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[NO GBP] Post-Material rods fixes and tweaks (#87696)
This PR follows the material fishing rod PR, which had a small issue in which I had forgotten to add a return value to a proc and thus fish caught from material fishing rods would never be made of that specific material. I've tweaked some values for materials and fishing rods, I felt some of the "better" rods were a bit too fast, and some downright let you skip the fishing minigame with zero to one level. Also, I felt that, despite making fishing easier kinda, the area of the bait slider still felt a tad too small, so I've introduced a height multiplier for the slider so that it could cover more space, depending on the strength multiplier of the material (for once, not a new niche variable). This doesn't apply to fishing rods with strength multiplier less than 1 because they don't need to be made worse. About fish and cargo, I've added a soft cap (a 0.86 exponent) to fish selling price. It shouldn't affect the wide majority of fish you catch, however it does affect those that sell for over 6k per unit, which are few and rare. However, I've been pinged about some ludicrous money-making done by selling fish alone on a downstream server, likely from growing the big fish to be up twice their initial size and weight (capped to 2.5 the average value for the species), however, new features may push things a little further, so it's better to be safe than sorry. Screenshot below: They said it took them about a hour, however take it with a pinch of salt since it's by no mean easy and fast money by Terry's standards: I've also halved the selling price of jumpercable fish, which, despite requiring an emag or some sort luck, could easily be farmed in due time with little to no maintenance, being self-reproducing and hunger-less, and each of them would sell for 6k. conversely, I've increased the price of the unmarine mastodon a little because of the soft-cap, since it's very rare.
This commit is contained in:
@@ -80,7 +80,7 @@
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composition = list(/datum/material/titanium=1, /datum/material/plasma=1)
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mat_rust_resistance = RUST_RESISTANCE_TITANIUM
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fish_weight_modifier = 1.1
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fishing_difficulty_modifier = -10
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fishing_difficulty_modifier = -7
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fishing_cast_range = 1
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fishing_experience_multiplier = 0.95
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@@ -204,7 +204,7 @@
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composition = list(/datum/material/iron=2, /datum/material/plasma=2)
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added_slowdown = 0.1
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fish_weight_modifier = 2.4
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fishing_difficulty_modifier = -25
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fishing_difficulty_modifier = -20
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fishing_cast_range = 2
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fishing_experience_multiplier = 0.5
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fishing_completion_speed = 2
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@@ -105,10 +105,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
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fishing_difficulty_modifier = -5
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fishing_experience_multiplier = 0.85
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fishing_completion_speed = 1.1
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fishing_bait_speed_mult = 1.1
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fishing_deceleration_mult = 1.1
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fishing_bounciness_mult = 0.9
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fishing_gravity_mult = 1.15
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fishing_gravity_mult = 1.1
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/datum/material/silver/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
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@@ -138,14 +137,14 @@ Unless you know what you're doing, only use the first three numbers. They're in
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points_per_unit = 18 / SHEET_MATERIAL_AMOUNT
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texture_layer_icon_state = "shine"
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fish_weight_modifier = 1.5
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fishing_difficulty_modifier = -10
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fishing_difficulty_modifier = -8
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fishing_cast_range = 1
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fishing_experience_multiplier = 0.75
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fishing_completion_speed = 1.2
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fishing_bait_speed_mult = 1.3
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fishing_bait_speed_mult = 1.1
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fishing_deceleration_mult = 1.2
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fishing_bounciness_mult = 0.8
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fishing_gravity_mult = 1.25
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fishing_gravity_mult = 1.2
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/datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
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@@ -177,14 +176,14 @@ Unless you know what you're doing, only use the first three numbers. They're in
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mineral_rarity = MATERIAL_RARITY_RARE
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points_per_unit = 50 / SHEET_MATERIAL_AMOUNT
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fish_weight_modifier = 1.4
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fishing_difficulty_modifier = -13
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fishing_difficulty_modifier = -12
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fishing_cast_range = -1
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fishing_experience_multiplier = 0.7
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fishing_completion_speed = 1.25
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fishing_bait_speed_mult = 1.3
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fishing_bait_speed_mult = 1.1
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fishing_deceleration_mult = 1.25
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fishing_bounciness_mult = 0.8
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fishing_gravity_mult = 1.2
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fishing_gravity_mult = 1.1
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/datum/material/diamond/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
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@@ -216,7 +215,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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fishing_bait_speed_mult = 0.8
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fishing_deceleration_mult = 1.4
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fishing_bounciness_mult = 0.6
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fishing_gravity_mult = 1.6
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fishing_gravity_mult = 1.4
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/datum/material/uranium/on_applied(atom/source, mat_amount, multiplier)
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. = ..()
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@@ -313,7 +312,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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fishing_cast_range = 5 //space-bending scifi magic
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fishing_experience_multiplier = 0.85
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fishing_completion_speed = 1.1
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fishing_bait_speed_mult = 1.2
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fishing_bait_speed_mult = 1.1
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fishing_deceleration_mult = 0.9
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fishing_bounciness_mult = 1.1
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@@ -439,7 +438,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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fishing_difficulty_modifier = -5
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fishing_cast_range = 1
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fishing_completion_speed = 1.15
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fishing_bait_speed_mult = 1.15
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fishing_bait_speed_mult = 1.1
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fishing_deceleration_mult = 1.3
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fishing_bounciness_mult = 0.75
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fishing_gravity_mult = 1.1
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@@ -466,13 +465,13 @@ Unless you know what you're doing, only use the first three numbers. They're in
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mineral_rarity = MATERIAL_RARITY_UNDISCOVERED
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points_per_unit = 100 / SHEET_MATERIAL_AMOUNT
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fish_weight_modifier = 1.5
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fishing_difficulty_modifier = -18
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fishing_difficulty_modifier = -13
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fishing_cast_range = 1
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fishing_experience_multiplier = 3.2 //grind all the way to level 100 in no time.
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fishing_completion_speed = 1.3
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fishing_bait_speed_mult = 0.9
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fishing_deceleration_mult = 1.2
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fishing_gravity_mult = 1.25
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fishing_gravity_mult = 1.2
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/datum/material/runite/on_applied(atom/source, mat_amount, multiplier)
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. = ..()
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@@ -512,7 +511,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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fishing_difficulty_modifier = -5
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fishing_cast_range = 2
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fishing_experience_multiplier = 1.2
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fishing_bait_speed_mult = 1.3
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fishing_bait_speed_mult = 1.2
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fishing_deceleration_mult = 0.8
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fishing_bounciness_mult = 1.3
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fishing_gravity_mult = 0.85
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@@ -594,14 +593,14 @@ Unless you know what you're doing, only use the first three numbers. They're in
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mineral_rarity = MATERIAL_RARITY_UNDISCOVERED //Doesn't naturally spawn on lavaland.
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points_per_unit = 100 / SHEET_MATERIAL_AMOUNT
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fish_weight_modifier = 1.6
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fishing_difficulty_modifier = -23
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fishing_difficulty_modifier = -17
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fishing_cast_range = 1
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fishing_experience_multiplier = 0.6
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fishing_completion_speed = 1.3
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fishing_bait_speed_mult = 1.3
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fishing_bait_speed_mult = 1.2
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fishing_deceleration_mult = 1.3
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fishing_bounciness_mult = 0.7
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fishing_gravity_mult = 1.4
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fishing_gravity_mult = 1.3
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/datum/material/adamantine/on_applied(atom/source, mat_amount, multiplier)
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. = ..()
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@@ -636,14 +635,14 @@ Unless you know what you're doing, only use the first three numbers. They're in
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mineral_rarity = MATERIAL_RARITY_UNDISCOVERED //Doesn't naturally spawn on lavaland.
