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JSON_FLAGS.md

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JSON Flags

Notes

  • Many of the flags intended for one category or item type, can be used in other categories or item types. Experiment to see where else flags can be used.
  • Offensive and defensive flags can be used on any item type that can be wielded.

Material Phases

  • NULL
  • SOLID
  • LIQUID
  • GAS
  • PLASMA

Recipes

Categories

  • CC_WEAPON
  • CC_AMMO
  • CC_FOOD
  • CC_DRINK
  • CC_CHEM
  • CC_ELECTRONIC
  • CC_ARMOR
  • CC_MISC

Furniture & Terrain

List of known flags, used in both terrain.json and furniture.json

Flags

  • TRANSPARENT Players and monsters can see thorugh/past it. Also sets ter_t.transparent.
  • FLAT Player can build and move furniture on.
  • BASHABLE Players + Monsters can bash this.
  • CONTAINER Items on this square are hidden until looted by the player.
  • PLACE_ITEM Valid terrain for place_item() to put items on.
  • DOOR Can be opened (used for NPC path-finding).
  • FLAMMABLE Can be lit on fire.
  • FLAMMABLE_HARD Harder to light on fire, but still possible.
  • EXPLODES Explodes when on fire.
  • DIGGABLE Digging monsters, seeding monster, digging with shovel, etc.
  • LIQUID Blocks movement, but isn't a wall (lava, water, etc.)
  • SWIMMABLE Player and monsters can swim through it.
  • SHARP May do minor damage to players/monsters passing through it.
  • PAINFUL May cause a small amount of pain.
  • ROUGH May hurt the player's feet.
  • SEALED Can't use e to retrieve items; must smash them open first.
  • NOITEM Items 'fall off' this space.
  • DESTROY_ITEM Items that land here are destroyed.
  • GOES_DOWN Can use > to go down a level.
  • GOES_UP Can use '<' to go up a level.
  • CONSOLE Used as a computer.
  • ALARMED Sets off an alarm if smashed.
  • SUPPORTS_ROOF Used as a boundary for roof construction.
  • INDOORS Has a roof over it; blocks rain, sunlight, etc.
  • THIN_OBSTACLE Passable by players and monsters; vehicles destroy it.
  • COLLAPSES Has a roof that can collapse.
  • FLAMMABLE_ASH Burns to ash rather than rubble.
  • DECONSTRUCT Can be deconstructed.
  • REDUCE_SCENT Reduces scent even more; only works if also bashable.
  • FIRE_CONTAINER Stops fire from spreading (brazier, wood stove, etc.)
  • SUPPRESS_SMOKE Prevents smoke from fires; used by ventilated wood stoves, etc.
  • PLANT A 'furniture' that grows and fruits.
  • OPENCLOSE_INSIDE If it's a door (with an 'open' or 'close' field), it can only be opened or closed if you're inside.
  • BARRICADABLE_WINDOW Window that can be barricaded.
  • BARRICADABLE_DOOR Door that can be barricaded.

Examine actions

  • none None
  • gaspump Use the gas-pump.
  • toilet Either drink or get water out of the toilet.
  • elevator Use the elevator to change floors.
  • controls_gate Controls the attached gate.
  • cardreader Use the cardreader with a valid card, or attempt to hack.
  • rubble Clear up the rubble if you have a shovel.
  • chainfence Hop over the chain fence.
  • bars Take advantage of AMORPHOUS and slip through the bars.
  • tent Take down the tent.
  • shelter Take down the shelter.
  • wreckage Clear up the wreckage if you have a shovel.
  • pit Cover the pit if you have some planks of wood.
  • pit_covered Uncover the pit.
  • fence_post Build a fence.
  • remove_fence_rope Remove the rope from the fence.
  • remove_fence_wire Remove the wire from the fence.
  • remove_fence_barbed Remove the barbed wire from the fence.
  • slot_machine Gamble.
  • safe Attempt to crack the safe.
  • bulletin_board Create a home camp; currently not implemented.
  • fault Displays descriptive message, but otherwise unused.
  • pedestal_wyrm Spawn wyrms.
  • pedestal_temple Opens the temple if you have a petrified eye.
  • fswitch Flip the switch and the rocks will shift.
  • flower_poppy Pick the mutated poppy.
  • fungus Release spores as the terrain crumbles away.
  • dirtmound Plant seeds and plants.
  • aggie_plant Harvest plants.
  • tree_apple Pick an apple tree.
  • shrub_blueberry Pick a blueberry bush.
  • shrub_strawberry Pick a strawberry bush.
  • shrub_marloss Pick a marloss bush.
  • shrub_wildveggies Pick a wild veggies shrub.
  • recycler Recycle metal objects.
  • trap Interact with a trap.
  • water_source Drink or get water from a water source.
  • acid_source Get acid from an acid source.

Currently only used for Fungal conversions

  • WALL This terrain is an upright obstacle.
  • ORGANIC This furniture is partly organic.
  • FLOWER This furniture is a flower.
  • SHRUB This terrain is a shrub.
  • TREE This terrain is a tree.
  • YOUNG This terrain is a young tree.
  • FUNGUS Fungal covered.

