mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-09 17:02:23 +00:00
- Taken from Bay and edited a bit, maintenance now has a chance to have some randomized items in crates and on racks. Nothing extremely exciting or game changing should spawn yet, sadly. Probably still needs some adjustments and really needs some additions but works at this stage for live testing to see how badly RNG wants to spawn sin pockets and botany gloves. - Minor map adjustments to both z-levels 1 and 2. Including things such as a mirror placed on the technomancer ship. Light adjustments on the main z-level. Removing redundant lightswitches, adding lightswitches, removing redundant newscasters. Fixing other old mapping errors. - Largest chunk of change, rework of the armory. Image Link Two sets of all of the armor except for the riot armor has been removed from the armory. A 'tactical equipment' storage room has been readded (warden access) with the combat armor, lethal ammo, and two of both the energy weapons and ballistic guns moved to it. Four energy weapon power cells have also been added to said equipment room as well as one magazine of lethal 45 ammo (it was 5 magazines before, this makes it a even and less OCD annoying 6, like the rubber magazines). - Practice ammo moved from the armory to the firing range on a conveniently empty table. - Defib units now available in medical, and one in both first aid checkpoints.
842 lines
32 KiB
Plaintext
842 lines
32 KiB
Plaintext
/obj/random
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name = "random object"
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desc = "This item type is used to spawn random objects at round-start"
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icon = 'icons/misc/mark.dmi'
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icon_state = "rup"
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var/spawn_nothing_percentage = 0 // this variable determines the likelyhood that this random object will not spawn anything
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// creates a new object and deletes itself
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/obj/random/New()
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..()
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if (!prob(spawn_nothing_percentage))
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spawn_item()
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qdel(src)
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// this function should return a specific item to spawn
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/obj/random/proc/item_to_spawn()
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return 0
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// creates the random item
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/obj/random/proc/spawn_item()
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var/build_path = item_to_spawn()
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var/atom/A = new build_path(src.loc)
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if(pixel_x || pixel_y)
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A.pixel_x = pixel_x
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A.pixel_y = pixel_y
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/obj/random/single
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name = "randomly spawned object"
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desc = "This item type is used to randomly spawn a given object at round-start"
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icon_state = "x3"
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var/spawn_object = null
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/obj/random/single/item_to_spawn()
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return ispath(spawn_object) ? spawn_object : text2path(spawn_object)
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/obj/random/tool
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name = "random tool"
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desc = "This is a random tool"
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icon = 'icons/obj/items.dmi'
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icon_state = "welder"
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/obj/random/tool/item_to_spawn()
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return pick(/obj/item/weapon/screwdriver,
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/obj/item/weapon/wirecutters,
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/obj/item/weapon/weldingtool,
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/obj/item/weapon/weldingtool/largetank,
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/obj/item/weapon/crowbar,
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/obj/item/weapon/wrench,
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/obj/item/device/flashlight,
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/obj/item/device/multitool)
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/obj/random/technology_scanner
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name = "random scanner"
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desc = "This is a random technology scanner."
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icon = 'icons/obj/device.dmi'
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icon_state = "atmos"
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/obj/random/technology_scanner/item_to_spawn()
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return pick(prob(5);/obj/item/device/t_scanner,
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prob(2);/obj/item/device/radio,
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prob(5);/obj/item/device/analyzer)
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/obj/random/powercell
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name = "random powercell"
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desc = "This is a random powercell."
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icon = 'icons/obj/power.dmi'
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icon_state = "cell"
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/obj/random/powercell/item_to_spawn()
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return pick(prob(40);/obj/item/weapon/cell,
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prob(25);/obj/item/weapon/cell/device,
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prob(25);/obj/item/weapon/cell/high,
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prob(9);/obj/item/weapon/cell/super,
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prob(1);/obj/item/weapon/cell/hyper)
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/obj/random/bomb_supply
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name = "bomb supply"
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desc = "This is a random bomb supply."
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = "signaller"
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/obj/random/bomb_supply/item_to_spawn()
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return pick(/obj/item/device/assembly/igniter,
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/obj/item/device/assembly/prox_sensor,
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/obj/item/device/assembly/signaler,
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/obj/item/device/assembly/timer,
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/obj/item/device/multitool)
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/obj/random/toolbox
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name = "random toolbox"
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desc = "This is a random toolbox."
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icon = 'icons/obj/storage.dmi'
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icon_state = "red"
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/obj/random/toolbox/item_to_spawn()
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return pick(prob(6);/obj/item/weapon/storage/toolbox/mechanical,
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prob(6);/obj/item/weapon/storage/toolbox/electrical,
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prob(2);/obj/item/weapon/storage/toolbox/emergency,
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prob(1);/obj/item/weapon/storage/toolbox/syndicate)
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/obj/random/tech_supply
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name = "random tech supply"
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desc = "This is a random piece of technology supplies."
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icon = 'icons/obj/power.dmi'
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icon_state = "cell"
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spawn_nothing_percentage = 25
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/obj/random/tech_supply/item_to_spawn()
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return pick(prob(3);/obj/random/powercell,
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prob(2);/obj/random/technology_scanner,
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prob(1);/obj/item/weapon/packageWrap,
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prob(2);/obj/random/bomb_supply,
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prob(1);/obj/item/weapon/extinguisher,
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prob(1);/obj/item/clothing/gloves/fyellow,
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prob(3);/obj/item/stack/cable_coil/random,
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prob(2);/obj/random/toolbox,
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prob(2);/obj/item/weapon/storage/belt/utility,
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prob(1);/obj/item/weapon/storage/belt/utility/full,
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prob(5);/obj/random/tool,
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prob(2);/obj/item/weapon/tape_roll,
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prob(2);/obj/item/taperoll/engineering,
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prob(1);/obj/item/taperoll/atmos,
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prob(1);/obj/item/device/flashlight/maglight)
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/obj/random/medical
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name = "Random Medicine"
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desc = "This is a random medical item."
