WX
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@@ -9,7 +9,7 @@
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var/erupting_state = null //set to null to get it greyscaled from "[icon_state]_soup". Not very usable with the whole random thing, but more types can be added if you change the spawn prob
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var/activated = FALSE //whether we are active and generating chems
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var/reagent_id = /datum/reagent/fuel/oil
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var/reagent_id = /datum/reagent/oil
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var/potency = 2 //how much reagents we add every process (2 seconds)
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var/max_volume = 500
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var/start_volume = 50
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@@ -149,6 +149,8 @@
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var/list/megafauna_spawn_list
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/// Flora that can spawn in the tunnel, weighted list
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var/list/flora_spawn_list
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//terrain to spawn weighted list
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var/list/terrain_spawn_list
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/// Turf type to choose when spawning in tunnel at 1% chance, weighted list
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var/list/choose_turf_type
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/// if the tunnel should keep being created
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@@ -230,7 +232,8 @@
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megafauna_spawn_list = list(/mob/living/simple_animal/hostile/megafauna/dragon = 4, /mob/living/simple_animal/hostile/megafauna/colossus = 2, /mob/living/simple_animal/hostile/megafauna/bubblegum = SPAWN_BUBBLEGUM)
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if (!flora_spawn_list)
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flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2)
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if(!terrain_spawn_list)
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terrain_spawn_list = list(/obj/structure/geyser/random = 1)
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. = ..()
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if(!has_data)
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produce_tunnel_from_data()
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