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Merge pull request CleverRaven#50739 from anothersimulacrum/materials…
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…_windresist

JSONize material wind resistance
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kevingranade authored Aug 13, 2021
2 parents 8999888 + 1162d8b commit f56f7c2
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7 changes: 7 additions & 0 deletions data/json/materials.json
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"fire_resist": 1,
"elec_resist": 2,
"chip_resist": 8,
"wind_resist": 90,
"repaired_with": "bone",
"salvaged_into": "skewer_bone",
"dmg_adj": [ "scratched", "cut", "cracked", "shattered" ],
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"fire_resist": 2,
"elec_resist": 2,
"chip_resist": 10,
"wind_resist": 90,
"repaired_with": "chitin_piece",
"salvaged_into": "chitin_piece",
"dmg_adj": [ "scratched", "cut", "cracked", "shattered" ],
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"fire_resist": 0,
"elec_resist": 2,
"chip_resist": 6,
"wind_resist": 70,
"repaired_with": "cotton_patchwork",
"salvaged_into": "cotton_patchwork",
"dmg_adj": [ "ripped", "torn", "shredded", "tattered" ],
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"fire_resist": 2,
"elec_resist": 2,
"chip_resist": 10,
"wind_resist": 90,
"repaired_with": "leather",
"salvaged_into": "leather",
"dmg_adj": [ "scratched", "cut", "shredded", "tattered" ],
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"fire_resist": 20,
"elec_resist": 4,
"chip_resist": 8,
"wind_resist": 90,
"repaired_with": "nomex",
"salvaged_into": "nomex",
"dmg_adj": [ "ripped", "torn", "shredded", "tattered" ],
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"fire_resist": 1,
"elec_resist": 2,
"chip_resist": 6,
"wind_resist": 90,
"repaired_with": "plastic_chunk",
"salvaged_into": "plastic_chunk",
"dmg_adj": [ "scratched", "cut", "cracked", "shattered" ],
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"fire_resist": 0,
"elec_resist": 2,
"chip_resist": 6,
"wind_resist": 60,
"repaired_with": "felt_patch",
"salvaged_into": "felt_patch",
"dmg_adj": [ "ripped", "torn", "shredded", "tattered" ],
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1 change: 1 addition & 0 deletions doc/JSON_INFO.md
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Expand Up @@ -842,6 +842,7 @@ When you sort your inventory by category, these are the categories that are disp
| `dmg_adj` | Description added to damaged item in ascending severity.
| `dmg_adj` | Adjectives used to describe damage states of a material.
| `density` | Affects vehicle collision damage, with denser parts having the advantage over less-dense parts.
| `wind_resist` | Percentage 0-100. How effective this material is at stopping wind from getting through. Higher values are better. If none of the materials an item is made of specify a value, a default of 99 is assumed.
| `vitamins` | Vitamins in a material. Usually overridden by item specific values. An integer percentage of ideal daily value.
| `specific_heat_liquid` | Specific heat of a material when not frozen (J/(g K)). Default 4.186 - water.
| `specific_heat_solid` | Specific heat of a material when frozen (J/(g K)). Default 2.108 - water.
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