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icon = 'icons/obj/items.dmi'
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icon_state = "traumakit"
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/obj/random/medical/item_to_spawn()
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return pick(prob(21);/obj/random/medical/lite,
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prob(4);/obj/item/bodybag,
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prob(4);/obj/item/weapon/storage/pill_bottle/tramadol,
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prob(1);/obj/item/weapon/storage/pill_bottle/spaceacillin,
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prob(1);/obj/item/weapon/storage/pill_bottle/tramadol,
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prob(1);/obj/item/weapon/storage/pill_bottle/dermaline,
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prob(1);/obj/item/weapon/storage/pill_bottle/dexalin_plus,
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prob(1);/obj/item/weapon/storage/pill_bottle/bicaridine,
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prob(6);/obj/item/weapon/reagent_containers/syringe/antitoxin,
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prob(1);/obj/item/weapon/reagent_containers/syringe/antiviral,
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prob(6);/obj/item/weapon/reagent_containers/syringe/inaprovaline,
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prob(1);/obj/item/weapon/reagent_containers/hypospray,
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prob(1);/obj/item/weapon/storage/box/freezer,
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prob(2);/obj/item/stack/nanopaste)
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/obj/random/medical/lite
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name = "Random Medicine"
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desc = "This is a random simple medical item."
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icon = 'icons/obj/items.dmi'
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icon_state = "brutepack"
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spawn_nothing_percentage = 25
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/obj/random/medical/lite/item_to_spawn()
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return pick(prob(4);/obj/item/stack/medical/bruise_pack,
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prob(4);/obj/item/stack/medical/ointment,
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prob(2);/obj/item/stack/medical/advanced/bruise_pack,
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prob(2);/obj/item/stack/medical/advanced/ointment,
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prob(1);/obj/item/stack/medical/splint,
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prob(4);/obj/item/device/healthanalyzer,
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prob(1);/obj/item/bodybag/cryobag,
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prob(3);/obj/item/weapon/reagent_containers/hypospray/autoinjector,
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prob(2);/obj/item/weapon/storage/pill_bottle/kelotane,
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prob(2);/obj/item/weapon/storage/pill_bottle/antitox)
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/obj/random/firstaid
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name = "Random First Aid Kit"
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desc = "This is a random first aid kit."
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icon = 'icons/obj/storage.dmi'
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icon_state = "firstaid"
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/obj/random/firstaid/item_to_spawn()
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return pick(prob(4);/obj/item/weapon/storage/firstaid/regular,
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prob(3);/obj/item/weapon/storage/firstaid/toxin,
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prob(3);/obj/item/weapon/storage/firstaid/o2,
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prob(2);/obj/item/weapon/storage/firstaid/adv,
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prob(3);/obj/item/weapon/storage/firstaid/fire,
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prob(1);/obj/item/weapon/storage/firstaid/combat)
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/obj/random/contraband
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name = "Random Illegal Item"
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desc = "Hot Stuff."
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icon = 'icons/obj/items.dmi'
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icon_state = "purplecomb"
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spawn_nothing_percentage = 50
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/obj/random/contraband/item_to_spawn()
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return pick(prob(6);/obj/item/weapon/storage/pill_bottle/tramadol,
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prob(8);/obj/item/weapon/haircomb,
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prob(4);/obj/item/weapon/storage/pill_bottle/happy,
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prob(4);/obj/item/weapon/storage/pill_bottle/zoom,
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prob(10);/obj/item/weapon/contraband/poster,
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prob(4);/obj/item/weapon/material/butterfly,
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prob(6);/obj/item/weapon/material/butterflyblade,
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prob(6);/obj/item/weapon/material/butterflyhandle,
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prob(6);/obj/item/weapon/material/wirerod,
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prob(2);/obj/item/weapon/material/butterfly/switchblade,
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prob(2);/obj/item/weapon/material/knuckledusters,
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prob(1);/obj/item/weapon/material/hatchet/tacknife,
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prob(1);/obj/item/clothing/suit/storage/vest/heavy/merc,
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prob(1);/obj/item/weapon/beartrap,
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prob(1);/obj/item/weapon/handcuffs,
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prob(1);/obj/item/weapon/legcuffs,
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prob(2);/obj/item/weapon/reagent_containers/syringe/drugs,
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prob(1);/obj/item/weapon/reagent_containers/syringe/steroid)
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/obj/random/soap
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name = "Random Soap"
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desc = "This is a random bar of soap."
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icon = 'icons/obj/items.dmi'
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icon_state = "soap"
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/obj/random/soap/item_to_spawn()
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return pick(prob(3);/obj/item/weapon/soap,
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prob(2);/obj/item/weapon/soap/nanotrasen,
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prob(2);/obj/item/weapon/soap/deluxe,
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prob(1);/obj/item/weapon/soap/syndie,)
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/obj/random/drinkbottle
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name = "random drink"
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desc = "This is a random drink."