Furniture only

  • BLOCKSDOOR This will boost map terrain's resistance to bashing if str_*_blocked is set (see map_bash_info)

Monsters

Flags used to describe monsters and define their properties and abilities.

Sizes

  • TINY Squirrel
  • SMALL Dog
  • MEDIUM Human
  • LARGE Cow
  • HUGE Tank

Categories

  • NULL No category.
  • CLASSIC Only monsters we expect in a classic zombie movie.
  • WILDLIFE Natural animals.

Death functions. Multiple death functions can be used. Not all combinations make sense.

  • NORMAL Drop a body, leave gibs.
  • ACID Acid instead of a body. not the same as the ACID_BLOOD flag. In most cases you want both.
  • BOOMER Explodes in vomit.
  • KILL_VINES Kill all nearby vines.
  • VINE_CUT Kill adjacent vine if it's cut.
  • TRIFFID_HEART Destroys all roots.
  • FUNGUS Explodes in spores.
  • DISINTEGRATE Falls apart.
  • WORM Spawns 2 half-worms
  • DISAPPEAR Hallucination disappears.
  • GUILT Moral penalty. There is also a flag with a similar effect.
  • BLOBSPLIT Creates more blobs.
  • MELT Normal death, but melts.
  • AMIGARA Removes hypnosis if the last one.
  • THING Turn into a full thing.
  • EXPLODE Damaging explosion.
  • BROKEN Spawns a broken robot item, its id calculated like this: the prefix "mon_" is removed from the monster id, than the prefix "broken_" is added. Example: mon_eyebot -> broken_eyebot
  • RATKING Cure verminitis.
  • KILL_BREATHERS All breathers die.
  • SMOKEBURST Explode like a huge smoke bomb.
  • GAMEOVER Game over man! Game over! Defense mode.

Flags

  • NULL Source use only.
  • SEES It can see you (and will run/follow).
  • VIS50 Vision -10
  • VIS40 Vision -20
  • VIS30 Vision -30
  • VIS20 Vision -40
  • VIS10 Vision -50
  • HEARS It can hear you.
  • GOODHEARING Pursues sounds more than most monsters.
  • SMELLS It can smell you.
  • KEENNOSE Keen sense of smell.
  • STUMBLES Stumbles in its movement.
  • WARM Warm blooded.
  • NOHEAD Headshots not allowed!
  • HARDTOSHOOT Some shots are actually misses.
  • GRABS Its attacks may grab you!
  • BASHES Bashes down doors.
  • DESTROYS Bashes down walls and more.
  • POISON Poisonous to eat.
  • VENOM Attack may poison the player.
  • BADVENOM Attack may severely poison the player.
  • PARALYZE Attack may paralyze the player with venom.
  • BLEED Causes the player to bleed.
  • WEBWALK Doesn't destroy webs.
  • DIGS Digs through the ground.
  • CAN_DIG Can dig and walk.
  • FLIES Can fly (over water, etc.)
  • AQUATIC Confined to water.
  • SWIMS Treats water as 50 movement point terrain.
  • ATTACKMON Attacks other monsters.
  • ANIMAL Is an animal for purposes of the Animal Empathy trait.
  • PLASTIC Absorbs physical damage to a great degree.
  • SUNDEATH Dies in full sunlight.
  • ELECTRIC Shocks unarmed attackers.
  • ACIDPROOF Immune to acid.
  • ACIDTRAIL Leaves a trail of acid.
  • SLUDGEPROOF Ignores the effect of sludge trails.
  • SLUDGETRAIL Causes the monster to leave a sludge trap trail when moving.
  • FIREY Burns stuff and is immune to fire.
  • QUEEN When it dies, local populations start to die off too.
  • ELECTRONIC e.g. A Robot; affected by emp blasts and other stuff.
  • FUR May produce fur when butchered.
  • LEATHER May produce leather when butchered.
  • FEATHER May produce feathers when butchered.
  • FAT May produce fat when butchered.
  • CBM_CIV May produce a common cbm or two when butchered.
  • BONES May produce bones and sinews when butchered.
  • IMMOBILE Doesn't move (e.g. turrets)
  • FRIENDLY_SPECIAL Use our special attack, even if friendly.
  • HIT_AND_RUN Flee for several turns after a melee atack.
  • GUILT You feel guilty for killing it.
  • HUMAN It's a live human, as long as it's alive.
  • NO_BREATHE Creature can't drown and is unharmed by gas, smoke or poison.
  • REGENERATES_50 Monster regenerates very quickly over time.
  • REGENERATES_10 Monster regenerates very quickly over time.
  • FLAMMABLE Monster catches fire, burns, and spreads fire to nearby objects.
  • REVIVES Monster corpse will revive after a short period of time.
  • CHITIN May produce chitin when butchered.
  • VERMIN Creature is too small for normal combat, butchering etc.
  • HUNTS_VERMIN Creature uses vermin as a food source.
  • SMALL_BITER Creature can cause a painful, non-damaging bite.
  • ABSORBS Consumes objects it moves over.
  • LARVA Creature is a larva. Currently used for gib and blood handling.
  • ARTHROPOD_BLOOD Forces monster to bleed hemolymph.
  • ACID_BLOOD Makes monster bleed acid. Fun stuff! Does not automatically dissolve in a pool of acid on death.
  • BILE_BLOOD Makes monster bleed bile.
  • REGEN_MORALE Will stop fleeing if at max hp, and regen anger and morale.
  • CBM_POWER May produce a power CBM when butchered, independent of CBM.
  • CBM_SCI May produce a cbm or two from bionics_sci when butchered.
  • CBM_OP May produce a cbm or two from bionics_op when butchered.

