##raw
- bionics.json - bionics, does NOT include bionic effects
- dreams.json - dream text and linked mutation categories
- item_groups.json - item spawn groups
- materials.json - material types
- monstergroups.json - monster spawn groups
- names.json - names used for NPC/player name generation
- professions.json - profession definitions
- recipes.json - crafting/disassembly recipes
- skills.json - skill descriptions and ID's
- snippets.json - flier/poster descriptions
- mutations.json - traits/mutations
- vehicle_parts.json - vehicle parts, does NOT affect flag effects
- vehicles.json - vehicle definitions
##raw/items
- archery.json - bows and arrows
- ranged.json - guns
- tools.json - tools and items that can be (a)ctivated
- ammo.json - ammo
- books.json - books
- comestibles.json - food/drinks
- containers.json - containers
- instruments.json - instruments
- melee.json - anything that doesn't go in the other item jsons, melee weapons
- mods.json - gunmods
##json
- furniture.json - furniture, and features treated like furniture
- terrain.json - terrain types and definitions
#raw jsons
###BIONICS
"id" : "bio_batteries", // Unique ID. Must be one continuous word,
// use underscores if necessary.
"name" : "Battery System", // In-game name displayed
"active" : false, // Whether the bionic is active or passive (default: passive)
"power_source" : false, // Whether the bionic provides power (default: false)
"faulty" : false, // Whether it is a faulty type (default: false)
"cost" : 0, // How many PUs it costs to use the bionic. (default: 0)
"time" : 0, // How long, when activated, between drawing cost.
// If 0, it draws power once. (default: 0)
"description" : "You have a battery draining attachment, and thus can make use of the energy contained in normal, everyday batteries. Use 'E' to consume batteries." // In-game description
###DREAMS
"messages" : [ // List of potential dreams
"You have a strange dream about birds.",
"Your dreams give you a strange feathered feeling."
],
"category" : "MUTCAT_BIRD", // Mutation category needed to dream
"strength" : 1 // Mutation category strength required
1 = 20 - 34
2 = 35 - 49
3 = 50+
###ITEM GROUPS
"id":"forest", // Unique ID. Must be one continuous word, use underscores if necessary
"items":[ // List of potential item ID's. Chance of an item spawning is x/T, where
["rock", 40], // X is the value linked to the specific item and T is the total of all
["stick", 95], // item values in a group
["mushroom", 4],
["mushroom_poison", 3],
["mushroom_magic", 1],
["blueberries", 3]
],
"groups":[] // ?
###MATERIALS
"ident" : "hflesh", // Unique ID. Must be one continuous word, use underscores if necessary
"name" : "Human Flesh", // In-game name displayed
"bash_resist" : 1, // How well a material resists bashing damage
"cut_resist" : 1, // How well a material resists cutting damage
"bash_dmg_verb" : "bruised", // Verb used when material takes bashing damage
"cut_dmg_verb" : "sliced", // Verb used when material takes cutting damage
"dmg_adj" : ["bruised", "mutilated", "badly mutilated", "thoroughly mutilated"], // Description added to damaged item in ascending severity
"acid_resist" : 1, // Ability of a material to resist acid
"elec_resist" : 1, // Ability of a material to resist electricity
"fire_resist" : 0, // Ability of a material to resist fire
"density" : 5 // Density of a material
###MONSTER GROUPS
"name" : "GROUP_ANT", // Unique ID. Must be one continuous word, use underscores if necessary
"default" : "mon_ant", // Default monster, automatically fills in any remaining spawn chances
"monsters" : [ // To choose monster spawned game creates 1000 entries and picks one.
