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* Improves Cursed Items Wizard Event * Update curseditems.dm * Update curseditems.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
96 lines
3.5 KiB
Plaintext
96 lines
3.5 KiB
Plaintext
/// Turns them into a psuedo-wizard costume.
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#define WIZARD_MIMICRY "wizardmimic"
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/// Gives them a cursed sword.
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#define CURSED_SWORDS "swords"
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/// Gives them a blunt that they need to smoke
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#define BIG_FAT_DOOBIE "bigfatdoobie"
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/// Gives them boxing gloves and a luchador mask
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#define BOXING "boxing"
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/// Gives them a chameleon mask
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#define VOICE_MODULATORS "voicemodulators"
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/// Gives them kitty ears and also modifies their gender to FEMALE
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#define CATGIRLS_2015 "catgirls2015"
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/datum/round_event_control/wizard/cursed_items //fashion disasters
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name = "Cursed Items"
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weight = 3
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typepath = /datum/round_event/wizard/cursed_items
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max_occurrences = 3
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earliest_start = 0 MINUTES
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description = "Gives everyone a cursed item."
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//Note about adding items to this: Because of how NODROP_1 works if an item spawned to the hands can also be equiped to a slot
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//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
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//item you want to equip to the hand, and set its slots_flags = null. Only items equiped to hands need do this.
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/datum/round_event/wizard/cursed_items/start()
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var/item_set = pick(
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BIG_FAT_DOOBIE,
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BOXING,
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// CATGIRLS_2015, // SKYRAT EDIT REMOVAL
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CURSED_SWORDS,
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VOICE_MODULATORS,
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WIZARD_MIMICRY,
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)
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var/list/loadout[SLOTS_AMT]
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var/ruins_spaceworthiness = FALSE
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var/ruins_wizard_loadout = FALSE
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switch(item_set)
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if(BIG_FAT_DOOBIE)
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loadout[ITEM_SLOT_MASK] = /obj/item/clothing/mask/cigarette/rollie/trippy
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ruins_spaceworthiness = TRUE
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if(BOXING)
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loadout[ITEM_SLOT_MASK] = /obj/item/clothing/mask/luchador
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loadout[ITEM_SLOT_GLOVES] = /obj/item/clothing/gloves/boxing
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ruins_spaceworthiness = TRUE
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if(CATGIRLS_2015)
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loadout[ITEM_SLOT_HEAD] = /obj/item/clothing/head/costume/kitty
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ruins_spaceworthiness = TRUE
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ruins_wizard_loadout = TRUE
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if(CURSED_SWORDS)
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loadout[ITEM_SLOT_HANDS] = /obj/item/katana/cursed
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if(VOICE_MODULATORS)
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loadout[ITEM_SLOT_MASK] = /obj/item/clothing/mask/chameleon
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if(WIZARD_MIMICRY)
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loadout[ITEM_SLOT_OCLOTHING] = /obj/item/clothing/suit/wizrobe
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loadout[ITEM_SLOT_FEET] = /obj/item/clothing/shoes/sandal/magic
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loadout[ITEM_SLOT_HEAD] = /obj/item/clothing/head/wizard
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ruins_spaceworthiness = TRUE
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var/list/mob/living/carbon/human/victims = list()
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for(var/mob/living/carbon/human/target in GLOB.alive_mob_list)
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if(isspaceturf(target.loc) || !isnull(target.dna.species.outfit_important_for_life) || (ruins_spaceworthiness && !is_station_level(target.z)))
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continue //#savetheminers
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if(ruins_wizard_loadout && IS_WIZARD(target))
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continue
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if(item_set == CATGIRLS_2015) //Wizard code means never having to say you're sorry
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target.gender = FEMALE
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for(var/iterable in 1 to loadout.len)
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if(!loadout[iterable])
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continue
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var/obj/item/item_type = loadout[iterable]
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var/obj/item/thing = new item_type //dumb but required because of byond throwing a fit anytime new gets too close to a list
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target.dropItemToGround(target.get_item_by_slot(iterable), TRUE)
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target.equip_to_slot_or_del(thing, iterable, indirect_action = TRUE)
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ADD_TRAIT(thing, TRAIT_NODROP, CURSED_ITEM_TRAIT(thing))
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thing.item_flags |= DROPDEL
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thing.name = "cursed " + thing.name
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victims += target
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for(var/mob/living/carbon/human/victim as anything in victims)
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(0, holder = victim, location = victim.loc)
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smoke.start()
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#undef BIG_FAT_DOOBIE
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#undef BOXING
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#undef CATGIRLS_2015
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#undef CURSED_SWORDS
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#undef VOICE_MODULATORS
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#undef WIZARD_MIMICRY
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