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90c7d9bb93
* 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>
90 lines
3.2 KiB
Plaintext
90 lines
3.2 KiB
Plaintext
/datum/spell/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/melee/touch_attack/cluwne
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school = "transmutation"
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base_cooldown = 1 MINUTES
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clothes_req = TRUE
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cooldown_min = 200 //100 deciseconds reduction per rank
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action_icon_state = "cluwne"
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/mob/living/carbon/human/proc/makeCluwne()
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if(istype(back, /obj/item/mod/control)) // Check if the target is wearing a modsuit
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var/obj/item/mod/control/modsuit_control = back
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if(istype(wear_suit, /obj/item/clothing/suit/mod)) // Check if the modsuit is deployed
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modsuit_control.active = FALSE // Instantly deactivate the modsuit - if it was activated
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modsuit_control.quick_deploy(src) // The modsuit is no longer deployed
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to_chat(src, "<span class='danger'>You feel funny.</span>")
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if(!get_int_organ(/obj/item/organ/internal/brain/cluwne))
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var/obj/item/organ/internal/brain/cluwne/idiot_brain = new
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idiot_brain.insert(src, make_cluwne = 0)
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idiot_brain.dna = dna.Clone()
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setBrainLoss(80, use_brain_mod = FALSE)
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set_nutrition(9000)
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overeatduration = 9000
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Confused(60 SECONDS)
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if(mind)
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mind.assigned_role = "Cluwne"
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dna.SetSEState(GLOB.nervousblock, 1, 1)
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singlemutcheck(src, GLOB.nervousblock, MUTCHK_FORCED)
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rename_character(real_name, "cluwne")
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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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var/obj/item/organ/internal/honktumor/cursed/tumor = new
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tumor.insert(src)
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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_HUD_JUMPSUIT, TRUE, TRUE)
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equip_to_slot_if_possible(new /obj/item/clothing/gloves/cursedclown, SLOT_HUD_GLOVES, TRUE, TRUE)
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equip_to_slot_if_possible(new /obj/item/clothing/mask/cursedclown, SLOT_HUD_WEAR_MASK, TRUE, TRUE)
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equip_to_slot_if_possible(new /obj/item/clothing/shoes/cursedclown, SLOT_HUD_SHOES, TRUE, TRUE)
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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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set_nutrition(NUTRITION_LEVEL_STARVING)
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overeatduration = 0
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SetConfused(0)
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SetJitter(0)
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if(mind)
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mind.assigned_role = "Internal Affairs Agent"
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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)
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else
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dna.SetSEState(GLOB.clumsyblock, FALSE)
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dna.SetSEState(GLOB.comicblock, FALSE)
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singlemutcheck(src, GLOB.clumsyblock, MUTCHK_FORCED)
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singlemutcheck(src, GLOB.comicblock, MUTCHK_FORCED)
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dna.SetSEState(GLOB.nervousblock, FALSE)
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singlemutcheck(src, GLOB.nervousblock, MUTCHK_FORCED)
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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/rank/procedure/iaa/formal/black, SLOT_HUD_JUMPSUIT, TRUE, TRUE)
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equip_to_slot_if_possible(new /obj/item/clothing/shoes/black, SLOT_HUD_SHOES, TRUE, TRUE)
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