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points_per_unit = 100 / SHEET_MATERIAL_AMOUNT
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fish_weight_modifier = 1.4
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fishing_difficulty_modifier = -25
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fishing_difficulty_modifier = -20
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fishing_cast_range = 2
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fishing_experience_multiplier = 0.5
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fishing_completion_speed = 1.35
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fishing_bait_speed_mult = 1.35
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fishing_bait_speed_mult = 1.2
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fishing_deceleration_mult = 1.35
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fishing_bounciness_mult = 0.65
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fishing_gravity_mult = 1.4
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fishing_gravity_mult = 1.3
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/datum/material/mythril/on_applied(atom/source, mat_amount, multiplier)
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. = ..()
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@@ -678,11 +677,11 @@ Unless you know what you're doing, only use the first three numbers. They're in
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value_per_unit = 400 / SHEET_MATERIAL_AMOUNT
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beauty_modifier = 0.2
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fish_weight_modifier = 0.9
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fishing_difficulty_modifier = -10
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fishing_difficulty_modifier = -8
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fishing_cast_range = 1
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fishing_experience_multiplier = 0.9
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fishing_completion_speed = 1.4
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fishing_bait_speed_mult = 1.5
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fishing_bait_speed_mult = 1.3
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fishing_deceleration_mult = 0.5
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fishing_bounciness_mult = 0.3
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fishing_gravity_mult = 0.8
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@@ -719,11 +718,11 @@ Unless you know what you're doing, only use the first three numbers. They're in
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strength_modifier = 1.2
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armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 0.7, BIO = 1, FIRE = 1.3, ACID = 1)
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fish_weight_modifier = 0.6 //It may be metallic, but it's just "denser" hydrogen at the end of the day, no?
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fishing_difficulty_modifier = -15
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fishing_difficulty_modifier = -13
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fishing_cast_range = 4
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fishing_experience_multiplier = 0.8
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fishing_completion_speed = 1.4
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fishing_bait_speed_mult = 1.6
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fishing_bait_speed_mult = 1.3
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fishing_deceleration_mult = 0.8
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fishing_bounciness_mult = 1.7
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fishing_gravity_mult = 0.7
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@@ -838,9 +837,9 @@ Unless you know what you're doing, only use the first three numbers. They're in
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beauty_modifier = -0.15
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texture_layer_icon_state = "runed"
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fish_weight_modifier = 1.5
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fishing_difficulty_modifier = -12
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fishing_experience_multiplier = 0.9
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fishing_completion_speed = 1.2
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fishing_difficulty_modifier = -6.66
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fishing_experience_multiplier = 0.666
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fishing_completion_speed = 1.666
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fishing_bait_speed_mult = 1.666
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fishing_deceleration_mult = 1.666
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fishing_bounciness_mult = 0.666
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@@ -1041,7 +1040,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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fishing_cast_range = -1
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fishing_experience_multiplier = 1.3
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fishing_completion_speed = 1.15
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fishing_bait_speed_mult = 1.2
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fishing_bait_speed_mult = 1.1
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fishing_deceleration_mult = 0.8
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fishing_bounciness_mult = 0.7
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fishing_gravity_mult = 0.7
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@@ -1061,13 +1060,13 @@ Unless you know what you're doing, only use the first three numbers. They're in
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armor_modifiers = list(MELEE = 0.9, BULLET = 0.9, LASER = 1.75, ENERGY = 1.75, BOMB = 0.5, BIO = 1, FIRE = 0.1, ACID = 1)
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beauty_modifier = 0.001
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fish_weight_modifier = 1.2
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fishing_difficulty_modifier = -16
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fishing_difficulty_modifier = -14
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fishing_experience_multiplier = 0.9
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fishing_completion_speed = 1.3
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fishing_bait_speed_mult = 1.3
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fishing_bait_speed_mult = 1.2
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fishing_deceleration_mult = 1.3
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fishing_bounciness_mult = 1.1
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fishing_gravity_mult = 1.35
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fishing_gravity_mult = 1.3
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/datum/material/zaukerite/on_applied(atom/source, mat_amount, multiplier)
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. = ..()
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@@ -18,7 +18,7 @@
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strength_modifier = 1.2
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, FIRE = 1, ACID = 0.7)
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fish_weight_modifier = 1.4
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fishing_difficulty_modifier = -30 //Only the undead and the coroner can game this.
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fishing_difficulty_modifier = -25 //Only the undead and the coroner can game this.