Special attacks

Some special attacks are also valid use actions for tools and weapons.

  • NONE No special attack.
  • ANTQUEEN Hatches/grows: egg > ant > soldier.
  • SHRIEK "a terrible shriek!"
  • HOWL "an ear-piercing howl!"
  • RATTLE "a sibilant rattling sound!"
  • ACID Spit acid.
  • SHOCKSTORM Shoots bolts of lightning.
  • SMOKECLOUD Produces a cloud of smoke.
  • BOOMER Spit bile.
  • RESURRECT Revives the dead--again.
  • SCIENCE Various science/technology related attacks (e.g. manhacks, radioactive beams, etc.)
  • GROWPLANTS Spawns underbrush, or promotes it to > young tree > tree.
  • GROW_VINE Grows creeper vines.
  • VINE Attacks with vine.
  • SPIT_SAP Spit sap.
  • TRIFFID_HEARTBEAT Grows and crumbles root walls around the player, and spawns more monsters.
  • FUNGUS Releases fungal spores and attempts to infect the player.
  • FUNGUS_GROWTH Grows a young fungaloid into an adult.
  • FUNGUS_SPROUT Grows a fungal wall.
  • LEAP Monster leaps from one point to another.
  • DERMATIK Attempts to lay dermatik eggs in the player.
  • DERMATIK_GROWTH Dermatik larva grows into an adult.
  • PLANT Fungal spores take seed and grow into a fungaloid.
  • DISAPPEAR Hallucination disappears.
  • FORMBLOB Spawns blobs?
  • DOGTHING The dog thing spawns into a tentacle dog.
  • TENTACLE Lashes a tentacle at the player.
  • VORTEX Forms a vortex/tornado that causes damage and throws creatures around.
  • GENE_STING Shoot a dart at the player that causes a mutation if it connects.
  • PARA_STING Shoot a paralyzing dart at the player.
  • TRIFFID_GROWTH Young triffid grows into an adult.
  • STARE Stare at the player and inflict teleglow.
  • FEAR_PARALYZE Paralyze the player with fear.
  • PHOTOGRAPH Photograph the player. Causes a robot attack?
  • TAZER Shock the player.
  • SMG SMG turret fires.
  • LASER Laser turret fires. RIFLE_TUR Rifle turret fires.
  • FLAMETHROWER Shoots a stream fire.
  • COPBOT Cop-bot alerts and then tazes the player.
  • MULTI_ROBOT Robot can attack with tazer, flamethrower or SMG depending on distance.
  • RATKING Inflicts disease rat
  • GENERATOR Regenerates health.
  • UPGRADE Upgrades a regular zombie into a special zombie.
  • BREATHE Spawns a breather
  • BITE Bites the player.
  • BRANDISH Brandish a knife at the player.
  • FLESH_GOLEM Attack the player with claw, and inflict disease downed if the attack connects.
  • PARROT Parrots the speech defined in speech.json, picks one of the lines randomly. "speaker" points to a monster id.

Anger, Fear & Placation Triggers

  • NULL Source use only?
  • STALK Increases when following the player.
  • MEAT Meat or a corpse is nearby.
  • PLAYER_WEAK The player is hurt.
  • PLAYER_CLOSE The player gets within a few tiles distance.
  • HURT The monster is hurt.
  • FIRE There's a fire nearby.
  • FRIEND_DIED A monster of the same type died.
  • FRIEND_ATTACKED A monster of the same type was attacked.
  • SOUND Heard a sound.

Monster Groups

Conditions

Limit when monsters can spawn.

Seasons

Multiple season conditions will be combined together so that any of those conditions become valid time of year spawn times.

  • SUMMER
  • WINTER
  • AUTUMN
  • SPRING

Time of day

Multiple time of day conditions will be combined together so that any of those conditions become valid time of day spawn times.

  • DAY
  • NIGHT
  • DUSK
  • DAWN

Mutations

Categories

These branches are also the valid entries for the categories of dreams in dreams.json

  • MUTCAT_PLANT "You feel much closer to nature."
  • MUTCAT_INSECT "You hear buzzing, and feel your body harden."
  • MUTCAT_SPIDER "You feel insidious."
  • MUTCAT_SLIME "Your body loses all rigidity for a moment."
  • MUTCAT_FISH "You are overcome by an overwhelming longing for the ocean."
  • MUTCAT_RAT "You feel a momentary nausea."
  • MUTCAT_BEAST "Your heart races and you see blood for a moment."
  • MUTCAT_CATTLE "Your mind and body slow down. You feel peaceful."
  • MUTCAT_CEPHALOPOD "Your mind is overcome by images of eldritch horrors...and then they pass."
  • MUTCAT_BIRD "Your body lightens and you long for the sky."
  • MUTCAT_LIZARD "For a heartbeat, your body cools down."
  • MUTCAT_TROGLOBITE "You yearn for a cool, dark place to hide."
  • MUTCAT_ALPHA "You feel...better. Somehow."
  • MUTCAT_MEDICAL "Your can feel the blood rushing through your veins and a strange, medicated feeling washes over your senses."
  • MUTCAT_CHIMERA "You need to roar, bask, bite, and flap. NOW."
  • MUTCAT_ELFA "Nature is becoming one with you..."
  • MUTCAT_RAPTOR "Mmm...sweet bloody flavor...tastes like victory."

