mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-08 16:32:21 +00:00
Doing this in smaller bits - New random sif mob selector, peaceful animals - Drone lootpile (basic placeholder loot right now until we figure out how to give them proper drone loot) - New random spider mob selector, nurse spider and nurse hat spider (hat spider has 10 more health points and is a rare chance to spawn, woo) - New spacesuit random spawn, medical space suits - New Random Shotgun spawn - New random gun spawns - Fixed icon for random medicine spawn - Fixed broken icon for 44 magazines - Fixed Ice Cave dungeon walls being called 'steel' - Added new Crystal type, to avoid the SM style crystal from spawning in crystal PoIs
403 lines
13 KiB
Plaintext
403 lines
13 KiB
Plaintext
/obj/random/gun/random
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name = "Random Weapon"
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desc = "This is a random energy or ballistic weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energystun100"
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/obj/random/gun/random/item_to_spawn()
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return pick(prob(5);/obj/random/energy,
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prob(5);/obj/random/projectile/random)
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/obj/random/energy
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name = "Random Energy Weapon"
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desc = "This is a random weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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/obj/random/energy/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/energy/laser,
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prob(4);/obj/item/weapon/gun/energy/gun,
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prob(3);/obj/item/weapon/gun/energy/gun/burst,
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prob(1);/obj/item/weapon/gun/energy/gun/nuclear,
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prob(2);/obj/item/weapon/gun/energy/retro,
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prob(2);/obj/item/weapon/gun/energy/lasercannon,
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prob(3);/obj/item/weapon/gun/energy/xray,
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prob(1);/obj/item/weapon/gun/energy/sniperrifle,
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prob(1);/obj/item/weapon/gun/energy/plasmastun,
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prob(2);/obj/item/weapon/gun/energy/ionrifle,
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prob(2);/obj/item/weapon/gun/energy/ionrifle/pistol,
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prob(3);/obj/item/weapon/gun/energy/toxgun,
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prob(4);/obj/item/weapon/gun/energy/taser,
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prob(2);/obj/item/weapon/gun/energy/crossbow/largecrossbow,
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prob(4);/obj/item/weapon/gun/energy/stunrevolver)
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/obj/random/energy/sec
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name = "Random Security Energy Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "energykill100"
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/obj/random/energy/sec/item_to_spawn()
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return pick(prob(2);/obj/item/weapon/gun/energy/laser,
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prob(2);/obj/item/weapon/gun/energy/gun)
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/obj/random/projectile
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name = "Random Projectile Weapon"
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desc = "This is a random projectile weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(3);/obj/item/weapon/gun/projectile/automatic/mini_uzi,
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prob(3);/obj/item/weapon/gun/projectile/automatic/tommygun,
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prob(2);/obj/item/weapon/gun/projectile/automatic/c20r,
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prob(2);/obj/item/weapon/gun/projectile/automatic/sts35,
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prob(2);/obj/item/weapon/gun/projectile/automatic/z8,
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prob(4);/obj/item/weapon/gun/projectile/colt,
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prob(2);/obj/item/weapon/gun/projectile/deagle,
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prob(1);/obj/item/weapon/gun/projectile/deagle/camo,
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prob(1);/obj/item/weapon/gun/projectile/deagle/gold,
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prob(3);/obj/item/weapon/gun/projectile/derringer,
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prob(1);/obj/item/weapon/gun/projectile/heavysniper,
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prob(4);/obj/item/weapon/gun/projectile/luger,
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prob(3);/obj/item/weapon/gun/projectile/luger/brown,
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prob(4);/obj/item/weapon/gun/projectile/sec,
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prob(3);/obj/item/weapon/gun/projectile/sec/wood,
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prob(4);/obj/item/weapon/gun/projectile/p92x,
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prob(3);/obj/item/weapon/gun/projectile/p92x/brown,
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prob(4);/obj/item/weapon/gun/projectile/pistol,
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prob(5);/obj/item/weapon/gun/projectile/pirate,
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prob(2);/obj/item/weapon/gun/projectile/revolver,
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prob(4);/obj/item/weapon/gun/projectile/revolver/deckard,
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prob(4);/obj/item/weapon/gun/projectile/revolver/detective,
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prob(2);/obj/item/weapon/gun/projectile/revolver/judge,
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prob(3);/obj/item/weapon/gun/projectile/revolver/lemat,
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prob(2);/obj/item/weapon/gun/projectile/revolver/mateba,
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prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(2);/obj/item/weapon/gun/projectile/shotgun/pump/combat,
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prob(4);/obj/item/weapon/gun/projectile/shotgun/pump/rifle,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,
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prob(2);/obj/item/weapon/gun/projectile/silenced)
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/obj/random/projectile/sec
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name = "Random Security Projectile Weapon"
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desc = "This is a random security weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/sec/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,
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prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
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/obj/random/projectile/shotgun
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name = "Random Projectile Weapon"
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desc = "This is a random projectile weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "shotgun"
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/obj/random/projectile/item_to_spawn()
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return pick(prob(4);/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
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prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
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/obj/random/handgun
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name = "Random Handgun"
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desc = "This is a random sidearm."
