From 21b9c3aa02b3347acb6b16a7279f209a4128659f Mon Sep 17 00:00:00 2001 From: snipercup <50166150+snipercup@users.noreply.github.com> Date: Sat, 29 Feb 2020 08:34:04 +0100 Subject: [PATCH] Document environmental_protection_with_filter property to fix #38403 --- doc/JSON_INFO.md | 55 ++++++++++++++++++++++++------------------------ 1 file changed, 28 insertions(+), 27 deletions(-) diff --git a/doc/JSON_INFO.md b/doc/JSON_INFO.md index a81e8364ab78b..770e5b2e50c16 100644 --- a/doc/JSON_INFO.md +++ b/doc/JSON_INFO.md @@ -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. } }, ```