c474035261
*If a wizard round mulligans, summon events will turn off if it was used. Remember that in wizard mulligans any apprentices will need to be dead too.
165 lines
8.1 KiB
Plaintext
165 lines
8.1 KiB
Plaintext
//In this file: Summon Magic/Summon Guns/Summon Events
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/proc/rightandwrong(var/summon_type, var/mob/user, var/survivor_probability) //0 = Summon Guns, 1 = Summon Magic
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var/list/gunslist = list("taser","egun","laser","revolver","detective","c20r","nuclear","deagle","gyrojet","pulse","suppressed","cannon","doublebarrel","shotgun","combatshotgun","bulldog","mateba","sabr","crossbow","saw","car","boltaction","speargun")
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var/list/magiclist = list("fireball","smoke","blind","mindswap","forcewall","knock","horsemask","charge", "summonitem", "wandnothing", "wanddeath", "wandresurrection", "wandpolymorph", "wandteleport", "wanddoor", "wandfireball", "staffchange", "staffhealing", "armor", "scrying", "necromantic","staffdoor", "special")
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var/list/magicspeciallist = list("staffchange","staffanimation", "wandbelt", "contract", "staffchaos")
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if(user) //in this case either someone holding a spellbook or a badmin
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user << "<B>You summoned [summon_type ? "magic" : "guns"]!</B>"
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message_admins("[key_name_admin(user, 1)] summoned [summon_type ? "magic" : "guns"]!")
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log_game("[key_name(user)] summoned [summon_type ? "magic" : "guns"]!")
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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.mind)
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if(H.mind.special_role == "Wizard" || H.mind.special_role == "apprentice") continue
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if(prob(survivor_probability) && !(H.mind in ticker.mode.traitors))
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ticker.mode.traitors += H.mind
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H.mind.special_role = "traitor"
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var/datum/objective/survive/survive = new
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survive.owner = H.mind
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H.mind.objectives += survive
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H.attack_log += "\[[time_stamp()]\] <font color='red'>Was made into a survivor, and trusts no one!</font>"
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H << "<B>You are the survivor! Your own safety matters above all else, trust no one and kill anyone who gets in your way. However, armed as you are, now would be the perfect time to settle that score or grab that pair of yellow gloves you've been eyeing...</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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H << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
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obj_count++
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var/randomizeguns = pick(gunslist)
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var/randomizemagic = pick(magiclist)
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var/randomizemagicspecial = pick(magicspeciallist)
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if(!summon_type)
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switch (randomizeguns)
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if("taser")
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new /obj/item/weapon/gun/energy/gun/advtaser(get_turf(H))
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if("egun")
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new /obj/item/weapon/gun/energy/gun(get_turf(H))
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if("laser")
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new /obj/item/weapon/gun/energy/laser(get_turf(H))
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if("revolver")
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new /obj/item/weapon/gun/projectile/revolver(get_turf(H))
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if("detective")
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new /obj/item/weapon/gun/projectile/revolver/detective(get_turf(H))
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if("deagle")
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new /obj/item/weapon/gun/projectile/automatic/pistol/deagle/camo(get_turf(H))
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if("gyrojet")
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new /obj/item/weapon/gun/projectile/automatic/gyropistol(get_turf(H))
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if("pulse")
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new /obj/item/weapon/gun/energy/pulse(get_turf(H))
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if("suppressed")
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new /obj/item/weapon/gun/projectile/automatic/pistol(get_turf(H))
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new /obj/item/weapon/suppressor(get_turf(H))
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if("doublebarrel")
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new /obj/item/weapon/gun/projectile/revolver/doublebarrel(get_turf(H))
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if("shotgun")
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new /obj/item/weapon/gun/projectile/shotgun(get_turf(H))
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if("combatshotgun")
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new /obj/item/weapon/gun/projectile/shotgun/combat(get_turf(H))
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if("mateba")
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new /obj/item/weapon/gun/projectile/revolver/mateba(get_turf(H))
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if("boltaction")
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new /obj/item/weapon/gun/projectile/shotgun/boltaction(get_turf(H))
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if("speargun")
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new /obj/item/weapon/gun/projectile/automatic/speargun(get_turf(H))
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if("cannon")
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var/obj/item/weapon/gun/energy/lasercannon/gat = new(get_turf(H))
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gat.pin = new /obj/item/device/firing_pin //no authentication pins for spawned guns. fun allowed.
