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Migrate /obj/effect/spawner/lootdrop to /obj/effect/spawner/random. (#27445)
* refactor: Migrate /obj/effect/spawner/lootdrop to /obj/effect/spawner/random. * set script PR number * fix broken updatepaths for three course meal * make filenames unique * goddamnit * redirect incorrect icon states * ugh * fix typepath fixes
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/obj/effect/spawner/random/traders
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name = "trader item spawner"
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icon = 'icons/effects/random_spawners.dmi'
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icon_state = "loot"
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spawn_loot_count = 6
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/obj/effect/spawner/random/traders/civilian
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name = "1. civilian gear"
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icon_state = "toolbox"
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loot = list(
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// General utility gear
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/obj/item/clothing/gloves/combat = 10,
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/obj/item/clothing/mask/holo_cigar = 10,
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/obj/item/reagent_containers/spray/cleaner/advanced = 10,
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/obj/item/book_of_babel = 5,
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/obj/item/clothing/mask/whistle = 5,
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/obj/item/clothing/under/costume/psyjump = 5,
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/obj/item/clothing/under/syndicate/combat = 5,
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/obj/item/immortality_talisman = 5,
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/obj/item/soap = 5,
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/obj/item/soap/syndie = 5,
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/obj/item/storage/backpack/satchel_flat = 5,
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/obj/item/storage/box/syndie_kit/chameleon = 5, //costumes!
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)
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/obj/effect/spawner/random/traders/minerals
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name = "2. minerals"
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icon_state = "metal"
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loot = list(
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// Common stuff you get from mining which isn't already present on the
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// station. Note that plasma and derived hybrid materials are NOT
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// included in this list because plasma is the trader's objective!
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/obj/item/stack/sheet/mineral/silver = 5,
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/obj/item/stack/sheet/mineral/gold = 5,
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/obj/item/stack/sheet/mineral/uranium = 5,
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/obj/item/stack/sheet/mineral/diamond = 5,
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/obj/item/stack/sheet/mineral/titanium = 5,
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/obj/item/stack/sheet/plasteel = 5,
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// Hybrid stuff you could in theory get from mining
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/obj/item/stack/sheet/titaniumglass = 5,
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// Rare stuff you can't get from mining
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/obj/item/stack/sheet/mineral/tranquillite = 5,
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/obj/item/stack/sheet/mineral/bananium = 5,
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/obj/item/stack/sheet/wood = 5,
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/obj/item/stack/sheet/plastic = 5,
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/obj/item/stack/sheet/mineral/sandstone = 5,
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)
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/obj/effect/spawner/random/traders/minerals/make_item(spawn_loc, type_path_to_make)
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var/obj/item/stack/sheet/S = ..()
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if(istype(S))
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S.amount = 25
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return S
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/obj/effect/spawner/random/traders/donksoft
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name = "3. donksoft gear"
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icon_state = "stetchkin"
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loot = list(
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/obj/item/gun/projectile/automatic/c20r/toy = 5,
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/obj/item/gun/projectile/automatic/l6_saw/toy = 5,
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/obj/item/gun/projectile/automatic/toy/pistol = 10,
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/obj/item/gun/projectile/automatic/toy/pistol/enforcer = 5,
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/obj/item/gun/projectile/shotgun/toy = 5,
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/obj/item/gun/projectile/shotgun/toy/crossbow = 5,
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/obj/item/gun/projectile/shotgun/toy/tommygun = 5,
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/obj/item/gun/projectile/automatic/sniper_rifle/toy = 5,
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)
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/obj/effect/spawner/random/traders/science
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name = "4. science gear"
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// TODO: I know I created an anomaly core random spawner icon but it disappeared in some merge or other
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = "anomaly_core"
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loot = list(
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// Robotics
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/obj/item/assembly/signaler/anomaly/random = 50, // anomaly core
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/xray = 25, // mecha x-ray laser
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/obj/item/mecha_parts/mecha_equipment/teleporter/precise = 25, // upgraded mecha teleporter
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/obj/item/autosurgeon/organ = 50,
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/obj/item/mod/construction/plating/research = 25,
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// Research
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/obj/item/paper/researchnotes = 125, // papers that give random R&D levels
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/obj/item/storage/box/telescience = 25, // Code green or blue. Probably not antags. People haven't touched it in ages. Let us see what happens.
