4 Stages
  5209. -- 3 = Increase by 3 Stages
  5210. -- 4 = Increase by 2 Stages
  5211. -- 5 = Increase by 1 Stage
  5212. -- 6 = Nothing
  5213. -- 7 = Decrease by 1 Stage
  5214. -- 8 = Decrease by 2 Stages
  5215. -- 9 = Decrease by 3 Stages
  5216. -- 10 = Decrease by 4 Stages
  5217. MoonPhase_Effect3_Sight = 4,
  5218. -- Default=Nothing
  5219. -- 1 = Increase by 99 Stages
  5220. -- 2 = Increase by 4 Stages
  5221. -- 3 = Increase by 3 Stages
  5222. -- 4 = Increase by 2 Stages
  5223. -- 5 = Increase by 1 Stage
  5224. -- 6 = Nothing
  5225. -- 7 = Decrease by 1 Stage
  5226. -- 8 = Decrease by 2 Stages
  5227. -- 9 = Decrease by 3 Stages
  5228. -- 10 = Decrease by 4 Stages
  5229. MoonPhase_Effect3_Hearing = 6,
  5230. -- Minimum=4.00 Maximum=4.00 Default=4.00
  5231. MoonPhase_Interval4 = 4.0,
  5232. -- Default=Nothing
  5233. -- 1 = Increase by 99 Stages
  5234. -- 2 = Increase by 4 Stages
  5235. -- 3 = Increase by 3 Stages
  5236. -- 4 = Increase by 2 Stages
  5237. -- 5 = Increase by 1 Stage
  5238. -- 6 = Nothing
  5239. -- 7 = Decrease by 1 Stage
  5240. -- 8 = Decrease by 2 Stages
  5241. -- 9 = Decrease by 3 Stages
  5242. -- 10 = Decrease by 4 Stages
  5243. MoonPhase_Effect4_Speed = 4,
  5244. -- Default=Nothing
  5245. -- 1 = Increase by 99 Stages
  5246. -- 2 = Increase by 4 Stages
  5247. -- 3 = Increase by 3 Stages
  5248. -- 4 = Increase by 2 Stages
  5249. -- 5 = Increase by 1 Stage
  5250. -- 6 = Nothing
  5251. -- 7 = Decrease by 1 Stage
  5252. -- 8 = Decrease by 2 Stages
  5253. -- 9 = Decrease by 3 Stages
  5254. -- 10 = Decrease by 4 Stages
  5255. MoonPhase_Effect4_Strength = 6,
  5256. -- Default=Nothing
  5257. -- 1 = Increase by 99 Stages
  5258. -- 2 = Increase by 4 Stages
  5259. -- 3 = Increase by 3 Stages
  5260. -- 4 = Increase by 2 Stages
  5261. -- 5 = Increase by 1 Stage
  5262. -- 6 = Nothing
  5263. -- 7 = Decrease by 1 Stage
  5264. -- 8 = Decrease by 2 Stages
  5265. -- 9 = Decrease by 3 Stages
  5266. -- 10 = Decrease by 4 Stages
  5267. MoonPhase_Effect4_Toughness = 6,
  5268. -- Default=Nothing
  5269. -- 1 = Increase by 99 Stages
  5270. -- 2 = Increase by 4 Stages
  5271. -- 3 = Increase by 3 Stages
  5272. -- 4 = Increase by 2 Stages
  5273. -- 5 = Increase by 1 Stage
  5274. -- 6 = Nothing
  5275. -- 7 = Decrease by 1 Stage
  5276. -- 8 = Decrease by 2 Stages
  5277. -- 9 = Decrease by 3 Stages
  5278. -- 10 = Decrease by 4 Stages
  5279. MoonPhase_Effect4_Cognition = 6,
  5280. -- Default=Increase by 2 Stages
  5281. -- 1 = Increase by 99 Stages
  5282. -- 2 = Increase by 4 Stages
  5283. -- 3 = Increase by 3 Stages
  5284. -- 4 = Increase by 2 Stages
  5285. -- 5 = Increase by 1 Stage
  5286. -- 6 = Nothing
  5287. -- 7 = Decrease by 1 Stage
  5288. -- 8 = Decrease by 2 Stages
  5289. -- 9 = Decrease by 3 Stages
  5290. -- 10 = Decrease by 4 Stages
  5291. MoonPhase_Effect4_Memory = 4,
  5292. -- Default=Increase by 2 Stages
  5293. -- 1 = Increase by 99 Stages
  5294. -- 2 = Increase by 4 Stages
  5295. -- 3 = Increase by 3 Stages
  5296. -- 4 = Increase by 2 Stages
  5297. -- 5 = Increase by 1 Stage
  5298. -- 6 = Nothing
  5299. -- 7 = Decrease by 1 Stage
  5300. -- 8 = Decrease by 2 Stages
  5301. -- 9 = Decrease by 3 Stages
  5302. -- 10 = Decrease by 4 Stages
  5303. MoonPhase_Effect4_Sight = 4,
  5304. -- Default=Nothing
  5305. -- 1 = Increase by 99 Stages
  5306. -- 2 = Increase by 4 Stages
  5307. -- 3 = Increase by 3 Stages
  5308. -- 4 = Increase by 2 Stages
  5309. -- 5 = Increase by 1 Stage
  5310. -- 6 = Nothing
  5311. -- 7 = Decrease by 1 Stage
  5312. -- 8 = Decrease by 2 Stages
  5313. -- 9 = Decrease by 3 Stages
  5314. -- 10 = Decrease by 4 Stages
  5315. MoonPhase_Effect4_Hearing = 6,
  5316. -- Minimum=5.00 Maximum=5.00 Default=5.00
  5317. MoonPhase_Interval5 = 5.0,
  5318. -- Default=Nothing
  5319. -- 1 = Increase by 99 Stages
  5320. -- 2 = Increase by 4 Stages
  5321. -- 3 = Increase by 3 Stages
  5322. -- 4 = Increase by 2 Stages
  5323. -- 5 = Increase by 1 Stage
  5324. -- 6 = Nothing
  5325. -- 7 = Decrease by 1 Stage
  5326. -- 8 = Decrease by 2 Stages
  5327. -- 9 = Decrease by 3 Stages
  5328. -- 10 = Decrease by 4 Stages
  5329. MoonPhase_Effect5_Speed = 6,
  5330. -- Default=Nothing
  5331. -- 1 = Increase by 99 Stages
  5332. -- 2 = Increase by 4 Stages
  5333. -- 3 = Increase by 3 Stages
  5334. -- 4 = Increase by 2 Stages
  5335. -- 5 = Increase by 1 Stage
  5336. -- 6 = Nothing
  5337. -- 7 = Decrease by 1 Stage
  5338. -- 8 = Decrease by 2 Stages
  5339. -- 9 = Decrease by 3 Stages
  5340. -- 10 = Decrease by 4 Stages
  5341. MoonPhase_Effect5_Strength = 6,
  5342. -- Default=Nothing
  5343. -- 1 = Increase by 99 Stages
  5344. -- 2 = Increase by 4 Stages
  5345. -- 3 = Increase by 3 Stages
  5346. -- 4 = Increase by 2 Stages
  5347. -- 5 = Increase by 1 Stage
  5348. -- 6 = Nothing
  5349. -- 7 = Decrease by 1 Stage
  5350. -- 8 = Decrease by 2 Stages
  5351. -- 9 = Decrease by 3 Stages
  5352. -- 10 = Decrease by 4 Stages
  5353. MoonPhase_Effect5_Toughness = 6,
  5354. -- Default=Nothing
  5355. -- 1 = Increase by 99 Stages
  5356. -- 2 = Increase by 4 Stages
  5357. -- 3 = Increase by 3 Stages
  5358. -- 4 = Increase by 2 Stages
  5359. -- 5 = Increase by 1 Stage
  5360. -- 6 = Nothing
  5361. -- 7 = Decrease by 1 Stage
  5362. -- 8 = Decrease by 2 Stages
  5363. -- 9 = Decrease by 3 Stages
  5364. -- 10 = Decrease by 4 Stages
  5365. MoonPhase_Effect5_Cognition = 6,
  5366. -- Default=Increase by 1 Stage
  5367. -- 1 = Increase by 99 Stages
  5368. -- 2 = Increase by 4 Stages
  5369. -- 3 = Increase by 3 Stages
  5370. -- 4 = Increase by 2 Stages
  5371. -- 5 = Increase by 1 Stage
  5372. -- 6 = Nothing
  5373. -- 7 = Decrease by 1 Stage
  5374. -- 8 = Decrease by 2 Stages
  5375. -- 9 = Decrease by 3 Stages
  5376. -- 10 = Decrease by 4 Stages
  5377. MoonPhase_Effect5_Memory = 5,
  5378. -- Default=Increase by 2 Stages
  5379. -- 1 = Increase by 99 Stages
  5380. -- 2 = Increase by 4 Stages
  5381. -- 3 = Increase by 3 Stages
  5382. -- 4 = Increase by 2 Stages
  5383. -- 5 = Increase by 1 Stage
  5384. -- 6 = Nothing
  5385. -- 7 = Decrease by 1 Stage
  5386. -- 8 = Decrease by 2 Stages
  5387. -- 9 = Decrease by 3 Stages
  5388. -- 10 = Decrease by 4 Stages
  5389. MoonPhase_Effect5_Sight = 4,
  5390. -- Default=Nothing
  5391. -- 1 = Increase by 99 Stages
  5392. -- 2 = Increase by 4 Stages
  5393. -- 3 = Increase by 3 Stages
  5394. -- 4 = Increase by 2 Stages
  5395. -- 5 = Increase by 1 Stage
  5396. -- 6 = Nothing
  5397. -- 7 = Decrease by 1 Stage
  5398. -- 8 = Decrease by 2 Stages
  5399. -- 9 = Decrease by 3 Stages
  5400. -- 10 = Decrease by 4 Stages
  5401. MoonPhase_Effect5_Hearing = 6,
  5402. -- Minimum=6.00 Maximum=6.00 Default=6.00
  5403. MoonPhase_Interval6 = 6.0,
  5404. -- Default=Nothing
  5405. -- 1 = Increase by 99 Stages
  5406. -- 2 = Increase by 4 Stages
  5407. -- 3 = Increase by 3 Stages
  5408. -- 4 = Increase by 2 Stages
  5409. -- 5 = Increase by 1 Stage
  5410. -- 6 = Nothing
  5411. -- 7 = Decrease by 1 Stage
  5412. -- 8 = Decrease by 2 Stages
  5413. -- 9 = Decrease by 3 Stages
  5414. -- 10 = Decrease by 4 Stages
  5415. MoonPhase_Effect6_Speed = 6,
  5416. -- Default=Nothing
  5417. -- 1 = Increase by 99 Stages
