Difference between revisions of "Stat/Core Basics General"

From RimWorld Wiki
Jump to navigation Jump to search
m (Default Base value Inaccuracy)
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_Basics_General -->
 
<!-- Core Stats_Basics_General -->
 
<div id="Core Stats_Basics_General"><!--<Defs>-->
 
<div id="Core Stats_Basics_General"><!--<Defs>-->
 
|- id="Max Hit Points" <!--<StatDef>-->
 
|- id="Max Hit Points" <!--<StatDef>-->
 
|
 
|
* ''defName:'' MaxHitPoints
+
* '''Def Name:'''<br />MaxHitPoints
* ''label:'' max hit points
+
* '''Label:'''<br />max hit points
 
| The maximum hit points of an object.<br id="n" /><br id="n" />This represents how much damage it can take before being destroyed.
 
| The maximum hit points of an object.<br id="n" /><br id="n" />This represents how much damage it can take before being destroyed.
 
| Basics-Non-Pawn-Important
 
| Basics-Non-Pawn-Important
Line 25: Line 25:
 
|- id="Mass" <!--<StatDef>-->
 
|- id="Mass" <!--<StatDef>-->
 
|
 
|
* ''defName:'' Mass
+
* '''Def Name:'''<br />Mass
* ''label:'' mass
+
* '''Label:'''<br />mass
 
| The physical mass of an object.
 
| The physical mass of an object.
 
| Basics
 
| Basics
Line 47: Line 47:
 
|- id="Market Value" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
 
|- id="Market Value" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
 
|
 
|
* ''defName:'' MarketValue
+
* '''Def Name:'''<br />MarketValue
* ''label:'' market value
+
* '''Label:'''<br />market value
 
| The market value of an object.<br id="n" /><br id="n" />The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
 
| The market value of an object.<br id="n" /><br id="n" />The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
 
| Basics-Important
 
| Basics-Important
Line 101: Line 101:
 
|- id="Market Value Ignoring Hitpoints" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
 
|- id="Market Value Ignoring Hitpoints" <!-- ParentName="MarketValueBase" --><!--<StatDef>-->
 
|
 
|
* ''defName:'' MarketValueIgnoreHp
+
* '''Def Name:'''<br />MarketValueIgnoreHp
* ''label:'' market value ignoring hitpoints
+
* '''Label:'''<br />market value ignoring hitpoints
 
| -
 
| -
 
| Basics-Important
 
| Basics-Important
Line 138: Line 138:
 
|- id="Sell Price Multiplier" <!--<StatDef>-->
 
|- id="Sell Price Multiplier" <!--<StatDef>-->
 
|
 
|
* ''defName:'' SellPriceFactor
+
* '''Def Name:'''<br />SellPriceFactor
* ''label:'' sell price multiplier
+
* '''Label:'''<br />sell price multiplier
 
| A multiplier on the price at which you can sell items.
 
| A multiplier on the price at which you can sell items.
 
| Basics-Non-Pawn
 
| Basics-Non-Pawn
Line 153: Line 153:
 
|- id="Honor Value" <!--<StatDef>-->
 
|- id="Honor Value" <!--<StatDef>-->
 
|
 
|
* ''defName:'' RoyalFavorValue
+
* '''Def Name:'''<br />RoyalFavorValue
* ''label:'' honor value
+
* '''Label:'''<br />honor value
 
| The amount of honor your trader will earn for giving this to a tribute collector.
 
| The amount of honor your trader will earn for giving this to a tribute collector.
 
| Basics-Important
 
| Basics-Important
Line 169: Line 169:
 
|- id="Flammability" <!--<StatDef>-->
 
|- id="Flammability" <!--<StatDef>-->
 
|
 
|
* ''defName:'' Flammability
+
* '''Def Name:'''<br />Flammability
* ''label:'' flammability
+
* '''Label:'''<br />flammability
 
| How easily an object catches fire and how quickly a fire will grow as it burns.
 
