Difference between revisions of "Market Value Ignoring Hitpoints"

From RimWorld Wiki
Jump to navigation Jump to search
m
 
Line 1: Line 1:
{{Verified|1.5.4104}}{{Stat
+
{{See also|Market Value}}{{Verified|1.5.4104}}{{Stat
 
| def name = MarketValueIgnoreHp
 
| def name = MarketValueIgnoreHp
 
| label = market value ignoring hitpoints
 
| label = market value ignoring hitpoints
Line 14: Line 14:
 
| parts = StatPart_Quality, StatPart_WornByCorpse, StatPart_IsCorpseFresh, StatPart_WeaponTraitsMarketValueOffset, StatPart_Biocoded, StatPart_ReloadMarketValue, StatPart_Genes
 
| parts = StatPart_Quality, StatPart_WornByCorpse, StatPart_IsCorpseFresh, StatPart_WeaponTraitsMarketValueOffset, StatPart_Biocoded, StatPart_ReloadMarketValue, StatPart_Genes
 
}}
 
}}
{{See also|Market Value}}
 
  
 
== Stat Parts ==
 
== Stat Parts ==

Latest revision as of 06:44, 25 September 2024

Market Value Ignoring Hitpoints is a stat: Its minimum allowed value is 0 Silver.

Stat Parts[edit]

Quality[edit]

For items with quality, their Market Value is multiplied by these values depending on quality:

  • Quality Factor Max Gain
    Awful ×50% -
    Poor ×75% -
    Normal ×100% -
    Good ×125% +500 Silver
    Excellent ×150% +1000 Silver
    Masterwork ×250% +2000 Silver
    Legendary ×500% +3000 Silver
  • Worn By Corpse[edit]

    If apparel is tainted, Market Value is multiplied by 10%.

    Is Corpse Fresh[edit]

    If a corpse is not fresh, Market Value is multiplied by 0, (i.e. it has no value).

    Weapon Traits Market Value Offset[edit]

    Certain persona weapon traits have offsets to Market Value:

  • Weapon trait Offset
    Kind thoughts +500 Silver
    Calm thoughts +300 Silver
    Mad muttering −500 Silver
    Mad wailing −1000 Silver
    Kill-focused +500 Silver
    Kill-happy +500 Silver
    Kill sorrow −500 Silver
    Kill thirst −700 Silver
    Psy-meditative +500 Silver
    Painless +400 Silver
    Fast mover +600 Silver
    hunger pangs −600 Silver
    Neural cooling +500 Silver
    Jealous −600 Silver
  • Biocoded[edit]

    If a weapon is biocoded, Market Value is multiplied by 0, (i.e. it has no value).

    Reload Market Value[edit]

    If an item is reloadable, the Base Market Value of the item used for ammo will be multiplied by the maximum amount needed to reload the item (the amount that will fully reload the item). This value is subtracted from the market value.

    If an item is destroyed when empty (i.e. it has charges but can't be reloaded), then the market value is multiplied by the ratio of remaining charges to maximum charges. If the market value is negative, it will be adjusted to 0.

    Genes[edit]

    Market Value is multiplied by the following factors: Number of Genes Factor, Archite Cost Factor, and Gene Market Value Factors

    Number of Genes Factor = The larger value of: 3.5 - (0.5 × Total Gene Count) and 0.5

  • Total Gene Count Number of Genes Factor
    0 3.5
    1 3
    2 2.5
    3 2
    4 1.5
    5 1
    6+ 0.5
  • Archite Cost Factor = 1 + (3 × Total Archite capsule Archite Count)

  • Gene Market Value Factors:

    Gene Market Value Factor
    Never sleep ×125%
    Fire spew ×150%
    Piercing spine ×150%
    Acid spray ×150%
    Resurrect ×150%
    Superfast wound healing ×125%
    Super immunity ×125%
    Deathless ×200%
    Archite metabolism ×150%

    All available Gene Market Value Factors are multiplied by each other before being used as a factor.

  • Stat Def Data[edit]

    Def Name
    Label
    Label For Full Stat List
    Offset Label
    Attributes
    Description Category Parameters Complex
    Parameters
    Display
    Priority
    In
    Category
    • Def Name:
      MarketValueIgnoreHp
    • Label:
      market value ignoring hitpoints
    -
    • Display Order:
      1
    • Def Name:
      BasicsImportant
    • Label:
      Basics
    • Display All By Default:
      true
    • 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
    • Parts:
      • 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