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icon = 'icons/obj/gun.dmi'
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icon_state = "secgundark"
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/obj/random/handgun/item_to_spawn()
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return pick(prob(4);/obj/item/weapon/gun/projectile/sec,
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prob(4);/obj/item/weapon/gun/projectile/p92x,
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prob(3);/obj/item/weapon/gun/projectile/sec/wood,
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prob(3);/obj/item/weapon/gun/projectile/p92x/brown,
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prob(3);/obj/item/weapon/gun/projectile/colt,
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prob(2);/obj/item/weapon/gun/projectile/luger,
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prob(2);/obj/item/weapon/gun/energy/gun,
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prob(2);/obj/item/weapon/gun/projectile/pistol,
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prob(1);/obj/item/weapon/gun/energy/retro,
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prob(1);/obj/item/weapon/gun/projectile/luger/brown)
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/obj/random/handgun/sec
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name = "Random Security Handgun"
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desc = "This is a random security sidearm."
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icon = 'icons/obj/gun.dmi'
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icon_state = "secgundark"
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/obj/random/handgun/sec/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/gun/projectile/sec,
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prob(1);/obj/item/weapon/gun/projectile/sec/wood)
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/obj/random/ammo
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name = "Random Ammunition"
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desc = "This is random security ammunition."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "45-10"
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/obj/random/ammo/item_to_spawn()
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return pick(prob(6);/obj/item/weapon/storage/box/beanbags,
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prob(2);/obj/item/weapon/storage/box/shotgunammo,
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prob(4);/obj/item/weapon/storage/box/shotgunshells,
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prob(1);/obj/item/weapon/storage/box/stunshells,
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prob(2);/obj/item/ammo_magazine/m45,
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prob(4);/obj/item/ammo_magazine/m45/rubber,
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prob(4);/obj/item/ammo_magazine/m45/flash,
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prob(2);/obj/item/ammo_magazine/m9mmt,
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prob(6);/obj/item/ammo_magazine/m9mmt/rubber)
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/obj/random/projectile/random
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name = "Random Projectile Weapon"
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desc = "This is a random weapon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/projectile/random/item_to_spawn()
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return pick(prob(3);/obj/random/multiple/gun/projectile/handgun,
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prob(2);/obj/random/multiple/gun/projectile/smg,
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prob(2);/obj/random/multiple/gun/projectile/shotgun,
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prob(1);/obj/random/multiple/gun/projectile/rifle)
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/obj/random/multiple/gun/projectile/smg
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name = "random smg projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "saber"
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/obj/random/multiple/gun/projectile/smg/item_to_spawn()
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return pick(
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prob(3);list(
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/obj/item/weapon/gun/projectile/automatic/wt550,
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/obj/item/ammo_magazine/m9mmt,
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/obj/item/ammo_magazine/m9mmt
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/automatic/mini_uzi,
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/obj/item/ammo_magazine/m45uzi,
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/obj/item/ammo_magazine/m45uzi
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/automatic/tommygun,
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/obj/item/ammo_magazine/m45tommy,
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/obj/item/ammo_magazine/m45tommy
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/automatic/c20r,
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/obj/item/ammo_magazine/m10mm,
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/obj/item/ammo_magazine/m10mm
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/automatic/p90,
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/obj/item/ammo_magazine/m9mmp90
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)
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)
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/obj/random/multiple/gun/projectile/rifle
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name = "random rifle projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "carbine"
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//Concerns about the bullpup, but currently seems to be only a slightly stronger z8. But we shall see.
