Comestible JSON Info: Difference between revisions

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<code>
;<nowiki>"type" : "COMESTIBLE",</nowiki>:     Defines this as a COMESTIBLE
"type" : "COMESTIBLE",      // Defines this as a COMESTIBLE
 
...                        // same entries as above for the generic item.
 
                            // additional some comestible specific entries:
== Comestible Specific Entries ==
"addiction_type" : "crack", // Addiction type
Most of these are optional.
"spoils_in" : 0,            // A time duration: how long a comestible is good for. 0 = no spoilage.
 
"use_action" : "CRACK",    // What effects a comestible has when used, see special definitions below
;<nowiki>"addiction_type"</nowiki>: an optional addiction type
"stim" : 40,               // Stimulant effect
 
"fatigue_mod": 3,           // How much fatigue this comestible removes. (Negative values add fatigue)
    "addiction_type" : "crack",
"radiation": 8,             // How much radiation you get from this comestible.
;<nowiki>"spoils_in"</nowiki>: A time duration: how long a comestible is good for. 0 = no spoilage.
"comestible_type" : "MED",  // Comestible type, used for inventory sorting
 
"quench" : 0,               // Thirst quenched
    "spoils_in" : 0,
"heal" : -2,               // Health effects (used for sickness chances)
;<nowiki>"use_action"</nowiki>:
"addiction_potential" : 80, // Ability to cause addictions
 
"monotony_penalty" : 0,     // (Optional, default: 2) Fun is reduced by this number for each one you've consumed in the last 48 hours.
What effects a comestible has when used, see special definitions.
                            // Can't drop fun below 0, unless the comestible also has the "NEGATIVE_MONOTONY_OK" flag.
 
"calories" : 0,             // Hunger satisfied (in kcal)
    "use_action": [ "ANTIASTHMATIC" ],
"nutrition" : 0,           // Hunger satisfied (OBSOLETE)
    "use_action" : [ "CRACK" ],
"tool" : "apparatus",      // Tool required to be eaten/drank
 
"charges" : 4,             // Number of uses when spawned
;<nowiki>"stim"</nowiki>:
"stack_size" : 8,           // (Optional) How many uses are in the above-defined volume. If omitted, is the same as 'charges'
optional stimulant effect
"fun" : 50                  // Morale effects when used
 
"freezing_point": 32,      // (Optional) Temperature in F at which item freezes, default is water (32F/0C)
    "stim" : 40,  
"cooks_like": "meat_cooked",        // (Optional) If the item is used in a recipe, replaces it with its cooks_like
 
"parasites": 10,           // (Optional) Probability of becoming parasitised when eating
;<nowiki>"fatigue_mod"</nowiki>:
"contamination": [ { "disease": "bad_food", "probability": 5 } ],        // (Optional) List of diseases carried by this comestible and their associated probability. Values must be in the [0, 100] range.
 
"vitamins": [ [ "calcium", 5 ], [ "iron", 12 ] ],        // Vitamins provided by consuming a charge (portion) of this.  An integer percentage of ideal daily value average.  Vitamins array keys include the following: calcium, iron, vitA, vitB, vitC, mutant_toxin, bad_food, blood, and redcells.  Note that vitB is B12.
How much fatigue this comestible removes. (Negative values add fatigue)
</code>
 
    "fatigue_mod": 3,
;<nowiki>"radiation"</nowiki>:
How much radiation you get from this comestible.
 
Example: <nowiki>"radiation": 8,</nowiki>
 
;<nowiki>"comestible_type"</nowiki>:
 
Comestible type, used for inventory sorting (MED, DRINK, FOOD)
 
* Example 1: <nowiki>"comestible_type" : "MED",</nowiki>
* Example 2: <nowiki>"comestible_type" : "DRINK",</nowiki>
 
;<nowiki>"quench"</nowiki>:
Thirst quenched
    "quench" : 0,
;<nowiki>"heal"</nowiki>:
 
Health effects (used for sickness chances)
 
    "heal" : -2,
;<nowiki>"addiction_potential"</nowiki>:
 
Ability to cause addictions. Higher is more
 
    "addiction_potential" : 80,
;<nowiki>"monotony_penalty"</nowiki>:
 
(Optional, default: 2) Fun is reduced by this number for each one you've consumed in the last 48 hours.
 
 
Can't drop fun below 0, unless the comestible also has the "NEGATIVE_MONOTONY_OK" flag.
 
* Example 1: "monotony_penalty" : 0, ''// never monotonous''
* Example 2: "monotony_penalty" : 1, ''// less monotonous''
* Example 3: "monotony_penalty" : 4, ''// gets boring to eat twice as fast a usual''
 
;<nowiki>"calories"</nowiki>:
Hunger satisfied (in kcal)
 
Example: <nowiki>"calories" : 120,</nowiki>
;<strike><nowiki>"nutrition"</nowiki></strike>: Hunger satisfied (OBSOLETE)
;<nowiki>"tool"</nowiki>:  
 
Tool required to be eaten/drank
 
    "tool" : "apparatus",
 
;<nowiki>"charges"</nowiki>: 
 
Optional number of uses when spawned.
 
