## About The Pull Request Massively overhauls and standardizes the nuclear operative uplink. ### Weapon Kits Essentially, all the main weapons of the uplink have been changed to instead come as 'weapon kits', which are essentially cases containing a weapon loadout to enable operatives to easily start operating on only just one item purchase, without the fuss of worrying whether or not operatives are getting spare ammo, or getting relevant equipment for success. Consider this a pseudo-loadout, though without necessarily restricting the purchasing of more weapon kits. All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC) and High Cost (18 TC). This is also matched by categorized ammo costs; Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC), Incendiary (3 TC) and Special (or anything that does not easily fit these categories and does something real extra) (5 TC). Weapons that lacked these ammos have gained these ammo types to fill the gaps. <details> There is may one exception to this in disruptor ammo, which is priced as basic ammo if only because it isn't _quite_ good enough to justify pricing at 5 tc and I can see an op wanting to use it as a basic ammo type instead of normal .50 BMG against, say, a silicon/mech heavy opposition. Since it cannot kill organics on its own, I'll consider this mostly basic-adjacent </details> The kits have also been labelled based on potential difficulty. This reflects possible difficulties in using the item, how conducive it is to success for how much game knowledge needed to actually use it, and how likely an op is to succeed using it. I don't expect ops to win using nothing but a rocket launcher, but I think ops should get a fair shake at trying, yeah? The kits are as below: #### **Low-Cost** _Bulldog (Moderate):_ Shotgun and three magazines of standard ammo. _Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo. #### **Medium Cost** _C-20r (Easy):_ SMG and three spare magazines of standard ammo. _Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a special hat) _Revolver (Moderate):_ Revolver and three speedloaders of standard ammo. _Rocket Launcher (Hard):_ Rocket launcher with three spare rockets. #### **High Cost** _L6 SAW (Moderate):_ LMG, and that's it. No spare ammo. _M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box of rubber grenades. _Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and one magazine of disruptor ammo. Also suit and tie. _CQC (Very Hard):_ Comes with a stealth implant and a bandana. _Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap, antislip module, meth injector and a prisoner jumpsuit. _**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher (the one that launchers chem grenades). (I replaced the shit acid grenade with another flashbang in the belt) Surplus SMG (Flukie difficulty) has been unchanged. It just now comes with two rations. Includes two new revolver ammo types: Phasic, which goes through walls and armor, but has significantly less damage as a result (I've equalized the revolver damage and the rifle version's damage to 30 for both). And Heartseeker, which has homing bullets. Both are Special ammo, and are priced at 5 TC a speedloader. ### Other Gear The other items in the uplink have also been consolidated and standardized in various ways. #### Grenades Most now cost 15 TC for three grenades of any given type (including the full fungal tuberculous). This is pretty much identical to the previous price, just more consistent overall and front-loaded in cost. #### Reinforcements All the various reinforcements now cost 35 TC and all refundable, equalizing cost to the average across the reinforcements. This is primarily because I feel like all these options should be weighed equally, and not one of these options are necessarily worse or better than the other in their current balance. They're largely inaccessible for normal ops regardless, and typically come out when there is a discount or war ops. I took the average value and went with it. Not much more to say. #### Mechs They're just cheaper. These things still suck and they need help. They've always needed help. A slightly less excessive value for the mechs may help see people willing to spend the TC on them. I doubt it. I seriously suggest not buying these still. I keep them in primarily because they are big stompy mechs and are kind of iconic 'war ops' gear. #### Bundles Since I've implemented weapon kits, gun bundles are rather redundant. So the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and technically the sniper bundle were removed. The sniper bundle is now the weapon kit, obviously. Nothing else here really. Except for one.... #### Implants Not much changed here. I standardized the implant prices to 8 TC a pop. This is in accordance with traitor implants, which ops also get. So everything in this category bar a few exceptions (like macro/microbombs) are around 8 TC. Makes sense to me, really. Importantly, I made the Implant bundle 25 TC, and I unrandomized the contents. Who in the right fucking mind would spend 40 TC just to get five reviver implants is beyond me. But instead, you get one of each of the cybernetic implants except thermal eyes (you can just buy thermals and get the benefit of both vision types; x-ray and thermal vision, if you want to use smokescreens a lot). #### Base Keys They're all now 15 TC, except the fridge which is 5 TC. It's weird they're valued differently when they are taken mostly to do gimmicks like xenobio and toxins in a hurry before hitting the station. So we've standardized it. ## Hat Crate **YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE FOR ONLY 5 TC!** **NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD ISSUE CROWBAR!** **ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!** **PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!