  5418. -- 2 = Increase by 4 Stages
  5419. -- 3 = Increase by 3 Stages
  5420. -- 4 = Increase by 2 Stages
  5421. -- 5 = Increase by 1 Stage
  5422. -- 6 = Nothing
  5423. -- 7 = Decrease by 1 Stage
  5424. -- 8 = Decrease by 2 Stages
  5425. -- 9 = Decrease by 3 Stages
  5426. -- 10 = Decrease by 4 Stages
  5427. MoonPhase_Effect6_Strength = 6,
  5428. -- Default=Nothing
  5429. -- 1 = Increase by 99 Stages
  5430. -- 2 = Increase by 4 Stages
  5431. -- 3 = Increase by 3 Stages
  5432. -- 4 = Increase by 2 Stages
  5433. -- 5 = Increase by 1 Stage
  5434. -- 6 = Nothing
  5435. -- 7 = Decrease by 1 Stage
  5436. -- 8 = Decrease by 2 Stages
  5437. -- 9 = Decrease by 3 Stages
  5438. -- 10 = Decrease by 4 Stages
  5439. MoonPhase_Effect6_Toughness = 6,
  5440. -- Default=Nothing
  5441. -- 1 = Increase by 99 Stages
  5442. -- 2 = Increase by 4 Stages
  5443. -- 3 = Increase by 3 Stages
  5444. -- 4 = Increase by 2 Stages
  5445. -- 5 = Increase by 1 Stage
  5446. -- 6 = Nothing
  5447. -- 7 = Decrease by 1 Stage
  5448. -- 8 = Decrease by 2 Stages
  5449. -- 9 = Decrease by 3 Stages
  5450. -- 10 = Decrease by 4 Stages
  5451. MoonPhase_Effect6_Cognition = 6,
  5452. -- Default=Increase by 1 Stage
  5453. -- 1 = Increase by 99 Stages
  5454. -- 2 = Increase by 4 Stages
  5455. -- 3 = Increase by 3 Stages
  5456. -- 4 = Increase by 2 Stages
  5457. -- 5 = Increase by 1 Stage
  5458. -- 6 = Nothing
  5459. -- 7 = Decrease by 1 Stage
  5460. -- 8 = Decrease by 2 Stages
  5461. -- 9 = Decrease by 3 Stages
  5462. -- 10 = Decrease by 4 Stages
  5463. MoonPhase_Effect6_Memory = 5,
  5464. -- Default=Increase by 1 Stage
  5465. -- 1 = Increase by 99 Stages
  5466. -- 2 = Increase by 4 Stages
  5467. -- 3 = Increase by 3 Stages
  5468. -- 4 = Increase by 2 Stages
  5469. -- 5 = Increase by 1 Stage
  5470. -- 6 = Nothing
  5471. -- 7 = Decrease by 1 Stage
  5472. -- 8 = Decrease by 2 Stages
  5473. -- 9 = Decrease by 3 Stages
  5474. -- 10 = Decrease by 4 Stages
  5475. MoonPhase_Effect6_Sight = 5,
  5476. -- Default=Nothing
  5477. -- 1 = Increase by 99 Stages
  5478. -- 2 = Increase by 4 Stages
  5479. -- 3 = Increase by 3 Stages
  5480. -- 4 = Increase by 2 Stages
  5481. -- 5 = Increase by 1 Stage
  5482. -- 6 = Nothing
  5483. -- 7 = Decrease by 1 Stage
  5484. -- 8 = Decrease by 2 Stages
  5485. -- 9 = Decrease by 3 Stages
  5486. -- 10 = Decrease by 4 Stages
  5487. MoonPhase_Effect6_Hearing = 6,
  5488. -- Minimum=7.00 Maximum=7.00 Default=7.00
  5489. MoonPhase_Interval7 = 7.0,
  5490. -- Default=Nothing
  5491. -- 1 = Increase by 99 Stages
  5492. -- 2 = Increase by 4 Stages
  5493. -- 3 = Increase by 3 Stages
  5494. -- 4 = Increase by 2 Stages
  5495. -- 5 = Increase by 1 Stage
  5496. -- 6 = Nothing
  5497. -- 7 = Decrease by 1 Stage
  5498. -- 8 = Decrease by 2 Stages
  5499. -- 9 = Decrease by 3 Stages
  5500. -- 10 = Decrease by 4 Stages
  5501. MoonPhase_Effect7_Speed = 6,
  5502. -- Default=Nothing
  5503. -- 1 = Increase by 99 Stages
  5504. -- 2 = Increase by 4 Stages
  5505. -- 3 = Increase by 3 Stages
  5506. -- 4 = Increase by 2 Stages
  5507. -- 5 = Increase by 1 Stage
  5508. -- 6 = Nothing
  5509. -- 7 = Decrease by 1 Stage
  5510. -- 8 = Decrease by 2 Stages
  5511. -- 9 = Decrease by 3 Stages
  5512. -- 10 = Decrease by 4 Stages
  5513. MoonPhase_Effect7_Strength = 6,
  5514. -- Default=Nothing
  5515. -- 1 = Increase by 99 Stages
  5516. -- 2 = Increase by 4 Stages
  5517. -- 3 = Increase by 3 Stages
  5518. -- 4 = Increase by 2 Stages
  5519. -- 5 = Increase by 1 Stage
  5520. -- 6 = Nothing
  5521. -- 7 = Decrease by 1 Stage
  5522. -- 8 = Decrease by 2 Stages
  5523. -- 9 = Decrease by 3 Stages
  5524. -- 10 = Decrease by 4 Stages
  5525. MoonPhase_Effect7_Toughness = 6,
  5526. -- Default=Nothing
  5527. -- 1 = Increase by 99 Stages
  5528. -- 2 = Increase by 4 Stages
  5529. -- 3 = Increase by 3 Stages
  5530. -- 4 = Increase by 2 Stages
  5531. -- 5 = Increase by 1 Stage
  5532. -- 6 = Nothing
  5533. -- 7 = Decrease by 1 Stage
  5534. -- 8 = Decrease by 2 Stages
  5535. -- 9 = Decrease by 3 Stages
  5536. -- 10 = Decrease by 4 Stages
  5537. MoonPhase_Effect7_Cognition = 6,
  5538. -- Default=Increase by 1 Stage
  5539. -- 1 = Increase by 99 Stages
  5540. -- 2 = Increase by 4 Stages
  5541. -- 3 = Increase by 3 Stages
  5542. -- 4 = Increase by 2 Stages
  5543. -- 5 = Increase by 1 Stage
  5544. -- 6 = Nothing
  5545. -- 7 = Decrease by 1 Stage
  5546. -- 8 = Decrease by 2 Stages
  5547. -- 9 = Decrease by 3 Stages
  5548. -- 10 = Decrease by 4 Stages
  5549. MoonPhase_Effect7_Memory = 5,
  5550. -- Default=Nothing
  5551. -- 1 = Increase by 99 Stages
  5552. -- 2 = Increase by 4 Stages
  5553. -- 3 = Increase by 3 Stages
  5554. -- 4 = Increase by 2 Stages
  5555. -- 5 = Increase by 1 Stage
  5556. -- 6 = Nothing
  5557. -- 7 = Decrease by 1 Stage
  5558. -- 8 = Decrease by 2 Stages
  5559. -- 9 = Decrease by 3 Stages
  5560. -- 10 = Decrease by 4 Stages
  5561. MoonPhase_Effect7_Sight = 6,
  5562. -- Default=Nothing
  5563. -- 1 = Increase by 99 Stages
  5564. -- 2 = Increase by 4 Stages
  5565. -- 3 = Increase by 3 Stages
  5566. -- 4 = Increase by 2 Stages
  5567. -- 5 = Increase by 1 Stage
  5568. -- 6 = Nothing
  5569. -- 7 = Decrease by 1 Stage
  5570. -- 8 = Decrease by 2 Stages
  5571. -- 9 = Decrease by 3 Stages
  5572. -- 10 = Decrease by 4 Stages
  5573. MoonPhase_Effect7_Hearing = 6,
  5574. TimeEnable = false,
  5575. -- Minimum=0.00 Maximum=24.00 Default=4.00
  5576. Time_Interval0 = 4.0,
  5577. -- Default=Nothing
  5578. -- 1 = Increase by 99 Stages
  5579. -- 2 = Increase by 4 Stages
  5580. -- 3 = Increase by 3 Stages
  5581. -- 4 = Increase by 2 Stages
  5582. -- 5 = Increase by 1 Stage
  5583. -- 6 = Nothing
  5584. -- 7 = Decrease by 1 Stage
  5585. -- 8 = Decrease by 2 Stages
  5586. -- 9 = Decrease by 3 Stages
  5587. -- 10 = Decrease by 4 Stages
  5588. Time_Effect0_Speed = 6,
  5589. -- Default=Nothing
  5590. -- 1 = Increase by 99 Stages
  5591. -- 2 = Increase by 4 Stages
  5592. -- 3 = Increase by 3 Stages
  5593. -- 4 = Increase by 2 Stages
  5594. -- 5 = Increase by 1 Stage
  5595. -- 6 = Nothing
  5596. -- 7 = Decrease by 1 Stage
  5597. -- 8 = Decrease by 2 Stages
  5598. -- 9 = Decrease by 3 Stages
  5599. -- 10 = Decrease by 4 Stages
  5600. Time_Effect0_Strength = 6,
  5601. -- Default=Nothing
  5602. -- 1 = Increase by 99 Stages
  5603. -- 2 = Increase by 4 Stages
  5604. -- 3 = Increase by 3 Stages
  5605. -- 4 = Increase by 2 Stages
  5606. -- 5 = Increase by 1 Stage
  5607. -- 6 = Nothing
  5608. -- 7 = Decrease by 1 Stage
  5609. -- 8 = Decrease by 2 Stages
  5610. -- 9 = Decrease by 3 Stages
  5611. -- 10 = Decrease by 4 Stages
  5612. Time_Effect0_Toughness = 6,
  5613. -- Default=Nothing
  5614. -- 1 = Increase by 99 Stages
  5615. -- 2 = Increase by 4 Stages
  5616. -- 3 = Increase by 3 Stages
  5617. -- 4 = Increase by 2 Stages
  5618. -- 5 = Increase by 1 Stage
  5619. -- 6 = Nothing
  5620. -- 7 = Decrease by 1 Stage
  5621. -- 8 = Decrease by 2 Stages
  5622. -- 9 = Decrease by 3 Stages
  5623. -- 10 = Decrease by 4 Stages
  5624. Time_Effect0_Cognition = 6,
  5625. -- Default=Nothing
  5626. -- 1 = Increase by 99 Stages
  5627. -- 2 = Increase by 4 Stages
