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Editing v0.31 Talk:Item value

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Well this is rather funny.  Someone on the forums just noticed that base item values is a function of Item size.  Specifically, (size rounded down to nearest 50)/25 + 2.  So a battle axe size 800 is (800)/25 + 2 = 34. The exceptions being trap components which seem to have bugged out.  This size formula also accounts for the odd differences in clothing values. [[User:Greep|Greep]] 10:48, 10 March 2011 (UTC)
 
Well this is rather funny.  Someone on the forums just noticed that base item values is a function of Item size.  Specifically, (size rounded down to nearest 50)/25 + 2.  So a battle axe size 800 is (800)/25 + 2 = 34. The exceptions being trap components which seem to have bugged out.  This size formula also accounts for the odd differences in clothing values. [[User:Greep|Greep]] 10:48, 10 March 2011 (UTC)
 
:Hmm this actually is not correct nevermind for all items nevermind.  However, (size rounded down to nearest 50)/25 + 2 works consistently for changing an axe's size in the raws.  At 200 size a battle axe is value'd at 10 e.g.  Other items are also size dependent but it looks like they have different formulas based on their size.  The importance of this is of course that item values are now completely moddable.  And likely we are only missing one variable for the formula [[User:Greep|Greep]] 10:55, 10 March 2011 (UTC)
 
:Hmm this actually is not correct nevermind for all items nevermind.  However, (size rounded down to nearest 50)/25 + 2 works consistently for changing an axe's size in the raws.  At 200 size a battle axe is value'd at 10 e.g.  Other items are also size dependent but it looks like they have different formulas based on their size.  The importance of this is of course that item values are now completely moddable.  And likely we are only missing one variable for the formula [[User:Greep|Greep]] 10:55, 10 March 2011 (UTC)
 
Values for items are determined as follows:
 
* Weapon: 10 if it's a ranged weapon; otherwise, ((SIZE / 50) + 1) * (HAS_EDGE + 1)
 
* Trap component: ((SIZE / 50) + 1) * (HAS_EDGE + 1) * HITS
 
* Armor: ((UBSTEP[3] + LBSTEP[3]) * 3) + (LAYER_SIZE[100] / 5) + (COVERAGE[100] / 10) + 1
 
* Ammo: (SIZE / 200) + 1
 
* Gloves/Shoes: (UPSTEP[3] * 3) + (LAYER_SIZE[100] / 5) + (COVERAGE[100] / 30) + 1
 
* Shield: (UPSTEP[3] * 3) + BLOCKCHANCE[100] + 1
 
* Helm: (LAYER_SIZE[100] / 5) + (COVERAGE[100] / 20) + 1
 
* Pants: (LBSTEP[3] * 3) + (LAYER_SIZE[100] / 5) + (COVERAGE[100] / 10) + 1
 
For the above, numbers in brackets indicate maximum values (e.g. if something has [COVERAGE:150], it'll use 100 instead), and all divisions are rounded down. HAS_EDGE is 1 if the weapon has an edged attack, 0 otherwise. --[[User:Quietust|Quietust]] 18:59, 30 December 2011 (UTC)
 

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