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fishing_cast_range = 2
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fishing_experience_multiplier = 1.5
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fishing_completion_speed = 1.1
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@@ -6,4 +6,4 @@
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/datum/export/fish/get_cost(obj/item/fish/fish, apply_elastic)
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var/elastic_cost = ..()
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var/elastic_percent = elastic_cost / init_cost
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return fish.get_export_price(elastic_cost, elastic_percent)
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return round(fish.get_export_price(elastic_cost, elastic_percent))
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@@ -1341,13 +1341,34 @@
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fish_zap_flags |= (ZAP_GENERATES_POWER | ZAP_MOB_STUN)
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tesla_zap(source = get_turf(src), zap_range = fish_zap_range, power = fish_zap_power, cutoff = 1 MEGA JOULES, zap_flags = fish_zap_flags)
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///The multiplier of the factor of size and weight of the fish, used to determinate the raw price before exponentation
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#define FISH_PRICE_MULTIPLIER 0.01
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///This makes each additional unit of fish weight and size yields diminishing marginal returns.
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#define FISH_PRICE_CURVE_EXPONENT 0.85
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/**
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* past this threshold, the price of fish will plateu even faster.
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* This stops particularly huge fish from being an overly efficient way to make money
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* that bypasses price elasticity by selling fewer units.
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*/
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#define FISH_PRICE_SOFT_CAP_THRESHOLD 6000
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///The second exponent used for soft-capping the fish price.
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#define FISH_PRICE_SOFT_CAP_EXPONENT 0.86
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///Returns the price of this fish, for the fish export.
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/obj/item/fish/proc/get_export_price(price, percent)
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var/size_weight_exponentation = (size * weight * 0.01)^0.85
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var/calculated_price = price + size_weight_exponentation * percent
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/obj/item/fish/proc/get_export_price(price, elasticity_percent)
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var/size_weight_exponentation = (size * weight * FISH_PRICE_MULTIPLIER)^FISH_PRICE_CURVE_EXPONENT
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var/raw_price = price + size_weight_exponentation
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if(raw_price >= FISH_PRICE_SOFT_CAP_THRESHOLD + 1)
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var/soft_cap = (raw_price - FISH_PRICE_SOFT_CAP_THRESHOLD)^FISH_PRICE_SOFT_CAP_EXPONENT
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raw_price = FISH_PRICE_SOFT_CAP_THRESHOLD + soft_cap
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if(HAS_TRAIT(src, TRAIT_FISH_FROM_CASE)) //Avoid printing money by simply ordering fish and sending it back.
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calculated_price *= 0.05
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return round(calculated_price)
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raw_price *= 0.05
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return raw_price * elasticity_percent
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#undef FISH_PRICE_MULTIPLIER
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#undef FISH_PRICE_CURVE_EXPONENT
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#undef FISH_PRICE_SOFT_CAP_THRESHOLD
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#undef FISH_PRICE_SOFT_CAP_EXPONENT
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/obj/item/fish/proc/get_happiness_value()
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var/happiness_value = 0
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@@ -209,7 +209,7 @@
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SIGNAL_HANDLER
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playsound(result, result.attack_sound, 50, TRUE) // reeeeeeeeeeeeeee...
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/obj/item/fish/tadpole/get_export_price(price, percent)
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/obj/item/fish/tadpole/get_export_price(price, elasticity_percent)
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return 2 //two credits. Tadpoles aren't really that valueable.
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/obj/item/fish/perch
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@@ -34,6 +34,9 @@
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/obj/item/fish/mastodon/make_edible(weight_val)
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return //it's all bones and gibs.
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/obj/item/fish/mastodon/get_export_price(price, elasticity_percent)
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return ..() * 1.2 //This should push its soft-capped (it's pretty big) price a bit above the rest
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///From the cursed spring
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/obj/item/fish/soul
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name = "soulfish"
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@@ -150,7 +150,7 @@
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add_traits(list(TRAIT_FISHING_BAIT, TRAIT_GREAT_QUALITY_BAIT), INNATE_TRAIT)
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ADD_TRAIT(src, TRAIT_FISH_SURVIVE_COOKING, INNATE_TRAIT)
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/obj/item/fish/fryish/update_size_and_weight(new_size = average_size, new_weight = average_weight, update_materials = FALSE)
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/obj/item/fish/fryish/update_size_and_weight(new_size = average_size, new_weight = average_weight, update_materials = TRUE)
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. = ..()
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if(!next_type)
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return
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@@ -55,6 +55,10 @@
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electrogenesis_power = 0.9 MEGA JOULES
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beauty = FISH_BEAUTY_UGLY
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/obj/item/fish/jumpercable/get_export_price(price, elasticity_percent)
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//without this, they'd sell for over 6000 each, minimum. That's a lot for a fish that requires no maintance nor partner to farm.