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icon = 'icons/obj/drinks.dmi'
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icon_state = "whiskeybottle"
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/obj/random/drinkbottle/item_to_spawn()
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return pick(/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey,
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/obj/item/weapon/reagent_containers/food/drinks/bottle/gin,
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/obj/item/weapon/reagent_containers/food/drinks/bottle/specialwhiskey,
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/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka,
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/obj/item/weapon/reagent_containers/food/drinks/bottle/tequilla,
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/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe,
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/obj/item/weapon/reagent_containers/food/drinks/bottle/wine,
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/obj/item/weapon/reagent_containers/food/drinks/bottle/cognac,
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/obj/item/weapon/reagent_containers/food/drinks/bottle/rum,
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/obj/item/weapon/reagent_containers/food/drinks/bottle/patron)
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/obj/random/energy
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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/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 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/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/handgun
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name = "Random 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/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 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/c45m,
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prob(4);/obj/item/ammo_magazine/c45m/rubber,
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prob(4);/obj/item/ammo_magazine/c45m/flash,
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prob(2);/obj/item/ammo_magazine/mc9mmt,
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prob(6);/obj/item/ammo_magazine/mc9mmt/rubber)
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/obj/random/action_figure
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name = "random action figure"
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desc = "This is a random action figure."
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icon = 'icons/obj/toy.dmi'
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icon_state = "assistant"
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/obj/random/action_figure/item_to_spawn()
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return pick(/obj/item/toy/figure/cmo,
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/obj/item/toy/figure/assistant,
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/obj/item/toy/figure/atmos,
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/obj/item/toy/figure/bartender,
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/obj/item/toy/figure/borg,
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/obj/item/toy/figure/gardener,
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/obj/item/toy/figure/captain,
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/obj/item/toy/figure/cargotech,
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/obj/item/toy/figure/ce,
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/obj/item/toy/figure/chaplain,
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/obj/item/toy/figure/chef,
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/obj/item/toy/figure/chemist,
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/obj/item/toy/figure/clown,
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/obj/item/toy/figure/corgi,
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/obj/item/toy/figure/detective,
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/obj/item/toy/figure/dsquad,
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/obj/item/toy/figure/engineer,
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/obj/item/toy/figure/geneticist,
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/obj/item/toy/figure/hop,
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/obj/item/toy/figure/hos,
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/obj/item/toy/figure/qm,
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/obj/item/toy/figure/janitor,
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/obj/item/toy/figure/agent,
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/obj/item/toy/figure/librarian,
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/obj/item/toy/figure/md,
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/obj/item/toy/figure/mime,
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/obj/item/toy/figure/miner,
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/obj/item/toy/figure/ninja,
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/obj/item/toy/figure/wizard,
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/obj/item/toy/figure/rd,
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/obj/item/toy/figure/roboticist,
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/obj/item/toy/figure/scientist,
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/obj/item/toy/figure/syndie,
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/obj/item/toy/figure/secofficer,
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/obj/item/toy/figure/warden,
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/obj/item/toy/figure/psychologist,
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/obj/item/toy/figure/paramedic,
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/obj/item/toy/figure/ert)
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/obj/random/plushie
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name = "random plushie"
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desc = "This is a random plushie."
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icon = 'icons/obj/toy.dmi'
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icon_state = "nymphplushie"
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/obj/random/plushie/item_to_spawn()
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return pick(/obj/structure/plushie/ian,
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/obj/structure/plushie/drone,
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/obj/structure/plushie/carp,
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/obj/structure/plushie/beepsky,
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/obj/item/toy/plushie/nymph,
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/obj/item/toy/plushie/mouse,
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/obj/item/toy/plushie/kitten,
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/obj/item/toy/plushie/lizard)
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/obj/random/junk //Broken items, or stuff that could be picked up
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name = "random junk"
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desc = "This is some random junk."
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icon = 'icons/obj/trash.dmi'
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icon_state = "trashbag3"
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/obj/random/junk/item_to_spawn()
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return get_random_junk_type()
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/obj/random/trash //Mostly remains and cleanable decals. Stuff a janitor could clean up
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name = "random trash"
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desc = "This is some random trash."
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icon = 'icons/effects/effects.dmi'
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icon_state = "greenglow"
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/obj/random/trash/item_to_spawn()
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return pick(/obj/effect/decal/remains/lizard,
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/obj/effect/decal/cleanable/blood/gibs/robot,
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/obj/effect/decal/cleanable/blood/oil,
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/obj/effect/decal/cleanable/blood/oil/streak,
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/obj/effect/decal/cleanable/spiderling_remains,
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/obj/effect/decal/remains/mouse,
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/obj/effect/decal/cleanable/vomit,
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/obj/effect/decal/cleanable/blood/splatter,
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/obj/effect/decal/cleanable/ash,
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/obj/effect/decal/cleanable/generic,
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/obj/effect/decal/cleanable/flour,
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/obj/effect/decal/cleanable/dirt,
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/obj/effect/decal/remains/robot)
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/obj/random/obstruction //Large objects to block things off in maintenance
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name = "random obstruction"
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desc = "This is a random obstruction."