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if("crossbow")
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var/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/large/gat = new(get_turf(H))
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gat.pin = new /obj/item/device/firing_pin
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if("nuclear")
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var/obj/item/weapon/gun/energy/gun/nuclear/gat = new(get_turf(H))
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gat.pin = new /obj/item/device/firing_pin
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if("sabr")
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var/obj/item/weapon/gun/projectile/automatic/gat = new(get_turf(H))
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gat.pin = new /obj/item/device/firing_pin
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if("bulldog")
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var/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/gat = new(get_turf(H))
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gat.pin = new /obj/item/device/firing_pin
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if("c20r")
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var/obj/item/weapon/gun/projectile/automatic/c20r/gat = new(get_turf(H))
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gat.pin = new /obj/item/device/firing_pin
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if("saw")
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var/obj/item/weapon/gun/projectile/automatic/l6_saw/gat = new(get_turf(H))
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gat.pin = new /obj/item/device/firing_pin
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if("car")
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var/obj/item/weapon/gun/projectile/automatic/m90/gat = new(get_turf(H))
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gat.pin = new /obj/item/device/firing_pin
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else
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switch (randomizemagic)
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if("fireball")
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new /obj/item/weapon/spellbook/oneuse/fireball(get_turf(H))
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if("smoke")
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new /obj/item/weapon/spellbook/oneuse/smoke(get_turf(H))
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if("blind")
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new /obj/item/weapon/spellbook/oneuse/blind(get_turf(H))
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if("mindswap")
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new /obj/item/weapon/spellbook/oneuse/mindswap(get_turf(H))
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if("forcewall")
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new /obj/item/weapon/spellbook/oneuse/forcewall(get_turf(H))
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if("knock")
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new /obj/item/weapon/spellbook/oneuse/knock(get_turf(H))
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if("horsemask")
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new /obj/item/weapon/spellbook/oneuse/barnyard(get_turf(H))
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if("charge")
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new /obj/item/weapon/spellbook/oneuse/charge(get_turf(H))
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if("summonitem")
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new /obj/item/weapon/spellbook/oneuse/summonitem(get_turf(H))
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if("wandnothing")
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new /obj/item/weapon/gun/magic/wand(get_turf(H))
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if("wanddeath")
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new /obj/item/weapon/gun/magic/wand/death(get_turf(H))
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if("wandresurrection")
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new /obj/item/weapon/gun/magic/wand/resurrection(get_turf(H))
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if("wandpolymorph")
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new /obj/item/weapon/gun/magic/wand/polymorph(get_turf(H))
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if("wandteleport")
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new /obj/item/weapon/gun/magic/wand/teleport(get_turf(H))
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if("wanddoor")
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new /obj/item/weapon/gun/magic/wand/door(get_turf(H))
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if("wandfireball")
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new /obj/item/weapon/gun/magic/wand/fireball(get_turf(H))
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if("staffhealing")
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new /obj/item/weapon/gun/magic/staff/healing(get_turf(H))
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if("staffdoor")
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new /obj/item/weapon/gun/magic/staff/door(get_turf(H))
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if("armor")
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new /obj/item/clothing/suit/space/hardsuit/wizard(get_turf(H))
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if("scrying")
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new /obj/item/weapon/scrying(get_turf(H))
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if (!(H.dna.check_mutation(XRAY)))
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H.dna.add_mutation(XRAY)
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H << "<span class='notice'>The walls suddenly disappear.</span>"
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if("necromantic")
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new /obj/item/device/necromantic_stone(get_turf(H))
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if("special")
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magiclist -= "special" //only one super OP item per summoning max
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switch (randomizemagicspecial)
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if("staffchange")
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new /obj/item/weapon/gun/magic/staff/change(get_turf(H))
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if("staffanimation")
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new /obj/item/weapon/gun/magic/staff/animate(get_turf(H))
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if("wandbelt")
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new /obj/item/weapon/storage/belt/wands/full(get_turf(H))
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if("contract")
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new /obj/item/weapon/antag_spawner/contract(get_turf(H))
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if("staffchaos")
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new /obj/item/weapon/gun/magic/staff/chaos(get_turf(H))
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H << "<span class='notice'>You suddenly feel lucky.</span>"
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/proc/summonevents()
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if(!SSevent.wizardmode)
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SSevent.frequency_lower = 600 //1 minute lower bound
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SSevent.frequency_upper = 3000 //5 minutes upper bound
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SSevent.toggleWizardmode()
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SSevent.reschedule()
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else //Speed it up
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SSevent.frequency_upper -= 600 //The upper bound falls a minute each time, making the AVERAGE time between events lessen
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if(SSevent.frequency_upper < SSevent.frequency_lower) //Sanity
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SSevent.frequency_upper = SSevent.frequency_lower
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SSevent.reschedule()
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message_admins("Summon Events intensifies, events will now occur every [SSevent.frequency_lower / 600] to [SSevent.frequency_upper / 600] minutes.")
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log_game("Summon Events was increased!")
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