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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

Flags

  • BLIND_EASY Easy to craft with little to no light
  • BLIND_HARD Possible to craft with little to no light, but difficult
  • UNCRAFT_SINGLE_CHARGE Lists returned amounts for one charge of an item that is counted by charges.

Furniture & Terrain

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

Flags

  • TRANSPARENT Players and monsters can see through/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.
  • LIQUIDCONT Furniture that contains liquid, allows for contents to be accessed in some checks even if 'SEALED'.
  • 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.
  • CONNECT_TO_WALL (only for terrain) This flag has been superseded by the JSON entry "connects_to", but retained for backward compatibility.
  • WALL This terrain is an upright obstacle. Used for fungal conversion, and also implies "CONNECT_TO_WALL".
  • NO_FLOOR
  • RAMP
  • RAMP_END
  • SEEN_FROM_ABOVE
  • LADDER This piece of furniture that makes climbing easy (works only with z-level mode).
  • MINEABLE Can be mined with a pickaxe/jackhammer.
  • 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.
  • BARRICADABLE_DOOR_DAMAGED
  • BARRICADABLE_DOOR_REINFORCED
  • BARRICADABLE_DOOR_REINFORCED_DAMAGED
  • BARRICADABLE_WINDOW_CURTAINS
  • RUG
  • SHORT Feature too short to collide with vehicle protrusions. (mirrors, blades).
  • TINY Feature too short to collide with vehicle undercarriage. Vehicles drive over them with no damage, unless a wheel hits them.
  • NOCOLLIDE Feature that simply doesn't collide with vehicles at all.
  • PERMEABLE Permeable for gases.
  • MOUNTABLE Suitable for guns with the "MOUNTED_GUN" flag.
  • UNSTABLE Walking here cause the bouldering effect on the character.
  • HARVESTED Marks the harvested version of a terrain type (e.g. harvesting an apple tree turns it into a harvested tree, which later becomes an apple tree again).
  • ROAD Flat and hard enough to drive or skate (with rollerblades) on.
  • SALT_WATER Source of salt water (works for terrains with examine action "water_source").
  • DEEP_WATER
  • AUTO_WALL_SYMBOL (only for terrain) The symbol of this terrain will be one of the line drawings (corner, T-intersection, straight line etc.) depending on the adjacent terrains.
  • ALLOW_FIELD_EFFECT Apply field effects to items inside SEALED terrain/furniture.
  • CHIP Used in construction menu to determine if wall can have paint chipped off.

Example: - and | is terrain with the CONNECT_TO_WALL flag, O does not have it, X and Y have the AUTO_WALL_SYMBOL flag, X terrain will be drawn as a T-intersection (connected to west, south and east), Y will be drawn as horizontal line (going from west to east, no connection to south).

-X-    -Y-
 |      O

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.
  • harvest_tree_shrub Harvest a fruit tree or shrub.
  • 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

  • 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).
  • 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.
  • LEAKSGAS Leaks toxic gas.
  • GRABS Its attacks may grab you!
  • BASHES Bashes down doors.
  • GROUP_BASH Gets help from monsters around it when bashing.
  • GROUP_MORALE More courageous when near friends.
  • SWARMS Groups together and form loose packs.
  • PUSH_MON Can push creatures out of its way.
  • DESTROYS Bashes down walls and more. (2.5x bash multiplier, where base is the critter's max melee bashing)
  • BORES Tunnels through just about anything (15x bash multiplier: dark wyrms' bash skill 12->180)
  • 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.
  • CLIMBS Can climb.
  • 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.
  • FIREPROOF Immune to fire.
  • 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.
  • WOOL May produce wool when butchered.
  • FEATHER May produce feathers when butchered.
  • FAT May produce fat when butchered.
  • BONES May produce bones and sinews when butchered.
  • IMMOBILE Doesn't move (e.g. turrets)
  • HIT_AND_RUN Flee for several turns after a melee attack.
  • 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 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.
  • NOGIB Does not leave gibs / meat chunks when killed with huge damage.
  • HUNTS_VERMIN Creature uses vermin as a food source. Not implemented.
  • 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_CIV May produce a common CBM a power CBM when butchered.
  • CBM_POWER May produce a power CBM when butchered, independent of CBM.
  • CBM_SUBS May produce a CBM or two from bionics_subs and a power CBM when butchered.
  • CBM_SCI May produce a CBM from 'bionics_sci' item group when butchered.
  • CBM_OP May produce a CBM or two from 'bionics_op' item group when butchered.
  • CBM_TECH May produce a CBM or two from 'bionics_tech' item group and a power CBM when butchered.
  • FISHABLE It is fishable.
  • INTERIOR_AMMO Monster contains ammo inside itself, no need to load on launch. Prevents ammo from being dropped on disable.
  • NIGHT_INVISIBILITY Monster becomes invisible if it's more than one tile away and the lighting on its tile is LL_LOW or less. Visibility is not affected by night vision.

