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Mutagenic chemicals tweak
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@@ -315,8 +315,12 @@
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if(istype(H) && (H.species.flags & NO_SCAN))
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return
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//The original coder comment here wanted it to be "Approx. one mutation per 10 injected/20 ingested/30 touching units"
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//The issue was, it was removed (.2) multiplied by .1, which resulted in a .02% chance per tick to have a mutation occur. Or more accurately, 5000 injected for a single mutation.
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//To honor their original idea, let's keep it as 10/20/30 as they wanted... For the most part.
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if(M.dna)
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if(prob(removed * 0.1)) // Approx. one mutation per 10 injected/20 ingested/30 touching units
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if(prob(removed * 10)) // Removed is .2 per tick. Multiplying it by 10 makes it a 2% chance per tick. 10 units has 50 ticks, so 10 units injected should give a single good/bad mutation.
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randmuti(M)
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if(prob(98))
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randmutb(M)
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@@ -324,6 +328,9 @@
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randmutg(M)
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domutcheck(M, null)
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M.UpdateAppearance()
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if(prob(removed * 40)) //Additionally, let's make it so there's an 8% chance per tick for a random cosmetic/not guranteed good/bad mutation.
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randmuti(M)//This should equate to 4 random cosmetic mutations per 10 injected/20 ingested/30 touching units
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M << "<span class='warning'>You feel odd!</span>"
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M.apply_effect(10 * removed, IRRADIATE, 0)
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/datum/reagent/slimejelly
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@@ -600,7 +607,7 @@
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return
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if(M.dna)
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if(prob(removed * 0.1))
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if(prob(removed * 10))
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randmuti(M)
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if(prob(98))
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randmutb(M)
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@@ -608,6 +615,9 @@
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randmutg(M)
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domutcheck(M, null)
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M.UpdateAppearance()
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if(prob(removed * 40))
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randmuti(M)
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M << "<span class='warning'>You feel odd!</span>"
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M.apply_effect(16 * removed, IRRADIATE, 0)
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/datum/reagent/aslimetoxin
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@@ -627,7 +637,7 @@
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return
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if(M.dna)
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if(prob(removed * 0.1))
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if(prob(removed * 10))
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randmuti(M)
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if(prob(98))
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randmutb(M)
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@@ -635,4 +645,7 @@
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randmutg(M)
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domutcheck(M, null)
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M.UpdateAppearance()
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if(prob(removed * 40))
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randmuti(M)
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M << "<span class='warning'>You feel odd!</span>"
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M.apply_effect(6 * removed, IRRADIATE, 0)
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