> For the complete documentation index, see [llms.txt](https://docs.av-scripts.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.av-scripts.com/guides/house-robbery/object-types.md).

# Object Types

* This little guide is to tell you what object types you can have in the house and how they work, go to **config/\_shells.lua** and **config/\_config.lua**.

**1)** In **\_shells.lua** you can notice that every shell have an objects table and inside that table each object have a type, can be **"alarm", "safe", "item", "jewelry"**, etc.

* **item:** This object will spawn 100% of the times, in this example the **itemName** is toaster so the player will receive that item:\
  `{type = "item", prop = 'prop_toaster_02', x = -2.71, y = -0.98, z = 1.02, heading = -90.0, itemName = "toaster", label = "Grab", icon = "fa-solid fa-user-ninja"},`
* **alarm:** Spawns 100% of the times and is needed, otherwise the player won't be able to remove the house alarm and cops will be always alerted.
* **safe:** Spawns randomly, you can modify the spawn chance in **\_config.lua > Config.Lucky**
* **jewelry:** Spawns randomly, you can modify the spawn chance in **\_config.lua > Config.Lucky**
* **illegal:** Spawns randomly, you can modify the spawn chance in **\_config.lua > Config.Lucky**
* **money:** Spawns randomly, you can modify the spawn chance **in \_config.lua > Config.Lucky**

**2)** All the rewards from the **Config.Lucky** props can be found in **\_config.lua > Config.Rewards,** for example, when someone gets to crack a safe they will randomly receive one of the list reward&#x73;**:**

<figure><img src="/files/ntIrXPFqdFk8jg0XPQkF" alt=""><figcaption></figcaption></figure>

**3)** You can add your own props and create a new item category and based on that category give certain rewards, just add them in **Config.Lucky** (if you want them to spawn randomly) and in **Config.Rewards**.

## Carry Objects

* Go to **config/objects.lua** and add your item and prop info inside the **Config.ItemsToObject** table, use the item name as table index, add the object and coords.

<figure><img src="/files/2YYz3zJVHAEQN2BnR2KH" alt=""><figcaption></figcaption></figure>
