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Cluwne and Cluwne Goblins.
Ported somewhat but a lot less depressive and edgy.
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@@ -71,3 +71,80 @@
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visible_message("<span class='notice'>\The [src] opens up revealing another kloun!</span>")
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var/location = get_turf(src)
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new /mob/living/simple_animal/hostile/clown/glorious/lesser(location)
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/mob/living/simple_animal/hostile/clown/cluwne
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icon = 'icons/mob/animal_VG.dmi'
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name = "cluwne"
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desc = "This poor creature used to be human. Before it pissed off the Gods, that is. Now it is retarded, miserable, and has bikehorns for an arm."
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icon_state = "cluwne"
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icon_living = "cluwne"
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icon_dead = "cluwne_dead"
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icon_gib = "clown_gib"
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speak_chance = 50
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turns_per_move = 5
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response_help = "pokes the"
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response_disarm = "gently pushes aside the"
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response_harm = "hits the"
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speak = list("HONK", "Honk!")
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speak_emote = list("squeals", "cries","sobs")
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emote_hear = list("honks sadly")
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speak_chance = 1
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a_intent = I_HELP
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var/footstep=0 // For clownshoe noises
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//deny_client_move=1 // HONK // Doesn't work right yet
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stop_automated_movement_when_pulled = 1
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maxHealth = 30
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health = 30
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speed = 11
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var/brain_op_stage = 0.0 // Faking it
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harm_intent_damage = 1
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melee_damage_lower = 0
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melee_damage_upper = 0.1
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attacktext = "honks at"
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attack_sound = 'sound/items/bikehorn.ogg'
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min_oxy = 5
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max_oxy = 0
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min_tox = 0
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max_tox = 1
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min_co2 = 0
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max_co2 = 5
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min_n2 = 0
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max_n2 = 0
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minbodytemp = 270
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maxbodytemp = 370
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heat_damage_per_tick = 15 //amount of damage applied if animal's body temperature is higher than maxbodytemp
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cold_damage_per_tick = 10 //same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
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unsuitable_atoms_damage = 10
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mutations = list(M_CLUMSY)
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/mob/living/simple_animal/hostile/clown/cluwne/goblin
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name = "clown goblin"
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desc = "A tiny walking mask and clown shoes. You want to honk his nose!"
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icon_state = "ClownGoblin"
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icon_living = "ClownGoblin"
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icon_dead = null
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response_help = "honks the"
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speak = list("Honk!")
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speak_emote = list("sqeaks")
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emote_hear = list("honks")
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maxHealth = 100
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health = 100
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size = 1
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environment_smash_flags = SMASH_LIGHT_STRUCTURES
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speed = 1
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turns_per_move = 1
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melee_damage_type = "BRAIN"
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/mob/living/simple_animal/hostile/retaliate/cluwne/goblin/attackby(obj/item/weapon/W, mob/user)
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if(istype(W,/obj/item/weapon/pen)) //Renaming
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var/n_name = copytext(sanitize(input(user, "What would you like to name this clown goblin?", "Clown Goblin Name", null) as text|null), 1, MAX_NAME_LEN*3)
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if(n_name && Adjacent(user) && !user.stat)
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name = "[n_name]"
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return
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..()
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