// --- Rare --- STOCK_ITEM_RARE(gold, 2.5) new /obj/item/stack/material/gold(L, rand(2,15)) STOCK_ITEM_RARE(diamond, 1.5) new /obj/item/stack/material/diamond(L, rand(1,10)) STOCK_ITEM_RARE(uranium, 3) new /obj/item/stack/material/uranium(L, rand(5,30)) STOCK_ITEM_RARE(EMP, 0.75) new /obj/item/storage/box/tactical/emps(L) STOCK_ITEM_RARE(hypercell, 3) new /obj/item/cell/hyper(L) STOCK_ITEM_RARE(combatmeds, 3) new /obj/item/storage/firstaid/combat(L) STOCK_ITEM_RARE(batterer, 0.75) new /obj/item/batterer(L) STOCK_ITEM_RARE(posibrain, 3) new /obj/item/mmi/digital/posibrain(L) STOCK_ITEM_RARE(bsbeaker, 3) new /obj/item/reagent_containers/glass/beaker/bluespace(L) if(prob(50)) new /obj/item/reagent_containers/glass/beaker/bluespace(L) else if(prob(40)) new /obj/item/reagent_containers/glass/beaker/noreact(L) STOCK_ITEM_RARE(energyshield, 2) new /obj/item/shield/energy(L) // A random RIG/hardsuit. // It'll come with some screwy electronics, possibly needing reprogramming. STOCK_ITEM_RARE(hardsuit, 0.75) var/list/rigs = list( /obj/item/rig/unathi = 2, /obj/item/rig/unathi/fancy = 0.75, /obj/item/rig/combat = 0.1, /obj/item/rig/ert = 0.1, /obj/item/rig/ert/engineer = 0.1, /obj/item/rig/ert/medical = 0.15, /obj/item/rig/ert/security = 0.075, /obj/item/rig/light = 0.5, /obj/item/rig/light/hacker = 0.8, /obj/item/rig/light/stealth = 0.5, /obj/item/rig/merc/empty = 0.5, /obj/item/rig/industrial = 3, /obj/item/rig/eva = 3, /obj/item/rig/ce = 2, /obj/item/rig/hazmat = 4, /obj/item/rig/medical = 4, /obj/item/rig/hazard = 3, /obj/item/rig/diving = 1 ) var/type = pickweight(rigs) var/obj/item/rig/module = new type(L) //screw it up a bit var/cnd = rand(40,100) module.lose_modules(cnd) module.misconfigure(cnd) module.sabotage_cell() module.sabotage_tank() STOCK_ITEM_RARE(cluster, 2.0) new /obj/item/grenade/flashbang/clusterbang(L) STOCK_ITEM_RARE(ladder, 3) new /obj/item/ladder_mobile(L) STOCK_ITEM_RARE(sword, 0.5) new /obj/random/sword(L) STOCK_ITEM_RARE(ims, 1.5) new /obj/item/surgery/scalpel/manager(L) STOCK_ITEM_RARE(exogear, 1.5) var/list/equips = list( /obj/item/mecha_equipment/clamp = 1, /obj/item/mecha_equipment/drill = 1, /obj/item/mecha_equipment/mounted_system/extinguisher = 1, /obj/item/mecha_equipment/mounted_system/rfd = 0.08, /obj/item/mecha_equipment/mounted_system/plasmacutter = 0.5, /obj/item/mecha_equipment/catapult = 0.8, /obj/item/mecha_equipment/sleeper = 0.9 ) for(var/i in 1 to rand(1,2)) var/type = pickweight(equips) new type(L) STOCK_ITEM_RARE(teleporter, 1) new /obj/item/hand_tele(L) STOCK_ITEM_RARE(voice, 1.5) new /obj/item/clothing/mask/gas/voice(L) STOCK_ITEM_RARE(prebuilt_ka, 0.5) new /obj/random/prebuilt_ka(L) STOCK_ITEM_RARE(ipctags, 0.5) if(prob(50)) new /obj/item/ipc_tag_scanner(L) else new /obj/item/implanter/ipc_tag(L) STOCK_ITEM_RARE(rfd, 0.75) var/obj/item/rfd/rfd_spawn = pick(/obj/item/rfd/construction, /obj/item/rfd/mining, /obj/item/rfd/piping) new rfd_spawn(L) new /obj/item/rfd_ammo(L) STOCK_ITEM_RARE(xbow, 0.5) if(prob(95)) new /obj/item/toy/crossbow(L) else new /obj/item/gun/energy/crossbow(L) STOCK_ITEM_RARE(watertank, 1) if(prob(25)) new /obj/item/watertank/janitor(L) else new /obj/item/watertank(L) STOCK_ITEM_RARE(rare_clothing, 1) var/list/clothing_picks = list( /obj/item/clothing/under/elyra_holo, /obj/item/clothing/suit/acapjacket, /obj/item/clothing/head/acapcap, /obj/item/clothing/suit/storage/toggle/himeo, /obj/item/clothing/suit/storage/vysoka/f, /obj/item/clothing/suit/storage/vysoka, /obj/item/clothing/under/rank/iacjumpsuit, /obj/item/clothing/under/rank/sol/marine, /obj/item/clothing/under/rank/sol/dress/subofficer, /obj/item/clothing/under/dominia/lyodsuit/hoodie, /obj/item/clothing/shoes/sandals/clogs, /obj/item/clothing/under/lance, /obj/item/clothing/under/dress/lance_dress/male, /obj/item/clothing/under/kilt) for(var/i in 1 to rand(1, 4)) var/obj/item/clothing/C = pick(clothing_picks) new C(L) STOCK_ITEM_RARE(megacorp_goods, 0.25) var/obj/item/adv_item = pick(/obj/item/storage/backpack/service, /obj/item/advanced_healthanalyzer) new adv_item(L) STOCK_ITEM_RARE(pistols, 1) var/list/pistols = list( /obj/item/gun/projectile/colt = 1, /obj/item/gun/projectile/silenced = 1, /obj/item/gun/projectile/pirate = 3, /obj/item/gun/projectile/pistol = 1, /obj/item/gun/projectile/revolver = 0.5, /obj/item/gun/projectile/sec = 1, /obj/item/gun/projectile/tanto = 1 ) var/type = pickweight(pistols) new type(L) STOCK_ITEM_RARE(dinograbber, 1.75) new /obj/item/melee/dinograbber(L) STOCK_ITEM_RARE(nothing, 0)