** ~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~ <details> There is a 1% chance to instagib people with direct hits from a rocket. This does the crit effect. </details> ## Why It's Good For The Game The uplink needed more spring cleaning and standardization. With this, I've partially implemented my older idea for ammo consistency and initial allowance for nukies. Ammo is kind of over-priced and often where a good chunk of TC goes towards without really pushing nukies towards meaningful success. And it is often what is tripping up new players who didn't think to get any. Now, when they get a gun, they get ammo in their case. On top of this, the weapon kit category is both at the top of the uplink AND has a little label to say 'Recommend', so that these new players will hopefully know they should be looking there first. In addition, it is the gateway towards a concept that is currently being worked on. Nuclear operatives having some degree of predefined loadouts for players to select if they aren't sure what they want, or don't know what to get. Nukies is very confusing for many players. So giving them a fighting chance with some premade setups can help ease them into the role without needing too much player knowledge in how to apply the items. This is only one step towards that, so that players can identify what gear they need to help succeed based on their skill. I wanted to implement a difficulty warning so that players can choose gear loadouts that are actually conducive to their skill and knowledge. I based it on how much players would need to know to engage in combat with it, and how much fiddling is required to get something to work properly (overly involved reloading is a consideration, for example, as well as precise button presses). In addition, how much of a force multiplier some weapons can be for their ease of use. Most people recognize the c20-r as the most new player friendly weapon, as an example. So it would be good to steer players towards taking that gun because of how easy it is to use, understand and succeed with it. And most importantly of all; Having standards within the uplink is important. Most of the values in the uplink are just completely random. Nobody has a good grasp of what is too much or too little. Even just a hint of consistency, and people will stick to it (see implants for what I mean). And there is still some work to be done even there. A good start is weapons. Price for power can be meaningful when decided whether we want some weapons to come out more often than others. Players do enjoy making informed decisions and choices, and having affordability be a draw to some otherwise less powerful weapons (looking at you, Bulldog) can actually be a worthwhile and meaningful difference. ~~I thought it would tick off the gun nerds to change the calibers on the guns.~~ ~~I also thought adding hats would be funny given the release of TF2's most recent update.~~ ## Changelog 🆑 balance: Standardizes some of the nuclear operative entries to have more consistent pricing within their respective categories. add: Adds some new categories so that players have an easier time navigating the nuclear operative uplink. balance: Many items have had prices reduced or adjusted to make them more desirable or more consistent within their category. add: Weapon kits have replaced almost all the individual weapons in the uplink. You now buy these instead of the individual weapon. These often come with spare ammo or relevant gear for success. add: Most ammo types have been standardized in price. refactor; Removes a lot of redundant item entry code and tidies up the actual code part of the nuclear uplink so that it is much easier to find things within it. add: Added 40 new cosmetic items to the Syndicate Store. Buy them now from the Hat Crate, only 5 TC! code: Updated the nuclear operative uplink files. /🆑
Random Spawners
About
Random spawners are an organized tool primarily for mapping to enhance replayability. The spawners can create objects, effects, and structures with different tweakable settings to get the desired outcome. You can make a spawner determine direction, rarity, number of items to spawn, pixel spacing between items, and even spread it over a large tile radius. This lets you control the atmosphere of a location. You could for instance spawn different piles of trash in maint or spawn decoration items for a room to give it more randomized flavor. The choice is yours!
(note the audience of this README is directed towards mappers who lack knowledge of coding)
Variables
The following variables are defined in code/game/objects/effects/spawners/random/random.dm that control how a spawner works.
loot- a list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)loot_type_path- this combines the subtypes AND type list with the loot listloot_subtype_path- this combines ONLY the subtypes (excludes theloot_subtype_path) with the loot listspawn_loot_count- how many items will be spawnedspawn_loot_double- if the same item can be spawned twice from the loot listspawn_loot_split- whether the items should be distributed to offsets 0,1,-1,2,-2,3,-3.. This overrides pixel_x/y on the spawner itselfspawn_all_loot- whether the spawner should spawn all the loot in the list (ignoresspawn_loot_count)spawn_loot_chance- the chance for the spawner to create loot (ignoresspawn_loot_count)spawn_scatter_radius- determines how big of a range (in tiles) we should scatter things in
These variables are set to the following default values for the base random.dm object that all objects inherit from:
/// these three loot values are all empty
var/list/loot
var/loot_type_path
var/loot_subtype_path
var/spawn_loot_count = 1 // by default one item will be selected from the loot list
var/spawn_loot_double = TRUE // by default duplicate items CAN be spawned from the loot list
var/spawn_loot_split = FALSE // by default items will NOT spread out on the same tile
var/spawn_all_loot = FALSE // by default the spawner will only spawn the number of items set in spawn_loot_count
var/spawn_loot_chance = 100 // by default the spawner has a 100% chance to spawn the item(s)
var/spawn_scatter_radius = 0 // by default the spawner will spawn the items ONLY on the tile it is on
However there are some categories that overwrite these default values so pay attention to the folder or category you group your spawner in. For instance the obj/effect/spawner/random/techstorage category overwrites the spawn_all_loot and the spawn_loot_split variables.
