Comestible JSON Info: Difference between revisions

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"type" : "COMESTIBLE",      // Defines this as a COMESTIBLE
"type" : "COMESTIBLE",      // Defines this as a COMESTIBLE
...                        // same entries as above for the generic item.
...                        // same entries as above for the generic item.
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"parasites": 10,            // (Optional) Probability of becoming parasitised when eating
"parasites": 10,            // (Optional) Probability of becoming parasitised when eating
"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.
"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.
"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.
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Revision as of 18:38, 18 August 2020

"type" : "COMESTIBLE", // Defines this as a COMESTIBLE ... // same entries as above for the generic item. // additional some comestible specific entries: "addiction_type" : "crack", // Addiction type "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 "stim" : 40, // Stimulant effect "fatigue_mod": 3, // How much fatigue this comestible removes. (Negative values add fatigue) "radiation": 8, // How much radiation you get from this comestible. "comestible_type" : "MED", // Comestible type, used for inventory sorting "quench" : 0, // Thirst quenched "heal" : -2, // Health effects (used for sickness chances) "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. // Can't drop fun below 0, unless the comestible also has the "NEGATIVE_MONOTONY_OK" flag. "calories" : 0, // Hunger satisfied (in kcal) "nutrition" : 0, // Hunger satisfied (OBSOLETE) "tool" : "apparatus", // Tool required to be eaten/drank "charges" : 4, // Number of uses when spawned "stack_size" : 8, // (Optional) How many uses are in the above-defined volume. If omitted, is the same as 'charges' "fun" : 50 // Morale effects when used "freezing_point": 32, // (Optional) Temperature in F at which item freezes, default is water (32F/0C) "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 "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.