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Adminbus part5
This commit is contained in:
@@ -94,6 +94,7 @@ var/list/admin_verbs_fun = list(
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/client/proc/drop_bomb,
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/client/proc/cinematic,
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/client/proc/one_click_antag,
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/client/proc/antag_madness,
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/datum/admins/proc/toggle_aliens,
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/datum/admins/proc/toggle_space_ninja,
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/client/proc/send_space_ninja,
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522
code/modules/admin/verbs/antag_madness.dm
Normal file
522
code/modules/admin/verbs/antag_madness.dm
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@@ -0,0 +1,522 @@
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/datum/game_mode
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var/list/datum/mind/deathsquads = list()
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var/list/datum/mind/infected_monkeys = list()
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client/proc/antag_madness(var/mob/M in mob_list)
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set name = "Antag Madness"
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set desc = "Turns the target player into a random fully geared antag."
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set category = "Fun"
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if(!holder)
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return
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if(!M.mind)
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usr << "<span class='warning'>That mob has no mind.</span>"
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return
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if(!ishuman(M) && !ismonkey(M))
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usr << "<span class='warning'>Only humans and monkeys can become overpowered antags.</span>"
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return
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var/list/role_list = list("traitor", "changeling", "vampire", "cult", "rev", "nuke", "deathsquad", "wizard")//"monkey"
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var/got_a_job = 0
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if(ismonkey(M))
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role_list = list("cult", "monkey")
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while(role_list.len > 0)
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var/choice = pick(role_list)
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if(create_madness(M,choice))
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got_a_job = 1
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break
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else
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role_list -= choice
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if(!got_a_job)//aka: if the mob already is every single type of antag.
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usr << "<span class='danger'>The mob is already every type of antag at once holy shit stop that.</span>"
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return
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var/turf/T = get_turf(M)
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T.beamin("")
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log_admin("[key_name(usr)] turned [key_name(M)] into an overpowered ")
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message_admins("[key_name_admin(usr)] turned [key_name_admin(M)]into an overpowered", 1)
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feedback_add_details("admin_verb","AM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/obj/structure/stool/bed/chair/vehicle/adminbus/proc/antag_madness_adminbus(var/mob/M)
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if(!M.mind)
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return
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if(!ishuman(M) && !ismonkey(M))
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return
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var/list/role_list = list("traitor", "changeling", "vampire", "cult", "rev", "nuke", "deathsquad", "wizard", "monkey")
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var/got_a_job = 0
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if(ismonkey(M))//OOK
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role_list = list("cult", "monkey")//monkeys in cult robes ftw
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while(role_list.len > 0)
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var/choice = pick(role_list)
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if(create_madness(M,choice))
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got_a_job = 1
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break
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else
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role_list -= choice
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if(!got_a_job)//aka: if the mob already is every single type of antag.
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M << "<span class='notice'>\"Hm, I guess it was nothing. I did remember everything after all.\"</span>"
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return
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var/turf/T = get_turf(M)
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T.beamin("")
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M << "<span class='danger'>You get the feeling that you're not the only one who remembered his true origin. Will they be your allies or your foes? That is for you to decide.</span>"
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/proc/create_madness(var/mob/living/carbon/human/M, var/choice)
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if (M.mind.assigned_role == "Clown")
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M << "The adminbus has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
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M.mutations.Remove(M_CLUMSY)
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switch(choice)
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if("traitor")
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if(M.mind in ticker.mode.traitors) return 0
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ticker.mode.traitors += M.mind
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M.mind.special_role = "traitor"
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ticker.mode.forge_traitor_objectives(M.mind)
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ticker.mode.greet_traitor(M.mind)
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var/obj/item/packobelongings/pack = new /obj/item/packobelongings(M)
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pack.name = "[M.real_name]'s belongings"
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for(var/obj/item/I in M)
