/obj/random name = "random object" desc = "This item type is used to spawn random objects at round-start" icon = 'icons/misc/mark.dmi' icon_state = "rup" var/spawn_nothing_percentage = 0 // this variable determines the likelyhood that this random object will not spawn anything // creates a new object and deletes itself /obj/random/New() ..() if (!prob(spawn_nothing_percentage)) spawn_item() /obj/random/initialize() ..() qdel(src) // this function should return a specific item to spawn /obj/random/proc/item_to_spawn() return 0 // creates the random item /obj/random/proc/spawn_item() var/build_path = item_to_spawn() return (new build_path(src.loc)) /obj/random/single name = "randomly spawned object" desc = "This item type is used to randomly spawn a given object at round-start" icon_state = "x3" var/spawn_object = null item_to_spawn() return ispath(spawn_object) ? spawn_object : text2path(spawn_object) /obj/random/tool name = "random tool" desc = "This is a random tool" icon = 'icons/obj/items.dmi' icon_state = "welder" item_to_spawn() return pick(/obj/item/weapon/screwdriver,\ /obj/item/weapon/wirecutters,\ /obj/item/weapon/weldingtool,\ /obj/item/weapon/crowbar,\ /obj/item/weapon/wrench,\ /obj/item/device/flashlight) /obj/random/technology_scanner name = "random scanner" desc = "This is a random technology scanner." icon = 'icons/obj/device.dmi' icon_state = "atmos" item_to_spawn() return pick(prob(5);/obj/item/device/t_scanner,\ prob(2);/obj/item/device/radio,\ prob(5);/obj/item/device/analyzer) /obj/random/powercell name = "random powercell" desc = "This is a random powercell." icon = 'icons/obj/power.dmi' icon_state = "cell" item_to_spawn() return pick(prob(10);/obj/item/weapon/cell/crap,\ prob(40);/obj/item/weapon/cell,\ prob(40);/obj/item/weapon/cell/high,\ prob(9);/obj/item/weapon/cell/super,\ prob(1);/obj/item/weapon/cell/hyper) /obj/random/bomb_supply name = "bomb supply" desc = "This is a random bomb supply." icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "signaller" item_to_spawn() return pick(/obj/item/device/assembly/igniter,\ /obj/item/device/assembly/prox_sensor,\ /obj/item/device/assembly/signaler,\ /obj/item/device/multitool) /obj/random/toolbox name = "random toolbox" desc = "This is a random toolbox." icon = 'icons/obj/storage.dmi' icon_state = "red" item_to_spawn() return pick(prob(3);/obj/item/weapon/storage/toolbox/mechanical,\ prob(2);/obj/item/weapon/storage/toolbox/electrical,\ prob(1);/obj/item/weapon/storage/toolbox/emergency) /obj/random/tech_supply name = "random tech supply" desc = "This is a random piece of technology supplies." icon = 'icons/obj/power.dmi' icon_state = "cell" // spawn_nothing_percentage = 50 item_to_spawn() return pick(prob(3);/obj/random/powercell,\ prob(2);/obj/random/technology_scanner,\ prob(1);/obj/item/weapon/packageWrap,\ prob(2);/obj/random/bomb_supply,\ prob(1);/obj/item/weapon/extinguisher,\ prob(1);/obj/item/clothing/gloves/fyellow,\ prob(3);/obj/item/stack/cable_coil,\ prob(2);/obj/random/toolbox,\ prob(2);/obj/item/weapon/storage/belt/utility,\ prob(5);/obj/random/tool,\ prob(2);/obj/item/weapon/tape_roll) /obj/random/medical name = "Random Medicine" desc = "This is a random medical item." icon = 'icons/obj/items.dmi' icon_state = "brutepack" spawn_nothing_percentage = 25 item_to_spawn() return pick(prob(4);/obj/item/stack/medical/bruise_pack,\ prob(4);/obj/item/stack/medical/ointment,\ prob(2);/obj/item/stack/medical/advanced/bruise_pack,\ prob(2);/obj/item/stack/medical/advanced/ointment,\ prob(1);/obj/item/stack/medical/splint,\ prob(2);/obj/item/bodybag,\ prob(1);/obj/item/bodybag/cryobag,\ prob(2);/obj/item/weapon/storage/pill_bottle/kelotane,\ prob(2);/obj/item/weapon/storage/pill_bottle/antitox,\ prob(2);/obj/item/weapon/storage/pill_bottle/tramadol,\ prob(2);/obj/item/weapon/reagent_containers/syringe/antitoxin,\ prob(1);/obj/item/weapon/reagent_containers/syringe/antiviral,\ prob(2);/obj/item/weapon/reagent_containers/syringe/inaprovaline,\ prob(1);/obj/item/stack/nanopaste) /obj/random/firstaid name = "Random First Aid Kit" desc = "This is a random first aid kit." icon = 'icons/obj/storage.dmi' icon_state = "firstaid" item_to_spawn() return pick(prob(3);/obj/item/weapon/storage/firstaid/regular,\ prob(2);/obj/item/weapon/storage/firstaid/toxin,\ prob(2);/obj/item/weapon/storage/firstaid/o2,\ prob(1);/obj/item/weapon/storage/firstaid/adv,\ prob(2);/obj/item/weapon/storage/firstaid/fire) /obj/random/contraband name = "Random Illegal Item" desc = "Hot Stuff." icon = 'icons/obj/items.dmi' icon_state = "purplecomb" // spawn_nothing_percentage = 50 item_to_spawn() return pick(prob(3);/obj/item/weapon/storage/pill_bottle/tramadol,\ prob(4);/obj/item/weapon/haircomb,\ prob(2);/obj/item/weapon/storage/pill_bottle/happy,\ prob(2);/obj/item/weapon/storage/pill_bottle/zoom,\ prob(5);/obj/item/weapon/contraband/poster,\ prob(2);/obj/item/weapon/material/butterfly,\ prob(3);/obj/item/weapon/material/butterflyblade,\ prob(3);/obj/item/weapon/material/butterflyhandle,\ prob(3);/obj/item/weapon/material/wirerod,\ prob(1);/obj/item/weapon/material/butterfly/switchblade,\ prob(1);/obj/item/weapon/reagent_containers/syringe/drugs) /obj/random/energy name = "Random Energy Weapon" desc = "This is a random security weapon." icon = 'icons/obj/gun.dmi' icon_state = "energykill100" item_to_spawn() return pick(prob(2);/obj/item/weapon/gun/energy/rifle/laser,\ prob(2);/obj/item/weapon/gun/energy/gun,\ prob(1);/obj/item/weapon/gun/energy/stunrevolver) /obj/random/projectile name = "Random Projectile Weapon" desc = "This is a random security weapon." icon = 'icons/obj/gun.dmi' icon_state = "revolver" item_to_spawn() return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,\ prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,\ prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat) /obj/random/handgun name = "Random Handgun" desc = "This is a random security sidearm." icon = 'icons/obj/gun.dmi' icon_state = "secgundark" item_to_spawn() return pick(prob(3);/obj/item/weapon/gun/projectile/sec,\ prob(1);/obj/item/weapon/gun/projectile/sec/wood) /obj/random/ammo name = "Random Ammunition" desc = "This is random ammunition." icon = 'icons/obj/ammo.dmi' icon_state = "45-10" item_to_spawn() return pick(prob(6);/obj/item/weapon/storage/box/beanbags,\ prob(2);/obj/item/weapon/storage/box/shotgunammo,\ prob(4);/obj/item/weapon/storage/box/shotgunshells,\ prob(1);/obj/item/weapon/storage/box/stunshells,\ prob(2);/obj/item/ammo_magazine/c45m,\ prob(4);/obj/item/ammo_magazine/c45m/rubber,\ prob(4);/obj/item/ammo_magazine/c45m/flash,\ prob(2);/obj/item/ammo_magazine/mc9mmt,\ prob(6);/obj/item/ammo_magazine/mc9mmt/rubber) /obj/random/action_figure name = "random action figure" desc = "This is a random action figure." icon = 'icons/obj/toy.dmi' icon_state = "assistant" item_to_spawn() return