Buffs clown ops by removing their clumsiness and adding a new trait to be used in place of several clown role checks.
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@@ -163,6 +163,7 @@
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#define TRAIT_FRIENDLY "friendly"
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#define TRAIT_ASSBLASTUSA "assblastusa"
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#define TRAIT_CULT_EYES "cult_eyes"
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#define TRAIT_CLOWN_MENTALITY "clown_mentality" // The future is now, clownman.
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#define TRAIT_FREESPRINT "free_sprinting"
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@@ -218,4 +219,5 @@
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#define NINJA_SUIT_TRAIT "ninja-suit"
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#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
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#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
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#define NUKEOP_ANTAGONIST "nukeop-antagonist"
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#define MADE_UNCLONEABLE "made-uncloneable"
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@@ -57,7 +57,6 @@
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..()
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if(visualsOnly)
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return
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H.dna.add_mutation(CLOWNMUT)
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H.dna.add_mutation(SMILE)
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/datum/outfit/syndicate/clownop/leader
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@@ -5,6 +5,14 @@
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antagpanel_category = "ClownOp"
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nukeop_outfit = /datum/outfit/syndicate/clownop
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/datum/antagonist/nukeop/clownop/on_gain()
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. = ..()
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ADD_TRAIT(owner, TRAIT_CLOWN_MENTALITY, NUKEOP_ANTAGONIST)
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/datum/antagonist/nukeop/clownop/on_removal()
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REMOVE_TRAIT(owner, TRAIT_CLOWN_MENTALITY, NUKEOP_ANTAGONIST)
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return ..()
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/datum/antagonist/nukeop/leader/clownop
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name = "Clown Operative Leader"
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roundend_category = "clown operatives"
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@@ -89,12 +89,12 @@
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/obj/item/clothing/shoes/clown_shoes/equipped(mob/user, slot)
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. = ..()
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if(user.mind && user.mind.assigned_role == "Clown")
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if(user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY))
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SEND_SIGNAL(user, COMSIG_CLEAR_MOOD_EVENT, "noshoes")
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/obj/item/clothing/shoes/clown_shoes/dropped(mob/user)
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. = ..()
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if(user.mind && user.mind.assigned_role == "Clown")
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if(user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY))
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "noshoes", /datum/mood_event/noshoes)
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/obj/item/clothing/shoes/clown_shoes/jester
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@@ -13,7 +13,7 @@
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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(!(HAS_TRAIT(H, TRAIT_CLUMSY)) && !(H.mind && H.mind.assigned_role == "Clown"))
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if(!(HAS_TRAIT(H, TRAIT_CLUMSY)) && !(H.mind && HAS_TRAIT(H.mind, TRAIT_CLOWN_MENTALITY)))
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return
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if(slot == SLOT_SHOES)
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spells = new
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@@ -591,7 +591,7 @@
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if(!..() || !ishuman(M))
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return FALSE
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var/mob/living/carbon/human/H = M
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if(H.mind.assigned_role == "Clown")
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if(M.mind && HAS_TRAIT(M.mind, TRAIT_CLOWN_MENTALITY))
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return TRUE
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else
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return FALSE
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@@ -14,6 +14,8 @@
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access = list(ACCESS_THEATRE)
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minimal_access = list(ACCESS_THEATRE)
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mind_traits = list(TRAIT_CLOWN_MENTALITY)
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display_order = JOB_DISPLAY_ORDER_CLOWN
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/datum/outfit/job/clown
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@@ -649,7 +649,7 @@
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if(mind)
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if((mind.assigned_role == "Station Engineer") || (mind.assigned_role == "Chief Engineer") )
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gain = 100
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if(mind.assigned_role == "Clown")
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if(HAS_TRAIT(mind, TRAIT_CLOWN_MENTALITY))
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gain = rand(-300, 300)
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investigate_log("([key_name(src)]) has been consumed by the singularity.", INVESTIGATE_SINGULO) //Oh that's where the clown ended up!
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gib()
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@@ -352,7 +352,7 @@
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clumsy_check = 0
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/obj/item/gun/ballistic/revolver/reverse/can_trigger_gun(mob/living/user)
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if((HAS_TRAIT(user, TRAIT_CLUMSY)) || (user.mind && user.mind.assigned_role == "Clown"))
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if((HAS_TRAIT(user, TRAIT_CLUMSY)) || (user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY)))
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return ..()
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if(process_fire(user, user, FALSE, null, BODY_ZONE_HEAD))
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user.visible_message("<span class='warning'>[user] somehow manages to shoot [user.p_them()]self in the face!</span>", "<span class='userdanger'>You somehow shoot yourself in the face! How the hell?!</span>")
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@@ -135,7 +135,7 @@
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// A gun with ultra-honk pin is useful for clown and useless for everyone else.
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/obj/item/firing_pin/clown/ultra/pin_auth(mob/living/user)
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
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if(user && (!(HAS_TRAIT(user, TRAIT_CLUMSY)) && !(user.mind && user.mind.assigned_role == "Clown")))
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if(user && (!(HAS_TRAIT(user, TRAIT_CLUMSY)) && !(user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY))))
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return FALSE
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return TRUE
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@@ -560,7 +560,7 @@
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else if((findtext(message, honk_words)))
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cooldown = COOLDOWN_MEME
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, get_turf(user), 'sound/items/bikehorn.ogg', 300, 1), 25)
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if(user.mind && user.mind.assigned_role == "Clown")
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if(user.mind && HAS_TRAIT(user.mind, TRAIT_CLOWN_MENTALITY))
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for(var/mob/living/carbon/C in listeners)
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C.slip(140 * power_multiplier)
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cooldown = COOLDOWN_MEME
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@@ -21,7 +21,7 @@
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/obj/vehicle/sealed/car/clowncar/auto_assign_occupant_flags(mob/M)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.mind && H.mind.assigned_role == "Clown") //Ensures only clowns can drive the car. (Including more at once)
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if(H.mind && HAS_TRAIT(H.mind, TRAIT_CLOWN_MENTALITY)) //Ensures only clowns can drive the car. (Including more at once)
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add_control_flags(M, VEHICLE_CONTROL_DRIVE|VEHICLE_CONTROL_PERMISSION)
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return
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add_control_flags(M, VEHICLE_CONTROL_KIDNAPPED)
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