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M.u_equip(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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I.dropped(M)
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I.loc = pack
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M.equip_to_slot_or_del(new/obj/item/device/radio/headset, slot_ears)
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M.equip_to_slot_or_del(new/obj/item/clothing/under/chameleon, slot_w_uniform)
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M.equip_to_slot_or_del(new/obj/item/clothing/shoes/syndigaloshes, slot_shoes)
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M.equip_to_slot_or_del(new/obj/item/clothing/mask/gas/voice, slot_wear_mask)
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M.equip_to_slot_or_del(new/obj/item/weapon/storage/backpack, slot_back)
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M.equip_to_slot_or_del(new/obj/item/weapon/card/id/syndicate, slot_wear_id)
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M.equip_to_slot_or_del(new/obj/item/clothing/head/helmet/space/syndicate, slot_head)
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M.equip_to_slot_or_del(new/obj/item/clothing/suit/space/syndicate, slot_wear_suit)
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M.equip_to_slot_or_del(new/obj/item/clothing/gloves/yellow, slot_gloves)
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M.equip_to_slot_or_del(new/obj/item/weapon/storage/belt/utility/complete, slot_belt)
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M.equip_to_slot_or_del(new/obj/item/weapon/tank/oxygen, slot_s_store)
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var/obj/item/device/radio/uplink/U = new/obj/item/device/radio/uplink(M)
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U.hidden_uplink.uses = 40
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M.equip_to_slot_or_del(U, slot_l_store)
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M.regenerate_icons()
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M.equip_to_slot_or_del(pack, slot_in_backpack)
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M << "Your previous belongings have been stored in your backpack."
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return 1
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if("changeling")
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if(M.mind in ticker.mode.changelings) return 0
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ticker.mode.changelings += M.mind
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ticker.mode.grant_changeling_powers(M)
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M.mind.special_role = "Changeling"
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ticker.mode.forge_changeling_objectives(M.mind)
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ticker.mode.greet_changeling(M.mind)
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M.mind.changeling.geneticpoints = 100
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M << "<span class='danger'>You have been gifted a total of 100 evolution points to spend!</span>"
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return 1
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if("vampire")
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if(M.mind in ticker.mode.vampires) return 0
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ticker.mode.vampires += M.mind
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ticker.mode.grant_vampire_powers(M)
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M.mind.special_role = "Vampire"
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ticker.mode.forge_vampire_objectives(M.mind)
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ticker.mode.greet_vampire(M.mind)
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M.mind.vampire.bloodtotal = 500
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M.mind.vampire.bloodusable = 500
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M.check_vampire_upgrade(M.mind)
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var/obj/item/packobelongings/pack = new /obj/item/packobelongings(M)
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pack.name = "[M.real_name]'s belongings"
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for(var/obj/item/I in M)
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M.u_equip(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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I.dropped(M)
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I.loc = pack
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M.equip_to_slot_or_del(new/obj/item/device/radio/headset, slot_ears)
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M.equip_to_slot_or_del(new/obj/item/clothing/under/batmansuit, slot_w_uniform)
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M.equip_to_slot_or_del(new/obj/item/weapon/storage/backpack/satchel, slot_back)
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M.equip_to_slot_or_del(new/obj/item/clothing/shoes/jackboots, slot_shoes)
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M.equip_to_slot_or_del(new/obj/item/clothing/mask/gas/death_commando, slot_wear_mask)
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M.equip_to_slot_or_del(new/obj/item/clothing/suit/hgpirate, slot_wear_suit)
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M.equip_to_slot_or_del(new/obj/item/clothing/head/chaplain_hood, slot_head)
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M.equip_to_slot_or_del(new/obj/item/weapon/tank/emergency_oxygen/double, slot_s_store)
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M.equip_to_slot_or_del(pack, slot_in_backpack)
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M << "Your previous belongings have been stored in your backpack."
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M.regenerate_icons()
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M << "<span class='danger'>You have been gifted a total of 500 usable units of blood!</span>"
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return 1
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if("cult")
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if(M.mind in ticker.mode.cult) return 0
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ticker.mode.cult += M.mind
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ticker.mode.update_cult_icons_added(M.mind)
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M.mind.special_role = "Cultist"
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M << "<span class='sinister'>You remember the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie.</span>"
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M << "<span class='sinister'>Assist your new compatriots in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</span>"
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var/datum/game_mode/cult/cult = ticker.mode
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if (istype(cult))
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cult.memoize_cult_objectives(M.mind)
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else
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var/explanation1 = "Check for any fellow cultist, coordinate with them."