pick(/obj/item/toy/figure/cmo,\ /obj/item/toy/figure/assistant,\ /obj/item/toy/figure/atmos,\ /obj/item/toy/figure/bartender,\ /obj/item/toy/figure/borg,\ /obj/item/toy/figure/gardener,\ /obj/item/toy/figure/captain,\ /obj/item/toy/figure/cargotech,\ /obj/item/toy/figure/ce,\ /obj/item/toy/figure/chaplain,\ /obj/item/toy/figure/chef,\ /obj/item/toy/figure/chemist,\ /obj/item/toy/figure/clown,\ /obj/item/toy/figure/corgi,\ /obj/item/toy/figure/detective,\ /obj/item/toy/figure/dsquad,\ /obj/item/toy/figure/engineer,\ /obj/item/toy/figure/geneticist,\ /obj/item/toy/figure/hop,\ /obj/item/toy/figure/hos,\ /obj/item/toy/figure/qm,\ /obj/item/toy/figure/janitor,\ /obj/item/toy/figure/agent,\ /obj/item/toy/figure/librarian,\ /obj/item/toy/figure/md,\ /obj/item/toy/figure/mime,\ /obj/item/toy/figure/miner,\ /obj/item/toy/figure/ninja,\ /obj/item/toy/figure/wizard,\ /obj/item/toy/figure/rd,\ /obj/item/toy/figure/roboticist,\ /obj/item/toy/figure/scientist,\ /obj/item/toy/figure/syndie,\ /obj/item/toy/figure/secofficer,\ /obj/item/toy/figure/warden,\ /obj/item/toy/figure/psychologist,\ /obj/item/toy/figure/paramedic,\ /obj/item/toy/figure/ert) /obj/random/plushie name = "random plushie" desc = "This is a random plushie." icon = 'icons/obj/toy.dmi' icon_state = "nymphplushie" item_to_spawn() return pick(/obj/structure/plushie/ian,\ /obj/structure/plushie/drone,\ /obj/structure/plushie/carp,\ /obj/structure/plushie/beepsky,\ /obj/item/toy/plushie/nymph,\ /obj/item/toy/plushie/mouse,\ /obj/item/toy/plushie/kitten,\ /obj/item/toy/plushie/lizard) /obj/random/smalltank/item_to_spawn() if (prob(40)) return /obj/item/weapon/tank/emergency_oxygen else if (prob(60)) return /obj/item/weapon/tank/emergency_oxygen/engi else return /obj/item/weapon/tank/emergency_oxygen/double /obj/random/belt/item_to_spawn() var/list/belts = list("/obj/item/weapon/storage/belt/utility" = 1, "/obj/item/weapon/storage/belt/medical" = 0.4, "/obj/item/weapon/storage/belt/medical/emt" = 0.4, "/obj/item/weapon/storage/belt/security/tactical" = 0.1, "/obj/item/weapon/storage/belt/military" = 0.1, "/obj/item/weapon/storage/belt/janitor" = 0.4 ) return pickweight(belts) //Spawns a random backpack //Novelty and rare backpacks have lower weights /obj/random/backpack/item_to_spawn() var/list/packs = list( "/obj/item/weapon/storage/backpack" = 3, "/obj/item/weapon/storage/backpack/holding" = 0.5, "/obj/item/weapon/storage/backpack/santabag" = 2, "/obj/item/weapon/storage/backpack/cultpack" = 2, "/obj/item/weapon/storage/backpack/clown" = 2, "/obj/item/weapon/storage/backpack/medic" = 3, "/obj/item/weapon/storage/backpack/security" = 3, "/obj/item/weapon/storage/backpack/captain" = 2, "/obj/item/weapon/storage/backpack/industrial" = 3, "/obj/item/weapon/storage/backpack/toxins" = 3, "/obj/item/weapon/storage/backpack/hydroponics" = 3, "/obj/item/weapon/storage/backpack/genetics" = 3, "/obj/item/weapon/storage/backpack/virology" = 3, "/obj/item/weapon/storage/backpack/chemistry" = 3, "/obj/item/weapon/storage/backpack/cloak" = 2, "/obj/item/weapon/storage/backpack/syndie" = 2, "/obj/item/weapon/storage/backpack/wizard" = 2, "/obj/item/weapon/storage/backpack/satchel" = 3, "/obj/item/weapon/storage/backpack/satchel_norm" = 3, "/obj/item/weapon/storage/backpack/satchel_eng" = 3, "/obj/item/weapon/storage/backpack/satchel_med" = 3, "/obj/item/weapon/storage/backpack/satchel_vir" = 3, "/obj/item/weapon/storage/backpack/satchel_chem" = 