/obj/random/energy name = "random energy weapon" desc = "This is a random energy weapon." icon = 'icons/obj/guns/ecarbine.dmi' icon_state = "energykill100" problist = list( /obj/item/gun/energy/rifle/laser = 2, /obj/item/gun/energy/gun = 2, /obj/item/gun/energy/stunrevolver = 1 ) /obj/random/projectile name = "random projectile weapon" desc = "This is a random projectile weapon." icon = 'icons/obj/guns/cshotgun.dmi' icon_state = "cshotgun" problist = list( /obj/item/gun/projectile/shotgun/pump = 3, /obj/item/gun/projectile/automatic/wt550 = 2, /obj/item/gun/projectile/shotgun/pump/combat = 1 ) /obj/random/handgun name = "random handgun" desc = "This is a random handgun." icon = 'icons/obj/guns/secgun.dmi' icon_state = "secgun" problist = list( /obj/item/gun/projectile/sec = 3, /obj/item/gun/projectile/sec/wood = 1 ) /obj/random/ammo name = "random ammunition" desc = "This is some random ammunition." icon = 'icons/obj/ammo.dmi' icon_state = "45-10" problist = list( /obj/item/storage/box/beanbags = 6, /obj/item/storage/box/shotgunammo = 2, /obj/item/storage/box/shotgunshells = 4, /obj/item/storage/box/stunshells = 1, /obj/item/ammo_magazine/c45m = 2, /obj/item/ammo_magazine/c45m/rubber = 4, /obj/item/ammo_magazine/c45m/flash = 4, /obj/item/ammo_magazine/mc9mmt = 2, /obj/item/ammo_magazine/mc9mmt/rubber = 6 ) /obj/random/melee name = "random melee weapon" desc = "This is a random melee weapon." icon = 'icons/obj/weapons.dmi' icon_state = "baton" spawnlist = list( /obj/item/melee/telebaton, /obj/item/melee/energy/sword, /obj/item/melee/energy/sword/pirate, /obj/item/melee/energy/glaive, /obj/item/melee/chainsword, /obj/item/melee/baton/stunrod, /obj/item/material/harpoon, /obj/random/sword, /obj/item/melee/hammer, /obj/item/melee/hammer/powered, /obj/item/material/twohanded/fireaxe, /obj/item/melee/classic_baton, /obj/item/material/twohanded/pike, /obj/item/material/twohanded/pike/halberd, /obj/item/material/twohanded/pike/pitchfork, /obj/item/melee/whip, /obj/item/clothing/accessory/storage/bayonet ) /obj/random/melee/highvalue name = "random high value melee weapon" desc = "This is a random high value melee weapon." icon = 'icons/obj/weapons.dmi' icon_state = "baton" spawnlist = list( /obj/item/melee/energy/sword, /obj/item/melee/energy/glaive, /obj/item/melee/chainsword, /obj/item/melee/hammer, /obj/item/melee/hammer/powered ) /obj/random/energy_antag name = "random energy weapon" desc = "This is a random energy weapon." icon = 'icons/obj/guns/retro.dmi' icon_state = "retro100" spawnlist = list( /obj/item/gun/energy/retro, /obj/item/gun/energy/xray, /obj/item/gun/energy/gun, /obj/item/gun/energy/pistol, /obj/item/gun/energy/mindflayer, /obj/item/gun/energy/toxgun, /obj/item/gun/energy/vaurca/gatlinglaser, /obj/item/gun/energy/vaurca/blaster, /obj/item/gun/energy/crossbow/largecrossbow, /obj/item/gun/energy/rifle, /obj/item/gun/energy/rifle/laser, /obj/item/gun/energy/rifle/laser/heavy, /obj/item/gun/energy/rifle/laser/xray, /obj/item/gun/energy/net, /obj/item/gun/energy/laser/shotgun, /obj/item/gun/energy/decloner, /obj/item/gun/energy/freeze ) /obj/random/sword name = "random sword" desc = "This is a random sword." icon = 'icons/obj/weapons.dmi' icon_state = "claymore" spawnlist = list( /obj/item/material/sword, /obj/item/material/sword/katana, /obj/item/material/sword/rapier, /obj/item/material/sword/longsword, /obj/item/material/sword/sabre, /obj/item/material/sword/axe, /obj/item/material/sword/khopesh, /obj/item/material/sword/dao, /obj/item/material/sword/gladius ) /obj/random/civgun name = "random civilian handgun" desc = "This is a random civilian gun." icon = 'icons/obj/guns/xenoblaster.dmi' icon_state = "random" has_postspawn = TRUE spawnlist = list( /obj/item/gun/projectile/leyon, /obj/item/gun/energy/blaster, /obj/item/gun/energy/pistol, /obj/item/gun/projectile/revolver/detective, /obj/item/gun/projectile/sec/lethal, /obj/item/gun/projectile/colt, /obj/item/gun/projectile/pistol, /obj/item/gun/projectile/pistol/detective, /obj/item/gun/projectile/pistol/adhomai, /obj/item/gun/projectile/pistol/sol, /obj/item/gun/energy/blaster/revolver, /obj/item/gun/projectile/revolver/lemat, /obj/item/gun/projectile/tanto, /obj/item/gun/projectile/automatic/x9, /obj/item/gun/energy/disruptorpistol, /obj/item/gun/energy/retro, ) /obj/random/civgun/post_spawn(var/obj/item/gun/projectile/spawned) if(istype(spawned, /obj/item/gun/energy)) return else if(istype(spawned, /obj/item/gun/projectile)) if(spawned.magazine_type) var/obj/item/ammo_magazine/am = spawned.magazine_type new am(spawned.loc) new am(spawned.loc) else if(istype(spawned, /obj/item/gun/projectile/shotgun) && spawned.caliber == "shotgun") if(istype(spawned.loc, /obj/item/storage/box)) spawned.loc.icon_state = "largebox" var/obj/item/storage/box/b = new /obj/item/storage/box(spawned.loc) for(var/i = 0; i < 8; i++) new spawned.ammo_type(b) else if(spawned.ammo_type) var/list/provided_ammo = list() for(var/i = 0; i < (spawned.max_shells * 2); i++) provided_ammo += new spawned.ammo_type(spawned.loc) if(provided_ammo.len) new /obj/item/ammo_pile(spawned.loc, provided_ammo) /obj/random/civgun/rifle name = "random civilian longarm" desc = "This is a random civilian long gun." icon = 'icons/obj/guns/xenoblaster.dmi' icon_state = "random" has_postspawn = TRUE spawnlist = list( /obj/item/gun/projectile/automatic/mini_uzi, /obj/item/gun/projectile/automatic/c20r, /obj/item/gun/projectile/automatic/wt550/lethal, /obj/item/gun/projectile/automatic/rifle/carbine, /obj/item/gun/projectile/automatic/rifle/carbine/civcarbine, /obj/item/gun/projectile/automatic/tommygun, /obj/item/gun/projectile/shotgun/pump/rifle, /obj/item/gun/projectile/shotgun/pump/rifle/pipegun, /obj/item/gun/projectile/shotgun/pump/rifle/obrez, /obj/item/gun/projectile/contender, /obj/item/gun/projectile/shotgun/pump/rifle/vintage, /obj/item/gun/projectile/shotgun/pump/lever_action, /obj/item/gun/projectile/gauss, /obj/item/gun/projectile/gauss/carbine, /obj/item/gun/projectile/shotgun/pump, /obj/item/gun/projectile/shotgun/doublebarrel, /obj/item/gun/projectile/shotgun/doublebarrel/sawn, /obj/item/gun/projectile/shotgun/foldable, /obj/item/gun/projectile/revolver, /obj/item/gun/energy/blaster/carbine, /obj/item/gun/energy/laser/shotgun, /obj/item/gun/energy/rifle, /obj/item/gun/energy/rifle/laser, /obj/item/gun/energy/gun, /obj/item/gun/custom_ka/frame04/illegal, /obj/item/gun/projectile/automatic/lebman, /obj/item/gun/projectile/pistol/super_heavy, /obj/item/gun/projectile/deagle, /obj/item/gun/custom_ka/frame01/illegal ) /obj/random/vault_weapon name = "random vault weapon" desc = "This is a random vault weapon." icon = 'icons/obj/guns/caplaser.dmi' icon_state = "caplaser" spawnlist = list( /obj/item/gun/custom_ka/frameA/prebuilt = 1, /obj/item/gun/custom_ka/frameB/prebuilt = 0.5, /obj/item/gun/custom_ka/frameC/prebuilt = 0.25, /obj/item/gun/custom_ka/frameD/prebuilt = 0.125, /obj/item/gun/custom_ka/frameF/prebuilt01 = 0.03125, /obj/item/gun/custom_ka/frameF/prebuilt02 = 0.03125, /obj/item/gun/custom_ka/frameE/prebuilt = 0.03125, /obj/item/gun/energy/captain/xenoarch = 0.5, /obj/item/gun/energy/laser/xenoarch = 0.5, /obj/item/gun/energy/laser/practice/xenoarch = 0.25, /obj/item/gun/energy/xray/xenoarch = 0.25, /obj/item/gun/energy/net = 1 ) /obj/random/vault_weapon/post_spawn(var/obj/item/gun/spawned) spawned.name = "prototype [spawned.name]" if(istype(spawned,/obj/item/gun/custom_ka/)) var/obj/item/gun/custom_ka/KA = spawned KA.can_disassemble_barrel = FALSE KA.can_disassemble_cell = FALSE if(istype(spawned,/obj/item/gun/energy/)) var/obj/item/gun/energy/E = spawned E.charge_cost *= 2 E.self_recharge = 0 E.reliability = 90