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return ..() * 0.4
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/obj/item/fish/chainsawfish
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name = "chainsawfish"
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fish_id = "chainsawfish"
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@@ -477,7 +477,7 @@ GLOBAL_LIST_EMPTY(fishing_challenges_by_user)
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//early return if the difficulty is the same or we crush the minigame all the way to 0 difficulty
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if(!get_difficulty() || difficulty == old_difficulty)
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return
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bait_height = initial(bait_height)
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bait_height = initial(bait_height) * used_rod.bait_height_mult
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experience_multiplier -= difficulty * FISHING_SKILL_DIFFIULTY_EXP_MULT
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mover.reset_difficulty_values()
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adjust_to_difficulty()
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@@ -69,6 +69,13 @@
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var/bounciness_mult = 1
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/// The multiplier of negative velocity that pulls the bait/bobber down when not holding the click
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var/gravity_mult = 1
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/**
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* The multiplier of the bait height. Influenced by the strength_modifier of a material,
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* unlike the other variables, lest we add too many vars to materials.
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* Also materials with a strength_modifier lower than 1 don't do anything, since
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||||
* they're already likely to be quite bad
|
||||
*/
|
||||
var/bait_height_mult = 1
|
||||
|
||||
/obj/item/fishing_rod/Initialize(mapload)
|
||||
. = ..()
|
||||
@@ -187,6 +194,9 @@
|
||||
deceleration_mult *= GET_MATERIAL_MODIFIER(custom_material.fishing_deceleration_mult, multiplier)
|
||||
bounciness_mult *= GET_MATERIAL_MODIFIER(custom_material.fishing_bounciness_mult, multiplier)
|
||||
gravity_mult *= GET_MATERIAL_MODIFIER(custom_material.fishing_gravity_mult, multiplier)
|
||||
var/height_mod = GET_MATERIAL_MODIFIER(custom_material.strength_modifier, multiplier)
|
||||
if(height_mod > 1)
|
||||
bait_height_mult *= height_mod**0.75
|
||||
|
||||
|
||||
/obj/item/fishing_rod/remove_single_mat_effect(datum/material/custom_material, amount, multiplier)
|
||||
@@ -199,6 +209,9 @@
|
||||
deceleration_mult /= GET_MATERIAL_MODIFIER(custom_material.fishing_deceleration_mult, multiplier)
|
||||
bounciness_mult /= GET_MATERIAL_MODIFIER(custom_material.fishing_bounciness_mult, multiplier)
|
||||
gravity_mult /= GET_MATERIAL_MODIFIER(custom_material.fishing_gravity_mult, multiplier)
|
||||
var/height_mod = GET_MATERIAL_MODIFIER(custom_material.strength_modifier, multiplier)
|
||||
if(height_mod > 1)
|
||||
bait_height_mult *= 1/(height_mod**0.75)
|
||||
|
||||
/**
|
||||
* Is there a reason why this fishing rod couldn't fish in target_fish_source?
|
||||
@@ -254,6 +267,7 @@
|
||||
else if(HAS_TRAIT(bait, TRAIT_BASIC_QUALITY_BAIT))
|
||||
material_chance += 4
|
||||
material_chance += user.mind?.get_skill_level(/datum/skill/fishing) * 1.5
|
||||
return material_chance
|
||||
|
||||
///Fishing rodss should only bane fish DNA-infused spessman
|
||||
/obj/item/fishing_rod/proc/attempt_bane(datum/source, mob/living/fish)
|
||||
@@ -748,10 +762,11 @@
|
||||
hook = /obj/item/fishing_hook/weighted
|
||||
completion_speed_mult = 1.55
|
||||
bait_speed_mult = 1.2
|
||||
deceleration_mult = 1.55
|
||||
deceleration_mult = 1.2
|
||||
bounciness_mult = 0.3
|
||||
gravity_mult = 1.2
|
||||
material_fish_chance = 33 //if somehow you metalgen it.
|
||||
bait_height_mult = 1.4
|
||||
|
||||
/obj/item/fishing_rod/tech
|
||||
name = "advanced fishing rod"
|
||||
|
||||
Reference in New Issue
Block a user