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icon = 'icons/obj/cult.dmi'
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icon_state = "cultgirder"
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/obj/random/obstruction/item_to_spawn()
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return pick(/obj/structure/barricade,
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/obj/structure/girder,
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|
/obj/structure/girder/displaced,
|
|
/obj/structure/girder/reinforced,
|
|
/obj/structure/grille,
|
|
/obj/structure/grille/broken,
|
|
/obj/structure/foamedmetal,
|
|
/obj/structure/inflatable,
|
|
/obj/structure/inflatable/door)
|
|
|
|
/obj/random/material //Random materials for building stuff
|
|
name = "random material"
|
|
desc = "This is a random material."
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "sheet-metal"
|
|
|
|
/obj/random/material/item_to_spawn()
|
|
return pick(/obj/item/stack/material/steel{amount = 10},
|
|
/obj/item/stack/material/glass{amount = 10},
|
|
/obj/item/stack/material/glass/reinforced{amount = 10},
|
|
/obj/item/stack/material/plastic{amount = 10},
|
|
/obj/item/stack/material/wood{amount = 10},
|
|
/obj/item/stack/material/cardboard{amount = 10},
|
|
/obj/item/stack/rods{amount = 10},
|
|
/obj/item/stack/material/plasteel{amount = 10})
|
|
|
|
/obj/random/toy
|
|
name = "random toy"
|
|
desc = "This is a random toy."
|
|
icon = 'icons/obj/toy.dmi'
|
|
icon_state = "ship"
|
|
|
|
/obj/random/toy/item_to_spawn()
|
|
return pick(/obj/item/toy/bosunwhistle,
|
|
/obj/item/toy/therapy_red,
|
|
/obj/item/toy/therapy_purple,
|
|
/obj/item/toy/therapy_blue,
|
|
/obj/item/toy/therapy_yellow,
|
|
/obj/item/toy/therapy_orange,
|
|
/obj/item/toy/therapy_green,
|
|
/obj/item/toy/cultsword,
|
|
/obj/item/toy/katana,
|
|
/obj/item/toy/snappop,
|
|
/obj/item/toy/sword,
|
|
/obj/item/toy/balloon,
|
|
/obj/item/toy/crossbow,
|
|
/obj/item/toy/blink,
|
|
/obj/item/toy/waterflower,
|
|
/obj/item/toy/prize/ripley,
|
|
/obj/item/toy/prize/fireripley,
|
|
/obj/item/toy/prize/deathripley,
|
|
/obj/item/toy/prize/gygax,
|
|
/obj/item/toy/prize/durand,
|
|
/obj/item/toy/prize/honk,
|
|
/obj/item/toy/prize/marauder,
|
|
/obj/item/toy/prize/seraph,
|
|
/obj/item/toy/prize/mauler,
|
|
/obj/item/toy/prize/odysseus,
|
|
/obj/item/toy/prize/phazon)
|
|
|
|
/obj/random/tank
|
|
name = "random tank"
|
|
desc = "This is a tank."
|
|
icon = 'icons/obj/tank.dmi'
|
|
icon_state = "canister"
|
|
|
|
/obj/random/tank/item_to_spawn()
|
|
return pick(prob(5);/obj/item/weapon/tank/oxygen,
|
|
prob(4);/obj/item/weapon/tank/oxygen/yellow,
|
|
prob(4);/obj/item/weapon/tank/oxygen/red,
|
|
prob(3);/obj/item/weapon/tank/air,
|
|
prob(4);/obj/item/weapon/tank/emergency_oxygen,
|
|
prob(3);/obj/item/weapon/tank/emergency_oxygen/engi,
|
|
prob(2);/obj/item/weapon/tank/emergency_oxygen/double,
|
|
prob(1);/obj/item/device/suit_cooling_unit)
|
|
|
|
/obj/random/cigarettes
|
|
name = "random cigarettes"
|
|
desc = "This is a cigarette."
|
|
icon = 'icons/obj/cigarettes.dmi'
|
|
icon_state = "cigpacket"
|
|
|
|
/obj/random/cigarettes/item_to_spawn()
|
|
return pick(prob(5);/obj/item/weapon/storage/fancy/cigarettes,
|
|
prob(4);/obj/item/weapon/storage/fancy/cigarettes/dromedaryco,
|
|
prob(3);/obj/item/weapon/storage/fancy/cigarettes/killthroat,
|
|
prob(3);/obj/item/weapon/storage/fancy/cigarettes/luckystars,
|
|
prob(3);/obj/item/weapon/storage/fancy/cigarettes/jerichos,
|
|
prob(3);/obj/item/weapon/storage/fancy/cigarettes/menthols,
|
|
prob(3);/obj/item/weapon/storage/fancy/cigarettes/carcinomas,
|
|
prob(3);/obj/item/weapon/storage/fancy/cigarettes/professionals,
|
|
prob(1);/obj/item/weapon/storage/fancy/cigar,
|
|
prob(1);/obj/item/clothing/mask/smokable/cigarette/cigar,
|
|
prob(1);/obj/item/clothing/mask/smokable/cigarette/cigar/cohiba,
|
|
prob(1);/obj/item/clothing/mask/smokable/cigarette/cigar/havana)
|
|
|
|
/obj/random/maintenance //Clutter and loot for maintenance and away missions
|
|
name = "random maintenance item"
|
|
desc = "This is a random maintenance item."
