/datum/map_template/ruin //name = "A Chest of Doubloons" name = null var/id = null // For blacklisting purposes, all ruins need an id var/description = "In the middle of a clearing in the rockface, there's a chest filled with gold coins with Spanish engravings. \ How is there a wooden container filled with 18th century coinage in the middle of a lavawracked hellscape? \ It is clearly a mystery." ///If TRUE these won't be placed automatically (can still be forced or loaded with another ruin) var/unpickable = FALSE ///Will skip the whole weighting process and just plop this down, ideally you want the ruins of this kind to have no cost. var/always_place = FALSE ///How often should this ruin appear var/placement_weight = 1 ///Cost in ruin budget placement system var/cost = 0 /// Cost in the ruin budget placement system associated with mineral spawning. We use a different budget for mineral sources like ore vents. For practical use see seedRuins var/mineral_cost = 0 /// If TRUE, this ruin can be placed multiple times in the same map var/allow_duplicates = TRUE ///These ruin types will be spawned along with it (where dependent on the flag) eg list(/datum/map_template/ruin/space/teleporter_space = SPACERUIN_Z) var/list/always_spawn_with = null ///If this ruin is spawned these will not eg list(/datum/map_template/ruin/base_alternate) var/list/never_spawn_with = null ///Static part of the ruin path eg "_maps\RandomRuins\LavaRuins\" var/prefix = null ///The dynamic part of the ruin path eg "lavaland_surface_ruinfile.dmm" var/suffix = null ///What flavor or ruin is this? eg ZTRAIT_SPACE_RUINS var/ruin_type = null /datum/map_template/ruin/New() if(!name && id) name = id mappath = prefix + suffix ..(path = mappath)