Files
vgstation13/code/modules/clothing/shoes/miscellaneous.dm
gurfan 04d88c3374 Fix vox bald hairstyle + Adds some missing vox clothing sprites (mostly from paradise) (#34140)
* aqua

* cia

* clown

* fix clown and update species_fit

* meme skirt

* remove shoes from captain tunic

* animated captains visor

* ditto

* firesuit!

* thunderdome armor

* better bombsuit (para)

* white secoff uniform

* fix

* CEboots + atmos boots + syndie boots

* clown+clown psyche, one missing laceup

* better clown shoes (paradise)

* color shoes, leather shoes, roman shoes, slippers, sandals

paradise again

* tweak cowboy boots slightly

* better winterboots

* ninja and rainbow shoes

* better BTC bartender

* kneesock

* fingerless gloves

* Update hair_styles.dmi

* sexymime, orange suit, rainbow suit, white suit

* fixes

* Update uniform.dmi

* remove nun shoes

* carapace feet coverings, make hands visible

* caparmor feet

* captunic and nun suit shoes

* tweak that just a bit

* Revert "captunic and nun suit shoes"

This reverts commit ec65ff4ded.

* Revert "caparmor feet"

This reverts commit 8af5b9e76c.

* Revert "carapace feet coverings, make hands visible"

This reverts commit 77ca7e0000.

