.. _doc_item_asset_consumeable: Consumeable Assets ================== Consumable items are irreversibly consumed by the player on use, and directly affect a player's stats such as food or health. This inherits the :ref:`WeaponAsset ` class. Consumeable Asset Properties ---------------------------- **Aid** *flag*: Specified if the item can be used on other players, via the "Secondary" action. **Bleeding** *flag*: Specified if the item should remove the "Bleeding" status effect. Deprecated in favor of Bleeding_Modifier. **Bleeding_Modifier** *enum* (``Cut``, ``Heal``, ``None``): Determines the effect the consumable has in relation to the "Bleeding" status effect. **Broken** *flag*: Specified if the item should remove the "Broken Bones" status effect. Deprecated in favor of Bones_Modifier. **Bones_Modifier** *enum* (``Break``, ``Heal``, ``None``): Determines the effect the consumable has in relation to the "Broken Bones" status effect. **ConsumeAudioClip** :ref:`Master Bundle Pointer `: AudioClip to play when the consumeable is used. **Disinfectant** *byte*: Amount of immunity restored. **Energy** *byte*: Amount of stamina restored. **Experience** *int*: Amount of experience added or removed. **Explosion** *uint16* or *GUID*: ID or GUID of the explosion effect to play upon consumption. **Food** *byte*: Amount of food restored. If the amount of food to restore is larger than the amount of water to restore, then food constrains water. **Health** *byte*: Amount of health restored. **Item_Reward_Spawn_ID** *uint16*: ID of the item spawn table to generate an item from upon consuming the consumable. The number of items generated is random, depending on the range defined by Min_Item_Rewards and Max_Item_Rewards. **Max_Item_Rewards** *int*: Maximum number of items that can be generated from the spawn table specified by Item_Reward_Spawn_ID. **Min_Item_Rewards** *int*: Minimum number of items that can be generated from the spawn table specified by Item_Reward_Spawn_ID. **Oxygen** *sbyte*: Amount of oxygen restored or depleted. **Randomize_Consume_Audio_Pitch** *bool*: If false, ``ConsumeAudioClip`` always plays with ``1.0`` pitch. Defaults to true. **Should_Delete_After_Use** *bool*: Boolean for if the item should be deleted after being consumed. Defaults to true. **Virus** *byte*: Amount of immunity depleted. **Vision** *uint*: Length of hallucinations, in seconds. The length does not stack when consuming multiple hallucinogenics. Instead, the timer is reset to the longer value. **Warmth** *uint*: Amount of warmth added. **Water** *byte*: Amount of water restored. If the amount of water to restore is less than the amount of food to restore, then water is constrained by food. Rewards ------- Consumables can use quest rewards. A common usage is to create consumables with multiple (but still limited) uses, by placing a new item in the player's inventory after consuming the original. Alternatively, consuming a consumable may be required to complete a quest. Refer to :ref:`Rewards ` documentation for additional documentation. These rewards are prefixed with ``Quest_``. For example, ``Quest_Rewards 1``.