diff --git a/code/game/objects/random/_random.dm b/code/game/objects/random/_random.dm index e9beda6de1..df32a567d7 100644 --- a/code/game/objects/random/_random.dm +++ b/code/game/objects/random/_random.dm @@ -1,8 +1,8 @@ /obj/random name = "random object" desc = "This item type is used to spawn random objects at round-start" - icon = 'icons/misc/mark.dmi' - icon_state = "rup" + icon = 'icons/misc/random_spawners.dmi' + icon_state = "generic" var/spawn_nothing_percentage = 0 // this variable determines the likelyhood that this random object will not spawn anything var/drop_get_turf = TRUE @@ -80,7 +80,7 @@ var/list/random_useful_ /obj/random/single name = "randomly spawned object" desc = "This item type is used to randomly spawn a given object at round-start" - icon_state = "x3" + icon_state = "generic" var/spawn_object = null /obj/random/single/item_to_spawn() @@ -104,8 +104,8 @@ var/list/multi_point_spawns /obj/random_multi name = "random object spawn point" desc = "This item type is used to spawn random objects at round-start. Only one spawn point for a given group id is selected." - icon = 'icons/misc/mark.dmi' - icon_state = "x3" + icon = 'icons/misc/random_spawners.dmi' + icon_state = "generic_3" invisibility = INVISIBILITY_MAXIMUM var/id // Group id var/weight // Probability weight for this spawn point diff --git a/code/game/objects/random/guns_and_ammo.dm b/code/game/objects/random/guns_and_ammo.dm index cb8362879d..649e54f3db 100644 --- a/code/game/objects/random/guns_and_ammo.dm +++ b/code/game/objects/random/guns_and_ammo.dm @@ -1,8 +1,7 @@ /obj/random/gun/random name = "Random Weapon" desc = "This is a random energy or ballistic weapon." - icon = 'icons/obj/gun.dmi' - icon_state = "energystun100" + icon_state = "gun" /obj/random/gun/random/item_to_spawn() return pick(prob(5);/obj/random/energy, @@ -10,9 +9,8 @@ /obj/random/energy name = "Random Energy Weapon" - desc = "This is a random weapon." - icon = 'icons/obj/gun.dmi' - icon_state = "energykill100" + desc = "This is a random energy weapon." + icon_state = "gun_energy" /obj/random/energy/item_to_spawn() return pick(prob(3);/obj/item/weapon/gun/energy/laser, @@ -28,17 +26,34 @@ prob(2);/obj/item/weapon/gun/energy/ionrifle, prob(2);/obj/item/weapon/gun/energy/ionrifle/pistol, prob(3);/obj/item/weapon/gun/energy/toxgun, - prob(4);/obj/item/weapon/gun/energy/taser, + prob(3);/obj/item/weapon/gun/energy/taser, prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow, - prob(4);/obj/item/weapon/gun/energy/stunrevolver, + prob(3);/obj/item/weapon/gun/energy/stunrevolver, prob(2);/obj/item/weapon/gun/energy/stunrevolver/vintage, prob(3);/obj/item/weapon/gun/energy/gun/compact) +/obj/random/energy/highend + name = "Random Energy Weapon" + desc = "This is a random, actually good energy weapon." + icon_state = "gun_energy_2" + +/obj/random/energy/item_to_spawn() + return pick(prob(3);/obj/item/weapon/gun/energy/laser, + prob(3);/obj/item/weapon/gun/energy/laser/sleek, + prob(4);/obj/item/weapon/gun/energy/gun, + prob(3);/obj/item/weapon/gun/energy/gun/burst, + prob(1);/obj/item/weapon/gun/energy/gun/nuclear, + prob(2);/obj/item/weapon/gun/energy/retro, + prob(2);/obj/item/weapon/gun/energy/lasercannon, + prob(3);/obj/item/weapon/gun/energy/xray, + prob(1);/obj/item/weapon/gun/energy/sniperrifle, + prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow, + prob(3);/obj/item/weapon/gun/energy/gun/compact) + /obj/random/energy/sec name = "Random Security Energy Weapon" desc = "This is a random security weapon." - icon = 'icons/obj/gun.dmi' - icon_state = "energykill100" + icon_state = "gun_energy" /obj/random/energy/sec/item_to_spawn() return pick(prob(2);/obj/item/weapon/gun/energy/laser, @@ -47,8 +62,7 @@ /obj/random/projectile name = "Random Projectile Weapon" desc = "This is a random projectile weapon." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun" /obj/random/projectile/item_to_spawn() return pick(prob(3);/obj/item/weapon/gun/projectile/automatic/wt550, @@ -89,8 +103,7 @@ /obj/random/projectile/sec name = "Random Security Projectile Weapon" desc = "This is a random security weapon." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_shotgun" /obj/random/projectile/sec/item_to_spawn() return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump, @@ -98,10 +111,9 @@ prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat) /obj/random/projectile/shotgun - name = "Random Projectile Weapon" - desc = "This is a random projectile weapon." - icon = 'icons/obj/gun.dmi' - icon_state = "shotgun" + name = "Random Shotgun" + desc = "This is a random shotgun-type weapon." + icon_state = "gun_shotgun" /obj/random/projectile/item_to_spawn() return pick(prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel, @@ -113,7 +125,7 @@ name = "Random Handgun" desc = "This is a random sidearm." icon = 'icons/obj/gun.dmi' - icon_state = "secgundark" + icon_state = "gun" /obj/random/handgun/item_to_spawn() return pick(prob(4);/obj/item/weapon/gun/projectile/sec, @@ -130,8 +142,7 @@ /obj/random/handgun/sec name = "Random Security Handgun" desc = "This is a random security sidearm." - icon = 'icons/obj/gun.dmi' - icon_state = "secgundark" + icon_state = "gun" /obj/random/handgun/sec/item_to_spawn() return pick(prob(3);/obj/item/weapon/gun/projectile/sec, @@ -140,8 +151,7 @@ /obj/random/ammo name = "Random Ammunition" desc = "This is random security ammunition." - icon = 'icons/obj/ammo.dmi' - icon_state = "45-10" + icon_state = "ammo" /obj/random/ammo/item_to_spawn() return pick(prob(6);/obj/item/weapon/storage/box/beanbags, @@ -157,8 +167,7 @@ /obj/random/grenade name = "Random Grenade" desc = "This is random thrown grenades (no C4/etc.)." - icon = 'icons/obj/grenade.dmi' - icon_state = "clusterbang_segment" + icon_state = "grenade_2" /obj/random/grenade/item_to_spawn() return pick( prob(15);/obj/item/weapon/grenade/concussion, @@ -179,11 +188,24 @@ prob(15);/obj/item/weapon/grenade/smokebomb ) +/obj/random/grenade/lethal + name = "Random Grenade" + desc = "This is random thrown grenade that hurts a lot." + icon_state = "grenade_3" + +/obj/random/grenade/lethal/item_to_spawn() + return pick( prob(15);/obj/item/weapon/grenade/concussion, + prob(5);/obj/item/weapon/grenade/empgrenade, + prob(2);/obj/item/weapon/grenade/chem_grenade/incendiary, + prob(5);/obj/item/weapon/grenade/explosive, + prob(10);/obj/item/weapon/grenade/explosive/mini, + prob(2);/obj/item/weapon/grenade/explosive/frag + ) + /obj/random/grenade/less_lethal name = "Random Security Grenade" desc = "This is a random thrown grenade that shouldn't kill anyone." - icon = 'icons/obj/grenade.dmi' - icon_state = "clusterbang_segment" + icon_state = "grenade" /obj/random/grenade/less_lethal/item_to_spawn() return pick( prob(20);/obj/item/weapon/grenade/concussion, @@ -199,8 +221,7 @@ /obj/random/grenade/box name = "Random Grenade Box" desc = "This is a random box of grenades. Not to be mistaken for a box of random grenades. Or a grenade of random boxes - but that would just be silly." - icon = 'icons/obj/grenade.dmi' - icon_state = "clusterbang_segment" + icon_state = "grenade_box" /obj/random/grenade/box/item_to_spawn() return pick( prob(20);/obj/item/weapon/storage/box/flashbangs, @@ -215,9 +236,9 @@ /obj/random/projectile/random name = "Random Projectile Weapon" - desc = "This is a