{ "monster" : "mon_ant_larva", "freq" : 40, "multiplier" : 0 }, // Each monster will have a number of entries equal to it's "freq" and
{ "monster" : "mon_ant_soldier", "freq" : 90, "multiplier" : 5 }, // the default monster will fill in the remaining. "multiplier" increases
{ "monster" : "mon_ant_queen", "freq" : 0, "multiplier" : 0 } // how much each monster counts for in a spawn group (i.e. will spawn 5 larva or 1 soldier)
{ "monster" : "mon_thing", // Monsters id
"freq" : 100, // Chance of occurence, out of a thousand
"multiplier" : 0, // How many monsters each monster in this definition should count as, if spawning a limited number of monsters
// The minimum and maximum number of monsters in this group that should spawn together. Optional, defaults [1,1]
"pack_size" : [3,5],
// Conditions limiting when monsters spawn. Valid options: SUMMER, WINTER, AUTUMN, SPRING, DAY, NIGHT, DUSK, DAWN
// Multiple Time-of-day conditions (DAY, NIGHT, DUSK, DAWN) will be combined together so that any of those conditions makes the spawn valid
// Multiple Season conditions (SUMMER, WINTER, AUTUMN, SPRING) will be combined together so that any of those conditions makes the spawn valid
"conditions" : ["DUSK","DAWN","SUMMER"]
}
###NAMES
{ "name" : "Aaliyah", "gender" : "female", "usage" : "given" }, // Name, gender, "given"/"family"/"city" (first/last/city name).
// NOTE: Please refrain from adding name PR's in order to maintain kickstarter exclusivity
###PROFESSIONS
"description":"Ever since you were a child you loved hunting, and you loved the challenge of hunting with a bow even more. You start with a level in archery and survival.", // In-game description
"ident":"hunter", // Unique ID. Must be one continuous word, use underscores if necessary
"items":[ // ID's of items player starts with when selecting this profession
"army_top",
"boots_steel",
"jeans"
],
"name":"Bow Hunter", // In-game name displayed
"points":2, // Point cost of profession. Positive values cost points and negative values grant points
"addictions" : [ // Optional list of starting addictions.
{
"type": "nicotine", // ID of addiction
"intensity" : 10, // Intensity of starting addiction
}
"skills":[ // Skills that the player starts with when selecting this profession, stacks with purchased skills
{
"level":1, // Skill level granted
"name":"archery" // ID of granted skill
},
{
"level":1,
"name":"survival"
}
]
###RECIPES
"result": "javelin", // ID of resulting item
"category": "CC_WEAPON", // Category of crafting recipe. CC_NONCRAFT used for disassembly recipes
"skill_used": "fabrication", // Skill trained and used for success checks
"requires_skills": [["survival", 1], ["throw", 2]], // Skills required to unlock recipe
"difficulty": 3, // Difficulty of success check
"time": 5000, // Time to perform recipe
"reversible": false, // Can be disassembled.
"autolearn": true, // Automatically learned upon gaining required skills
"tools": [ // Tools needed to craft
[ // Equivalent tools are surrounded by a single set of brackets []
[ "hatchet", -1 ], // Charges consumed when tool is used, -1 means no charges are consumed
[ "knife_steak", -1 ],
[ "knife_combat", -1 ],
[ "knife_butcher", -1 ],
[ "pockknife", -1 ],
[ "scalpel", -1 ],
[ "machete", -1 ],
[ "broadsword", -1 ],
[ "toolset", -1 ]
],
[
[ "fire", -1 ]
]],
"components": [ // Equivalent components are surrounded by a single set of brackets
[
[ "spear_wood", 1 ], // Number of charges/items required
[ "pointy_stick", 1 ]
],
[
[ "rag", 1 ],
[ "leather", 1 ],
[ "fur", 1 ]
],
[
[ "plant_fibre", 20 ],
[ "sinew", 20 ],
[ "thread", 20 ],
[ "duct_tape", 20 ]
]
]
###SKILLS
"ident" : "smg", // Unique ID. Must be one continuous word, use underscores if necessary
"name" : "submachine guns", // In-game name displayed