Vehicle Parts

Fuel types

  • NULL None
  • gasoline Refined dino.
  • battery Electrifying.
  • plutonium 1.21 Gigawatts!
  • plasma Superheated.
  • water Clean.

Flags

  • NOINSTALL Cannot be installed.
  • INTERNAL Must be mounted inside a cargo area.
  • ANCHOR_POINT Allows secure seatbelt attachment.
  • OVER Can be mounted over other parts.
  • VARIABLE_SIZE Has 'bigness' for power, wheel radius, etc.
  • BOARDABLE The player can safely move over or stand on this part while the vehicle is moving.
  • CARGO Cargo holding area.
  • BELTABLE Seatbelt can be attached to this part.
  • SEATBELT Helps prevent the player from being ejected from the vehicle during an accident.
  • SEAT A seat where the player can sit or sleep.
  • TRACK Allows the vehicle installed on, to be marked and tracked on a PDA.
  • UNMOUNT_ON_DAMAGE Part breaks off the vehicle when destroyed by damage.
  • BED A bed where the player can sleep.
  • OPAQUE Cannot be seen through.
  • OBSTACLE Cannot walk through part, unless the part is also 'OPENABLE'.
  • AISLE Player can move over this part with less speed penalty than normal.
  • ROOF Covers a section of the vehicle. Areas of the vehicle that have a roof and roofs on surrounding sections, are considered inside. Otherwise they're outside.
  • OPENABLE Can be opened or closed.
  • OPENCLOSE_INSIDE Can be opened or closed, but only from inside the vehicle.
  • WINDOW Can see through this part and can install curtains over it.
  • SHARP Striking a monster with this part does cutting damage instead of bashing damage, and prevents stunning the monster.
  • PROTRUSION Part sticks out so no other parts can be installed over it.
  • WHEEL Counts as a wheel in wheel calculations.
  • STABLE Similar to WHEEL, but if the vehicle is only a 1x1 section, this single wheel counts as enough wheels.
  • ENGINE Is an engine and contributes towards vehicle mechanical power.
  • ALTERNATOR Recharges batteries installed on the vehicle.
  • PEDALS Similar to 'ENGINE', but requires the player to manually power it.
  • FUEL_TANK Storage device for a fuel type.
  • FRIDGE Can refrigerate items.
  • CONTROLS Can be used to control the vehicle.
  • MUFFLER Muffles the noise a vehicle makes while running.
  • CURTAIN Can be installed over a part flagged with WINDOW, and functions the same as blinds found on windows in buildings.
  • SOLAR_PANEL Recharges vehicle batteries when exposed to sunlight. Has a 1 in 4 chance of being broken on car generation.
  • KITCHEN Acts as a kitchen unit and heat source for crafting.
  • WELDRIG Acts as a welder for crafting.
  • CRAFTRIG Acts as a dehydrator, vacuum sealer and reloading press for crafting purposes. Potentially to include additional tools in the future.
  • CHEMLAB Acts as a chemistry set for crafting.
  • FORGE Acts as a forge for crafting.
  • TURRET Is a weapon turret.
  • ARMOR Protects the other vehicle parts it's installed over during collisions.
  • CONE_LIGHT Projects a cone of light when turned on.
  • HORN Generates noise when used.
  • MULTISQUARE Causes this part and any adjacent parts with the same ID to act as a singular part.
  • CIRCLE_LIGHT Projects a circular radius of light when turned on.
  • ODDTURN Only on during odd turns.
  • EVENTURN Only on during even turns.
  • RECHARGE Recharge items with the same flag. ( Currently only the rechargeable battery mod. )

Ammo

Ammo type

The chambering of weapons that this ammo can be loaded into.

  • nail Nail
  • BB BB
  • bolt Bolt
  • arrow Arrow
  • pebble Pebble
  • shot Shotshell
  • 22 .22LR
  • 9mm 9mm Luger
  • 762x25 7.62x25mm
  • 38 .38 Special
  • 40 10mm
  • 44 .44 Magnum
  • 45 .45 ACP
  • 454 .454 Casull
  • 500 .500 Magnum
  • 57 57mm
  • 46 46mm
  • 762 7.62x39mm
  • 223 .223 Remington
  • 308 .308 Winchester
  • 3006 30.06
  • 40mm 40mm Grenade
  • 66mm 66mm HEAT
  • 84x246mm 84x246mm HE
  • m235 M235 TPA (66mm Incendiary Rocket)
  • battery Battery
  • fusion Laser Pack
  • 12mm 12mm
  • plasma Plasma
  • plutonium Plutonium Cell
  • gasoline Gasoline
  • thread Thread
  • water Water
  • charcoal Charcoal
  • 8x40mm 8mm Caseless
  • 20x66mm 20x66mm Shot
  • 5x50 5x50 Dart
  • signal_flare Signal Flare
  • mininuke_mod Mininuke
  • metal_rail Rebar Rail
  • UPS UPS
  • components Components
  • thrown Thrown
  • ampoule Ampoule
  • 50 .50 BMG