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var/explanation2 = "Convert, soulstone, or sacrifice your foes."
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var/explanation3 = "Summon Nar-Sie."
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M << "<B>Objective #1</B>: [explanation1]"
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M.memory += "<B>Objective #1</B>: [explanation1]<BR>"
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M << "<B>Objective #2</B>: [explanation2]"
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M.memory += "<B>Objective #2</B>: [explanation2]<BR>"
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M << "<B>Objective #3</B>: [explanation3]"
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M.memory += "<B>Objective #3</B>: [explanation3]<BR>"
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M << "The convert rune is join blood self"
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var/obj/item/packobelongings/pack = new /obj/item/packobelongings(M)
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pack.name = "[M.real_name]'s belongings"
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for(var/obj/item/I in M)
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M.u_equip(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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I.dropped(M)
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I.loc = pack
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var/obj/item/weapon/tome/T = new/obj/item/weapon/tome(M)
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var/obj/item/weapon/paper/talisman/supply/A = new/obj/item/weapon/paper/talisman/supply(M)
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if (istype(M, /mob/living/carbon/human))
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M.equip_to_slot_or_del(new/obj/item/device/radio/headset, slot_ears)
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M.equip_to_slot_or_del(new/obj/item/clothing/under/color/black, slot_w_uniform)
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M.equip_to_slot_or_del(new/obj/item/clothing/shoes/cult, slot_shoes)
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M.equip_to_slot_or_del(new/obj/item/clothing/mask/gas/death_commando, slot_wear_mask)
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M.equip_to_slot_or_del(new/obj/item/weapon/storage/backpack/cultpack, slot_back)
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M.equip_to_slot_or_del(new/obj/item/clothing/head/helmet/space/cult, slot_head)
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M.equip_to_slot_or_del(new/obj/item/clothing/suit/space/cult, slot_wear_suit)
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M.equip_to_slot_or_del(new/obj/item/weapon/tank/emergency_oxygen/double, slot_s_store)
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M.equip_to_slot_or_del(pack, slot_in_backpack)
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M.equip_to_slot_or_del(T, slot_in_backpack)
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M.equip_to_slot_or_del(A, slot_in_backpack)
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else if(istype(M, /mob/living/carbon/monkey))
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var/mob/living/carbon/monkey/K = M
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K.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/death_commando(K), slot_wear_mask)
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K.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/cultpack(K), slot_back)
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pack.loc = get_turf(K)
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K.equip_to_slot_or_del(T, slot_r_hand)
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K.equip_to_slot_or_del(A, slot_l_hand)
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var/obj/item/clothing/monkeyclothes/cultrobes/JS = new /obj/item/clothing/monkeyclothes/cultrobes(K)
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var/obj/item/clothing/head/culthood/alt/CH = new /obj/item/clothing/head/culthood/alt(K)
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var/obj/item/clothing/monkeyclothes/olduniform = null
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var/obj/item/clothing/monkeyclothes/oldhat = null
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if(K.uniform)
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olduniform = K.uniform
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K.uniform = null
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olduniform.loc = pack
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K.uniform = JS
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K.uniform.loc = K
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if(K.hat)
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oldhat = K.hat
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K.hat = null
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oldhat.loc = pack
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K.hat = CH
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K.hat.loc = K
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M.regenerate_icons()
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M << "Your previous belongings have been stored in your backpack."
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if(!cultwords["travel"])
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runerandom()
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for (var/word in engwords)
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M.mind.store_memory("[cultwords[word]] is [word]<BR>")
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M << "<span class='danger'>You suddenly realize that you clearly remember every single rune word! Check your notes.</span>"
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M << "A tome, a message from your new master, appears in your backpack."