"description" : "Your skill with submachine guns and machine pistols. Halfway between a pistol and an assault rifle, these weapons fire and reload quickly, and may fire in bursts, but they are not very accurate.", // In-game description
"tags" : ["gun_type"] // Special flags (default: none)
###SNIPPETS
"category": "flier", // Category used
"text": "This is an advertisement for the Diet Devil brand Metabolic Exchange CBM. It shows a picture of a tiny obese devil sitting on a woman's shoulder. The woman stares intently at a gigantic wedding cake covered with bacon and candybars. The caption reads: \"Burn calories! Burn!\"" // In-game description
###TRAITS/MUTATIONS
"id": "LIGHTEATER", // Unique ID
"name": "Optimist", // In-game name displayed
"points": 2, // Point cost of the trait. Positive values cost points and negative values give points
"visibility": 0, // Visibility of the trait for purposes of NPC interaction (default: 0)
"ugliness": 0, // Ugliness of the trait for purposes of NPC interaction (default: 0)
"description": "Nothing gets you down!" // In-game description
"starting_trait": true, // Can be selected at character creation (default: false)
"valid": false, // Can be mutated ingame (default: true)
"category": ["MUTCAT_BIRD", "MUTCAT_INSECT"], // Categories containing this mutation
"prereqs": ["SKIN_ROUGH"], // Needs these mutations before you can mutate toward this mutation
"cancels": ["ROT1", "ROT2", "ROT3"], // Cancels these mutations when mutating
"changes_to": ["FASTHEALER2"], // Can change into these mutations when mutating further
"leads_to": [], // Mutations that add to this one
"wet_protection":[{ "part": "HEAD", // Wet Protection on specific bodyparts
"good": 1 } ] // "neutral/good/ignored" // Good increases pos and cancels neg, neut cancels neg, ignored cancels both
###VEHICLE PARTS
"id": "wheel", // Unique identifier
"name": "wheel", // Displayed name
"symbol": "0", // ASCII character displayed when part is working
"color": "dark_gray", // Color used when part is working
"broken_symbol": "x", // ASCII character displayed when part is broken
"broken_color": "light_gray", // Color used when part is broken
"damage_modifier": 50, // (Optional, default = 100) Dealt damage multiplier when this part hits something, as a percentage. Higher = more damage to creature struck
"durability": 200, // How much damage the part can take before breaking
"wheel_width": 9, /* (Optional, default = 0)
* SPECIAL: A part may have at most ONE of the following fields:
* wheel_width = base wheel width in inches
* size = trunk/box storage volume capacity
* power = base engine power (in liters)
* bonus = bonus granted; muffler = noise reduction%, seatbelt = bonus to not being thrown from vehicle
* par1 = generic value used for unique bonuses, like the headlight's light intensity */
"fuel_type": "NULL", // (Optional, default = "NULL") Type of fuel/ammo the part consumes, as an item id
"item": "wheel", // The item used to install this part, and the item obtained when removing this part
"difficulty": 4, // Your mechanics skill must be at least this level to install this part
"flags": [ // Flags associated with the part
"EXTERNAL", "MOUNT_OVER", "WHEEL", "MOUNT_POINT", "VARIABLE_SIZE"
]
###VEHICLES
"id": "shopping_cart", // Internally-used name.
"name": "Shopping Cart", // Display name, subject to i18n.
"blueprint": "#", // Preview of vehicle - ignored by the code, so use only as documentation
"parts": [ // Parts list
{"x": 0, "y": 0, "part": "box"}, // Part definition, positive x direction is to the left, positive y is to the right
{"x": 0, "y": 0, "part": "casters"} // See vehicle_parts.json for part ids
]
/* Important! Vehicle parts must be defined in the same order you would install
* them in the game (ie, frames and mount points first).
