what if butchering didnt suck!
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@@ -69,9 +69,9 @@
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H.apply_status_effect(/datum/status_effect/neck_slice)
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/datum/component/butchering/proc/Butcher(mob/living/butcher, mob/living/meat)
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var/meat_quality = 30 + (bonus_modifier/10) //increases through quality of butchering tool, and through if it was butchered in the kitchen or not
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var/meat_quality = 50 + (bonus_modifier/10) //increases through quality of butchering tool, and through if it was butchered in the kitchen or not
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if(istype(get_area(butcher), /area/crew_quarters/kitchen))
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meat_quality = meat_quality + 20
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meat_quality = meat_quality + 10
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var/turf/T = meat.drop_location()
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var/final_effectiveness = effectiveness - meat.butcher_difficulty
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var/bonus_chance = max(0, (final_effectiveness - 100) + bonus_modifier) //so 125 total effectiveness = 25% extra chance
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@@ -184,6 +184,7 @@
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for (var/i=1 to meat_produced)
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var/obj/item/reagent_containers/food/snacks/meat/slab/newmeat = new typeofmeat
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newmeat.adjust_food_quality(meat_quality)
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newmeat.name = "[sourcename] [newmeat.name]"
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if(istype(newmeat))
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newmeat.subjectname = sourcename
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@@ -210,7 +211,6 @@
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skin.forceMove(loc)
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skin.throw_at(pick(nearby_turfs),meat_produced,3)
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for (var/i=1 to meat_produced)
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allmeat[i].adjust_food_quality(meat_quality)
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var/obj/item/meatslab = allmeat[i]
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meatslab.forceMove(loc)
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meatslab.throw_at(pick(nearby_turfs),i,3)
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