From 344b3c236a1b4e5801249e89a39c1b88de9d407a Mon Sep 17 00:00:00 2001 From: ComicIronic Date: Wed, 26 Nov 2014 18:52:20 +0000 Subject: [PATCH] Removed random extra costs from flatpacks. --- code/modules/research/mechanic/mechanic_designs.dm | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/code/modules/research/mechanic/mechanic_designs.dm b/code/modules/research/mechanic/mechanic_designs.dm index 576c14e49b9..8347a2abe8d 100644 --- a/code/modules/research/mechanic/mechanic_designs.dm +++ b/code/modules/research/mechanic/mechanic_designs.dm @@ -58,12 +58,13 @@ var/techtotal = src.TechTotal() / 2 materials["$iron"] += techtotal * round(rand(300, 1500), 100) * modifier materials["$glass"] += techtotal * round(rand(150, 300), 50) * modifier - if(prob(techtotal * 15)) //let's add an extra cost of some medium-rare material - sure a lot of items - materials[pick("$plasma", "$uranium", "$gold", "$silver")] += techtotal * round(rand(50, 250), 10) * modifier - if(prob(techtotal * 8))//and another cost, because we can - can proc for some items - materials[pick("$plasma", "$uranium", "$gold", "$silver")] += techtotal * round(rand(50, 250), 10) * modifier - if(techtotal >= 7) //let's add something REALLY rare - bananium and phazon removed for now - materials[/*pick(*/"$diamond"/*, "$clown", "$phazon")*/] += techtotal * round(rand(10, 150), 10) * modifier + if(src.design_type == "item") + if(prob(techtotal * 15)) //let's add an extra cost of some medium-rare material - sure a lot of items + materials[pick("$plasma", "$uranium", "$gold", "$silver")] += techtotal * round(rand(50, 250), 10) * modifier + if(prob(techtotal * 8))//and another cost, because we can - can proc for some items + materials[pick("$plasma", "$uranium", "$gold", "$silver")] += techtotal * round(rand(50, 250), 10) * modifier + if(techtotal >= 7) //let's add something REALLY rare - bananium and phazon removed for now + materials[/*pick(*/"$diamond"/*, "$clown", "$phazon")*/] += techtotal * round(rand(10, 150), 10) * modifier for(var/matID in materials) materials[matID] -= (materials[matID] % 10) //clean up the numbers