Editing Market Value

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* ''W'' = work in [[ticks]] to make the item, where there are 60 ticks to a second. The game displays this in the item information window in ''seconds'', which assumes 1x game speed and 100% work speed even when the base workspeed is lower than 100%. The displayed value also rounds the work value to the nearest second for example - an item that takes 35 ticks to make will be displayed in-game as taking 1 Work, despite taking only 0.583 seconds to construct at 100% speed.  An approximation of the value for ''W'' can be found by multiplying the in-game Work displayed by 60, but the exact value is defined in the XML in ticks by the ''WorkToMake'', or for buildings the ''WorkToBuild'', stats.
 
* ''W'' = work in [[ticks]] to make the item, where there are 60 ticks to a second. The game displays this in the item information window in ''seconds'', which assumes 1x game speed and 100% work speed even when the base workspeed is lower than 100%. The displayed value also rounds the work value to the nearest second for example - an item that takes 35 ticks to make will be displayed in-game as taking 1 Work, despite taking only 0.583 seconds to construct at 100% speed.  An approximation of the value for ''W'' can be found by multiplying the in-game Work displayed by 60, but the exact value is defined in the XML in ticks by the ''WorkToMake'', or for buildings the ''WorkToBuild'', stats.
 
* ''Q'' = quality multiplier. See [[quality]] for details.  
 
* ''Q'' = quality multiplier. See [[quality]] for details.  
* ''H'' = health multiplier. An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, 4% of its maximum value per 1% HP lost between 60% and 50% HP, and 0.2% of its maximum value per 1% HP lost between 50% and 0% HP. The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP. The health multiplier only applies to certain items, as controlled by their XML definition. See [[Deterioration]] for details.
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* ''H'' = health multiplier. An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, 4% of its maximum value per 1% HP lost between 60% and 50% HP, and 0.2% of its maximum value per 1% HP lost between 50% and 0% HP. The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP. The health miltiplier only applies to certain items, as controlled by their XML definition. See [[Deterioration]] for details.
  
 
Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.
 
Items with a market value of above 200 will have their market value rounded to be divisible by 5, with a remainder of 2.5 being rounded down. Prices over $10 will be rounded to the nearest whole number.

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