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* More varied and balanced maintenance loot. * linting * assign updatepaths script PR number * went a bit overboard with the trash * get rid of varedited lootdrop spawners on maps * Separate trash and food trash for mappers * fix incorrect food/other trash statistics * TM feedback tweaking round 1 Significantly lower occurrence of all tier 2 items. * allow randomizing angles, use for litter * move trait delta to define, bump loot chance 10%
55 lines
1.3 KiB
Plaintext
55 lines
1.3 KiB
Plaintext
/obj/effect/spawner/random/engineering
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icon = 'icons/effects/random_spawners.dmi'
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icon_state = "wrench"
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/obj/effect/spawner/random/engineering/tools
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name = "Tool spawner"
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loot = list(
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/obj/item/wrench = 2,
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/obj/item/wirecutters = 2,
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/obj/item/screwdriver = 2,
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/obj/item/crowbar = 2,
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/obj/item/weldingtool = 2,
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/obj/item/stack/cable_coil = 2,
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/obj/item/analyzer = 2,
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/obj/item/t_scanner = 2,
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/obj/item/geiger_counter = 2,
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/obj/item/multitool = 1,
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)
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/obj/effect/spawner/random/engineering/materials
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name = "Materials spawner"
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icon_state = "metal"
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loot = list(
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list(
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/obj/item/stack/rods,
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/obj/item/stack/sheet/metal,
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/obj/item/stack/sheet/glass,
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/obj/item/stack/sheet/rglass,
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/obj/item/stack/sheet/wood,
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) = 8,
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list(
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/obj/item/stack/sheet/plastic,
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/obj/item/stack/sheet/plasteel,
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/obj/item/stack/sheet/mineral/plasma,
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) = 2,
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)
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/obj/effect/spawner/random/engineering/materials/make_item(spawn_loc, type_path_to_make)
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var/obj/item/stack/item = ..()
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if(istype(item))
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item.amount = rand(1, 10)
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item.update_icon()
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return item
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/obj/effect/spawner/random/engineering/toolbox
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name = "Toolbox spawner"
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icon_state = "toolbox"
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loot = list(
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/obj/item/storage/toolbox/mechanical,
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/obj/item/storage/toolbox/electrical,
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/obj/item/storage/toolbox/emergency
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)
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