3, "/obj/item/weapon/storage/backpack/satchel_gen" = 3, "/obj/item/weapon/storage/backpack/satchel_tox" = 3, "/obj/item/weapon/storage/backpack/satchel_sec" = 3, "/obj/item/weapon/storage/backpack/satchel_hyd" = 3, "/obj/item/weapon/storage/backpack/satchel_cap" = 2, "/obj/item/weapon/storage/backpack/satchel_syndie" = 2, "/obj/item/weapon/storage/backpack/satchel_wizard" = 2, "/obj/item/weapon/storage/backpack/ert" = 2, "/obj/item/weapon/storage/backpack/ert/security" = 2, "/obj/item/weapon/storage/backpack/ert/engineer" = 2, "/obj/item/weapon/storage/backpack/ert/medical" = 2, "/obj/item/weapon/storage/backpack/duffel" = 3, "/obj/item/weapon/storage/backpack/duffel/cap" = 2, "/obj/item/weapon/storage/backpack/duffel/hyd" = 3, "/obj/item/weapon/storage/backpack/duffel/vir" = 3, "/obj/item/weapon/storage/backpack/duffel/med" = 3, "/obj/item/weapon/storage/backpack/duffel/eng" = 3, "/obj/item/weapon/storage/backpack/duffel/tox" = 3, "/obj/item/weapon/storage/backpack/duffel/sec" = 3, "/obj/item/weapon/storage/backpack/duffel/gen" = 3, "/obj/item/weapon/storage/backpack/duffel/chem" = 3, "/obj/item/weapon/storage/backpack/duffel/syndie" = 2, "/obj/item/weapon/storage/backpack/duffel/wizard" = 2 ) return pickweight(packs) /obj/random/voidsuit var/damaged = 0 /obj/random/voidsuit/New(var/_damaged = 0) damaged = _damaged ..() /obj/random/voidsuit/spawn_item() var/list/suit_types = list( "/space/void" = 2, "/space/void/engineering" = 2, "/space/void/mining" = 2, "/space/void/medical" = 2.3, "/space/void/security" = 1, "/space/void/atmos" = 1.5, "/space/void/merc" = 0.5, "/space/void/captain" = 0.3 ) var/atom/L = src.loc var/suffix = pickweight(suit_types) var/stype = "/obj/item/clothing/suit[suffix]" var/htype = "/obj/item/clothing/head/helmet[suffix]" var/obj/item/clothing/suit/space/newsuit = new stype(L) new htype(L) new /obj/item/clothing/shoes/magboots(L) if (damaged && prob(60))//put some damage on it var/damtype = pick(BRUTE,BURN) var/amount = rand(1,5) newsuit.create_breaches(damtype, amount) /obj/random/vendor var/depleted = 0 /obj/random/vendor/New(var/_depleted = 0) depleted = _depleted ..() /obj/random/vendor/spawn_item() var/list/options = list( "/obj/machinery/vending/boozeomat" = 1, "/obj/machinery/vending/coffee" = 1, "/obj/machinery/vending/snack" = 1, "/obj/machinery/vending/cola" = 1, "/obj/machinery/vending/cart" = 1.5, "/obj/machinery/vending/cigarette" = 1, "/obj/machinery/vending/medical" = 1.2, "/obj/machinery/vending/phoronresearch" = 0.7, "/obj/machinery/vending/security" = 0.3, "/obj/machinery/vending/hydronutrients" = 1, "/obj/machinery/vending/hydroseeds" = 1, "/obj/machinery/vending/magivend" = 0.5,//The things it dispenses are just costumes to non-wizards "/obj/machinery/vending/dinnerware" = 1, "/obj/machinery/vending/sovietsoda" = 2, "/obj/machinery/vending/tool" = 1, "/obj/machinery/vending/engivend" = 0.6, "/obj/machinery/vending/engineering" = 1, "/obj/machinery/vending/robotics" = 1 ) var/turf/L = get_turf(src) var/type = pickweight(options) var/obj/machinery/vending/V = new type(L) if (!depleted) return //Greatly reduce the contents. it will have 0-20% of what it usually has for (var/content in V.products) if (prob(40)) V.products[content] = 0//40% chance to completely lose an item else var/multiplier = rand(0,20)//Else, we reduce it to a very low percentage if (multiplier) multiplier /= 100 V.products[content] *= multiplier