  5628. -- 3 = Increase by 3 Stages
  5629. -- 4 = Increase by 2 Stages
  5630. -- 5 = Increase by 1 Stage
  5631. -- 6 = Nothing
  5632. -- 7 = Decrease by 1 Stage
  5633. -- 8 = Decrease by 2 Stages
  5634. -- 9 = Decrease by 3 Stages
  5635. -- 10 = Decrease by 4 Stages
  5636. Time_Effect0_Memory = 6,
  5637. -- Default=Nothing
  5638. -- 1 = Increase by 99 Stages
  5639. -- 2 = Increase by 4 Stages
  5640. -- 3 = Increase by 3 Stages
  5641. -- 4 = Increase by 2 Stages
  5642. -- 5 = Increase by 1 Stage
  5643. -- 6 = Nothing
  5644. -- 7 = Decrease by 1 Stage
  5645. -- 8 = Decrease by 2 Stages
  5646. -- 9 = Decrease by 3 Stages
  5647. -- 10 = Decrease by 4 Stages
  5648. Time_Effect0_Sight = 6,
  5649. -- Default=Nothing
  5650. -- 1 = Increase by 99 Stages
  5651. -- 2 = Increase by 4 Stages
  5652. -- 3 = Increase by 3 Stages
  5653. -- 4 = Increase by 2 Stages
  5654. -- 5 = Increase by 1 Stage
  5655. -- 6 = Nothing
  5656. -- 7 = Decrease by 1 Stage
  5657. -- 8 = Decrease by 2 Stages
  5658. -- 9 = Decrease by 3 Stages
  5659. -- 10 = Decrease by 4 Stages
  5660. Time_Effect0_Hearing = 6,
  5661. -- Minimum=0.00 Maximum=24.00 Default=18.00
  5662. Time_Interval1 = 18.0,
  5663. -- Default=Nothing
  5664. -- 1 = Increase by 99 Stages
  5665. -- 2 = Increase by 4 Stages
  5666. -- 3 = Increase by 3 Stages
  5667. -- 4 = Increase by 2 Stages
  5668. -- 5 = Increase by 1 Stage
  5669. -- 6 = Nothing
  5670. -- 7 = Decrease by 1 Stage
  5671. -- 8 = Decrease by 2 Stages
  5672. -- 9 = Decrease by 3 Stages
  5673. -- 10 = Decrease by 4 Stages
  5674. Time_Effect1_Speed = 6,
  5675. -- Default=Nothing
  5676. -- 1 = Increase by 99 Stages
  5677. -- 2 = Increase by 4 Stages
  5678. -- 3 = Increase by 3 Stages
  5679. -- 4 = Increase by 2 Stages
  5680. -- 5 = Increase by 1 Stage
  5681. -- 6 = Nothing
  5682. -- 7 = Decrease by 1 Stage
  5683. -- 8 = Decrease by 2 Stages
  5684. -- 9 = Decrease by 3 Stages
  5685. -- 10 = Decrease by 4 Stages
  5686. Time_Effect1_Strength = 6,
  5687. -- Default=Nothing
  5688. -- 1 = Increase by 99 Stages
  5689. -- 2 = Increase by 4 Stages
  5690. -- 3 = Increase by 3 Stages
  5691. -- 4 = Increase by 2 Stages
  5692. -- 5 = Increase by 1 Stage
  5693. -- 6 = Nothing
  5694. -- 7 = Decrease by 1 Stage
  5695. -- 8 = Decrease by 2 Stages
  5696. -- 9 = Decrease by 3 Stages
  5697. -- 10 = Decrease by 4 Stages
  5698. Time_Effect1_Toughness = 6,
  5699. -- Default=Nothing
  5700. -- 1 = Increase by 99 Stages
  5701. -- 2 = Increase by 4 Stages
  5702. -- 3 = Increase by 3 Stages
  5703. -- 4 = Increase by 2 Stages
  5704. -- 5 = Increase by 1 Stage
  5705. -- 6 = Nothing
  5706. -- 7 = Decrease by 1 Stage
  5707. -- 8 = Decrease by 2 Stages
  5708. -- 9 = Decrease by 3 Stages
  5709. -- 10 = Decrease by 4 Stages
  5710. Time_Effect1_Cognition = 6,
  5711. -- Default=Nothing
  5712. -- 1 = Increase by 99 Stages
  5713. -- 2 = Increase by 4 Stages
  5714. -- 3 = Increase by 3 Stages
  5715. -- 4 = Increase by 2 Stages
  5716. -- 5 = Increase by 1 Stage
  5717. -- 6 = Nothing
  5718. -- 7 = Decrease by 1 Stage
  5719. -- 8 = Decrease by 2 Stages
  5720. -- 9 = Decrease by 3 Stages
  5721. -- 10 = Decrease by 4 Stages
  5722. Time_Effect1_Memory = 6,
  5723. -- Default=Nothing
  5724. -- 1 = Increase by 99 Stages
  5725. -- 2 = Increase by 4 Stages
  5726. -- 3 = Increase by 3 Stages
  5727. -- 4 = Increase by 2 Stages
  5728. -- 5 = Increase by 1 Stage
  5729. -- 6 = Nothing
  5730. -- 7 = Decrease by 1 Stage
  5731. -- 8 = Decrease by 2 Stages
  5732. -- 9 = Decrease by 3 Stages
  5733. -- 10 = Decrease by 4 Stages
  5734. Time_Effect1_Sight = 6,
  5735. -- Default=Nothing
  5736. -- 1 = Increase by 99 Stages
  5737. -- 2 = Increase by 4 Stages
  5738. -- 3 = Increase by 3 Stages
  5739. -- 4 = Increase by 2 Stages
  5740. -- 5 = Increase by 1 Stage
  5741. -- 6 = Nothing
  5742. -- 7 = Decrease by 1 Stage
  5743. -- 8 = Decrease by 2 Stages
  5744. -- 9 = Decrease by 3 Stages
  5745. -- 10 = Decrease by 4 Stages
  5746. Time_Effect1_Hearing = 6,
  5747. Speed_Seed_Enable = true,
  5748. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5749. Speed_Seed1 = 10.0,
  5750. -- Default=Nothing
  5751. -- 1 = Increase by 99 Stages
  5752. -- 2 = Increase by 4 Stages
  5753. -- 3 = Increase by 3 Stages
  5754. -- 4 = Increase by 2 Stages
  5755. -- 5 = Increase by 1 Stage
  5756. -- 6 = Nothing
  5757. -- 7 = Decrease by 1 Stage
  5758. -- 8 = Decrease by 2 Stages
  5759. -- 9 = Decrease by 3 Stages
  5760. -- 10 = Decrease by 4 Stages
  5761. Speed_Seed1_Effect = 7,
  5762. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5763. Speed_Seed2 = 80.0,
  5764. -- Default=Nothing
  5765. -- 1 = Increase by 99 Stages
  5766. -- 2 = Increase by 4 Stages
  5767. -- 3 = Increase by 3 Stages
  5768. -- 4 = Increase by 2 Stages
  5769. -- 5 = Increase by 1 Stage
  5770. -- 6 = Nothing
  5771. -- 7 = Decrease by 1 Stage
  5772. -- 8 = Decrease by 2 Stages
  5773. -- 9 = Decrease by 3 Stages
  5774. -- 10 = Decrease by 4 Stages
  5775. Speed_Seed2_Effect = 6,
  5776. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5777. Speed_Seed3 = 5.0,
  5778. -- Default=Nothing
  5779. -- 1 = Increase by 99 Stages
  5780. -- 2 = Increase by 4 Stages
  5781. -- 3 = Increase by 3 Stages
  5782. -- 4 = Increase by 2 Stages
  5783. -- 5 = Increase by 1 Stage
  5784. -- 6 = Nothing
  5785. -- 7 = Decrease by 1 Stage
  5786. -- 8 = Decrease by 2 Stages
  5787. -- 9 = Decrease by 3 Stages
  5788. -- 10 = Decrease by 4 Stages
  5789. Speed_Seed3_Effect = 5,
  5790. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5791. Speed_Seed4 = 5.0,
  5792. -- Default=Nothing
  5793. -- 1 = Increase by 99 Stages
  5794. -- 2 = Increase by 4 Stages
  5795. -- 3 = Increase by 3 Stages
  5796. -- 4 = Increase by 2 Stages
  5797. -- 5 = Increase by 1 Stage
  5798. -- 6 = Nothing
  5799. -- 7 = Decrease by 1 Stage
  5800. -- 8 = Decrease by 2 Stages
  5801. -- 9 = Decrease by 3 Stages
  5802. -- 10 = Decrease by 4 Stages
  5803. Speed_Seed4_Effect = 1,
  5804. Strength_Seed_Enable = true,
  5805. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5806. Strength_Seed1 = 10.0,
  5807. -- Default=Nothing
  5808. -- 1 = Increase by 99 Stages
  5809. -- 2 = Increase by 4 Stages
  5810. -- 3 = Increase by 3 Stages
  5811. -- 4 = Increase by 2 Stages
  5812. -- 5 = Increase by 1 Stage
  5813. -- 6 = Nothing
  5814. -- 7 = Decrease by 1 Stage
  5815. -- 8 = Decrease by 2 Stages
  5816. -- 9 = Decrease by 3 Stages
  5817. -- 10 = Decrease by 4 Stages
  5818. Strength_Seed1_Effect = 7,
  5819. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5820. Strength_Seed2 = 75.0,
  5821. -- Default=Nothing
  5822. -- 1 = Increase by 99 Stages
  5823. -- 2 = Increase by 4 Stages
  5824. -- 3 = Increase by 3 Stages
  5825. -- 4 = Increase by 2 Stages
  5826. -- 5 = Increase by 1 Stage
  5827. -- 6 = Nothing
  5828. -- 7 = Decrease by 1 Stage
  5829. -- 8 = Decrease by 2 Stages
  5830. -- 9 = Decrease by 3 Stages
  5831. -- 10 = Decrease by 4 Stages
  5832. Strength_Seed2_Effect = 6,
  5833. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5834. Strength_Seed3 = 10.0,
  5835. -- Default=Nothing
  5836. -- 1 = Increase by 99 Stages
  5837. -- 2 = Increase by 4 Stages