| How easily an object catches fire and how quickly a fire will grow as it burns.
 
| Basics
 
| Basics
Line 186: Line 186:
 
|- id="Work To Make" <!--<StatDef>-->
 
|- id="Work To Make" <!--<StatDef>-->
 
|
 
|
* ''defName:'' WorkToMake
+
* '''Def Name:'''<br />WorkToMake
* ''label:'' work to make
+
* '''Label:'''<br />work to make
 
| The base amount of work it takes to make an item, once all materials are gathered.
 
| The base amount of work it takes to make an item, once all materials are gathered.
 
| Basics-Non-Pawn
 
| Basics-Non-Pawn
Line 202: Line 202:
 
|- id="Deterioration Rate" <!--<StatDef>-->
 
|- id="Deterioration Rate" <!--<StatDef>-->
 
|
 
|
* ''defName:'' DeteriorationRate
+
* '''Def Name:'''<br />DeteriorationRate
* ''label:'' deterioration rate
+
* '''Label:'''<br />deterioration rate
 
| The rate at which this item deteriorates when left outside, in average hit points per day.<br id="n" /><br id="n" />Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
 
| The rate at which this item deteriorates when left outside, in average hit points per day.<br id="n" /><br id="n" />Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
 
| Basics-Non-Pawn
 
| Basics-Non-Pawn
Line 241: Line 241:
 
|- id="Beauty" <!-- Name="Beauty" --><!--<StatDef>-->
 
|- id="Beauty" <!-- Name="Beauty" --><!--<StatDef>-->
 
|
 
|
* ''defName:'' Beauty
+
* '''Def Name:'''<br />Beauty
* ''label:'' beauty
+
* '''Label:'''<br />beauty
 
| How enjoyable an object is to look at.<br id="n" /><br id="n" />Beautiful objects fulfill characters' need for beauty.
 
| How enjoyable an object is to look at.<br id="n" /><br id="n" />Beautiful objects fulfill characters' need for beauty.
 
| Basics-Non-Pawn
 
| Basics-Non-Pawn
Line 268: Line 268:
 
|- id="Outdoor Beauty" <!-- ParentName="Beauty" --><!--<StatDef>-->
 
|- id="Outdoor Beauty" <!-- ParentName="Beauty" --><!--<StatDef>-->
 
|
 
|
* ''defName:'' BeautyOutdoors
+
* '''Def Name:'''<br />BeautyOutdoors
* ''label:'' outdoor beauty
+
* '''Label:'''<br />outdoor beauty
 
| How enjoyable something is to look at if it's outside.<br id="n" /><br id="n" />Beautiful objects fulfill peoples' need for beauty.
 
| How enjoyable something is to look at if it's outside.<br id="n" /><br id="n" />Beautiful objects fulfill peoples' need for beauty.
 
| Basics-Non-Pawn
 
| Basics-Non-Pawn
Line 295: Line 295:
 
|- id="Cleanliness" <!--<StatDef>-->
 
|- id="Cleanliness" <!--<StatDef>-->
 
|
 
|
* ''defName:'' Cleanliness
+
* '''Def Name:'''<br />Cleanliness
* ''label:'' cleanliness
+
* '''Label:'''<br />cleanliness
 
| How much an object contributes to an area's cleanliness score.
 
| How much an object contributes to an area's cleanliness score.
 
| Basics-Non-Pawn
 
| Basics-Non-Pawn
Line 311: Line 311:
 
|- id="Comfort" <!--<StatDef>-->
 
|- id="Comfort" <!--<StatDef>-->
 
|
 
|
* ''defName:'' Comfort
+
* '''Def Name:'''<br />Comfort
* ''label:'' comfort
+
* '''Label:'''<br />comfort
 
| How comfortable an object is to sit or lay on.<br id="n" /><br id="n" />Using comfortable objects fulfills a character's need for comfort.
 
| How comfortable an object is to sit or lay on.<br id="n" /><br id="n" />Using comfortable objects fulfills a character's need for comfort.
 
| Basics-Non-Pawn
 
| Basics-Non-Pawn
Line 336: Line 336:
 
|- id="Nutrition" <!--<StatDef>-->
 
|- id="Nutrition" <!--<StatDef>-->
 
|
 
|
* ''defName:'' Nutrition
+
* '''Def Name:'''<br />Nutrition
* ''label:'' nutrition
+
* '''Label:'''<br />nutrition
 
| How nutritious this food is.
 
| How nutritious this food is.
 
| Basics-Non-Pawn-Important
 
| Basics-Non-Pawn-Important
Line 356: Line 356:
 
|- id="Food Poison Chance" <!--<StatDef>-->
 
|- id="Food Poison Chance" <!--<StatDef>-->
 
|
 
|
* ''defName:'' FoodPoisonChanceFixedHuman
+
* '''Def Name:'''<br />FoodPoisonChanceFixedHuman
* ''label:'' food poison chance
+
* '''Label:'''<br />food poison chance
* ''labelForFullStatList:'' food poison chance (food stat)
+
* '''Label For Full Stat List:'''<br />food poison chance (food stat)
 
| The chance this food will cause food poisoning.
 
| The chance this food will cause food poisoning.
 
| Basics-Non-Pawn
 
| Basics-Non-Pawn
Line 373: Line 373:
 
|- id="Shooting Accuracy" <!--<StatDef>-->
 
|- id="Shooting Accuracy" <!--<StatDef>-->
 
|
 
|
* ''defName:'' ShootingAccuracyTurret
+
* '''Def Name:'''<br />ShootingAccuracyTurret
* ''label:'' shooting accuracy
+
* '''Label:'''<br />shooting accuracy
* ''labelForFullStatList:'' shooting accuracy (turrets)
+
* '''Label For Full Stat List:'''<br />shooting accuracy (turrets)
 
| Base chance to not miss per cell of shot distance.<br id="n" /><br id="n" />Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
 
| Base chance to not miss per cell of shot distance.<br id="n" /><br id="n" />Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
 
| Basics-Non-Pawn
 
| Basics-Non-Pawn

Revision as of 19:08, 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:
    MaxHitPoints
  • Label:
    max hit points
The maximum hit points of an object.

This represents how much damage it can take before being destroyed.
Basics-Non-Pawn-Important
  • Default Base Value: 100%
  • Min Value: 100%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 200
  • Show Non Abstract: true
  • Scenario Randomizable: true
  • Show On Pawns: false
- 99997
  • Def Name:
    Mass
  • Label:
    mass
The physical mass of an object. Basics
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatTwoOrThree
  • Format String: {0} kg
  • Minified Thing Inherits: true
  • Show On Unhaulables: false
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_GearAndInventoryMass
    • StatPart_UnfinishedThingIngredientsMass
    • StatPart_AddedBodyPartsMass
1500
  • Def Name:
    MarketValue
  • Label:
    market value
The market value of an object.

The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors.
Basics-Important
  • Worker Class: StatWorker_MarketValue
  • Min Value: 0%
  • To String Style: Money
  • Round To Five Over: 200
  • Minified Thing Inherits: true
  • Show On Untradeables: false
  • Scenario Randomizable: true

StatParts:

  • StatPart_Quality:
    • Factor Awful: 50%
    • Factor Poor: 75%
    • Factor Normal: 100%
    • Factor Good: 125%
    • Max Gain Good: +500
    • Factor Excellent: 150%
    • Max Gain Excellent: +1000
    • Factor Masterwork: 250%
    • Max Gain Masterwork: +2000
    • Factor Legendary: 500%
    • Max Gain Legendary: +3000
  • StatPart_WornByCorpse
  • StatPart_IsCorpseFresh
  • StatPart_WeaponTraitsMarketValueOffset
  • StatPart_Biocoded
  • StatPart_ReloadMarketValue
  • StatPart_GenesContent added by the Biotech DLC
  • Parts:
    • StatPart_Health:
      • Curve:
        • Points:
          • (0.0, 0.0)
          • (0.5, 0.1)
          • (0.6, 0.5)
          • (0.9, 1.0)
    • StatPart_AgeContent added by the Biotech DLC:
      • Use Biological Years: true
      • Humanlike Only: true
      • Curve:
        • Points:
          • (3,0.5)
          • (13,0.9)
          • (18,1)
2510
  • Def Name:
    MarketValueIgnoreHp
  • Label:
    market value ignoring hitpoints
- Basics-Important
  • Worker Class: StatWorker_MarketValue
  • Min Value: 0%
  • To String Style: Money
  • Round To Five Over: 200
  • Minified Thing Inherits: true
  • Show On Untradeables: false
  • Scenario Randomizable: true
  • Always Hide: true

StatParts:

  • StatPart_Quality:
    • Factor Awful: 50%
    • Factor Poor: 75%
    • Factor Normal: 100%
    • Factor Good: 125%
    • Max Gain Good: +500
    • Factor Excellent: 150%
    • Max Gain Excellent: +1000
    • Factor Masterwork: 250%
    • Max Gain Masterwork: +2000
    • Factor Legendary: 500%
    • Max Gain Legendary: +3000
  • StatPart_WornByCorpse
  • StatPart_IsCorpseFresh
  • StatPart_WeaponTraitsMarketValueOffset
  • StatPart_Biocoded
  • StatPart_ReloadMarketValue
  • StatPart_GenesContent added by the Biotech DLC
2510
  • Def Name:
    SellPriceFactor
  • Label:
    sell price multiplier
A multiplier on the price at which you can sell items. Basics-Non-Pawn
  • Show If Undefined: false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: PercentZero
  • Show On Untradeables: false
- 2509
  • Def Name:
    RoyalFavorValue
  • Label:
    honor value
The amount of honor your trader will earn for giving this to a tribute collector. Basics-Important
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatMaxThree
  • Show If Undefined: false
  • Show If Mods Loaded:
    • Royalty Content added by the Royalty DLC
- 2508
  • Def Name:
    Flammability
  • Label:
    flammability
How easily an object catches fire and how quickly a fire will grow as it burns. Basics
  • Default Base Value: 0%
  • Min Value: 0%
  • Max Value: 2
  • To String Style: PercentZero
  • Scenario Randomizable: true
  • Minified Thing Inherits: true
- 3000
  • Def Name:
    WorkToMake
  • Label:
    work to make
The base amount of work it takes to make an item, once all materials are gathered. Basics-Non-Pawn
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: WorkAmount
  • Round To Five Over: 300
  • Show If Undefined: false
  • Scenario Randomizable: true
- 3100
  • Def Name:
    DeteriorationRate
  • Label:
    deterioration rate
The rate at which this item deteriorates when left outside, in average hit points per day.

Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
Basics-Non-Pawn
  • Show If Undefined: false
  • Default Base Value: 0%
  • Min Value: 0%
  • To String Style: FloatTwo
  • Format String: {0} / day
  • Scenario Randomizable: true
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 200%
      • Factor Poor: 150%
      • Factor Normal: 100%
      • Factor Good: 80%
      • Factor Excellent: 60%
      • Factor Masterwork: 30%
      • Factor Legendary: 10%
    • StatPart_EnvironmentalEffects:
      • Factor Offset Unroofed: +50%
      • Factor Offset Outdoors: +50%
      • Protected By Edifice Factor: 0%
    • StatPart_PollutionContent added by the Biotech DLC:
      • Multiplier: 150%
    • StatPart_NoxiousHazeContent added by the Biotech DLC:
      • Multiplier: 300%
    • StatPart_ToxicFallout:
      • Multiplier: 300%
    • StatPart_NearHarbingerTreeContent added by the Anomaly DLC:
      • Multiplier: 200%
    • StatPart_ShamblerCorpseContent added by the Anomaly DLC:
      • Multiplier: 500%
2500
  • Def Name:
    Beauty
  • Label:
    beauty
How enjoyable an object is to look at.

