Files
Ahzpy 68fb77a19a Wallening 2: Return of the attack of the girders [MDB IGNORE][IDB IGNORE] (#30609)
* WE HAVE LIFTOFF

* Reinforced wall + fixes

* (Reinforced) windows

* Adds nameless plasmaglass sprites

* Plasma windows

* Unnamed cult walls

* Add window edges back

* Wooden walls

* Plasma walls + THANK YOU CHAP

* Oops

* Wooden names

* Cult walls

* Plasma walls

* Uranium walls

* Golden walls

* Silver walls

* False wall basics

* All false walls

* Remove old walls

* Fixes

* First girders

* Build steps

* New floors and decalized floor tiles.

* satisfy linter

* Add command decals, remove old "blue tile" decal

* update script number

* have ATMs put their decals on last

* add engineering decals

* update spritesheets

* lots of tile coloring fixes

* more engi tile fixes

* more tile fixes

* linters

* fixes conflict?

* conflict fixes

* fix layering issue

* cult, necropolis, plastitanium, rocks, backrooms walls

* survival pod walls, prepare for titanium, plastitanium fwall fix

removes diagonal smoothing and the nodiagonal subtype from titanium walls as survival pod walls are a subtype of titanium

* linters

* linters again

* linters number 1 million and counting

* titanium walls

* brass walls, floors, windows

* titanium window, plastitanium window

* brass window smooths with wood and brass walls

* linters number 1 million and one

* all walls smooth with airlocks

in preparation for airlock sprites in a separate PR

* now all walls smooth with airlocks

* windows smooth with airlocks

* separate wallbumps, partially add apc

* tinted window

* survival pod windows

* oops i reverted apc.dm

* mapping fixes

* more mapping sprites

* more mapping stuff, fix my ungodly smooth rocks

* linters

* apc fix

* air alarm, apc, fire alarm offset preparations

* fire alarm implementation + rock fixes + firelock smoothing

* airlocks + supposed map fixes

* engi/atmos airlocks + overlays

* the rest of the doors lol

* linters + freezer fix

* fixes

* shuttle airlock + misc fixes

* firelocks

* fix

* oops

* i need to stop pushing fixes early

* shuttle airlock quickfix

* external airlocks + hatches + fixes

* centcom doors

* highsec airlocks

* vault airlock, double airlocks

* yaya deconflictsies

* lotsa fixes

* light fixes + blastdoor fixes

* firelock gap fix

* light construction fix + rcd fix

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Alexios <skillpointHD@Gmail.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
2026-04-22 14:49:30 +00:00

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2.6 KiB
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/// Spawners for the Syndicate depot ruin.
/obj/effect/spawner/random/syndicate
name = "Syndicate Area Spawner"
// Turrets
/obj/effect/spawner/random/syndicate/turret
name = "50pc interior turret"
icon_state = "turret"
loot = list(/obj/machinery/porta_turret/syndicate/interior)
spawn_loot_chance = 50
/obj/effect/spawner/random/syndicate/turret/external
name = "50pc exterior turret"
loot = list(/obj/machinery/porta_turret/syndicate/exterior)
// Mobs
/obj/effect/spawner/random/syndicate/mob
name = "50pc melee syndimob"
icon = 'icons/effects/spawner_icons.dmi'
icon_state = "syndicate"
loot = list(/mob/living/simple_animal/hostile/syndicate/depot)
spawn_loot_chance = 50
/obj/effect/spawner/random/syndicate/medbot
name = "50pc trap medibot"
icon = 'icons/effects/spawner_icons.dmi'
icon_state = "syndie_medbot"
loot = list(/mob/living/simple_animal/bot/medbot/syndicate/emagged)
spawn_loot_chance = 50
// Traps
/obj/effect/spawner/random/syndicate/pizzabomb
name = "33pc trap pizza"
icon_state = "pizzabox"
loot = list(
/obj/item/pizzabox/pizza_bomb/autoarm = 4,
/obj/item/pizzabox/firecracker = 1,
/obj/item/pizzabox/garlic = 1,
/obj/item/pizzabox/hawaiian = 1,
/obj/item/pizzabox/margherita = 1,
/obj/item/pizzabox/meat = 1,
/obj/item/pizzabox/mushroom = 1,
/obj/item/pizzabox/pepperoni = 1,
/obj/item/pizzabox/vegetable = 1,
)
/obj/effect/spawner/random/syndicate/mine
name = "50pc landmine"
icon_state = "mine"
loot = list(/obj/effect/mine/depot)
spawn_loot_chance = 50
layer = POINT_LAYER
/obj/effect/spawner/random/syndicate/trapped_documents
name = "50pc trapped documents"
icon_state = "folder"
spawn_inside = /obj/structure/closet/secure_closet/depot
loot = list(
/obj/item/documents/syndicate/yellow,
/obj/item/documents/syndicate/yellow/trapped,
)
// Loot
/obj/effect/spawner/random/syndicate/stetchkin
name = "syndicate depot loot, 20pct stetchkin"
icon_state = "stetchkin"
spawn_loot_chance = 80
loot = list(
/obj/item/gun/projectile/automatic/pistol,
/obj/item/coin/antagtoken/syndicate,
/obj/item/food/syndicake,
/obj/item/wrench,
)
// Layout-affecting spawns
/obj/effect/spawner/random/syndicate/walldoor
name = "50pc door 25pc falsewall 25pc wall"
icon_state = "walldoor"
loot = list(
/obj/machinery/door/airlock/hatch/syndicate = 6,
/turf/simulated/wall/mineral/plastitanium = 2,
/obj/structure/falsewall/plastitanium = 2,
)
/obj/effect/spawner/random/syndicate/wallvault
name = "80pc vaultdoor 20pc wall"
icon_state = "wallvault"
loot = list(
/obj/machinery/door/airlock/hatch/syndicate/vault = 4,
/turf/simulated/wall/mineral/plastitanium = 1,
)