mirror of
https://github.com/CHOMPstation/CHOMPstation.git
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507 lines
19 KiB
Plaintext
507 lines
19 KiB
Plaintext
/obj/item/weapon/archaeological_find
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name = "object"
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icon = 'icons/obj/xenoarchaeology.dmi'
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icon_state = "ano01"
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var/find_type = 0
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/obj/item/weapon/archaeological_find/New(loc, var/new_item_type)
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if(new_item_type)
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find_type = new_item_type
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else
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find_type = rand(1, MAX_ARCHAEO)
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var/item_type = "object"
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icon_state = "unknown[rand(1,4)]"
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var/additional_desc = ""
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var/obj/item/weapon/new_item
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var/source_material = ""
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var/apply_material_decorations = 1
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var/apply_image_decorations = 0
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var/material_descriptor = ""
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var/apply_prefix = 1
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if(prob(40))
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material_descriptor = pick("rusted ","dusty ","archaic ","fragile ")
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source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium")
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var/talkative = 0
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if(prob(5))
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talkative = 1
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//for all items here:
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//icon_state
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//item_state
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switch(find_type)
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if(1)
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item_type = "bowl"
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if(prob(33))
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new_item = new /obj/item/weapon/reagent_containers/glass/replenishing(src.loc)
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else
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new_item = new /obj/item/weapon/reagent_containers/glass/beaker(src.loc)
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new_item.icon = 'icons/obj/xenoarchaeology.dmi'
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new_item.icon_state = "bowl"
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apply_image_decorations = 1
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if(prob(20))
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additional_desc = "There appear to be [pick("dark","faintly glowing","pungent","bright")] [pick("red","purple","green","blue")] stains inside."
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if(2)
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item_type = "urn"
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if(prob(33))
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new_item = new /obj/item/weapon/reagent_containers/glass/replenishing(src.loc)
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else
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new_item = new /obj/item/weapon/reagent_containers/glass/beaker(src.loc)
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new_item.icon = 'icons/obj/xenoarchaeology.dmi'
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new_item.icon_state = "urn"
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apply_image_decorations = 1
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if(prob(20))
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additional_desc = "It [pick("whispers faintly","makes a quiet roaring sound","whistles softly","thrums quietly","throbs")] if you put it to your ear."
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if(3)
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item_type = "[pick("fork","spoon","knife")]"
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if(prob(25))
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new_item = new /obj/item/weapon/material/kitchen/utensil/fork(src.loc)
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else if(prob(50))
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new_item = new /obj/item/weapon/material/knife(src.loc)
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else
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new_item = new /obj/item/weapon/material/kitchen/utensil/spoon(src.loc)
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additional_desc = "[pick("It's like no [item_type] you've ever seen before",\
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"It's a mystery how anyone is supposed to eat with this",\
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"You wonder what the creator's mouth was shaped like")]."
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if(4)
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name = "statuette"
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icon = 'icons/obj/xenoarchaeology.dmi'
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item_type = "statuette"
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icon_state = "statuette"
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additional_desc = "It depicts a [pick("small","ferocious","wild","pleasing","hulking")] \
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[pick("alien figure","rodent-like creature","reptilian alien","primate","unidentifiable object")] \
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[pick("performing unspeakable acts","posing heroically","in a fetal position","cheering","sobbing","making a plaintive gesture","making a rude gesture")]."
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if(prob(25))
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new_item = new /obj/item/weapon/vampiric(src.loc)
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if(5)
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name = "instrument"
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icon = 'icons/obj/xenoarchaeology.dmi'
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item_type = "instrument"
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icon_state = "instrument"
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if(prob(30))
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apply_image_decorations = 1
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additional_desc = "[pick("You're not sure how anyone could have played this",\
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"You wonder how many mouths the creator had",\
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"You wonder what it sounds like",\
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"You wonder what kind of music was made with it")]."
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if(6)
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item_type = "[pick("bladed knife","serrated blade","sharp cutting implement")]"
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new_item = new /obj/item/weapon/material/knife(src.loc)
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additional_desc = "[pick("It doesn't look safe.",\
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"It looks wickedly jagged",\
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"There appear to be [pick("dark red","dark purple","dark green","dark blue")] stains along the edges")]."