Monster defense attacks

  • NONE No special attack-back
  • ZAPBACK Shock attacker on hit
  • ACIDSPLASH Splash acid on the attacker

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.
  • PULL_METAL_WEAPON Pull weapon that's made of iron or steel from the player's hand.
  • 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.
  • 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.
  • FRAG_TUR MGL fires frag rounds.
  • BMG_TUR Barrett .50BMG rifle fires.
  • FLAMETHROWER Shoots a stream of fire.
  • COPBOT Cop-bot alerts and then tazes the player.
  • CHICKENBOT Robot can attack with tazer, M4, or MGL depending on distance.
  • MULTI_ROBOT Robot can attack with tazer, flamethrower, M4, MGL, or 120mm cannon depending on distance.
  • RATKING Inflicts disease rat
  • GENERATOR Regenerates health.
  • UPGRADE Upgrades a regular zombie into a special zombie.
  • BREATHE Spawns a breather
  • 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.
  • diesel 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.
  • COVERED Prevents items in cargo parts from emitting any light.
  • 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.
  • VISION
  • 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.
  • DOOR_MOTOR
  • 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.
  • STEERABLE This wheel is steerable.
  • 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.
  • REACTOR
  • BATTERY_MOUNT
  • NEEDS_BATTERY_MOUNT
  • MUSCLE_LEGS Power of the engine with such flag depends on player's strength.
  • MUSCLE_ARMS Power of the engine with such flag depends on player's strength (it's less effective than MUSCLE_LEGS).
  • FUEL_TANK Storage device for a fuel type.
  • FRIDGE Can refrigerate items.
  • CAMERA
  • CAMERA_CONTROL
  • CONTROLS Can be used to control the vehicle.
  • REMOTE_CONTROLS
  • CTRL_ELECTRONIC Controls electrical and electronic systems of the vehicle.
  • ON_CONTROLS
  • 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.
  • FUNNEL
  • FAUCET
  • 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.
  • SECURITY
  • ARMOR Protects the other vehicle parts it's installed over during collisions.
  • AISLE_LIGHT
  • ATOMIC_LIGHT
  • CONE_LIGHT Projects a cone of light when turned on.
  • DOME_LIGHT
  • HORN Generates noise when used.
  • BEEPER Generates noise when the vehicle moves backward.
  • CHIMES Generates continuous noise when used.
  • STEREO
  • 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. )
  • UNMOUNT_ON_MOVE Dismount this part when the vehicle moves. Doesn't drop the part, unless you give it special handling.
  • POWER_TRANSFER Transmits power to and from an attached thingy (probably a vehicle).
  • INITIAL_PART When starting a new vehicle via the construction menu, this vehicle part will be the initial part of the vehicle (if the used item matches the item required for this part).
  • NO_JACK
  • TOOL_NONE Can be removed/installed without any tools
  • TOOL_WRENCH Attached with bolts, can be removed/installed with a wrench
  • TOOL_SCREWDRIVER Attached with screws, can be removed/installed with a screwdriver
  • DIFFICULTY_REMOVE
  • NAILABLE Attached with nails
  • FOLDABLE
  • SCOOP Pulls items from underneath the vehicle to the cargo space of the part. Also mops up liquids.
    • Uses the bonus tag to determine the maximum size of the item picked up.
  • PLANTER Plants seeds into tilled dirt, spilling them when the terrain underneath is unsuitable. It is damaged by running it over non-DIGGABLE surfaces.
    • ADVANCED_PLANTER This planter doesn't spill seeds and avoids damaging itself on non-diggable surfaces.
  • REAPER Cuts down mature crops, depositing them on the square.
    • The bonus tag defines how productive the harvest can be.
  • PLOW Tills the soil underneath the part while active. Takes damage from unsuitable terrain at a level proportional to the speed of the vehicle.
  • EXTRA_DRAG tells the vehicle that the part exerts engine power reduction.

