anchor.diff:  		if(!istype(A,/mob/living/carbon/human/interactive))
   			return
   		var/mob/living/carbon/human/interactive/T = A
  -		var/cjob = input("Choose Job") as null|anything in SSjob.occupations
  -
  -		if(cjob)
  -			T.myjob = cjob
  -			T.job = T.myjob.title
  -			for(var/obj/item/W in T)
  -				qdel(W)
  -			T.myjob.equip(T)
  -			T.myjob.apply_fingerprints(T)
  -			T.doSetup()
  -
  -		var/shouldDoppel = input("Do you want the SNPC to disguise themself as a crewmember?") as null|anything in list("Yes","No")
  -		if(shouldDoppel)
  -			if(shouldDoppel == "Yes")
  -				var/list/validchoices = list()
  -				for(var/mob/living/carbon/human/M in mob_list)
  -					validchoices += M
  -
  -				var/mob/living/carbon/human/chosen = input("Which crewmember?") as null|anything in validchoices
  -
  -				if(chosen)
  +
  +		var/choice = input("Customization Choices") as null|anything in list("Service NPC","Security NPC","Random","Custom")
  +		if(choice)
  +			if(choice == "Service NPC" || choice == "Security NPC")
  +				var/job = choice == "Service NPC" ? pick("Bartender","Cook","Botanist","Janitor") : pick("Warden","Detective","Security Officer")
  +				for(var/j in SSjob.occupations)
  +					var/datum/job/J = j
  +					if(J.title == job)
  +						T.myjob = J
  +						T.job = T.myjob.title
  +						for(var/obj/item/W in T)
  +							qdel(W)
  +						T.myjob.equip(T)
  +						T.myjob.apply_fingerprints(T)
  +						T.doSetup()
  +						break
  +			if(choice == "Random")
  +				T.myjob = pick(SSjob.occupations)
  +				T.job = T.myjob.title
  +				for(var/obj/item/W in T)
  +					qdel(W)
  +				T.myjob.equip(T)
  +				T.myjob.apply_fingerprints(T)
  +				T.doSetup()
  +				if(prob(25))
  +					var/list/validchoices = list()
  +					for(var/mob/living/carbon/human/M in mob_list)
  +						validchoices += M
  +					var/mob/living/carbon/human/chosen = pick(validchoices)
   					var/datum/dna/toDoppel = chosen.dna
  -
   					T.real_name = toDoppel.real_name
   					toDoppel.transfer_identity(T, transfer_SE=1)
   					T.updateappearance(mutcolor_update=1)
   					T.domutcheck()
  -
  -		var/doTrait = input("Do you want the SNPC to be a traitor?") as null|anything in list("Yes","No")
  -		if(doTrait)
  -			if(doTrait == "Yes")
  -				var/list/tType = list("Brute" = SNPC_BRUTE, "Stealth" = SNPC_STEALTH, "Martyr" = SNPC_MARTYR, "Psycho" = SNPC_PSYCHO)
  -				var/cType = input("Choose the traitor personality.") as null|anything in tType
  -				if(cType)
  -					var/value = tType[cType]
  -					T.makeTraitor(value)
  -
  -		var/doTele = input("Place the SNPC in their department?") as null|anything in list("Yes","No")
  -		if(doTele)
  -			if(doTele == "Yes")
  +				if(prob(25))
  +					var/cType = pick(list(SNPC_BRUTE,SNPC_STEALTH,SNPC_MARTYR,SNPC_PSYCHO))
  +					T.makeTraitor(cType)
   				T.loc = pick(get_area_turfs(T.job2area(T.myjob)))
  +			if(choice == "Custom")
  +				var/cjob = input("Choose Job") as null|anything in SSjob.occupations
  +				if(cjob)
  +					T.myjob = cjob
  +					T.job = T.myjob.title
  +					for(var/obj/item/W in T)
  +						qdel(W)
  +					T.myjob.equip(T)
  +					T.myjob.apply_fingerprints(T)
  +					T.doSetup()
  +				var/shouldDoppel = input("Do you want the SNPC to disguise themself as a crewmember?") as null|anything in list("Yes","No")
  +				if(shouldDoppel)
  +					if(shouldDoppel == "Yes")
  +						var/list/validchoices = list()
  +						for(var/mob/living/carbon/human/M in mob_list)
  +							validchoices += M
  +
  +						var/mob/living/carbon/human/chosen = input("Which crewmember?") as null|anything in validchoices
  +
  +						if(chosen)
  +							var/datum/dna/toDoppel = chosen.dna
  +
  +							T.real_name = toDoppel.real_name
  +							toDoppel.transfer_identity(T, transfer_SE=1)
  +							T.updateappearance(mutcolor_update=1)
  +							T.domutcheck()
  +				var/doTrait = input("Do you want the SNPC to be a traitor?") as null|anything in list("Yes","No")
  +				if(doTrait)
  +					if(doTrait == "Yes")
  +						var/list/tType = list("Brute" = SNPC_BRUTE, "Stealth" = SNPC_STEALTH, "Martyr" = SNPC_MARTYR, "Psycho" = SNPC_PSYCHO)
  +						var/cType = input("Choose the traitor personality.") as null|anything in tType
  +						if(cType)
  +							var/value = tType[cType]
  +							T.makeTraitor(value)
  +				var/doTele = input("Place the SNPC in their department?") as null|anything in list("Yes","No")
  +				if(doTele)
  +					if(doTele == "Yes")
  +						T.loc = pick(get_area_turfs(T.job2area(T.myjob)))
   
   /mob/living/carbon/human/interactive/proc/doSetup()
   	Path_ID = new /obj/item/weapon/card/id(src)
  
positive.code: 			var/obj/machinery/door/D = TARGET
  			if(D.check_access(MYID) && !istype(D,/obj/machinery/door/poddoor))
  				D.open()
  				sleep(15)
  				var/turf/T = get_step(get_step(D.loc,dir),dir) //recursion yo
  				tryWalk(T)
  		//THIEVING SKILLS
  
negative.code: /mob/living/carbon/human/interactive/proc/shitcurity(obj)
  	var/list/allContents = getAllContents()
  
  	for(var/mob/living/carbon/human/C in nearby)
  		var/perpname = C.get_face_name(C.get_id_name())
  		var/datum/data/record/R = find_record("name", perpname, data_core.security)
  		if(R && R.fields["criminal"])
  			switch(R.fields["criminal"])
  				if("*Arrest*")
  					retalTarget(C)
  
  	if(retal && TARGET)
  		for(var/obj/item/I in allContents)
  			if(istype(I,/obj/item/weapon/restraints))
  