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M << "You have a talisman in your backpack, one that will help you start the cult on this station. Use it well and remember - there are others...or maybe not..."//duh
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return 1
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if("rev")
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if(M.mind in ticker.mode.head_revolutionaries) return 0
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ticker.mode.head_revolutionaries += M.mind
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ticker.mode.update_rev_icons_added(M.mind)
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M.mind.special_role = "Head Revolutionary"
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ticker.mode.forge_revolutionary_objectives(M.mind)
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ticker.mode.greet_revolutionary(M.mind,0)
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var/obj/item/packobelongings/pack = new /obj/item/packobelongings(M)
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pack.name = "[M.real_name]'s belongings"
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for(var/obj/item/I in M)
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M.u_equip(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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I.dropped(M)
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I.loc = pack
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M.equip_to_slot_or_del(new/obj/item/device/radio/headset/syndicate, slot_ears)
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M.equip_to_slot_or_del(new/obj/item/clothing/under/soviet, slot_w_uniform)
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M.equip_to_slot_or_del(new/obj/item/clothing/shoes/jackboots, slot_shoes)
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M.equip_to_slot_or_del(new/obj/item/clothing/mask/cigarette/cigar/havana, slot_wear_mask)
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M.equip_to_slot_or_del(new/obj/item/weapon/storage/backpack/satchel, slot_back)
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M.equip_to_slot_or_del(new/obj/item/weapon/card/id/syndicate, slot_wear_id)
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M.equip_to_slot_or_del(new/obj/item/clothing/head/russofurhat, slot_head)
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M.equip_to_slot_or_del(new/obj/item/clothing/suit/russofurcoat, slot_wear_suit)
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M.equip_to_slot_or_del(new/obj/item/clothing/gloves/grey, slot_gloves)
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M.equip_to_slot_or_del(new/obj/item/weapon/katana, slot_belt)
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M.equip_to_slot_or_del(new/obj/item/device/flash, slot_l_store)
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M.equip_to_slot_or_del(new/obj/item/weapon/storage/box/matches, slot_r_store)
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M.regenerate_icons()
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M.equip_to_slot_or_del(new/obj/item/weapon/gun/energy/laser/LaserAK, slot_in_backpack)
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M.equip_to_slot_or_del(new/obj/item/weapon/gun/energy/laser/LaserAK, slot_in_backpack)
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M.equip_to_slot_or_del(new/obj/item/device/flash, slot_in_backpack)
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M.equip_to_slot_or_del(pack, slot_in_backpack)
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M << "Your previous belongings have been stored in your backpack."
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M << "The flash in your pocket will help you to persuade the crew to join your cause."
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return 1
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if("nuke")
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if(M.mind in ticker.mode.syndicates) return 0
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ticker.mode.syndicates += M.mind
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ticker.mode.update_synd_icons_added(M.mind)
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M.real_name = "[syndicate_name()] Operative"
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M.mind.special_role = "Syndicate"
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M.mind.assigned_role = "MODE"
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M << "<span class='notice'>You are a [syndicate_name()] agent!</span>"
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ticker.mode.forge_syndicate_objectives(M.mind)
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ticker.mode.greet_syndicate(M.mind)
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var/obj/item/packobelongings/pack = new /obj/item/packobelongings(M)
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pack.name = "[M.real_name]'s belongings"
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for(var/obj/item/I in M)
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M.u_equip(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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I.dropped(M)
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I.loc = pack
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ticker.mode.equip_syndicate(M)
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M.equip_to_slot_or_del(pack, slot_in_backpack)
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M << "Your previous belongings have been stored in your backpack."
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del(M.wear_suit)
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del(M.head)
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M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(M), slot_wear_mask)
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M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/syndi(M), slot_wear_suit)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/syndi(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/pinpointer/nukeop(M), slot_r_store)
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M.equip_to_slot_or_del(new /obj/item/weapon/tank/oxygen, slot_s_store)
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var/obj/item/device/radio/uplink/U = new/obj/item/device/radio/uplink(M)
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U.hidden_uplink.uses = 40
|
||||
M.equip_to_slot_or_del(U, slot_l_store)
|
||||
M.regenerate_icons()
|
||||
|
||||
M.equip_to_slot_or_del(new /obj/item/device/codebreaker, slot_in_backpack)
|
||||
M << "You have been provided with a code breaker to decipher the nuke's code, it has been placed in your backpack."