* You also cannot break the normal rules of installation
* (you can't stack non-stackable part flags). */
#raw/items jsons
###AMMO
"type" : "AMMO", // Defines this as ammo
"id" : "shot_bird", // Unique ID. Must be one continuous word, use underscores if necessary
"price" : 500, // Used when bartering with NPC's
"name" : "birdshot", // In-game name displayed
"symbol" : "=", // ASCII character used in-game
"color" : "red", // ASCII character colour
"description" : "Weak shotgun ammunition. Designed for hunting birds and other small game, its applications in combat are very limited.", // In-game description
"material" : "plastic", // Material types. See materials.json for possible options
"volume" : 2, // Volume, measured in 1/4 liters
"weight" : 34, // Weight, measuted in grams
"bashing" : 1, // Bashing damage caused by using it as a melee weapon
"cutting" : 0, // Cutting damage caused by using it as a melee weapon
"to_hit" : 0, // To-hit bonus if using it as a melee weapon
"ammo_type" : "shot", // Determines what it can be loaded in
"damage" : 18, // Ranged damage when fired
"pierce" : 0, // Armor piercing ability when fired
"range" : 5, // Range when fired
"dispersion" : 0, // Inaccuracy of ammo, measured in quarter-degrees
"recoil" : 18, // Recoil caused when firing
"count" : 25, // Number of rounds that spawn together
"stack_size" : 50, // (Optional) How many rounds are in the above-defined volume. If omitted, is the same as 'count'
"effects" : ["COOKOFF", "SHOT"] // Special effects
###ARMOR
"type" : "ARMOR", // Defines this as armor
"id" : "socks", // Unique ID. Must be one continuous word, use underscores if necessary
"name" : "socks", // The name appearing in the examine box. Can be more than one word separated by spaces
"weight" : 350, // Weight of armour in grams
"color" : "blue", // ASCII character colour
"covers" : ["FEET"], // Where it covers. Possible options are TORSO, HEAD, EYES, MOUTH, ARMS, HANDS, LEGS, FEET
"to_hit" : 0, // To-hit bonus if using it as a melee weapon (whatever for?)
"storage" : 0, // How many volume storage slots it adds
"symbol" : "[", // ASCII character used in-game
"description" : "Socks. Put 'em on your feet.", // Description of armour
"price" : 100, // Used when bartering with NPCs
"material" : ["COTTON", "NULL"], // Material types. See materials.json for possible options
"volume" : 1, // Volume, measured in 1/4 liters
"cutting" : 0, // Cutting damage caused by using it as a melee weapon
"warmth" : 10, // How much warmth clothing provides
"phase" : "solid", // What phase it is
"enviromental_protection" : 0, // How much environmental protection it affords
"encumberance" : 0, // Base encumbrance (unfitted value)
"bashing" : -5, // Bashing damage caused by using it as a melee weapon
"flags" : ["VARSIZE"] // Indicates special effects
"coverage" : 80, // What percentage of body part
"material_thickness" : 1 // Thickness of material, in millimetre units (approximately). Generally ranges between 1 - 5, more unusual armour types go up to 10 or more
###BOOKS
"type" : "BOOK", // Defines this as a BOOK
"id" : "textbook_computers", // Unique ID. Must be one continuous word, use underscores if necessary
"name" : "Computer Science 301", // In-game name displayed
"max_level" : 5, // Maximum skill level this book will train to
"description" : "A college textbook on computer science.", // In-game description
"weight" : 1587, // Weight, measured in grams
"to_hit" : 1, // To-hit bonus if using it as a melee weapon
"color" : "blue", // ASCII character colour
"intelligence" : 11, // Intelligence required to read this book without penalty
"symbol" : "?", // ASCII character used in-game
"material" : ["paper", "null"], // Material types. See materials.json for possible options
"volume" : 7, // Volume, measured in 1/4 liters
"bashing" : 5, // Bashing damage caused by using it as a melee weapon
