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[Recoup] Genetics Cluwnes now have cures. #11904
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/datum/mutation/cluwne/cursed/on_losing(mob/living/carbon/owner) | ||
owner.adjust_fire_stacks(1) | ||
owner.IgniteMob() | ||
owner.dna.add_mutation(CURSEDCLUWNEMUT) |
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If you have mutadone in your system this will just activate over and over
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I think that was the point - the cursed version of the mutation is admin only.
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Yeah that's correct. The cursed version is admin only, and the noncursed one is cured via applying the anti-cluwne
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Mutadone doesn't clear in a single tick. This will trigger on a loop over and over until the mutadone clears, because mutadone_proof is explicitly being disabled for some reason.
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This is the original behavior of cluwne's mutadone behavior prior to the changes
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Just keep mutadone proof as true
About The Pull Request
Recoup's Absolucy's #9746 PR.
Why It's Good For The Game
Having a way to undo a genetic transformation is good.
Testing Photographs and Procedure
Screenshots&Videos
2024-11-19.13-54-38.mp4
Changelog
🆑 Absolucy, XeonMations
balance: Cluwnes can now be fixed using DNA nullifiers or genetics consoles (mutadone won't work). This will also get rid of their cursed cluwne clothing, although you will still need to fix the brain damage caused by the mutation. A variant with the old behavior that prevents normal removal is still available for admin (ab)use.
tweak: Cluwne clothes now drop when cured.
/:cl: