/// How much of a penalty per part there should be. This is a multiplier for a multiplier, the penalty for each body part is calculated from the total number of slots, and then multiplied by this.
/// </summary>
[DataField("missingBodyPartPenalty")]
publicdoubleMissingBodyPartPenalty=1.0f;
/// <summary>
/// The base price this mob should fetch.
/// </summary>
[DataField("price", required: true)]
publicdoublePrice;
/// <summary>
/// The percentage of the actual price that should be granted should the appraised mob be dead.