From 5d904e1b9ab3d59e0ea280f218bfb6cfda587583 Mon Sep 17 00:00:00 2001 From: SkyratBot <59378654+SkyratBot@users.noreply.github.com> Date: Sun, 18 Jun 2023 15:03:28 +0200 Subject: [PATCH] [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 :cl: fix: After destroying unfathomable quantities of excess coins, their value is back to what it's supposed to be! /:cl: * Fixes coin values --------- Co-authored-by: Nick <42454181+Momo8289@users.noreply.github.com> --- code/__DEFINES/construction.dm | 2 ++ code/datums/materials/basemats.dm | 22 +++++++++++----------- code/modules/mining/ores_coins.dm | 28 ++++++++++++++-------------- 3 files changed, 27 insertions(+), 25 deletions(-) diff --git a/code/__DEFINES/construction.dm b/code/__DEFINES/construction.dm index 3bc3492c961..89dcf9c36ad 100644 --- a/code/__DEFINES/construction.dm +++ b/code/__DEFINES/construction.dm @@ -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 diff --git a/code/datums/materials/basemats.dm b/code/datums/materials/basemats.dm index 25951060a0f..07937a05173 100644 --- a/code/datums/materials/basemats.dm +++ b/code/datums/materials/basemats.dm @@ -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 diff --git a/code/modules/mining/ores_coins.dm b/code/modules/mining/ores_coins.dm index 8ad06edb849..a408108b95a 100644 --- a/code/modules/mining/ores_coins.dm +++ b/code/modules/mining/ores_coins.dm @@ -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)