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
if("deathsquad")
|
||||
if(M.mind in ticker.mode.deathsquads) return 0
|
||||
M.mind.assigned_role = "MODE"
|
||||
M.mind.special_role = "Death Commando"
|
||||
ticker.mode.deathsquads += M.mind
|
||||
|
||||
M << "<span class='rose'>You are a rogue Death Squad agent. Your envy for powerful and exotic weapons got you caught by Centcomm when you stole their prototype Colt M1911-Pulse, and you ended up on the station by hiding on the cargo shuttle.</span>"
|
||||
M << "<span class='rose'>Now that you're trapped here, free of any supervision, you might as well put the station's chaos to your advantage, and steal as many different types of weapons as you can.</span>"
|
||||
|
||||
var/explanation1 = "Disregard centcomm, aquire guns."
|
||||
var/explanation2 = "Only kill if it helps you get rare guns, or if your life is in danger"
|
||||
var/explanation3 = "You're really not eager to go back to centcomm. Do not let the shuttle get called."
|
||||
|
||||
M << "<B>Objective #1</B>: [explanation1]"
|
||||
M.memory += "<B>Objective #1</B>: [explanation1]<BR>"
|
||||
|
||||
M << "<B>Objective #2</B>: [explanation2]"
|
||||
M.memory += "<B>Objective #2</B>: [explanation2]<BR>"
|
||||
|
||||
M << "<B>Objective #3</B>: [explanation3]"
|
||||
M.memory += "<B>Objective #3</B>: [explanation3]<BR>"
|
||||
|
||||
var/obj/item/packobelongings/pack = new /obj/item/packobelongings(M)
|
||||
pack.name = "[M.real_name]'s belongings"
|
||||
|
||||
for(var/obj/item/I in M)
|
||||
M.u_equip(I)
|
||||
if(I)
|
||||
I.loc = M.loc
|
||||
I.layer = initial(I.layer)
|
||||
I.dropped(M)
|
||||
I.loc = pack
|
||||
|
||||
M.equip_to_slot_or_del(new/obj/item/device/radio/headset/syndicate, slot_ears)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/under/color/green, slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/shoes/swat, slot_shoes)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/mask/gas/swat, slot_wear_mask)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/storage/backpack/security, slot_back)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/card/id/centcom, slot_wear_id)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/head/helmet/space/deathsquad, slot_head)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/suit/armor/swat, slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/gloves/swat, slot_gloves)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/gun/energy/pulse_rifle/M1911, slot_belt)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/tank/emergency_oxygen/double, slot_s_store)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/shield/energy, slot_l_store)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/melee/energy/sword, slot_r_store)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/glasses/thermal, slot_glasses)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/storage/firstaid/adv, slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/storage/box/flashbangs, slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/plastique, slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/plastique, slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new/obj/item/ammo_storage/speedloader/a357, slot_in_backpack)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/gun/projectile/mateba, slot_in_backpack)
|
||||
M.regenerate_icons()
|
||||
|
||||
M.equip_to_slot_or_del(pack, slot_in_backpack)
|
||||
M << "Your previous belongings have been stored in your backpack."