* fix again

* set overrides

* LOTS OF COSTUMES

* helmets

* fix jester colors AND LOTS OF HATS

* the rest of it

* garrison

* headsets

* bio

* radiation

* Update suit.dmi

* tweaks and fixes

* Update gasmask.dm

* bandanas

* vampire coat

* armored trenchcoat

* pirate cap

* Update suit.dmi
2023-03-12 00:06:26 -06:00

627 lines
20 KiB
Plaintext

/obj/item/clothing/shoes/syndigaloshes
desc = "A pair of brown shoes." // the "extra grip" contraband id text is moved to examine()
name = "brown shoes"
icon_state = "brown"
item_state = "brown"
_color = "brown"
clothing_flags = NOSLIP
origin_tech = Tc_SYNDICATE + "=3"
var/list/clothing_choices = list()
actions_types = list(/datum/action/item_action/change_appearance_shoes)
siemens_coefficient = 0.8
permeability_coefficient = 0.90
species_fit = list(VOX_SHAPED, GREY_SHAPED, UNDEAD_SHAPED, MUSHROOM_SHAPED, INSECT_SHAPED)
// desc replacement block
/obj/item/clothing/shoes/syndigaloshes/examine(mob/user)
..()
if(is_holder_of(user, src)) // are the noslips on your person or on the floor?
to_chat(user, "<span class='info'><b>When inspected hands-on,</b> they are apparently modified with complex electronics and extra-grip soles.</span>") // these are no-slips yes hello sir
to_chat(user, "<span class='info'>They are rated to fit all known species able to wear footgear.</span>") // catbeasts/unathi/golems btfo, how will they ever recover
return
if(isturf(loc) && user.Adjacent(src)) // so there's degrees of identification. above is blatant, this is less so
to_chat(user, "Something's a little off...")
/obj/item/clothing/shoes/syndigaloshes/New()
..()
verbs += /obj/item/clothing/shoes/syndigaloshes/verb/change_appearance_shoes
for(var/Type in existing_typesof(/obj/item/clothing/shoes) - (/obj/item/clothing/shoes/syndigaloshes))
clothing_choices += new Type
return
/* // the above 5 lines invalidate any purpose this block once had
/obj/item/clothing/shoes/syndigaloshes/attackby(obj/item/I, mob/user)
..()
if(!istype(I, /obj/item/clothing/shoes) || istype(I, src.type))
return 0
else
var/obj/item/clothing/shoes/S = I
if(src.clothing_choices.Find(S))
to_chat(user, "<span class='warning'>[S.name]'s pattern is already stored.</span>")
return
src.clothing_choices += S
to_chat(user, "<span class='notice'>[S.name]'s pattern absorbed by \the [src].</span>")
return 1
return 0
*/
/datum/action/item_action/change_appearance_shoes
name = "Change Shoe Color"
desc = "Swap the appearance of your shoes."
/datum/action/item_action/change_appearance_shoes/Trigger()
var/obj/item/clothing/shoes/syndigaloshes/T = target
if(!istype(T))
return
T.change()
/obj/item/clothing/shoes/syndigaloshes/verb/change_appearance_shoes()
set name = "Change Shoe Color"
set category = "Object"
set desc = "Swap the appearance of your shoes."
src.change()
/obj/item/clothing/shoes/syndigaloshes/proc/change()
var/obj/item/clothing/shoes/A
A = input("Pick a color:", "BOOYEA", A) as null|anything in clothing_choices
if(!A || usr.incapacitated() || !Adjacent(usr) || isturf(src.loc))
return
desc = A.desc
name = A.name
icon_state = A.icon_state
item_state = A.item_state
_color = A._color
step_sound = A.step_sound
usr.update_inv_shoes()
/obj/item/clothing/shoes/mime
name = "mime shoes"
icon_state = "mime"
_color = "mime"
/obj/item/clothing/shoes/mime/biker
name = "Biker's shoes"
/obj/item/clothing/shoes/swat
name = "\improper SWAT shoes"
desc = "When you want to turn up the heat."
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
clothing_flags = NOSLIP
species_fit = list(VOX_SHAPED, INSECT_SHAPED)
siemens_coefficient = 0.6
heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
bonus_kick_damage = 3
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
name = "combat boots"
desc = "When you REALLY want to turn up the heat."
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
clothing_flags = NOSLIP
species_fit = list(VOX_SHAPED)
siemens_coefficient = 0.6
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
bonus_kick_damage = 3
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain, wooden sandals."