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// Xenobio
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/obj/item/slimepotion/sentience = 50, // Low-value, but we want to encourage getting more players back in the round.
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/obj/item/slimepotion/transference = 50,
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// Might as well let AI be interested
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/obj/item/surveillance_upgrade = 25,
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)
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/obj/effect/spawner/random/traders/medical
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name = "5. medical gear"
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icon_state = "medkit"
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loot = list(
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// Medchem
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/obj/item/storage/pill_bottle/random_meds/labelled = 100, // random medical and other chems
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/obj/item/reagent_containers/glass/bottle/reagent/omnizine = 50,
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// Surgery
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/obj/item/organ/internal/heart/gland/ventcrawling = 50,
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/obj/item/organ/internal/heart/gland/heals = 50,
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// Genetics Research (should really be under science, but I was stuck for items to put in medical)
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/obj/item/dnainjector/regenerate = 50, // regeneration
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/obj/item/dnainjector/nobreath = 50,
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/obj/item/dnainjector/telemut = 50,
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// Medical in general
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/obj/item/mod/construction/plating/rescue = 25,
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/obj/item/gun/medbeam = 25, //Antags can see this to remove it if a threat, unlikely to happen with another midround
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/obj/item/bodyanalyzer = 25,
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/obj/item/circuitboard/sleeper/syndicate = 25,
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)
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/obj/effect/spawner/random/traders/security
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name = "6. security gear"
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icon_state = "riot_shield"
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loot = list(
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// Melee
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/obj/item/kitchen/knife/combat = 50,
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/obj/item/fluff/desolate_baton_kit = 50, // permission granted by Desolate to use their fluff kit in this loot table
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// Utility
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/obj/item/storage/belt/military/assault = 50,
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/obj/item/clothing/mask/gas/sechailer/swat = 50,
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/obj/item/clothing/glasses/thermal = 50, // see heat-source mobs through walls. Less powerful than already-available xray.
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/obj/item/mod/construction/plating/safeguard = 25,
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/obj/item/mod/module/power_kick = 50,
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/obj/item/storage/box/syndie_kit/camera_bug = 25, //Camera viewing on the go, planting cameras with detective work? Could be interesting!
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// Ranged weapons
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/obj/item/storage/box/enforcer_rubber = 50, //Lethal ammo can be printed at an autolathe, so no need for the lethal subtype
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/obj/item/gun/projectile/shotgun/automatic/dual_tube = 100, // cycler shotgun, not normally available to crew
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/obj/item/weaponcrafting/gunkit/universal_gun_kit/sol_gov = 20
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)
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/obj/effect/spawner/random/traders/engineering
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name = "7. eng gear"
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icon_state = "wrench"
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spawn_loot_count = 8 //increased due to this pool being a bit more... niche?
