Merge pull request #3093 from CHOMPStationBot/upstream-merge-11543

[MIRROR] [MIRROR] Random Spawner Stuff
This commit is contained in:
Nadyr
2021-10-22 19:49:53 -04:00
committed by GitHub
8 changed files with 189 additions and 133 deletions

View File

@@ -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

View File

@@ -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(

View File

@@ -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,

View File

@@ -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.

View File

@@ -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))

View File

@@ -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(

View File

@@ -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"

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