"cutting" : 0, // Cutting damage caused by using it as a melee weapon
"time" : 35, // Time (in minutes) a single read session takes
"fun" : -2, // Morale bonus/penalty for reading
"skill" : "computer", // Skill raised
"price" : 500, // Used when bartering with NPCs
"required_level" : 2 // Minimum skill level required to learn
###COMESTIBLES
"type" : "COMESTIBLE", // Defines this as a COMESTIBLE
"id" : "crack", // Unique ID. Must be one continuous word, use underscores if necessary
"name" : "crack", // In-game name displayed
"weight" : 1, // Weight, measured in grams
"color" : "white", // ASCII character colour
"addiction_type" : "crack", // Addiction type
"spoils_in" : 0, // How long a comestible is good for. 0 = no spoilage
"use_action" : "CRACK", // What effects a comestible has when used
"stim" : 40, // Stimulant effect
"container" : "null", // What container stores this
"to_hit" : 0, // To-hit bonus if using it as a melee weapon
"comestible_type" : "MED", // Comestible type, used for inventory sorting
"symbol" : "!", // ASCII character used in-game
"quench" : 0, // Thirst quenched
"heal" : -2, // Health effects (used for sickness chances)
"addiction_potential" : 80, // Ability to cause addictions
"nutrition" : 0, // Hunger satisfied
"description" : "Refined cocaine, incredibly addictive.", // In-game description
"price" : 420, // Used when bartering with NPCs
"material" : "powder", // Material types. See materials.json for possible options
"tool" : "apparatus", // Tool required to be eaten/drank
"volume" : 1, // Volume, measured in 1/4 liters
"cutting" : 0, // Cutting damage caused by using it as a melee weapon
"phase" : "solid", // What phase it is
"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'
"bashing" : 0, // Bashing damage caused by using it as a melee weapon
"fun" : 50 // Morale effects when used
###CONTAINERS
"id": "keg", // Unique ID. Must be one continuous word, use underscores if necessary
"type": "CONTAINER", // Defines this as a CONTAINER
"symbol": ")", // ASCII character used in-game
"color": "light_cyan", // ASCII character colour
"name": "aluminum keg", // In-game name displayed
"description": "A reusable aluminum keg, used for shipping beer.\nIt has a capacity of 50 liters.", // In-game description
"price": 6000, // Used when bartering with NPCs
"weight": 13500, // Weight, measured in grams
"volume": 200, // Volume, measured in 1/4 liters
"bashing": -4, // Bashing damage caused by using it as a melee weapon
"cutting": 0, // Cutting damage caused by using it as a melee weapon
"to_hit": -4, // To-hit bonus if using it as a melee weapon
"material": "steel", // Material types. See materials.json for possible options
"contains": 200, // How much volume this container can hold
"flags": ["RIGID", "SEALS", "WATERTIGHT"] // Indicates special effects
###MELEE
"id": "hatchet", // Unique ID. Must be one continuous word, use underscores if necessary
"symbol": ";", // ASCII character used in-game
"color": "light_gray", // ASCII character colour
"name": "hatchet", // In-game name displayed
"description": "A one-handed hatchet. Makes a great melee weapon, and is useful both for cutting wood, and for use as a hammer.", // In-game description
"price": 95, // Used when bartering with NPCs
"material": ["iron", "wood"], // Material types. See materials.json for possible options
"weight": 907, // Weight, measured in grams
"volume": 6, // Volume, measured in 1/4 liters
"bashing": 12, // Bashing damage caused by using it as a melee weapon
"cutting": 12, // Cutting damage caused by using it as a melee weapon
"flags" : ["CHOP"], // Indicates special effects
"to_hit": 1 // To-hit bonus if using it as a melee weapon
###GUN
"id": "nailgun", // Unique ID. Must be one continuous word, use underscores if necessary
"type": "GUN", // Defines this as a GUN
"symbol": "(", // ASCII character used in-game
