/obj/effect/spawner/lootdrop icon = 'icons/effects/spawner_icons.dmi' icon_state = "questionmark" var/lootcount = 1 //how many items will be spawned var/lootdoubles = TRUE //if the same item can be spawned twice var/list/loot //a list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect) /obj/effect/spawner/lootdrop/Initialize(mapload) . = ..() while(lootcount) var/lootspawn = pickweight(loot) if(!lootdoubles) loot.Remove(lootspawn) if(lootspawn) new lootspawn(get_turf(src)) lootcount-- qdel(src) /obj/effect/spawner/lootdrop/armory_contraband name = "armory contraband gun spawner" lootdoubles = FALSE loot = list( /obj/item/gun/projectile/automatic/pistol = 8, /obj/item/gun/projectile/shotgun/automatic/combat = 5, /obj/item/gun/projectile/revolver/mateba, /obj/item/gun/projectile/automatic/pistol/deagle ) /// for ruins /obj/effect/spawner/lootdrop/crate_spawner name = "lootcrate spawner" lootdoubles = FALSE loot = list( /obj/structure/closet/crate/secure/loot = 20, "" = 80, ) /obj/effect/spawner/lootdrop/trade_sol/ name = "trader item spawner" lootcount = 6 /obj/effect/spawner/lootdrop/trade_sol/civ name = "1. civilian gear" loot = list( // General utility gear /obj/item/clothing/gloves/combat = 100, /obj/item/reagent_containers/spray/cleaner/advanced = 100, /obj/item/soap = 50, /obj/item/clothing/under/syndicate/combat = 50, /obj/item/soap/syndie = 50, /obj/item/clothing/under/costume/psyjump = 50, /obj/item/immortality_talisman = 50, /obj/item/clothing/mask/holo_cigar = 100, /obj/item/storage/box/syndie_kit/chameleon = 50, //costumes! /obj/item/storage/backpack/satchel_flat = 50, /obj/item/book_of_babel = 50, /obj/item/clothing/mask/whistle = 50 ) /obj/effect/spawner/lootdrop/trade_sol/minerals name = "2. minerals" loot = list( // Common stuff you get from mining which isn't already present on the station // Note that plasma and derived hybrid materials are NOT included in this list because plasma is the trader's objective! /obj/item/stack/sheet/mineral/silver = 50, /obj/item/stack/sheet/mineral/gold = 50, /obj/item/stack/sheet/mineral/uranium = 50, /obj/item/stack/sheet/mineral/diamond = 50, /obj/item/stack/sheet/mineral/titanium = 50, /obj/item/stack/sheet/plasteel = 50, // Hybrid stuff you could in theory get from mining /obj/item/stack/sheet/titaniumglass = 50, // Rare stuff you can't get from mining /obj/item/stack/sheet/mineral/tranquillite = 50, /obj/item/stack/sheet/mineral/bananium = 50, /obj/item/stack/sheet/wood = 50, /obj/item/stack/sheet/plastic = 50, /obj/item/stack/sheet/mineral/sandstone = 50 ) /obj/effect/spawner/lootdrop/trade_sol/minerals/Initialize(mapload) while(lootcount) var/lootspawn = pickweight(loot) loot -= lootspawn //We do this as the minerals will merge, and if duplicates roll they add one to the stack, instead of doubling. var/obj/item/stack/sheet/S = new lootspawn(get_turf(src)) S.amount = 25 lootcount-- . = ..