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loot = list(
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/obj/item/clothing/glasses/material, // shows objects, but not mobs, through walls
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/obj/item/clothing/glasses/meson/night, // NV mesons
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/obj/item/holosign_creator/atmos,
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/obj/item/mod/construction/plating/advanced,
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/obj/item/mod/module/jetpack/advanced,
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/obj/item/rcd/combat,
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/obj/item/rpd/bluespace,
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/obj/item/slimepotion/oil_slick, //Suggested by discord, moderately common but not as common as most rnd things
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/obj/item/storage/backpack/holding,
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/obj/item/storage/belt/utility/chief/full,
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/obj/item/tank/internals/emergency_oxygen/double,
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)
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/obj/effect/spawner/random/traders/large_item
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name = "8. large item"
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icon_state = "durand_old"
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spawn_loot_count = 1
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loot = list(
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/obj/machinery/cooker/cerealmaker,
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/obj/machinery/disco,
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/obj/machinery/snow_machine,
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/obj/mecha/combat/durand/old,
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/obj/structure/spirit_board,
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)
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/obj/effect/spawner/random/traders/vehicle
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name = "9. vehicle"
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icon_state = "motorcycle"
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loot = list(
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/obj/vehicle/motorcycle,
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/obj/vehicle/snowmobile,
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/obj/vehicle/snowmobile/blue,
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/obj/vehicle/space/speedbike/red,
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/obj/vehicle/space/speedbike,
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)
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/obj/effect/spawner/random/traders/vehicle/make_item(spawn_loc, type_path_to_make)
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var/obj/vehicle/V = ..()
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if(istype(V) && V.key_type)
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V.inserted_key = new V.key_type(V)
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return V
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/obj/effect/spawner/random/traders/service
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name = "10. service gear"
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loot = list(
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// Mining
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/obj/item/pickaxe/drill/jackhammer = 10,
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/obj/item/gun/energy/kinetic_accelerator/experimental = 10,
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/obj/item/borg/upgrade/modkit/aoe/turfs/andmobs = 10,
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// Botanist
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/obj/item/storage/box/botany_labelled_seeds = 10,
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// Clown
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/obj/item/grenade/clusterbuster/honk = 10,
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/obj/item/bikehorn/golden = 10,
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/obj/item/gun/throw/piecannon = 10,
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// Bartender
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/obj/item/storage/box/bartender_rare_ingredients_kit = 10,
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// Chef
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/obj/item/storage/box/chef_rare_ingredients_kit = 10,
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/obj/item/mod/module/dispenser = 5, // Prints burgers. When you want to be space mcdonalds.
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// It would be nice to also have items for other service jobs: Mime, Librarian, Chaplain, etc
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// Chaplain
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/obj/structure/constructshell = 5, //Fuck it we ball what could go wrong
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)
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@@ -0,0 +1,322 @@
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/obj/effect/spawner/random/traders/federation_minor
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name = "11. trans-solar federation small gear"
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loot = list(
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/obj/item/storage/box/enforcer_rubber = 5,
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/obj/item/lighter/zippo/gonzofist = 5,
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/obj/item/clothing/glasses/welding/superior = 5,
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/obj/item/clothing/suit/armor/bulletproof = 5,
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/obj/item/clothing/mask/gas/explorer/marines = 5,
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/obj/item/clothing/gloves/combat = 5,
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/obj/item/storage/belt/military/assault = 5,
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/obj/item/clothing/under/solgov = 5,
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/obj/item/mod/module/dispenser = 5,
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/obj/item/flag/solgov = 3
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)
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/obj/effect/spawner/random/traders/federation_major
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name = "12. trans-solar federation large gear"
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spawn_loot_count = 3
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loot = list(
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/obj/item/storage/box/deagle = 2, //One mag
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/obj/item/gun/projectile/automatic/pistol/m1911 = 3, //Again, one mag. Don't lose it.
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/obj/item/melee/baseball_bat/homerun = 5,
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/obj/item/rcd/combat = 5,
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/obj/item/weaponcrafting/gunkit/universal_gun_kit/sol_gov = 5,
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/obj/item/storage/fancy/shell/buck = 3, //Only seven shots, make them count
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/obj/item/mod/module/noslip = 4,
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/obj/item/clothing/mask/holo_cigar = 5
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)
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/obj/effect/spawner/random/traders/cybersun_minor
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name = "11. cybersun industries small gear"
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loot = list(
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/obj/item/storage/box/syndidonkpockets = 5,
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/obj/item/clothing/suit/jacket/bomber/syndicate = 5,
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/obj/item/storage/box/syndie_kit/space = 5,
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/obj/item/clothing/glasses/meson/sunglasses = 5,
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/obj/item/storage/pill_bottle/zoom = 5,
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/obj/item/clothing/mask/gas/voice_modulator/chameleon = 5,
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/xray = 3,
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine = 3,
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/obj/item/flag/syndi = 3
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)
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// Damn near all of this is illegal. Gives officers something to do on a shift quiet enough to spawn traders.
