//randomly generated temples, indiana jones style (minus the cultists, probably) /area/jungle/temple_one name = "temple" lighting_use_dynamic = 1 icon = 'code/modules/jungle/jungle.dmi' icon_state = "temple1" /area/jungle/temple_two name = "temple" lighting_use_dynamic = 1 icon = 'code/modules/jungle/jungle.dmi' icon_state = "temple2" /area/jungle/temple_three name = "temple" lighting_use_dynamic = 1 icon = 'code/modules/jungle/jungle.dmi' icon_state = "temple3" /area/jungle/temple_four name = "temple" lighting_use_dynamic = 1 icon = 'code/modules/jungle/jungle.dmi' icon_state = "temple4" /area/jungle/temple_five name = "temple" lighting_use_dynamic = 1 icon = 'code/modules/jungle/jungle.dmi' icon_state = "temple5" /area/jungle/temple_six name = "temple" lighting_use_dynamic = 1 icon = 'code/modules/jungle/jungle.dmi' icon_state = "temple6" /obj/effect/landmark/door_spawner name = "door spawner" //******// // Loot // //******// /obj/effect/landmark/glowshroom_spawn icon_state = "x3" invisibility = 101 New() if(prob(10)) new /obj/effect/glowshroom(src.loc) del(src) /obj/effect/landmark/loot_spawn name = "loot spawner" icon_state = "grabbed1" var/low_probability = 0 New() switch(pick( \ low_probability * 1000;"nothing", \ 200 - low_probability * 175;"treasure", \ 25 + low_probability * 75;"remains", \ 25 + low_probability * 75;"plants", \ 5; "blob", \ 50 + low_probability * 50;"clothes", \ "glasses", \ 100 - low_probability * 50;"weapons", \ 100 - low_probability * 50;"spacesuit", \ "health", \ 25 + low_probability * 75;"snacks", \ 25;"alien", \ "lights", \ 25 - low_probability * 25;"engineering", \ 25 - low_probability * 25;"coffin", \ 25;"mimic", \ 25;"viscerator", \ )) if("treasure") var/obj/structure/closet/crate/C = new(src.loc) if(prob(33)) //coins var/amount = rand(2,6) var/list/possible_spawns = list() for(var/coin_type in typesof(/obj/item/weapon/coin)) possible_spawns += coin_type var/coin_type = pick(possible_spawns) for(var/i=0,iA sawblade shoots out of the ground and strikes you!" M.apply_damage(rand(5,10), BRUTE, sharp=1, edge=1) var/atom/myloc = src.loc var/image/flicker = image('code/modules/jungle/jungle.dmi',"sawblade") myloc.overlays += flicker spawn(8) myloc.overlays -= flicker qdel(flicker) //flick("sawblade",src) if("poison_dart") M << "\red You feel something small and sharp strike you!" M.apply_damage(rand(5,10), TOX) var/atom/myloc = src.loc var/image/flicker = image('code/modules/jungle/jungle.dmi',"dart[rand(1,3)]") myloc.overlays += flicker spawn(8) myloc.overlays -= flicker qdel(flicker) //flick("dart[rand(1,3)]",src) if("flame_burst") M << "\red A jet of fire comes out of nowhere!" M.apply_damage(rand(5,10), BURN) var/atom/myloc = src.loc var/image/flicker = image('code/modules/jungle/jungle.dmi',"flameburst") myloc.overlays += flicker spawn(8) myloc.overlays -= flicker qdel(flicker) //flick("flameburst",src) if("plasma_gas") //spawn a bunch of plasma if("n2_gas") //spawn a bunch of sleeping gas if("thrower") //edited version of obj/effect/step_trigger/thrower var/throw_dir = pick(1,2,4,8) M.visible_message("\red The floor under [M] suddenly tips upward!","\red The floor tips upward under you!") var/atom/myloc = src.loc var/image/flicker = image('code/modules/jungle/jungle.dmi',"throw[throw_dir]") myloc.overlays += flicker var/turf/my_turf = get_turf(loc) if(!my_turf.density) my_turf.density = 1 spawn(8) my_turf.density = 0 spawn(8) myloc.overlays -= flicker qdel(flicker) var/dist = rand(1,5) var/curtiles = 0 while(M) if(curtiles >= dist) break if(M.z != src.z) break curtiles++ sleep(1) var/predir = M.dir step(M, throw_dir) M.dir = predir //gives turf a different description, to try and trick players /obj/effect/step_trigger/trap/fake icon_state = "faketrap" name = "fake trap" New() if(prob(10)) new /obj/effect/glowshroom(src.loc) if(prob(90)) var/turf/T = get_turf(src) T.desc = pick("It looks a little dustier than the surrounding tiles.","It is somewhat ornate.","It looks a little darker than the surrounding tiles.") qdel(src) //50% chance of being a trap /obj/effect/step_trigger/trap/fifty icon_state = "trap" name = "fifty fifty trap" icon_state = "fiftytrap" New() if(prob(50)) ..() else if(prob(10)) new /obj/effect/glowshroom(src.loc) qdel(src)