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Summon Jesters spell (Better name ideas welcome)#39451

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Eneocho wants to merge 12 commits into
vgstation-coders:Bleeding-Edgefrom
Eneocho:patch-42
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Summon Jesters spell (Better name ideas welcome)#39451
Eneocho wants to merge 12 commits into
vgstation-coders:Bleeding-Edgefrom
Eneocho:patch-42

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@Eneocho

@Eneocho Eneocho commented Jun 25, 2026

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"After all these years... I have it... The Honkonomicon..."

The true nature of the Cluwne... The souls of all clowns and mimes ever are punished in a realm beyond the deepest dark.
Your eyes go black as an accursed engraving manifests on your mind, your mouth moves on its own.

ሃ'ዪ ፏ'ጋ ⶴ'ነ '፪'ክ'ጋ'ክ'ጋ ሃ''... ዪ'ፕዪ'ክ ቻዪ'ጮ ክ'ፕⶴ'ክ... ርረሠ'ክ' ክ' ጮ'ዪቹ!!!

When your vision returns, you find yourself talking with a clown bartender...

it's honkternity in there

"This is no place for the living, wizard..." "It's eternity in here..." "The Honkmother abandoned us..." "The covenant is sealed..."

You wake up with an alcoholic taste in your mouth. The clowns are your friends now.

You find yourself able to summon your friends from the far beyond for 30 points, first as clown and mime goblins, then as fully manifested clowns, should you empower the ritual.

image

Is this ritual safe...

After several tests you have confirmed the spell works as intended, summoning the clown goblins at first, then full clowns and mimes when EMPOWERED.

🆑

  • rscadd: Forbidden research into the Honkonomicon has allowed wizards to Summon Jesters, at a 30 points investment. Summoning clown and mime goblins at first, and full clowns/mimes when empowered.

@Eneocho Eneocho added Honk Honk Content Adds something. Neat! labels Jun 25, 2026
@13monkeks

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call it the honkening
https://youtube.com/watch?v=UQ-fskxNC2Y
the honking shall continue until morale improves even if morale improves

@Servalfang

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kill jester

@wotisjanitor

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its a good name

@13monkeks

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i take it you didnt like the name i came up with?

@Eneocho

Eneocho commented Jul 5, 2026

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i take it you didnt like the name i came up with?

It doesn't really feel like a spell name, and I was waiting for more suggestions, if any.

@Inorien

Inorien commented Jul 9, 2026

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please test this and post results

@Inorien

Inorien commented Jul 9, 2026

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in particular i think theres something smelly about the death() overrides

@Eneocho

Eneocho commented Jul 10, 2026

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please test this and post results

It worked fine last test (the screenshots in the OP).
That's exactly how the death overrides work for the Pitbulls (I copypasted that code and just swapped some icon names around).

@Eneocho

Eneocho commented Jul 10, 2026

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image image image image image

@Inorien

Inorien commented Jul 12, 2026

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reposting from shitcord in case it gets lost

image image @Eneocho

@Eneocho

Eneocho commented Jul 12, 2026

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Would it get fixed if I just remove the ..(TRUE) part? Since it'd still process the prob and animate or spawn?

@Eneocho

Eneocho commented Jul 13, 2026

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@Inorien commented out the ..(TRUE) line and it works fine, the vanishing animation was a bit long so I pushed it down to 3 seconds instead, but it works when tested. The goblins despawn properly.

@Inorien Inorien left a comment

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sorry for the delay, finally was able to give it another look and i have more requests

Comment thread code/modules/spells/aoe_turf/conjure/clownmime.dm Outdated
Comment thread code/modules/spells/aoe_turf/conjure/clownmime.dm Outdated
Comment thread code/modules/spells/aoe_turf/conjure/clownmime.dm
Comment thread code/modules/spells/aoe_turf/conjure/clownmime.dm Outdated
Comment thread code/modules/spells/aoe_turf/conjure/clownmime.dm Outdated
@Inorien

Inorien commented Jul 17, 2026

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also one more thing - i'm a bit concerned about possible mob spam (creating 6 mobs with 100hp on a 10 second cooldown is going to piss off a lot of people

possible to implement a cap?

@Eneocho

Eneocho commented Jul 17, 2026

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also one more thing - i'm a bit concerned about possible mob spam (creating 6 mobs with 100hp on a 10 second cooldown is going to piss off a lot of people

possible to implement a cap?

Correction, it spawns 4 clowns/mimes per spawn, you lose two spawns but gain more powerful mobs. I can make it so it's 3 if you want.
Not sure how to implement a cap, however.

return
handle_loot_drop()

/mob/living/simple_animal/hostile/retaliate/faguette/goblin/wizard/proc/handle_loot_drop()

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this is almost what i meant - you need to go to the base type (/mob/living/simple_animal/hostile/retaliate/faguette/goblin/death() etc) and do the split there. then in this file, remove the death() overrides completely and just implement the override for handle_loot_drop()

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done

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5 participants