Difference between revisions of "Stat/Core Apparel"

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(Core Stats_Apparel)
 
m (table style parity)
Line 2: Line 2:
 
&larr; <small>[[Stat]]</small>
 
&larr; <small>[[Stat]]</small>
 
{| {{STDT|sortable}}
 
{| {{STDT|sortable}}
! DefName<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Paramaters !! Display<br />Priority<br />In<br />Category</noinclude>
+
! Def Name<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Paramaters !! Display<br />Priority<br />In<br />Category</noinclude>
 
<!-- Core Stats_Apparel -->
 
<!-- Core Stats_Apparel -->
 
<div id="Core Stats_Apparel"><!--<Defs>-->
 
<div id="Core Stats_Apparel"><!--<Defs>-->
 
|- id="Armor - Material Effect Multiplier" <!--<StatDef>-->
 
|- id="Armor - Material Effect Multiplier" <!--<StatDef>-->
 
|
 
|
* ''defName:'' StuffEffectMultiplierArmor
+
* '''Def Name:'''<br />StuffEffectMultiplierArmor
* ''label:'' Armor - Material effect multiplier
+
* '''Label:'''<br />Armor - Material effect multiplier
 
| -
 
| -
 
| Apparel
 
| Apparel
Line 20: Line 20:
 
|- id="Insulation - Cold - Material Effect Multiplier" <!--<StatDef>-->
 
|- id="Insulation - Cold - Material Effect Multiplier" <!--<StatDef>-->
 
|
 
|
* ''defName:'' StuffEffectMultiplierInsulation_Cold
+
* '''Def Name:'''<br />StuffEffectMultiplierInsulation_Cold
* ''label:'' Insulation - Cold - Material effect multiplier
+
* '''Label:'''<br />Insulation - Cold - Material effect multiplier
 
| -
 
| -
 
| Apparel
 
| Apparel
Line 33: Line 33:
 
|- id="Insulation - Heat - Material Effect Multiplier" <!--<StatDef>-->
 
|- id="Insulation - Heat - Material Effect Multiplier" <!--<StatDef>-->
 
|
 
|
* ''defName:'' StuffEffectMultiplierInsulation_Heat
+
* '''Def Name:'''<br />StuffEffectMultiplierInsulation_Heat
* ''label:'' Insulation - Heat - Material effect multiplier
+
* '''Label:'''<br />Insulation - Heat - Material effect multiplier
 
| -
 
| -
 
| Apparel
 
| Apparel
Line 46: Line 46:
 
|- id="Armor - Sharp" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|- id="Armor - Sharp" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|
 
|
* ''defName:'' ArmorRating_Sharp
+
* '''Def Name:'''<br />ArmorRating_Sharp
* ''label:'' Armor - Sharp
+
* '''Label:'''<br />Armor - Sharp
* ''labelForFullStatList:'' Armor - Sharp (armor stat)
+
* '''Label For Full Stat List:'''<br />Armor - Sharp (armor stat)
 
| The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
 
| The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
Line 83: Line 83:
 
|- id="Armor - Blunt" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|- id="Armor - Blunt" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|
 
|
* ''defName:'' ArmorRating_Blunt
+
* '''Def Name:'''<br />ArmorRating_Blunt
* ''label:'' Armor - Blunt
+
* '''Label:'''<br />Armor - Blunt
* ''labelForFullStatList:'' Armor - Blunt (armor stat)
+
* '''Label For Full Stat List:'''<br />Armor - Blunt (armor stat)
 
| The protection given against blunt damage like fists, club impacts and rock falls.
 
| The protection given against blunt damage like fists, club impacts and rock falls.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
Line 120: Line 120:
 
|- id="Armor - Heat" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|- id="Armor - Heat" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>-->
 
|
 
|
* ''defName:'' ArmorRating_Heat
+
* '''Def Name:'''<br />ArmorRating_Heat
* ''label:'' Armor - Heat
+
* '''Label:'''<br />Armor - Heat
* ''labelForFullStatList:'' Armor - Heat (armor stat)
+
* '''Label For Full Stat List:'''<br />Armor - Heat (armor stat)
 
| The protection given against temperature-related damage like burns.
 
| The protection given against temperature-related damage like burns.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
 