() /obj/effect/spawner/lootdrop/trade_sol/donksoft name = "3. donksoft gear" loot = list( // Donksoft guns /obj/item/gun/projectile/automatic/c20r/toy = 50, /obj/item/gun/projectile/automatic/l6_saw/toy = 50, /obj/item/gun/projectile/automatic/toy/pistol = 100, /obj/item/gun/projectile/automatic/toy/pistol/enforcer = 50, /obj/item/gun/projectile/shotgun/toy = 50, /obj/item/gun/projectile/shotgun/toy/crossbow = 50, /obj/item/gun/projectile/shotgun/toy/tommygun = 50, /obj/item/gun/projectile/automatic/sniper_rifle/toy = 50 ) /obj/effect/spawner/lootdrop/trade_sol/sci name = "4. science gear" loot = list( // Robotics /obj/item/assembly/signaler/anomaly/random = 50, // anomaly core /obj/item/mecha_parts/mecha_equipment/weapon/energy/xray = 25, // mecha x-ray laser /obj/item/mecha_parts/mecha_equipment/teleporter/precise = 25, // upgraded mecha teleporter /obj/item/autosurgeon/organ = 50, /obj/item/mod/construction/plating/research = 25, // Research / Experimentor /obj/item/paper/researchnotes = 125, // papers that give random R&D levels /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. // Xenobio /obj/item/slimepotion/sentience = 50, // Low-value, but we want to encourage getting more players back in the round. /obj/item/slimepotion/transference = 50, // Might as well let AI be interested /obj/item/surveillance_upgrade = 25 ) /obj/effect/spawner/lootdrop/trade_sol/med name = "5. medical gear" loot = list( // Medchem /obj/item/storage/pill_bottle/random_meds/labelled = 100, // random medical and other chems /obj/item/reagent_containers/glass/bottle/reagent/omnizine = 50, // Surgery /obj/item/organ/internal/heart/gland/ventcrawling = 50, /obj/item/organ/internal/heart/gland/heals = 50, // Genetics Research (should really be under science, but I was stuck for items to put in medical) /obj/item/dnainjector/regenerate = 50, // regeneration /obj/item/dnainjector/nobreath = 50, /obj/item/dnainjector/telemut = 50, // Medical in general /obj/item/mod/construction/plating/rescue = 25, /obj/item/gun/medbeam = 25, //Antags can see this to remove it if a threat, unlikely to happen with another midround /obj/item/bodyanalyzer = 25, /obj/item/circuitboard/sleeper/syndicate = 25 ) /obj/effect/spawner/lootdrop/trade_sol/sec name = "6. security gear" loot = list( // Melee /obj/item/kitchen/knife/combat = 50, /obj/item/fluff/desolate_baton_kit = 50, // permission granted by Desolate to use their fluff kit in this loot table // Utility /obj/item/storage/belt/military/assault = 50, /obj/item/clothing/mask/gas/sechailer/swat = 50, /obj/item/clothing/glasses/thermal = 50, // see heat-source mobs through walls. Less powerful than already-available xray. /obj/item/mod/construction/plating/safeguard = 25, /obj/item/mod/module/power_kick = 50, /obj/item/storage/box/syndie_kit/camera_bug = 25, //Camera viewing on the go, planting cameras with detective work? Could be interesting! // Ranged weapons /obj/item/storage/box/enforcer_rubber = 50, //Lethal ammo can be printed at an autolathe, so no need for the lethal subtype /obj/item/gun/projectile/shotgun/automatic/dual_tube = 100, // cycler shotgun, not normally available to crew /obj/item/weaponcrafting/gunkit/universal_gun_kit/sol_gov = 20 ) /obj/effect/spawner/lootdrop/trade_sol/eng name = "7. eng gear" lootcount = 8 //increased due to this pool being a bit more... niche? loot = list( /obj/item/storage/belt/utility/chief/full = 25, /obj/item/rcd/combat = 25, /obj/item/rpd/bluespace = 25, /obj/item/tank/internals/emergency_oxygen/double = 25, /obj/item/storage/backpack/holding = 25, /obj/item/clothing/glasses/meson/night = 25, // NV mesons /obj/item/clothing/glasses/material = 25, // shows objects, but not mobs, through walls /obj/item/mod/construction/plating/advanced = 25, /obj/item/mod/module/jetpack/advanced = 25, /obj/item/slimepotion/oil_slick = 