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* Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522) First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy! Link to the README for how the new spawner system works. Added the following new random mapping spawners: pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner Removed deprecated wizard trap, vault, and armory spawners. * Mapping DLC - Random Spawner Pack [MDB IGNORE] * HNNGH Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
138 lines
4.2 KiB
Plaintext
138 lines
4.2 KiB
Plaintext
/obj/effect/spawner/random/engineering
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name = "engineering loot spawner"
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desc = "All engineering related spawners go here"
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icon_state = "toolbox"
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/obj/effect/spawner/random/engineering/tool
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name = "Tool spawner"
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icon_state = "wrench"
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loot = list(
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/obj/item/wrench = 2,
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/obj/item/wirecutters = 2,
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/obj/item/screwdriver = 2,
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/obj/item/crowbar = 2,
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/obj/item/weldingtool = 2,
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/obj/item/stack/cable_coil = 2,
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/obj/item/analyzer = 2,
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/obj/item/t_scanner = 2,
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/obj/item/multitool = 1,
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/obj/item/clothing/glasses/meson = 1,
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/obj/item/storage/belt/utility = 1,
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/obj/item/clothing/head/welding = 1,
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)
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/obj/effect/spawner/random/engineering/tool_advanced
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name = "Advanced tool spawner"
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icon_state = "wrench"
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loot = list( // Mail loot spawner. Some sort of random and rare building tool. No alien tech here.
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/obj/item/wrench/caravan,
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/obj/item/wirecutters/caravan,
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/obj/item/screwdriver/caravan,
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/obj/item/crowbar/red/caravan,
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/obj/item/weldingtool/largetank,
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)
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/obj/effect/spawner/random/engineering/tool_alien
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name = "Rare tool spawner"
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icon_state = "wrench"
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loot = list(
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/obj/item/wrench/abductor,
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/obj/item/wirecutters/abductor,
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/obj/item/screwdriver/abductor,
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/obj/item/crowbar/abductor,
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/obj/item/weldingtool/abductor,
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/obj/item/multitool/abductor,
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)
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/obj/effect/spawner/random/engineering/material_cheap
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name = "Cheap material spawner"
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icon_state = "cardboard"
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loot = list(
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/obj/item/stack/sheet/mineral/wood{amount = 30},
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/obj/item/stack/sheet/cardboard{amount = 30},
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/obj/item/stack/sheet/mineral/sandstone/thirty,
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)
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/obj/effect/spawner/random/engineering/material
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name = "Material spawner"
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icon_state = "metal"
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loot = list(
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/obj/item/stack/sheet/iron/fifty = 5,
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/obj/item/stack/sheet/glass/fifty = 5,
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/obj/item/stack/rods/fifty = 3,
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/obj/item/stack/sheet/rglass{amount = 30} = 2,
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)
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/obj/effect/spawner/random/engineering/material_rare
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name = "Rare material spawner"
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icon_state = "diamond"
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spawn_loot_count = 3
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loot = list( // Space loot spawner. Random selecton of a few rarer materials.
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/obj/item/stack/sheet/runed_metal/ten = 20,
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/obj/item/stack/sheet/mineral/diamond{amount = 15} = 15,
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/obj/item/stack/sheet/mineral/uranium{amount = 15} = 15,
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/obj/item/stack/sheet/mineral/plasma{amount = 15} = 15,
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/obj/item/stack/sheet/mineral/gold{amount = 15} = 15,
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/obj/item/stack/sheet/plastic/fifty = 5,
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/obj/item/stack/sheet/runed_metal/fifty = 5,
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)
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/obj/effect/spawner/random/engineering/toolbox
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name = "toolbox spawner"
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icon_state = "toolbox"
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loot = list(
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/obj/item/storage/toolbox/emergency = 4,
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/obj/item/storage/toolbox/electrical = 2,
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/obj/item/storage/toolbox/mechanical = 2,
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)
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/obj/effect/spawner/random/engineering/flashlight
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name = "flashlight spawner"
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icon_state = "flashlight"
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loot = list(
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/obj/item/flashlight = 20,
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/obj/item/flashlight/flare = 10,
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/obj/effect/spawner/random/decoration/glowstick = 10,
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/obj/item/flashlight/lantern = 5,
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/obj/item/flashlight/seclite = 4,
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/obj/item/flashlight/lantern/jade = 1,
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)
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/obj/effect/spawner/random/engineering/canister
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name = "air canister spawner"
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icon_state = "canister"
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loot = list( // use this for emergency storage areas and maint
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/obj/machinery/portable_atmospherics/canister/air = 4,
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/obj/machinery/portable_atmospherics/canister/oxygen = 1,
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)
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/obj/effect/spawner/random/engineering/tank
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name = "tank spawner"
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icon_state = "tank"
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loot = list( // use this for emergency storage areas and maint
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/obj/structure/reagent_dispensers/fueltank = 5,
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/obj/structure/reagent_dispensers/watertank = 4,
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/obj/structure/reagent_dispensers/watertank/high = 1,
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)
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/obj/effect/spawner/random/engineering/vending_restock
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name = "vending restock spawner"
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icon_state = "vending_restock"
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loot_subtype_path = /obj/item/vending_refill
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loot = list()
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/obj/effect/spawner/random/engineering/atmospherics_portable
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name = "portable atmospherics machine spawner"
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icon_state = "heater"
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loot = list(
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/obj/machinery/space_heater = 8,
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/obj/machinery/portable_atmospherics/pump = 1,
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/obj/machinery/portable_atmospherics/scrubber = 1,
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)
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/obj/effect/spawner/random/engineering/tracking_beacon
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name = "tracking beacon spawner"
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icon_state = "beacon"
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spawn_loot_chance = 50
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loot = list(/obj/item/beacon)
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