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