name = "sandals"
icon_state = "wizard"
species_fit = list(VOX_SHAPED)
wizard_garb = 1
/obj/item/clothing/shoes/sandal/slippers
name = "magic slippers"
icon_state = "slippers"
desc = "For the wizard that puts comfort first. Who's going to laugh?"
species_fit = list(VOX_SHAPED)
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic, black shoes."
name = "magic shoes"
icon_state = "black"
/obj/item/clothing/shoes/sandal/marisa/leather
icon_state = "laceups"
item_state = "laceups"
species_fit = list(INSECT_SHAPED, VOX_SHAPED)
/obj/item/clothing/shoes/galoshes
name = "galoshes"
desc = "Rubber boots!"
icon_state = "galoshes"
permeability_coefficient = 0.05
clothing_flags = NOSLIP
slowdown = MISC_SHOE_SLOWDOWN
species_fit = list(VOX_SHAPED, INSECT_SHAPED)
heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
sterility = 100
/obj/item/clothing/shoes/galoshes/broken
name = "ruined galoshes"
desc = "The grip treading is broken off."
icon_state = "galoshes_ruined"
flags = null
sterility = 80
/obj/item/clothing/shoes/clown_shoes
desc = "The prankster's standard-issue clowning shoes. Damn they're huge!"
name = "clown shoes"
icon_state = "clown"
item_state = "clown_shoes"
_color = "clown"
species_fit = list(INSECT_SHAPED, VOX_SHAPED)
footprint_type = /obj/effect/decal/cleanable/blood/tracks/footprints/clown
step_sound = "clownstep"
/obj/item/clothing/shoes/clown_shoes/New()
..()
if(Holiday == APRIL_FOOLS_DAY)
modulo_steps = 1 //Honk on every step
/obj/item/clothing/shoes/clown_shoes/attackby(obj/item/weapon/W, mob/user)
..()
if(istype(W, /obj/item/clothing/mask/gas/clown_hat))
new /mob/living/simple_animal/hostile/retaliate/cluwne/goblin(get_turf(src))
qdel(W)
qdel(src)
/obj/item/clothing/shoes/clown_shoes/lola
name = "fighting clown shoes"
desc = "Squeaky when scuffling."
icon_state = "lola"
item_state = "lola"
_color = "lola"
/obj/item/clothing/shoes/clown_shoes/elf
desc = "Jolly shoes for a jolly little elf!"
name = "elf shoes"
icon_state = "elf_shoes"
item_state = "elf_shoes"
_color = "elf_shoes"
/obj/item/clothing/shoes/clown_shoes/elf/stickymagic
canremove = 0
#define CLOWNSHOES_RANDOM_SOUND "random sound"
/obj/item/clothing/shoes/clown_shoes/advanced
name = "advanced clown shoes"
desc = "Only granted to the most devout followers of Honkmother."
icon_state = "superclown"
item_state = "superclown"
clothing_flags = NOSLIP
var/list/sound_list = list(
"Clown squeak" = "clownstep",
"Bike horn" = 'sound/items/bikehorn.ogg',
"Air horn" = 'sound/items/AirHorn.ogg',
"Chewing" = 'sound/items/eatfood.ogg',
"Polaroid" = "polaroid",
"Gunshot" = 'sound/weapons/Gunshot.ogg',
"Ion gun" = 'sound/weapons/ion.ogg',
"Laser gun" = 'sound/weapons/Laser.ogg',
"Punch" = "punch",
"Shotgun" = 'sound/weapons/shotgun.ogg',
"Taser" = 'sound/weapons/Taser.ogg',
"Male scream" = "malescream",
"Female scream" = "femalescream",
"Vox shriek" = 'sound/misc/shriek1.ogg',
"Male cough" = "malecough",
"Female cough" = "femalecough",
"Sad trombone" = 'sound/misc/sadtrombone.ogg',
"Awooga" = 'sound/effects/awooga.ogg',
"Bubbles" = 'sound/effects/bubbles.ogg',
"EMP pulse" = 'sound/effects/EMPulse.ogg',
"Explosion" = "explosion",
"Glass" = 'sound/effects/glass_step.ogg',
"Mouse squeak" = 'sound/effects/mousesqueek.ogg',
"Meteor impact" = 'sound/effects/meteorimpact.ogg',
"Supermatter" = 'sound/effects/supermatter.ogg',
"Emitter" = 'sound/weapons/emitter.ogg',
"Laughter" = 'sound/effects/laughtrack.ogg',
"Mecha step" = 'sound/mecha/mechstep.ogg',
"Fart" = 'sound/misc/fart.ogg',
"Dramatic" = 'sound/effects/dramatic_short.ogg',
"Random" = CLOWNSHOES_RANDOM_SOUND)
var/random_sound = 0
var/emagged = 0
/obj/item/clothing/shoes/clown_shoes/advanced/attack_self(mob/living/user)
if(user.mind && !clumsy_check(user))
to_chat(user, "<span class='danger'>These shoes are too powerful for you to handle!</span>")
if(prob(25))
if(ishuman(user))
var/mob/living/carbon/human/H = user
H << sound('sound/items/AirHorn.ogg')
to_chat(H, "<font color='red' size='7'>HONK</font>")
H.sleeping = 0
H.stuttering += 20
H.ear_deaf += 30
