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Removed random extra costs from flatpacks.
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@@ -58,12 +58,13 @@
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var/techtotal = src.TechTotal() / 2
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var/techtotal = src.TechTotal() / 2
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materials["$iron"] += techtotal * round(rand(300, 1500), 100) * modifier
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materials["$iron"] += techtotal * round(rand(300, 1500), 100) * modifier
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materials["$glass"] += techtotal * round(rand(150, 300), 50) * modifier
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materials["$glass"] += techtotal * round(rand(150, 300), 50) * modifier
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if(prob(techtotal * 15)) //let's add an extra cost of some medium-rare material - sure a lot of items
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if(src.design_type == "item")
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materials[pick("$plasma", "$uranium", "$gold", "$silver")] += techtotal * round(rand(50, 250), 10) * modifier
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if(prob(techtotal * 15)) //let's add an extra cost of some medium-rare material - sure a lot of items
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if(prob(techtotal * 8))//and another cost, because we can - can proc for some items
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materials[pick("$plasma", "$uranium", "$gold", "$silver")] += techtotal * round(rand(50, 250), 10) * modifier
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materials[pick("$plasma", "$uranium", "$gold", "$silver")] += techtotal * round(rand(50, 250), 10) * modifier
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if(prob(techtotal * 8))//and another cost, because we can - can proc for some items
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if(techtotal >= 7) //let's add something REALLY rare - bananium and phazon removed for now
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materials[pick("$plasma", "$uranium", "$gold", "$silver")] += techtotal * round(rand(50, 250), 10) * modifier
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materials[/*pick(*/"$diamond"/*, "$clown", "$phazon")*/] += techtotal * round(rand(10, 150), 10) * modifier
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if(techtotal >= 7) //let's add something REALLY rare - bananium and phazon removed for now
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materials[/*pick(*/"$diamond"/*, "$clown", "$phazon")*/] += techtotal * round(rand(10, 150), 10) * modifier
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for(var/matID in materials)
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for(var/matID in materials)
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materials[matID] -= (materials[matID] % 10) //clean up the numbers
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materials[matID] -= (materials[matID] % 10) //clean up the numbers
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