void | DeserializeData (Param par) |
void | InitItemValues (EntityAI item) |
| Allows for adjustment of all catch probabilities from item qualities (damage, qty...)
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void | SetTrapEnviroMask (int value) |
void | UpdateUsedBait (ECatchingBaitCategories type) |
| if non-empty bait type is used, some 'Bait' attachment is picked as an active bait (currently no direct link between item and sensitivity-weighted target probability)
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override void | UpdateBaseProbability (YieldItemBase yItem) |
override bool | ModifySignalProbability (inout float probability) |
void | ReduceBaitQty (float qtyNorm) |
| after N attempts, the chance to catch should be this. Only highest one applies. @NOTE: Take care, only way to achieve guaranteed 1.0 chance at the end is to have EVERY chance at 1.0.
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