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if(7)
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//assuming there are 10 types of coins
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var/chance = 10
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for(var/type in typesof(/obj/item/weapon/coin))
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if(prob(chance))
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new_item = new type(src.loc)
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break
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chance += 10
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item_type = new_item.name
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apply_prefix = 0
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apply_material_decorations = 0
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apply_image_decorations = 1
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if(8)
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item_type = "handcuffs"
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new_item = new /obj/item/weapon/handcuffs(src.loc)
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additional_desc = "[pick("They appear to be for securing two things together","Looks kinky","Doesn't seem like a children's toy")]."
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if(9)
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item_type = "[pick("wicked","evil","byzantine","dangerous")] looking [pick("device","contraption","thing","trap")]"
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apply_prefix = 0
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new_item = new /obj/item/weapon/beartrap(src.loc)
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additional_desc = "[pick("It looks like it could take a limb off",\
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"Could be some kind of animal trap",\
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"There appear to be [pick("dark red","dark purple","dark green","dark blue")] stains along part of it")]."
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if(10)
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item_type = "[pick("cylinder","tank","chamber")]"
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new_item = new /obj/item/weapon/flame/lighter(src.loc)
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additional_desc = "There is a tiny device attached."
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if(prob(30))
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apply_image_decorations = 1
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if(11)
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item_type = "box"
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new_item = new /obj/item/weapon/storage/box(src.loc)
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new_item.icon = 'icons/obj/xenoarchaeology.dmi'
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new_item.icon_state = "box"
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var/obj/item/weapon/storage/box/new_box = new_item
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new_box.max_w_class = pick(1,2,2,3,3,3,4,4)
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var/storage_amount = 2**(new_box.max_w_class-1)
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new_box.max_storage_space = rand(storage_amount, storage_amount * 10)
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if(prob(30))
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apply_image_decorations = 1
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if(12)
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item_type = "[pick("cylinder","tank","chamber")]"
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if(prob(25))
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new_item = new /obj/item/weapon/tank/air(src.loc)
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else if(prob(50))
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new_item = new /obj/item/weapon/tank/anesthetic(src.loc)
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else
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new_item = new /obj/item/weapon/tank/phoron(src.loc)
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icon_state = pick("oxygen","oxygen_fr","oxygen_f","phoron","anesthetic")
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additional_desc = "It [pick("gloops","sloshes")] slightly when you shake it."
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if(13)
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item_type = "tool"
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if(prob(25))
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new_item = new /obj/item/weapon/wrench(src.loc)
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else if(prob(25))
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new_item = new /obj/item/weapon/crowbar(src.loc)
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else
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new_item = new /obj/item/weapon/screwdriver(src.loc)
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additional_desc = "[pick("It doesn't look safe.",\
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"You wonder what it was used for",\
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"There appear to be [pick("dark red","dark purple","dark green","dark blue")] stains on it")]."
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if(14)
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apply_material_decorations = 0
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var/list/possible_spawns = list()
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possible_spawns += /obj/item/stack/material/steel
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possible_spawns += /obj/item/stack/material/plasteel
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possible_spawns += /obj/item/stack/material/glass
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possible_spawns += /obj/item/stack/material/glass/reinforced
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possible_spawns += /obj/item/stack/material/phoron
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possible_spawns += /obj/item/stack/material/gold
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possible_spawns += /obj/item/stack/material/silver
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possible_spawns += /obj/item/stack/material/uranium
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possible_spawns += /obj/item/stack/material/sandstone
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possible_spawns += /obj/item/stack/material/silver
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var/new_type = pick(possible_spawns)
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new_item = new new_type(src.loc)
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new_item:amount = rand(5,45)
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if(15)
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if(prob(75))
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new_item = new /obj/item/weapon/pen(src.loc)
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else
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new_item = new /obj/item/weapon/pen/reagent/sleepy(src.loc)
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if(prob(30))
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apply_image_decorations = 1
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if(16)
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apply_prefix = 0
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if(prob(25))
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icon = 'icons/obj/xenoarchaeology.dmi'
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item_type = "smooth green crystal"
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icon_state = "Green lump"
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else if(prob(33))
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icon = 'icons/obj/xenoarchaeology.dmi'
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item_type = "irregular purple crystal"
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icon_state = "Phazon"
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else
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icon = 'icons/obj/xenoarchaeology.dmi'
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item_type = "rough red crystal"
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icon_state = "changerock"
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additional_desc = pick("It shines faintly as it catches the light.","It appears to have a faint inner glow.","It seems to draw you inward as you look it at.","Something twinkles faintly as you look at it.","It's mesmerizing to behold.")
