Stat/Core Apparel

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Revision as of 00:38, 5 September 2024 by JuliaCat (talk | contribs) (Category Data)
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Stat

Def Name
Label
Label For Full Stat List
Offset Label
Description Category Parameters Complex
Parameters
Display
Priority
In
Category
  • Def Name:
    StuffEffectMultiplierArmor
  • Label:
    Armor - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 1
  • Def Name:
    StuffEffectMultiplierInsulation_Cold
  • Label:
    Insulation - Cold - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 0%
  • Min Value: 0%
  • Always Hide: true
- 2
  • Def Name:
    StuffEffectMultiplierInsulation_Heat
  • Label:
    Insulation - Heat - Material effect multiplier
-
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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.

  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • 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.
  • Display Order:
    30
  • Def Name:
    Apparel
  • Label:
    Apparel
  • Display All By Default:
    false
  • Default Base Value: 100%
  • Min Value: 0%
  • To String Style: FloatMaxOne
  • Format String: {0} s
  • Show On Pawns: false
- 50