Effects

  • COOKOFF Explodes when lit on fire.
  • SHOT Multiple smaller pellets instead of one singular bullet; less effective against armor but increases chance to hit.
  • BOUNCE Inflicts target with ME_BOUNCED effect.
  • EXPLOSIVE Explodes without any shrapnel.
  • EXPLOSIVE_BIG Large explosion without any shrapnel.
  • EXPLOSIVE_HUGE Huge explosion without any shrapnel.
  • FRAG Small explosion that spreads shrapnel.
  • INCENDIARY Lights target on fire.
  • NAPALM Explosion that spreads fire.
  • TEARGAS Generates a cloud of teargas.
  • SMOKE Generates a cloud of smoke.
  • SMOKE_BIG Generates a large cloud of smoke.
  • TRAIL Creates a trail of smoke.
  • FLARE Lights the target on fire.
  • FLASHBANG Blinds and deafens nearby targets.
  • ACIDBOMB Leaves a pool of acid on detonation.
  • FLAME Very small explosion that lights fires.
  • STREAM No effect? Not currently used in source files.
  • BEANBAG Stuns the target.
  • LARGE_BEANBAG Heavily stuns the target.
  • MININUKE_MOD Small thermo-nuclear detonation that leaves behind radioactive fallout.
  • LIGHTNING Creates a trail of lightning.
  • PLASMA Creates a trail of superheated plasma.
  • LASER Creates a trail of laser (the field type)

Techniques

Techniques may be used by tools, armors, weapons and anything else that can be wielded.

Offensive

  • SWEEP Criticals may make your enemy fall & miss a turn.
  • PRECISE Criticals are painful and stun.
  • BRUTAL Criticals knock the target back.
  • GRAB Hit may allow a second unarmed attack attempt.
  • WIDE Attacks adjacent opponents.
  • RAPID Hits faster.
  • FEINT Misses take less time.
  • THROW Attacks may throw your opponent.
  • DISARM Remove an NPC's weapon.
  • FLAMING Sets the target on fire.

Defensive

  • BLOCK Block attacks, reducing them to 25% damage.
  • BLOCK_LEGS Block attacks, but with your legs.
  • WBLOCK_1 Poor chance to block when wielding this item (e.g. pole).
  • WBLOCK_2 Moderate chance to block when wielding this item (e.g. a weapon made for blocking)
  • WBLOCK_3 Good chance to block when wielding this item (e.g. a shield).
  • BREAK Break from a grab.
  • DEF_THROW Throw an enemy that attacks you.
  • DEF_DISARM Disarm an enemy.

Qualities

Qualities, like techniques, may be used by tools, armors, weapons and anything else that can be wielded.

  • CUT Can be used to cut objects.

Armor

Covers

  • TORSO
  • HEAD
  • EYES
  • MOUTH
  • ARMS
  • HANDS
  • LEGS
  • FEET

Flags

Some armor flags, such as WATCH and ALARMCLOCK are compatible with other item types. Experiment to find which flags work elsewhere.

  • FIT Reduces encumbrance by one.
  • VARSIZE Can be made to fit via tailoring.
  • SKINTIGHT Undergarment layer.
  • OUTER Outer garment layer.
  • BELTED Layer for belts and backpacks.
  • WATER_FRIENDLY Prevents the covered body part(s) from getting drenched with water.
  • WATERPROOF Prevents the covered body-part(s) from getting wet in any circumstance.
  • RAINPROOF Prevents the covered body-part(s) from getting wet in the rain.
  • STURDY This clothing is a lot more resistant to damage than normal.
  • FANCY Wearing this clothing gives a morale bonus if the player has the Stylish trait.
  • SUPER_FANCY Gives an additional moral bonus over FANCY if the player has the Stylish trait.
  • POCKETS Increases warmth for hands if the player's hands are cold and the player is wielding nothing.
  • HOOD Allow this clothing to conditionally cover the head, for additional warmth or water protection., if the player's head isn't encumbered
  • FLOATATION Prevents the player from drowning in deep water. Also prevents diving underwater.
  • OVERSIZE Can always be worn no matter encumbrance/mutations/bionics/etc., but prevents any other clothing being worn over this.
  • WATCH Acts as a watch and allows the player to see actual time.
  • ALARMCLOCK Has an alarm-clock feature.
  • DEAF Makes the player deaf.

