Comestible JSON Info: Difference between revisions

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Tool required to be eaten/drank
Tool required to be eaten/drank


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


;<nowiki>"charges"</nowiki>:   
;<nowiki>"charges"</nowiki>:   
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Example: <nowiki>"charges" : 4,</nowiki>
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.
;<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; for best results use charges instead.


Example: <nowiki>"stack_size" : 8,</nowiki>
    "stack_size" : 8,


;<nowiki>"fun"</nowiki>: Morale effects when used
;<nowiki>"fun"</nowiki>: Morale effects when used


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

Revision as of 16:56, 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"

How much fatigue this comestible removes. (Negative values add fatigue)

    "fatigue_mod": 3,
"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"

Thirst quenched

    "quench" : 0,
"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

    "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; for best results use charges instead.
    "stack_size" : 8,
"fun"
Morale effects when used
    "fun" : 5,
"freezing_point"

(Optional) Temperature in F at which item freezes, default is water (32F/0C)

    "freezing_point": 32,
"cooks_like"

(Optional) If the item is used in a recipe, replaces it with its cooks_like

    "cooks_like": "meat_cooked",
"parasites"

(Optional) Probability of becoming parasitised when eating

    "parasites": 10,
"contamination"

(Optional) List of diseases carried by this comestible and their associated probability. Values must be in the [0, 100] range.

    "contamination": [ { "disease": "bad_food", "probability": 5 } ],
"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.

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

See Also