  5838. -- 3 = Increase by 3 Stages
  5839. -- 4 = Increase by 2 Stages
  5840. -- 5 = Increase by 1 Stage
  5841. -- 6 = Nothing
  5842. -- 7 = Decrease by 1 Stage
  5843. -- 8 = Decrease by 2 Stages
  5844. -- 9 = Decrease by 3 Stages
  5845. -- 10 = Decrease by 4 Stages
  5846. Strength_Seed3_Effect = 5,
  5847. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5848. Strength_Seed4 = 5.0,
  5849. -- Default=Nothing
  5850. -- 1 = Increase by 99 Stages
  5851. -- 2 = Increase by 4 Stages
  5852. -- 3 = Increase by 3 Stages
  5853. -- 4 = Increase by 2 Stages
  5854. -- 5 = Increase by 1 Stage
  5855. -- 6 = Nothing
  5856. -- 7 = Decrease by 1 Stage
  5857. -- 8 = Decrease by 2 Stages
  5858. -- 9 = Decrease by 3 Stages
  5859. -- 10 = Decrease by 4 Stages
  5860. Strength_Seed4_Effect = 1,
  5861. Toughness_Seed_Enable = true,
  5862. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5863. Toughness_Seed1 = 10.0,
  5864. -- Default=Nothing
  5865. -- 1 = Increase by 99 Stages
  5866. -- 2 = Increase by 4 Stages
  5867. -- 3 = Increase by 3 Stages
  5868. -- 4 = Increase by 2 Stages
  5869. -- 5 = Increase by 1 Stage
  5870. -- 6 = Nothing
  5871. -- 7 = Decrease by 1 Stage
  5872. -- 8 = Decrease by 2 Stages
  5873. -- 9 = Decrease by 3 Stages
  5874. -- 10 = Decrease by 4 Stages
  5875. Toughness_Seed1_Effect = 7,
  5876. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5877. Toughness_Seed2 = 75.0,
  5878. -- Default=Nothing
  5879. -- 1 = Increase by 99 Stages
  5880. -- 2 = Increase by 4 Stages
  5881. -- 3 = Increase by 3 Stages
  5882. -- 4 = Increase by 2 Stages
  5883. -- 5 = Increase by 1 Stage
  5884. -- 6 = Nothing
  5885. -- 7 = Decrease by 1 Stage
  5886. -- 8 = Decrease by 2 Stages
  5887. -- 9 = Decrease by 3 Stages
  5888. -- 10 = Decrease by 4 Stages
  5889. Toughness_Seed2_Effect = 6,
  5890. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5891. Toughness_Seed3 = 10.0,
  5892. -- Default=Nothing
  5893. -- 1 = Increase by 99 Stages
  5894. -- 2 = Increase by 4 Stages
  5895. -- 3 = Increase by 3 Stages
  5896. -- 4 = Increase by 2 Stages
  5897. -- 5 = Increase by 1 Stage
  5898. -- 6 = Nothing
  5899. -- 7 = Decrease by 1 Stage
  5900. -- 8 = Decrease by 2 Stages
  5901. -- 9 = Decrease by 3 Stages
  5902. -- 10 = Decrease by 4 Stages
  5903. Toughness_Seed3_Effect = 5,
  5904. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5905. Toughness_Seed4 = 5.0,
  5906. -- Default=Nothing
  5907. -- 1 = Increase by 99 Stages
  5908. -- 2 = Increase by 4 Stages
  5909. -- 3 = Increase by 3 Stages
  5910. -- 4 = Increase by 2 Stages
  5911. -- 5 = Increase by 1 Stage
  5912. -- 6 = Nothing
  5913. -- 7 = Decrease by 1 Stage
  5914. -- 8 = Decrease by 2 Stages
  5915. -- 9 = Decrease by 3 Stages
  5916. -- 10 = Decrease by 4 Stages
  5917. Toughness_Seed4_Effect = 1,
  5918. Cognition_Seed_Enable = true,
  5919. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5920. Cognition_Seed1 = 15.0,
  5921. -- Default=Nothing
  5922. -- 1 = Increase by 99 Stages
  5923. -- 2 = Increase by 4 Stages
  5924. -- 3 = Increase by 3 Stages
  5925. -- 4 = Increase by 2 Stages
  5926. -- 5 = Increase by 1 Stage
  5927. -- 6 = Nothing
  5928. -- 7 = Decrease by 1 Stage
  5929. -- 8 = Decrease by 2 Stages
  5930. -- 9 = Decrease by 3 Stages
  5931. -- 10 = Decrease by 4 Stages
  5932. Cognition_Seed1_Effect = 7,
  5933. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5934. Cognition_Seed2 = 80.0,
  5935. -- Default=Nothing
  5936. -- 1 = Increase by 99 Stages
  5937. -- 2 = Increase by 4 Stages
  5938. -- 3 = Increase by 3 Stages
  5939. -- 4 = Increase by 2 Stages
  5940. -- 5 = Increase by 1 Stage
  5941. -- 6 = Nothing
  5942. -- 7 = Decrease by 1 Stage
  5943. -- 8 = Decrease by 2 Stages
  5944. -- 9 = Decrease by 3 Stages
  5945. -- 10 = Decrease by 4 Stages
  5946. Cognition_Seed2_Effect = 6,
  5947. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5948. Cognition_Seed3 = 2.5,
  5949. -- Default=Nothing
  5950. -- 1 = Increase by 99 Stages
  5951. -- 2 = Increase by 4 Stages
  5952. -- 3 = Increase by 3 Stages
  5953. -- 4 = Increase by 2 Stages
  5954. -- 5 = Increase by 1 Stage
  5955. -- 6 = Nothing
  5956. -- 7 = Decrease by 1 Stage
  5957. -- 8 = Decrease by 2 Stages
  5958. -- 9 = Decrease by 3 Stages
  5959. -- 10 = Decrease by 4 Stages
  5960. Cognition_Seed3_Effect = 5,
  5961. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5962. Cognition_Seed4 = 2.5,
  5963. -- Default=Nothing
  5964. -- 1 = Increase by 99 Stages
  5965. -- 2 = Increase by 4 Stages
  5966. -- 3 = Increase by 3 Stages
  5967. -- 4 = Increase by 2 Stages
  5968. -- 5 = Increase by 1 Stage
  5969. -- 6 = Nothing
  5970. -- 7 = Decrease by 1 Stage
  5971. -- 8 = Decrease by 2 Stages
  5972. -- 9 = Decrease by 3 Stages
  5973. -- 10 = Decrease by 4 Stages
  5974. Cognition_Seed4_Effect = 4,
  5975. Memory_Seed_Enable = true,
  5976. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5977. Memory_Seed1 = 15.0,
  5978. -- Default=Nothing
  5979. -- 1 = Increase by 99 Stages
  5980. -- 2 = Increase by 4 Stages
  5981. -- 3 = Increase by 3 Stages
  5982. -- 4 = Increase by 2 Stages
  5983. -- 5 = Increase by 1 Stage
  5984. -- 6 = Nothing
  5985. -- 7 = Decrease by 1 Stage
  5986. -- 8 = Decrease by 2 Stages
  5987. -- 9 = Decrease by 3 Stages
  5988. -- 10 = Decrease by 4 Stages
  5989. Memory_Seed1_Effect = 7,
  5990. -- Minimum=0.00 Maximum=100.00 Default=25.00
  5991. Memory_Seed2 = 80.0,
  5992. -- Default=Nothing
  5993. -- 1 = Increase by 99 Stages
  5994. -- 2 = Increase by 4 Stages
  5995. -- 3 = Increase by 3 Stages
  5996. -- 4 = Increase by 2 Stages
  5997. -- 5 = Increase by 1 Stage
  5998. -- 6 = Nothing
  5999. -- 7 = Decrease by 1 Stage
  6000. -- 8 = Decrease by 2 Stages
  6001. -- 9 = Decrease by 3 Stages
  6002. -- 10 = Decrease by 4 Stages
  6003. Memory_Seed2_Effect = 6,
  6004. -- Minimum=0.00 Maximum=100.00 Default=25.00
  6005. Memory_Seed3 = 2.5,
  6006. -- Default=Nothing
  6007. -- 1 = Increase by 99 Stages
  6008. -- 2 = Increase by 4 Stages
  6009. -- 3 = Increase by 3 Stages
  6010. -- 4 = Increase by 2 Stages
  6011. -- 5 = Increase by 1 Stage
  6012. -- 6 = Nothing
  6013. -- 7 = Decrease by 1 Stage
  6014. -- 8 = Decrease by 2 Stages
  6015. -- 9 = Decrease by 3 Stages
  6016. -- 10 = Decrease by 4 Stages
  6017. Memory_Seed3_Effect = 5,
  6018. -- Minimum=0.00 Maximum=100.00 Default=25.00
  6019. Memory_Seed4 = 2.5,
  6020. -- Default=Nothing
  6021. -- 1 = Increase by 99 Stages
  6022. -- 2 = Increase by 4 Stages
  6023. -- 3 = Increase by 3 Stages
  6024. -- 4 = Increase by 2 Stages
  6025. -- 5 = Increase by 1 Stage
  6026. -- 6 = Nothing
  6027. -- 7 = Decrease by 1 Stage
  6028. -- 8 = Decrease by 2 Stages
  6029. -- 9 = Decrease by 3 Stages
  6030. -- 10 = Decrease by 4 Stages
  6031. Memory_Seed4_Effect = 4,
  6032. Sight_Seed_Enable = true,
  6033. -- Minimum=0.00 Maximum=100.00 Default=25.00
  6034. Sight_Seed1 = 15.0,
  6035. -- Default=Nothing
  6036. -- 1 = Increase by 99 Stages
  6037. -- 2 = Increase by 4 Stages
  6038. -- 3 = Increase by 3 Stages
  6039. -- 4 = Increase by 2 Stages
  6040. -- 5 = Increase by 1 Stage
  6041. -- 6 = Nothing
  6042. -- 7 = Decrease by 1 Stage
  6043. -- 8 = Decrease by 2 Stages
