// Surface loot piles are considerably harder and more dangerous to reach, so you're more likely to get rare things. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /datum/element/lootable/surface chance_uncommon = 20 chance_rare = 5 loot_depletion = TRUE loot_left = 5 // This is to prevent people from asking the whole station to go down to some alien ruin to get massive amounts of phat lewt. // Base type for alien piles. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /datum/element/lootable/surface/alien common_loot = list( /obj/item/prop/alien/junk ) // May contain alien tools. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /datum/element/lootable/surface/alien/engineering uncommon_loot = list( /obj/item/multitool/alien, /obj/item/stack/cable_coil/alien, /obj/item/tool/crowbar/alien, /obj/item/tool/screwdriver/alien, /obj/item/weldingtool/alien, /obj/item/tool/wirecutters/alien, /obj/item/tool/wrench/alien ) rare_loot = list( /obj/item/storage/belt/utility/alien/full ) // May contain alien surgery equipment or powerful medication. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /datum/element/lootable/surface/alien/medical uncommon_loot = list( /obj/item/surgical/FixOVein/alien, /obj/item/surgical/bone_clamp/alien, /obj/item/surgical/cautery/alien, /obj/item/surgical/circular_saw/alien, /obj/item/surgical/hemostat/alien, /obj/item/surgical/retractor/alien, /obj/item/surgical/scalpel/alien, /obj/item/surgical/surgicaldrill/alien ) rare_loot = list( /obj/item/storage/belt/medical/alien ) // May contain powercells or alien weaponry. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /datum/element/lootable/surface/alien/security uncommon_loot = list( /obj/item/cell/device/weapon/recharge/alien, /obj/item/clothing/suit/armor/alien, /obj/item/clothing/head/helmet/alien ) rare_loot = list( /obj/item/clothing/suit/armor/alien/tank, /obj/item/gun/energy/alien ) // The pile found at the very end, and as such has the best loot. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /datum/element/lootable/surface/alien/end chance_uncommon = 30 chance_rare = 10 common_loot = list( /obj/item/multitool/alien, /obj/item/stack/cable_coil/alien, /obj/item/tool/crowbar/alien, /obj/item/tool/screwdriver/alien, /obj/item/weldingtool/alien, /obj/item/tool/wirecutters/alien, /obj/item/tool/wrench/alien, /obj/item/surgical/FixOVein/alien, /obj/item/surgical/bone_clamp/alien, /obj/item/surgical/cautery/alien, /obj/item/surgical/circular_saw/alien, /obj/item/surgical/hemostat/alien, /obj/item/surgical/retractor/alien, /obj/item/surgical/scalpel/alien, /obj/item/surgical/surgicaldrill/alien, /obj/item/cell/device/weapon/recharge/alien, /obj/item/clothing/suit/armor/alien, /obj/item/clothing/head/helmet/alien, /obj/item/gun/energy/alien ) uncommon_loot = list( /obj/item/storage/belt/medical/alien, /obj/item/storage/belt/utility/alien/full, /obj/item/clothing/suit/armor/alien/tank, /obj/item/clothing/head/helmet/alien/tank, ) // POI bones of other less fortunate explos ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /datum/element/lootable/surface/bones delete_on_depletion = TRUE common_loot = list( /obj/item/bone, /obj/item/bone/skull, /obj/item/bone/skull/tajaran, /obj/item/bone/skull/unathi, /obj/item/bone/skull/unknown, /obj/item/bone/leg, /obj/item/bone/arm, /obj/item/bone/ribs, ) uncommon_loot = list( /obj/item/coin/gold, /obj/item/coin/silver, /obj/item/deck/tarot, /obj/item/flame/lighter/zippo/gold, /obj/item/flame/lighter/zippo/black, /obj/item/material/knife/tacknife/survival, /obj/item/material/knife/tacknife/combatknife, /obj/item/material/knife/machete/hatchet, /obj/item/material/knife/butch, /obj/item/storage/wallet/random, /obj/item/clothing/accessory/bracelet/material/gold, /obj/item/clothing/accessory/bracelet/material/silver, /obj/item/clothing/accessory/locket, /obj/item/clothing/accessory/poncho/blue, /obj/item/clothing/shoes/boots/cowboy, /obj/item/clothing/suit/storage/toggle/bomber, /obj/item/clothing/under/frontier, /obj/item/clothing/under/overalls, /obj/item/clothing/under/pants/classicjeans/ripped, /obj/item/clothing/under/sl_suit ) rare_loot = list( /obj/item/storage/belt/utility/alien/full, /obj/item/gun/projectile/revolver, /obj/item/gun/projectile/sec, /obj/item/gun/launcher/crossbow ) // Surface drone loot ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Since the actual drone loot is a bit stupid in how it is handled, this is a sparse and empty list with items I don't exactly want in it. But until we can get the proper items in . . . /datum/element/lootable/surface/drone common_loot = list( /obj/random/tool, /obj/item/stack/cable_coil/random, /obj/random/tank, /obj/random/tech_supply/component, /obj/item/stack/material/steel{amount = 25}, /obj/item/stack/material/glass{amount = 10}, /obj/item/stack/material/plasteel{amount = 5}, /obj/item/cell, /obj/item/material/shard ) uncommon_loot = list( /obj/item/cell/high, /obj/item/robot_parts/robot_component/actuator, /obj/item/robot_parts/robot_component/armour, /obj/item/robot_parts/robot_component/binary_communication_device, /obj/item/robot_parts/robot_component/camera, /obj/item/robot_parts/robot_component/diagnosis_unit, /obj/item/robot_parts/robot_component/radio ) rare_loot = list( /obj/item/cell/super, /obj/item/borg/upgrade/utility/restart, /obj/item/borg/upgrade/advanced/jetpack, /obj/item/borg/upgrade/restricted/tasercooler, /obj/item/borg/upgrade/basic/syndicate, /obj/item/borg/upgrade/basic/vtec )