if (V.products[content] < 1 && V.products[content] > 0)//But we'll usually have at least 1 left V.products[content] = 0 /obj/random/pda_cart/item_to_spawn() var/list/options = typesof(/obj/item/weapon/cartridge) var/type = pick(options) //reroll syndicate cartridge once to make it less common if (type == /obj/item/weapon/cartridge/syndicate) type = pick(options) return type /obj/random/glowstick name = "random glowstick" desc = "This is a random glowstick." icon = 'icons/obj/glowsticks.dmi' icon_state = "glowstick" /obj/random/glowstick/item_to_spawn() return pick(/obj/item/device/flashlight/glowstick,\ /obj/item/device/flashlight/glowstick/red,\ /obj/item/device/flashlight/glowstick/blue,\ /obj/item/device/flashlight/glowstick/orange,\ /obj/item/device/flashlight/glowstick/yellow) /obj/random/booze name = "random alcoholic drink" desc = "This is a random alcoholic drink." icon = 'icons/obj/drinks.dmi' icon_state = "broken_bottle" /obj/random/booze/item_to_spawn() return pick(/obj/item/weapon/reagent_containers/food/drinks/bottle/gin,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/vodka,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/tequilla,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/rum,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/vermouth,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/kahlua,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/cognac,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/wine,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/melonliquor,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/pwine,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/brandy,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/guinnes,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/drambuie,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer,\ /obj/item/weapon/reagent_containers/food/drinks/bottle/small/ale) /obj/random/melee name = "random melee weapon" desc = "This is a random melee weapon." icon = 'icons/obj/weapons.dmi' icon_state = "baton" /obj/random/melee/item_to_spawn() return pick(/obj/item/weapon/melee/telebaton,\ /obj/item/weapon/melee/energy/sword,\ /obj/item/weapon/melee/energy/sword/pirate,\ /obj/item/weapon/melee/energy/glaive,\ /obj/item/weapon/melee/chainsword,\ /obj/item/weapon/melee/baton/stunrod,\ /obj/item/weapon/material/harpoon,\ /obj/item/weapon/material/scythe,\ /obj/item/weapon/material/twohanded/spear/plasteel,\ /obj/item/weapon/material/sword/trench,\ /obj/item/weapon/material/sword/rapier) /obj/random/coin name = "random coin" desc = "This is a random coin." icon = 'icons/obj/items.dmi' icon_state = "coin" /obj/random/coin/item_to_spawn() var/list/coin = list("/obj/item/weapon/coin/iron" = 5, "/obj/item/weapon/coin/silver" = 3, "/obj/item/weapon/coin/gold" = 0.7, "/obj/item/weapon/coin/phoron" = 0.5, "/obj/item/weapon/coin/uranium" = 0.5, "/obj/item/weapon/coin/platinum" = 0.2, "/obj/item/weapon/coin/diamond" = 0.1 ) return pickweight(coin) /obj/random/energy_antag name = "random energy weapon" desc = "This is a random energy weapon." icon = 'icons/obj/gun.dmi' icon_state = "retro100" /obj/random/energy_antag/item_to_spawn() return pick(/obj/item/weapon/gun/energy/retro,\ /obj/item/weapon/gun/energy/xray,\ /obj/item/weapon/gun/energy/gun,\ /obj/item/weapon/gun/energy/pistol,\ /obj/item/weapon/gun/energy/rifle,\ /obj/item/weapon/gun/energy/mindflayer,\ /obj/item/weapon/gun/energy/toxgun,\ /obj/item/weapon/gun/energy/vaurca/gatlinglaser,\ /obj/item/weapon/gun/energy/vaurca/blaster,\ /obj/item/weapon/gun/energy/crossbow/largecrossbow) /obj/random/colored_jumpsuit name = "random colored jumpsuit" desc = "This is a random colowerd jumpsuit." icon = 'icons/obj/clothing/uniforms.dmi' icon_state = "black" /obj/random/colored_jumpsuit/item_to_spawn() return pick(/obj/item/clothing/under/color/black,\ /obj/item/clothing/under/color/blackf,\ /obj/item/clothing/under/color/blue,\ /obj/item/clothing/under/color/green,\ /obj/item/clothing/under/color/grey,\ /obj/item/clothing/under/color/orange,\ /obj/item/clothing/under/color/pink,\ /obj/item/clothing/under/color/red,\ /obj/item/clothing/under/color/white,\ /obj/item/clothing/under/color/yellow,\ /obj/item/clothing/under/lightblue,\ /obj/item/clothing/under/aqua,\ /obj/item/clothing/under/purple,\ /obj/item/clothing/under/lightpurple,\ /obj/item/clothing/under/lightgreen,\ /obj/item/clothing/under/lightbrown,\ /obj/item/clothing/under/brown,\ /obj/item/clothing/under/yellowgreen,\ /obj/item/clothing/under/darkblue,\ /obj/item/clothing/under/lightred,\ /obj/item/clothing/under/darkred) /obj/random/loot name = "random maintenance loot items" desc = "Stuff for the maint-dwellers." icon = 'icons/obj/items.dmi' icon_state = "gift3" /obj/random/loot/item_to_spawn() var/list/maint = list("/obj/item/clothing/glasses/meson" = 1, "/obj/item/clothing/glasses/meson/prescription" = 0.7, "/obj/item/clothing/glasses/material" = 0.8, "/obj/item/clothing/glasses/sunglasses" = 1.5, "/obj/item/clothing/glasses/welding" = 1.2, "/obj/item/clothing/under/captain_fly" = 0.5, "/obj/item/clothing/under/rank/mailman" = 0.6, "/obj/item/clothing/under/rank/vice" = 0.8, "/obj/item/clothing/under/assistantformal" = 1, "/obj/item/clothing/under/rainbow" = 0.9, "/obj/item/clothing/under/overalls" = 1, "/obj/item/clothing/under/redcoat" = 0.5, "/obj/item/clothing/under/serviceoveralls" = 1, "/obj/item/clothing/under/psyche" = 0.5, "/obj/item/clothing/under/track" = 0.9, "/obj/item/clothing/under/rank/dispatch" = 0.8, "/obj/item/clothing/under/syndicate/tacticool" = 1, "/obj/item/clothing/under/syndicate/tracksuit" = 0.2, "/obj/item/clothing/under/rank/clown" = 0.1, "/obj/item/clothing/under/mime" = 0.1, "/obj/item/clothing/accessory/badge" = 0.2, "/obj/item/clothing/accessory/badge/old" = 0.2, "/obj/item/clothing/accessory/storage/webbing" = 0.6, "/obj/item/clothing/accessory/storage/knifeharness" = 0.3, "/obj/item/clothing/head/collectable/petehat" = 0.3, "/obj/item/clothing/head/hardhat" = 1.2, "/obj/item/clothing/head/redcoat" = 0.4, "/obj/item/clothing/head/syndicatefake" = 0.5, "/obj/item/clothing/head/richard" = 0.3, "/obj/item/clothing/head/soft/rainbow" = 0.7, "/obj/item/clothing/head/plaguedoctorhat" = 0.5, "/obj/item/clothing/head/cueball" = 0.5, "/obj/item/clothing/head/pirate" = 0.4, "/obj/item/clothing/head/bearpelt" = 0.4, "/obj/item/clothing/head/witchwig" = 0.5, "/obj/item/clothing/head/pumpkinhead" = 0.6, "/obj/item/clothing/head/kitty" = 0.2, "/obj/item/clothing/head/ushanka" = 0.6, "/obj/item/clothing/head/helmet/augment" = 0.1, "/obj/item/clothing/mask/balaclava" = 1, "/obj/item/clothing/mask/gas" = 1.5, "/obj/item/clothing/mask/gas/cyborg" = 0.7, "/obj/item/clothing/mask/gas/owl_mask" = 0.8, "/obj/item/clothing/mask/gas/syndicate" = 0.4, "/obj/item/clothing/mask/fakemoustache" = 0.4, "/obj/item/clothing/mask/horsehead" = 