25, //Suggested by discord, moderately common but not as common as most rnd things /obj/item/holosign_creator/atmos = 25 ) /obj/effect/spawner/lootdrop/trade_sol/largeitem name = "8. largeitem" lootcount = 1 loot = list( /obj/machinery/disco = 20, /obj/structure/spirit_board = 20, /obj/mecha/combat/durand/old = 20, /obj/machinery/snow_machine = 20, /obj/machinery/cooker/cerealmaker = 20 ) /obj/effect/spawner/lootdrop/trade_sol/vehicle name = "9. vehicle" loot = list( /obj/vehicle/motorcycle = 50, /obj/vehicle/snowmobile = 50, /obj/vehicle/snowmobile/blue = 50, /obj/vehicle/space/speedbike/red = 50, /obj/vehicle/space/speedbike = 50 ) /obj/effect/spawner/lootdrop/trade_sol/vehicle/Initialize(mapload) while(lootcount) var/lootspawn = pickweight(loot) var/obj/vehicle/V = new lootspawn(get_turf(src)) if(V.key_type) V.inserted_key = new V.key_type(V) lootcount-- . = ..() /obj/effect/spawner/lootdrop/trade_sol/serv name = "10. service gear" loot = list( // Mining /obj/item/pickaxe/drill/jackhammer = 100, /obj/item/gun/energy/kinetic_accelerator/experimental = 100, /obj/item/borg/upgrade/modkit/aoe/turfs/andmobs = 100, // Botanist /obj/item/storage/box/botany_labelled_seeds = 100, // Clown /obj/item/grenade/clusterbuster/honk = 100, /obj/item/bikehorn/golden = 100, /obj/item/gun/throw/piecannon = 100, // Bartender /obj/item/storage/box/bartender_rare_ingredients_kit = 100, // Chef /obj/item/storage/box/chef_rare_ingredients_kit = 100, /obj/item/mod/module/dispenser = 50, // Prints burgers. When you want to be space mcdonalds. // It would be nice to also have items for other service jobs: Mime, Librarian, Chaplain, etc // Chaplain /obj/structure/constructshell = 50 //Fuck it we ball what could go wrong ) /obj/effect/spawner/lootdrop/trade_sol/federation_minor name = "11. trans-solar federation small gear" loot = list( /obj/item/storage/box/enforcer_rubber = 50, /obj/item/lighter/zippo/gonzofist = 50, /obj/item/clothing/glasses/welding/superior = 50, /obj/item/clothing/suit/armor/bulletproof = 50, /obj/item/clothing/mask/gas/explorer/marines = 50, /obj/item/clothing/gloves/combat = 50, /obj/item/storage/belt/military/assault = 50, /obj/item/clothing/under/solgov = 50, /obj/item/mod/module/dispenser = 50, /obj/item/flag/solgov = 30 ) /obj/effect/spawner/lootdrop/trade_sol/federation_major name = "12. trans-solar federation large gear" lootcount = 3 loot = list( /obj/item/storage/box/deagle = 20, //One mag /obj/item/gun/projectile/automatic/pistol/m1911 = 30, //Again, one mag. Don't lose it. /obj/item/melee/baseball_bat/homerun = 50, /obj/item/rcd/combat = 50, /obj/item/weaponcrafting/gunkit/universal_gun_kit/sol_gov = 50, /obj/item/storage/box/buck = 30, //Only seven shots, make them count /obj/item/mod/module/noslip = 40, /obj/item/clothing/mask/holo_cigar = 50 ) /obj/effect/spawner/lootdrop/trade_sol/cybersun_minor name = "11. cybersun industries small gear" loot = list( /obj/item/storage/box/syndidonkpockets = 50, /obj/item/clothing/suit/jacket/bomber/syndicate = 50, /obj/item/storage/box/syndie_kit/space = 50, /obj/item/clothing/glasses/meson/sunglasses = 50, /obj/item/storage/pill_bottle/zoom = 50, /obj/item/clothing/mask/gas/voice_modulator/chameleon = 50, /obj/item/mecha_parts/mecha_equipment/weapon/energy/xray = 30, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine = 30, /obj/item/flag/syndi = 30 ) // Damn near all