random weapon." + desc = "This is a random projectile weapon." icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_2" /obj/random/projectile/random/item_to_spawn() return pick(prob(3);/obj/random/multiple/gun/projectile/handgun, @@ -228,8 +249,7 @@ /obj/random/multiple/gun/projectile/smg name = "random smg projectile gun" desc = "Loot for PoIs." - icon = 'icons/obj/gun.dmi' - icon_state = "saber" + icon_state = "gun_auto" /obj/random/multiple/gun/projectile/smg/item_to_spawn() return pick( @@ -267,8 +287,7 @@ /obj/random/multiple/gun/projectile/rifle name = "random rifle projectile gun" desc = "Loot for PoIs." - icon = 'icons/obj/gun.dmi' - icon_state = "carbine" + icon_state = "gun_rifle" //Concerns about the bullpup, but currently seems to be only a slightly stronger z8. But we shall see. @@ -319,8 +338,7 @@ /obj/random/multiple/gun/projectile/handgun name = "random handgun projectile gun" desc = "Loot for PoIs." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun" /obj/random/multiple/gun/projectile/handgun/item_to_spawn() return pick( @@ -451,8 +469,7 @@ /obj/random/multiple/gun/projectile/shotgun name = "random shotgun projectile gun" desc = "Loot for PoIs." - icon = 'icons/obj/gun.dmi' - icon_state = "shotgun" + icon_state = "gun_shotgun" /obj/random/multiple/gun/projectile/shotgun/item_to_spawn() return pick( @@ -485,7 +502,7 @@ name = "broken gun spawner" desc = "Spawns a random broken gun, or rarely a fully functional one." icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_scrap" /obj/random/projectile/scrapped_gun/item_to_spawn() return pickweight(list( @@ -503,8 +520,7 @@ /obj/random/projectile/scrapped_shotgun name = "broken shotgun spawner" desc = "Loot for PoIs, or their mobs." - icon = 'icons/obj/gun.dmi' - icon_state = "shotgun" + icon_state = "gun_scrap" /obj/random/projectile/scrapped_shotgun/item_to_spawn() return pickweight(list( @@ -517,8 +533,7 @@ /obj/random/projectile/scrapped_smg name = "broken smg spawner" desc = "Loot for PoIs, or their mobs." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_scrap" /obj/random/projectile/scrapped_smg/item_to_spawn() return pickweight(list( @@ -529,8 +544,7 @@ /obj/random/projectile/scrapped_pistol name = "broken pistol spawner" desc = "Loot for PoIs, or their mobs." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_scrap" /obj/random/projectile/scrapped_pistol/item_to_spawn() return pickweight(list( @@ -541,8 +555,7 @@ /obj/random/projectile/scrapped_laser name = "broken laser spawner" desc = "Loot for PoIs, or their mobs." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_scrap" /obj/random/projectile/scrapped_laser/item_to_spawn() return pickweight(list( @@ -555,8 +568,7 @@ /obj/random/projectile/scrapped_ionrifle name = "broken ionrifle spawner" desc = "Loot for PoIs, or their mobs." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_scrap" /obj/random/projectile/scrapped_ionrifle/item_to_spawn() return pickweight(list( @@ -567,8 +579,7 @@ /obj/random/projectile/scrapped_bulldog name = "broken z8 spawner" desc = "Loot for PoIs, or their mobs." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_scrap" /obj/random/projectile/scrapped_bulldog/item_to_spawn() return pickweight(list( @@ -579,8 +590,7 @@ /obj/random/projectile/scrapped_flechette name = "broken flechette spawner" desc = "Loot for PoIs, or their mobs." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_scrap" /obj/random/projectile/scrapped_flechette/item_to_spawn() return pickweight(list( @@ -591,8 +601,7 @@ /obj/random/projectile/scrapped_grenadelauncher name = "broken grenadelauncher spawner" desc = "Loot for PoIs, or their mobs." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_scrap" /obj/random/projectile/scrapped_grenadelauncher/item_to_spawn() return pickweight(list( @@ -603,8 +612,7 @@ /obj/random/projectile/scrapped_dartgun name = "broken dartgun spawner" desc = "Loot for PoIs, or their mobs." - icon = 'icons/obj/gun.dmi' - icon_state = "revolver" + icon_state = "gun_scrap" /obj/random/projectile/scrapped_dartgun/item_to_spawn() return pickweight(list( diff --git a/code/game/objects/random/maintenance.dm b/code/game/objects/random/maintenance.dm index 736318e6f1..acb7f93fc8 100644 --- a/code/game/objects/random/maintenance.dm +++ b/code/game/objects/random/maintenance.dm @@ -1,8 +1,6 @@ /obj/random/maintenance //Clutter and loot for maintenance and away missions name = "random maintenance item" desc = "This is a random maintenance item." - icon = 'icons/obj/items.dmi' - icon_state = "gift1" /obj/random/maintenance/item_to_spawn() return pick(prob(300);/obj/random/tech_supply, @@ -25,8 +23,6 @@ Individual items to add to the maintenance list should go here, if you add something, make sure it's not in one of the other lists.*/ name = "random clean maintenance item" desc = "This is a random clean maintenance item." - icon = 'icons/obj/items.dmi' - icon_state = "gift1" /obj/random/maintenance/clean/item_to_spawn() return pick(prob(10);/obj/random/contraband, @@ -123,8 +119,7 @@ something, make sure it's not in one of the other lists.*/ /*Maintenance loot list. This one is for around security areas*/ name = "random security maintenance item" desc = "This is a random security maintenance item." - icon = 'icons/obj/items.dmi' - icon_state = "gift1" + icon_state = "security" /obj/random/maintenance/security/item_to_spawn() return pick(prob(320);/obj/random/maintenance/clean, @@ -180,8 +175,7 @@ something, make sure it's not in one of the other lists.*/ /*Maintenance loot list. This one is for around medical areas*/ name = "random medical maintenance item" desc = "This is a random medical maintenance item." - icon = 'icons/obj/items.dmi' - icon_state = "gift1" + icon_state = "medical" /obj/random/maintenance/medical/item_to_spawn() return pick(prob(320);/obj/random/maintenance/clean, @@ -220,8 +214,7 @@ something, make sure it's not in one of the other lists.*/ /*Maintenance loot list. This one is for around medical areas*/ name = "random engineering maintenance item" desc = "This is a random engineering maintenance item." - icon = 'icons/obj/items.dmi' - icon_state = "gift1" + icon_state = "tool" /obj/random/maintenance/engineering/item_to_spawn() return pick(prob(320);/obj/random/maintenance/clean, @@ -258,8 +251,7 @@ something, make sure it's not in one of the other lists.*/ /*Maintenance loot list. This one is for around medical areas*/ name = "random research maintenance item" desc = "This is a random research maintenance item." - icon = 'icons/obj/items.dmi' - icon_state = "gift1" + icon_state = "science" /obj/random/maintenance/research/item_to_spawn() return pick(prob(320);/obj/random/maintenance/clean, @@ -290,8 +282,6 @@ something, make sure it's not in one of the other lists.*/ /*Maintenance loot list. This one is for around cargo areas*/ name = "random cargo maintenance item" desc = "This is a random cargo maintenance item." - icon = 'icons/obj/items.dmi' - icon_state = "gift1" /obj/random/maintenance/cargo/item_to_spawn() return pick(prob(320);/obj/random/maintenance/clean, diff --git a/code/game/objects/random/mechs.dm b/code/game/objects/random/mechs.dm index 7dcd3db5cc..6129e177da 100644 --- a/code/game/objects/random/mechs.dm +++ b/code/game/objects/random/mechs.dm @@ -1,8 +1,7 @@ /obj/random/mech name = "random mech" desc = "This is a random single mech." - icon = 'icons/mecha/mecha.dmi' - icon_state = "old_durand" + icon_state = "mecha" drop_get_turf = FALSE //This list includes the phazon, gorilla and mauler. You might want to use something else if balance is a concern. @@ -25,8 +24,6 @@ /obj/random/mech/weaker name = "random mech" desc = "This is a random single mech. Those are less potent and more common." - icon = 'icons/mecha/mecha.dmi' - icon_state = "old_durand" drop_get_turf = FALSE /obj/random/mech/weaker/item_to_spawn() @@ -42,8 +39,6 @@ /obj/random/mech/old name = "random mech" desc = "This is a random single old mech." - icon = 'icons/mecha/mecha.dmi' - icon_state = "old_durand" drop_get_turf = FALSE //Note that all of those are worn out and have slightly less maximal health than the standard. diff --git a/code/game/objects/random/misc.dm b/code/game/objects/random/misc.dm index 0c15256c50..0d85609223 100644 --- a/code/game/objects/random/misc.dm +++ b/code/game/objects/random/misc.dm @@ -6,8 +6,7 @@ /obj/random/tool name = "random tool" desc = "This is a random tool" - icon = 'icons/obj/tools.dmi' - icon_state = "welder" + icon_state = "tool" /obj/random/tool/item_to_spawn() return pick(/obj/item/weapon/tool/screwdriver, @@ -22,7 +21,7 @@ /obj/random/tool/powermaint name = "random powertool" desc = "This is a random rare powertool for maintenance" - icon_state = "jaws_pry" + icon_state = "tool_2" /obj/random/tool/powermaint/item_to_spawn() return pick(prob(320);/obj/random/tool, @@ -34,7 +33,7 @@ /obj/random/tool/power name = "random powertool" desc = "This is a random powertool" - icon_state = "jaws_pry" + icon_state = "tool_2" /obj/random/tool/power/item_to_spawn() return pick(/obj/item/weapon/tool/screwdriver/power, @@ -45,8 +44,7 @@ /obj/random/tool/alien name = "random alien tool" desc = "This is a random tool" - icon = 'icons/obj/abductor.dmi' - icon_state = "welder" + icon_state = "tool_3" /obj/random/tool/alien/item_to_spawn() return pick(/obj/item/weapon/tool/screwdriver/alien, @@ -60,8 +58,7 @@ /obj/random/technology_scanner name = "random scanner" desc = "This is a random technology scanner." - icon = 'icons/obj/device.dmi' - icon_state = "atmos" + icon_state = "tech" /obj/random/technology_scanner/item_to_spawn() return pick(prob(5);/obj/item/device/t_scanner, @@ -85,8 +82,7 @@ /obj/random/bomb_supply name = "bomb supply" desc = "This is a random bomb supply." - icon = 'icons/obj/assemblies/new_assemblies.dmi' - icon_state = "signaller" + icon_state = "tech" /obj/random/bomb_supply/item_to_spawn() return pick(/obj/item/device/assembly/igniter, @@ -99,8 +95,7 @@ /obj/random/toolbox name = "random toolbox" desc = "This is a random toolbox." - icon = 'icons/obj/storage.dmi' - icon_state = "red" + icon_state = "toolbox" /obj/random/toolbox/item_to_spawn() return pick(prob(6);/obj/item/weapon/storage/toolbox/mechanical, @@ -111,8 +106,7 @@ /obj/random/smes_coil name = "random smes coil" desc = "This is a random smes coil." - icon = 'icons/obj/power.dmi' - icon_state = "smes" + icon_state = "cell_2" /obj/random/smes_coil/item_to_spawn() return pick(prob(4);/obj/item/weapon/smes_coil, @@ -122,8 +116,7 @@ /obj/random/pacman name = "random portable generator" desc = "This is a random portable generator." - icon = 'icons/obj/power.dmi' - icon_state = "portgen0" + icon_state = "cell_3" /obj/random/pacman/item_to_spawn() return pick(prob(6);/obj/machinery/power/port_gen/pacman, @@ -161,8 +154,7 @@ /obj/random/tech_supply/component name = "random tech component" desc = "This is a random machine component." - icon = 'icons/obj/items.dmi' - icon_state = "portable_analyzer" + icon_state = "tech" /obj/random/tech_supply/component/item_to_spawn() return pick(prob(3);/obj/item/weapon/stock_parts/gear, @@ -188,8 +180,7 @@ /obj/random/medical name = "Random Medicine" desc = "This is a random medical item." - icon = 'icons/obj/stacks.dmi' - icon_state = "traumakit" + icon_state = "medical" /obj/random/medical/item_to_spawn() return pick(prob(21);/obj/random/medical/lite, @@ -208,8 +199,7 @@ /obj/random/medical/pillbottle name = "Random Pill Bottle" desc = "This is a random pill bottle." - icon = 'icons/obj/chemical.dmi' - icon_state = "pill_canister" + icon_state = "pillbottle" /obj/random/medical/pillbottle/item_to_spawn() return pick(prob(1);/obj/item/weapon/storage/pill_bottle/spaceacillin, @@ -221,8 +211,7 @@ /obj/random/medical/lite name = "Random Medicine" desc = "This is a random simple medical item." - icon = 'icons/obj/items.dmi' - icon_state = "brutepack" + icon_state = "medical" spawn_nothing_percentage = 25 /obj/random/medical/lite/item_to_spawn() @@ -240,8 +229,7 @@ /obj/random/firstaid name = "Random First Aid Kit" desc = "This is a random first aid kit." - icon = 'icons/obj/storage.dmi' - icon_state = "firstaid" + icon_state = "medicalkit" /obj/random/firstaid/item_to_spawn() return pick(prob(10);/obj/item/weapon/storage/firstaid/regular, @@ -255,8 +243,7 @@ /obj/random/contraband name = "Random Illegal Item" desc = "Hot Stuff." - icon = 'icons/obj/items.dmi' - icon_state = "purplecomb" + icon_state = "sus" spawn_nothing_percentage = 50 /obj/random/contraband/item_to_spawn() return pick(prob(6);/obj/item/weapon/storage/pill_bottle/paracetamol, //VOREStation Edit, @@ -505,8 +492,7 @@ /obj/random/material //Random materials for building stuff name = "random material" desc = "This is a random material." - icon = 'icons/obj/stacks.dmi' - icon_state = "sheet-metal_2" + icon_state = "material" /obj/random/material/item_to_spawn() return pick(/obj/item/stack/material/steel{amount = 10}, @@ -524,8 +510,7 @@ /obj/random/material/refined //Random materials for building stuff name = "random refined material" desc = "This is a random refined metal." - icon = 'icons/obj/stacks.dmi' - icon_state = "sheet-adamantine_3" + icon_state = "material_2" /obj/random/material/refined/item_to_spawn() return pick(/obj/item/stack/material/steel{amount = 10}, @@ -555,8 +540,7 @@ /obj/random/material/precious //Precious metals, go figure name = "random precious metal" desc = "This is a small stack of a random precious metal." - icon = 'icons/obj/stacks.dmi' - icon_state = "sheet-gold_2" + icon_state = "material_3" /obj/random/material/precious/item_to_spawn() return pick(/obj/item/stack/material/gold{amount = 5}, @@ -790,8 +774,7 @@ /obj/random/janusmodule name = "random janus circuit" desc = "A random (possibly broken) Janus module." - icon = 'icons/obj/abductor.dmi' - icon_state = "circuit_damaged" + icon_state = "tech_2" /obj/random/janusmodule/item_to_spawn() return pick(subtypesof(/obj/item/weapon/circuitboard/mecha/imperion)) diff --git a/code/game/objects/random/mob.dm b/code/game/objects/random/mob.dm index 0699dfb9a1..d0cee5dff0 100644 --- a/code/game/objects/random/mob.dm +++ b/code/game/objects/random/mob.dm @@ -5,8 +5,7 @@ /obj/random/mob name = "Random Animal" desc = "This is a random animal." - icon = 'icons/mob/animal.dmi' - icon_state = "chicken_white" + icon_state = "animal" var/overwrite_hostility = 0 @@ -68,7 +67,7 @@ /obj/random/mob/sif name = "Random Sif Animal" desc = "This is a random cold weather animal." - icon_state = "penguin" + icon_state = "animal" mob_returns_home = 1 mob_wander_distance = 10 @@ -89,7 +88,7 @@ /obj/random/mob/sif/peaceful name = "Random Peaceful Sif Animal" desc = "This is a