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/obj/effect/spawner/random/traders/cybersun_major
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name = "12. cybersun industries large gear"
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spawn_loot_count = 3
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loot = list(
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/obj/item/shield/energy = 20,
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/obj/item/gun/projectile/automatic/pistol = 50,
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/obj/item/bio_chip_implanter/storage = 50,
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/obj/item/melee/knuckleduster/syndie = 50,
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/obj/item/clothing/glasses/thermal/eyepatch = 50,
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/obj/item/toy/syndicateballoon = 60,
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/obj/item/organ/internal/cyberimp/arm/razorwire = 30,
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/obj/item/organ/internal/cyberimp/arm/shell_launcher = 30,
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/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg/dual = 30,
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/obj/item/clothing/mask/holo_cigar = 50,
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/obj/mecha/combat/marauder/mauler/trader = 3 //Extremely rare, unloaded so crew need to arm it for it to have any use. Also most definitely needs one helluva permit.
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)
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spawn_loot_double = FALSE // No double mechs.
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/obj/effect/spawner/random/traders/ussp_minor
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name = "11. USSP small gear"
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spawn_loot_count = 8 //Mostly flavor items
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loot = list(
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/obj/item/clothing/under/new_soviet = 50,
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/obj/item/clothing/suit/sovietcoat = 50,
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/obj/item/clothing/head/ushanka = 50,
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/obj/item/food/grown/potato = 50,
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/obj/item/reagent_containers/drinks/bottle/vodka/badminka = 50,
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/obj/item/clothing/head/sovietsidecap = 50,
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/obj/item/flag/ussp = 30,
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/obj/item/ammo_box/magazine/apsm10mm = 15, //Spare mags for APS pistol. Sometimes you don't get the APS, in which case, soviet logistics.
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/obj/item/ammo_box/a762 = 15
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)
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// Lots of things to write permits for. Gives officers something to do on a shift quiet enough to spawn traders.
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/obj/effect/spawner/random/traders/ussp_major
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name = "12. USSP large gear"
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spawn_loot_count = 2 //Lots of dangerous stuff here - reduced amount
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loot = list(
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/obj/item/gun/projectile/revolver/nagant = 5,
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/obj/item/gun/projectile/automatic/pistol/aps = 3,
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/obj/item/gun/projectile/shotgun/boltaction = 5,
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/obj/item/clothing/suit/space/hardsuit/soviet = 4,
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/obj/item/clothing/glasses/thermal/eyepatch = 5,
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/obj/item/clothing/mask/holo_cigar = 1
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)
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/obj/effect/spawner/random/traders/glintscale_minor
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name = "11. glint-scale small gear"
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loot = list(
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/obj/item/clothing/suit/armor/vest/combat = 50,
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/obj/item/clothing/under/syndicate/combat = 50,
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/obj/item/claymore/ceremonial = 50,
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/obj/item/harpoon = 50,
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/obj/item/nullrod/claymore/chainsaw_sword = 50,
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/obj/item/whetstone = 50,
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/obj/item/flag/species/unathi = 20,
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/obj/item/clothing/suit/armor/riot/knight/templar = 40,
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/obj/item/clothing/head/helmet/riot/knight/templar = 40,
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/obj/item/clothing/suit/unathi/robe = 20
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)
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/obj/effect/spawner/random/traders/glintscale_major
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name = "12. glint-scale large gear"
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spawn_loot_count = 3
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loot = list(
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/obj/item/melee/energy/sword/pirate = 30,
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/obj/item/storage/box/breacher = 30,
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/obj/item/fireaxe = 50,
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/obj/item/fireaxe/boneaxe = 50,
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/obj/item/gun/energy/kinetic_accelerator/crossbow/large = 10 //Big ebow.