H.Knockdown(3) //Copied from honkerblast 5000
if(prob(30))
H.Stun(10)
H.Paralyse(4)
else
H.Jitter(500)
return
var/new_sound = input(user,"Select the new step sound!","Advanced clown shoes") in sound_list
if(Adjacent(user))
if(step_sound == CLOWNSHOES_RANDOM_SOUND)
step_sound = "clownstep"
to_chat(user, "<span class='sinister'>You set [src]'s step sound to always be random!</span>")
random_sound = 1
else
step_sound = sound_list[new_sound]
to_chat(user, "<span class='sinister'>You set [src]'s step sound to \"[new_sound]\"!</span>")
random_sound = 0
/obj/item/clothing/shoes/clown_shoes/advanced/verb/ChangeSound()
set category = "Object"
set name = "Change Sound"
return src.attack_self(usr)
/obj/item/clothing/shoes/clown_shoes/advanced/step_action()
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.mind && !clumsy_check(H))
if( ( H.mind.assigned_role == "Mime" ) )
H.Slip(3, 2, 1)
return
if(random_sound)
step_sound = sound_list[pick(sound_list)]
..()
/obj/item/clothing/shoes/clown_shoes/advanced/emag_act(var/mob/user) //Causes the shoes to play a sound every step instead of 2
..()
if(!emagged)
if(modulo_steps == 1)
to_chat(user, "<span class='warning'>Aww shucks! Looks like someone beat you to the punch, for these shoes already play a sound every step! Perhaps it was the result of a very special day, or maybe it was tampered with by a very bored god. Either way, you are a fool!</span>")
to_chat(user, "<span class='good'>However, here is a consolation banana.</span>")
var/dat = {"<html><div><span style="color:#ff0000;">H</span><span style="color:#99ff00;">O</span><span style="color:#0000ff;">N</span><span style="color:#00ff80;">K</span><span style="color:#0066ff;">!</span></html></div>"}
to_chat(user, dat)
playsound(user, 'sound/items/bikehorn.ogg', 100, 0)
var/obj/item/weapon/reagent_containers/food/snacks/grown/banana/B = new()
B.name = "consolation banana"
B.desc = "This one seems to be enchanted..."
B.potency = 1337 //Honk
user.put_in_hands(B)
else
to_chat(user, "<span class='warning'>You overload the audio cogitators of \the [src], causing them to play a sound on every step!</span>")
modulo_steps = 1
emagged = 1
/obj/item/clothing/shoes/clown_shoes/stickymagic
canremove = 0
wizard_garb = 1
/obj/item/clothing/shoes/clown_shoes/stickymagic/dissolvable()
return 0
/obj/item/clothing/shoes/clown_shoes/slippy
canremove = 0
var/lube_chance = 10
/obj/item/clothing/shoes/clown_shoes/slippy/step_action() //The honkpocalypse is here
..()
if(ishuman(loc) && prob(lube_chance))
var/mob/living/carbon/human/mob = loc
if(istype(mob.loc,/turf/simulated))
var/turf/simulated/T = mob.loc
T.wet(800, TURF_WET_LUBE)
/obj/item/clothing/shoes/clown_shoes/slippy/dropped(mob/user as mob)
canremove = 1
..()
#undef CLOWNSHOES_RANDOM_SOUND
/obj/item/clothing/shoes/jackboots
name = "jackboots"
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
icon_state = "jackboots"
item_state = "jackboots"
_color = "hosred"
siemens_coefficient = 0.7
species_fit = list(VOX_SHAPED, INSECT_SHAPED)
heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
bonus_kick_damage = 3
footprint_type = /obj/effect/decal/cleanable/blood/tracks/footprints/boots
/obj/item/clothing/shoes/jackboots/knifeholster/New() //This one comes with preloaded knife holster
..()
attach_accessory(new /obj/item/clothing/accessory/holster/knife/boot/preloaded/tactical)
/obj/item/clothing/shoes/jackboots/batmanboots
name = "batboots"
desc = "Criminal stomping boots for fighting crime and looking good."
/obj/item/clothing/shoes/jackboots/neorussian
name = "neo-Russian boots"
desc = "Tovarish, no one will realize you stepped on a pile of shit if your pair already looks like shit."
icon_state = "nr_boots"
item_state = "nr_boots"
heat_conductivity = INS_ARMOUR_HEAT_CONDUCTIVITY
/obj/item/clothing/shoes/jackboots/cowboy
name = "cowboy boots"
desc = "No snake in these boots."
icon_state = "cowboy"
item_state = "cowboy"
species_fit = list(VOX_SHAPED)
/obj/item/clothing/shoes/jackboots/steeltoe
name = "steel-toed boots"