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apply_material_decorations = 0
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if(prob(10))
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apply_image_decorations = 1
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if(prob(25))
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new_item = new /obj/item/device/soulstone(src.loc)
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new_item.icon = 'icons/obj/xenoarchaeology.dmi'
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new_item.icon_state = icon_state
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if(17)
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//cultblade
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apply_prefix = 0
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new_item = new /obj/item/weapon/melee/cultblade(src.loc)
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apply_material_decorations = 0
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apply_image_decorations = 0
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if(18)
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new_item = new /obj/item/device/radio/beacon(src.loc)
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talkative = 0
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new_item.icon = 'icons/obj/xenoarchaeology.dmi'
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new_item.icon_state = "unknown[rand(1,4)]"
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new_item.desc = ""
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if(19)
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apply_prefix = 0
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new_item = new /obj/item/weapon/material/sword(src.loc)
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new_item.force = 10
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item_type = new_item.name
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if(20)
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//arcane clothing
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apply_prefix = 0
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var/list/possible_spawns = list(/obj/item/clothing/head/culthood,
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/obj/item/clothing/head/culthood/magus,
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/obj/item/clothing/head/culthood/alt,
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/obj/item/clothing/head/helmet/space/cult)
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var/new_type = pick(possible_spawns)
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new_item = new new_type(src.loc)
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if(21)
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//soulstone
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apply_prefix = 0
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new_item = new /obj/item/device/soulstone(src.loc)
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item_type = new_item.name
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apply_material_decorations = 0
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if(22)
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if(prob(50))
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new_item = new /obj/item/weapon/material/shard(src.loc)
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else
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new_item = new /obj/item/weapon/material/shard/phoron(src.loc)
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apply_prefix = 0
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apply_image_decorations = 0
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apply_material_decorations = 0
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if(23)
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apply_prefix = 0
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new_item = new /obj/item/stack/rods(src.loc)
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apply_image_decorations = 0
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apply_material_decorations = 0
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if(24)
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var/list/possible_spawns = typesof(/obj/item/weapon/stock_parts)
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possible_spawns -= /obj/item/weapon/stock_parts
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possible_spawns -= /obj/item/weapon/stock_parts/subspace
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var/new_type = pick(possible_spawns)
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new_item = new new_type(src.loc)
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item_type = new_item.name
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apply_material_decorations = 0
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if(25)
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apply_prefix = 0
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new_item = new /obj/item/weapon/material/sword/katana(src.loc)
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new_item.force = 10
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item_type = new_item.name
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if(26)
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//energy gun
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var/spawn_type = pick(\
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/obj/item/weapon/gun/energy/laser/practice/xenoarch,\
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/obj/item/weapon/gun/energy/laser/xenoarch,\
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/obj/item/weapon/gun/energy/xray/xenoarch,\
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/obj/item/weapon/gun/energy/captain/xenoarch)
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if(spawn_type)
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var/obj/item/weapon/gun/energy/new_gun = new spawn_type(src.loc)
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new_item = new_gun
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new_item.icon_state = "egun[rand(1,6)]"
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new_gun.desc = "This is an antique energy weapon, you're not sure if it will fire or not."
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//5% chance to explode when first fired
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//10% chance to have an unchargeable cell
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//15% chance to gain a random amount of starting energy, otherwise start with an empty cell
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if(prob(5))
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new_gun.power_supply.rigged = 1
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if(prob(10))
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new_gun.power_supply.maxcharge = 0
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if(prob(15))
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new_gun.power_supply.charge = rand(0, new_gun.power_supply.maxcharge)
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else
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new_gun.power_supply.charge = 0
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item_type = "gun"
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if(27)
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//revolver
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var/obj/item/weapon/gun/projectile/new_gun = new /obj/item/weapon/gun/projectile/revolver(src.loc)
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new_item = new_gun
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new_item.icon_state = "gun[rand(1,4)]"
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new_item.icon = 'icons/obj/xenoarchaeology.dmi'
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//33% chance to be able to reload the gun with human ammunition
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if(prob(66))
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new_gun.caliber = "999"
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//33% chance to fill it with a random amount of bullets
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new_gun.max_shells = rand(1,12)
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if(prob(33))
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var/num_bullets = rand(1,new_gun.max_shells)
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if(num_bullets < new_gun.loaded.len)
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new_gun.loaded.Cut()
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for(var/i = 1, i <= num_bullets, i++)
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var/A = new_gun.ammo_type
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new_gun.loaded += new A(new_gun)
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else
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for(var/obj/item/I in new_gun)
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if(new_gun.loaded.len > num_bullets)
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if(I in new_gun.loaded)
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new_gun.loaded.Remove(I)
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I.loc = null
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else
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break
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else
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for(var/obj/item/I in new_gun)
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if(I in new_gun.loaded)
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new_gun.loaded.Remove(I)
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I.loc = null
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item_type = "gun"
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if(28)
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//completely unknown alien device
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if(prob(50))
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apply_image_decorations = 0
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if(29)
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//fossil bone/skull
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//new_item = new /obj/item/weapon/fossil/base(src.loc)
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//the replacement item propogation isn't working, and it's messy code anyway so just do it here
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var/list/candidates = list("/obj/item/weapon/fossil/bone"=9,"/obj/item/weapon/fossil/skull"=3,
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"/obj/item/weapon/fossil/skull/horned"=2)
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var/spawn_type = pickweight(candidates)
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new_item = new spawn_type(src.loc)
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apply_prefix = 0
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additional_desc = "A fossilised part of an alien, long dead."
