Procedural distributions properties =================================== Reference for all available properties that can be set on procedural distributions. .. _procedural-distributions-property-bags: bags ---- Unclear what this does. .. _procedural-distributions-property-canBurn: canBurn ------- Food cna be burnt (25% chance) or cooked. .. _procedural-distributions-property-cookFood: cookFood -------- No description available. .. _procedural-distributions-property-dontSpawnAmmo: dontSpawnAmmo ------------- No description available. .. _procedural-distributions-property-fillRand: fillRand -------- No description available. .. _procedural-distributions-property-gunStorage: gunStorage ---------- No description available. .. _procedural-distributions-property-ignoreZombieDensity: ignoreZombieDensity ------------------- Ignores the zombie density impact on item spawn chance. .. _procedural-distributions-property-isRotten: isRotten -------- Non-rotten items will be rotten (75% chance) or have increased age (less fresh). .. _procedural-distributions-property-isShop: isShop ------ When not set to true: * Can be a stash (related to ``stashChance``\ ) * DrainableComboItem get random amount of uses * HandWeapon can have lower condition (40% chance) * Items with head conditio nget reduced head condition (40% chance) * Items with sharpness condition get reduced sharpness condition (40% chance) * Bags get items inside them .. _procedural-distributions-property-isTrash: isTrash ------- items spawn with lower condition, delta etc: * HandWeapon get reduced item condition * Items with head condition get reduced head condition * Items with sharpness condition get reduced head condition * DrainiableComboItem get reduced item uses (i.e. batteries) * Impact on non-canned and edible (non can't eat) food: * Non-vermin, cookable and non-replacable on cooked will be either cooked or burnt (50% chance) * Non-rotten item will be rotten (75% chance) or have increased age (less fresh) * Have reduced food values ``isWorn`` containers will have clothing items with reduced condition, can be dirty (25% chance), bloody (1% chance) and/or have holes (25% chance). ``isTrash`` containers will have clothing items with reduced condition, can be wet (25% chance), dirty (95% chance), bloody (10% chance) and /or have holes (75% chance). .. _procedural-distributions-property-isWorn: isWorn ------ No description available. .. _procedural-distributions-property-items: items ----- Holds the various items that will spawn in this procedural distribution list. The format should be as follow: .. code-block:: lua items = { "item1", roll_chance1, "item2", roll_chance2, "item3", roll_chance3, ... } .. _procedural-distributions-property-junk: junk ---- No description available. .. _procedural-distributions-property-maxMap: maxMap ------ Integer value, limits the same item to a max amount (UNSURE). .. _procedural-distributions-property-noAutoAge: noAutoAge --------- No description available. .. _procedural-distributions-property-onlyOne: onlyOne ------- Deprecated, a tag which can be found in distributions looks deprecated from the Java. .. _procedural-distributions-property-rolls: rolls ----- Number of rolls to perform on the procedural distribution list. This roll amount is applied for each item entries of this procedural distribution list. So if there are 5 items and 2 rolls, the game will roll 2 times for each of the 5 items individually, so 10 rolls in total. .. _procedural-distributions-property-stashchance: stashchance ----------- Chance for the container to be a stash.