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "gift1"
|
|
|
|
/obj/random/maintenance/item_to_spawn()
|
|
return pick(prob(300);/obj/random/tech_supply,
|
|
prob(200);/obj/random/medical,
|
|
prob(100);/obj/random/firstaid,
|
|
prob(10);/obj/random/contraband,
|
|
prob(50);/obj/random/action_figure,
|
|
prob(50);/obj/random/plushie,
|
|
prob(200);/obj/random/junk,
|
|
prob(200);/obj/random/material,
|
|
prob(50);/obj/random/toy,
|
|
prob(100);/obj/random/tank,
|
|
prob(50);/obj/random/soap,
|
|
prob(60);/obj/random/drinkbottle,
|
|
prob(500);/obj/random/maintenance/clean)
|
|
|
|
/obj/random/maintenance/clean
|
|
/*Maintenance loot lists without the trash, for use inside things.
|
|
Individual items to add to the maintenance list should go here, if you add
|
|
something, make sure it's not in one of the other lists.*/
|
|
name = "random clean maintenance item"
|
|
desc = "This is a random clean maintenance item."
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "gift1"
|
|
|
|
/obj/random/maintenance/clean/item_to_spawn()
|
|
return pick(prob(10);/obj/random/contraband,
|
|
prob(2);/obj/item/device/flashlight/flare,
|
|
prob(2);/obj/item/device/flashlight/glowstick,
|
|
prob(2);/obj/item/device/flashlight/glowstick/blue,
|
|
prob(1);/obj/item/device/flashlight/glowstick/orange,
|
|
prob(1);/obj/item/device/flashlight/glowstick/red,
|
|
prob(1);/obj/item/device/flashlight/glowstick/yellow,
|
|
prob(1);/obj/item/device/flashlight/pen,
|
|
prob(4);/obj/item/weapon/cell,
|
|
prob(4);/obj/item/weapon/cell/device,
|
|
prob(3);/obj/item/weapon/cell/high,
|
|
prob(2);/obj/item/weapon/cell/super,
|
|
prob(5);/obj/random/cigarettes,
|
|
prob(3);/obj/item/clothing/mask/gas,
|
|
prob(2);/obj/item/clothing/mask/gas/half,
|
|
prob(4);/obj/item/clothing/mask/breath,
|
|
prob(2);/obj/item/weapon/reagent_containers/glass/rag,
|
|
prob(4);/obj/item/weapon/reagent_containers/food/snacks/liquidfood,
|
|
prob(2);/obj/item/weapon/storage/secure/briefcase,
|
|
prob(4);/obj/item/weapon/storage/briefcase,
|
|
prob(5);/obj/item/weapon/storage/backpack,
|
|
prob(5);/obj/item/weapon/storage/backpack/satchel/norm,
|
|
prob(4);/obj/item/weapon/storage/backpack/satchel,
|
|
prob(3);/obj/item/weapon/storage/backpack/dufflebag,
|
|
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie,
|
|
prob(5);/obj/item/weapon/storage/box,
|
|
prob(3);/obj/item/weapon/storage/box/donkpockets,
|
|
prob(2);/obj/item/weapon/storage/box/sinpockets,
|
|
prob(1);/obj/item/weapon/storage/box/cups,
|
|
prob(3);/obj/item/weapon/storage/box/mousetraps,
|
|
prob(3);/obj/item/weapon/storage/box/engineer,
|
|
prob(3);/obj/item/weapon/storage/wallet,
|
|
prob(1);/obj/item/device/paicard,
|
|
prob(2);/obj/item/clothing/shoes/galoshes,
|
|
prob(1);/obj/item/clothing/shoes/syndigaloshes,
|
|
prob(4);/obj/item/clothing/shoes/black,
|
|
prob(4);/obj/item/clothing/shoes/laceup,
|
|
prob(4);/obj/item/clothing/shoes/black,
|
|
prob(4);/obj/item/clothing/shoes/leather,
|
|
prob(1);/obj/item/clothing/gloves/yellow,
|
|
prob(3);/obj/item/clothing/gloves/botanic_leather,
|
|
prob(2);/obj/item/clothing/gloves/latex,
|
|
prob(5);/obj/item/clothing/gloves/white,
|
|
prob(5);/obj/item/clothing/gloves/rainbow,
|
|
prob(2);/obj/item/clothing/gloves/fyellow,
|
|
prob(1);/obj/item/clothing/glasses/sunglasses,
|
|
prob(3);/obj/item/clothing/glasses/meson,
|
|
prob(2);/obj/item/clothing/glasses/meson/prescription,
|
|
prob(1);/obj/item/clothing/glasses/welding,
|
|
prob(1);/obj/item/clothing/head/bio_hood/general,
|
|
prob(4);/obj/item/clothing/head/hardhat,
|
|
prob(3);/obj/item/clothing/head/hardhat/red,
|
|
prob(1);/obj/item/clothing/head/ushanka,
|
|
prob(2);/obj/item/clothing/head/welding,
|
|
prob(4);/obj/item/clothing/suit/storage/hazardvest,
|
|
prob(1);/obj/item/clothing/suit/space/emergency,
|
|
prob(3);/obj/item/clothing/suit/storage/toggle/bomber,
|
|
prob(1);/obj/item/clothing/suit/bio_suit/general,
|
|
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/black,
|
|
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/blue,
|
|
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/red,
|
|
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/yellow,
|
|
prob(3);/obj/item/clothing/suit/storage/toggle/brown_jacket,
|
|
prob(3);/obj/item/clothing/suit/storage/toggle/leather_jacket,
|
|
prob(1);/obj/item/clothing/suit/storage/vest/press,
|
|
prob(3);/obj/item/clothing/suit/apron,
|
|
prob(4);/obj/item/clothing/under/color/grey,
|
|
prob(2);/obj/item/clothing/under/syndicate/tacticool,
|
|
prob(2);/obj/item/clothing/under/pants/camo,
|
|
prob(1);/obj/item/clothing/under/harness,
|
|
prob(1);/obj/item/clothing/under/tactical,
|
|
prob(3);/obj/item/clothing/accessory/storage/webbing,
|
|
prob(4);/obj/item/weapon/spacecash/c1,
|
|
prob(3);/obj/item/weapon/spacecash/c10,
|
|
prob(3);/obj/item/weapon/spacecash/c20,
|
|
prob(1);/obj/item/weapon/spacecash/c50,
|
|
prob(1);/obj/item/weapon/spacecash/c100,
|
|
prob(3);/obj/item/weapon/camera_assembly,
|
|
prob(4);/obj/item/weapon/caution,
|
|
prob(3);/obj/item/weapon/caution/cone,
|
|
prob(1);/obj/item/weapon/card/emag_broken,
|
|
prob(2);/obj/item/device/camera,
|
|
prob(3);/obj/item/device/pda,
|
|
prob(3);/obj/item/device/radio/headset)
|
|
|
|
/obj/random/maintenance/security
|
|
/*Maintenance loot list. This one is for around security areas*/
|
|
name = "random security maintenance item"
|
|
desc = "This is a random security maintenance item."
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "gift1"
|
|
|
|
/obj/random/maintenance/security/item_to_spawn()
|
|
return pick(prob(320);/obj/random/maintenance/clean,
|
|
prob(2);/obj/item/device/flashlight/maglight,
|
|
prob(2);/obj/item/device/flash,
|
|
prob(1);/obj/item/weapon/cell/device/weapon,
|
|
prob(1);/obj/item/clothing/mask/gas/swat,
|
|
prob(1);/obj/item/clothing/mask/gas/syndicate,
|
|
prob(2);/obj/item/clothing/mask/balaclava,
|
|
prob(1);/obj/item/clothing/mask/balaclava/tactical,
|
|
prob(3);/obj/item/weapon/storage/backpack/security,
|
|
prob(3);/obj/item/weapon/storage/backpack/satchel/sec,
|
|
prob(2);/obj/item/weapon/storage/backpack/messenger/sec,
|
|
prob(2);/obj/item/weapon/storage/backpack/dufflebag/sec,
|
|
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo,
|
|
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie/med,
|
|
prob(2);/obj/item/weapon/storage/box/swabs,
|
|
prob(2);/obj/item/weapon/storage/belt/security,
|
|
prob(1);/obj/item/weapon/grenade/flashbang,
|
|
prob(1);/obj/item/weapon/melee/baton,
|
|
prob(1);/obj/item/weapon/reagent_containers/spray/pepper,
|
|
prob(3);/obj/item/clothing/shoes/jackboots,
|
|
prob(1);/obj/item/clothing/shoes/swat,
|
|
prob(1);/obj/item/clothing/shoes/combat,
|
|
prob(1);/obj/item/clothing/gloves/swat,
|
|
prob(1);/obj/item/clothing/gloves/combat,
|
|
prob(1);/obj/item/clothing/glasses/sunglasses/big,
|
|
prob(2);/obj/item/clothing/glasses/hud/security,
|
|
prob(1);/obj/item/clothing/glasses/sunglasses/sechud,
|
|
prob(1);/obj/item/clothing/glasses/sunglasses/sechud/aviator,
|
|
prob(1);/obj/item/clothing/glasses/sunglasses/sechud/tactical,
|
|
prob(3);/obj/item/clothing/head/beret/sec,
|
|
prob(3);/obj/item/clothing/head/beret/sec/corporate/officer,
|
|
prob(3);/obj/item/clothing/head/beret/sec/navy/officer,
|
|
prob(2);/obj/item/clothing/head/helmet,
|
|
prob(4);/obj/item/clothing/head/soft/sec,
|
|
prob(4);/obj/item/clothing/head/soft/sec/corp,
|
|
prob(3);/obj/item/clothing/suit/armor/vest,
|
|
prob(2);/obj/item/clothing/suit/armor/vest/security,
|
|
prob(2);/obj/item/clothing/suit/storage/vest/officer,
|
|
prob(1);/obj/item/clothing/suit/storage/vest/detective,
|
|
prob(1);/obj/item/clothing/suit/storage/vest/press,
|
|
prob(2);/obj/item/clothing/accessory/storage/black_vest,
|
|
prob(2);/obj/item/clothing/accessory/storage/black_drop_pouches,
|
|
prob(1);/obj/item/clothing/accessory/holster/leg,
|
|
prob(1);/obj/item/clothing/accessory/holster/hip,
|
|
prob(1);/obj/item/clothing/accessory/holster/waist,
|
|
prob(1);/obj/item/clothing/accessory/holster/armpit,
|
|
prob(2);/obj/item/clothing/ears/earmuffs,
|
|
prob(2);/obj/item/weapon/handcuffs,)
|
|
|
|
/obj/random/maintenance/medical
|
|
/*Maintenance loot list. This one is for around medical areas*/
|
|
name = "random medical maintenance item"
|
|
desc = "This is a random medical maintenance item."
