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CRUNCH 90c7d9bb93 Completely Purges Any Suggestion That The IAA is a Lawyer. (#25371)
* Fixing some minor typos for cyborg upgrade flavour text

Throws in some missing apostrophes, capitalisation, and the letter "s."

* Briefcase Full of Cash buff

Increases the amount of cash in the Syndicate Briefcase Full of Cash from 600 Cr to 1000 Cr

* Reverts double-feature PR

* Reverts a broken revert

* Reverting again because Ebba told me to

* And reverting yet again

* The IAA is not a lawyer. They were never a lawyer. Glory to INGSO- uhh, NANOTRASEN!

* There was lawyer stuff on the maps.

* crush

* Update code/modules/pda/pdas.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>

* Update pda.dmi

* Update code/modules/clothing/under/accessories/accessory.dm

Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>

---------

Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Fordoxia <fordoxia@googlemail.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2024-06-12 17:55:45 +00:00

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/datum/spell/touch/cluwne
name = "Curse of the Cluwne"
desc = "Turns the target into a fat and cursed monstrosity of a clown."
hand_path = /obj/item/melee/touch_attack/cluwne
school = "transmutation"
base_cooldown = 1 MINUTES
clothes_req = TRUE
cooldown_min = 200 //100 deciseconds reduction per rank
action_icon_state = "cluwne"
/mob/living/carbon/human/proc/makeCluwne()
if(istype(back, /obj/item/mod/control)) // Check if the target is wearing a modsuit
var/obj/item/mod/control/modsuit_control = back
if(istype(wear_suit, /obj/item/clothing/suit/mod)) // Check if the modsuit is deployed
modsuit_control.active = FALSE // Instantly deactivate the modsuit - if it was activated
modsuit_control.quick_deploy(src) // The modsuit is no longer deployed
to_chat(src, "<span class='danger'>You feel funny.</span>")
if(!get_int_organ(/obj/item/organ/internal/brain/cluwne))
var/obj/item/organ/internal/brain/cluwne/idiot_brain = new
idiot_brain.insert(src, make_cluwne = 0)
idiot_brain.dna = dna.Clone()
setBrainLoss(80, use_brain_mod = FALSE)
set_nutrition(9000)
overeatduration = 9000
Confused(60 SECONDS)
if(mind)
mind.assigned_role = "Cluwne"
dna.SetSEState(GLOB.nervousblock, 1, 1)
singlemutcheck(src, GLOB.nervousblock, MUTCHK_FORCED)
rename_character(real_name, "cluwne")
unEquip(w_uniform, 1)
unEquip(shoes, 1)
unEquip(gloves, 1)
var/obj/item/organ/internal/honktumor/cursed/tumor = new
tumor.insert(src)
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_HUD_JUMPSUIT, TRUE, TRUE)
equip_to_slot_if_possible(new /obj/item/clothing/gloves/cursedclown, SLOT_HUD_GLOVES, TRUE, TRUE)
equip_to_slot_if_possible(new /obj/item/clothing/mask/cursedclown, SLOT_HUD_WEAR_MASK, TRUE, TRUE)
equip_to_slot_if_possible(new /obj/item/clothing/shoes/cursedclown, SLOT_HUD_SHOES, TRUE, TRUE)
/mob/living/carbon/human/proc/makeAntiCluwne()
to_chat(src, "<span class='danger'>You don't feel very funny.</span>")
adjustBrainLoss(-120)
set_nutrition(NUTRITION_LEVEL_STARVING)
overeatduration = 0
SetConfused(0)
SetJitter(0)
if(mind)
mind.assigned_role = "Internal Affairs Agent"
var/obj/item/organ/internal/honktumor/cursed/tumor = get_int_organ(/obj/item/organ/internal/honktumor/cursed)
if(tumor)
tumor.remove(src)
else
dna.SetSEState(GLOB.clumsyblock, FALSE)
dna.SetSEState(GLOB.comicblock, FALSE)
singlemutcheck(src, GLOB.clumsyblock, MUTCHK_FORCED)
singlemutcheck(src, GLOB.comicblock, MUTCHK_FORCED)
dna.SetSEState(GLOB.nervousblock, FALSE)
singlemutcheck(src, GLOB.nervousblock, MUTCHK_FORCED)
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/rank/procedure/iaa/formal/black, SLOT_HUD_JUMPSUIT, TRUE, TRUE)
equip_to_slot_if_possible(new /obj/item/clothing/shoes/black, SLOT_HUD_SHOES, TRUE, TRUE)