Comestible JSON Info: Difference between revisions

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;<nowiki>"comestible_type" : "MED",</nowiki>: Comestible type, used for inventory sorting
;<nowiki>"comestible_type" : "MED",</nowiki>: Comestible type, used for inventory sorting
;<nowiki>"quench" : 0,</nowiki>: Thirst quenched
;<nowiki>"quench" : 0,</nowiki>: Thirst quenched
;<nowiki>"heal" : -2,</nowiki>: Health effects (used for sickness chances)
;<nowiki>"heal"</nowiki>:  
 
Health effects (used for sickness chances)
 
Example: <nowiki>"heal" : -2,</nowiki>
;<nowiki>"addiction_potential" : 80,</nowiki>:Ability to cause addictions
;<nowiki>"addiction_potential" : 80,</nowiki>:Ability to cause addictions
;<nowiki>"monotony_penalty"</nowiki>:
;<nowiki>"monotony_penalty"</nowiki>:
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;<nowiki>"fun"</nowiki>: Morale effects when used
;<nowiki>"fun"</nowiki>: Morale effects when used


Example: <nowiki>"fun" : 50,</nowiki>
Example: <nowiki>"fun" : 5,</nowiki>
;<nowiki>"freezing_point": 32,</nowiki>: (Optional) Temperature in F at which item freezes, default is water (32F/0C)
;<nowiki>"freezing_point": 32,</nowiki>: (Optional) Temperature in F at which item freezes, default is water (32F/0C)
;<nowiki>"cooks_like": "meat_cooked",</nowiki>: (Optional) If the item is used in a recipe, replaces it with its cooks_like
;<nowiki>"cooks_like": "meat_cooked",</nowiki>: (Optional) If the item is used in a recipe, replaces it with its cooks_like

Revision as of 19:02, 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"

Health effects (used for sickness chances)

Example: "heal" : -2,

"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.' Note that you'll want to omit this unless you know exactly what you are doing.
"fun"
Morale effects when used

Example: "fun" : 5,

"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"

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.

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