random peaceful cold weather animal." - icon_state = "penguin" + icon_state = "animal_passive" mob_returns_home = 1 mob_wander_distance = 12 @@ -106,7 +105,7 @@ /obj/random/mob/sif/hostile name = "Random Hostile Sif Animal" desc = "This is a random hostile cold weather animal." - icon_state = "frost" + icon_state = "animal_hostile" /obj/random/mob/sif/hostile/item_to_spawn() return pick(prob(22);/mob/living/simple_mob/animal/sif/savik, @@ -169,7 +168,7 @@ /obj/random/mob/robotic name = "Random Robot Mob" desc = "This is a random robot." - icon_state = "drone_dead" + icon_state = "robot" overwrite_hostility = 1 @@ -217,7 +216,7 @@ /obj/random/mob/robotic/hivebot name = "Random Hivebot" desc = "This is a random hivebot." - icon_state = "drone3" + icon_state = "robot" mob_faction = "hivebot" @@ -237,18 +236,58 @@ name = "Random Mouse" desc = "This is a random boring maus." icon_state = "mouse_gray" + spawn_nothing_percentage = 15 /obj/random/mob/mouse/item_to_spawn() return pick(prob(15);/mob/living/simple_mob/animal/passive/mouse/white, prob(30);/mob/living/simple_mob/animal/passive/mouse/brown, prob(30);/mob/living/simple_mob/animal/passive/mouse/gray, - prob(25);/obj/random/mouseremains) //because figuring out how to come up with it picking nothing is beyond my coding ability. + prob(30);/mob/living/simple_mob/animal/passive/mouse/rat) + +/obj/random/mob/fish + name = "Random Fish" + desc = "This is a random fish found on Sif." + icon_state = "fish" + mob_faction = "fish" + overwrite_hostility = 1 + mob_hostile = 0 + mob_retaliate = 0 + +/obj/random/mob/fish/item_to_spawn() + return pick(prob(10);/mob/living/simple_mob/animal/passive/fish/bass, + prob(20);/mob/living/simple_mob/animal/passive/fish/icebass, + prob(20);/mob/living/simple_mob/animal/passive/fish/trout, + prob(20);/mob/living/simple_mob/animal/passive/fish/salmon, + prob(10);/mob/living/simple_mob/animal/passive/fish/pike, + prob(10);/mob/living/simple_mob/animal/passive/fish/perch, + prob(20);/mob/living/simple_mob/animal/passive/fish/murkin, + prob(15);/mob/living/simple_mob/animal/passive/fish/javelin, + prob(20);/mob/living/simple_mob/animal/passive/fish/rockfish, + prob(5);/mob/living/simple_mob/animal/passive/fish/solarfish, + prob(10);/mob/living/simple_mob/animal/passive/crab, + prob(1);/mob/living/simple_mob/animal/sif/hooligan_crab) + +/obj/random/mob/bird + name = "Random Bird" + desc = "This is a random wild/feral bird." + icon_state = "bird" + mob_faction = "bird" + +/obj/random/mob/bird/item_to_spawn() + return pick(prob(10);/mob/living/simple_mob/animal/passive/bird/black_bird, + prob(10);/mob/living/simple_mob/animal/passive/bird/azure_tit, + prob(20);/mob/living/simple_mob/animal/passive/bird/european_robin, + prob(10);/mob/living/simple_mob/animal/passive/bird/goldcrest, + prob(20);/mob/living/simple_mob/animal/passive/bird/ringneck_dove, + prob(10);/mob/living/simple_mob/animal/space/goose, + prob(5);/mob/living/simple_mob/animal/passive/chicken, + prob(1);/mob/living/simple_mob/animal/passive/penguin) // Mercs /obj/random/mob/merc name = "Random Mercenary" desc = "This is a random PoI mercenary." - icon_state = "syndicate" + icon_state = "humanoid" mob_faction = "syndicate" mob_returns_home = 1 @@ -270,7 +309,7 @@ /obj/random/mob/merc/armored name = "Random Armored Infantry Merc" desc = "This is a random PoI exo or robot for mercs." - icon_state = "drone3" + icon_state = "mecha" /obj/random/mob/merc/armored/item_to_spawn() return pick(prob(30);/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark, @@ -327,6 +366,7 @@ /obj/random/mob/multiple/sifmobs name = "Random Sifmob Pack" desc = "A pack of random neutral sif