Comestible JSON Info: Difference between revisions
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Example: <nowiki>"spoils_in" : 0,</nowiki> | Example: <nowiki>"spoils_in" : 0,</nowiki> | ||
;<nowiki>"use_action" : "CRACK",</nowiki>: What effects a comestible has when used, see special definitions below | ;<nowiki>"use_action" : "CRACK",</nowiki>: What effects a comestible has when used, see special definitions below | ||
;<nowiki>"stim" | ;<nowiki>"stim"</nowiki>: optional stimulant effect | ||
Example: <nowiki>"stim" : 40, </nowiki> | |||
;<nowiki>"fatigue_mod": 3,</nowiki>: How much fatigue this comestible removes. (Negative values add fatigue) | ;<nowiki>"fatigue_mod": 3,</nowiki>: How much fatigue this comestible removes. (Negative values add fatigue) | ||
;<nowiki>"radiation": 8,</nowiki>: How much radiation you get from this comestible. | ;<nowiki>"radiation": 8,</nowiki>: How much radiation you get from this comestible. |
Revision as of 19:04, 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"
- optional stimulant effect
Example: "stim" : 40,
- "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 ] ],