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "gift1"
|
|
|
|
/obj/random/maintenance/medical/item_to_spawn()
|
|
return pick(prob(320);/obj/random/maintenance/clean,
|
|
prob(25);/obj/random/medical/lite,
|
|
prob(2);/obj/item/clothing/mask/breath/medical,
|
|
prob(2);/obj/item/clothing/mask/surgical,
|
|
prob(5);/obj/item/weapon/storage/backpack/medic,
|
|
prob(5);/obj/item/weapon/storage/backpack/satchel/med,
|
|
prob(5);/obj/item/weapon/storage/backpack/messenger/med,
|
|
prob(3);/obj/item/weapon/storage/backpack/dufflebag/med,
|
|
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie/med,
|
|
prob(2);/obj/item/weapon/storage/box/autoinjectors,
|
|
prob(3);/obj/item/weapon/storage/box/beakers,
|
|
prob(2);/obj/item/weapon/storage/box/bodybags,
|
|
prob(3);/obj/item/weapon/storage/box/syringes,
|
|
prob(3);/obj/item/weapon/storage/box/gloves,
|
|
prob(2);/obj/item/weapon/storage/belt/medical/emt,
|
|
prob(2);/obj/item/weapon/storage/belt/medical,
|
|
prob(1);/obj/item/clothing/shoes/combat,
|
|
prob(3);/obj/item/clothing/shoes/white,
|
|
prob(2);/obj/item/clothing/gloves/latex,
|
|
prob(5);/obj/item/clothing/gloves/white,
|
|
prob(2);/obj/item/clothing/glasses/hud/health,
|
|
prob(1);/obj/item/clothing/glasses/hud/health/prescription,
|
|
prob(1);/obj/item/clothing/head/bio_hood/virology,
|
|
prob(4);/obj/item/clothing/suit/storage/toggle/labcoat,
|
|
prob(1);/obj/item/clothing/suit/bio_suit/general,
|
|
prob(2);/obj/item/clothing/under/rank/medical/paramedic,
|
|
prob(2);/obj/item/clothing/accessory/storage/black_vest,
|
|
prob(2);/obj/item/clothing/accessory/storage/white_vest,
|
|
prob(1);/obj/item/clothing/accessory/storage/white_drop_pouches,
|
|
prob(1);/obj/item/clothing/accessory/storage/black_drop_pouches,
|
|
prob(2);/obj/item/clothing/accessory/stethoscope)
|
|
|
|
/obj/random/maintenance/engineering
|
|
/*Maintenance loot list. This one is for around medical areas*/
|
|
name = "random engineering maintenance item"
|
|
desc = "This is a random engineering maintenance item."
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "gift1"
|
|
|
|
/obj/random/maintenance/engineering/item_to_spawn()
|
|
return pick(prob(320);/obj/random/maintenance/clean,
|
|
prob(2);/obj/item/device/flashlight/maglight,
|
|
prob(3);/obj/item/clothing/mask/gas/half,
|
|
prob(2);/obj/item/clothing/mask/balaclava,
|
|
prob(2);/obj/item/weapon/storage/briefcase/inflatable,
|
|
prob(5);/obj/item/weapon/storage/backpack/industrial,
|
|
prob(5);/obj/item/weapon/storage/backpack/satchel/eng,
|
|
prob(5);/obj/item/weapon/storage/backpack/messenger/engi,
|
|
prob(3);/obj/item/weapon/storage/backpack/dufflebag/eng,
|
|
prob(5);/obj/item/weapon/storage/box,
|
|
prob(3);/obj/item/weapon/storage/box/engineer,
|
|
prob(2);/obj/item/weapon/storage/belt/utility/full,
|
|
prob(3);/obj/item/weapon/storage/belt/utility,
|
|
prob(3);/obj/item/clothing/head/beret/engineering,
|
|
prob(3);/obj/item/clothing/head/soft/yellow,
|
|
prob(2);/obj/item/clothing/head/orangebandana,
|
|
prob(2);/obj/item/clothing/head/hardhat/dblue,
|
|
prob(2);/obj/item/clothing/head/hardhat/orange,
|
|
prob(1);/obj/item/clothing/glasses/welding,
|
|
prob(2);/obj/item/clothing/head/welding,
|
|
prob(4);/obj/item/clothing/suit/storage/hazardvest,
|
|
prob(2);/obj/item/clothing/under/overalls,
|
|
prob(3);/obj/item/clothing/shoes/workboots,
|
|
prob(1);/obj/item/clothing/shoes/magboots,
|
|
prob(2);/obj/item/clothing/accessory/storage/black_vest,
|
|
prob(2);/obj/item/clothing/accessory/storage/brown_vest,
|
|
prob(1);/obj/item/clothing/accessory/storage/brown_drop_pouches,
|
|
prob(3);/obj/item/clothing/ears/earmuffs,
|
|
prob(1);/obj/item/weapon/beartrap,
|
|
prob(2);/obj/item/weapon/handcuffs)
|
|
|
|
/obj/random/maintenance/research
|
|
/*Maintenance loot list. This one is for around medical areas*/
|
|
name = "random research maintenance item"
|
|
desc = "This is a random research maintenance item."
