mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-26 22:50:26 +01:00
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:
@@ -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.
|
||||
|
||||
@@ -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()
|
||||
. = ..()
|
||||
|
||||
@@ -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
|
||||
..()
|
||||
|
||||
Reference in New Issue
Block a user