mirror of
https://github.com/Bubberstation/Bubberstation.git
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3cbbefa742
## About The Pull Request /obj/structure/closet/mini_fridge is now a clean nice one, which only spawns beverages and does not have that cockroach reference in the description, and starts off anchored. now /obj/structure/closet/mini_fridge/grimy works like the old mini-fridge, with syndicake, moldy bread, and now the chance of an ACTUAL cockroach. I've replaced them on maps according to each one's needs, So, as an example, Northstar gets a regular one (it var edited it before) while tram maints get the grimy subtype. mini-fridges now can properly go over tables, so you don't have to deconstruct said table to put it on top again. ## Why It's Good For The Game I've found the need for a nice subtype while doing a ruin, and so has a few other mappers apparently, as northstar had a var edited variant. The fact that it couldn't go over tables and started off unanchored was annoying on tram and icebox, where it is present on the kitchen and you could easily push it to the ground and suffer. ## Changelog 🆑 qol: It has been issued brand new mini-fridges for our active stations, Featuring more booze and less moldy pizza! /🆑
238 lines
7.3 KiB
Plaintext
238 lines
7.3 KiB
Plaintext
/obj/effect/spawner/random/structure
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name = "structure spawner"
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desc = "Now you see me, now you don't..."
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/obj/effect/spawner/random/structure/crate
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name = "crate spawner"
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icon_state = "crate_secure"
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loot = list(
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/obj/effect/spawner/random/structure/crate_loot = 744,
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/obj/structure/closet/crate/trashcart/filled = 75,
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/obj/effect/spawner/random/trash/moisture_trap = 50,
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/obj/effect/spawner/random/trash/hobo_squat = 30,
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/obj/structure/closet/mini_fridge = 35,
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/obj/effect/spawner/random/trash/mess = 30,
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/obj/item/kirbyplants/fern = 20,
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/obj/structure/closet/crate/decorations = 15,
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/obj/structure/destructible/cult/pants_altar = 1,
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)
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/obj/effect/spawner/random/structure/crate_abandoned
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name = "locked crate spawner"
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icon_state = "crate_secure"
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spawn_loot_chance = 20
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loot = list(/obj/structure/closet/crate/secure/loot)
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/obj/effect/spawner/random/structure/girder
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name = "girder spawner"
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icon_state = "girder"
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spawn_loot_chance = 90
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loot = list( // 80% chance normal girder, 10% chance of displaced, 10% chance of nothing
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/obj/structure/girder = 8,
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/obj/structure/girder/displaced = 1,
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)
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/obj/effect/spawner/random/structure/grille
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name = "grille spawner"
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icon_state = "grille"
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spawn_loot_chance = 90
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loot = list( // 80% chance normal grille, 10% chance of broken, 10% chance of nothing
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/obj/structure/grille = 8,
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/obj/structure/grille/broken = 1,
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)
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/obj/effect/spawner/random/structure/furniture_parts
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name = "furniture parts spawner"
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icon_state = "table_parts"
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loot = list(
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/obj/structure/table_frame,
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/obj/structure/table_frame/wood,
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/obj/item/rack_parts,
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)
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/obj/effect/spawner/random/structure/table_or_rack
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name = "table or rack spawner"
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icon_state = "rack_parts"
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loot = list(
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/obj/effect/spawner/random/structure/table,
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/obj/structure/rack,
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)
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/obj/effect/spawner/random/structure/table
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name = "table spawner"
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icon_state = "table"
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loot = list(
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/obj/structure/table = 40,
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/obj/structure/table/wood = 30,
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/obj/structure/table/glass = 20,
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/obj/structure/table/reinforced = 5,
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/obj/structure/table/wood/poker = 5,
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)
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/obj/effect/spawner/random/structure/table_fancy
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name = "table spawner"
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icon_state = "table_fancy"
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loot_type_path = /obj/structure/table/wood/fancy
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loot = list()
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/obj/effect/spawner/random/structure/tank_holder
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name = "tank holder spawner"
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icon_state = "tank_holder"
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loot = list(
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/obj/structure/tank_holder/oxygen = 40,
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/obj/structure/tank_holder/extinguisher = 40,
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/obj/structure/tank_holder = 20,
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/obj/structure/tank_holder/extinguisher/advanced = 1,
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)
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/obj/effect/spawner/random/structure/crate_empty
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name = "empty crate spawner"
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icon_state = "crate"
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loot = RANDOM_CRATE_LOOT
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/obj/effect/spawner/random/structure/crate_empty/make_item(spawn_loc, type_path_to_make)
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var/obj/structure/closet/crate/peek_a_boo = ..()
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if(istype(peek_a_boo) && prob(50))
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peek_a_boo.open(special_effects = FALSE) //the crate appears immediatly out of thin air so no need to animate anything
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return peek_a_boo
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/obj/effect/spawner/random/structure/crate_loot
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name = "lootcrate spawner"
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icon_state = "crate"
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loot = list(
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/obj/structure/closet/crate/maint = 15,
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/obj/effect/spawner/random/structure/crate_empty = 4,
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/obj/structure/closet/crate/secure/loot = 1,
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)
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/obj/effect/spawner/random/structure/closet_private
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name = "private closet spawner"
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icon_state = "cabinet"
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loot = list(
