From 58a2cdf59a8468050ae8f2311c6b95ffceebfda8 Mon Sep 17 00:00:00 2001 From: SatinIsle <98125273+SatinIsle@users.noreply.github.com> Date: Fri, 23 Jan 2026 20:57:04 +0000 Subject: [PATCH] Reduce the stub toe chance from unlucky (#19082) The current toe stubbing chance is really high, given that anywhere but hallways is absolutely packed with tables, and that you are constantly walking past multiple of them at any particular time. This makes unlucky go from funny random chance to annoying. This multiplies the current chance by 0.1 times. This should still trigger pretty often, potentially multiple times per shift. But it shouldn't trigger almost every time you spend 10 minutes walking around your department anymore. --- code/datums/components/traits/unlucky.dm | 2 ++ 1 file changed, 2 insertions(+) diff --git a/code/datums/components/traits/unlucky.dm b/code/datums/components/traits/unlucky.dm index d28ef3ef8e..d3036c0fae 100644 --- a/code/datums/components/traits/unlucky.dm +++ b/code/datums/components/traits/unlucky.dm @@ -279,6 +279,8 @@ for(var/obj/structure/table/evil_table in the_turf) if(!evil_table.material) //We only want tables, not just table frames. continue + if(!prob(10)) //Reduce the chance further, due to the number of tables that are passed in normal play. + continue living_guy.visible_message(span_danger("[living_guy] stubs [living_guy.p_their()] toe on [evil_table]!"), span_bolddanger("You stub your toe on [evil_table]!")) living_guy.apply_damage(2 * damage_mod, BRUTE, pick(BP_L_FOOT, BP_R_FOOT), used_weapon = "blunt force trauma") living_guy.adjustHalLoss(25) //It REALLY hurts.