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Adds a few more crates! #981
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Seems fine overall IMO
prob(200); | ||
/obj/item/stack/sheet/iron/fifty, | ||
prob(100); |
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prob(200) and prob(100) would be redundant as that gives a 100% chance both times
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According to the DM documentation, in this case prob(200) should be twice as common as the baseline, i.e. anything flagged prob(100). All the probs in a pick are supposed to be relative. What I tested seemed to line up with that.
/datum/supply_pack/medical/ass/fill(obj/structure/closet/crate/C) | ||
for(var/i in 1 to 6) | ||
var/item = pick( | ||
prob(200); |
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Redundant prob(200), it's automatically true
prob(5); | ||
/obj/item/organ/butt/xeno, | ||
prob(1); | ||
/obj/item/organ/butt/atomic |
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oh no.
I personally would say up the cost of the revolver, bit cheap for being able to fit multiple in a bag. |
This is a very good point and I'm glad you brought it up! I raised the price to be just under a riot shotgun (which is a similarly bag-able and semi-lethal gun). |
About The Pull Request
This adds a few new crates for cargo to play with:
Revolver (detective replacement, contraband)
Cadaver (a live braindead human, contraband)
Asses (6 random asses, with a very slim chance of special asses, contraband)
Crates (a crate full of crates, someone requested it and it's funny)
Random materials (a crate of random mining materials, heavily weighted against valuables)
Why It's Good For The Game
More fun stuff for cargo. A way to bypass mining for emergencies, but definitely not a good one. A way for detectives to rearm.
Testing Photographs and Procedure
Screenshots&Videos
You can see a test run here of the random materials crate. Only three crates contained anything you can't normally order. Only 2 of them were profitable to re-sell. I don't expect long-term balance issues and we can tweak the numbers easily.
Changelog
🆑
add: Added a few new cargo crates!
/:cl: