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[MIRROR] More xenoarch tweaks (#10036)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
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@@ -549,14 +549,15 @@ var/list/mining_overlay_cache = list()
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return attack_hand(user)
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//THIS IS THE 'YOU HIT AN ARTIFACT AND ARE GOING TOO DEEP' PROC. This is NOT the 'you destroyed the turf' proc. For that, look at 'GetDrilled'
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/turf/simulated/mineral/proc/wreckfinds(var/destroy = FALSE)
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if(!destroy && prob(90)) //nondestructive methods have a chance of letting you step away to not trash things
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if(prob(25))
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excavate_find(prob(5), finds[1])
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else if(prob(50) || destroy) //destructive methods will always destroy finds, no bowls menacing with spikes for you
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if(!destroy) //nondestructive methods have a chance of letting you step away to not trash things
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if(prob(10)) //This is to keep you from just running into an artifact turf over and over and over and over while also keeping a small % chance to cause a small rock to drop if you truly accidentally went too deep.
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//Technically you CAN KEEP RUNNING INTO THE TILE but like, you're wasting so much time at that point. Just buy a pick set from the mining vendor.
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excavate_find(prob(1), finds[1]) //1 in 100 chance of digging it out
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else //destructive methods will always destroy finds, no bowls menacing with spikes for you
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finds.Remove(finds[1])
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if(prob(50))
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artifact_debris()
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artifact_debris()
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/turf/simulated/mineral/proc/update_archeo_overlays(var/excavation_amount = 0)
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var/updateIcon = 0
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@@ -645,7 +646,7 @@ var/list/mining_overlay_cache = list()
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//destroyed artifacts have weird, unpleasant effects
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//make sure to destroy them before changing the turf though
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if(artifact_find && artifact_fail)
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if(finds && finds.len && prob(10)) //You destroyed an artifact turf!
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var/pain = 0
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if(prob(50))
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pain = 1
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@@ -653,15 +654,12 @@ var/list/mining_overlay_cache = list()
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to_chat(M, span_danger("[pick("A high-pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fading away!"))
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if(pain)
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flick("pain",M.pain)
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if(prob(50))
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M.adjustBruteLoss(5)
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else
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M.flash_eyes()
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if(prob(50))
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M.Stun(5)
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SSradiation.flat_radiate(src, 25, 100)
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M.flash_eyes()
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if(prob(50))
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M.Stun(5)
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M.make_jittery(1000) //SHAKY
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if(prob(25))
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excavate_find(prob(5), finds[1])
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excavate_find(prob(25), finds[1])
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else if(rand(1,500) == 1)
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visible_message(span_notice("An old dusty crate was buried within!"))
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new /obj/structure/closet/crate/secure/loot(src)
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