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Fixes in order: - Removes List of defines in misc_ch.dm that are no longer used - they're defined here for the casino prize dispenser, making these obsolete:  - Fixes relative pathing in mecha_parts_ch.dm - Fixes relative pathing in bodybag.dm - Fixes relative pathing in sahoc_ch.dm - Fixes relative pathing in toys_yw.dm - Fixes def_zone being defined when only the variable was needed in twohanded_ch.dm - Fixes relative pathing in trash_pile_vr_ch.dm - Fixes clip_mask being missing in misc_ch.dm - Fixes relative pathing in tesh_synth_facemask.dm - Fixes absolute path being indented in by one (typo?) - Fixes relative pathing in armor_yw.dm - Fixes unreachable parent call in audible_scream_ch.dm - Fixes VERM_LIZARDS being undefined when it wasn't defined, as VERM_LIZARDMEN was the variable being defined + used in mutants.dm - Removes two un-needed parent calls - these procs have no parent on /obj/structure - thecake_ch.dm - Fixes invalid kword nano_state in protean_blob.dm - Fixes relative pathing in drone_manufacturer_unify.dm - Fixes relative pathing in synx.dm - Removes arguments of drop_item that don't exist (port was from TG and had force_drop = 1 and src defined.) - vox.dm - Added vision_required = TRUE to fix proc argument missing - bigdragon_ch.dm - Added include_robo = TRUE to fix argument missing in demon_ch.dm - Fixes relative pathing in rakshasa_abilities.dm - Adds comment to solargrub.dm, unable to fix operator overload error yet. - Fixes relative pathing in sprite_accessories_extra_ch.dm - Fixes relative pathing in sprite_accessories_yw.dm - Fixes relative pathing in phase.dm - Fixes relative pathing in bluespacecoffee.dm - Fixes relative pathing in other_ch.dm - Fixes relative pathing and ambigious ! in living_ch.dm - Fixes relative pathing in custom_clothes_yw.dm - Fixes relative pathing in custom_rigs_yw.dm - Fixes relative pathing in MadokaSpear.dm - Comments out duplicate #includes in southern_cross.dm as vorestation.dme has them #include'd.
60 lines
2.2 KiB
Plaintext
60 lines
2.2 KiB
Plaintext
//Snowflake customizable trashpules, these can be map eddited to be unique TM or you can just make new sub objects that change the vars -shark
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//They are called sharkpiles because i cant think of another name, but do feel free to make them actually spawn sharks.
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/obj/structure/trash_pile/sharkpile
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var/destroychance = 0 //People too used to static pilespawns? Add randomness to it.
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//Lists use better weights that add together so in the below example the sum of weight sis 6 so a 3 is 50% and a 1 is 16%
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var/overridechancealpha = 90 //how likely the piles is to give its unique objects for alpha spawns
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var/list/alphapicks = list(
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/obj/item/weapon/storage/pill_bottle/happy = 1,
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/obj/item/weapon/storage/pill_bottle/zoom = 2,
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/obj/item/weapon/storage/pill_bottle/paracetamol = 3,
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) //override pick list alpha
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var/overridechancebeta = 90 //how likely the piles is to give its unique objects for beta spawns
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var/list/betapicks = list(
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/obj/item/weapon/storage/pill_bottle/happy = 3,
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/obj/item/weapon/storage/pill_bottle/zoom = 2,
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/obj/item/weapon/storage/pill_bottle/paracetamol = 1,
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) //override pick list beta
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var/overridechancegamma = 90 //how likely the piles is to give its unique objects for gamma spawns
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var/list/gammapicks = list(
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/obj/item/weapon/storage/pill_bottle/happy = 3,
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/obj/item/weapon/storage/pill_bottle/zoom = 2,
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/obj/item/weapon/storage/pill_bottle/paracetamol = 1,
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) //override pick list gamma
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var/gammaunique = 1
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/obj/structure/trash_pile/sharkpile/Initialize()
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..()
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if(prob(destroychance))
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qdel(src)
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//^X% chance to use our own list, otherwise default pool.
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//Here we could also add a % chance to spawn a mob for trash pandas or such,
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/obj/structure/trash_pile/sharkpile/produce_alpha_item()
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if(prob(overridechancealpha))
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var/path = pick(alphapicks)
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var/obj/item/I = new path()
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return I
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return ..()
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/obj/structure/trash_pile/sharkpile/produce_beta_item()
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if(prob(overridechancebeta))
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var/path = pick(betapicks)
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var/obj/item/I = new path()
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return I
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return ..()
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/obj/structure/trash_pile/sharkpile/produce_gamma_item()
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if(prob(overridechancegamma)&& gammaunique!=2)
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var/path = pick(gammapicks)
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var/obj/item/I = new path()
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if(gammaunique!=0)
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gammaunique++
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return I
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return ..()
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