Ammo

Ammo type

These are handled through ammo_types.json. You can tag a weapon with these to have it chamber existing ammo, or make your own ammo there. The first column in this list is the tag's "id", the internal identifier DDA uses to track the tag, and the second is a brief description of the ammo tagged. Use the id to search for ammo listings, as ids are constant throughout DDA's code. Happy chambering! :-)

  • 22 .22LR (and relatives)
  • 223 .223 Remington (and 5.56 NATO)
  • 300 .300 WinMag
  • 3006 30.06
  • 308 .308 Winchester (and relatives)
  • 32 .32 ACP
  • 36paper .36 cap & ball
  • 38 .38 Special
  • 40 10mm
  • 44 .44 Magnum
  • 44paper .44 cap & ball
  • 45 .45 ACP (and relatives)
  • 454 .454 Casull
  • 46 46mm
  • 5x50 5x50 Dart
  • 50 .50 BMG
  • 500 .500 Magnum
  • 57 57mm
  • 700nx .700 Nitro Express
  • 762x25 7.62x25mm
  • 762 7.62x39mm
  • 762R 7.62x54mm
  • 8x40mm 8mm Caseless
  • 9mm 9mm Luger (and relatives)
  • 12mm 12mm
  • 20x66mm 20x66mm Shot (and relatives)
  • 40mm 40mm Grenade
  • 66mm 66mm HEAT
  • 84x246mm 84x246mm HE
  • 120mm 120mm HEAT
  • ammo_flintlock Flintlock ammo
  • ampoule Ampoule
  • arrow Arrow
  • battery Battery
  • BB BB
  • blunderbuss Blunderbuss
  • bolt Bolt
  • charcoal Charcoal
  • components Components
  • dart Dart
  • diesel Diesel
  • fish_bait Fish bait
  • fishspear Speargun spear
  • fusion Laser Pack
  • gasoline Gasoline
  • homebrew_rocket homebrew rocket
  • lamp_oil Lamp oil
  • laser_capacitor Charge
  • m235 M235 TPA (66mm Incendiary Rocket)
  • metal_rail Rebar Rail
  • mininuke_mod Mininuke
  • money Cents
  • muscle Muscle
  • nail Nail
  • pebble Pebble
  • plasma Plasma
  • plutonium Plutonium Cell
  • rebreather_filter Rebreather filter
  • RPG-7 RPG-7
  • signal_flare Signal Flare
  • shot Shotshell
  • tape Duct tape
  • thread Thread
  • thrown Thrown
  • unfinished_char Semi-charred fuel
  • UPS UPS charges
  • water Water

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 bounced effect and rebounds to a nearby target without this 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 at the target.
  • SMOKE_BIG Generates a large cloud of smoke at the target.
  • MUZZLE_SMOKE Generate a small cloud of smoke at the source.
  • 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 Leaves a trail of fire fields.
  • STREAM_BIG Leaves a trail of intense fire fields.
  • 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)
  • NEVER_MISFIRES Firing ammo without this flag may trigger a misfiring, this is independent of the weapon flags.
  • RECYCLED (For handmade ammo) causes the gun to misfire sometimes, this independent of the weapon flags.
  • NOGIB Prevents overkill damage on the target (target won't explode into gibs, see also the monster flag NO_GIBS).
  • WIDE Prevents HARDTOSHOOT monster flag from having any effect. Implied by SHOT or liquid ammo.
  • BLINDS_EYES Blinds the target if it hits the head (ranged projectiles can't actually hit the eyes at the moment).
  • ACID_DROP Creates a tiny field of weak acid.
  • RECOVER_[X] Has a (X-1/X) chance to create a single charge of the used ammo at the point of impact.
  • NO_EMBED When an item would be spawned from the projectile, it will always be spawned on the ground rather than in monster's inventory. Implied for active thrown items. Doesn't do anything on projectiles that do not drop items.
  • NO_ITEM_DAMAGE Will not damage items on the map even when it otherwise would try to.
  • DRAW_AS_LINE Doesn't go through regular bullet animation, instead draws a line and the bullet on its end for one frame.

