Difference between revisions of "Stat/Core Basics Special"
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(Core Stats_Basics_Special) |
m (Category Data) |
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← <small>[[Stat]]</small> | ← <small>[[Stat]]</small> | ||
{| {{STDT|sortable}} | {| {{STDT|sortable}} | ||
− | ! Def Name<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br /> | + | ! Def Name<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Parameters !! Display<br />Priority<br />In<br />Category</noinclude> |
<!-- Core Stats_Basics_Special --> | <!-- Core Stats_Basics_Special --> | ||
<div id="Core Stats_Basics_Special"><!--<Defs>--> | <div id="Core Stats_Basics_Special"><!--<Defs>--> | ||
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* '''Label:'''<br />medical potency | * '''Label:'''<br />medical potency | ||
| How effective this is when used to tend wounds and diseases, or do surgery.<br id="n" /><br id="n" />Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.<br id="n" />Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck. | | How effective this is when used to tend wounds and diseases, or do surgery.<br id="n" /><br id="n" />Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.<br id="n" />Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck. | ||
− | | Basics | + | | |
+ | * Display Order:<br />'''2''' | ||
+ | * Def Name:<br />'''BasicsNonPawnImportant''' | ||
+ | * Label:<br />'''Basics''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|0.0}} | * '''Default Base Value:''' {{%|0.0}} | ||
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* '''Label:'''<br />medical tend quality maximum | * '''Label:'''<br />medical tend quality maximum | ||
| The maximum quality of medical tending that can be achieved while using this.<br id="n" /><br id="n" />Better tend quality allows skilled doctors to treat wounds better, as well as more reliably. | | The maximum quality of medical tending that can be achieved while using this.<br id="n" /><br id="n" />Better tend quality allows skilled doctors to treat wounds better, as well as more reliably. | ||
− | | Basics | + | | |
+ | * Display Order:<br />'''2''' | ||
+ | * Def Name:<br />'''BasicsNonPawnImportant''' | ||
+ | * Label:<br />'''Basics''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|1.0}} | * '''Default Base Value:''' {{%|1.0}} | ||
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* '''Label For Full Stat List:'''<br />construction speed (material factor) | * '''Label For Full Stat List:'''<br />construction speed (material factor) | ||
| The speed at which buildings made of this are constructed is multiplied by this value.<br id="n" /><br id="n" />Some materials, like stone, are slow to build from, while others, like wood, are fast. | | The speed at which buildings made of this are constructed is multiplied by this value.<br id="n" /><br id="n" />Some materials, like stone, are slow to build from, while others, like wood, are fast. | ||
− | | Basics | + | | |
+ | * Display Order:<br />'''12''' | ||
+ | * Def Name:<br />'''BasicsNonPawn''' | ||
+ | * Label:<br />'''Basics''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|1}} | * '''Default Base Value:''' {{%|1}} | ||
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* '''Label:'''<br />meditation psyfocus bonus | * '''Label:'''<br />meditation psyfocus bonus | ||
| The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.<br id="n" /><br id="n" />For some objects, this number can change depending on the surroundings and the person doing the meditating. | | The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.<br id="n" /><br id="n" />For some objects, this number can change depending on the surroundings and the person doing the meditating. | ||
− | | Meditation | + | | |
+ | * Display Order:<br />'''13''' | ||
+ | * Def Name:<br />'''Meditation''' | ||
+ | * Label:<br />'''Meditation''' | ||
+ | * Display All By Default:<br />'''{{Good|true}}''' | ||
| | | | ||
* Format String: '''{0} / day''' | * Format String: '''{0} / day''' | ||
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* '''Label:'''<br />psychic sensitivity offset | * '''Label:'''<br />psychic sensitivity offset | ||
| An offset applied to the user's psychic sensitivity. | | An offset applied to the user's psychic sensitivity. | ||
− | | Basics | + | | |
+ | * Display Order:<br />'''10''' | ||
