more quality
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@@ -69,6 +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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if(istype(get_area(butcher), /area/crew_quarters/kitchen))
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meat_quality = meat_quality + 20
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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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@@ -83,7 +86,11 @@
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if(butcher)
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to_chat(butcher, "<span class='info'>You harvest some extra [initial(bones.name)] from [meat]!</span>")
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for(var/i in 1 to 2)
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new bones (T)
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var/butcher_item = new bones (T)
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if(istype(butcher_item, /obj/item/reagent_containers/food))
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var/obj/item/reagent_containers/food/butcher_food = butcher_item
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butcher_food.adjust_food_quality(meat_quality)
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else
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new bones (T)
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meat.butcher_results.Remove(bones) //in case you want to, say, have it drop its results on gib
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@@ -777,6 +777,12 @@
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can_synth = FALSE
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pH = 6.1
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/datum/reagent/consumable/secretsauce/reaction_obj(obj/O, reac_volume)
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//splashing any amount above or equal to 1u of secret sauce onto a piece of food turns its quality to 100
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if(reac_volume >= 1 && istype(O, /obj/item/reagent_containers/food))
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var/obj/item/reagent_containers/food/splashed_food = O
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splashed_food.adjust_food_quality(100)
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/datum/reagent/consumable/char
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name = "Char"
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description = "Essence of the grill. Has strange properties when overdosed."
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