"color": "light_blue", // ASCII character colour
"name": "nail gun", // In-game name displayed
"description": "A tool used to drive nails into wood or other material. It could also be used as a ad-hoc weapon, or to practice your handgun skill up to level 1.", // In-game description
"price": 100, // Used when bartering with NPCs
"material": "iron", // Material types. See materials.json for possible options
"flags": "MODE_BURST", // Indicates special effects
"skill": "pistol", // Skill used for firing
"ammo": "nail", // Ammo type accepted for reloading
"weight": 2404, // Weight, measured in grams
"volume": 4, // Volume, measured in 1/4 liters
"bashing": 12, // Bashing damage caused by using it as a melee weapon
"cutting": 0, // Cutting damage caused by using it as a melee weapon
"to_hit": 1, // To-hit bonus if using it as a melee weapon
"ranged_damage": 0, // Ranged damage when fired
"range": 0, // Range when fired
"dispersion": 32, // Inaccuracy of gun, measured in quarter-degrees
"recoil": 0, // Recoil caused when firing
"durability": 8, // Resistance to damage/rusting, also determines misfire chance
"burst": 5, // Number of shots fired in burst mode
"clip_size": 100, // Maximum amount of ammo that can be loaded
"reload": 450 // Amount of time to reload, 100 = 6 seconds = 1 "turn"
###TOOLS
"id": "torch_lit", // Unique ID. Must be one continuous word, use underscores if necessary
"type": "TOOL", // Defines this as a TOOL
"symbol": "/", // ASCII character used in-game
"color": "brown", // ASCII character colour
"name": "torch (lit)", // In-game name displayed
"description": "A large stick, wrapped in gasoline soaked rags. This is burning, producing plenty of light", // In-game description
"price": 0, // Used when bartering with NPCs
"material": "wood", // Material types. See materials.json for possible options
"techniques": "FLAMING", // Combat techniques used by this tool
"flags": "FIRE", // Indicates special effects
"weight": 831, // Weight, measured in grams
"volume": 6, // Volume, measured in 1/4 liters
"bashing": 12, // Bashing damage caused by using it as a melee weapon
"cutting": 0, // Cutting damage caused by using it as a melee weapon
"to_hit": 3, // To-hit bonus if using it as a melee weapon
"max_charges": 75, // Maximum charges tool can hold
"initial_charges": 75, // Charges when spawned
"charges_per_use": 1, // Charges consumed per tool use
"turns_per_charge": 20, // Charges consumed over time
"ammo": "NULL", // Ammo type used for reloading
"revert_to": "torch_done", // Transforms into item when charges are expended
"use_action": "TORCH_LIT" // Action performed when tool is used
#json jsons
###FURNITURE
"type": "furniture", //Must always be 'furniture'
"name": "toilet", //Displayed name of the furniture
"symbol": "&", //Symbol displayed
"color": "white", //Glyph color. Alternately use 'bgcolor' to use a solid background color.
//You must use EXACTLY ONE of 'color' or 'bgcolor'.
"move_cost_mod": 2, //Movement cost modifier (-10 = impassable, 0 = no change)
"required_str": 18, //Strength required to move past the terrain easily
"flags": ["TRANSPARENT", "BASHABLE", "FLAMMABLE_HARD"], //Furniture flags
"examine_action": "toilet" //(OPTIONAL) Function called when examined, see iexamine.cpp.
//If omitted, defaults to iexamine::none.
###TERRAIN
"type": "terrain", //Must always be 'terrain'
"name": "spiked pit", //Displayed name of the terrain
"symbol": "0", //Symbol used
"color": "ltred", //Color of the symbol
"move_cost": 10, //Move cost to move through. 2 = normal speed, 0 = impassable
"trap": "spike_pit", //(OPTIONAL) trap_id minus the tr_ prefix of the trap type.
//If omitted, defaults to tr_null.
"flags": ["TRANSPARENT", "DIGGABLE"], //Terrain flags
"examine_action": "pit" //(OPTIONAL) Function called when examined, see iexamine.cpp.
//If omitted, defaults to iexamine::none.