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Better Bounties #9381
Better Bounties #9381
Conversation
!review |
IMHO, prices are far too low. In-game, credits are pretty much worthless, and this'll create even less incentive to actually do them. Good work on increasing the variety of food items accepted though. |
as the new vars in the /datum/bounty state, the amounts are multiplied by 100. 25 is 2500. This is because if I just did rand(2000, 3000) we'd get very sloppy numbers like 2743. This keeps it tidy. |
Another way to do round numbers would be to just do... round(price, 100) and round to the nearest 100. The way you've done it works, although it's a bit less clear. |
Yeah i thought about that like a day after i uploaded it. Ugh. |
No point is leaving in confusing shitcode. Changed it to be more readable. |
Co-authored-by: Geeves <ggrobler447@gmail.com>
someone kick travis please |
Alright there's a bit going on here.
New bounties- self explanatory. We need more variety, especially since the PR that (rightfully) weeded out most of the meme ones. This includes wholly new bounties, new reagent types, and even a few different sections- engineering in particular was left out by bounties.
Semi-randomization: Just to add a bit of variety, there's some randomization. Reward amounts are picked from a range, so it's not always just one flat amount. If a bounty requires multiple items (ie, 6 toolboxes), there's some randomization, too. Rewards will be adjusted by this; if you need to collect more than the required_count, the reward will increase.
Also it was kind of super predictable that you'd ALWAYS have x types of bounties. I've only very slightly adjusted this to provide a bit more variety.
descriptions: self explanatory.
food bounty stuff: self explanatory. i fucking hate food typepaths.
warehouse spawns: just some further adjustments after some in-round testing. NVGs and jammers were appearing far too frequently. fire extinguishers were spammed, and I added just a bit more variety.