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Highlander Changes (#9931)
* Highlanders will now receive a full heal if they decapitate another highlander. Highlanders can no longer use machinery, guns, or vehicles. Silicons will now become humans when the highlander button is pressed. * Fixes stuff. * Adds string define for "highlander". Puts the code for making a tracker effect into its own proc. All highlanders are now permahulks. * Plasmamen no longer lose their suits, helmets, tanks, or masks when made into highlanders. Vox no longer lose their tanks or masks.
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committed by
clusterfack
parent
f2e569f9cb
commit
7be148b98f
@@ -771,7 +771,7 @@ var/global/floorIsLava = 0
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<A href='?src=\ref[src];secretsfun=prisonwarp'>Warp all Players to Prison</A><BR>
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<A href='?src=\ref[src];secretsfun=tripleAI'>Triple AI mode (needs to be used in the lobby)</A><BR>
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<A href='?src=\ref[src];secretsfun=traitor_all'>Everyone is the traitor</A><BR>
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<A href='?src=\ref[src];secretsfun=onlyone'>There can only be one!</A><BR>
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<A href='?src=\ref[src];secretsfun=onlyone'>There can be only one!</A><BR>
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<A href='?src=\ref[src];secretsfun=flicklights'>Ghost Mode</A><BR>
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<A href='?src=\ref[src];secretsfun=retardify'>Make all players retarded</A><BR>
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<A href='?src=\ref[src];secretsfun=fakeguns'>Make all items look like guns</A><BR>
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@@ -3,12 +3,33 @@
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alert("The game hasn't started yet!")
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return
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for(var/mob/living/silicon/S in player_list) //All silicons get made into humans so they can be highlanders, too.
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if(S.isDead() || !S.client) continue
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if(is_special_character(S)) continue
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var/mob/living/carbon/human/new_human = new /mob/living/carbon/human(S.loc, delay_ready_dna=1)
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new_human.setGender(pick(MALE, FEMALE)) //The new human's gender will be random
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var/datum/preferences/A = new() //Randomize appearance for the human
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A.randomize_appearance_for(new_human)
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new_human.generate_name()
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new_human.languages |= S.languages
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if(S.default_language) new_human.default_language = S.default_language
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if(S.mind)
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S.mind.transfer_to(new_human)
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else
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new_human.key = S.key
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qdel(S)
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for(var/mob/living/carbon/human/H in player_list)
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if(H.stat == 2 || !(H.client)) continue
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if(H.isDead() || !H.client) continue
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if(is_special_character(H)) continue
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ticker.mode.traitors += H.mind
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H.mind.special_role = "traitor"
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H.mind.special_role = HIGHLANDER
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H.mutations.Add(M_HULK) //all highlanders are permahulks
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H.update_mutations()
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H.update_body()
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/* This never worked.
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var/datum/objective/steal/steal_objective = new
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@@ -21,7 +42,7 @@
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hijack_objective.owner = H.mind
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H.mind.objectives += hijack_objective
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to_chat(H, "<B>You are the traitor.</B>")
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to_chat(H, "<B>You are a highlander!</B>")
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var/obj_count = 1
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for(var/datum/objective/OBJ in H.mind.objectives)
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to_chat(H, "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]")
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@@ -30,11 +51,19 @@
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for (var/obj/item/I in H)
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if (istype(I, /obj/item/weapon/implant))
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continue
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del(I)
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if(isplasmaman(H)) //Plasmamen don't lose their plasma gear since they need it to live.
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if(!(istype(I, /obj/item/clothing/suit/space/plasmaman) || istype(I, /obj/item/clothing/head/helmet/space/plasmaman) || istype(I, /obj/item/weapon/tank/plasma/plasmaman) || istype(I, /obj/item/clothing/mask/breath)))
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qdel(I)
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else if(isvox(H)) //Vox don't lose their N2 gear since they need it to live.
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if(!(istype(I, /obj/item/weapon/tank/nitrogen) || istype(I, /obj/item/clothing/mask/breath/vox)))
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qdel(I)
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else
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qdel(I)
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H.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(H), slot_ears)
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H.equip_to_slot_or_del(new /obj/item/clothing/head/beret(H), slot_head)
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if(!isplasmaman(H)) //Plasmamen don't get a beret since they need their helmet to not burn to death.
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H.equip_to_slot_or_del(new /obj/item/clothing/head/beret(H), slot_head)
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H.equip_to_slot_or_del(new /obj/item/weapon/claymore(H), slot_l_hand)
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H.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(H), slot_shoes)
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H.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(H.loc), slot_l_store)
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