// Tech storage circuit board spawners
/obj/effect/spawner/random/techstorage
name = "generic circuit board spawner"
spawn_loot_split = TRUE
spawn_all_loot = TRUE
This means any spawner you create under the techstorage will also have those variables set to that by default. This can be overridden quite easily just be resetting the variables back to the normal state like so:
/obj/effect/spawner/random/techstorage/data_disk
name = "data disk spawner"
spawn_all_loot = FALSE // now our loot won't all be spawned
loot = list(
/obj/item/disk/data = 49,
/obj/item/disk/nuclear/fake/obvious = 1,
)
Template
All the random spawners follow the same template format to keep things consistent and unison.
/obj/effect/spawner/random/INSERT_SPAWNER_GROUP/INSERT_SPAWNER_NAME
name = "INSERT_SPAWNER_NAME spawner"
loot = list(
/obj/item/PATH/INSERT_OBJ_1,
/obj/item/PATH/INSERT_OBJ_2,
/obj/item/PATH/INSERT_OBJ_3,
)
All the capitalized code is the parts where you are supposed to swap out with your objects like so:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,
)
Find the path to different objects and add them to the list but try to be consistent with the types of the object and the spawner. For example a medical spawner shouldn't have a emag in the loot list. (use an antag spawner for that instead!)
Probability
Be aware that the loot list uses a weighted chance formula to determine probability. So if there are no numbers set in the loot list then each object defaults to 1 and has the same probability to be selected. For our above example for the minor_healing spawner each medical item has a 1/3 chance to be spawned. But if we rearranged the values to this:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture = 2,
/obj/item/stack/medical/mesh = 1,
/obj/item/stack/medical/gauze = 1,
)
Then now suture has a 50% chance of being spawned (2/4), mesh has a 25% chance of being spawned (1/4), and gauze also has a 25% chance of being spawned (1/4). If we add another item into the mix then we get the following:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture = 2,
/obj/item/stack/medical/mesh = 1,
/obj/item/stack/medical/gauze = 1,
/obj/item/reagent_containers/syringe = 1,
)
Suture is 40% (2/5), Mesh is 20% (1/5), Gauze is 20% (1/5), and Syringe is 20% (1/5). A weighted list has the advantage of not needing to update every item in the list when adding a new item. If the list was based on a straight percent values, then each new item would require to manually go and edit ALL the items in the list. For big lists that would become very tedious. This is why we use weighted lists to determine probability!
Style
Here are some simple guidelines that you should stick to when making a new spawner:
If ALL the items have the same chance, we should not set a weighted value to the item
Do not put /obj/item/ = 1 unless other items have different spawn chances
Good:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture = 2,
/obj/item/stack/medical/mesh = 1,
/obj/item/stack/medical/gauze = 1,
/obj/item/reagent_containers/syringe = 1,
)
Also Good:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,
/obj/item/reagent_containers/syringe,
)
Bad:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture = 1,
/obj/item/stack/medical/mesh = 1,
/obj/item/stack/medical/gauze = 1,
/obj/item/reagent_containers/syringe = 1,
)
Sort the list from highest probability to lowest
Sort from top to bottom. The rarest items for your spawner should be at the bottom of the list.
Good:
/obj/effect/spawner/random/contraband/armory
name = "armory loot spawner"
loot = list(
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/storage/box/syndie_kit/throwing_weapons = 3,
/obj/item/grenade/clusterbuster/teargas = 2,
/obj/item/grenade/clusterbuster = 2,
/obj/item/gun/ballistic/automatic/pistol/deagle = 1,
/obj/item/gun/ballistic/revolver/mateba = 1,
)
Bad:
/obj/effect/spawner/random/contraband/armory
name = "armory loot spawner"
loot = list(
/obj/item/storage/box/syndie_kit/throwing_weapons = 3,
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/revolver/mateba = 1,
/obj/item/grenade/clusterbuster/teargas = 2,
/obj/item/gun/ballistic/automatic/pistol/deagle = 1,
/obj/item/grenade/clusterbuster = 2,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
)
Always put the loot list at the bottom of your spawner
This is just to keep things organized.