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "gift1"
|
|
|
|
/obj/random/maintenance/research/item_to_spawn()
|
|
return pick(prob(320);/obj/random/maintenance/clean,
|
|
prob(3);/obj/item/device/analyzer/plant_analyzer,
|
|
prob(2);/obj/item/device/analyzer/xeno_analyzer,
|
|
prob(1);/obj/item/device/flash/synthetic,
|
|
prob(2);/obj/item/weapon/bucket_sensor,
|
|
prob(1);/obj/item/weapon/cell/device/weapon,
|
|
prob(5);/obj/item/weapon/storage/backpack/toxins,
|
|
prob(5);/obj/item/weapon/storage/backpack/satchel/tox,
|
|
prob(5);/obj/item/weapon/storage/backpack/messenger/tox,
|
|
prob(2);/obj/item/weapon/storage/excavation,
|
|
prob(1);/obj/item/weapon/storage/backpack/holding,
|
|
prob(3);/obj/item/weapon/storage/box/beakers,
|
|
prob(3);/obj/item/weapon/storage/box/syringes,
|
|
prob(3);/obj/item/weapon/storage/box/gloves,
|
|
prob(2);/obj/item/clothing/gloves/latex,
|
|
prob(4);/obj/item/clothing/glasses/science,
|
|
prob(3);/obj/item/clothing/glasses/material,
|
|
prob(1);/obj/item/clothing/head/beret/purple,
|
|
prob(1);/obj/item/clothing/head/bio_hood/scientist,
|
|
prob(4);/obj/item/clothing/suit/storage/toggle/labcoat,
|
|
prob(4);/obj/item/clothing/suit/storage/toggle/labcoat/science,
|
|
prob(1);/obj/item/clothing/suit/bio_suit/scientist,
|
|
prob(4);/obj/item/clothing/under/rank/scientist,
|
|
prob(2);/obj/item/clothing/under/rank/scientist_new)
|
|
|
|
/obj/random/maintenance/cargo
|
|
/*Maintenance loot list. This one is for around cargo areas*/
|
|
name = "random cargo maintenance item"
|
|
desc = "This is a random cargo maintenance item."
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "gift1"
|
|
|
|
/obj/random/maintenance/cargo/item_to_spawn()
|
|
return pick(prob(320);/obj/random/maintenance/clean,
|
|
prob(3);/obj/item/device/flashlight/lantern,
|
|
prob(4);/obj/item/weapon/pickaxe,
|
|
prob(5);/obj/item/weapon/storage/backpack/industrial,
|
|
prob(5);/obj/item/weapon/storage/backpack/satchel/norm,
|
|
prob(3);/obj/item/weapon/storage/backpack/dufflebag,
|
|
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo,
|
|
prob(1);/obj/item/weapon/storage/toolbox/syndicate,
|
|
prob(1);/obj/item/weapon/storage/belt/utility/full,
|
|
prob(2);/obj/item/weapon/storage/belt/utility,
|
|
prob(4);/obj/item/device/toner,
|
|
prob(1);/obj/item/device/destTagger,
|
|
prob(3);/obj/item/clothing/glasses/material,
|
|
prob(3);/obj/item/clothing/head/soft/yellow,
|
|
prob(4);/obj/item/clothing/suit/storage/hazardvest,
|
|
prob(3);/obj/item/clothing/suit/apron/overalls,
|
|
prob(4);/obj/item/clothing/suit/apron,
|
|
prob(2);/obj/item/clothing/under/syndicate/tacticool,
|
|
prob(1);/obj/item/clothing/under/syndicate/combat,
|
|
prob(2);/obj/item/clothing/accessory/storage/black_vest,
|
|
prob(2);/obj/item/clothing/accessory/storage/brown_vest,
|
|
prob(3);/obj/item/clothing/ears/earmuffs,
|
|
prob(1);/obj/item/weapon/beartrap,
|
|
prob(2);/obj/item/weapon/handcuffs,)
|
|
|
|
var/list/random_junk_
|
|
var/list/random_useful_
|
|
/proc/get_random_useful_type()
|
|
if(!random_useful_)
|
|
random_useful_ = subtypesof(/obj/item/weapon/pen/crayon)
|
|
random_useful_ += /obj/item/weapon/pen
|
|
random_useful_ += /obj/item/weapon/pen/blue
|
|
random_useful_ += /obj/item/weapon/pen/red
|
|
random_useful_ += /obj/item/weapon/pen/multi
|
|
random_useful_ += /obj/item/weapon/storage/box/matches
|
|
random_useful_ += /obj/item/stack/material/cardboard
|
|
return pick(random_useful_)
|
|
|
|
/proc/get_random_junk_type()
|
|
if(prob(20)) // Misc. clutter
|
|
return /obj/effect/decal/cleanable/generic
|
|
if(prob(70)) // Misc. junk
|
|
if(!random_junk_)
|
|
random_junk_ = subtypesof(/obj/item/trash)
|
|
random_junk_ += typesof(/obj/item/weapon/cigbutt)
|
|
random_junk_ += /obj/effect/decal/cleanable/spiderling_remains
|
|
random_junk_ += /obj/effect/decal/remains/mouse
|
|
random_junk_ += /obj/effect/decal/remains/robot
|
|
random_junk_ += /obj/item/weapon/paper/crumpled
|
|
random_junk_ += /obj/item/inflatable/torn
|
|
random_junk_ += /obj/effect/decal/cleanable/molten_item
|
|
random_junk_ += /obj/item/weapon/material/shard
|
|
|
|
random_junk_ -= /obj/item/trash/plate
|
|
random_junk_ -= /obj/item/trash/snack_bowl
|
|
random_junk_ -= /obj/item/trash/syndi_cakes
|
|
random_junk_ -= /obj/item/trash/tray
|
|
return pick(random_junk_)
|
|
// Misc. actually useful stuff
|
|
return get_random_useful_type() |