  6044. -- 9 = Decrease by 3 Stages
  6045. -- 10 = Decrease by 4 Stages
  6046. Sight_Seed1_Effect = 7,
  6047. -- Minimum=0.00 Maximum=100.00 Default=25.00
  6048. Sight_Seed2 = 80.0,
  6049. -- Default=Nothing
  6050. -- 1 = Increase by 99 Stages
  6051. -- 2 = Increase by 4 Stages
  6052. -- 3 = Increase by 3 Stages
  6053. -- 4 = Increase by 2 Stages
  6054. -- 5 = Increase by 1 Stage
  6055. -- 6 = Nothing
  6056. -- 7 = Decrease by 1 Stage
  6057. -- 8 = Decrease by 2 Stages
  6058. -- 9 = Decrease by 3 Stages
  6059. -- 10 = Decrease by 4 Stages
  6060. Sight_Seed2_Effect = 6,
  6061. -- Minimum=0.00 Maximum=100.00 Default=25.00
  6062. Sight_Seed3 = 2.5,
  6063. -- Default=Nothing
  6064. -- 1 = Increase by 99 Stages
  6065. -- 2 = Increase by 4 Stages
  6066. -- 3 = Increase by 3 Stages
  6067. -- 4 = Increase by 2 Stages
  6068. -- 5 = Increase by 1 Stage
  6069. -- 6 = Nothing
  6070. -- 7 = Decrease by 1 Stage
  6071. -- 8 = Decrease by 2 Stages
  6072. -- 9 = Decrease by 3 Stages
  6073. -- 10 = Decrease by 4 Stages
  6074. Sight_Seed3_Effect = 5,
  6075. -- Minimum=0.00 Maximum=100.00 Default=25.00
  6076. Sight_Seed4 = 2.5,
  6077. -- Default=Nothing
  6078. -- 1 = Increase by 99 Stages
  6079. -- 2 = Increase by 4 Stages
  6080. -- 3 = Increase by 3 Stages
  6081. -- 4 = Increase by 2 Stages
  6082. -- 5 = Increase by 1 Stage
  6083. -- 6 = Nothing
  6084. -- 7 = Decrease by 1 Stage
  6085. -- 8 = Decrease by 2 Stages
  6086. -- 9 = Decrease by 3 Stages
  6087. -- 10 = Decrease by 4 Stages
  6088. Sight_Seed4_Effect = 5,
  6089. Hearing_Seed_Enable = true,
  6090. -- Minimum=0.00 Maximum=100.00 Default=25.00
  6091. Hearing_Seed1 = 15.0,
  6092. -- Default=Nothing
  6093. -- 1 = Increase by 99 Stages
  6094. -- 2 = Increase by 4 Stages
  6095. -- 3 = Increase by 3 Stages
  6096. -- 4 = Increase by 2 Stages
  6097. -- 5 = Increase by 1 Stage
  6098. -- 6 = Nothing
  6099. -- 7 = Decrease by 1 Stage
  6100. -- 8 = Decrease by 2 Stages
  6101. -- 9 = Decrease by 3 Stages
  6102. -- 10 = Decrease by 4 Stages
  6103. Hearing_Seed1_Effect = 7,
  6104. -- Minimum=0.00 Maximum=100.00 Default=25.00
  6105. Hearing_Seed2 = 80.0,
  6106. -- Default=Nothing
  6107. -- 1 = Increase by 99 Stages
  6108. -- 2 = Increase by 4 Stages
  6109. -- 3 = Increase by 3 Stages
  6110. -- 4 = Increase by 2 Stages
  6111. -- 5 = Increase by 1 Stage
  6112. -- 6 = Nothing
  6113. -- 7 = Decrease by 1 Stage
  6114. -- 8 = Decrease by 2 Stages
  6115. -- 9 = Decrease by 3 Stages
  6116. -- 10 = Decrease by 4 Stages
  6117. Hearing_Seed2_Effect = 6,
  6118. -- Minimum=0.00 Maximum=100.00 Default=25.00
  6119. Hearing_Seed3 = 2.5,
  6120. -- Default=Nothing
  6121. -- 1 = Increase by 99 Stages
  6122. -- 2 = Increase by 4 Stages
  6123. -- 3 = Increase by 3 Stages
  6124. -- 4 = Increase by 2 Stages
  6125. -- 5 = Increase by 1 Stage
  6126. -- 6 = Nothing
  6127. -- 7 = Decrease by 1 Stage
  6128. -- 8 = Decrease by 2 Stages
  6129. -- 9 = Decrease by 3 Stages
  6130. -- 10 = Decrease by 4 Stages
  6131. Hearing_Seed3_Effect = 5,
  6132. -- Minimum=0.00 Maximum=100.00 Default=25.00
  6133. Hearing_Seed4 = 2.5,
  6134. -- Default=Nothing
  6135. -- 1 = Increase by 99 Stages
  6136. -- 2 = Increase by 4 Stages
  6137. -- 3 = Increase by 3 Stages
  6138. -- 4 = Increase by 2 Stages
  6139. -- 5 = Increase by 1 Stage
  6140. -- 6 = Nothing
  6141. -- 7 = Decrease by 1 Stage
  6142. -- 8 = Decrease by 2 Stages
  6143. -- 9 = Decrease by 3 Stages
  6144. -- 10 = Decrease by 4 Stages
  6145. Hearing_Seed4_Effect = 5,
  6146. },
  6147. WaterGoesBad = {
  6148. -- In days, the earliest the water can go bad. This only starts counting after the water shutoff. Minimum=0 Maximum=365 Default=2
  6149. ExpirationMin = 4,
  6150. -- In days, the latest the water can go bad. This only starts counting after the water shutoff. Minimum=0 Maximum=365 Default=7
  6151. ExpirationMax = 20,
  6152. -- 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).
  6153. NeedFilterWater = true,
  6154. -- After the water shutoff, water will drain from the taps.
  6155. ReduceWaterOverTime = true,
  6156. -- How much water will be removed from the taps per day. Minimum=1 Maximum=20 Default=1
  6157. WaterReductionRate = 1,
  6158. -- Chance, per day, for water to be removed, to add variance. Minimum=1 Maximum=100 Default=90
  6159. WaterReductionChance = 5,
  6160. -- Amount of water that will remain no matter what. Minimum=0 Maximum=99 Default=2
  6161. MinimumWaterLeft = 4,
  6162. -- Larger water containers such as baths will lose water faster than sinks.
  6163. ScaleWaterLoss = true,
  6164. },
  6165. RewardingNightCombat = {
  6166. -- In the upper right there will be a moon icon indicating whether the bonuses are active or not.
  6167. enableIndicator = false,
  6168. draggableIndicator = false,
  6169. -- Default=Dark Cyan - Lime Green
  6170. -- 1 = Original
  6171. -- 2 = Bright Orange
  6172. -- 3 = Crimson
  6173. -- 4 = Cyan
  6174. -- 5 = Toxic Green
  6175. indicatorColor = 6,
  6176. -- Suspenseful sound that plays when the Rewarding Night Combat event is triggered.
  6177. enableTriggerSound = false,
  6178. -- Probability that Rewarding Night Combat event is triggered. Value 100 means that event will trigger every day. Minimum=0 Maximum=100 Default=100
  6179. triggerProbability = 100,
  6180. -- The day the event will start triggering. Minimum=0 Maximum=365 Default=0
  6181. startAfterXDays = 0,
  6182. -- The time when players will start receiving bonuses during the summer Default=11 PM / 23:00
  6183. -- 1 = 12 AM / 00:00
  6184. -- 2 = 1 AM / 01:00
  6185. -- 3 = 2 AM / 02:00
  6186. -- 4 = 3 AM / 03:00
  6187. -- 5 = 4 AM / 04:00
  6188. -- 6 = 5 AM / 05:00
  6189. -- 7 = 6 AM / 06:00
  6190. -- 8 = 7 AM / 07:00
  6191. -- 9 = 8 AM / 08:00
  6192. -- 10 = 9 AM / 09:00
  6193. -- 11 = 10 AM / 10:00
  6194. -- 12 = 11 AM / 11:00
  6195. -- 13 = 12 PM / 12:00
  6196. -- 14 = 1 PM / 13:00
  6197. -- 15 = 2 PM / 14:00
  6198. -- 16 = 3 PM / 15:00
  6199. -- 17 = 4 PM / 16:00
  6200. -- 18 = 5 PM / 17:00
  6201. -- 19 = 6 PM / 18:00
  6202. -- 20 = 7 PM / 19:00
  6203. -- 21 = 8 PM / 20:00
  6204. -- 22 = 9 PM / 21:00
  6205. -- 23 = 10 PM / 22:00
  6206. startTimeSummer = 24,
  6207. -- The time when players will stop receiving bonuses during the summer Default=6 AM / 06:00
  6208. -- 1 = 12 AM / 00:00
  6209. -- 2 = 1 AM / 01:00
  6210. -- 3 = 2 AM / 02:00
  6211. -- 4 = 3 AM / 03:00
  6212. -- 5 = 4 AM / 04:00
  6213. -- 6 = 5 AM / 05:00
  6214. -- 7 = 6 AM / 06:00
  6215. -- 8 = 7 AM / 07:00
  6216. -- 9 = 8 AM / 08:00
  6217. -- 10 = 9 AM / 09:00
  6218. -- 11 = 10 AM / 10:00
  6219. -- 12 = 11 AM / 11:00
  6220. -- 13 = 12 PM / 12:00
  6221. -- 14 = 1 PM / 13:00
  6222. -- 15 = 2 PM / 14:00
  6223. -- 16 = 3 PM / 15:00
  6224. -- 17 = 4 PM / 16:00
  6225. -- 18 = 5 PM / 17:00
  6226. -- 19 = 6 PM / 18:00
  6227. -- 20 = 7 PM / 19:00
  6228. -- 21 = 8 PM / 20:00
  6229. -- 22 = 9 PM / 21:00
  6230. -- 23 = 10 PM / 22:00
  6231. endTimeSummer = 5,
  6232. -- The time when players will start receiving bonuses during the autumn Default=11 PM / 23:00
  6233. -- 1 = 12 AM / 00:00
  6234. -- 2 = 1 AM / 01:00
  6235. -- 3 = 2 AM / 02:00
  6236. -- 4 = 3 AM / 03:00
  6237. -- 5 = 4 AM / 04:00