mobs." + icon_state = "animal_group" /obj/random/mob/multiple/sifmobs/item_to_spawn() return pick( diff --git a/code/modules/awaymissions/corpse.dm b/code/modules/awaymissions/corpse.dm index 6aa06ef4ec..eecae83186 100644 --- a/code/modules/awaymissions/corpse.dm +++ b/code/modules/awaymissions/corpse.dm @@ -132,6 +132,8 @@ corpseshoes = /obj/item/clothing/shoes/black random_species = TRUE + + /obj/effect/landmark/corpse/chef name = "Chef" corpseuniform = /obj/item/clothing/under/rank/chef @@ -198,7 +200,7 @@ corpseid = 1 corpseidjob = "Scientist" corpseidaccess = "Scientist" - + /obj/effect/landmark/corpse/security name = "Security Officer" corpseradio = /obj/item/device/radio/headset/headset_sec @@ -212,18 +214,18 @@ corpseid = 1 corpseidjob = "Security Officer" corpseidaccess = "Security Officer" - + /obj/effect/landmark/corpse/security/rig corpsesuit = /obj/item/clothing/suit/space/void/security corpsemask = /obj/item/clothing/mask/breath corpsehelmet = /obj/item/clothing/head/helmet/space/void/security corpseback = /obj/item/weapon/tank/jetpack/oxygen - + /obj/effect/landmark/corpse/security/rig/eva corpsesuit = /obj/item/clothing/suit/space/void/security/alt corpsehelmet = /obj/item/clothing/head/helmet/space/void/security/alt corpseidjob = "Starship Security Officer" - + /obj/effect/landmark/corpse/prisoner name = "Unknown Prisoner" corpseuniform = /obj/item/clothing/under/color/prison @@ -247,7 +249,7 @@ corpsemask = /obj/item/clothing/mask/breath corpsehelmet = /obj/item/clothing/head/helmet/space/void/mining corpseback = /obj/item/weapon/tank/oxygen - + /////////////////Vintage////////////////////// //define the basic props at this level and only change specifics for variants, e.z. @@ -337,3 +339,41 @@ corpseid = 1 corpseidjob = "Commander" corpseidaccess = "Captain" + +/////////////////Lore Factions////////////////////// + +/obj/effect/landmark/corpse/sifguard + name = "Patrolman" + corpseuniform = /obj/item/clothing/under/solgov/utility/sifguard + corpsesuit = /obj/item/clothing/suit/storage/hooded/wintercoat/solgov + corpsebelt = /obj/item/weapon/storage/belt/security/tactical + corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud + corpsemask = /obj/item/clothing/mask/balaclava + corpsehelmet = /obj/item/clothing/head/beret/solgov/sifguard + corpsegloves = /obj/item/clothing/gloves/duty + corpseshoes = /obj/item/clothing/shoes/boots/tactical + corpsepocket1 = /obj/item/clothing/accessory/armor/tag/sifguard + corpseid = 1 + corpseidjob = "Sif Defense Force Patrolman" + +/obj/effect/landmark/corpse/hedberg + name = "Hedberg-Hammarstrom Mercenary" + corpseuniform = /obj/item/clothing/under/solgov/utility/sifguard + corpsesuit = /obj/item/clothing/suit/storage/vest/solgov/hedberg + corpsebelt = /obj/item/weapon/storage/belt/security + corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud + corpsehelmet = /obj/item/clothing/head/beret/corp/hedberg + corpseshoes = /obj/item/clothing/shoes/boots/jackboots + corpseid = 1 + corpseidjob = "Hedberg-Hammarstrom Officer" + +/obj/effect/landmark/corpse/hedberg/merc + name = "Hedberg-Hammarstrom Mercenary" + corpsebelt = /obj/item/weapon/storage/belt/security/tactical + corpseglasses = /obj/item/clothing/glasses/sunglasses/sechud + corpsehelmet = /obj/item/clothing/head/helmet/flexitac + corpsegloves = /obj/item/clothing/gloves/combat + corpseshoes = /obj/item/clothing/shoes/boots/tactical + corpseid = 1 + corpseidjob = "Hedberg-Hammarstrom Enforcer" + diff --git a/icons/misc/random_spawners.dmi b/icons/misc/random_spawners.dmi new file mode 100644 index 0000000000..27e55fc9ec Binary files /dev/null and b/icons/misc/random_spawners.dmi differ