Comestibles

Comestible type

  • DRINK
  • FOOD
  • MED

Addiction type

  • nicotine
  • caffeine
  • alcohol
  • sleeping pill
  • opiate
  • amphetamine
  • cocaine
  • crack

Use action

  • NONE "You can't do anything of interest with your [x]."
  • SEWAGE Causes vomiting and a chance to mutate.
  • HONEYCOMB Spawns wax.
  • ROYAL_JELLY Alleviates many negative conditions and diseases.
  • BANDAGE Stop bleeding.
  • FIRSTAID Heal.
  • DISINFECTANT Prevents infections.
  • CAFF Reduces fatigue.
  • ATOMIC_CAFF Greatly reduces fatigue and increases radiation dosage.
  • ALCOHOL Increases drunkenness. Adds disease drunk.
  • ALCOHOL_WEAK Slightly increases drunkenness. Adds disease drunk
  • PKILL Reduces pain. Adds disease pkill[n] where [n] is the level of flag PKILL_[n] used on this comestible.
  • XANAX Alleviates anxiety. Adds disease took_xanax.
  • CIG Alleviates nicotine cravings. Adds disease cig.
  • ANTIBIOTIC Helps fight infections. Removes disease infected and adds disease recover.
  • FUNGICIDE Kills fungus and spores. Removes diseases fungus and spores.
  • WEED Makes you roll with Cheech & Chong. Adds disease weed_high.
  • COKE Decreases hunger. Adds disease high.
  • CRACK Decreases hunger. Adds disease high.
  • GRACK Decreases hunger. Adds disease 'high'.
  • METH Adds disease meth
  • VITAMINS Increases healthiness (not to be confused with HP)
  • VACCINE Greatly increases health.
  • POISON Adds diseases poison and foodpoison.
  • HALLU Adds disease hallu.
  • THORAZINE Removes diseases hallu, visuals, high. Additionally removes disease formication if disease dermatik isn't also present. Has a chance of a negative reaction which increases fatigue.
  • PROZAC Adds disease took_prozac if not currently present, otherwise acts as a minor stimulant.
  • SLEEP Greatly increases fatigue.
  • IODINE Adds disease iodine.
  • FLUMED Adds disease took_flumed.
  • FLUSLEEP Adds disease took_flumed and increases fatigue.
  • INHALER Removes disease asthma.
  • BLECH Causes vomiting.
  • CHEW Displays message "You chew your %s", but otherwise does nothing.
  • MUTAGEN Causes mutation.
  • PURIFIER Removes negative mutations.
  • MARLOSS "As you eat the berry, you have a near-religious experience, feeling at one with your surroundings..."
  • DOGFOOD Makes a dog friendly.
  • CATFOODMakes a cat friendly.

Flags

  • EATEN_HOT Morale bonus for eating hot.
  • USE_EAT_VERB "You drink your %s." or "You eat your %s."
  • FERTILIZER Works as fertilizer for farming.
  • SEED Plantable seed for farming.
  • MUTAGEN_STRONG Chance of mutating several times.
  • MUTAGEN_PLANT Causes mutation in the plant branch.
  • MUTAGEN_INSECT Causes mutation in the insect branch.
  • MUTAGEN_SPIDER Causes mutation in the spider branch.
  • MUTAGEN_SLIME Causes mutation in the slime branch.
  • MUTAGEN_FISH Causes mutation in the fish branch.
  • MUTAGEN_RAT Causes mutation in the rat branch.
  • MUTAGEN_BEAST Causes mutation in the beast branch.
  • MUTAGEN_CATTLE Causes mutation in the cattle branch.
  • MUTAGEN_CEPHALOPOD Causes mutation in the cephalopod branch.
  • MUTAGEN_BIRD Causes mutation in the bird branch.
  • MUTAGEN_LIZARD Causes mutation in the lizard branch.
  • MUTAGEN_TROGLOBITE Causes mutation in the troglobite branch.
  • MUTAGEN_MEDICAL Causes mutation in the medical branch.
  • MUTAGEN_CHIMERA Causes mutation in the chimera branch.
  • MUTAGEN_ALPHA Causes mutation in the alpha branch.
  • MUTAGEN_ELFA Causes mutation in the elfa branch.
  • MUTAGEN_RAPTOR Causes mutation in the raptor branch.
  • PKILL_1 Minor painkiller.
  • PKILL_2 Moderate painkiller.
  • PKILL_3 Heavy painkiller.
  • PKILL_4 "You shoot up."
  • PKILL_L Slow-release painkiller.

Containers

  • RIGID Volume of the item does not include volume of the content. Without that flag the volume of the contents are added to the volume of the container.
  • WATERTIGHT Can hold liquids.
  • SEALS Can be resealed.

Melee

Flags

  • SPEAR Deals stabbing damage, with a moderate chance of getting stuck. The SPEAR flag is synonymous with the STAB flag.
  • CHOP Does cutting damage, with a high chance of getting stuck.
  • STAB Deals stabbing damage, with a moderate chance of getting stuck. The STAB flag is synonymous with the SPEAR flag.
  • SLICE Deals cutting damage, with a low chance of getting stuck.
  • MESSY Resistant to getting stuck in a monster. Potentially cause more gore in the future?
  • NON_STUCK Resistant to getting stuck in a monster; not as large of an effect as MESSY.
  • UNARMED_WEAPON Wielding this item still counts as unarmed combat.
  • NO_UNWIELD Cannot unwield this item.
  • SHEATH_SWORD Item can be sheathed in a sword scabbard
  • IAIJUTSU Sword can slash at an enemy as it's drawn if cutting skill is above 7 and a roll is passed
  • SHEATH_KNIFE Item can be sheathed in a knife sheath
  • QUIVER_n Item can hold n arrows (will parse number as integer)

