Comestible JSON Info: Difference between revisions

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Example: <nowiki>"tool" : "apparatus",</nowiki>
Example: <nowiki>"tool" : "apparatus",</nowiki>


;<nowiki>"charges" : 4,</nowiki>:  Number of uses when spawned
;<nowiki>"charges"</nowiki>:   
;<nowiki>"stack_size" : 8,</nowiki>: (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.
 
Optional number of uses when spawned.
 
Example: <nowiki>"charges" : 4,</nowiki>
;<nowiki>"stack_size"</nowiki>: (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.
 
Example: <nowiki>"stack_size" : 8,</nowiki>
 
;<nowiki>"fun"</nowiki>: Morale effects when used
;<nowiki>"fun"</nowiki>: Morale effects when used



Revision as of 16:06, 19 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"

How much radiation you get from this comestible.

Example: "radiation": 8,

"comestible_type"

Comestible type, used for inventory sorting (MED, DRINK, FOOD)

  • Example 1: "comestible_type" : "MED",
  • Example 2: "comestible_type" : "DRINK",
"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"

Hunger satisfied (in kcal)

Example: "calories" : 120,

"nutrition"
Hunger satisfied (OBSOLETE)
"tool"

Tool required to be eaten/drank

Example: "tool" : "apparatus",

"charges"

Optional number of uses when spawned.

Example: "charges" : 4,

"stack_size"
(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.

Example: "stack_size" : 8,

"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 ] ],

See Also