Comestible JSON Info: Difference between revisions

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     "use_action" : "CRACK",
     "use_action" : "CRACK",


;<nowiki>"stim"</nowiki>: optional stimulant effect
;<nowiki>"stim"</nowiki>:  
optional stimulant effect


Example: <nowiki>"stim" : 40, </nowiki>
    <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"</nowiki>:  
;<nowiki>"radiation"</nowiki>:  

Revision as of 16:50, 19 August 2020

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


Comestible Specific Entries

Most of these are optional.

"addiction_type"
an optional addiction type
    "addiction_type" : "crack",
"spoils_in"
A time duration: how long a comestible is good for. 0 = no spoilage.
    "spoils_in" : 0,
"use_action"

What effects a comestible has when used, see special definitions.

    "use_action": [ "ANTIASTHMATIC" ],
    "use_action" : "CRACK",
"stim"

optional stimulant effect

    "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