Files
Paradise/code/datums/spells/cluwne.dm
T
2017-07-12 07:22:58 -04:00

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/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, "<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)
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)
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, 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)
/mob/living/carbon/human/proc/makeAntiCluwne()
to_chat(src, "<span class='danger'>You don't feel very funny.</span>")
adjustBrainLoss(-120)
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
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)
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)