+ | * Def Name:<br />'''Basics''' | ||
+ | * Label:<br />'''Basics''' | ||
+ | * Display All By Default:<br />'''{{Good|true}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|0}} | * '''Default Base Value:''' {{%|0}} | ||
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* '''Label:'''<br />psychic sensitivity factor | * '''Label:'''<br />psychic sensitivity factor | ||
| A factor applied to the user's psychic sensitivity. | | A factor applied to the user's psychic sensitivity. | ||
− | | Basics | + | | |
+ | * Display Order:<br />'''10''' | ||
+ | * Def Name:<br />'''Basics''' | ||
+ | * Label:<br />'''Basics''' | ||
+ | * Display All By Default:<br />'''{{Good|true}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|1}} | * '''Default Base Value:''' {{%|1}} | ||
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* '''Label:'''<br />neural heat limit offset | * '''Label:'''<br />neural heat limit offset | ||
| An offset applied to the user's neural heat limit. | | An offset applied to the user's neural heat limit. | ||
− | | Basics | + | | |
+ | * Display Order:<br />'''10''' | ||
+ | * Def Name:<br />'''Basics''' | ||
+ | * Label:<br />'''Basics''' | ||
+ | * Display All By Default:<br />'''{{Good|true}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|0}} | * '''Default Base Value:''' {{%|0}} | ||
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* '''Label:'''<br />neural heat recovery rate offset | * '''Label:'''<br />neural heat recovery rate offset | ||
| An offset applied to the user's neural heat recovery rate. | | An offset applied to the user's neural heat recovery rate. | ||
− | | Basics | + | | |
+ | * Display Order:<br />'''10''' | ||
+ | * Def Name:<br />'''Basics''' | ||
+ | * Label:<br />'''Basics''' | ||
+ | * Display All By Default:<br />'''{{Good|true}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|0}} | * '''Default Base Value:''' {{%|0}} | ||
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* '''Label:'''<br />filth multiplier | * '''Label:'''<br />filth multiplier | ||
| How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth. | | How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth. | ||
− | | Terrain | + | | |
+ | * Display Order:<br />'''13''' | ||
+ | * Def Name:<br />'''Terrain''' | ||
+ | * Label:<br />'''terrain''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|1}} | * '''Default Base Value:''' {{%|1}} | ||
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* '''Label:'''<br />cleaning time multiplier | * '''Label:'''<br />cleaning time multiplier | ||
| A multiplier on how long it takes to clean filth from this surface. | | A multiplier on how long it takes to clean filth from this surface. | ||
− | | Terrain | + | | |
+ | * Display Order:<br />'''13''' | ||
+ | * Def Name:<br />'''Terrain''' | ||
+ | * Label:<br />'''terrain''' | ||
+ | * Display All By Default:<br />'''{{Bad|false}}''' | ||
| | | | ||
* '''Default Base Value:''' {{%|1}} | * '''Default Base Value:''' {{%|1}} |
Latest revision as of 00:40, 5 September 2024
← Stat
Def Name Label Label For Full Stat List Offset Label |
Description | Category | Parameters | Complex Parameters |
Display Priority In Category |
---|---|---|---|---|---|
|
How effective this is when used to tend wounds and diseases, or do surgery. Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery. Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck. |
|
|
- | 4000 |
|
The maximum quality of medical tending that can be achieved while using this. Better tend quality allows skilled doctors to treat wounds better, as well as more reliably. |
|
|
- | 4010 |
|
The speed at which buildings made of this are constructed is multiplied by this value. Some materials, like stone, are slow to build from, while others, like wood, are fast. |
|
|
- | 2500 |
|
The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain. For some objects, this number can change depending on the surroundings and the person doing the meditating. |
|
- | 4010 | |
|
An offset applied to the user's psychic sensitivity. |
|
|
|
3500 |
|
A factor applied to the user's psychic sensitivity. |
|
|
- | 3500 |
|
An offset applied to the user's neural heat limit. |
|
|
3525 | |
|
An offset applied to the user's neural heat recovery rate. |
|
|
3550 | |
|
How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth. |
|
|
- | - |
|
A multiplier on how long it takes to clean filth from this surface. |
|
|
- | - |