Files
Aurora.3/code/game/objects/random/tech.dm
Ben 3b430ed8b8 Moved around AI Law Boards + Vault Loot Increase (#20238)
Certain law modules swapped from AI Upload into vault loot pool
Some modules added to AI Upload (such as safeguard, tried to do modules
that are dangerous but SCC can imagine a reason to enact it)
Adjusted random law board options and weights
Increased vault loot pool slightly, with additional weapons, rig module,
and law board

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-12-24 12:42:44 +00:00

259 lines
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/obj/random/tool
name = "random tool"
desc = "This is a random tool"
icon_state = "tool"
spawnlist = list(
/obj/item/screwdriver,
/obj/item/wirecutters,
/obj/item/weldingtool,
/obj/item/crowbar,
/obj/item/wrench,
/obj/item/hammer,
/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"
problist = list(
/obj/item/device/t_scanner = 5,
/obj/item/device/radio = 2,
/obj/item/device/analyzer = 5
)
/obj/random/powercell
name = "random powercell"
desc = "This is a random powercell."
icon_state = "cell"
problist = list(
/obj/item/cell = 40,
/obj/item/cell/high = 40,
/obj/item/cell/crap = 10,
/obj/item/cell/mecha = 10,
/obj/item/cell/super = 9,
/obj/item/cell/mecha/nuclear = 5,
/obj/item/cell/hyper = 1
)
/obj/random/bomb_supply
name = "bomb supply"
desc = "This is a random bomb supply."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "signaller"
problist = list(
/obj/item/device/assembly/igniter = 2,
/obj/item/device/assembly/prox_sensor = 2,
/obj/item/device/assembly/signaler = 2,
/obj/item/device/multitool = 1,
/obj/item/device/transfer_valve = 0.5
)
/obj/random/toolbox
name = "random toolbox"
desc = "This is a random toolbox."
icon_state = "toolbox"
spawnlist = list(
/obj/item/storage/toolbox/mechanical = 3,
/obj/item/storage/toolbox/electrical = 2,
/obj/item/storage/toolbox/emergency = 1
)
/obj/random/tech_supply
name = "random tech supply"
desc = "This is a random piece of technology supplies."
icon_state = "tech_supply"
problist = list(
/obj/random/powercell = 3,
/obj/random/technology_scanner = 2,
/obj/item/stack/packageWrap = 1,
/obj/random/bomb_supply = 2,
/obj/item/extinguisher = 1,
/obj/item/clothing/gloves/yellow/budget = 1,
/obj/item/stack/cable_coil = 3,
/obj/random/toolbox = 2,
/obj/item/storage/belt/utility = 2,
/obj/random/tool = 5,
/obj/item/tape_roll = 2
)
/// Spawns a random AI lawboard with 'evil' law sets
/obj/random/bad_ai
name = "random evil AI module"
desc = "Contains a random evil AI module."
icon = 'icons/obj/module.dmi'
icon_state = "std_mod"
spawnlist = list(
/obj/item/aiModule/antimov = 0.5,
/obj/item/aiModule/asimov = 1,
/obj/item/aiModule/purge = 1,
/obj/item/aiModule/robocop = 0.5,
/obj/item/aiModule/tyrant = 0.5,
/obj/item/aiModule/paladin = 0.5,
/obj/item/aiModule/hadiist = 0.2,
/obj/item/aiModule/freeform = 1,
/obj/item/aiModule/oneHuman = 0.5,
/obj/item/aiModule/oxygen = 1
)
/obj/random/rig_module
name = "random rig module"
desc = "Contains a random rig module worthy of vault protection."