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)
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/obj/effect/spawner/random/traders/steadfast_minor
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name = "11. steadfast trading co. small gear"
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spawn_loot_count = 8 //Since it's a lot of seeds, boosted amount
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loot = list(
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/obj/item/storage/box/botany_labelled_seeds = 50,
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/obj/item/seeds/chili/ice = 20,
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/obj/item/seeds/chili/ghost = 20,
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/obj/item/seeds/cannabis/ultimate = 10,
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/obj/item/seeds/cannabis/white = 20,
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/obj/item/seeds/wheat/meat = 20,
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/obj/item/seeds/glowshroom = 20,
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/obj/item/seeds/glowshroom/glowcap = 20,
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/obj/item/seeds/tobacco/space = 20,
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/obj/item/storage/box/hydroponics_starter = 40,
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/obj/item/mod/module/thermal_regulator = 20,
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/obj/item/flag/species/vulp = 20
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)
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/obj/effect/spawner/random/traders/steadfast_major
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name = "12. steadfast trading co. large gear"
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spawn_loot_count = 3
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loot = list(
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/obj/item/mod/construction/plating/research = 3,
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/obj/item/assembly/signaler/anomaly/random = 2,
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/obj/item/gun/energy/gun = 5,
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/obj/item/storage/fancy/shell/dragonsbreath = 3,
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/obj/item/storage/box/turbine_kit = 2,
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/obj/item/mod/module/firefighting_tank = 4,
|
||||
/obj/item/mod/module/jetpack/advanced = 4
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random/traders/syntheticunion_minor
|
||||
name = "11. synthetic union small gear"
|
||||
spawn_loot_count = 8 //A lot of these are available on station, so the amount of items spawned here is increased
|
||||
loot = list(
|
||||
/obj/item/clothing/glasses/meson/sunglasses = 5,
|
||||
/obj/item/clothing/glasses/thermal/monocle = 5,
|
||||
/obj/item/organ/internal/cyberimp/arm/toolset = 5,
|
||||
/obj/item/organ/internal/cyberimp/arm/surgery = 5,
|
||||
/obj/item/organ/internal/cyberimp/arm/janitorial = 5,
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_stam = 5,
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_sleep = 5,
|
||||
/obj/item/organ/internal/cyberimp/brain/clown_voice = 4,
|
||||
/obj/item/organ/internal/cyberimp/mouth/breathing_tube = 5,
|
||||
/obj/item/organ/internal/cyberimp/chest/ipc_repair = 5,
|
||||
/obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints = 5,
|
||||
/obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed = 5,
|
||||
/obj/item/autosurgeon/organ = 1,
|
||||
/obj/item/flag/species/machine = 2
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random/traders/syntheticunion_major
