/** * Turns whoever enters into a mob or random person * * If mob is chosen, turns the person into a random animal type * If appearance is chosen, turns the person into a random human with a random species * This changes name, and changes their DNA as well * Random species is same as wizard swap event so people don't get killed ex: plasmamen * Once the spring is used, it cannot be used by the same mind ever again * After usage, teleports the user back to a random safe turf (so mobs are not killed by ice moon atmosphere) * */ /turf/open/water/hot_spring/cursed baseturfs = /turf/open/water/hot_spring/cursed planetary_atmos = TRUE initial_gas_mix = ICEMOON_DEFAULT_ATMOS fishing_datum = /datum/fish_source/cursed_spring /* BUBBER EDIT REMOVAL /turf/open/water/hot_spring/cursed/dip_in(atom/movable/movable) if(!isliving(movable)) return ..() var/mob/living/living = movable if(!living.client || living.incorporeal_move || !living.mind) return ..() if(HAS_MIND_TRAIT(living, TRAIT_HOT_SPRING_CURSED)) // no double dipping return ..() ADD_TRAIT(living.mind, TRAIT_HOT_SPRING_CURSED, TRAIT_GENERIC) var/mob/living/transformed_mob = living.wabbajack(pick(WABBAJACK_HUMAN, WABBAJACK_ANIMAL), change_flags = RACE_SWAP) if(!transformed_mob) // Wabbajack failed, maybe the mob had godmode or something. if(!QDELETED(living)) to_chat(living, span_notice("The water seems to have no effect on you.")) // because it failed, let's allow them to try again in a lil' bit addtimer(TRAIT_CALLBACK_REMOVE(living.mind, TRAIT_HOT_SPRING_CURSED, TRAIT_GENERIC), 10 SECONDS) return ..() var/turf/return_turf = find_safe_turf(extended_safety_checks = TRUE, dense_atoms = FALSE) transformed_mob.forceMove(return_turf) to_chat(transformed_mob, span_notice("You blink and find yourself in [get_area_name(return_turf)].")) */