Techniques

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

  • see contents of data/json/techniques.json
  • techniques are also used with martial arts styles, see data/json/martialarts.json

Armor

Covers

  • TORSO
  • HEAD
  • EYES
  • MOUTH
  • ARM_L
  • ARM_R
  • ARMS ... same ARM_L and ARM_R
  • HAND_L
  • HAND_R
  • HANDS ... same HAND_L and HAND_R
  • LEG_L
  • LEG_R
  • LEGS ... same LEG_L and LEG_R
  • FOOT_L
  • FOOT_R
  • FEET ... same FOOT_L and FOOT_R

Flags

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

  • ALARMCLOCK Has an alarm-clock feature.
  • BELTED Layer for backpacks and things worn over outerwear.
  • BLIND Blinds the wearer while worn, and provides nominal protection v. flashbang flashes.
  • BLOCK_WHILE_WORN Allows worn armor or shields to be used for blocking attacks.
  • COLLAR This piece of clothing has a wide collar that can keep your mouth warm.
  • DEAF Makes the player deaf.
  • ELECTRIC_IMMUNE This gear completely protects you from electric discharges.
  • FANCY Wearing this clothing gives a morale bonus if the player has the Stylish trait.
  • FRAGILE This gear is less resistant to damage than normal.
  • FLOTATION Prevents the player from drowning in deep water. Also prevents diving underwater.
  • furred This piece of clothing has a fur lining sewn into it to increase its overall warmth.
  • HOOD Allow this clothing to conditionally cover the head, for additional warmth or water protection., if the player's head isn't encumbered
  • kevlar_padded This gear has kevlar inserted into strategic locations to increase protection without increasing encumbrance.
  • leather_padded This gear has certain parts padded with leather to increase protection without increasing encumbrance.
  • NO_QUICKDRAW Don't offer to draw items from this holster when the fire key is pressed whilst the players hands are empty
  • OUTER Outer garment layer.
  • OVERSIZE Can always be worn no matter encumbrance/mutations/bionics/etc., but prevents any other clothing being worn over this.
  • ALLOWS_NATURAL_ATTACKS Doesn't prevent any natural attacks or similar benefits from mutations, fingertip razors, etc., like most items covering the relevent body part would.
  • POCKETS Increases warmth for hands if the player's hands are cold and the player is wielding nothing.
  • RAD_PROOF This piece of clothing completely protects you from radiation.
  • RAD_RESIST This piece of clothing partially protects you from radiation.
  • RAINPROOF Prevents the covered body-part(s) from getting wet in the rain.
  • RESTRICT_HANDS Prevents the player from wielding a weapon two-handed, forcing one-handed use if the weapon permits it.
  • SKINTIGHT Undergarment layer.
  • STURDY This clothing is a lot more resistant to damage than normal.
  • SUN_GLASSES Prevents glaring when in sunlight.
  • SUPER_FANCY Gives an additional moral bonus over FANCY if the player has the Stylish trait.
  • SWIM_GOGGLES Allows you to see much further under water.
  • BAROMETER This gear is equipped with an accurate barometer (which is used to measure atmospheric pressure).
  • HYGROMETER This gear is equipped with an accurate hygrometer (which is used to measure humidity).
  • THERMOMETER This gear is equipped with an accurate thermometer (which is used to measure temperature).
  • VARSIZE Can be made to fit via tailoring.
  • WAIST Layer for belts other things worn on the waist.
  • WATCH Acts as a watch and allows the player to see actual time.
  • WATER_FRIENDLY Prevents the item from making the body part count as unfriendly to water and thus causing negative morale from being wet.
  • WATERPROOF Prevents the covered body-part(s) from getting wet in any circumstance.
  • wooled, furred, kevlar_padded, leather_padded This piece of clothing has a sewn into it to increase some properties (warmth/encumbrance/...).

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.
  • PLANTBLECH Causes vomiting if player does not contain plant mutations
  • 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.
  • CATFOOD Makes a cat friendly.

Flags

  • EATEN_HOT Morale bonus for eating hot.
  • EATEN_COLD Morale bonus for eating cold.
  • USE_EAT_VERB "You drink your %s." or "You eat your %s."
  • FERTILIZER Works as fertilizer for farming.
  • LENS Lens items can make fires via focusing light rays.
  • ZOOM Zoom items can increase your overmap sight range.
  • FIRE_DRILL Item will start fires in the primitive way.
  • MUTAGEN_STRONG Chance of mutating several times.
  • MUTAGEN_WEAK Causes generic mutation (with less chance to mutate than MUTAGEN_STRONG).
  • 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_FELINE Causes mutation in the feline (cat) branch.
  • MUTAGEN_LUPINE Causes mutation in the lupine (wolf) branch.
  • MUTAGEN_URSINE Causes mutation in the ursine (bear) 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.
  • BREW ... Can be put into fermenting vat.
  • HIDDEN_POISON ... Food is poisonous, visible only with a certain survival skill level.
  • HIDDEN_HALLU ... Food causes hallucinations, visible only with a certain survival skill level.
  • USE_ON_NPC Can be used on NPCs (not necessarily by them).