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/obj/structure/closet/secure_closet/personal,
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/obj/structure/closet/secure_closet/personal/cabinet,
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)
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/obj/effect/spawner/random/structure/closet_empty
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name = "empty closet spawner"
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icon_state = "locker"
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loot = list(
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/obj/structure/closet = 850,
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/obj/structure/closet/cabinet = 150,
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/obj/structure/closet/acloset = 1,
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)
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/obj/effect/spawner/random/structure/closet_empty/make_item(spawn_loc, type_path_to_make)
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var/obj/structure/closet/peek_a_boo = ..()
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if(istype(peek_a_boo) && prob(50))
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peek_a_boo.open(special_effects = FALSE) //the crate appears immediatly out of thin air so no need to animate anything
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return peek_a_boo
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/obj/effect/spawner/random/structure/closet_maintenance
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name = "maintenance closet spawner"
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icon_state = "locker"
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loot = list( // use these for maintenance areas
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/obj/effect/spawner/random/structure/closet_empty = 10,
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/obj/structure/closet/emcloset = 2,
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/obj/structure/closet/firecloset = 2,
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/obj/structure/closet/toolcloset = 2,
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/obj/structure/closet/l3closet = 1,
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/obj/structure/closet/radiation = 1,
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/obj/structure/closet/bombcloset = 1,
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/obj/structure/closet/mini_fridge/grimy = 1,
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)
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/obj/effect/spawner/random/structure/chair_flipped
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name = "flipped chair spawner"
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icon_state = "chair"
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loot = list(
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/obj/item/chair/wood,
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/obj/item/chair/stool/bar,
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/obj/item/chair/stool,
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/obj/item/chair,
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)
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/obj/effect/spawner/random/structure/chair_comfy
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name = "comfy chair spawner"
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icon_state = "chair"
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loot_type_path = /obj/structure/chair/comfy
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loot = list()
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/obj/effect/spawner/random/structure/chair_maintenance
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name = "maintenance chair spawner"
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icon_state = "chair"
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loot = list(
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/obj/structure/chair = 200,
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/obj/structure/chair/stool = 200,
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/obj/structure/chair/stool/bar = 200,
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/obj/effect/spawner/random/structure/chair_flipped = 150,
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/obj/structure/chair/wood = 100,
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/obj/effect/spawner/random/structure/chair_comfy = 50,
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/obj/structure/chair/office/light = 50,
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/obj/structure/chair/office = 50,
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/obj/structure/chair/wood/wings = 1,
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/obj/structure/chair/old = 1,
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)
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/obj/effect/spawner/random/structure/barricade
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name = "barricade spawner"
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icon_state = "barricade"
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spawn_loot_chance = 80
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loot = list(
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/obj/structure/barricade/wooden,
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/obj/structure/barricade/wooden/crude,
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)
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/obj/effect/spawner/random/structure/billboard
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name = "billboard spawner"
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icon = 'icons/obj/billboard.dmi'
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icon_state = "billboard_random"
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loot = list(
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/obj/structure/billboard/azik = 50,
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/obj/structure/billboard/donk_n_go = 50,
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/obj/structure/billboard/space_cola = 50,
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/obj/structure/billboard/nanotrasen = 35,
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/obj/structure/billboard/nanotrasen/defaced = 15,
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)
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/obj/effect/spawner/random/structure/billboard/nanotrasen //useful for station maps- NT isn't the sort to advertise for competitors
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name = "\improper Nanotrasen billboard spawner"
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loot = list(
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/obj/structure/billboard/nanotrasen = 35,
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/obj/structure/billboard/nanotrasen/defaced = 15,
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)
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/obj/effect/spawner/random/structure/billboard/lizardsgas //for the space ruin, The Lizard's Gas. I don't see much use for the sprites below anywhere else since they're unifunctional.
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name = "\improper The Lizards Gas billboard spawner"
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loot = list(
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/obj/structure/billboard/lizards_gas = 75,
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/obj/structure/billboard/lizards_gas/defaced = 25,
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)
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/obj/effect/spawner/random/structure/billboard/roadsigns //also pretty much only unifunctionally useful for gas stations
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name = "\improper Gas Station billboard spawner"
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loot = list(
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/obj/structure/billboard/roadsign/two,
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/obj/structure/billboard/roadsign/twothousand,
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/obj/structure/billboard/roadsign/twomillion,
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/obj/structure/billboard/roadsign/error,
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)
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/obj/effect/spawner/random/structure/steam_vent
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name = "steam vent spawner"
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loot = list(
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/obj/structure/steam_vent,
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/obj/structure/steam_vent/fast,
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)
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/obj/effect/spawner/random/structure/musician/piano/random_piano
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name = "random piano spawner"
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icon_state = "piano"
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loot = list(
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/obj/structure/musician/piano,
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/obj/structure/musician/piano/minimoog,
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)
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