Files
Paradise/code/datums/spells/cluwne.dm
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ElorgRHGandGitHub e843567671 Clothing (jumpsuit) DMI split, unused jumpsuit sprite purge along the way (#19092)
* Medical and RnD DMI files split

* Cargo DMI split

* Security DMI split

* Engineering DMI split

* Captain DMI split

* Civilian/service DMI split

This one hurt

* Forgot about this one

* Color DMI split

* Purges everything that was delted up until this point

... with a blindfold and a shotgun

* Dress and suit DMI split

* Pants and shorts DMI split

and merges pants and shorts files... shorts are pants, right?

* Donator/fluff jumpsuit clothing organisational relocation

* e

oops

* So this is used, repath bad

* Random commit

* Costumes DMI split and jumpsuits purge

* Some fixes

* pennywise

* Centcom DMI split

* SolGov DMI split

* Retro DMI split

* Syndicate DMI split

* Misc DMI split

* centcom officer

* Kills off uniform.dmi completely

* last fixes

* lastest fixes

* vox navy gold conflict

* civilian barber

* Tourist observers work now

* Hopefully working non-human humanoid clothing

* This being in suit.dmi is one of the reasons I made this PR

* This shouldn't be here

* Late night coding

* Pun Pun regains his drip

* Last fixes

* security/OFFICER

* Most important - clown fix

* working subtypes good

* Fixes chameleon jumpsuit

* Proper QM pathes

* Fixes jumpsuit rolling with the power of poor quality code

* Cargo tech character setup fix

* else instead

why didn't I do this in the first place

* PURP

* Fixes broken character setup job clothing

* CC suit fix

* Psychedelic jumpsuit proper path

* You must wear the jumpsuit to adjust it
2022-10-09 14:24:10 +01:00

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/obj/effect/proc_holder/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()
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"
var/obj/item/organ/internal/honktumor/cursed/tumor = new
tumor.insert(src)
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)
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, TRUE, TRUE)
equip_to_slot_if_possible(new /obj/item/clothing/gloves/cursedclown, slot_gloves, TRUE, TRUE)
equip_to_slot_if_possible(new /obj/item/clothing/mask/cursedclown, slot_wear_mask, TRUE, TRUE)
equip_to_slot_if_possible(new /obj/item/clothing/shoes/cursedclown, slot_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 = "Lawyer"
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/civilian/lawyer/black, slot_w_uniform, TRUE, TRUE)
equip_to_slot_if_possible(new /obj/item/clothing/shoes/black, slot_shoes, TRUE, TRUE)