Guns

  • MODE_BURST Has a burst-fire mode.
  • RELOAD_AND_SHOOT Firing automatically reloads and then shoots.
  • RELOAD_ONE Only reloads one round at a time.
  • NO_AMMO Does not directly have a loaded ammo type.
  • BIO_WEAPON Weapon is a CBM weapon, uses power as ammo. (CBM weapons should get both NO_AMMO and BIO_WEAPON, to work correctly).
  • USE_UPS Uses 5 UPS charges per shot, or 3 advanced UPS charges.
  • USE_UPS_20 Uses 20 UPS charges per shot, or 12 advanced UPS charges.
  • USE_UPS_40 Uses 40 UPS charges per shot, or 24 advanced UPS charges.
  • CHARGE Has to be charged to fire. Higher charges do more damage.
  • NO_UNLOAD Cannot be unloaded.
  • FIRE_50 Uses 50 shots per firing.
  • FIRE_100 Uses 100 shots per firing.
  • BACKBLAST Causes a small explosion behind the person firing the weapon. Currently not implemented?
  • STR_RELOAD Reload speed is affected by strength.
  • RELOAD_EJECT Ejects shell from gun on reload instead of when fired.

Tools

Flags

Melee flags are fully compatible with tool flags, and vice versa.

  • LIGHT_[X] Illuminates the area with light intensity [X] where [X] is an intensity value. (e.x. LIGHT_4 or LIGHT_100).
  • CHARGEDIM If illuminated, light intensity fades with charge, starting at 20% charge left.
  • FIRE Counts as a fire for crafting purposes.
  • WRAP Unused?
  • RECHARGE Gain charges when placed in a cargo area with a recharge station.