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/obj/random/multiple/gun/projectile/rifle/item_to_spawn()
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return pick(
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prob(2);list(
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/obj/item/weapon/gun/projectile/automatic/sts35,
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/obj/item/ammo_magazine/m545,
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/obj/item/ammo_magazine/m545
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/automatic/z8,
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/obj/item/ammo_magazine/m762,
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/obj/item/ammo_magazine/m762
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/shotgun/pump/rifle,
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/obj/item/ammo_magazine/clip/c762,
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/obj/item/ammo_magazine/clip/c762
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/shotgun/pump/rifle/lever,
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/obj/item/ammo_magazine/clip/c762,
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/obj/item/ammo_magazine/clip/c762
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/garand,
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/obj/item/ammo_magazine/m762garand,
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/obj/item/ammo_magazine/m762garand
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/automatic/bullpup,
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/obj/item/ammo_magazine/m762,
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/obj/item/ammo_magazine/m762
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)
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)
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/obj/random/multiple/gun/projectile/handgun
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name = "random handgun projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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/obj/random/multiple/gun/projectile/handgun/item_to_spawn()
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return pick(
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prob(5);list(
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/obj/item/weapon/gun/projectile/colt,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/contender,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/contender/tacticool,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/deagle,
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/obj/item/ammo_magazine/m44,
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/obj/item/ammo_magazine/m44
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/deagle/camo,
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/obj/item/ammo_magazine/m44,
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/obj/item/ammo_magazine/m44
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/deagle/gold,
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/obj/item/ammo_magazine/m44,
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/obj/item/ammo_magazine/m44
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/derringer,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/luger,
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/obj/item/ammo_magazine/m9mm/compact,
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/obj/item/ammo_magazine/m9mm/compact
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/luger/brown,
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/obj/item/ammo_magazine/m9mm/compact,
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/obj/item/ammo_magazine/m9mm/compact
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/sec,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/sec/wood,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/p92x,
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/obj/item/ammo_magazine/m9mm,
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/obj/item/ammo_magazine/m9mm
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/p92x/brown,
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/obj/item/ammo_magazine/m9mm,
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/obj/item/ammo_magazine/m9mm
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/p92x/large,
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/obj/item/ammo_magazine/m9mm/large,
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/obj/item/ammo_magazine/m9mm/large
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),
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prob(5);list(
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/obj/item/weapon/gun/projectile/pistol,
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/obj/item/ammo_magazine/m9mm/compact,
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/obj/item/ammo_magazine/m9mm/compact
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/silenced,
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/obj/item/ammo_magazine/m45,
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/obj/item/ammo_magazine/m45
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/revolver/deckard,
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/obj/item/ammo_magazine/s38,
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/obj/item/ammo_magazine/s38
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),
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prob(4);list(
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/obj/item/weapon/gun/projectile/revolver/detective,
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/obj/item/ammo_magazine/s38,
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/obj/item/ammo_magazine/s38
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver/judge,
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/obj/item/ammo_magazine/clip/c12g,
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/obj/item/ammo_magazine/clip/c12g,
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/obj/item/ammo_magazine/clip/c12g
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver/lemat,
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/obj/item/ammo_magazine/s38,
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/obj/item/ammo_magazine/s38,
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/obj/item/ammo_magazine/clip/c12g
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver/mateba,
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/obj/item/ammo_magazine/s357,
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/obj/item/ammo_magazine/s357
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),
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prob(2);list(
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/obj/item/weapon/gun/projectile/revolver/webley,
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/obj/item/ammo_magazine/s44,
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/obj/item/ammo_magazine/s44
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),
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prob(1);list(
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/obj/item/weapon/gun/projectile/revolver/webley/auto,
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/obj/item/ammo_magazine/s44,
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/obj/item/ammo_magazine/s44
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)
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)
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/obj/random/multiple/gun/projectile/shotgun
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name = "random shotgun projectile gun"
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desc = "Loot for PoIs."
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icon = 'icons/obj/gun.dmi'
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icon_state = "shotgun"
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/obj/random/multiple/gun/projectile/shotgun/item_to_spawn()
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return pick(
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prob(4);list(
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet
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),
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prob(3);list(
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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/obj/item/ammo_magazine/clip/c12g/pellet,
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/obj/item/ammo_magazine/clip/c12g/pellet,
|
|
/obj/item/ammo_magazine/clip/c12g/pellet,
|
|
/obj/item/ammo_magazine/clip/c12g/pellet
|
|
),
|
|
prob(3);list(
|
|
/obj/item/weapon/gun/projectile/shotgun/pump/slug,
|
|
/obj/item/weapon/storage/box/shotgunammo
|
|
),
|
|
prob(1);list(
|
|
/obj/item/weapon/gun/projectile/shotgun/pump/combat,
|
|
/obj/item/weapon/storage/box/shotgunammo
|
|
)
|
|
) |