0.9, "/obj/item/clothing/mask/gas/clown_hat" = 0.1, "/obj/item/clothing/mask/gas/mime" = 0.1, "/obj/item/clothing/shoes/rainbow" = 1, "/obj/item/clothing/shoes/jackboots" = 1, "/obj/item/clothing/shoes/workboots" = 1, "/obj/item/clothing/shoes/cyborg" = 0.4, "/obj/item/clothing/shoes/galoshes" = 0.6, "/obj/item/clothing/shoes/slippers_worn" = 0.5, "/obj/item/clothing/shoes/combat" = 0.2, "/obj/item/clothing/shoes/clown_shoes" = 0.1, "/obj/item/clothing/suit/storage/hazardvest" = 1, "/obj/item/clothing/suit/storage/leather_jacket/nanotrasen" = 0.7, "/obj/item/clothing/suit/storage/toggle/tracksuit" = 0.7, "/obj/item/clothing/suit/ianshirt" = 0.5, "/obj/item/clothing/suit/syndicatefake" = 0.6, "/obj/item/clothing/suit/imperium_monk" = 0.4, "/obj/item/clothing/suit/storage/vest" = 0.2, "/obj/item/clothing/gloves/black" = 1, "/obj/item/clothing/gloves/fyellow" = 1.2, "/obj/item/clothing/gloves/yellow" = 0.9, "/obj/item/clothing/gloves/watch" = 0.3, "/obj/item/clothing/gloves/boxing" = 0.3, "/obj/item/clothing/gloves/boxing/green" = 0.8, "/obj/item/clothing/gloves/botanic_leather" = 0.7, "/obj/item/clothing/gloves/combat" = 0.2, "/obj/item/toy/bosunwhistle" = 0.5, "/obj/item/toy/balloon" = 0.4, "/obj/item/weapon/haircomb" = 0.5, "/obj/item/weapon/lipstick" = 0.6, "/obj/item/weapon/material/knife/hook" = 0.3, "/obj/item/weapon/material/hatchet/tacknife" = 0.4, "/obj/item/weapon/storage/fancy/cigarettes/dromedaryco" = 1.2, "/obj/item/weapon/storage/bag/plasticbag" = 1, "/obj/item/weapon/extinguisher" = 1.3, "/obj/item/weapon/extinguisher/mini" = 0.9, "/obj/item/device/flashlight" = 1, "/obj/item/device/flashlight/heavy" = 0.5, "/obj/item/device/flashlight/maglight" = 0.4, "/obj/item/device/flashlight/flare" = 0.5, "/obj/item/device/flashlight/lantern" = 0.4, "/obj/item/device/taperecorder" = 0.6, "/obj/item/weapon/reagent_containers/food/drinks/teapot" = 0.4, "/obj/item/weapon/reagent_containers/food/drinks/flask/shiny" = 0.3, "/obj/item/weapon/reagent_containers/food/drinks/flask/lithium" = 0.3, "/obj/item/bodybag" = 0.7, "/obj/item/weapon/reagent_containers/spray/cleaner" = 0.6, "/obj/item/weapon/tank/emergency_oxygen" = 0.7, "/obj/item/weapon/tank/emergency_oxygen/double" = 0.4, "/obj/item/clothing/mask/smokable/pipe/cobpipe" = 0.5, "/obj/item/clothing/mask/smokable/cigarette/cigar/cohiba" = 0.7, "/obj/item/weapon/flame/lighter" = 0.9, "/obj/item/weapon/flame/lighter/zippo" = 0.7, "/obj/item/device/gps/engineering" = 0.6, "/obj/item/device/megaphone" = 0.5, "/obj/item/device/floor_painter" = 0.6, "/obj/random/toolbox" = 1, "/obj/random/coin" = 1.2, "/obj/random/tech_supply" = 1.2, "/obj/random/powercell" = 0.8, "/obj/random/colored_jumpsuit" = 0.7, "/obj/random/booze" = 1.1, "/obj/random/belt" = 0.9, "/obj/random/backpack" = 0.7, "/obj/random/contraband" = 0.9, "/obj/random/firstaid" = 0.4, "/obj/random/medical" = 0.4, "/obj/random/glowstick" = 0.7, "/obj/item/weapon/caution/cone" = 0.7, "/obj/item/weapon/staff/broom" = 0.5, "/obj/item/weapon/soap" = 0.4, "/obj/item/weapon/material/wirerod" = 0.4, "/obj/item/weapon/storage/box/donkpockets" = 0.6, "/obj/item/weapon/contraband/poster" = 1.3, "/obj/item/device/magnetic_lock/security" = 0.3, "/obj/item/device/magnetic_lock/engineering" = 0.3, "/obj/item/weapon/shovel" = 0.5, "/obj/item/weapon/pickaxe" = 0.4, "/obj/item/weapon/pickaxe" = 0.4, "/obj/item/weapon/inflatable_duck" = 0.2 ) return pickweight(maint)