icon = 'icons/obj/rig_modules.dmi'
icon_state = "actuators"
spawnlist = list(
/obj/item/rig_module/actuators/combat = 1,
/obj/item/rig_module/chem_dispenser/combat = 1,
/obj/item/rig_module/chem_dispenser/injector = 1,
/obj/item/rig_module/device/emag_hand = 1,
/obj/item/rig_module/device/rfd_c = 1,
/obj/item/rig_module/electrowarfare_suite = 0.5,
/obj/item/rig_module/emp_shielding = 0.5,
/obj/item/rig_module/fabricator/energy_net = 1,
/obj/item/rig_module/fabricator = 0.5,
/obj/item/rig_module/grenade_launcher = 0.5,
/obj/item/rig_module/maneuvering_jets = 0.5,
/obj/item/rig_module/mounted/egun = 1,
/obj/item/rig_module/mounted/smg = 0.5,
/obj/item/rig_module/vision/multi = 0.5
)
/obj/random/voidsuit/freebooter
name = "random freebooter voidsuit"
suitmap = list(
/obj/item/clothing/suit/space/void/engineering = /obj/item/clothing/head/helmet/space/void/engineering,
/obj/item/clothing/suit/space/void/mining = /obj/item/clothing/head/helmet/space/void/mining,
/obj/item/clothing/suit/space/void/merc = /obj/item/clothing/head/helmet/space/void/merc,
/obj/item/clothing/suit/space/void/freelancer = /obj/item/clothing/head/helmet/space/void/freelancer,
/obj/item/rig/industrial,
/obj/item/rig/eva,
/obj/item/rig/hazard,
/obj/item/clothing/suit/space/syndicate/black/red = /obj/item/clothing/head/helmet/space/syndicate/black/red,
/obj/item/clothing/suit/space/syndicate/black = /obj/item/clothing/head/helmet/space/syndicate/black
)
problist = list(
/obj/item/clothing/suit/space/void/engineering = 3,
/obj/item/clothing/suit/space/void/mining = 3,
/obj/item/clothing/suit/space/void/merc = 1,
/obj/item/clothing/suit/space/void/freelancer = 1,
/obj/item/rig/industrial = 2,
/obj/item/rig/hazard = 1,
/obj/item/rig/eva = 2,
/obj/item/clothing/suit/space/syndicate/black = 1,
/obj/item/clothing/suit/space/syndicate/black/red = 1
)
has_postspawn = TRUE
/obj/random/voidsuit
name = "random voidsuit"
var/damaged = 0
var/list/suitmap = list(
/obj/item/clothing/suit/space/void = /obj/item/clothing/head/helmet/space/void,
/obj/item/clothing/suit/space/void/engineering = /obj/item/clothing/head/helmet/space/void/engineering,
/obj/item/clothing/suit/space/void/mining = /obj/item/clothing/head/helmet/space/void/mining,
/obj/item/clothing/suit/space/void/medical = /obj/item/clothing/head/helmet/space/void/medical,
/obj/item/clothing/suit/space/void/security = /obj/item/clothing/head/helmet/space/void/security,
/obj/item/clothing/suit/space/void/atmos = /obj/item/clothing/head/helmet/space/void/atmos,
/obj/item/clothing/suit/space/void/merc = /obj/item/clothing/head/helmet/space/void/merc,
/obj/item/clothing/suit/space/void/captain = /obj/item/clothing/head/helmet/space/void/captain,
/obj/item/clothing/suit/space/void/cruiser = /obj/item/clothing/head/helmet/space/void/cruiser,
/obj/item/clothing/suit/space/void/coalition = /obj/item/clothing/head/helmet/space/void/coalition,
/obj/item/clothing/suit/space/void/hos = /obj/item/clothing/head/helmet/space/void/hos,
/obj/item/clothing/suit/space/void/lancer = /obj/item/clothing/head/helmet/space/void/lancer,
/obj/item/clothing/suit/space/void/sci = /obj/item/clothing/head/helmet/space/void/sci,
/obj/item/clothing/suit/space/void/sol = /obj/item/clothing/head/helmet/space/void/sol,
/obj/item/clothing/suit/space/void/hephaestus = /obj/item/clothing/head/helmet/space/void/hephaestus,
/obj/item/clothing/suit/space/void/zenghu = /obj/item/clothing/head/helmet/space/void/zenghu,
/obj/item/clothing/suit/space/void/einstein = /obj/item/clothing/head/helmet/space/void/einstein,
/obj/item/clothing/suit/space/void/zavodskoi = /obj/item/clothing/head/helmet/space/void/zavodskoi