|
||||
name = "12. synthetic union large gear"
|
||||
spawn_loot_count = 4
|
||||
loot = list(
|
||||
/obj/item/organ/internal/cyberimp/arm/toolset_abductor = 20,
|
||||
/obj/item/organ/internal/cyberimp/arm/esword = 10,
|
||||
/obj/item/organ/internal/cyberimp/arm/flash = 50,
|
||||
/obj/item/organ/internal/cyberimp/chest/nutriment/plus/hardened = 50,
|
||||
/obj/item/organ/internal/cyberimp/arm/telebaton = 25, //Security'll love this one
|
||||
/obj/item/organ/internal/cyberimp/arm/razorwire = 30,
|
||||
/obj/item/organ/internal/cyberimp/arm/shell_launcher = 30,
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_drop/hardened = 20,
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_stam/hardened = 30,
|
||||
/obj/item/surveillance_upgrade = 35
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random/traders/skipjack_minor
|
||||
name = "11. skipjack small gear"
|
||||
loot = list(
|
||||
/obj/item/clothing/glasses/meson/gar = 50,
|
||||
/obj/item/clothing/glasses/thermal/eyepatch = 50,
|
||||
/obj/item/melee/energy/sword/pirate = 50,
|
||||
/obj/item/clothing/suit/hooded/vox_robes = 30,
|
||||
/obj/item/clothing/under/vox/vox_casual = 30,
|
||||
/obj/item/clothing/gloves/color/yellow/vox = 10, //Species limited - rare item
|
||||
/obj/item/clothing/shoes/magboots/vox = 10, //Species limited - rare item
|
||||
/obj/item/organ/internal/cyberimp/mouth/breathing_tube = 50,
|
||||
/obj/item/mod/module/jetpack/advanced = 50,
|
||||
/obj/item/gun/energy/plasma_pistol = 50,
|
||||
/obj/item/mod/control/pre_equipped/standard = 40,
|
||||
/obj/item/flag/species/vox = 20
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random/traders/skipjack_major //contains a variety of things - raider loot
|
||||
name = "12. skipjack large gear"
|
||||
spawn_loot_count = 3
|
||||
loot = list(
|
||||
/obj/item/storage/box/vox_spacesuit = 2,
|
||||
/obj/item/storage/box/syndie_kit/chameleon = 5,
|
||||
/obj/item/organ/internal/cyberimp/arm/esword = 1,
|
||||
/obj/item/gun/energy/spikethrower = 2,
|
||||
/obj/item/organ/internal/cyberimp/arm/medibeam = 5,
|
||||
/obj/item/organ/internal/cyberimp/arm/toolset_abductor = 5,
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_stam/hardened = 1,
|
||||
/obj/item/organ/internal/cyberimp/arm/gun/laser = 1,
|
||||
/obj/item/fireaxe = 1,
|
||||
/obj/item/gun/projectile/revolver/nagant = 1,
|
||||
/obj/item/bio_chip_implanter/storage = 1,
|
||||
/obj/item/rcd/combat = 1
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random/traders/solarcentral_minor
|
||||
name = "11. skrellian central authority small gear" //Medical and protection theme - shields, mods, meds, and love
|
||||
loot = list(
|
||||
/obj/item/mod/control/pre_equipped/rescue = 6,
|
||||
/obj/item/pen/sleepy/love = 5,
|
||||
/obj/item/reagent_containers/glass/bottle/reagent/omnizine = 5,
|
||||
/obj/item/reagent_containers/glass/bottle/love = 5,
|
||||
/obj/item/reagent_containers/glass/bottle/reagent/lazarus_reagent = 5,
|
||||
/obj/item/reagent_containers/applicator/dual = 5,
|
||||
/obj/item/reagent_containers/hypospray/autoinjector/nanocalcium = 3,
|
||||
/obj/item/storage/firstaid/surgery = 4,
|
||||
/obj/item/dnainjector/nobreath = 5,
|
||||
/obj/item/dnainjector/regenerate = 5,
|
||||
/obj/item/dnainjector/insulation = 5,
|
||||
/obj/item/flag/species/skrell = 2
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random/traders/solarcentral_major
|
||||
name = "12. skrellian central authority large gear"
|
||||
spawn_loot_count = 3
|
||||
loot = list(
|
||||
/obj/item/mod/module/energy_shield = 4,
|
||||
/obj/item/shield/energy = 4,
|
||||
/obj/item/reagent_containers/applicator/dual/syndi = 5, //Same as the above but comes emagged
|
||||
/obj/item/gun/medbeam = 3,