  6238. -- 6 = 5 AM / 05:00
  6239. -- 7 = 6 AM / 06:00
  6240. -- 8 = 7 AM / 07:00
  6241. -- 9 = 8 AM / 08:00
  6242. -- 10 = 9 AM / 09:00
  6243. -- 11 = 10 AM / 10:00
  6244. -- 12 = 11 AM / 11:00
  6245. -- 13 = 12 PM / 12:00
  6246. -- 14 = 1 PM / 13:00
  6247. -- 15 = 2 PM / 14:00
  6248. -- 16 = 3 PM / 15:00
  6249. -- 17 = 4 PM / 16:00
  6250. -- 18 = 5 PM / 17:00
  6251. -- 19 = 6 PM / 18:00
  6252. -- 20 = 7 PM / 19:00
  6253. -- 21 = 8 PM / 20:00
  6254. -- 22 = 9 PM / 21:00
  6255. -- 23 = 10 PM / 22:00
  6256. startTimeAutumn = 24,
  6257. -- The time when players will stop receiving bonuses during the autumn Default=6 AM / 06:00
  6258. -- 1 = 12 AM / 00:00
  6259. -- 2 = 1 AM / 01:00
  6260. -- 3 = 2 AM / 02:00
  6261. -- 4 = 3 AM / 03:00
  6262. -- 5 = 4 AM / 04:00
  6263. -- 6 = 5 AM / 05:00
  6264. -- 7 = 6 AM / 06:00
  6265. -- 8 = 7 AM / 07:00
  6266. -- 9 = 8 AM / 08:00
  6267. -- 10 = 9 AM / 09:00
  6268. -- 11 = 10 AM / 10:00
  6269. -- 12 = 11 AM / 11:00
  6270. -- 13 = 12 PM / 12:00
  6271. -- 14 = 1 PM / 13:00
  6272. -- 15 = 2 PM / 14:00
  6273. -- 16 = 3 PM / 15:00
  6274. -- 17 = 4 PM / 16:00
  6275. -- 18 = 5 PM / 17:00
  6276. -- 19 = 6 PM / 18:00
  6277. -- 20 = 7 PM / 19:00
  6278. -- 21 = 8 PM / 20:00
  6279. -- 22 = 9 PM / 21:00
  6280. -- 23 = 10 PM / 22:00
  6281. endTimeAutumn = 5,
  6282. -- The time when players will start receiving bonuses during the winter Default=11 PM / 23:00
  6283. -- 1 = 12 AM / 00:00
  6284. -- 2 = 1 AM / 01:00
  6285. -- 3 = 2 AM / 02:00
  6286. -- 4 = 3 AM / 03:00
  6287. -- 5 = 4 AM / 04:00
  6288. -- 6 = 5 AM / 05:00
  6289. -- 7 = 6 AM / 06:00
  6290. -- 8 = 7 AM / 07:00
  6291. -- 9 = 8 AM / 08:00
  6292. -- 10 = 9 AM / 09:00
  6293. -- 11 = 10 AM / 10:00
  6294. -- 12 = 11 AM / 11:00
  6295. -- 13 = 12 PM / 12:00
  6296. -- 14 = 1 PM / 13:00
  6297. -- 15 = 2 PM / 14:00
  6298. -- 16 = 3 PM / 15:00
  6299. -- 17 = 4 PM / 16:00
  6300. -- 18 = 5 PM / 17:00
  6301. -- 19 = 6 PM / 18:00
  6302. -- 20 = 7 PM / 19:00
  6303. -- 21 = 8 PM / 20:00
  6304. -- 22 = 9 PM / 21:00
  6305. -- 23 = 10 PM / 22:00
  6306. startTimeWinter = 23,
  6307. -- The time when players will stop receiving bonuses during the winter Default=6 AM / 06:00
  6308. -- 1 = 12 AM / 00:00
  6309. -- 2 = 1 AM / 01:00
  6310. -- 3 = 2 AM / 02:00
  6311. -- 4 = 3 AM / 03:00
  6312. -- 5 = 4 AM / 04:00
  6313. -- 6 = 5 AM / 05:00
  6314. -- 7 = 6 AM / 06:00
  6315. -- 8 = 7 AM / 07:00
  6316. -- 9 = 8 AM / 08:00
  6317. -- 10 = 9 AM / 09:00
  6318. -- 11 = 10 AM / 10:00
  6319. -- 12 = 11 AM / 11:00
  6320. -- 13 = 12 PM / 12:00
  6321. -- 14 = 1 PM / 13:00
  6322. -- 15 = 2 PM / 14:00
  6323. -- 16 = 3 PM / 15:00
  6324. -- 17 = 4 PM / 16:00
  6325. -- 18 = 5 PM / 17:00
  6326. -- 19 = 6 PM / 18:00
  6327. -- 20 = 7 PM / 19:00
  6328. -- 21 = 8 PM / 20:00
  6329. -- 22 = 9 PM / 21:00
  6330. -- 23 = 10 PM / 22:00
  6331. endTimeWinter = 6,
  6332. -- The time when players will start receiving bonuses during the spring Default=11 PM / 23:00
  6333. -- 1 = 12 AM / 00:00
  6334. -- 2 = 1 AM / 01:00
  6335. -- 3 = 2 AM / 02:00
  6336. -- 4 = 3 AM / 03:00
  6337. -- 5 = 4 AM / 04:00
  6338. -- 6 = 5 AM / 05:00
  6339. -- 7 = 6 AM / 06:00
  6340. -- 8 = 7 AM / 07:00
  6341. -- 9 = 8 AM / 08:00
  6342. -- 10 = 9 AM / 09:00
  6343. -- 11 = 10 AM / 10:00
  6344. -- 12 = 11 AM / 11:00
  6345. -- 13 = 12 PM / 12:00
  6346. -- 14 = 1 PM / 13:00
  6347. -- 15 = 2 PM / 14:00
  6348. -- 16 = 3 PM / 15:00
  6349. -- 17 = 4 PM / 16:00
  6350. -- 18 = 5 PM / 17:00
  6351. -- 19 = 6 PM / 18:00
  6352. -- 20 = 7 PM / 19:00
  6353. -- 21 = 8 PM / 20:00
  6354. -- 22 = 9 PM / 21:00
  6355. -- 23 = 10 PM / 22:00
  6356. startTimeSpring = 24,
  6357. -- The time when players will stop receiving bonuses during the spring Default=6 AM / 06:00
  6358. -- 1 = 12 AM / 00:00
  6359. -- 2 = 1 AM / 01:00
  6360. -- 3 = 2 AM / 02:00
  6361. -- 4 = 3 AM / 03:00
  6362. -- 5 = 4 AM / 04:00
  6363. -- 6 = 5 AM / 05:00
  6364. -- 7 = 6 AM / 06:00
  6365. -- 8 = 7 AM / 07:00
  6366. -- 9 = 8 AM / 08:00
  6367. -- 10 = 9 AM / 09:00
  6368. -- 11 = 10 AM / 10:00
  6369. -- 12 = 11 AM / 11:00
  6370. -- 13 = 12 PM / 12:00
  6371. -- 14 = 1 PM / 13:00
  6372. -- 15 = 2 PM / 14:00
  6373. -- 16 = 3 PM / 15:00
  6374. -- 17 = 4 PM / 16:00
  6375. -- 18 = 5 PM / 17:00
  6376. -- 19 = 6 PM / 18:00
  6377. -- 20 = 7 PM / 19:00
  6378. -- 21 = 8 PM / 20:00
  6379. -- 22 = 9 PM / 21:00
  6380. -- 23 = 10 PM / 22:00
  6381. endTimeSpring = 5,
  6382. -- 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
  6383. -- 1 = Vanilla
  6384. -- 2 = 1.1x
  6385. -- 3 = 1.15x
  6386. -- 4 = 1.25x
  6387. -- 5 = 1.5x
  6388. -- 6 = 1.75x
  6389. -- 7 = 2x
  6390. -- 8 = 2.5x
  6391. -- 9 = 3x
  6392. -- 10 = 4x
  6393. -- 11 = 5x
  6394. -- 12 = 7.5x
  6395. axeBonusMultiplier = 2,
  6396. -- 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
  6397. -- 1 = Vanilla
  6398. -- 2 = 1.1x
  6399. -- 3 = 1.15x
  6400. -- 4 = 1.25x
  6401. -- 5 = 1.5x
  6402. -- 6 = 1.75x
  6403. -- 7 = 2x
  6404. -- 8 = 2.5x
  6405. -- 9 = 3x
  6406. -- 10 = 4x
  6407. -- 11 = 5x
  6408. -- 12 = 7.5x
  6409. longBluntBonusMultiplier = 2,
  6410. -- 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
  6411. -- 1 = Vanilla
  6412. -- 2 = 1.1x
  6413. -- 3 = 1.15x
  6414. -- 4 = 1.25x
  6415. -- 5 = 1.5x
  6416. -- 6 = 1.75x
  6417. -- 7 = 2x
  6418. -- 8 = 2.5x
  6419. -- 9 = 3x
  6420. -- 10 = 4x
  6421. -- 11 = 5x
  6422. -- 12 = 7.5x
  6423. shortBluntBonusMultiplier = 3,
  6424. -- 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
  6425. -- 1 = Vanilla
  6426. -- 2 = 1.1x
  6427. -- 3 = 1.15x
  6428. -- 4 = 1.25x
  6429. -- 5 = 1.5x
  6430. -- 6 = 1.75x
  6431. -- 7 = 2x
  6432. -- 8 = 2.5x
  6433. -- 9 = 3x
  6434. -- 10 = 4x
  6435. -- 11 = 5x
  6436. -- 12 = 7.5x
  6437. longBladeBonusMultiplier = 2,
  6438. -- 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
  6439. -- 1 = Vanilla
  6440. -- 2 = 1.1x
  6441. -- 3 = 1.15x
  6442. -- 4 = 1.25x
  6443. -- 5 = 1.5x
  6444. -- 6 = 1.75x
  6445. -- 7 = 2x
  6446. -- 8 = 2.5x
  6447. -- 9 = 3x
  6448. -- 10 = 4x
  6449. -- 11 = 5x
  6450. -- 12 = 7.5x
  6451. shortBladeBonusMultiplier = 3,
  6452. -- 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
  6453. -- 1 = Vanilla
  6454. -- 2 = 1.1x
  6455. -- 3 = 1.15x
  6456. -- 4 = 1.25x
  6457. -- 5 = 1.5x
  6458. -- 6 = 1.75x
  6459. -- 7 = 2x
  6460. -- 8 = 2.5x
  6461. -- 9 = 3x
  6462. -- 10 = 4x
  6463. -- 11 = 5x
  6464. -- 12 = 7.5x
  6465. spearBonusMultiplier = 2,
  6466. -- 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.
  6467. ignoreAimingXPNerf = false,
  6468. -- 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
  6469. -- 1 = Vanilla
  6470. -- 2 = 1.1x
  6471. -- 3 = 1.15x
  6472. -- 4 = 1.25x
  6473. -- 5 = 1.5x
  6474. -- 6 = 1.75x
  6475. -- 7 = 2x
  6476. -- 8 = 2.5x
  6477. -- 9 = 3x
  6478. -- 10 = 4x
  6479. -- 11 = 5x
  6480. -- 12 = 7.5x
  6481. aimingBonusMultiplier = 2,
  6482. },
  6483. Advanced_trajectory = {
  6484. -- Show or hide crosshair.
  6485. aimpoint = true,
  6486. showOutlines = false,
  6487. hideTracer = false,
  6488. Enablerange = true,
  6489. Enablethrow = true,
  6490. -- For debugging, character says what body part was shot.
