Comestible JSON Info: Difference between revisions

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== Comestible Specific Entries ==
== Comestible Specific Entries ==
Most of these are optional.


;<nowiki>"addiction_type" : "crack",</nowiki>: Addiction type
;<nowiki>"addiction_type"</nowiki>: an optional addiction type


Example: <nowiki>"addiction_type" : "crack",</nowiki>
Example: <nowiki>"addiction_type" : "crack",</nowiki>
;<nowiki>"spoils_in" : 0,</nowiki>:             // A time duration: how long a comestible is good for. 0 = no spoilage.
;<nowiki>"spoils_in"</nowiki>: A time duration: how long a comestible is good for. 0 = no spoilage.
;<nowiki>"use_action" : "CRACK",</nowiki>:     // What effects a comestible has when used, see special definitions below
 
;<nowiki>"stim" : 40, </nowiki>:               // Stimulant effect
Example: <nowiki>"spoils_in" : 0,</nowiki> 
;<nowiki>"fatigue_mod": 3,</nowiki>:           // How much fatigue this comestible removes. (Negative values add fatigue)
;<nowiki>"use_action" : "CRACK",</nowiki>: What effects a comestible has when used, see special definitions below
;<nowiki>"radiation": 8,</nowiki>:             // How much radiation you get from this comestible.
;<nowiki>"stim" : 40, </nowiki>: optional stimulant effect
;<nowiki>"comestible_type" : "MED",</nowiki>:   // Comestible type, used for inventory sorting
;<nowiki>"fatigue_mod": 3,</nowiki>: How much fatigue this comestible removes. (Negative values add fatigue)
;<nowiki>"quench" : 0,</nowiki>:               // Thirst quenched
;<nowiki>"radiation": 8,</nowiki>: How much radiation you get from this comestible.
;<nowiki>"heal" : -2,</nowiki>:                 // Health effects (used for sickness chances)
;<nowiki>"comestible_type" : "MED",</nowiki>: Comestible type, used for inventory sorting
;<nowiki>"addiction_potential" : 80,</nowiki>: // Ability to cause addictions
;<nowiki>"quench" : 0,</nowiki>: Thirst quenched
;<nowiki>"monotony_penalty" : 0,</nowiki>:     // (Optional, default: 2) Fun is reduced by this number for each one you've consumed in the last 48 hours.
;<nowiki>"heal" : -2,</nowiki>: Health effects (used for sickness chances)
                            // Can't drop fun below 0, unless the comestible also has the "NEGATIVE_MONOTONY_OK" flag.
;<nowiki>"addiction_potential" : 80,</nowiki>:Ability to cause addictions
;<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" : 0,</nowiki>:              // Hunger satisfied (in kcal)
;<nowiki>"calories" : 0,</nowiki>:              // Hunger satisfied (in kcal)
;<nowiki>"nutrition" : 0,</nowiki>:            // Hunger satisfied (OBSOLETE)
;<nowiki>"nutrition" : 0,</nowiki>:            // Hunger satisfied (OBSOLETE)

Revision as of 18:55, 18 August 2020

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


Comestible Specific Entries

Most of these are optional.

"addiction_type"
an optional addiction type

Example: "addiction_type" : "crack",

"spoils_in"
A time duration: how long a comestible is good for. 0 = no spoilage.

Example: "spoils_in" : 0,

"use_action" : "CRACK",
What effects a comestible has when used, see special definitions below
"stim" : 40,
optional 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"

(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" : 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.