Comestible JSON Info: Difference between revisions
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;<nowiki>"addiction_type" : "crack",</nowiki>: Addiction type | ;<nowiki>"addiction_type" : "crack",</nowiki>: Addiction type | ||
"spoils_in" : 0, | |||
"use_action" : "CRACK", | Example: <nowiki>"addiction_type" : "crack",</nowiki> | ||
"stim" : 40, // Stimulant effect | ;<nowiki>"spoils_in" : 0,</nowiki>: // A time duration: how long a comestible is good for. 0 = no spoilage. | ||
"fatigue_mod": 3, | ;<nowiki>"use_action" : "CRACK",</nowiki>: // What effects a comestible has when used, see special definitions below | ||
"radiation": 8, | ;<nowiki>"stim" : 40, </nowiki>: // Stimulant effect | ||
"comestible_type" : "MED", | ;<nowiki>"fatigue_mod": 3,</nowiki>: // How much fatigue this comestible removes. (Negative values add fatigue) | ||
"quench" : 0, | ;<nowiki>"radiation": 8,</nowiki>: // How much radiation you get from this comestible. | ||
"heal" : -2, | ;<nowiki>"comestible_type" : "MED",</nowiki>: // Comestible type, used for inventory sorting | ||
"addiction_potential" : 80, // Ability to cause addictions | ;<nowiki>"quench" : 0,</nowiki>: // Thirst quenched | ||
"monotony_penalty" : 0, | ;<nowiki>"heal" : -2,</nowiki>: // Health effects (used for sickness chances) | ||
;<nowiki>"addiction_potential" : 80,</nowiki>: // Ability to cause addictions | |||
;<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. | |||
// Can't drop fun below 0, unless the comestible also has the "NEGATIVE_MONOTONY_OK" flag. | // Can't drop fun below 0, unless the comestible also has the "NEGATIVE_MONOTONY_OK" flag. | ||
"calories" : 0, | ;<nowiki>"calories" : 0,</nowiki>: // Hunger satisfied (in kcal) | ||
"nutrition" : 0, | ;<nowiki>"nutrition" : 0,</nowiki>: // Hunger satisfied (OBSOLETE) | ||
"tool" : "apparatus", | ;<nowiki>"tool" : "apparatus",</nowiki>: // Tool required to be eaten/drank | ||
"charges" : 4, | ;<nowiki>"charges" : 4,</nowiki>: // Number of uses when spawned | ||
"stack_size" : 8, | ;<nowiki>"stack_size" : 8,</nowiki>: // (Optional) How many uses are in the above-defined volume. If omitted, is the same as 'charges' | ||
"fun" : 50 | ;<nowiki>"fun" : 50</nowiki>: // Morale effects when used | ||
"freezing_point": 32, | ;<nowiki>"freezing_point": 32,</nowiki>: // (Optional) Temperature in F at which item freezes, default is water (32F/0C) | ||
"cooks_like": "meat_cooked", | ;<nowiki>"cooks_like": "meat_cooked",</nowiki>: // (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>"parasites": 10, </nowiki>: // (Optional) Probability of becoming parasitised when eating | ||
<br> | <br> | ||
"contamination": [ { "disease": "bad_food", "probability": 5 } ], | ;<nowiki>"contamination": [ { "disease": "bad_food", "probability": 5 } ],</nowiki>: // (Optional) List of diseases carried by this comestible and their associated probability. Values must be in the [0, 100] range. | ||
< | ;<nowiki>"vitamins": [ [ "calcium", 5 ], [ "iron", 12 ] ],</nowiki>: // 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. | |||
Revision as of 18:47, 18 August 2020
- "type" : "COMESTIBLE",
- Defines this as a COMESTIBLE
Comestible Specific Entries
- "addiction_type" : "crack",
- Addiction type
Example: "addiction_type" : "crack",
- "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.