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
if("wizard")
|
||||
if(M.mind in ticker.mode.wizards) return 0
|
||||
ticker.mode.wizards += M.mind
|
||||
M.mind.special_role = "Wizard"
|
||||
M.mind.assigned_role = "MODE"
|
||||
ticker.mode.update_wizard_icons_added(M.mind)
|
||||
ticker.mode.forge_wizard_objectives(M.mind)
|
||||
ticker.mode.greet_wizard(M.mind)
|
||||
|
||||
var/obj/item/packobelongings/pack = new /obj/item/packobelongings(M)
|
||||
pack.name = "[M.real_name]'s belongings"
|
||||
|
||||
for(var/obj/item/I in M)
|
||||
M.u_equip(I)
|
||||
if(I)
|
||||
I.loc = M.loc
|
||||
I.layer = initial(I.layer)
|
||||
I.dropped(M)
|
||||
I.loc = pack
|
||||
|
||||
if(M.gender == "male")
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/shoes/sandal, slot_shoes)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/head/wizard, slot_head)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/suit/wizrobe, slot_wear_suit)
|
||||
|
||||
M.r_eyes = 102
|
||||
M.g_eyes = 51
|
||||
M.b_eyes = 0
|
||||
|
||||
M.r_hair = 178
|
||||
M.g_hair = 178
|
||||
M.b_hair = 178
|
||||
|
||||
M.r_facial = 178
|
||||
M.g_facial = 178
|
||||
M.b_facial = 178
|
||||
|
||||
M.f_style = "Dwarf Beard"
|
||||
M.h_style = "Shoulder-length Hair Alt"
|
||||
|
||||
if(M.gender == "female")
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/shoes/sandal/marisa, slot_shoes)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/head/wizard/marisa, slot_head)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/suit/wizrobe/marisa, slot_wear_suit)
|
||||
|
||||
M.r_eyes = 153
|
||||
M.g_eyes = 102
|
||||
M.b_eyes = 0
|
||||
|
||||
M.r_hair = 255
|
||||
M.g_hair = 255
|
||||
M.b_hair = 153
|
||||
|
||||
M.r_facial = 255
|
||||
M.g_facial = 255
|
||||
M.b_facial = 153
|
||||
|
||||
M.f_style = "Shaved"
|
||||
M.h_style = "Marisa"
|
||||
|
||||
M.update_body()
|
||||
M.update_hair()
|
||||
|
||||
M.equip_to_slot_or_del(new/obj/item/device/radio/headset, slot_ears)
|
||||
M.equip_to_slot_or_del(new/obj/item/clothing/under/lightpurple, slot_w_uniform)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/storage/backpack/satchel, slot_back)
|
||||
M.equip_to_slot_or_del(new/obj/item/weapon/staff, slot_l_hand)
|
||||
var/obj/item/weapon/spellbook/S = new/obj/item/weapon/spellbook(M)
|
||||
S.uses = 30
|
||||
S.op = 0
|
||||
M.equip_to_slot_or_del(S, slot_r_hand)
|
||||
|
||||
var/obj/item/weapon/teleportation_scroll/T = new/obj/item/weapon/teleportation_scroll(M)
|
||||
S.uses = 10
|
||||
M.equip_to_slot_or_del(T, slot_l_store)
|
||||
|
||||
M << "You will find a list of available spells in your spell book. It many more spells than normal spellbooks."
|
||||
M << "In your pockets you will find a teleport scroll.It has twice as many uses as normal teleport scrolls."
|
||||
|
||||
M.regenerate_icons()
|
||||
|
||||
ticker.mode.update_all_wizard_icons()
|
||||
|
||||
M.equip_to_slot_or_del(pack, slot_in_backpack)
|
||||
M << "Your previous belongings have been stored in your backpack."
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
if("monkey")
|
||||
if(M.monkeyizing) return 0
|
||||
if(M.mind in ticker.mode.infected_monkeys) return 0
|
||||
ticker.mode.infected_monkeys += M.mind
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/mob/living/carbon/monkey/K = M
|
||||
M << "<span class='danger'>YOU WERE A MONKEY ALL ALONG! JUNGLE NAITO FEEVAH!</span>"
|
||||
if (istype(H))
|
||||
K = H.monkeyize()
|
||||
K.contract_disease(new /datum/disease/jungle_fever,1,0)
|
||||
else if (istype(K))
|
||||
M.contract_disease(new /datum/disease/jungle_fever,1,0)
|
||||
|
||||
return 1
|
||||
return 0
|
||||
Reference in New Issue
Block a user