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Added new minerals and sprites to mining
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@@ -102,16 +102,8 @@
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icon_state = "rock"
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return
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name = "\improper [mineral.display_name] deposit"
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switch(mineral.display_name)
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if("Iron")
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icon_state = "rock_Iron[rand(1,3)]"
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scan_state = "rock_Iron"
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if("Plasma")
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icon_state = "rock_Plasma[rand(1,3)]"
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scan_state = "rock_Plasma"
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else
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icon_state = "rock_[mineral.name]"
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scan_state = "rock_[mineral.name]"
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icon_state = "rock_[mineral.name][rand(1,3)]"
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scan_state = "rock_[mineral.name][rand(1,3)]"
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//Not even going to touch this pile of spaghetti
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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@@ -367,7 +359,7 @@
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/turf/simulated/mineral/random
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name = "Mineral deposit"
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var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25, "Gibtonite" = 5, "Cave" = 1)//Currently, Adamantine won't spawn as it has no uses. -Durandan
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var/mineralSpawnChanceList = list("Uranium" = 5, "Coal" = 50, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Platinum" = 5, "Hydrogen" = 5, "Plasma" = 25, "Cave" = 1)//Currently, Adamantine won't spawn as it has no uses. -Durandan
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var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
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New()
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@@ -386,12 +378,12 @@
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/turf/simulated/mineral/random/high_chance
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mineralChance = 25
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mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Plasma" = 25)
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mineralSpawnChanceList = list("Uranium" = 10, "Coal" = 30, "Iron" = 30, "Diamond" = 2, "Gold" = 10, "Silver" = 10, "Platinum" = 10, "Hydrogen" = 10, "Plasma" = 25)
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/turf/simulated/mineral/random/high_chance_clown
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mineralChance = 40
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mineralSpawnChanceList = list("Uranium" = 10, "Iron" = 30, "Diamond" = 2, "Gold" = 5, "Silver" = 5, "Plasma" = 25, "Clown" = 15)
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mineralSpawnChanceList = list("Uranium" = 10, "Coal" = 30, "Iron" = 30, "Diamond" = 2, "Gold" = 5, "Silver" = 5, "Platinum" = 5, "Hydrogen" = 5, "Plasma" = 25, "Clown" = 15)
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/**********************Asteroid**************************/
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@@ -61,6 +61,12 @@ mineral/silver
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spread_chance = 10
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ore = /obj/item/weapon/ore/silver
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mineral/platinum
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name = "Platinum"
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/weapon/ore/osmium
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mineral/plasma
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name = "Plasma"
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result_amount = 5
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@@ -74,6 +80,19 @@ mineral/clown
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spread = 0
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ore = /obj/item/weapon/ore/clown
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mineral/coal
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name = "Coal"
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result_amount = 5
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spread_chance = 25
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ore = /obj/item/weapon/ore/coal
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mineral/hydrogen
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name = "Hydrogen"
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result_amount = 5
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spread_chance = 10
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ore = /obj/item/weapon/ore/coal
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mineral/cave
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display_name = "Cave"
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name = "Cave"
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