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Bubberstation/code/game/objects/effects/spawners/random/exotic.dm
SkyratBot 0a1f06a2d1 [MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works.

* Firstly, fixing all the conflicts.

* Fixes all our maps (hopefully)

* Actually, this should fix pod people hair :)

* Almost everything is working, just two major things to fix

* Fixed a certain kind of external organ

* Cleaning up some more stuff

* Turned tail_cat into tail because why the fuck are they separate?

* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file

* Adds relevant_layers to organs to help with rendering

* Makes stored_feature_id also check mutant_bodyparts

* Fixes the icon_state names of ALL the tails (pain)

* Fixes wagging, gotta refactor most mutant bodyparts later on

* I Love Added Failures

* Fixed some organs that slipped through my searches

* This could possibly fix the CI for this?

* It doesn't look like it did fix it

* This will make it pass, even if it's ugly as sin.

* Fixed Felinids having a weird ghost tail

* Fixes instances of snouts and tails not being properly colored

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-11 23:20:16 -04:00

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/obj/effect/spawner/random/exotic
name = "exotic spawner"
desc = "Super duper rare stuff."
/obj/effect/spawner/random/exotic/technology
name = "technology spawner"
icon_state = "disk"
spawn_loot_count = 2
loot = list( // Space loot spawner. Couple of random bits of technology-adjacent stuff including anomaly cores and BEPIS techs.
/obj/item/raw_anomaly_core/random,
/obj/item/disk/tech_disk/spaceloot,
/obj/item/camera_bug,
)
/obj/effect/spawner/random/exotic/languagebook
name = "language book spawner"
icon_state = "book"
loot = list( // A single roundstart species language book.
/obj/item/language_manual/roundstart_species = 100,
/obj/item/language_manual/roundstart_species/five = 3,
/obj/item/language_manual/roundstart_species/unlimited = 1,
)
/obj/effect/spawner/random/exotic/tool
name = "exotic tool spawner"
icon_state = "wrench"
loot = list( // Some sort of random and rare tool.
/obj/effect/spawner/random/engineering/tool_alien,
/obj/effect/spawner/random/medical/surgery_tool_alien,
/obj/effect/spawner/random/engineering/tool_advanced,
)
/obj/effect/spawner/random/exotic/syndie
name = "syndie cosmetic spawner"
icon_state = "syndicate"
spawn_loot_count = 2
loot = list( // A selection of cosmetic syndicate items. Just a couple. No space suits or weapons.
/obj/effect/spawner/random/clothing/syndie = 8,
/obj/item/storage/fancy/cigarettes/cigpack_syndicate = 1,
/obj/effect/spawner/random/entertainment/cigarette_pack = 1,
)
/obj/effect/spawner/random/exotic/antag_gear_weak
name = "antag gear weak"
icon_state = "syndi_toolbox"
loot = list(
/obj/item/storage/medkit/regular = 45,
/obj/item/storage/medkit/toxin = 35,
/obj/item/storage/medkit/brute = 27,
/obj/item/storage/medkit/fire = 27,
/obj/item/storage/toolbox/syndicate = 12,
/obj/item/borg/upgrade/ddrill = 3,
/obj/item/knife/butcher = 14,
/obj/item/clothing/glasses/night = 10,
/obj/item/pickaxe/drill/diamonddrill = 6,
)
/obj/effect/spawner/random/exotic/antag_gear
name = "antag gear"
icon_state = "esword"
loot = list(
/obj/item/clothing/glasses/science/night = 15,
/obj/item/shield/riot = 12,
/obj/item/stack/sheet/mineral/diamond{amount = 15} = 5,
/obj/item/stack/sheet/mineral/uranium{amount = 15} = 5,
/obj/item/stack/sheet/mineral/plasma{amount = 15} = 5,
/obj/item/stack/sheet/mineral/gold{amount = 15} = 5,
/obj/item/grenade/clusterbuster/smoke = 15,
/obj/item/clothing/under/chameleon = 13,
/obj/item/knife/combat = 10,
/obj/item/implantcase/deathrattle = 5,
/obj/item/storage/fancy/cigarettes/cigpack_syndicate = 1,
)
/obj/effect/spawner/random/exotic/snow_gear
name = "snow gear"
icon_state = "snowman"
loot = list(
/obj/item/toy/snowball = 6,
/obj/item/stack/sheet/mineral/snow{amount = 25} = 2,
/obj/item/shovel = 2,
)
/obj/effect/spawner/random/exotic/ripley
name = "ripley spawner"
icon_state = "ripley"
loot = list(
/obj/structure/mecha_wreckage/ripley = 3,
/obj/vehicle/sealed/mecha/working/ripley/mining = 1,
)