Beautiful objects fulfill characters' need for beauty.
Basics-Non-Pawn
  • Default Base Value: 0%
  • Min Value: -100000%
  • Hide At Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 100
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: −10%
      • Factor Poor: 50%
      • Factor Normal: 100%
      • Factor Good: 200%
      • Factor Excellent: 300%
      • Factor Masterwork: 500%
      • Factor Legendary: 800%
    • StatPart_ContentsBeauty
3000
  • Def Name:
    BeautyOutdoors
  • Label:
    outdoor beauty
How enjoyable something is to look at if it's outside.

Beautiful objects fulfill peoples' need for beauty.
Basics-Non-Pawn
  • Default Base Value: 0%
  • Min Value: -100000%
  • Hide At Value: 0%
  • Round Value: true
  • To String Style: Integer
  • Round To Five Over: 100
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: −10%
      • Factor Poor: 50%
      • Factor Normal: 100%
      • Factor Good: 200%
      • Factor Excellent: 300%
      • Factor Masterwork: 500%
      • Factor Legendary: 800%
    • StatPart_ContentsBeauty
3000
  • Def Name:
    Cleanliness
  • Label:
    cleanliness
How much an object contributes to an area's cleanliness score. Basics-Non-Pawn
  • Default Base Value: 0%
  • Max Value: 1000
  • Min Value: -100000%
  • Hide At Value: 0%
  • To String Style: FloatOne
  • Apply Factors If Negative: false
- 3000
  • Def Name:
    Comfort
  • Label:
    comfort
How comfortable an object is to sit or lay on.

Using comfortable objects fulfills a character's need for comfort.
Basics-Non-Pawn
  • Show If Undefined: false
  • Default Base Value: 0%
  • Max Value: 1000
  • Min Value: -100000%
  • To String Style: FloatTwo
  • Apply Factors If Negative: false
  • Parts:
    • StatPart_Quality:
      • Factor Awful: 76%
      • Factor Poor: 88%
      • Factor Normal: 100%
      • Factor Good: 112%
      • Factor Excellent: 124%
      • Factor Masterwork: 145%
      • Factor Legendary: 170%
3000
  • Def Name:
    Nutrition
  • Label:
    nutrition
How nutritious this food is. Basics-Non-Pawn-Important
  • Default Base Value: 0%
  • Min Value: 0%
  • Show If Undefined: false
  • To String Style: FloatTwo
  • Parts:
    • StatPart_BodySize
    • StatPart_NaturalNotMissingBodyPartsCoverage
    • StatPart_PlantGrowthNutritionFactor
    • StatPart_IsFlesh
    • StatPart_IsCorpseFresh
3000
  • Def Name:
    FoodPoisonChanceFixedHuman
  • Label:
    food poison chance
  • Label For Full Stat List:
    food poison chance (food stat)
The chance this food will cause food poisoning. Basics-Non-Pawn
  • Default Base Value: 0%
  • Min Value: 0%
  • Hide At Value: 0%
  • To String Style: PercentZero
  • Parts:
    • StatPart_MaxChanceIfRotting
4000
  • Def Name:
    ShootingAccuracyTurret
  • Label:
    shooting accuracy
  • Label For Full Stat List:
    shooting accuracy (turrets)
Base chance to not miss per cell of shot distance.

Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
Basics-Non-Pawn
  • Worker Class: StatWorker_ShootingAccuracy
  • Default Base Value: 96%
  • To String Style: PercentOne
  • To String Style Unfinalized: FloatOne
  • Show If Undefined: false
- 4000