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apply_image_decorations = 0
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apply_material_decorations = 0
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if(30)
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//fossil shell
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new_item = new /obj/item/weapon/fossil/shell(src.loc)
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apply_prefix = 0
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additional_desc = "A fossilised, pre-Stygian alien crustacean."
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apply_image_decorations = 0
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apply_material_decorations = 0
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if(prob(10))
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apply_image_decorations = 1
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if(31)
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//fossil plant
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new_item = new /obj/item/weapon/fossil/plant(src.loc)
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item_type = new_item.name
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additional_desc = "A fossilised shred of alien plant matter."
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apply_image_decorations = 0
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apply_material_decorations = 0
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apply_prefix = 0
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if(32)
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//humanoid remains
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apply_prefix = 0
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item_type = "humanoid [pick("remains","skeleton")]"
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icon = 'icons/effects/blood.dmi'
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icon_state = "remains"
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additional_desc = pick("They appear almost human.",\
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"They are contorted in a most gruesome way.",\
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"They look almost peaceful.",\
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"The bones are yellowing and old, but remarkably well preserved.",\
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"The bones are scored by numerous burns and partially melted.",\
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"The are battered and broken, in some cases less than splinters are left.",\
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"The mouth is wide open in a death rictus, the victim would appear to have died screaming.")
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apply_image_decorations = 0
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apply_material_decorations = 0
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if(33)
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//robot remains
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apply_prefix = 0
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item_type = "[pick("mechanical","robotic","cyborg")] [pick("remains","chassis","debris")]"
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icon = 'icons/mob/robots.dmi'
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icon_state = "remainsrobot"
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additional_desc = pick("Almost mistakeable for the remains of a modern cyborg.",\
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"They are barely recognisable as anything other than a pile of waste metals.",\
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"It looks like the battered remains of an ancient robot chassis.",\
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"The chassis is rusting and old, but remarkably well preserved.",\
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"The chassis is scored by numerous burns and partially melted.",\
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"The chassis is battered and broken, in some cases only chunks of metal are left.",\
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"A pile of wires and crap metal that looks vaguely robotic.")
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apply_image_decorations = 0
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apply_material_decorations = 0
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if(34)
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//xenos remains
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apply_prefix = 0
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item_type = "alien [pick("remains","skeleton")]"
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icon = 'icons/effects/blood.dmi'
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icon_state = "remainsxeno"
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additional_desc = pick("It looks vaguely reptilian, but with more teeth.",\
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"They are faintly unsettling.",\
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"There is a faint aura of unease about them.",\
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"The bones are yellowing and old, but remarkably well preserved.",\
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"The bones are scored by numerous burns and partially melted.",\
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"The are battered and broken, in some cases less than splinters are left.",\
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"This creature would have been twisted and monstrous when it was alive.",\
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"It doesn't look human.")
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apply_image_decorations = 0
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apply_material_decorations = 0
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if(35)
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//gas mask
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if(prob(25))
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new_item = new /obj/item/clothing/mask/gas/poltergeist(src.loc)
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else
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new_item = new /obj/item/clothing/mask/gas(src.loc)
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if(36)
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// Alien stuff.
