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15% chance of breaking a glass table on 3rd slap (#1324)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR introduces a change to slapping behavior for glass tables. Upon the last slap on a glass table, it will roll a 15% chance (cursed trait 30%) to break the table for the epic lols and funny. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Adds needed comedy, saves the game. Improves the experience by 100% Trust me guys. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing https://github.com/Bubberstation/Bubberstation/assets/80724828/dc6f3cf1-39b7-4f41-8441-66d2ba304e23 It only executes the break with glass tables. Other tables are unaffected. <img width="345" alt="Untitled" src="https://github.com/Bubberstation/Bubberstation/assets/80724828/4b17aad0-f85a-4758-8c64-3c22a0f9464c"> <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Slapping glass tables have a 15% chance (cursed 30%) of breaking on 3rd slap /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. -->
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@@ -303,6 +303,20 @@
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table_smacks_left--
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if(table_smacks_left <= 0)
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//BUBBER ADDITION BEGIN - Potentially break glass tables - This introduces a potential check to break a glass table
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if(table.type == /obj/structure/table/glass) /// Glass table... roll that dice, dice man
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if(prob(!HAS_TRAIT(user, TRAIT_CURSED) ? 15 : 30)) /// 15% chance (or double for cursed folk)
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var/obj/item/bodypart/arm/active_arm = user.get_active_hand()
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var/extra_wound = 0
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if(HAS_TRAIT(user, TRAIT_HULK))
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extra_wound = 20
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user.visible_message(span_danger("[user.name] slams their hand through \the [table]!"),
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span_userdanger("You smash your hand through \the [table]!"), span_hear("You hear a loud crash of broken glass!"), COMBAT_MESSAGE_RANGE, user)
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active_arm?.receive_damage(brute = 10, wound_bonus = extra_wound)
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user.apply_damage(30, STAMINA)
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table.deconstruct(FALSE)
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log_combat(user, user, "hand slammed", null, "through [table]")
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//BUBBER ADDITION END
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qdel(src)
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/// Slam the table, demand some attention
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