Made hijack require threat threshold, spend threat
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@@ -72,7 +72,17 @@
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/datum/antagonist/traitor/proc/forge_human_objectives()
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var/is_hijacker = FALSE
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if (GLOB.joined_player_list.len >= 30) // Less murderboning on lowpop thanks
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var/datum/game_mode/dynamic/mode
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var/is_dynamic = FALSE
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if(istype(SSticker.mode,/datum/game_mode/dynamic))
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mode = SSticker.mode
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is_dynamic = TRUE
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if(GLOB.joined_player_list>=GLOB.dynamic_high_pop_limit)
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is_hijacker = prob(10) && mode.threat_level > CONFIG_GET(number/dynamic_hijack_high_population_requirement)
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else
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var/indice_pop = min(10,round(GLOB.joined_player_list/mode.pop_per_requirement)+1)
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is_hijacker = prob(10) && (mode.threat_level >= CONFIG_GET(number_list/dynamic_hijack_requirements)[indice_pop])
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else if (GLOB.joined_player_list.len >= 30) // Less murderboning on lowpop thanks
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is_hijacker = prob(10)
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var/martyr_chance = prob(20)
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var/objective_count = is_hijacker //Hijacking counts towards number of objectives
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@@ -93,6 +103,8 @@
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var/datum/objective/hijack/hijack_objective = new
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hijack_objective.owner = owner
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add_objective(hijack_objective)
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if(is_dynamic)
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mode.spend_threat(CONFIG_GET(number/dynamic_hijack_cost))
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return
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