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* More xenoarch tweaks - Massively lowers chance of the virgo beacon spawning - Massively lowers chance of both guns and laser guns spawning in war digsites (The chances you would find a fully functioning gun is pretty low, honestly. This reflects that.) - Lowers chance of finding the cult blade - Adds human corpses to temple digsites, war digsites, and garden digsites - Adds alien corpses to garden digsites and war digsites - Adds robot corpses to war digsites and technical digsites * fixes the guns * fixes name * Blacklists pulse rifle shells * Fixes lightning spam * fixes an artifact typo * Fixes a few typo errors * gets rid of radiation explosion Happened when accidentally hitting an artifact tile and destroying it * Better artifact mining logic - Adjusts the artifact wreckfinds proc so you can't constantly run into an artifact to excavate it - Makes small artifacts able to bonk you if you destroy them, but only at a 10% chance per turf. (Does no lasting damage)
27 lines
1.1 KiB
Plaintext
27 lines
1.1 KiB
Plaintext
/datum/artifact_find
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var/artifact_id
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var/artifact_find_type
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/// These are the LARGE artifacts that can spawn (Have density, have to be pulled, etc etc.) Not the HANDHELD or MUNDANE artifacts. For those, see find_spawning.dm.
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/datum/artifact_find/New()
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artifact_id = "[pick("kappa","sigma","antaeres","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]-[rand(100,999)]"
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artifact_find_type = pick(
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300;/obj/machinery/artifact,
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25;/obj/machinery/auto_cloner,
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25;/obj/machinery/replicator/vore,
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25;/obj/structure/constructshell,
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25;/obj/machinery/replicator/clothing,
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25;/obj/structure/crystal,
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15;/obj/machinery/giga_drill,
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5;/obj/machinery/syndicate_beacon/virgo,
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2;/obj/machinery/power/supermatter/shard,
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1;/obj/machinery/power/supermatter)
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// Calculations:
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// TO do the math calculation:
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// OBJECT_WEIGHT = The weight of the object. (Ex: supermatter is 1)
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// TOTAL_WEIGHT = The weight of ALL the objects added together
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// To calculate the chance of an artifact spawning, do: ((OBJECT_WEIGHT / TOTAL_WEIGHT) * 100) and that is your %
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