Good:
/obj/effect/spawner/random/food_or_drink/donkpockets
name = "donk pocket box spawner"
spawn_loot_double = FALSE
loot = list(
/obj/item/storage/box/donkpockets/donkpocketspicy,
/obj/item/storage/box/donkpockets/donkpocketteriyaki,
/obj/item/storage/box/donkpockets/donkpocketpizza,
/obj/item/storage/box/donkpockets/donkpocketberry,
/obj/item/storage/box/donkpockets/donkpockethonk,
)
Bad:
/obj/effect/spawner/random/food_or_drink/donkpockets
name = "donk pocket box spawner"
loot = list(
/obj/item/storage/box/donkpockets/donkpocketspicy,
/obj/item/storage/box/donkpockets/donkpocketteriyaki,
/obj/item/storage/box/donkpockets/donkpocketpizza,
/obj/item/storage/box/donkpockets/donkpocketberry,
/obj/item/storage/box/donkpockets/donkpockethonk,
)
spawn_loot_double = FALSE
Always put a comma at the last item in the loot list
This will make it easier for people to add items to your spawner later without getting frustrating code errors.
Good:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,
)
Bad:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze // if someone adds an item to the list later it will cause an error
)
Keep the same tab formatting for the loot list (unless there is only one item)
Again, this is just good code organization. If there is only one item, then encase that item in loot = list(item)
Good:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,
)
Also Good:
/obj/effect/spawner/random/structure/crate_abandoned
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "loot_site"
spawn_loot_chance = 20
loot = list(/obj/structure/closet/crate/secure/loot)
Bad:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(
/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,
)
Also Bad:
/obj/effect/spawner/random/medical/minor_healing
name = "minor healing spawner"
loot = list(/obj/item/stack/medical/suture,
/obj/item/stack/medical/mesh,
/obj/item/stack/medical/gauze,)
Try to keep the total combined weight of your loot list to sane values (Aim for 5, 10, 20, 50, or 100)
This makes the math probability easier for people to calculate. (this is recommended, but not always possible)
Good:
/obj/effect/spawner/random/trash/cigbutt
name = "cigarette butt spawner"
loot = list(
/obj/item/cigbutt = 65,
/obj/item/cigbutt/roach = 20,
/obj/item/cigbutt/cigarbutt = 15,
)
Also Good:
/obj/effect/spawner/random/trash/botanical_waste
name = "botanical waste spawner"
loot = list(
/obj/item/grown/bananapeel = 6,
/obj/item/grown/corncob = 3,
/obj/item/food/grown/bungopit = 1,
)
Bad:
/obj/effect/spawner/random/entertainment/money_large
name = "large money spawner"
loot = list(
/obj/item/stack/spacecash/c1 = 521,
/obj/item/stack/spacecash/c10 = 378,
/obj/item/stack/spacecash/c20 = 212,
/obj/item/stack/spacecash/c50 = 205,
/obj/item/stack/spacecash/c100 = 71,
/obj/item/stack/spacecash/c200 = 60,
/obj/item/stack/spacecash/c500 = 57,
/obj/item/stack/spacecash/c1000 = 41,
/obj/item/stack/spacecash/c10000 = 12,
)
Do not put empty items in the loot list
Instead use the spawn_loot_chance var to control the chance for the spawner to spawn nothing.
Good:
/obj/effect/spawner/random/structure/crate_abandoned
name = "locked crate spawner"
spawn_loot_chance = 20
loot = list(/obj/structure/closet/crate/secure/loot)
Bad:
/obj/effect/spawner/lootdrop/crate_spawner
name = "lootcrate spawner"
loot = list(
"" = 80
/obj/structure/closet/crate/secure/loot = 20,
)
Avoid making a spawner that is a duplicate
We don't want copy-cat spawners that are almost identical. Instead merge spawners together if possible.
Good:
/obj/effect/spawner/random/contraband/armory
name = "armory loot spawner"
icon_state = "pistol"
loot = list(
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/storage/box/syndie_kit/throwing_weapons = 3,
/obj/item/grenade/clusterbuster/teargas = 2,
/obj/item/grenade/clusterbuster = 2,
/obj/item/gun/ballistic/automatic/pistol/deagle,
/obj/item/gun/ballistic/revolver/mateba,
)
Bad:
/obj/effect/spawner/lootdrop/armory_contraband
loot = list(
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/gun/ballistic/automatic/pistol/deagle,
/obj/item/gun/ballistic/revolver/mateba
)
/obj/effect/spawner/lootdrop/armory_contraband/metastation
loot = list(
/obj/item/gun/ballistic/automatic/pistol = 8,
/obj/item/gun/ballistic/shotgun/automatic/combat = 5,
/obj/item/storage/box/syndie_kit/throwing_weapons = 3,
/obj/item/gun/ballistic/automatic/pistol/deagle,
/obj/item/gun/ballistic/revolver/mateba
)