Use actions

  • NONE Do nothing.
  • LIGHTER Light a fire.
  • PRIMITIVE_FIRE Attempt to light a fire with a high chance of failure.
  • SEW Sew clothing.
  • SCISSORS Cut up clothing.
  • HAMMER Pry boards off of windows, doors and fences.
  • EXTINGUISHER Put out fires.
  • EXTRA_BATTERY Doubles the amount of charges a battery-powered item holds.
  • GASOLINE_LANTERN_OFF Turns the lantern on.
  • GASOLINE_LANTERN_ON Turns the lantern off.
  • LIGHT_OFF Turns the light on.
  • LIGHT_ON Turns the light off.
  • LIGHTSTRIP Activates the lightstrip.
  • LIGHTSTRIP_ACTIVE The lightstrip fades and dies.
  • GLOWSTICK Turn on the glowstick.
  • GLOWSTICK_ACTIVE The glowstick fades and dies.
  • HANDFLARE Light the flare.
  • HANDFLARE_LIT The flare dies out.
  • HOTPLATE Use the hotplate.
  • SOLDER_WELD Solder or weld items, or cauterize wounds.
  • WATER_PURIFIER Purify water.
  • TWO_WAY_RADIO Listen to, or talk to others over the radio.
  • RADIO_OFF Turn the radio on.
  • RADIO_ON Turn the radio off.
  • DIRECTIONAL_ANTENNA Find the source of a signal with your radio.
  • NOISE_EMITTER_OFF Turn the noise emitter on.
  • NOISE_EMITTER_ON Turn the noise emitter off.
  • ROADMAP Learn of local common points-of-interest and show roads.
  • SURVIVORMAP Learn of local points-of-interest that can help you survive, and show roads.
  • MILITARYMAP Learn of local military installations, and show roads.
  • RESTAURANTMAP Learn of local eateries, and show roads.
  • TOURISTMAP Learn of local points-of-interest that a tourist would like to visit, and show roads.
  • CROWBAR Pry open doors, windows, man-hole covers and many other things that need prying.
  • MAKEMOUND Make a mound of dirt.
  • DIG Dig a hole in the ground.
  • SIPHON Siphon liquids out of vehicle.
  • CHAINSAW_OFF Turn the chainsaw on.
  • CHAINSAW_ON Turn the chainsaw off.
  • CARVER_OFF Turn the carver on.
  • CARVER_ON Turn the carver off.
  • COMBATSAW_OFF Turn the combat-saw on.
  • COMBATSAW_ON Turn the combat-saw off
  • JACKHAMMER Bust down walls and other constructions.
  • JACQUESHAMMER Mr. Gorbachev, tear down this wall!
  • SET_TRAP Set a trap.
  • GEIGER Detect local radiation levels.
  • TELEPORT Teleport.
  • CAN_GOO Release a little blob buddy.
  • PIPEBOMB Light a pipebomb.
  • PIPEBOMB_ACT Let's hope it doesn't fizzle out.
  • GRENADE Pull the pin on a grenade.
  • GRENADE_ACT Throw it dummy!
  • GRANADE Pull the pin on Granade.
  • GRANADE_ACT Assaults enemies with source code fixes?
  • FLASHBANG Pull the pin on a flashbang.
  • FLASHBANG_ACT Hope it doesn't light any fires.
  • EMPBOMB Pull the pin on an EMP grenade.
  • EMPBOMB_ACT You may not be a robot, but you probably shouldn't keep holding it.
  • SCRAMBLER Pull the pin on the scrambler grenade.
  • SCRAMBLER_ACT I don't even know what this does, so you better get rid of it quick.
  • GASBOMB Pull the pin on a teargas canister.
  • GASBOMB_ACT Don't cry or pout, just get rid of it.
  • SMOKEBOMB Pull the pin on a smoke bomb.
  • SMOKEBOMB_ACT This may be a good way to hide as a smoker.
  • ARROW_FLAMABLE Light your arrow and let fly.
  • MOLOTOV Light the molotov cocktail.
  • MOLOTOV_LIT Throw it, but don't drop it.
  • ACIDBOMB Pull the pin on an acid bomb.
  • ACIDBOMB_ACT Get rid of it or you'll end up like that guy in Robocop.
  • DYNAMITE Light a stick of dynamite.
  • DYNAMITE_ACT Sister Sara still needs her mules.
  • FIRECRACKER_PACK Light an entire packet of firecrackers.
  • FIRECRACKER_PACK_ACT Keep the change you filthy animal.
  • FIRECRACKER Light a singular firecracker.
  • FIRECRACKER_ACT The saddest Fourth of July.
  • MININUKE Set the timer and run. Or hit with a hammer (not really).
  • MININUKE_ACT If you move quick enough, you might survive long enough to see The Day After.
  • PHEROMONE Makes zombies love you.
  • PORTAL Create portal traps.
  • MANHACK Activate a manhack.
  • TURRET Activate a turret.
  • TURRET_LASER Activate a laser turret.
  • UPS_OFF Turn on the UPS.
  • UPS_ON Turn off the UPS.
  • adv_UPS_ON Turn on the advanced UPS.
  • adv_UPS_OFF Turn off the advanced UPS.
  • TAZER Shock someone or something.
  • SHOCKTONFA_OFF Turn the shocktonfa on.
  • SHOCKTONFA_ON Turn the shocktonfa off.
  • MP3 Turn the mp3 player on.
  • MP3_ON Turn the mp3 player off.
  • PORTABLE_GAME Play games.
  • C4 Arm the C4.
  • C4ARMED Just set it and forget it (get away from it though)!
  • DOG_WHISTLE Dogs hate this thing; your dog seems pretty cool with it though.
  • VACUTAINER Sucks the blood out of things like a robotic vampire.
  • KNIFE Cut things up.
  • FIREMACHETE_OFF Turn the fire-machete on.
  • FIREMACHETE_ON Turn the fire-machete off.
  • FIREKATANA_OFF Turn the fire-katana on.
  • FIREKATANA_ON Turn the fire-katana off.
  • ZWEIFIRE_OFF Turn the zwei-fire on.
  • ZWEIFRE_ON Turn the zwei-fire off.
  • BROADFIRE_OFF Turn the broad-fire on.
  • BROADFIRE_ON Turn the broad-fire off.
  • SHISHKEBAB_OFF Turn the shishkebab on.
  • SHISHKEBAB_ON Turn the shshkebab off.
  • LUMBER Cut logs into planks.
  • HACKSAW Cut metal into chunks.
  • TENT Pitch a tent.
  • TORCH Light a torch.
  • TORCH_LIT Extinguish the torch.
  • BATTLETORCH Light the battle torch.
  • BATTLETORCH_LIT Extinguish the battle torch.
  • CANDLE Light the candle.
  • CANDLE_LIT Extinguish the candle.
  • BULLET_PULLER Pull bullets; says it right on the package.
  • BOLTCUTTERS Use your town key to gain access anywhere.
  • MOP Mop up the mess.
  • PICKLOCK Attempt to pick the lock on doors.
  • PICKAXE Does nothing but berate you for having it (I'm serious).
  • SPRAY_CAN Graffiti the town.
  • RAG Stop the bleeding.
  • PDA Use your pda.
  • PDA_FLASHLIGHT Use your pda as a flashlight.
  • SHELTER Put up a full-blown shelter.
  • HEATPACK Activate the heatpack and get warm.
  • LAW Unpack the LAW for firing.
  • DEJAR
  • DOLLCHAT That creepy doll just keeps on talking.
  • ABSORBENT
  • UNFOLD_BICYCLE Unfold the folding bicycle.
  • MATCHBOMB Light the matchbomb.
  • MATCHBOMB_ACT This thing is so hokey that you might actually be safe just holding onto it.
  • HORN_BICYCLE Honk the horn.
  • RAD_BADGE Take the radiation badge out of its protective case to start measuring absorbed dosage.
  • AIRHORN Sound the horn.
  • BELL Ring the bell.
  • SEED Asks if you are sure that you want to eat the seed. As it is better to plant seeds.
  • OXYGEN_BOTTLE
  • ATOMIC_BATTERY
  • FISHING_BASIC Use a fishing rod
  • JET_INJECTOR Inject some jet drugs right into your veins.

Skills

Tags

  • "gun_types" Define gun related skills?

TODO

  • Descriptions for Special attacks under Monsters could stand to be more descriptive of exactly what the attack does.
  • Ammo effects under Ammo need more descriptive details, and some need to be double-checked for accuracy.