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Document environmental_protection_with_filter property to fix #38403 #38451

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Feb 29, 2020
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55 changes: 28 additions & 27 deletions doc/JSON_INFO.md
Original file line number Diff line number Diff line change
Expand Up @@ -1321,36 +1321,37 @@ See also VEHICLE_JSON.md
" `",
" `."
],
"phase": "solid", // (Optional, default = "solid") What phase it is
"weight": "350 g", // Weight, weight in grams, mg and kg can be used - "50 mg", "5 g" or "5 kg". For stackable items (ammo, comestibles) this is the weight per charge.
"volume": "250 ml", // Volume, volume in ml and L can be used - "50 ml" or "2 L". For stackable items (ammo, comestibles) this is the volume of stack_size charges.
"integral_volume": 0, // Volume added to base item when item is integrated into another (eg. a gunmod integrated to a gun). Volume in ml and L can be used - "50 ml" or "2 L".
"integral_weight": 0, // Weight added to base item when item is integrated into another (eg. a gunmod integrated to a gun)
"rigid": false, // For non-rigid items volume (and for worn items encumbrance) increases proportional to contents
"insulation": 1, // (Optional, default = 1) If container or vehicle part, how much insulation should it provide to the contents
"price": 100, // Used when bartering with NPCs. For stackable items (ammo, comestibles) this is the price for stack_size charges. Can use string "cent" "USD" or "kUSD".
"price_post": "1 USD", // Same as price but represent value post cataclysm. Can use string "cent" "USD" or "kUSD".
"material": ["COTTON"], // Material types, can be as many as you want. See materials.json for possible options
"cutting": 0, // (Optional, default = 0) Cutting damage caused by using it as a melee weapon. This value cannot be negative.
"bashing": 0, // (Optional, default = 0) Bashing damage caused by using it as a melee weapon. This value cannot be negative.
"to_hit": 0, // (Optional, default = 0) To-hit bonus if using it as a melee weapon (whatever for?)
"flags": ["VARSIZE"], // Indicates special effects, see JSON_FLAGS.md
"magazine_well": 0, // Volume above which the magazine starts to protrude from the item and add extra volume
"magazines": [ // Magazines types for each ammo type (if any) which can be used to reload this item
[ "9mm", [ "glockmag" ] ] // The first magazine specified for each ammo type is the default
"phase": "solid", // (Optional, default = "solid") What phase it is
"weight": "350 g", // Weight, weight in grams, mg and kg can be used - "50 mg", "5 g" or "5 kg". For stackable items (ammo, comestibles) this is the weight per charge.
"volume": "250 ml", // Volume, volume in ml and L can be used - "50 ml" or "2 L". For stackable items (ammo, comestibles) this is the volume of stack_size charges.
"integral_volume": 0, // Volume added to base item when item is integrated into another (eg. a gunmod integrated to a gun). Volume in ml and L can be used - "50 ml" or "2 L".
"integral_weight": 0, // Weight added to base item when item is integrated into another (eg. a gunmod integrated to a gun)
"rigid": false, // For non-rigid items volume (and for worn items encumbrance) increases proportional to contents
"insulation": 1, // (Optional, default = 1) If container or vehicle part, how much insulation should it provide to the contents
"price": 100, // Used when bartering with NPCs. For stackable items (ammo, comestibles) this is the price for stack_size charges. Can use string "cent" "USD" or "kUSD".
"price_post": "1 USD", // Same as price but represent value post cataclysm. Can use string "cent" "USD" or "kUSD".
"material": ["COTTON"], // Material types, can be as many as you want. See materials.json for possible options
"cutting": 0, // (Optional, default = 0) Cutting damage caused by using it as a melee weapon. This value cannot be negative.
"bashing": 0, // (Optional, default = 0) Bashing damage caused by using it as a melee weapon. This value cannot be negative.
"to_hit": 0, // (Optional, default = 0) To-hit bonus if using it as a melee weapon (whatever for?)
"flags": ["VARSIZE"], // Indicates special effects, see JSON_FLAGS.md
"environmental_protection_with_filter": 6, // the resistance to environmental effects if an item (for example a gas mask) requires a filter to operate and this filter is installed. Used in combination with use_action 'GASMASK' and 'DIVE_TANK'
"magazine_well": 0, // Volume above which the magazine starts to protrude from the item and add extra volume
"magazines": [ // Magazines types for each ammo type (if any) which can be used to reload this item
[ "9mm", [ "glockmag" ] ] // The first magazine specified for each ammo type is the default
[ "45", [ "m1911mag", "m1911bigmag" ] ],
],
"explode_in_fire": true, // Should the item explode if set on fire
"explosion": { // Physical explosion data
"power": 10, // Measure of explosion power in grams of TNT equivalent explosive, affects damage and range.
"distance_factor": 0.9, // How much power is retained per traveled tile of explosion. Must be lower than 1 and higher than 0.
"fire": true, // Should the explosion leave fire
"shrapnel": 200, // Total mass of casing, rest of fragmentation variables set to reasonable defaults.
"explode_in_fire": true, // Should the item explode if set on fire
"explosion": { // Physical explosion data
"power": 10, // Measure of explosion power in grams of TNT equivalent explosive, affects damage and range.
"distance_factor": 0.9, // How much power is retained per traveled tile of explosion. Must be lower than 1 and higher than 0.
"fire": true, // Should the explosion leave fire
"shrapnel": 200, // Total mass of casing, rest of fragmentation variables set to reasonable defaults.
"shrapnel": {
"casing_mass": 200, // Total mass of casing, casing/power ratio determines fragment velocity.
"fragment_mass": 0.05, // Mass of each fragment in grams. Large fragments hit harder, small fragments hit more often.
"recovery": 10, // Percentage chance to drop an item at landing point.
"drop": "nail" // Which item to drop at landing point.
"casing_mass": 200, // Total mass of casing, casing/power ratio determines fragment velocity.
"fragment_mass": 0.05, // Mass of each fragment in grams. Large fragments hit harder, small fragments hit more often.
"recovery": 10, // Percentage chance to drop an item at landing point.
"drop": "nail" // Which item to drop at landing point.
}
},
```
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