)
problist = list(
/obj/item/clothing/suit/space/void = 2,
/obj/item/clothing/suit/space/void/engineering = 2,
/obj/item/clothing/suit/space/void/mining = 2,
/obj/item/clothing/suit/space/void/medical = 2.3,
/obj/item/clothing/suit/space/void/security = 1,
/obj/item/clothing/suit/space/void/atmos = 1.5,
/obj/item/clothing/suit/space/void/merc = 0.5,
/obj/item/clothing/suit/space/void/captain = 0.3,
/obj/item/clothing/suit/space/void/cruiser = 0.5,
/obj/item/clothing/suit/space/void/coalition = 1,
/obj/item/clothing/suit/space/void/hos = 0.3,
/obj/item/clothing/suit/space/void/lancer = 0.3,
/obj/item/clothing/suit/space/void/sci = 2,
/obj/item/clothing/suit/space/void/sol = 0.5,
/obj/item/clothing/suit/space/void/zavodskoi = 0.5,
/obj/item/clothing/suit/space/void/einstein = 0.5,
/obj/item/clothing/suit/space/void/hephaestus = 0.5,
/obj/item/clothing/suit/space/void/zenghu = 0.5
)
has_postspawn = TRUE
/obj/random/voidsuit/no_nanotrasen
suitmap = list(
/obj/item/clothing/suit/space/void = /obj/item/clothing/head/helmet/space/void,
/obj/item/clothing/suit/space/void/merc = /obj/item/clothing/head/helmet/space/void/merc,
/obj/item/clothing/suit/space/void/cruiser = /obj/item/clothing/head/helmet/space/void/cruiser,
/obj/item/clothing/suit/space/void/coalition = /obj/item/clothing/head/helmet/space/void/coalition,
/obj/item/clothing/suit/space/void/lancer = /obj/item/clothing/head/helmet/space/void/lancer,
/obj/item/clothing/suit/space/void/sol = /obj/item/clothing/head/helmet/space/void/sol,
/obj/item/clothing/suit/space/void/hephaestus = /obj/item/clothing/head/helmet/space/void/hephaestus,
/obj/item/clothing/suit/space/void/zenghu = /obj/item/clothing/head/helmet/space/void/zenghu,
/obj/item/clothing/suit/space/void/einstein = /obj/item/clothing/head/helmet/space/void/einstein,
/obj/item/clothing/suit/space/void/zavodskoi = /obj/item/clothing/head/helmet/space/void/zavodskoi
)
problist = list(
/obj/item/clothing/suit/space/void = 2,
/obj/item/clothing/suit/space/void/merc = 0.5,
/obj/item/clothing/suit/space/void/cruiser = 0.5,
/obj/item/clothing/suit/space/void/coalition = 1,
/obj/item/clothing/suit/space/void/lancer = 0.3,
/obj/item/clothing/suit/space/void/sol = 0.5,
/obj/item/clothing/suit/space/void/zavodskoi = 0.5,
/obj/item/clothing/suit/space/void/einstein = 0.5,
/obj/item/clothing/suit/space/void/hephaestus = 0.5,
/obj/item/clothing/suit/space/void/zenghu = 0.5
)
/obj/random/voidsuit/Initialize(mapload, _damaged = 0)
damaged = _damaged
. = ..(mapload)
/obj/random/voidsuit/post_spawn(obj/item/clothing/suit/space/suit)
var/helmet = suitmap[suit.type]
if (helmet)
new helmet(loc)
else
log_debug("random_obj (voidsuit): Type [suit.type] was unable to spawn a matching helmet!")
new /obj/item/clothing/shoes/magboots(loc)
if (damaged && prob(60))
suit.create_breaches(pick(DAMAGE_BRUTE, DAMAGE_BURN), rand(1, 5))
/obj/random/vault_rig
name = "random rigsuit"
desc = "Contains a random rigsuit found in the vault."
icon = 'icons/obj/rig_modules.dmi'
icon_state = "breacher_rig"
spawnlist = list(
/obj/item/rig/ce = 1,
/obj/item/rig/eva= 1,
/obj/item/rig/hazard = 1,
/obj/item/rig/hazmat = 1,
/obj/item/rig/medical = 1,
/obj/item/rig/industrial = 1
)
/obj/random/safe_rig
name = "random rigsuit"
desc = "contains a random highvalue rigsuit found in the vault"
icon = 'icons/obj/rig_modules.dmi'
icon_state = "breacher_rig"
spawnlist = list(
/obj/item/rig/combat/equipped = 0.8,
/obj/item/rig/military = 0.3,
/obj/item/rig/hazard/equipped = 0.8,
/obj/item/rig/retro/equipped = 0.8,
/obj/item/rig/ert/security = 0.3,
/obj/item/rig/unathi = 0.4
)