Pelt Quality
Every kill is graded Poor, Good or Perfect. The result card tells the player why, so they learn to hunt better.
๐ How a grade is worked out
The grade starts at Perfect and drops for each of these:
| What | Effect | Config |
|---|---|---|
| Animal condition | A sickly or average animal can't give more than its own condition | Config.Quality.useAnimalCondition |
| Weapon | ideal for the animal's size keeps the grade, fair drops one, anything else drops two | Config.Quality.weapons, weaponPenalty |
| Ruining weapons | Explosives and fire ruin the pelt | Config.Quality.ruins |
| Hits | One clean shot is free. Every extraShotStep extra hits drop a grade | cleanShots, extraShotStep |
| Placement | Head, neck or chest keep it. Gut or leg shots drop one | placement, bones |
| Rot | A carcass left longer than rotMinutes (20) drops one | rotMinutes |
The first look at a carcass (inspect, skin, butcher or hand over) fixes its grade. Waiting after that doesn't change it.
๐ซ The right weapon for the size
| Size | Ideal | Fair |
|---|---|---|
| Tiny | Small game arrow, varmint rifle, throwing weapons | Bow, revolver, pistol |
| Small | Small game arrow, varmint rifle, bow, throwing weapons | Revolver, pistol, repeater |
| Medium | Bow, rifle, sniper rifle, repeater | Revolver, pistol, poison arrow, varmint rifle |
| Large | Rifle, sniper rifle, bow | Repeater, poison arrow, shotgun |
Which weapon belongs to which class is set in Config.WeaponClasses, and special ammo (small game arrows, poison, fire, explosive) in Config.AmmoClasses. The ammo class wins over the weapon, so a fire arrow from a bow counts as fire.
๐ฐ Price per grade
| Grade | Multiplier |
|---|---|
| Poor | 0.40 |
| Good | 0.75 |
| Perfect | 1.00 |
Set in Config.Quality.multiplier. Freshness, the vendor's own price and your rank bonus come on top. See Processing & Freshness and Vendors & Contracts.