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https://github.com/ParadiseSS13/Paradise.git
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The Honkening
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@@ -0,0 +1,86 @@
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/obj/effect/proc_holder/spell/targeted/touch/cluwne
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name = "Curse of the Cluwne"
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desc = "Turns the target into a fat and cursed monstrosity of a clown."
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hand_path = /obj/item/weapon/melee/touch_attack/cluwne
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school = "transmutation"
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charge_max = 600
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clothes_req = 1
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cooldown_min = 200 //100 deciseconds reduction per rank
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action_icon_state = "clown"
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/mob/living/carbon/human/proc/makeCluwne()
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to_chat(src, "<span class='danger'>You feel funny.</span>")
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adjustBrainLoss(80)
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nutrition = 9000
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confused = 120
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if(mind)
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mind.assigned_role = "Cluwne"
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var/obj/item/organ/internal/honktumor/cursed/tumor = new
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tumor.insert(src)
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mutations.Add(NERVOUS)
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dna.SetSEState(NERVOUSBLOCK, 1, 1)
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genemutcheck(src, NERVOUSBLOCK, null, MUTCHK_FORCED)
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animate_clownspell(src)
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unEquip(w_uniform, 1)
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unEquip(shoes, 1)
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unEquip(gloves, 1)
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if(!istype(wear_mask, /obj/item/clothing/mask/cursedclown)) //Infinite loops otherwise
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unEquip(wear_mask, 1)
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equip_to_slot_if_possible(new /obj/item/clothing/under/cursedclown, slot_w_uniform, 1, 1, 1)
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equip_to_slot_if_possible(new /obj/item/clothing/gloves/cursedclown, slot_gloves, 1, 1, 1)
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equip_to_slot_if_possible(new /obj/item/clothing/mask/cursedclown, slot_wear_mask, 1, 1, 1)
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equip_to_slot_if_possible(new /obj/item/clothing/shoes/cursedclown, slot_shoes, 1, 1, 1)
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real_name = "cluwne"
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/mob/living/carbon/human/proc/makeAntiCluwne()
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to_chat(src, "<span class='danger'>You don't feel very funny.</span>")
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adjustBrainLoss(-120)
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nutrition = NUTRITION_LEVEL_STARVING
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confused = 0
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jitteriness = 0
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if(mind)
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mind.assigned_role = "Lawyer"
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var/obj/item/organ/internal/honktumor/cursed/tumor = get_int_organ(/obj/item/organ/internal/honktumor/cursed)
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if(tumor)
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tumor.remove(src, clean_remove = 1)
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qdel(tumor)
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else
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mutations.Remove(CLUMSY)
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mutations.Remove(COMICBLOCK)
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dna.SetSEState(CLUMSYBLOCK,0)
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dna.SetSEState(COMICBLOCK,0)
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genemutcheck(src, CLUMSYBLOCK, null, MUTCHK_FORCED)
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genemutcheck(src, COMICBLOCK, null, MUTCHK_FORCED)
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mutations.Remove(NERVOUS)
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dna.SetSEState(NERVOUSBLOCK, 0)
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genemutcheck(src, NERVOUSBLOCK, null, MUTCHK_FORCED)
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animate_clownspell(src)
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var/obj/item/clothing/under/U = w_uniform
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unEquip(w_uniform, 1)
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if(U)
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qdel(U)
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var/obj/item/clothing/shoes/S = shoes
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unEquip(shoes, 1)
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if(S)
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qdel(S)
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if(istype(wear_mask, /obj/item/clothing/mask/cursedclown))
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unEquip(wear_mask, 1)
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if(istype(gloves, /obj/item/clothing/gloves/cursedclown))
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var/obj/item/clothing/gloves/G = gloves
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unEquip(gloves, 1)
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qdel(G)
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equip_to_slot_if_possible(new /obj/item/clothing/under/lawyer/black, slot_w_uniform, 1, 1, 1)
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equip_to_slot_if_possible(new /obj/item/clothing/shoes/black, slot_shoes, 1, 1, 1)
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@@ -1,5 +1,5 @@
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/obj/effect/proc_holder/spell/targeted/touch/
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var/hand_path = "/obj/item/weapon/melee/touch_attack"
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/obj/effect/proc_holder/spell/targeted/touch
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var/hand_path = /obj/item/weapon/melee/touch_attack
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var/obj/item/weapon/melee/touch_attack/attached_hand = null
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invocation_type = "none" //you scream on connecting, not summoning
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include_user = 1
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@@ -47,7 +47,7 @@
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/obj/effect/proc_holder/spell/targeted/touch/disintegrate
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name = "Disintegrate"
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desc = "This spell charges your hand with vile energy that can be used to violently explode victims."
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hand_path = "/obj/item/weapon/melee/touch_attack/disintegrate"
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hand_path = /obj/item/weapon/melee/touch_attack/disintegrate
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school = "evocation"
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charge_max = 600
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@@ -59,11 +59,11 @@
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/obj/effect/proc_holder/spell/targeted/touch/flesh_to_stone
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name = "Flesh to Stone"
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desc = "This spell charges your hand with the power to turn victims into inert statues for a long period of time."
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hand_path = "/obj/item/weapon/melee/touch_attack/fleshtostone"
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hand_path = /obj/item/weapon/melee/touch_attack/fleshtostone
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school = "transmutation"
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charge_max = 600
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clothes_req = 1
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cooldown_min = 200 //100 deciseconds reduction per rank
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action_icon_state = "statue"
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action_icon_state = "statue"
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