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?
  • WHIP Has a chance of disarming the opponent.
  • 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.
  • NO_RELOAD Item can never be reloaded (even if has a valid ammo type).
  • 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, it applicable to small/medium knives (with volume not bigger than 2)
  • QUIVER_n Item can hold n arrows (will parse number as integer)
  • ALWAYS_TWOHAND Item is always wielded with two hands. Without this, the items volume and weight are used to calculate this.
  • BAYONET If the item is attached to a gun (as gunmod), the gun will use the cutting damage from the mod instead of its own.

Guns

  • MODE_BURST Has a burst-fire mode.
  • BURST_ONLY No single-fire mode. Note that this is an additional flag to the above "MODE_BURST" flag.
  • RELOAD_AND_SHOOT Firing automatically reloads and then shoots.
  • RELOAD_ONE Only reloads one round at a time.
  • BIO_WEAPON Weapon is a CBM weapon, uses power as ammo and should not specify an ammo type
  • 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.
  • NO_BOOM Cancels the ammo effect "FLAME".
  • STR_DRAW Range with this weapon is reduced unless character has at least twice the required minimum strength
  • MOUNTED_GUN Gun can only be used on terrain / furniture with the "MOUNTABLE" flag.
  • WATERPROOF_GUN Gun does not rust and can be used underwater.
  • UNDERWATER_GUN Gun is optimized for usage underwater, does perform badly outside of water.
  • FIRE_TWOHAND Gun can only be fired if player has two free hands.
  • NEVER_JAMS Never malfunctions.
  • COLLAPSIBLE_STOCK Reduces weapon volume proportional to the base size of the gun excluding any mods (see also SLOW_WIELD).
  • IRREMOVABLE Makes so that the gunmod cannot be removed.

Magazines

  • MAG_COMPACT Can be stashed in an appropriate ammo pouch (intended for compact magazines)
  • MAG_BULKY Can be stashed in an appropriate oversize ammo pouch (intended for bulky or awkwardly shaped magazines)
  • MAG_DESTROY Magazine is destroyed when the last round is consumed (intended for ammo belts). Has precedence over MAG_EJECT.
  • MAG_EJECT Magazine is ejected from the gun/tool when the last round is consumed

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_UPS Item is charges from an UPS / it uses the charges of an UPS instead of its own.
  • NO_UNLOAD Cannot be unloaded.
  • RADIOCARITEM Item can be put into a remote controlled car.
  • RADIOSIGNAL_1 Activated per radios signal 1.
  • RADIOSIGNAL_2 Activated per radios signal 2.
  • RADIOSIGNAL_3 Activated per radios signal 3.
  • BOMB It's a radio controlled bomb.
  • RADIO_CONTAINER It's a container of something that is radio controlled.
  • RADIO_ACTIVATION It is activated by a remote control (also requires RADIOSIGNAL_*).
  • FISH_GOOD When used for fishing, it's a good tool (requires that the matching use_action has been set).
  • FISH_POOR When used for fishing, it's a poor tool (requires that the matching use_action has been set).
  • CABLE_SPOOL This item is a cable spool and must be processed as such. It has an internal "state" variable which may be in the states "attach_first" or "pay_out_cable" -- in the latter case, set its charges to max_charges - dist(here, point(vars["source_x"], vars["source_y"])). If this results in 0 or a negative number, set its state back to "attach_first".
  • NO_DROP An item with this flag should never actually be dropped. Used internally to signal that an item was created, but that it is unwanted. Needless to say, don't use this in an item definition.
  • WET Item is wet and will slowly dry off (e.g. towel).
  • MC_MOBILE, MC_RANDOM_STUFF, MC_SCIENCE_STUFF, MC_USED, MC_HAS_DATA Memory card related flags, see iuse.cpp
  • HAS_RECIPE Used by the E-Ink tablet to indicates it's currently showing a recipe.
  • RADIO_MODABLE Indicates the item can be made into a radio-activated item.
  • RADIO_MOD The item has been made into a radio-activated item.
  • ACT_ON_RANGED_HIT The item should activate when thrown or fired, then immediately get processed if it spawns on the ground.
  • BELT_CLIP The item can be clipped or hooked on to a belt loop of the appropriate size (belt loops are limited by their max_volume and max_weight properties)

Flags that apply to items, not to item types.

