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Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard. Moves animal/pet head sitting icons to 1 folder, pets_head.dmi Renames PAI head sitting icon file to pai_head.dmi
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/utility/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 = 35
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loot = list(/obj/item/beacon)
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