  6491. callshot = false,
  6492. EnablePlayerDamage = false,
  6493. -- Multiplies base damage of bullet. Minimum=0.00 Maximum=100.00 Default=1.00
  6494. ATY_damage = 1.0,
  6495. -- Minimum=0.00 Maximum=100.00 Default=0.00
  6496. DebugOffset = 0.0,
  6497. -- Minimum=0.00 Maximum=100.00 Default=0.00
  6498. DebugSpawnOffset = 0.0,
  6499. -- Minimum=0.00 Maximum=10.00 Default=0.42
  6500. DebugMindistCondition = 0.42,
  6501. -- Minimum=0.00 Maximum=10.00 Default=0.50
  6502. DebugGridMultiplier = 0.5,
  6503. -- Minimum=0.00 Maximum=300.00 Default=3.00
  6504. XPKillModifier = 2.0,
  6505. -- Minimum=0.00 Maximum=300.00 Default=0.50
  6506. XPHitModifier = 0.35,
  6507. -- Minimum=0.00 Maximum=1.00 Default=0.70
  6508. MaxProjCone = 0.7,
  6509. -- Minimum=1.00 Maximum=100.00 Default=30.00
  6510. bowBreakChance = 30.0,
  6511. -- Value that limits how much bloom is added to crosshair. Higher means larger possible bloom. Minimum=-100.00 Maximum=100.00 Default=-9.00
  6512. maxaimnum = -9.0,
  6513. -- 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
  6514. minaimnumModifier = 5.0,
  6515. -- Multiplier on base damage for headshot Minimum=0.00 Maximum=100.00 Default=15.00
  6516. headShotDmgZomMultiplier = 15.0,
  6517. -- Multiplier on base damage for bodyshot Minimum=0.00 Maximum=100.00 Default=5.00
  6518. bodyShotDmgZomMultiplier = 5.0,
  6519. -- Multiplier on base damage for footshot Minimum=0.00 Maximum=100.00 Default=1.00
  6520. footShotDmgZomMultiplier = 1.0,
  6521. -- Multiplier on base damage for headshot Minimum=0.00 Maximum=100.00 Default=15.00
  6522. headShotDmgPlayerMultiplier = 15.0,
  6523. -- Multiplier on base damage for bodyshot Minimum=0.00 Maximum=100.00 Default=5.00
  6524. bodyShotDmgPlayerMultiplier = 5.0,
  6525. -- Multiplier on base damage for footshot Minimum=0.00 Maximum=100.00 Default=2.00
  6526. footShotDmgPlayerMultiplier = 2.0,
  6527. -- Minimum=0.00 Maximum=2.40 Default=1.70
  6528. bulletspeed = 1.7,
  6529. -- Minimum=0.00 Maximum=100.00 Default=1.00
  6530. bulletdistance = 1.0,
  6531. -- 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
  6532. shotgunDistanceModifier = 0.75,
  6533. -- Amount of pellots shot Minimum=0 Maximum=100 Default=5
  6534. shotgunnum = 5,
  6535. -- Value affects shotgun spread. The lower the value, the more narrow the spread. Minimum=0.00 Maximum=1.00 Default=0.10
  6536. shotgundivision = 0.1,
  6537. -- 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
  6538. critChanceModifierShotgunsOnly = 10.0,
  6539. -- 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
  6540. critChanceModifier = 1.0,
  6541. -- Value that adds bloom when moving. Minimum=0.00 Maximum=100.00 Default=1.30
  6542. moveeffect = 1.3,
  6543. -- Value that adds bloom when physically turning your feet, not hips. Minimum=0.00 Maximum=100.00 Default=0.70
  6544. turningeffect = 0.7,
  6545. -- Value affects how much bloom is added when reloading and racking firearm. Minimum=0.00 Maximum=10.00 Default=0.10
  6546. reloadEffectModifier = 0.1,
  6547. -- Value that affects how fast your crosshair tightens. Higher means faster. Minimum=0.00 Maximum=100.00 Default=1.10
  6548. reducespeed = 1.1,
  6549. -- 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
  6550. focusCounterSpeed = 2.0,
  6551. -- 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
  6552. maxFocusSpeed = 1.0,
  6553. -- When proning, you gain max accuracy faster (applies when focus mechanic is unlocked). Minimum=0.00 Maximum=10.00 Default=1.50
  6554. proneFocusCounterSpeedBuff = 1.5,
  6555. -- When proning, your crosshair reduces bloom faster. Helpful after intense cardio. Minimum=0.00 Maximum=2.00 Default=0.40
  6556. proneReduceSpeedBuff = 0.4,
  6557. -- When crouching, your crosshair reduces bloom faster. Helpful after intense cardio. Minimum=0.00 Maximum=2.00 Default=0.20
  6558. crouchReduceSpeedBuff = 0.2,
  6559. -- 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
  6560. recoilDelayModifier = 0.01,
  6561. -- Multiplier of gun's max dmg added as recoil to crosshair (adds bloom when shooting). Minimum=0.00 Maximum=20.00 Default=10.00
  6562. recoilModifier = 10.0,
  6563. -- 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
  6564. painModifier = 0.005,
  6565. -- 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
  6566. drunkActionEffectModifier = 0.5,
  6567. -- Multiplier that increases your maxaimnum or max bloom. Set to 0 to disable. Minimum=0.00 Maximum=100.00 Default=6.00
  6568. drunkModifier = 6.0,
  6569. -- Multiplier that affects how slow your crosshair reduces bloom. Minimum=0.00 Maximum=100.00 Default=1.00
  6570. hyperHypoModifier = 1.0,
  6571. -- Multiplier that affects how slow your crosshair reduces bloom. Minimum=0.00 Maximum=100.00 Default=1.00
  6572. tiredModifier = 1.0,
  6573. -- Multiplier that affects how much is added to minaimnum or minimum bloom. Minimum=0.00 Maximum=100.00 Default=4.00
  6574. stressBloomModifier = 4.0,
  6575. -- Affects how intense the crosshair shaking affect is. Set to 0 to disable. Minimum=0.00 Maximum=100.00 Default=3.00
  6576. stressVisualModifier = 3.0,
  6577. -- Value affects how much bloom is added when coughing. Minimum=0.00 Maximum=100.00 Default=2.00
  6578. coughModifier = 2.0,
  6579. -- 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
  6580. enduranceBreathModifier = 1.0,
  6581. -- 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
  6582. inhaleModifier1 = 2.5,
  6583. -- 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
  6584. exhaleModifier1 = 0.8,
  6585. -- Minimum=0.00 Maximum=100.00 Default=2.75
  6586. inhaleModifier2 = 2.75,
  6587. -- Minimum=0.00 Maximum=100.00 Default=1.50
  6588. exhaleModifier2 = 1.5,
  6589. -- Minimum=0.00 Maximum=100.00 Default=2.85
  6590. inhaleModifier3 = 2.85,
  6591. -- Minimum=0.00 Maximum=100.00 Default=3.00
  6592. exhaleModifier3 = 3.0,
  6593. -- Minimum=0.00 Maximum=100.00 Default=3.25
  6594. inhaleModifier4 = 3.25,
  6595. -- Minimum=0.00 Maximum=100.00 Default=4.00
  6596. exhaleModifier4 = 4.0,
  6597. -- 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
  6598. crosshairRed = 0.0,
  6599. -- 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
  6600. crosshairGreen = 1.0,
  6601. -- 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
  6602. crosshairBlue = 0.98,
  6603. -- 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
  6604. crosshairRedMain = 1.0,
  6605. -- 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
  6606. crosshairGreenMain = 1.0,
  6607. -- 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
  6608. crosshairBlueMain = 1.0,
  6609. },
  6610. MoreDecreasingLoot = {
  6611. -- If not checked, all the settings below will be ignored and the Item Remover will never trigger.
  6612. Enable = false,
  6613. -- 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
  6614. StartDay = 2,
  6615. -- The day the loot will stop decreasing and after which the peak chance to remove items is always applied.
  6616. -- Must be higher than the start day option! Minimum=0 Maximum=1000 Default=30
  6617. PeakDay = 30,
  6618. -- Applied before and on start day.
  6619. -- Must be lower than the peak chance option! Minimum=0 Maximum=100 Default=0
  6620. OriginalChance = 0,
  6621. -- Applied after and on peak day.
  6622. -- Must be higher than the starting chance option! Minimum=0 Maximum=100 Default=75
  6623. MaxChance = 75,
  6624. -- The number that will be added to the chance to remove items, for food items.
  6625. -- Can be negative.
  6626. -- 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
  6627. FoodChanceModifier = 20,
  6628. -- When enabled, the chance of removing item becomes an average of randoms instead of strict chance.
  6629. -- 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.
  6630. -- 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%
  6631. -- Not recommended if the time between start day and peak day is low.
  6632. EnhancedVariance = true,
  6633. -- Check this if you want vehicle loot to be affected by the Item Remover.
  6634. -- Affects gloveboxes, seats, trunks, and any other vehicle part that can contain items.
  6635. TriggerOnVehicleParts = true,
  6636. -- Check this if you want zombie loot to be affected by the Item Remover.
  6637. -- This won't affect attached/lodged weapons and worn clothes and accessories.
  6638. -- WARNING: This should also affect dead bodies of players and NPCs !
  6639. TriggerOnDeadBodies = false,
  6640. -- When enabled, the Item Remover will trigger when the player comes close to containers, INSTEAD of when the map cells load.
  6641. -- Pro: does not trigger all the containers of the map before you explore them.
  6642. -- 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.
  6643. TriggerOnProximity = false,
  6644. },
  6645. AirbobbelzLoot = {
  6646. -- 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
  6647. GlobalMultiplier = 50,
  6648. -- Percent chance items in dead zombie inventory will have 100% condition Minimum=0 Maximum=100 Default=20
  6649. ChanceMaxCondition = 15,
  6650. -- Minimum condition of items found. 0 means broken. Between 0 and 100 Minimum=0 Maximum=100 Default=10
  6651. MinimumCondition = 10,
  6652. -- Percent chance that drainable items -- duct tape, glue, etc -- will be full Minimum=0 Maximum=100 Default=20
  6653. ChanceMaxDrainable = 35,
  6654. -- Minimum amount of drainable percent left in drainable items. Between 0 and 100. Minimum=0 Maximum=100 Default=20
  6655. MinimumDrainable = 10,
  6656. -- 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
  6657. OutfitMultiplier = 25,
  6658. -- 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
  6659. BagContentsMultiplier = 50,
  6660. -- 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
  6661. GunLooseBulletsRolls = 10,
  6662. -- 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
  6663. GunLooseBulletsMultiplier = 70,
  6664. -- 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
  6665. AmmoMultiplier = 70,
  6666. -- 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
  6667. AmmoBoxMultiplier = 50,
  6668. -- 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
  6669. MeleeMultiplier = 30,
  6670. -- 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
  6671. PistolMultiplier = 25,
  6672. -- 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
  6673. LongGunMultiplier = 10,
  6674. -- 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
  6675. OtherGunsMultiplier = 70,
  6676. -- 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
  6677. CannedFoodMultiplier = 50,
  6678. -- 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
  6679. OtherFoodMultiplier = 10,
  6680. -- 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
  6681. ResourceMultiplier = 60,
  6682. -- 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
  6683. BagMultiplier = 50,
  6684. -- 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
  6685. GunBagMultiplier = 25,
  6686. -- 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
  6687. JunkMultiplier = 80,
  6688. -- 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
  6689. ExtraMultiplier = 100,
  6690. -- 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.
  6691. ExtraRollEach = "",
  6692. -- 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.
  6693. ExtraRollOne1 = "",
  6694. -- 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.
  6695. ExtraRollOne2 = "",
  6696. -- 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.
  6697. ExtraRollOne3 = "",
  6698. -- 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.
  6699. RemoveItems = "",
  6700. },
  6701. WorseZombieLootCondition = {
  6702. -- How many holes are added to zombie clothing when a zombie is hit Minimum=1 Maximum=20 Default=10
  6703. clothingHolesValue = 2,
  6704. -- 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
  6705. clothingHolesValueMin = 4,
  6706. -- 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
  6707. deadBodyHolesValueMin = 3,
  6708. -- 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
  6709. damageClothingValue = 0.5,
  6710. -- 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
  6711. damageWeaponValue = 0.65,
  6712. },
  6713. ProxInv = {
  6714. -- Enable this if you want the Proximity Inventory to work only on zombies
  6715. ZombieOnly = false,
  6716. },
  6717. MGRS = {
  6718. -- Default=AlphaNumeric
  6719. -- 1 = AlphaNumeric
  6720. style = 1,
  6721. },
  6722. CartographyModifier = {
  6723. -- TRUE = the admin will not be subject to the restrictions, such as invisible buildings etc... if FALSE = he will be subject to the restrictions.