desc = "In the ever-evolving arms-race of ass kicking, these boots are ready to kick any number of steel plated hides."
bonus_kick_damage = 5 //2 more than normal jackboots
/obj/item/clothing/shoes/jackboots/steeltoe/impact_dampen(atom/source, damage)
return 0
/obj/item/clothing/shoes/cult_legacy
name = "boots"
desc = "A pair of boots worn by the followers of Nar-Sie."
icon_state = "cult"
item_state = "cult"
_color = "cult"
siemens_coefficient = 0.7
heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
species_fit = list(INSECT_SHAPED)
/obj/item/clothing/shoes/cult_legacy/cultify()
return
/obj/item/clothing/shoes/cyborg
name = "cyborg boots"
desc = "Shoes for a cyborg costume."
icon_state = "boots"
/obj/item/clothing/shoes/slippers
name = "bunny slippers"
desc = "Fluffy!"
icon_state = "slippers"
item_state = "slippers"
species_fit = list(VOX_SHAPED)
/obj/item/clothing/shoes/slippers_worn
name = "worn bunny slippers"
desc = "Fluffy..."
icon_state = "slippers_worn"
item_state = "slippers_worn"
species_fit = list(VOX_SHAPED)
/obj/item/clothing/shoes/laceup
name = "laceup shoes"
desc = "The height of fashion, and they're pre-polished!"
icon_state = "laceups"
species_fit = list(VOX_SHAPED, INSECT_SHAPED)
/obj/item/clothing/shoes/purplepumps
name = "purple pumps"
desc = "Make you seem slightly taller."
icon_state = "purplepumps"
species_fit = list(VOX_SHAPED, GREY_SHAPED)
/obj/item/clothing/shoes/roman
name = "roman sandals"
desc = "Sandals with buckled leather straps on it."
icon_state = "roman"
item_state = "roman"
species_fit = list(VOX_SHAPED)
/obj/item/clothing/shoes/simonshoes
name = "Simon's Shoes"
desc = "Simon's Shoes."
icon_state = "simonshoes"
item_state = "simonshoes"
species_fit = list(VOX_SHAPED, INSECT_SHAPED)
/obj/item/clothing/shoes/kneesocks
name = "kneesocks"
desc = "A pair of girly knee-high socks."
icon_state = "kneesock"
item_state = "kneesock"
species_fit = list(INSECT_SHAPED, VOX_SHAPED)
/obj/item/clothing/shoes/kneesocks/attackby(obj/item/weapon/W, mob/user)
..()
if(istype(W, /obj/item/weapon/soap))
if(do_after(user, src, 1 SECONDS))
user.drop_item(src)
if(!user.drop_item(W))
to_chat(user, "<span class='warning'>You can't let go of \the [W].</span>")
return
var/obj/item/weapon/soap_sock/I = new (get_turf(user))
W.transfer_fingerprints_to(I)
I.base_soap = W
I.base_sock = src
W.forceMove(I)
src.forceMove(I)
user.put_in_hands(I)
to_chat(user, "<span class='notice'>You place \the [W] into \the [src].</span>")
else if(istype(W, /obj/item/stack/sheet/mineral/brick))
var/obj/item/stack/sheet/mineral/brick/S = W
if(do_after(user, src, 1 SECONDS))
user.drop_item(src)
if(!user.drop_item(S))
to_chat(user, "<span class='warning'>You can't let go of \the [W].</span>")
return
var/obj/item/weapon/brick_sock/I = new (get_turf(user))
if(!S.use(1))
return
I.base_sock = src
src.forceMove(I)
user.put_in_hands(I)
to_chat(user, "<span class='notice'>You place a brick into \the [src].</span>")
/obj/item/clothing/shoes/jestershoes
name = "Jester Shoes"
desc = "As worn by the clowns of old."
icon_state = "jestershoes"
item_state = "jestershoes"
/obj/item/clothing/shoes/aviatorboots
name = "Aviator Boots"
desc = "Boots suitable for just about any occasion."
icon_state = "aviator_boots"
item_state = "aviator_boots"
species_restricted = list("exclude",VOX_SHAPED)
/obj/item/clothing/shoes/libertyshoes
name = "Liberty Shoes"
desc = "Freedom isn't free, neither were these shoes."
icon_state = "libertyshoes"
item_state = "libertyshoes"
/obj/item/clothing/shoes/megaboots
name = "DRN-001 Boots"
desc = "Large armored boots, very weak to large spikes."
icon_state = "megaboots"
item_state = "megaboots"
/obj/item/clothing/shoes/protoboots
name = "Prototype Boots"
desc = "Functionally identical to the DRN-001 model's boots, but in red."
icon_state = "protoboots"
item_state = "protoboots"
/obj/item/clothing/shoes/megaxboots
name = "Maverick Hunter boots"
desc = "Regardless of how much stronger these boots are than the DRN-001 model's, they're still extremely easy to pierce with a large spike."
icon_state = "megaxboots"