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
Line 157: Line 157:
 
|- id="Insulation - Cold" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
 
|- id="Insulation - Cold" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
 
|
 
|
* ''defName:'' Insulation_Cold
+
* '''Def Name:'''<br />Insulation_Cold
* ''label:'' Insulation - Cold
+
* '''Label:'''<br />Insulation - Cold
* ''labelForFullStatList:'' Insulation - Cold (armor stat)
+
* '''Label For Full Stat List:'''<br />Insulation - Cold (armor stat)
 
| How much this apparel improves a wearer's minimum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in colder temperatures.
 
| How much this apparel improves a wearer's minimum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in colder temperatures.
 
| Apparel
 
| Apparel
Line 190: Line 190:
 
|- id="Insulation - Heat" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
 
|- id="Insulation - Heat" <!-- ParentName="InsulationBase" --><!--<StatDef>-->
 
|
 
|
* ''defName:'' Insulation_Heat
+
* '''Def Name:'''<br />Insulation_Heat
* ''label:'' Insulation - Heat
+
* '''Label:'''<br />Insulation - Heat
* ''labelForFullStatList:'' Insulation - Heat (armor stat)
+
* '''Label For Full Stat List:'''<br />Insulation - Heat (armor stat)
 
| How much this apparel improves a wearer's maximum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in warmer temperatures.
 
| How much this apparel improves a wearer's maximum comfortable temperature.<br id="n" /><br id="n" />Greater values allow surviving in warmer temperatures.
 
| Apparel
 
| Apparel
Line 222: Line 222:
 
|- id="Shield Max Energy" <!--<StatDef>-->
 
|- id="Shield Max Energy" <!--<StatDef>-->
 
|
 
|
* ''defName:'' EnergyShieldEnergyMax
+
* '''Def Name:'''<br />EnergyShieldEnergyMax
* ''label:'' Shield max energy
+
* '''Label:'''<br />Shield max energy
 
| The maximum energy a shield can have at one time.<br id="n" /><br id="n" />More energy absorbs more damage.
 
| The maximum energy a shield can have at one time.<br id="n" /><br id="n" />More energy absorbs more damage.
 
| Apparel
 
| Apparel
Line 244: Line 244:
 
|- id="Shield Recharge Rate" <!--<StatDef>-->
 
|- id="Shield Recharge Rate" <!--<StatDef>-->
 
|
 
|
* ''defName:'' EnergyShieldRechargeRate
+
* '''Def Name:'''<br />EnergyShieldRechargeRate
* ''label:'' Shield recharge rate
+
* '''Label:'''<br />Shield recharge rate
 
| The rate at which a shield gains energy as long as it is not broken.
 
| The rate at which a shield gains energy as long as it is not broken.
 
| Apparel
 
| Apparel
Line 268: Line 268:
 
|- id="Effect Radius" <!--<StatDef>-->
 
|- id="Effect Radius" <!--<StatDef>-->
 
|
 
|
* ''defName:'' PackRadius
+
* '''Def Name:'''<br />PackRadius
* ''label:'' Effect radius
+
* '''Label:'''<br />Effect radius
 
| The area affected when this pack detonates.
 
| The area affected when this pack detonates.
 
| Apparel
 
| Apparel
Line 291: Line 291:
 
|- id="Equip Delay" <!--<StatDef>-->
 
|- id="Equip Delay" <!--<StatDef>-->
 
|
 
|
* ''defName:'' EquipDelay
+
* '''Def Name:'''<br />EquipDelay
* ''label:'' equip delay
+
* '''Label:'''<br />equip delay
 
| The time it takes to equip and unequip this item.
 
| The time it takes to equip and unequip this item.
 
| Apparel
 
| Apparel

Revision as of 19:02, 4 September 2024

Stat

Def Name
Label
Label For Full Stat List
Offset Label
Description Category Parameters Complex
Paramaters
Display
Priority
In
Category
  • Def Name:
    StuffEffectMultiplierArmor
  • Label:
    Armor - Material effect multiplier
- Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 1
  • Def Name:
    StuffEffectMultiplierInsulation_Cold
  • Label:
    Insulation - Cold - Material effect multiplier
- Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 2
  • Def Name:
    StuffEffectMultiplierInsulation_Heat
  • Label:
    Insulation - Heat - Material effect multiplier
- Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 3
  • Def Name:
    ArmorRating_Sharp
  • Label:
    Armor - Sharp
  • Label For Full Stat List:
    Armor - Sharp (armor stat)
The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne

StatParts:

  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Sharp
      • Multiplier Stat: StuffEffectMultiplierArmor
100
  • Def Name:
    ArmorRating_Blunt
  • Label:
    Armor - Blunt
  • Label For Full Stat List:
    Armor - Blunt (armor stat)
The protection given against blunt damage like fists, club impacts and rock falls.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne

StatParts:

  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Blunt
      • Multiplier Stat: StuffEffectMultiplierArmor
99
  • Def Name:
    ArmorRating_Heat
  • Label:
    Armor - Heat
  • Label For Full Stat List:
    Armor - Heat (armor stat)
The protection given against temperature-related damage like burns.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in.

Apparel
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • Max Value: 200%
  • To String Style: PercentOne

StatParts:

  • StatPart_Quality:
    • Factor Awful: 60%
    • Factor Poor: 80%
    • Factor Normal: 100%
    • Factor Good: 115%
    • Factor Excellent: 130%
    • Factor Masterwork: 145%
    • Factor Legendary: 180%
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Armor_Heat
      • Multiplier Stat: StuffEffectMultiplierArmor
98
  • Def Name:
    Insulation_Cold
  • Label:
    Insulation - Cold
  • Label For Full Stat List:
    Insulation - Cold (armor stat)
How much this apparel improves a wearer's minimum comfortable temperature.

Greater values allow surviving in colder temperatures.
Apparel
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Min Value: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false
  • Cacheable: true

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Insulation_Cold
      • Multiplier Stat: StuffEffectMultiplierInsulation_Cold
90
  • Def Name:
    Insulation_Heat
  • Label:
    Insulation - Heat
  • Label For Full Stat List:
    Insulation - Heat (armor stat)
How much this apparel improves a wearer's maximum comfortable temperature.

Greater values allow surviving in warmer temperatures.
Apparel
  • Default Base Value: 0%
  • Hide At Value: 0%
  • Min Value: -999900%
  • Max Value: 999900%
  • To String Style: TemperatureOffset
  • Show On Pawns: false

StatParts:

  • StatPart_Quality:
    • Factor Awful: 80%
    • Factor Poor: 90%
    • Factor Normal: 100%
    • Factor Good: 110%
    • Factor Excellent: 120%
    • Factor Masterwork: 150%
    • Factor Legendary: 180%
    • Apply To Negative Values: true
  • Parts:
    • StatPart_Stuff:
      • Priority: 100
      • Stuff Power Stat: StuffPower_Insulation_Heat
      • Multiplier Stat: StuffEffectMultiplierInsulation_Heat
89
  • Def Name:
    EnergyShieldEnergyMax
  • Label:
    Shield max energy
The maximum energy a shield can have at one time.

More energy absorbs more damage.
Apparel
  • Min Value: 0%
  • To String Style: PercentZero
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 60%
      • Factor Poor: 80%
      • Factor Normal: 100%
      • Factor Good: 120%
      • Factor Excellent: 140%
      • Factor Masterwork: 170%
      • Factor Legendary: 210%
70
  • Def Name:
    EnergyShieldRechargeRate
  • Label:
    Shield recharge rate
The rate at which a shield gains energy as long as it is not broken. Apparel
  • Min Value: 0%
  • Default Base Value: 45%
  • To String Style: PercentZero
  • Format String: {0}/s
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 90%
      • Factor Poor: 95%
      • Factor Normal: 100%
      • Factor Good: 105%
      • Factor Excellent: 110%
      • Factor Masterwork: 120%
      • Factor Legendary: 130%
69
  • Def Name:
    PackRadius
  • Label:
    Effect radius
The area affected when this pack detonates. Apparel
  • Min Value: 0%
  • To String Style: FloatOne
  • Format String: {0} c
  • Show If Undefined: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 84%
      • Factor Poor: 92%
      • Factor Normal: 100%
      • Factor Good: 108%
      • Factor Excellent: 116%
      • Factor Masterwork: 130%
      • Factor Legendary: 150%
60
  • Def Name:
    EquipDelay
  • Label:
    equip delay
The time it takes to equip and unequip this item. Apparel
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatMaxOne
  • Format String: {0} s
  • Show On Pawns: false
- 50