/obj/effect/proc_holder/spell/targeted/touch/cluwne name = "Curse of the Cluwne" desc = "Turns the target into a fat and cursed monstrosity of a clown." hand_path = /obj/item/weapon/melee/touch_attack/cluwne school = "transmutation" charge_max = 600 clothes_req = 1 cooldown_min = 200 //100 deciseconds reduction per rank action_icon_state = "clown" /mob/living/carbon/human/proc/makeCluwne() to_chat(src, "You feel funny.") adjustBrainLoss(80) nutrition = 9000 overeatduration = 9000 confused = 30 if(mind) mind.assigned_role = "Cluwne" var/obj/item/organ/internal/honktumor/cursed/tumor = new tumor.insert(src) mutations.Add(NERVOUS) dna.SetSEState(NERVOUSBLOCK, 1, 1) genemutcheck(src, NERVOUSBLOCK, null, MUTCHK_FORCED) animate_clownspell(src) unEquip(w_uniform, 1) unEquip(shoes, 1) unEquip(gloves, 1) if(!istype(wear_mask, /obj/item/clothing/mask/cursedclown)) //Infinite loops otherwise unEquip(wear_mask, 1) equip_to_slot_if_possible(new /obj/item/clothing/under/cursedclown, slot_w_uniform, 1, 1, 1) equip_to_slot_if_possible(new /obj/item/clothing/gloves/cursedclown, slot_gloves, 1, 1, 1) equip_to_slot_if_possible(new /obj/item/clothing/mask/cursedclown, slot_wear_mask, 1, 1, 1) equip_to_slot_if_possible(new /obj/item/clothing/shoes/cursedclown, slot_shoes, 1, 1, 1) real_name = "cluwne" /mob/living/carbon/human/proc/makeAntiCluwne() to_chat(src, "You don't feel very funny.") adjustBrainLoss(-120) nutrition = NUTRITION_LEVEL_STARVING overeatduration = 0 confused = 0 jitteriness = 0 if(mind) mind.assigned_role = "Lawyer" var/obj/item/organ/internal/honktumor/cursed/tumor = get_int_organ(/obj/item/organ/internal/honktumor/cursed) if(tumor) tumor.remove(src, clean_remove = 1) qdel(tumor) else mutations.Remove(CLUMSY) mutations.Remove(COMICBLOCK) dna.SetSEState(CLUMSYBLOCK,0) dna.SetSEState(COMICBLOCK,0) genemutcheck(src, CLUMSYBLOCK, null, MUTCHK_FORCED) genemutcheck(src, COMICBLOCK, null, MUTCHK_FORCED) mutations.Remove(NERVOUS) dna.SetSEState(NERVOUSBLOCK, 0) genemutcheck(src, NERVOUSBLOCK, null, MUTCHK_FORCED) animate_clownspell(src) var/obj/item/clothing/under/U = w_uniform unEquip(w_uniform, 1) if(U) qdel(U) var/obj/item/clothing/shoes/S = shoes unEquip(shoes, 1) if(S) qdel(S) if(istype(wear_mask, /obj/item/clothing/mask/cursedclown)) unEquip(wear_mask, 1) if(istype(gloves, /obj/item/clothing/gloves/cursedclown)) var/obj/item/clothing/gloves/G = gloves unEquip(gloves, 1) qdel(G) equip_to_slot_if_possible(new /obj/item/clothing/under/lawyer/black, slot_w_uniform, 1, 1, 1) equip_to_slot_if_possible(new /obj/item/clothing/shoes/black, slot_shoes, 1, 1, 1)