Those flags are added by the game code to specific items (that specific welder, not all welders).

  • DOUBLE_AMMO The tool has the double battery mod and has its max_charges doubled.
  • USE_UPS The tool has the UPS mod and is charged from an UPS.
  • ATOMIC_AMMO The tool has the atomic mod and runs on plutonium instead of normal batteries.
  • FIT Reduces encumbrance by one.
  • COLD Item is cold (see EATEN_COLD).
  • HOT Item is hot (see EATEN_HOT).
  • LITCIG Marks a lit smoking item (cigarette, joint etc.).
  • WET Item is wet and will slowly dry off (e.g. towel).
  • REVIVE_SPECIAL ... Corpses revives when the player is nearby.

Books

  • ```INSPIRATIONAL```` Reading this book grants bonus morale to characters with the SPIRITUAL trait.

Use actions

  • NONE Do nothing.
  • FIRESTARTER Light a fire with a lens, primitive tools or lighters.
  • 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.
  • ELEC_CHAINSAW_OFF Turn the electric chainsaw on.
  • ELEC_CHAINSAW_ON Turn the electric 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.
  • 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.
  • TOWEL Dry your character using the item as towel.
  • 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.
  • CABLE_ATTACH This item is a cable spool. Use it to try to attach to a vehicle.
  • CAPTURE_MONSTER_ACT Capture and encapsulate a monster. The associated action is also used for releasing it.
  • PLACE_RANDOMLY This is very much like the flag in the manhack iuse, it prevents the item from querying the player as to where they want the monster unloaded to, and instead choses randomly.

Generic

Flags

  • UNRECOVERABLE Cannot be recovered from a disassembly.
  • NO_SALVAGE Item cannot be broken down through a salvage process. Best used when something should not be able to be broken down (i.e. base components like leather patches).
  • FLAMING ... Sets the target on fire when used as melee weapon.
  • GAS_DISCOUNT ... Discount cards for the automated gas stations.
  • RADIOACTIVE ... Is radioactive (can be used with LEAK_*).
  • LEAK_ALWAYS ... Leaks (may be combined with "RADIOACTIVE").
  • LEAK_DAM ... Leaks when damaged (may be combined with "RADIOACTIVE").
  • UNBREAKABLE_MELEE ... Does never get damaged when used as melee weapon.
  • DURABLE_MELEE ... Item is made to hit stuff and it does it well, so it's considered to be a lot tougher than other weapons made of the same materials.
  • RAIN_PROTECT ... Protects from sunlight and from rain, when wielded.
  • NO_PICKUP ... Character can not pickup anything while wielding this item (e.g. bionic claws).
  • SLOW_WIELD ... Has an additional time penalty upon wielding. For melee weapons and guns this is offset by the relevant skill.
  • REDUCED_WEIGHT ... Gunmod flag; reduces the item's base weight by 25%.
  • REDUCED_BASHING ... Gunmod flag; reduces the item's bashing damage by 50%.
  • PSEUDO ... Used internally to mark items that are referred to in the crafting inventory but are not actually items. They can be used as tools, but not as components.

Skills

Tags

  • "gun_types" Define gun related skills?

Scenarios

Flags

  • SUM_START ... start in summer.
  • SPR_START ... start in spring.
  • AUT_START ... start in autumn.
  • WIN_START ... start in winter.
  • SUR_START ... surrounded start, zombies outside the starting shelter.
  • SCEN_ONLY Profession can be chosen only as part of the appropriate scenario.
  • BOARDED
  • ALLOW_OUTSIDE

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.

MAP SPECIALS

  • mx_null ... No special at all.
  • mx_helicopter ... Metal wreckage and some items.
  • mx_military ... Corpses and some military items.
  • mx_science ... Corpses and some scientist items.
  • mx_collegekids ... Corpses and items.
  • mx_roadblock ... Roadblock furniture with turrets and some cars.
  • mx_drugdeal ... Corpses and some drugs.
  • mx_supplydrop ... Crates with some military items in it.
  • mx_portal ... Portal to neither space.
  • mx_minefield ... Landmines, a field of them.
  • mx_crater ... Crater with rubble (and radioactivity).
  • mx_fumarole ... A lava rift.
  • mx_portal_in ... Another portal to neither space.
  • mx_anomaly ... Natural anomaly (crater + artifact).
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