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apply_prefix = FALSE
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apply_material_decorations = FALSE
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var/list/alien_stuff = list(
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/obj/item/device/multitool/alien,
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/obj/item/stack/cable_coil/alien,
|
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/obj/item/weapon/crowbar/alien,
|
|
/obj/item/weapon/screwdriver/alien,
|
|
/obj/item/weapon/weldingtool/alien,
|
|
/obj/item/weapon/wirecutters/alien,
|
|
/obj/item/weapon/wrench/alien,
|
|
/obj/item/weapon/surgical/FixOVein/alien,
|
|
/obj/item/weapon/surgical/bone_clamp/alien,
|
|
/obj/item/weapon/surgical/cautery/alien,
|
|
/obj/item/weapon/surgical/circular_saw/alien,
|
|
/obj/item/weapon/surgical/hemostat/alien,
|
|
/obj/item/weapon/surgical/retractor/alien,
|
|
/obj/item/weapon/surgical/scalpel/alien,
|
|
/obj/item/weapon/surgical/surgicaldrill/alien,
|
|
/obj/item/weapon/cell/device/weapon/recharge/alien,
|
|
/obj/item/clothing/suit/armor/alien,
|
|
/obj/item/clothing/head/helmet/alien,
|
|
/obj/item/clothing/head/psy_crown/wrath
|
|
)
|
|
|
|
var/new_type = pick(alien_stuff)
|
|
new_item = new new_type(src.loc)
|
|
item_type = new_item.name
|
|
|
|
var/decorations = ""
|
|
if(apply_material_decorations)
|
|
source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium")
|
|
desc = "A [material_descriptor ? "[material_descriptor] " : ""][item_type] made of [source_material], all craftsmanship is of [pick("the lowest","low","average","high","the highest")] quality."
|
|
|
|
var/list/descriptors = list()
|
|
if(prob(30))
|
|
descriptors.Add("is encrusted with [pick("","synthetic ","multi-faceted ","uncut ","sparkling ") + pick("rubies","emeralds","diamonds","opals","lapiz lazuli")]")
|
|
if(prob(30))
|
|
descriptors.Add("is studded with [pick("gold","silver","aluminium","titanium")]")
|
|
if(prob(30))
|
|
descriptors.Add("is encircled with bands of [pick("quadrinium","cordite","ferritic-alloy","plasteel","duranium")]")
|
|
if(prob(30))
|
|
descriptors.Add("menaces with spikes of [pick("solid phoron","uranium","white pearl","black steel")]")
|
|
if(descriptors.len > 0)
|
|
decorations = "It "
|
|
for(var/index=1, index <= descriptors.len, index++)
|
|
if(index > 1)
|
|
if(index == descriptors.len)
|
|
decorations += " and "
|
|
else
|
|
decorations += ", "
|
|
decorations += descriptors[index]
|
|
decorations += "."
|
|
if(decorations)
|
|
desc += " " + decorations
|
|
|
|
var/engravings = ""
|
|
if(apply_image_decorations)
|
|
engravings = "[pick("Engraved","Carved","Etched")] on the item is [pick("an image of","a frieze of","a depiction of")] \
|
|
[pick("an alien humanoid","an amorphic blob","a short, hairy being","a rodent-like creature","a robot","a primate","a reptilian alien","an unidentifiable object","a statue","a starship","unusual devices","a structure")] \
|
|
[pick("surrounded by","being held aloft by","being struck by","being examined by","communicating with")] \
|
|
[pick("alien humanoids","amorphic blobs","short, hairy beings","rodent-like creatures","robots","primates","reptilian aliens")]"
|
|
if(prob(50))
|
|
engravings += ", [pick("they seem to be enjoying themselves","they seem extremely angry","they look pensive","they are making gestures of supplication","the scene is one of subtle horror","the scene conveys a sense of desperation","the scene is completely bizarre")]"
|
|
engravings += "."
|
|
|
|
if(desc)
|
|
desc += " "
|
|
desc += engravings
|
|
|
|
if(apply_prefix)
|
|
name = "[pick("Strange","Ancient","Alien","")] [item_type]"
|
|
else
|
|
name = item_type
|
|
|
|
if(desc)
|
|
desc += " "
|
|
desc += additional_desc
|
|
if(!desc)
|
|
desc = "This item is completely [pick("alien","bizarre")]."
|
|
|
|
//icon and icon_state should have already been set
|
|
if(new_item)
|
|
new_item.name = name
|
|
new_item.desc = src.desc
|
|
|
|
if(talkative)
|
|
new_item.talking_atom = new(new_item)
|
|
|
|
qdel(src)
|
|
|
|
else if(talkative)
|
|
src.talking_atom = new(src)
|