|
||||
/obj/item/gun/syringe/syndicate = 5,
|
||||
/obj/item/storage/box/skrell_suit/black = 3,
|
||||
/obj/item/storage/box/skrell_suit/white = 3,
|
||||
/obj/item/rod_of_asclepius = 2
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random/traders/technocracy_minor
|
||||
name = "11. technocracy small gear"
|
||||
loot = list(
|
||||
/obj/item/paper/researchnotes = 15, //More research from the smart ones
|
||||
/obj/item/storage/box/beakers/bluespace = 5,
|
||||
/obj/item/storage/box/stockparts/deluxe = 5,
|
||||
/obj/item/clothing/glasses/thermal/monocle = 5,
|
||||
/obj/item/organ/internal/cyberimp/arm/toolset_abductor = 3,
|
||||
/obj/item/organ/internal/cyberimp/arm/surgery = 4,
|
||||
/obj/item/organ/internal/cyberimp/arm/advmop = 3,
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_stam = 5,
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_sleep = 5,
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_drop = 5,
|
||||
/obj/item/autosurgeon/organ = 1,
|
||||
/obj/item/flag/species/greys = 2
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random/traders/technocracy_major
|
||||
name = "12. technocracy large gear"
|
||||
spawn_loot_count = 3
|
||||
loot = list(
|
||||
/obj/item/storage/box/syndie_kit/prescan = 30,
|
||||
/obj/item/gun/energy/decloner = 50,
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_drop/hardened = 20,
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_stam/hardened = 30,
|
||||
/obj/item/assembly/signaler/anomaly/random = 50,
|
||||
/obj/item/surveillance_upgrade = 35,
|
||||
/obj/item/mod/module/storage/bluespace = 40
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random/traders/merchantguild_minor
|
||||
name = "11. merchant guild small gear"
|
||||
spawn_loot_count = 12 //Much larger selection due to it being almost all clothes.
|
||||
loot = list(
|
||||
/obj/item/flag/species/nian = 2,
|
||||
/obj/item/clothing/under/suit/really_black = 5,
|
||||
/obj/item/clothing/under/syndicate/combat = 5,
|
||||
/obj/item/clothing/under/syndicate/sniper = 5,
|
||||
/obj/item/clothing/under/new_soviet/sovietofficer = 5,
|
||||
/obj/item/clothing/under/solgov/elite = 5,
|
||||
/obj/item/clothing/under/solgov/command = 5,
|
||||
/obj/item/clothing/under/retro/security = 5,
|
||||
/obj/item/clothing/under/misc/gimmick_captain_suit = 5,
|
||||
/obj/item/clothing/under/misc/durathread = 5,
|
||||
/obj/item/clothing/under/psysuit = 5,
|
||||
/obj/item/clothing/under/costume/cuban_suit = 5,
|
||||
/obj/item/clothing/suit/armor/vest/jacket = 5,
|
||||
/obj/item/clothing/head/collectable/petehat = 2,
|
||||
/obj/item/clothing/head/collectable/tophat = 5,
|
||||
/obj/item/clothing/head/collectable/police = 5,
|
||||
/obj/item/clothing/head/collectable/kitty = 5,
|
||||
/obj/item/clothing/under/costume/janimaid = 5,
|
||||
/obj/item/clothing/under/costume/maid = 5,
|
||||
/obj/item/storage/box/syndie_kit/chameleon = 6
|
||||
)
|
||||
|
||||
/obj/effect/spawner/random/traders/merchantguild_major
|
||||
name = "12. merchant guild large gear"
|
||||
spawn_loot_count = 6 //Low-risk items, flavorful knick knacks - higher stock
|
||||
loot = list(
|
||||
/obj/item/clothing/suit/pimpcoat = 5,
|
||||
/obj/item/dualsaber/toy = 5,
|
||||
/obj/item/toy/sword = 5,
|
||||
/obj/item/toy/plushie/carpplushie/dragon = 5,
|
||||
/obj/item/toy/plushie/carpplushie/void = 5,
|
||||
/obj/item/toy/plushie/ipcplushie = 3,
|
||||
/obj/item/toy/plushie/nukeplushie = 3,
|
||||
/obj/item/toy/plushie/nianplushie = 5, //*buzz
|
||||
/obj/item/toy/windup_toolbox = 5,
|
||||
/obj/item/toy/ai = 5,
|
||||
/obj/item/clothing/mask/gas/voice_modulator/chameleon = 5,
|
||||
/obj/item/storage/box/syndie_kit/chameleon = 5
|
||||
)
|
||||
Reference in New Issue
Block a user