  6724. AdminIsNotRestricted = true,
  6725. -- Choose the type of display of the buildings on the map, you have 3 choices:
  6726. --
  6727. -- 0 = None
  6728. -- 1 = All of the same color (grey)
  6729. -- 2 = Vanilla (multiple colors)< br> Minimum=0 Maximum=2 Default=1
  6730. BuildingStyleOnWorldMap = 2,
  6731. -- You have the possibility to put all the structures in a uniform color on the map (roads, forest...):
  6732. --
  6733. -- TRUE = All of the same color
  6734. -- FALSE = Vanilla
  6735. UniformColorOnWorldMap = false,
  6736. -- You have the possibility to set the Global gamma of the structures on the map:
  6737. --
  6738. -- 0 = Black
  6739. -- 120 = Dark grey
  6740. -- 150 = Light grey
  6741. -- Minimum=0 Maximum=255 Default=0
  6742. AdditionalColorOnWorldMap = 0,
  6743. -- FALSE = Forests and trees will not be visible on the map.
  6744. ForestStyleOnWorldMap = true,
  6745. -- You have the option to adjust the brightness of the forest, if you approach 0, and add gamma, it will be grey:
  6746. --
  6747. -- 0 = Very dark
  6748. -- 5 = Dark
  6749. -- 10 = Bright Minimum=0 Maximum=10 Default=10
  6750. ForestStyleOnWorldMapBrightnessfactor = 6,
  6751. -- 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 :
  6752. --
  6753. -- 0 = Black
  6754. -- 120 = Dark gray<br >150 = Light gray
  6755. -- Minimum=0 Maximum=255 Default=0
  6756. ForestStyleOnWorldMapAdditionalColor = 0,
  6757. -- FALSE = Rivers, lakes and various water points will not be visible on the map.
  6758. WaterStyleOnWorldMap = true,
  6759. -- FALSE = Principal roads will not be visible on the map.
  6760. RoadPrimaryStyleOnWorldMap = true,
  6761. -- FALSE = Secondary roads will not be visible on the map.
  6762. RoadSecondaryStyleOnWorldMap = true,
  6763. -- FALSE = Tertiary roads will not be visible on the map.
  6764. RoadTertiaryStyleOnWorldMap = true,
  6765. -- FALSE = Pathways roads will not be visible on the map.
  6766. RoadTrailStyleOnWorldMap = true,
  6767. -- FALSE = Railways roads will not be visible on the map.
  6768. RailwayStyleOnWorldMap = true,
  6769. -- 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...):
  6770. --
  6771. -- 0 = Very dark
  6772. -- 5 = Dark
  6773. -- 10 = Bright
  6774. -- Minimum=0 Maximum=10 Default=8
  6775. BrightnessfactorDarkerMap = 8,
  6776. -- If the Darker map mod is present, you have the option to adjust the brightness of the map background:
  6777. --
  6778. -- 0 = Very dark
  6779. -- 5 = Dark
  6780. -- 10 = Bright
  6781. -- Minimum=0 Maximum=10 Default=8
  6782. BrightnessBackGroundfactorDarkerMap = 3,
  6783. -- 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):
  6784. --
  6785. -- 0 = Very dark
  6786. -- 5 = Dark<br >10 = Bright
  6787. -- Minimum=0 Maximum=10 Default=5
  6788. BrightnessUnvisitefactorDarkerMap = 5,
  6789. -- 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...):
  6790. --
  6791. -- 0 = Very dark
  6792. -- 5 = Dark
  6793. -- 10 = Bright
  6794. -- Minimum=0 Maximum=10 Default=9
  6795. BrightnessfactorDarkerMiniMap = 9,
  6796. -- If the Darker map mod is present, you have the option to adjust the brightness of the minimap background:
  6797. --
  6798. -- 0 = Very dark
  6799. -- 5 = Dark
  6800. -- 10 = Bright
  6801. -- Minimum=0 Maximum=10 Default=10
  6802. BrightnessBackGroundfactorDarkerMiniMap = 3,
  6803. -- Choose the type of display of the buildings on the minimap, you have 3 choices:
  6804. --
  6805. -- 0 = None
  6806. -- 1 = All of the same color (grey)
  6807. -- 2 = Vanilla (multiple colors)< br> Minimum=0 Maximum=2 Default=1
  6808. BuildingStyleOnMiniMap = 2,
  6809. -- You have the possibility to put all the structures in a uniform color on the minimap (roads, forest...):
  6810. --
  6811. -- TRUE = All of the same color
  6812. -- FALSE = Vanilla
  6813. UniformColorOnMiniMap = false,
  6814. -- You have the possibility to set the Global gamma of the structures on the minimap:
  6815. --
  6816. -- 0 = Black
  6817. -- 120 = Dark grey
  6818. -- 150 = Light grey
  6819. -- Minimum=0 Maximum=255 Default=0
  6820. AdditionalColorOnMiniMap = 0,
  6821. -- FALSE = Forests and trees will not be visible on the minimap.
  6822. ForestStyleOnMiniMap = true,
  6823. -- FALSE = Rivers, lakes and various water points will not be visible on the minimap.
  6824. WaterStyleOnMiniMap = true,
  6825. -- FALSE = Principal roads will not be visible on the minimap.
  6826. RoadPrimaryStyleOnMiniMap = true,
  6827. -- FALSE = Secondary roads will not be visible on the minimap.
  6828. RoadSecondaryStyleOnMiniMap = true,
  6829. -- FALSE = Tertiary roads will not be visible on the minimap.
  6830. RoadTertiaryStyleOnMiniMap = true,
  6831. -- FALSE = Pathways roads will not be visible on the minimap.
  6832. RoadTrailStyleOnMiniMap = true,
  6833. -- FALSE = Railways roads will not be visible on the minimap.
  6834. RailwayStyleOnMiniMap = true,
  6835. -- 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.
  6836. --
  6837. itemGPSByPass = false,
  6838. -- If TRUE and the itemGPS mod is present: the textures of some gps will go dark to have a good aesthetic rendering.
  6839. --
  6840. itemGPSdarkMod = false,
  6841. },
  6842. AvatarMOD = {
  6843. -- This will clean the server of avatars exceeding this delay (delay in IG days), 0 = disabled. Minimum=0 Maximum=365 Default=90
  6844. AutoCleanAvatarsItemsFromDisconnectionTimeElapsed = 90,
  6845. -- If you want to change avatar weight, increase or decrease this number. Minimum=0 Maximum=9999 Default=10
  6846. AvatarWeight = 10,
  6847. -- TRUE = players will have more info on target avatar, last player who carried avatar, player who gave items...
  6848. OptionnalInfosOnAvatar = true,
  6849. -- 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.
  6850. CrashOrAltF4InfosOnPlayerConnect = false,
  6851. -- You will only be allowed to carry one avatar at a time
  6852. AvatarOnlyOneInInventory = true,
  6853. -- 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.
  6854. RemoveAllAvatarFromInventoryIfYouDie = false,
  6855. -- 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).
  6856. RotateModelISActivated = true,
  6857. -- TRUE = and RotateModelISActivated = true, only players on the Offline Avatar White List will be able to precisely place their avatars in 3D (cardboard style).
  6858. RotateModelISAllowedForWhiteListedOnly = false,
  6859. -- TRUE = transportation of avatars is authorized, several parameters are present to create restrictions
  6860. GlobalCarryActionFunction = true,
  6861. -- 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).
  6862. --
  6863. -- 0 = disabled
  6864. -- 1 = enabled and takes other related restrictions/permissions
  6865. -- 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)
  6866. -- Minimum=0 Maximum=2 Default=1
  6867. CarryAvatarAllowedFromPlayerWL = 1,
  6868. -- 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.
  6869. TakeAvatarFromSafehouseIsNotYoursIsProhibited = true,
  6870. -- TRUE = you will be prohibited from taking an avatar if it is not part of your refuge or part of your faction.
  6871. TakeAvatarFromFactionIsNotYoursIsProhibited = false,
  6872. -- TRUE = sharing objects with avatars allowed, several parameters are present in order to create restrictions. Please note, this feature is in beta testing.
  6873. GlobalItemActionFunction = false,
  6874. -- 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
  6875. inventoryWeightLimitOfAvatar = 50,
  6876. -- 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
  6877. itemWeightLimitGiveToAvatar = 7,
  6878. -- Item sharing action delay when players share items with an avatar. Minimum=0 Maximum=10000 Default=100
  6879. GiveTakeItemTimeDelay = 100,
  6880. -- 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
  6881. ActionItemIsAllowedFromDisconectionTimeElapsed = 0,
  6882. -- 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).
  6883. --
  6884. -- 0 = disabled
  6885. -- 1 = enabled and takes other related restrictions/permissions
  6886. -- 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)
  6887. -- Minimum=0 Maximum=2 Default=2
  6888. GiveTakeItemAllowedFromPlayerWL = 2,
  6889. -- 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.
  6890. TakeGiveAvatarItemFromSafehouseIsNotYoursIsProhibited = true,
  6891. -- 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).
  6892. TakeGiveAvatarItemFromFactionIsNotYoursIsProhibited = true,
  6893. },
  6894. UdderlySafeLogin = {
  6895. -- 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
  6896. SafeTime = 60.0,
  6897. -- Movement multiplier, this is what changes the amount of time you get once you move. Minimum=0.00 Maximum=1.00 Default=0.50
  6898. MovementMultiplier = 0.5,
  6899. -- Use invisibility instead of not allowing zombies to hit you. This prevents them from noticing or following you but could be exploited by users.
  6900. UseInvisbiility = false,
  6901. },
  6902. bikinitools = {
  6903. EnableGetKeyContext = false,
  6904. EnableOpenSesame = false,
  6905. EnableVehicleRemover = false,
  6906. EnableCellVehicleRemover = false,
  6907. EnableRepairContext = false,
  6908. EnableSkinSwitcher = true,
  6909. EnableVehicleSpawner = false,
  6910. EnableTrunkUnlocker = false,
  6911. EnableGravelBuddy = true,
  6912. EnableGardener = true,
  6913. AllowTYLPlantRemoval = true,
  6914. EnableLumberjack = true,
  6915. EnableFarmer = true,
  6916. EnableContainerUnloader = true,
  6917. EnableHomeWrecker = false,
  6918. EnableCorpseStacker = true,
  6919. EnableVehicleItemHide = true,
  6920. },
  6921. }
Add Comment
Please, Sign In to add comment