Files
Paradise/code/modules/mining/lavaland/loot/ancient_loot.dm
Qwertytoforty acc48358b4 Adds a new mecha-fauna to lavaland. Ready to TM (#17999)
* pain

* more progress

* progress continues

* more progress™️

* saving progress while I swap brances

* leg moving working for real, woo

* more saving as power goes out

* eeven more

* fix transfer

* More changes, closer to pr ready

* final stuff for night backup

* almost done™️

* almost done

* Final changes to get ready for posting

* Update code/modules/mob/living/simple_animal/hostile/megafauna/ancient_robot.dm

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

* new sprite

* Loot added (minus crusher loot)

* Apply suggestions from code review

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

* Defines, loot, and requested changes, oh my!

* Apply suggestions from code review

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

* sound, bluespace charge improvements, more text

* Update code/game/gamemodes/nuclear/pinpointer.dm

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

* WOOO CRUSHER ITEM

* don't code when dead tired kids

* Update code/modules/mob/living/simple_animal/hostile/megafauna/ancient_robot.dm

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

* Makes crusher loot work, reworks shield for mecha fauna

* Names it, lets it spawn, buffs it, should be ready.

* Adds better sprites.

* pick to rand

* Buff, prevent cheese.

* Merge conflict hook test

* double checking to see if I installed it or not, think I need to manual

* fixes the merge issue

* makes gibtonite not yeet the mechafauna as much.

* fixes hostile/hostile fuckup

* fix most beam issues

* extra qdel insurance but it should be good

* fixes chasm issues, beep on self destruct, extra bluspace charge

* Shrinks the kaboom.

* spelling + beam fix

* Apply suggestions from code review

Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>

* late_initialize, var names, and styling, oh my!

* attacl

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
2022-07-15 15:28:07 +01:00

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/obj/structure/closet/crate/necropolis/ancient
name = "ancient supply cache"
/obj/structure/closet/crate/necropolis/ancient/populate_contents()
new /obj/item/pinpointer/tendril(src) // in pinpointers, with the rest of them
var/list/common_ore = list(
/obj/item/stack/ore/uranium,
/obj/item/stack/ore/silver,
/obj/item/stack/ore/gold,
/obj/item/stack/ore/plasma,
/obj/item/stack/ore/titanium
)
for(var/res in common_ore)
var/obj/item/stack/R = new res(src)
R.amount = rand(15, 30)
var/list/rare_ore = list(
/obj/item/stack/ore/diamond,
/obj/item/stack/ore/bluespace_crystal,
/obj/item/stack/sheet/mineral/abductor // few ruins of it often spawn, should be fine.
)
for(var/res in rare_ore)
var/obj/item/stack/R = new res(src)
R.amount = rand(10, 15) //ash drakes drop 5, this is perfectly fine
/obj/structure/closet/crate/necropolis/ancient/ex_act(severity)
return
/obj/structure/closet/crate/necropolis/ancient/crusher
name = "alloyed ancient supply cache"
/obj/structure/closet/crate/necropolis/ancient/crusher/populate_contents()
. = ..()
new /obj/item/crusher_trophy/adaptive_intelligence_core(src)