Clownlike creatures are now more consistent. #fix #honk #banana (#55603)

* Bananium golems can wear clown shoes and are clumsy. Clownlike creatures, including clowns, bananium golems and clown ops, heal from bananas and bananahonk. Clown Ops also don't understand death, like real clowns!
This commit is contained in:
necromanceranne
2020-12-31 18:17:46 -08:00
committed by GitHub
parent 6e90fe68a8
commit 66e1ca1646
8 changed files with 17 additions and 2 deletions
+1
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@@ -129,6 +129,7 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
#define TRAIT_HUSK "husk"
#define TRAIT_BADDNA "baddna"
#define TRAIT_CLUMSY "clumsy"
#define TRAIT_CLOWNLIKE "clownlike" //for those creatures that are related to clowns, but not necessarily clumsy
#define TRAIT_CHUNKYFINGERS "chunkyfingers" //means that you can't use weapons with normal trigger guards.
#define TRAIT_DUMB "dumb"
#define TRAIT_ADVANCEDTOOLUSER "advancedtooluser" //Whether a mob is dexterous enough to use machines and certain items or not.
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@@ -22,6 +22,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_HUSK" = TRAIT_HUSK,
"TRAIT_BADDNA" = TRAIT_BADDNA,
"TRAIT_CLUMSY" = TRAIT_CLUMSY,
"TRAIT_CLOWNLIKE" = TRAIT_CLOWNLIKE,
"TRAIT_CHUNKYFINGERS" = TRAIT_CHUNKYFINGERS,
"TRAIT_DUMB" = TRAIT_DUMB,
"TRAIT_ADVANCEDTOOLUSER" = TRAIT_ADVANCEDTOOLUSER,
@@ -12,6 +12,16 @@
nukeop_outfit = /datum/outfit/syndicate/clownop/leader
challengeitem = /obj/item/nuclear_challenge/clownops
/datum/antagonist/nukeop/clownop/apply_innate_effects(mob/living/mob_override)
var/mob/living/L = owner.current || mob_override
ADD_TRAIT(L, TRAIT_NAIVE, "clownop")
ADD_TRAIT(L, TRAIT_CLOWNLIKE, "clownop")
/datum/antagonist/nukeop/clownop/remove_innate_effects(mob/living/mob_override)
var/mob/living/L = owner.current || mob_override
REMOVE_TRAIT(L, TRAIT_NAIVE, "clownop")
REMOVE_TRAIT(L, TRAIT_CLOWNLIKE, "clownop")
/datum/antagonist/nukeop/leader/clownop/give_alias()
title = pick("Head Honker", "Slipmaster", "Clown King", "Honkbearer")
if(nuke_team?.syndicate_name)
@@ -99,6 +99,7 @@
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes/clown
var/enabled_waddle = TRUE
lace_time = 20 SECONDS // how the hell do these laces even work??
species_exception = list(/datum/species/golem/bananium)
/obj/item/clothing/shoes/clown_shoes/Initialize()
. = ..()
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@@ -55,6 +55,7 @@
H.fully_replace_character_name(H.real_name, pick(GLOB.clown_names)) //rename the mob AFTER they're equipped so their ID gets updated properly.
ADD_TRAIT(H, TRAIT_NAIVE, JOB_TRAIT)
ADD_TRAIT(H, TRAIT_CLOWNLIKE, JOB_TRAIT)
H.dna.add_mutation(CLOWNMUT)
for(var/datum/mutation/human/clumsy/M in H.dna.mutations)
M.mutadone_proof = TRUE
@@ -532,6 +532,7 @@
id = "bananium golem"
fixed_mut_color = "ff0"
say_mod = "honks"
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_NOFIRE,TRAIT_CHUNKYFINGERS, TRAIT_CLUMSY, TRAIT_CLOWNLIKE, TRAIT_RADIMMUNE,TRAIT_GENELESS,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER)
punchdamagelow = 0
punchdamagehigh = 1
punchstunthreshold = 2 //Harmless and can't stun
@@ -1203,7 +1203,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
glass_desc = "A drink from Clown Heaven."
/datum/reagent/consumable/ethanol/bananahonk/on_mob_life(mob/living/carbon/M)
if((ishuman(M) && M.job == "Clown") || ismonkey(M))
if((ishuman(M) && HAS_TRAIT(M, TRAIT_CLOWNLIKE)) || ismonkey(M))
M.heal_bodypart_damage(1,1)
. = 1
return ..() || .
@@ -127,7 +127,7 @@
glass_desc = "The raw essence of a banana. HONK."
/datum/reagent/consumable/banana/on_mob_life(mob/living/carbon/M)
if((ishuman(M) && M.job == "Clown") || ismonkey(M))
if((ishuman(M) && HAS_TRAIT(M, TRAIT_CLOWNLIKE)) || ismonkey(M))
M.heal_bodypart_damage(1,1, 0)
. = 1
..()