/datum/round_event_control/wizard/cursed_items //fashion disasters name = "Cursed Items" weight = 3 typepath = /datum/round_event/wizard/cursed_items/ max_occurrences = 3 earliest_start = 0 //Note about adding items to this: Because of how NODROP works if an item spawned to the hands can also be equiped to a slot //it will be able to be put into that slot from the hand, but then get stuck there. To avoid this make a new subtype of any //item you want to equip to the hand, and set its slots_flags = null. Only items equiped to hands need do this. /datum/round_event/wizard/cursed_items/start() var/item_set = pick("wizardmimic", "swords", "bigfatdoobie", "boxing", "voicemodulators", "catgirls2015") var/list/wearslots = list(slot_wear_suit, slot_shoes, slot_head, slot_wear_mask, slot_r_hand, slot_gloves, slot_ears) var/list/loadout = list() var/ruins_spaceworthiness var/ruins_wizard_loadout loadout.len = 7 switch(item_set) if("wizardmimic") loadout = list(/obj/item/clothing/suit/wizrobe, /obj/item/clothing/shoes/sandal, /obj/item/clothing/head/wizard) ruins_spaceworthiness = 1 if("swords") loadout[5] = /obj/item/weapon/katana/cursed if("bigfatdoobie") loadout[4] = /obj/item/clothing/mask/cigarette/rollie/trippy/ ruins_spaceworthiness = 1 if("boxing") loadout[4] = /obj/item/clothing/mask/luchador loadout[6] = /obj/item/clothing/gloves/boxing ruins_spaceworthiness = 1 if("voicemodulators") loadout[4] = /obj/item/clothing/mask/chameleon if("catgirls2015") loadout[3] = /obj/item/clothing/head/kitty ruins_spaceworthiness = 1 ruins_wizard_loadout = 1 for(var/mob/living/carbon/human/H in living_mob_list) if(ruins_spaceworthiness && (H.z != 1 || istype(H.loc, /turf/space))) continue //#savetheminers if(ruins_wizard_loadout && H.mind && ((H.mind in ticker.mode.wizards) || (H.mind in ticker.mode.apprentices))) continue if(item_set == "catgirls2015") //Wizard code means never having to say you're sorry H.gender = FEMALE var/list/slots = list(H.wear_suit, H.shoes, H.head, H.wear_mask, H.r_hand, H.gloves, H.ears) //add new slots as needed to back for(var/i = 1, i <= loadout.len, i++) if(loadout[i]) var/obj/item/J = loadout[i] var/obj/item/I = new J //dumb but required because of byond throwing a fit anytime new gets too close to a list H.unEquip(slots[i]) H.equip_to_slot_or_del(I, wearslots[i]) I.flags |= NODROP I.name = "cursed " + I.name for(var/mob/living/carbon/human/H in living_mob_list) var/datum/effect_system/smoke_spread/smoke = new smoke.set_up(0, H.loc) smoke.start()