Example: <nowiki>"charges" : 4,</nowiki>
;<nowiki>"stack_size"</nowiki>: (Optional) How many uses are in the above-defined volume. If omitted, is the same as 'charges.' Note that you'll want to omit this unless you know exactly what you are doing; for best results use charges instead.
 
    "stack_size" : 8,
 
;<nowiki>"fun"</nowiki>: Morale effects when used
 
    "fun" : 5,
;"freezing_point":
(Optional) Temperature in F at which item freezes, default is water (32F/0C)
    "freezing_point": 32,
;"cooks_like":
(Optional) If the item is used in a recipe, replaces it with its cooks_like
    "cooks_like": "meat_cooked",
;<nowiki>"parasites" </nowiki>:
(Optional) Probability of becoming parasitised when eating
    "parasites": 10,
;<nowiki>"contamination"</nowiki>:  
 
(Optional) List of diseases carried by this comestible and their associated probability. Values must be in the [0, 100] range.
 
    "contamination": [ { "disease": "bad_food", "probability": 5 } ],
;<nowiki>"vitamins"</nowiki>:
 
An array of vitamins provided by consuming a charge (portion) of this.  An integer percentage of ideal daily value average.  Vitamins array keys include the following: calcium, iron, vitA, vitB, vitC, mutant_toxin, bad_food, blood, and redcells.  Note that vitB is B12.
 
    <nowiki>"vitamins": [ [ "calcium", 5 ], [ "iron", 12 ] ],</nowiki>
 
== Complete examples ==
 
 
== See Also ==
 
* [[Recipe JSON Info]]
 
[[Category:JSON]]

Latest revision as of 19:15, 19 August 2020

"type" : "COMESTIBLE",
Defines this as a COMESTIBLE


Comestible Specific Entries

Most of these are optional.

"addiction_type"
an optional addiction type
    "addiction_type" : "crack",
"spoils_in"
A time duration: how long a comestible is good for. 0 = no spoilage.
    "spoils_in" : 0,
"use_action"

What effects a comestible has when used, see special definitions.

    "use_action": [ "ANTIASTHMATIC" ],
    "use_action" : [ "CRACK" ],
"stim"

optional stimulant effect

    "stim" : 40, 
"fatigue_mod"

How much fatigue this comestible removes. (Negative values add fatigue)

    "fatigue_mod": 3,
"radiation"

How much radiation you get from this comestible.

Example: "radiation": 8,

"comestible_type"

Comestible type, used for inventory sorting (MED, DRINK, FOOD)

  • Example 1: "comestible_type" : "MED",
  • Example 2: "comestible_type" : "DRINK",
"quench"

Thirst quenched

    "quench" : 0,
"heal"

Health effects (used for sickness chances)

    "heal" : -2,
"addiction_potential"

Ability to cause addictions. Higher is more

    "addiction_potential" : 80,
"monotony_penalty"

(Optional, default: 2) Fun is reduced by this number for each one you've consumed in the last 48 hours.


Can't drop fun below 0, unless the comestible also has the "NEGATIVE_MONOTONY_OK" flag.

  • Example 1: "monotony_penalty" : 0, // never monotonous
  • Example 2: "monotony_penalty" : 1, // less monotonous
  • Example 3: "monotony_penalty" : 4, // gets boring to eat twice as fast a usual
"calories"

Hunger satisfied (in kcal)

Example: "calories" : 120,

"nutrition"
Hunger satisfied (OBSOLETE)
"tool"

Tool required to be eaten/drank

    "tool" : "apparatus",
"charges"

Optional number of uses when spawned.

Example: "charges" : 4,

"stack_size"
(Optional) How many uses are in the above-defined volume. If omitted, is the same as 'charges.' Note that you'll want to omit this unless you know exactly what you are doing; for best results use charges instead.
    "stack_size" : 8,
"fun"
Morale effects when used
    "fun" : 5,
"freezing_point"

(Optional) Temperature in F at which item freezes, default is water (32F/0C)

    "freezing_point": 32,
"cooks_like"

(Optional) If the item is used in a recipe, replaces it with its cooks_like

    "cooks_like": "meat_cooked",
"parasites"

(Optional) Probability of becoming parasitised when eating

    "parasites": 10,
"contamination"

(Optional) List of diseases carried by this comestible and their associated probability. Values must be in the [0, 100] range.

    "contamination": [ { "disease": "bad_food", "probability": 5 } ],
"vitamins"

An array of vitamins provided by consuming a charge (portion) of this. An integer percentage of ideal daily value average. Vitamins array keys include the following: calcium, iron, vitA, vitB, vitC, mutant_toxin, bad_food, blood, and redcells. Note that vitB is B12.

    "vitamins": [ [ "calcium", 5 ], [ "iron", 12 ] ],

Complete examples

See Also