[MIRROR] Fixes coin values [MDB IGNORE] (#21889)

* Fixes coin values (#76066)

## About The Pull Request

This brings coins values back from being severely undervalued after
#75437. Coins are supposed to be made of and worth 400 units of mats,
but the numbers weren't updated and so they were made of significantly
less than that.

## Why It's Good For The Game

Brings coins back to what they're supposed to be worth.
## Changelog
🆑
fix: After destroying unfathomable quantities of excess coins, their
value is back to what it's supposed to be!
/🆑

* Fixes coin values

---------

Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-06-18 14:03:28 +01:00
committed by GitHub
co-authored by Nick
parent 9ae188c939
commit 5d904e1b9a
3 changed files with 27 additions and 25 deletions
+2
View File
@@ -80,6 +80,8 @@
#define HALF_SHEET_MATERIAL_AMOUNT (SHEET_MATERIAL_AMOUNT/2)
///The amount of materials used in the smallest of objects, like pens and screwdrivers. 10 units.
#define SMALL_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT/5)
///The amount of material that goes into a coin, which determines the value of the coin.
#define COIN_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT * 0.4)
//The maximum size of a stack object.
#define MAX_STACK_SIZE 50
+11 -11
View File
@@ -56,7 +56,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
greyscale_colors = "#e3f1f8"
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/silver
value_per_unit = 0.025
value_per_unit = 0.5
beauty_modifier = 0.075
/datum/material/silver/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
@@ -72,7 +72,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
strength_modifier = 1.2
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
value_per_unit = 1.25
beauty_modifier = 0.15
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, FIRE = 0.7, ACID = 1.1)
@@ -90,7 +90,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/diamond
alpha = 132
starlight_color = COLOR_BLUE_LIGHT
value_per_unit = 0.25
value_per_unit = 5.0
beauty_modifier = 0.3
armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, FIRE = 1, ACID = 1)
@@ -106,7 +106,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
greyscale_colors = rgb(48, 237, 26)
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/uranium
value_per_unit = 0.05
value_per_unit = 1.0
beauty_modifier = 0.3 //It shines so beautiful
armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, FIRE = 1, ACID = 1)
@@ -141,7 +141,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
greyscale_colors = "#c162ec"
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/plasma
value_per_unit = 0.1
value_per_unit = 2.0
beauty_modifier = 0.15
armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, ENERGY = 1.2, BIO = 1.2, ACID = 0.5)
@@ -190,7 +190,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
greyscale_colors = "#ffff00"
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bananium
value_per_unit = 0.5
value_per_unit = 10.0
beauty_modifier = 0.5
armor_modifiers = list(BOMB = 100, FIRE = 10) //Clowns cant be blown away.
@@ -218,7 +218,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
strength_modifier = 1.3
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
value_per_unit = 1.25
beauty_modifier = 0.05
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, FIRE = 0.7, ACID = 1)
@@ -234,7 +234,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
strength_modifier = 1.3
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/runite
value_per_unit = 0.3
value_per_unit = 6.0
beauty_modifier = 0.5
armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
@@ -251,7 +251,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
strength_modifier = 0.85
sheet_type = /obj/item/stack/sheet/plastic
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
value_per_unit = 0.0125
value_per_unit = 0.25
beauty_modifier = -0.01
armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, FIRE = 1.1, ACID = 1)
@@ -310,7 +310,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
strength_modifier = 1.5
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
value_per_unit = 5.0
beauty_modifier = 0.4
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, FIRE = 2.5, ACID = 1)
@@ -326,7 +326,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
greyscale_colors = "#f2d5d7"
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 0.75
value_per_unit = 15.0
strength_modifier = 1.2
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.5, ENERGY = 1.5, BOMB = 1.5, BIO = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.5
+14 -14
View File
@@ -366,7 +366,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
force = 1
throwforce = 2
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/iron = COIN_MATERIAL_AMOUNT)
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
var/string_attached
var/list/sideslist = list("heads","tails")
@@ -481,37 +481,37 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
return
/obj/item/coin/gold
custom_materials = list(/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/gold = COIN_MATERIAL_AMOUNT)
/obj/item/coin/silver
custom_materials = list(/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/silver = COIN_MATERIAL_AMOUNT)
/obj/item/coin/diamond
custom_materials = list(/datum/material/diamond = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/diamond = COIN_MATERIAL_AMOUNT)
/obj/item/coin/plasma
custom_materials = list(/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/plasma = COIN_MATERIAL_AMOUNT)
/obj/item/coin/uranium
custom_materials = list(/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/uranium = COIN_MATERIAL_AMOUNT)
/obj/item/coin/titanium
custom_materials = list(/datum/material/titanium = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/titanium = COIN_MATERIAL_AMOUNT)
/obj/item/coin/bananium
custom_materials = list(/datum/material/bananium = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/bananium = COIN_MATERIAL_AMOUNT)
/obj/item/coin/adamantine
custom_materials = list(/datum/material/adamantine = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/adamantine = COIN_MATERIAL_AMOUNT)
/obj/item/coin/mythril
custom_materials = list(/datum/material/mythril = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/mythril = COIN_MATERIAL_AMOUNT)
/obj/item/coin/plastic
custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/plastic = COIN_MATERIAL_AMOUNT)
/obj/item/coin/runite
custom_materials = list(/datum/material/runite = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/runite = COIN_MATERIAL_AMOUNT)
/obj/item/coin/twoheaded
desc = "Hey, this coin's the same on both sides!"
@@ -521,7 +521,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
name = "antag token"
desc = "A novelty coin that helps the heart know what hard evidence cannot prove."
icon_state = "coin_valid"
custom_materials = list(/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/plastic = COIN_MATERIAL_AMOUNT)
sideslist = list("valid", "salad")
heads_name = "valid"
material_flags = NONE
@@ -530,7 +530,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
/obj/item/coin/iron
/obj/item/coin/gold/debug
custom_materials = list(/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT*0.4)
custom_materials = list(/datum/material/gold = COIN_MATERIAL_AMOUNT)
desc = "If you got this somehow, be aware that it will dust you. Almost certainly."
/obj/item/coin/gold/debug/attack_self(mob/user)