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(Taken from defaultParameters.config )
"blueprintPriceFactor" : 1.25,
That would account for the 20 pixel difference when selling at the mart. Don't know why they made a scalar for blueprints..but its there. I guess that means your mod calculates its sell value solely based on the default price of items ( could be symptommatic of the mart not meant to sell things other than food )
"defaultBuyFactor" : 1.0,
"defaultSellFactor" : 0.2,
It shoudl work fine.
If you were editing something like: ( Pulled from Accordion.instrument )
"price" : 3000,
Then it only works if there are no additional multipliers afterwards ( like you mentioned )
Blueprints though have values that are "off" as well, but they don't have "levels" like weapons. Pretty insignificant though, considering its a difference of like 20 pixels; but an indicator of maybe something else going on.
Not sure what you edited to get your sell values, but it's possible that merchants somehow incorporate merchants.config and others into their final sell value ( havent beena ble to get that config file to work at all ); so if you adjusted the mart's sell value based on the base value of an item..it wouldn't be taking into account the aditional multipliers aftewards ( which I believe is what it and merchants normally do )
After looking a bit more through the files, it appears that weapons have a level (shown for staffs, for example), which is also a multiplier for their value. I can use this information, but only for weapons.
@JoeShmo Mhm, I haven't tried that out, I'll look into it.
Thanks in advance
All the other item types "seem" to be selling at full value, including stacks of items ( modules, bandages, etc. ). Havent checked everything though.