item_state = "megaxboots"
/obj/item/clothing/shoes/joeboots
name = "Sniper Boots"
desc = "Nearly identical to the Prototype's boots, except in black."
icon_state = "joeboots"
item_state = "joeboots"
/obj/item/clothing/shoes/doomguy
name = "Doomguy's boots"
desc = ""
icon_state = "doom"
item_state = "doom"
/obj/item/clothing/shoes/workboots
name = "Workboots"
desc = "Thick-soled boots for industrial work environments."
icon_state = "workboots"
item_state = "workboots"
species_fit = list(VOX_SHAPED, INSECT_SHAPED)
footprint_type = /obj/effect/decal/cleanable/blood/tracks/footprints/boots
/obj/item/clothing/shoes/rottenshoes
name = "rotten shoes"
desc = "These shoes seem perfect for sneaking around."
icon_state = "rottenshoes"
item_state = "rottenshoes"
inhand_states = list("left_hand" = 'icons/mob/in-hand/left/clothing.dmi', "right_hand" = 'icons/mob/in-hand/right/clothing.dmi')
/obj/item/clothing/shoes/winterboots
name = "winter boots"
desc = "Boots lined with 'synthetic' animal fur."
icon_state = "winterboots"
item_state = "winterboots"
species_fit = list(VOX_SHAPED, INSECT_SHAPED)
heat_conductivity = INS_SHOE_HEAT_CONDUCTIVITY
footprint_type = /obj/effect/decal/cleanable/blood/tracks/footprints/boots
/obj/item/clothing/shoes/frankshoes
name = "Dr. Frank's leggings"
desc = "Perfect for wearing out to a late night double feature."
icon_state = "frankshoes"
item_state = "frankshoes"
/obj/item/clothing/shoes/clockwork_boots
name = "clockwork boots"
desc = "A pair of boots worn by the followers of Ratvar."
icon_state = "clockwork"
item_state = "clockwork"
/obj/item/clothing/shoes/knifeboot
name = "laceup shoes"
desc = "The height of fashion, and they're pre-polished!"
icon_state = "laceups"
item_state = "laceups"
species_fit = list(VOX_SHAPED, INSECT_SHAPED)
actions_types = list(/datum/action/item_action/generic_toggle)
var/toggle = FALSE
/obj/item/clothing/shoes/knifeboot/attack_self()
toggle = !toggle
to_chat(usr, "<span class = 'notice'>You toggle \the [src]'s hidden knife [toggle?"out":"in"].</span>")
update_icon()
..()
/obj/item/clothing/shoes/knifeboot/update_icon()
if(toggle)
icon_state = "[initial(icon_state)]_1"
else
icon_state = initial(icon_state)
item_state = icon_state
/obj/item/clothing/shoes/knifeboot/on_kick(mob/living/carbon/human/user, mob/living/victim)
if(istype(victim) && toggle)
var/datum/organ/external/affecting = victim.get_organ(ran_zone(user.zone_sel.selecting))
//Sharpness 1.5, force 10, edge = SHARP_TIP | SHARP_BLADE
victim.apply_damage(victim.run_armor_absorb(affecting, "melee", 10), BRUTE, affecting, victim.run_armor_check(affecting, "melee"), sharp = 1.5, edge = SHARP_TIP | SHARP_BLADE, used_weapon = src)
/obj/item/clothing/shoes/lich_king
name = "old knight greaves"
desc = "Battered by time, and questionably comfortable."
icon_state = "lichking_boots"
item_state = "lichking_boots"
wizard_garb = 1
/obj/item/clothing/shoes/jackboots/inquisitor
name = "noble boots"
desc = "A pair of high quality black leather boots."
icon_state = "noble-boots"
item_state = "noble-boots"
wizard_garb = TRUE
/obj/item/clothing/shoes/jackboots/highlander
name = "highlander's boots"
desc = "A quality pair of boots, essential for any highlander."
icon_state = "highlanderboots"
item_state = "highlanderboots"
wizard_garb = 1
/obj/item/clothing/shoes/clownshoespsyche
desc = "The prankster's illegal-issue clowning shoes. Damn they're huge!"
name = "clown psychedelic shoes"
icon_state = "clownshoespsyche"
item_state = "clownshoespsyche"
_color = "clownshoespsyche"
footprint_type = /obj/effect/decal/cleanable/blood/tracks/footprints/clown
species_fit = list(VOX_SHAPED)
step_sound = "clownstep"
/obj/item/clothing/shoes/clownshoespsyche/attackby(obj/item/weapon/W, mob/user)
..()
if(istype(W, /obj/item/clothing/mask/gas/clownmaskpsyche))
new /mob/living/simple_animal/hostile/retaliate/cluwne/psychedelicgoblin(get_turf(src))
qdel(W)
qdel(src)
/obj/item/clothing/shoes/secshoes
name = "security shoes"
desc = "Black shoes for formal occasions."
icon_state = "secshoes"
item_state = "secshoes"