Ports Floor Cluwnes
Oh fuck oh god
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/obj/item/clothing/mask/gas/cluwne
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name = "clown wig and mask"
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desc = "A true prankster's facial attire. A clown is incomplete without his wig and mask."
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flags_cover = MASKCOVERSEYES
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icon_state = "cluwne"
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item_state = "cluwne"
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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clothing_flags = ALLOWINTERNALS
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item_flags = ABSTRACT | DROPDEL
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flags_inv = HIDEEARS|HIDEEYES
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var/voicechange = TRUE
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var/last_sound = 0
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var/delay = 15
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/obj/item/clothing/mask/gas/cluwne/Initialize()
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.=..()
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ADD_TRAIT(src, TRAIT_NODROP, CLOTHING_TRAIT)
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ADD_TRAIT(src, CURSED_ITEM_TRAIT, CLOTHING_TRAIT)
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/obj/item/clothing/mask/gas/cluwne/proc/play_laugh1()
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if(world.time - delay > last_sound)
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playsound (src, 'sound/voice/cluwnelaugh1.ogg', 30, 1)
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last_sound = world.time
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/obj/item/clothing/mask/gas/cluwne/proc/play_laugh2()
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if(world.time - delay > last_sound)
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playsound (src, 'sound/voice/cluwnelaugh2.ogg', 30, 1)
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last_sound = world.time
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/obj/item/clothing/mask/gas/cluwne/proc/play_laugh3()
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if(world.time - delay > last_sound)
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playsound (src, 'sound/voice/cluwnelaugh3.ogg', 30, 1)
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last_sound = world.time
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/obj/item/clothing/mask/gas/cluwne/equipped(mob/user, slot) //when you put it on
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var/mob/living/carbon/C = user
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if((C.wear_mask == src) && (voicechange))
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play_laugh1()
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return ..()
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/obj/item/clothing/mask/gas/cluwne/handle_speech(datum/source, list/speech_args)
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if(voicechange)
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if(prob(5)) //the brain isn't fully gone yet...
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speech_args[SPEECH_MESSAGE] = pick("HELP ME!!","PLEASE KILL ME!!","I WANT TO DIE!!", "END MY SUFFERING", "I CANT TAKE THIS ANYMORE!!" ,"SOMEBODY STOP ME!!")
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play_laugh2()
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if(prob(3))
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speech_args[SPEECH_MESSAGE] = pick("HOOOOINKKKKKKK!!", "HOINK HOINK HOINK HOINK!!","HOINK HOINK!!","HOOOOOOIIINKKKK!!") //but most of the time they cant speak,
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play_laugh3()
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else
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speech_args[SPEECH_MESSAGE] = pick("HEEEENKKKKKK!!", "HONK HONK HONK HONK!!","HONK HONK!!","HOOOOOONKKKK!!") //More sounds,
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play_laugh1()
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return SPEECH_MESSAGE
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/obj/item/clothing/mask/gas/cluwne/equipped(mob/user, slot)
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. = ..()
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if(!ishuman(user))
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return
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if(slot == SLOT_WEAR_MASK)
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var/mob/living/carbon/human/H = user
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H.dna.add_mutation(CLUWNEMUT)
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return
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/obj/item/clothing/mask/gas/cluwne/happy_cluwne
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name = "Happy Cluwne Mask"
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desc = "The mask of a poor cluwne that has been scrubbed of its curse by the Nanotrasen supernatural machinations division. Guaranteed to be %99 curse free and %99.9 not haunted. "
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item_flags = ABSTRACT
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var/can_cluwne = FALSE
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var/is_cursed = FALSE //i don't care that this is *slightly* memory wasteful, it's just one more byte and it's not like some madman is going to spawn thousands of these
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var/is_very_cursed = FALSE
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/obj/item/clothing/mask/gas/cluwne/happy_cluwne/Initialize()
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.=..()
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if(prob(1)) //this function pre-determines the logic of the cluwne mask. applying and reapplying the mask does not alter or change anything
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is_cursed = TRUE
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is_very_cursed = FALSE
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else if(prob(0.1))
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is_cursed = FALSE
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is_very_cursed = TRUE
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/obj/item/clothing/mask/gas/cluwne/happy_cluwne/attack_self(mob/user)
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voicechange = !voicechange
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to_chat(user, "<span class='notice'>You turn the voice box [voicechange ? "on" : "off"]!</span>")
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if(voicechange)
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play_laugh1()
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/obj/item/clothing/mask/gas/cluwne/happy_cluwne/equipped(mob/user, slot)
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. = ..()
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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if(slot == SLOT_WEAR_MASK)
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if(is_cursed && can_cluwne) //logic predetermined
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log_admin("[key_name(H)] was made into a cluwne by [src]")
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message_admins("[key_name(H)] got cluwned by [src]")
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to_chat(H, "<span class='userdanger'>The masks straps suddenly tighten to your face and your thoughts are erased by a horrible green light!</span>")
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H.dropItemToGround(src)
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H.cluwneify()
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qdel(src)
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else if(is_very_cursed && can_cluwne)
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var/turf/T = get_turf(src)
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var/mob/living/simple_animal/hostile/floor_cluwne/S = new(T)
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S.Acquire_Victim(user)
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log_admin("[key_name(user)] summoned a floor cluwne using the [src]")
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message_admins("[key_name(user)] summoned a floor cluwne using the [src]")
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to_chat(H, "<span class='warning'>The mask suddenly slips off your face and... slides under the floor?</span>")
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to_chat(H, "<i>...dneirf uoy ot gnoleb ton seod tahT</i>")
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@@ -0,0 +1,29 @@
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/obj/item/clothing/shoes/clown_shoes/cluwne
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desc = "The prankster's standard-issue clowning shoes. Damn, they're huge!"
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name = "clown shoes"
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icon_state = "cluwne"
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item_state = "cluwne"
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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item_flags = DROPDEL
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var/footstep = 1
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/obj/item/clothing/shoes/clown_shoes/cluwne/Initialize()
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.=..()
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ADD_TRAIT(src, TRAIT_NODROP, CLOTHING_TRAIT)
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ADD_TRAIT(src, CURSED_ITEM_TRAIT, CLOTHING_TRAIT)
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/obj/item/clothing/shoes/clown_shoes/cluwne/step_action()
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if(footstep > 1)
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playsound(src, "clownstep", 50, 1)
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footstep = 0
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else
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footstep++
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/obj/item/clothing/shoes/clown_shoes/cluwne/equipped(mob/user, slot)
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. = ..()
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if(!ishuman(user))
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return
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if(slot == SLOT_SHOES)
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var/mob/living/carbon/human/H = user
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H.dna.add_mutation(CLUWNEMUT)
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return
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@@ -0,0 +1,22 @@
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/obj/item/clothing/under/cluwne
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name = "clown suit"
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desc = "<i>'HONK!'</i>"
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icon_state = "greenclown"
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item_state = "greenclown"
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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item_flags = DROPDEL
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can_adjust = 0
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mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
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/obj/item/clothing/under/cluwne/Initialize()
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.=..()
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ADD_TRAIT(src, TRAIT_NODROP, CLOTHING_TRAIT)
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ADD_TRAIT(src, CURSED_ITEM_TRAIT, CLOTHING_TRAIT)
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/obj/item/clothing/under/cluwne/equipped(mob/living/carbon/user, slot)
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if(!ishuman(user))
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return
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if(slot == SLOT_W_UNIFORM)
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var/mob/living/carbon/human/H = user
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H.dna.add_mutation(CLUWNEMUT)
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return ..()
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