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Collection of gear and changes from the four gear polls on the forums includes: 2 new automatic weapons, mapped in to ERT and random weapon spawns. Laser carbine balance. Slow emergency softsuits, no armor value other than bio and rad, 4 slowdown. 1 knife, not mapped in, available for Psi's uplink merge. New vests: 2 types, 2 pocket no slowdown, 4 pocket with slowdown, second is available from cargo and one random vest spawn in armory. The first replaces all instances of the old vests. Old vests still exist in code. Mercenary vest with no slowdown, 4 pockets, and slightly better armor, not on map, possibly for Nukes or Traitor Uplink Holster rearrangement for custom loadout. Acid dispenser, mapped into robotics and science. New food items, added to vendors and rations crate. New random medical spawns, added to medbay. Cargo and loadout additions to accommodate new items. 1 beanbag loaded 5 round shotgun added to Warden's closet to compensate for officers having .45 ltls and the HoS having an e-gun, suggested by IRC and server. http://baystation12.net/forums/viewtopic.php?f=5&t=12064 http://baystation12.net/forums/viewtopic.php?f=5&t=12031 http://baystation12.net/forums/viewtopic.php?f=5&t=12027 http://baystation12.net/forums/viewtopic.php?f=5&t=12007
229 lines
7.5 KiB
Plaintext
229 lines
7.5 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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del 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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return (new build_path(src.loc))
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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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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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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/crowbar,\
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/obj/item/weapon/wrench,\
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/obj/item/device/flashlight)
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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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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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item_to_spawn()
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return pick(prob(10);/obj/item/weapon/cell/crap,\
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prob(40);/obj/item/weapon/cell,\
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prob(40);/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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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/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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item_to_spawn()
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return pick(prob(3);/obj/item/weapon/storage/toolbox/mechanical,\
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prob(2);/obj/item/weapon/storage/toolbox/electrical,\
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prob(1);/obj/item/weapon/storage/toolbox/emergency)
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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 = 50
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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,\
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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(5);/obj/random/tool,\
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prob(2);/obj/item/weapon/tape_roll)
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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 = "brutepack"
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spawn_nothing_percentage = 25
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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(2);/obj/item/bodybag,\
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prob(1);/obj/item/bodybag/cryobag,\
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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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prob(2);/obj/item/weapon/storage/pill_bottle/tramadol,\
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prob(2);/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(2);/obj/item/weapon/reagent_containers/syringe/inaprovaline,\
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prob(1);/obj/item/stack/nanopaste)
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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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item_to_spawn()
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return pick(prob(3);/obj/item/weapon/storage/firstaid/regular,\
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prob(2);/obj/item/weapon/storage/firstaid/toxin,\
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prob(2);/obj/item/weapon/storage/firstaid/o2,\
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prob(1);/obj/item/weapon/storage/firstaid/adv,\
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prob(2);/obj/item/weapon/storage/firstaid/fire)
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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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item_to_spawn()
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return pick(prob(3);/obj/item/weapon/storage/pill_bottle/tramadol,\
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prob(4);/obj/item/weapon/haircomb/fluff/cado_keppel_1,\
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prob(2);/obj/item/weapon/storage/pill_bottle/happy,\
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prob(2);/obj/item/weapon/storage/pill_bottle/zoom,\
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prob(5);/obj/item/weapon/contraband/poster,\
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prob(2);/obj/item/weapon/butterfly,\
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prob(3);/obj/item/butterflyblade,\
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prob(3);/obj/item/butterflyhandle,\
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prob(3);/obj/item/weapon/wirerod,\
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prob(1);/obj/item/weapon/butterfly/switchblade,\
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prob(1);/obj/item/weapon/reagent_containers/syringe/drugs)
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/obj/random/armory
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name = "Random Armory 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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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/energy/ionrifle,\
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prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,\
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prob(1);/obj/item/weapon/gun/projectile/automatic/z8,\
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prob(2);/obj/item/weapon/gun/energy/laser,\
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prob(1);/obj/item/weapon/gun/energy/gun,\
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prob(3);/obj/item/weapon/gun/projectile/sec,\
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prob(2);/obj/item/weapon/gun/projectile/sec/wood,\
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prob(3);/obj/item/weapon/gun/energy/taser,\
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prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
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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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item_to_spawn()
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return pick(prob(3);/obj/item/weapon/storage/box/beanbags,\
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prob(1);/obj/item/weapon/storage/box/shotgunammo,\
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prob(2);/obj/item/weapon/storage/box/shotgunshells,\
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prob(2);/obj/item/weapon/storage/box/stunshells,\
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prob(1);/obj/item/ammo_magazine/c45m,\
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prob(2);/obj/item/ammo_magazine/c45m/rubber,\
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prob(2);/obj/item/ammo_magazine/c45m/flash,\
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prob(1);/obj/item/ammo_magazine/mc9mmt,\
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prob(3);/obj/item/ammo_magazine/mc9mmt/rubber,\
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prob(2);/obj/item/ammo_magazine/a556)
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/obj/random/armor
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name = "Random Armor"
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desc = "This is a random armor vest."
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icon = 'icons/obj/clothing/suits.dmi'
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icon_state = "kvest"
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item_to_spawn()
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return pick(prob(4);/obj/item/clothing/suit/storage/vest,\
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prob(3);/obj/item/clothing/suit/storage/vest/officer,\
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prob(3);/obj/item/clothing/suit/storage/vest/warden,\
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prob(3);/obj/item/clothing/suit/storage/vest/hos,\
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prob(2);/obj/item/clothing/suit/storage/vest/pcrc,\
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prob(1);/obj/item/clothing/suit/storage/vest/detective,\
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prob(2);/obj/item/clothing/suit/storage/vest/heavy,\
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prob(2);/obj/item/clothing/suit/storage/vest/heavy/officer,\
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prob(2);/obj/item/clothing/suit/storage/vest/heavy/warden,\
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prob(2);/obj/item/clothing/suit/storage/vest/heavy/hos,\
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prob(2);/obj/item/clothing/suit/storage/vest/heavy/pcrc)
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