of this is illegal. Gives officers something to do on a shift quiet enough to spawn traders. /obj/effect/spawner/lootdrop/trade_sol/cybersun_major name = "12. cybersun industries large gear" lootcount = 3 loot = list( /obj/item/shield/energy = 20, /obj/item/gun/projectile/automatic/pistol = 50, /obj/item/bio_chip_implanter/storage = 50, /obj/item/melee/knuckleduster/syndie = 50, /obj/item/clothing/glasses/thermal/eyepatch = 50, /obj/item/toy/syndicateballoon = 60, /obj/item/organ/internal/cyberimp/arm/razorwire = 30, /obj/item/organ/internal/cyberimp/arm/shell_launcher = 30, /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg/dual = 30, /obj/item/clothing/mask/holo_cigar = 50, /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. ) lootdoubles = FALSE //No double mechs. /obj/effect/spawner/lootdrop/trade_sol/ussp_minor name = "11. USSP small gear" lootcount = 8 //Mostly flavor items loot = list( /obj/item/clothing/under/new_soviet = 50, /obj/item/clothing/suit/sovietcoat = 50, /obj/item/clothing/head/ushanka = 50, /obj/item/food/grown/potato = 50, /obj/item/reagent_containers/drinks/bottle/vodka/badminka = 50, /obj/item/clothing/head/sovietsidecap = 50, /obj/item/flag/ussp = 30, /obj/item/ammo_box/magazine/apsm10mm = 15, //Spare mags for APS pistol. Sometimes you don't get the APS, in which case, soviet logistics. /obj/item/ammo_box/a762 = 15 ) // Lots of things to write permits for. Gives officers something to do on a shift quiet enough to spawn traders. /obj/effect/spawner/lootdrop/trade_sol/ussp_major name = "12. USSP large gear" lootcount = 2 //Lots of dangerous stuff here - reduced amount loot = list( /obj/item/gun/projectile/revolver/nagant = 50, /obj/item/gun/projectile/automatic/pistol/APS = 30, /obj/item/gun/projectile/shotgun/boltaction = 50, /obj/item/clothing/suit/space/hardsuit/soviet = 40, /obj/item/clothing/glasses/thermal/eyepatch = 50, /obj/item/clothing/mask/holo_cigar = 10 ) /obj/effect/spawner/lootdrop/trade_sol/glintscale_minor name = "11. glint-scale small gear" loot = list( /obj/item/clothing/suit/armor/vest/combat = 50, /obj/item/clothing/under/syndicate/combat = 50, /obj/item/claymore/ceremonial = 50, /obj/item/harpoon = 50, /obj/item/nullrod/claymore/chainsaw_sword = 50, /obj/item/whetstone = 50, /obj/item/flag/species/unathi = 20, /obj/item/clothing/suit/armor/riot/knight/templar = 40, /obj/item/clothing/head/helmet/riot/knight/templar = 40, /obj/item/clothing/suit/unathi/robe = 20 ) /obj/effect/spawner/lootdrop/trade_sol/glintscale_major name = "12. glint-scale large gear" lootcount = 3 loot = list( /obj/item/melee/energy/sword/pirate = 30, /obj/item/storage/box/breacher = 30, /obj/item/fireaxe = 50, /obj/item/fireaxe/boneaxe = 50, /obj/item/gun/energy/kinetic_accelerator/crossbow/large = 10 //Big ebow. ) /obj/effect/spawner/lootdrop/trade_sol/steadfast_minor name = "11. steadfast trading co. small gear" lootcount = 8 //Since it's a lot of seeds, boosted amount loot = list( /obj/item/storage/box/botany_labelled_seeds = 50, /obj/item/seeds/chili/ice = 20, /obj/item/seeds/chili/ghost = 20, /obj/item/seeds/cannabis/ultimate = 10, /obj/item/seeds/cannabis/white = 20, /obj/item/seeds/wheat/meat = 20, /obj/item/seeds/glowshroom = 20, /obj/item/seeds/glowshroom/glowcap = 20, /obj/item/seeds/tobacco/space = 20, /obj/item/storage/box/hydroponics_starter = 40, /obj/item/mod/module/thermal_regulator = 20, /obj/item/flag/species/vulp = 20 ) /obj/effect/spawner/lootdrop/trade_sol/steadfast_major name = "12. steadfast trading co. large gear" lootcount = 3 loot = list( /obj/item/mod/construction/plating/research = 30, /obj/item/assembly/signaler/anomaly/random = 20, /obj/item/gun/energy/gun = 50, /obj/item/storage/box/dragonsbreath = 30, /obj/item/storage/box/turbine_kit = 20, /obj/item/mod/module/firefighting_tank = 40, /obj/item/mod/module/jetpack/advanced = 40 ) /obj/effect/spawner/lootdrop/trade_sol/syntheticunion_minor name = "11. synthetic union small gear" lootcount = 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 = 50, /obj/item/clothing/glasses/thermal/monocle = 50, /obj/item/organ/internal/cyberimp/arm/toolset = 50, /obj/item/organ/internal/cyberimp/arm/surgery = 50, /obj/item/organ/internal/cyberimp/arm/janitorial = 50, /obj/item/organ/internal/cyberimp/brain/anti_stam = 50, /obj/item/organ/internal/cyberimp/brain/anti_sleep = 50, /obj/item/organ/internal/cyberimp/brain/clown_voice = 40, /obj/item/organ/internal/cyberimp/mouth/breathing_tube = 50, /obj/item/organ/internal/cyberimp/chest/ipc_repair = 50, /obj/item/organ/internal/cyberimp/chest/ipc_joints/magnetic_joints = 50, /obj/item/organ/internal/cyberimp/chest/ipc_joints/sealed = 50, /obj/item/autosurgeon/organ = 10, /obj/item/flag/species/machine = 20 ) /obj/effect/spawner/lootdrop/trade_sol/syntheticunion_major name = "12. synthetic union large gear" lootcount = 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/lootdrop/trade_sol/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/lootdrop/trade_sol/skipjack_major //contains a variety of things - raider loot name = "12. skipjack large gear" lootcount = 3 loot = list( /obj/item/storage/box/vox_spacesuit = 20, /obj/item/storage/box/syndie_kit/chameleon = 50, /obj/item/organ/internal/cyberimp/arm/esword = 10, /obj/item/gun/energy/spikethrower = 20, /obj/item/organ/internal/cyberimp/arm/medibeam = 50, /obj/item/organ/internal/cyberimp/arm/toolset_abductor = 50, /obj/item/organ/internal/cyberimp/brain/anti_stam/hardened = 10, /obj/item/organ/internal/cyberimp/arm/gun/laser = 10, /obj/item/fireaxe = 10, /obj/item/gun/projectile/revolver/nagant = 10, /obj/item/bio_chip_implanter/storage = 10, /obj/item/rcd/combat = 10 ) /obj/effect/spawner/lootdrop/trade_sol/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 = 60, /obj/item/pen/sleepy/love = 50, /obj/item/reagent_containers/glass/bottle/reagent/omnizine = 50, /obj/item/reagent_containers/glass/bottle/love = 50, /obj/item/reagent_containers/glass/bottle/reagent/lazarus_reagent = 50, /obj/item/reagent_containers/applicator/dual = 50, /obj/item/reagent_containers/hypospray/autoinjector/nanocalcium = 30, /obj/item/storage/firstaid/surgery = 40, /obj/item/dnainjector/nobreath = 50, /obj/item/dnainjector/regenerate = 50, /obj/item/dnainjector/insulation = 50, /obj/item/flag/species/skrell = 20 ) /obj/effect/spawner/lootdrop/trade_sol/solarcentral_major name = "12. skrellian central authority large gear" lootcount = 3 loot = list( /obj/item/mod/module/energy_shield = 40, /obj/item/shield/energy = 40, /obj/item/reagent_containers/applicator/dual/syndi = 50, //Same as the above but comes emagged /obj/item/gun/medbeam = 30, /obj/item/gun/syringe/syndicate = 50, /obj/item/storage/box/skrell_suit/black = 30, /obj/item/storage/box/skrell_suit/white = 30, /obj/item/rod_of_asclepius = 20 ) /obj/effect/spawner/lootdrop/trade_sol/technocracy_minor name = "11. technocracy small gear" loot = list( /obj/item/paper/researchnotes = 150, //More research from the smart ones /obj/item/storage/box/beakers/bluespace = 50, /obj/item/storage/box/stockparts/deluxe = 50, /obj/item/clothing/glasses/thermal/monocle = 50, /obj/item/organ/internal/cyberimp/arm/toolset_abductor = 30, /obj/item/organ/internal/cyberimp/arm/surgery = 40, /obj/item/organ/internal/cyberimp/arm/advmop = 30, /obj/item/organ/internal/cyberimp/brain/anti_stam = 50, /obj/item/organ/internal/cyberimp/brain/anti_sleep = 50, /obj/item/organ/internal/cyberimp/brain/anti_drop = 50, /obj/item/autosurgeon/organ = 10, /obj/item/flag/species/greys = 20 ) /obj/effect/spawner/lootdrop/trade_sol/technocracy_major name = "12. technocracy large gear" lootcount = 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/lootdrop/trade_sol/merchantguild_minor name = "11. merchant guild small gear" lootcount = 12 //Much larger selection due to it being almost all clothes. loot = list( /obj/item/flag/species/nian = 20, /obj/item/clothing/under/suit/really_black = 50, /obj/item/clothing/under/syndicate/combat = 50, /obj/item/clothing/under/syndicate/sniper = 50, /obj/item/clothing/under/new_soviet/sovietofficer = 50, /obj/item/clothing/under/solgov/elite = 50, /obj/item/clothing/under/solgov/command = 50, /obj/item/clothing/under/retro/security = 50, /obj/item/clothing/under/misc/gimmick/rank/captain/suit = 50, /obj/item/clothing/under/misc/durathread = 50, /obj/item/clothing/under/psysuit = 50, /obj/item/clothing/under/costume/cuban_suit = 50, /obj/item/clothing/suit/armor/vest/jacket = 50, /obj/item/clothing/head/collectable/petehat = 20, /obj/item/clothing/head/collectable/tophat = 50, /obj/item/clothing/head/collectable/police = 50, /obj/item/clothing/head/collectable/kitty = 50, /obj/item/clothing/under/costume/janimaid = 50, /obj/item/clothing/under/costume/maid = 50, /obj/item/storage/box/syndie_kit/chameleon = 60 ) /obj/effect/spawner/lootdrop/trade_sol/merchantguild_major name = "12. merchant guild large gear" lootcount = 6 //Low-risk items, flavorful knick knacks - higher stock loot = list( /obj/item/clothing/suit/pimpcoat = 50, /obj/item/dualsaber/toy = 50, /obj/item/toy/sword = 50, /obj/item/toy/plushie/carpplushie/dragon = 50, /obj/item/toy/plushie/carpplushie/void = 50, /obj/item/toy/plushie/ipcplushie = 30, /obj/item/toy/plushie/nukeplushie = 30, /obj/item/toy/plushie/nianplushie = 50, //*buzz /obj/item/toy/windup_toolbox = 50, /obj/item/toy/AI = 50, /obj/item/clothing/mask/gas/voice_modulator/chameleon = 50, /obj/item/storage/box/syndie_kit/chameleon = 50 ) /obj/effect/spawner/lootdrop/three_course_meal name = "three course meal spawner" lootcount = 3 lootdoubles = FALSE var/soups = list( /obj/item/food/soup/beetsoup, /obj/item/food/soup/stew, /obj/item/food/soup/hotchili, /obj/item/food/soup/nettlesoup, /obj/item/food/soup/meatballsoup) var/salads = list( /obj/item/food/salad/herb, /obj/item/food/salad/valid, /obj/item/food/salad/aesir) var/mains = list( /obj/item/food/enchiladas, /obj/item/food/stewedsoymeat, /obj/item/food/burger/bigbite, /obj/item/food/burger/superbite) /obj/effect/spawner/lootdrop/three_course_meal/Initialize(mapload) loot = list(pick(soups) = 1,pick(salads) = 1,pick(mains) = 1) . = ..()