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https://github.com/Bubberstation/Bubberstation.git
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[MIRROR] Adds some generic species lore, descriptions, etc. to a few species (#27025)
* Adds some generic species lore, descriptions, etc. to a few species (#82162) ## About The Pull Request Adds lore, descriptions, and pref perk setups to Abductors, Androids, Jellypeople, Golems, Podpeople, and Snailpeople # This PR does not imply nor implicate any intent to make any of the species roundstart species. Note: All the lore and descriptions created were intended to be extremely generic to work with "future lore", IE essentially just temp lore. Suggestions are welcome. ## Why It's Good For The Game This kind of stuff is good to have setup in case rogue admins, station traits, or monthly events make these species roundstart. See: Monkies. Which have a fully setup pref page for Monkey Day. ## Changelog 🆑 Melbert qol: A few species (such as Jellypeople) now have proper(ish) preference menu setups config: The in-repo species config has been updated. Well it's still the same by default, but it's now updated for newer species. /🆑 --------- Co-authored-by: jimmyl <70376633+mc-oofert@ users.noreply.github.com> * Adds some generic species lore, descriptions, etc. to a few species --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: jimmyl <70376633+mc-oofert@ users.noreply.github.com>
This commit is contained in:
@@ -2071,6 +2071,9 @@ GLOBAL_LIST_EMPTY(features_by_species)
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/datum/species/proc/create_pref_liver_perks()
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RETURN_TYPE(/list)
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if(isnull(mutantliver) || (TRAIT_LIVERLESS_METABOLISM in inherent_traits))
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return null
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var/list/to_add = list()
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var/alcohol_tolerance = initial(mutantliver.alcohol_tolerance)
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@@ -2111,6 +2114,9 @@ GLOBAL_LIST_EMPTY(features_by_species)
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/datum/species/proc/create_pref_lung_perks()
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RETURN_TYPE(/list)
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if(isnull(mutantlungs) || (TRAIT_NOBREATH in inherent_traits))
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return null
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var/list/to_add = list()
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if (breathid != GAS_O2)
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@@ -10,7 +10,6 @@
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TRAIT_NODISMEMBER,
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TRAIT_NOHUNGER,
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TRAIT_NO_UNDERWEAR,
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TRAIT_REMOTE_TASTING,
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TRAIT_VIRUSIMMUNE,
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)
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mutanttongue = /obj/item/organ/internal/tongue/abductor
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@@ -29,7 +28,6 @@
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BODY_ZONE_R_LEG = /obj/item/bodypart/leg/right/abductor,
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)
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/datum/species/abductor/get_physical_attributes()
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return "Abductors do not need to breathe, eat, do not have blood, a heart, stomach, or lungs and cannot be infected by human viruses. \
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Their hardy physique prevents their skin from being wounded or dismembered, but their chunky tridactyl hands make it hard to operate human equipment."
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@@ -45,3 +43,62 @@
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. = ..()
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var/datum/atom_hud/abductor_hud = GLOB.huds[DATA_HUD_ABDUCTOR]
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abductor_hud.hide_from(C)
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/datum/species/abductor/get_species_description()
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return "Abductors, colloquially known as \"Greys\" (or \"Grays\"), \
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are, three fingered, pale skinned inquisitive aliens who can't communicate well to the average crew-member."
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/datum/species/abductor/get_species_lore()
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return list(
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"Little are known about Abductors. \
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While they (as a species) have been known to abduct other species of 'lesser intellect' for experimentation, \
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some have been known to - on rare occasions - work with the very species they abduct, for reasons unknown.",
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)
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/datum/species/abductor/create_pref_traits_perks()
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var/list/perks = list()
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_POSITIVE_PERK,
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SPECIES_PERK_ICON = FA_ICON_WIND,
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SPECIES_PERK_NAME = "Lungs Optional",
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SPECIES_PERK_DESC = "Abductors don't need to breathe, though exposure to a vacuum is still a hazard.",
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))
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_POSITIVE_PERK,
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SPECIES_PERK_ICON = FA_ICON_SHIELD,
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SPECIES_PERK_NAME = "Resilient Skin",
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SPECIES_PERK_DESC = "The grey (or gray) skin of an Abductor is tough and resistant. \
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They cannot be wounded or dismembered by conventional means.",
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))
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return perks
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/datum/species/abductor/create_pref_unique_perks()
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var/list/perks = list()
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_POSITIVE_PERK,
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SPECIES_PERK_ICON = FA_ICON_SYRINGE,
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SPECIES_PERK_NAME = "Disease Immunity",
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SPECIES_PERK_DESC = "Abductors are immune to all viral infections found naturally on the station.",
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))
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_NEUTRAL_PERK, // It may be a stretch to call nohunger a neutral perk but the Abductor's tongue describes it as much, so.
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SPECIES_PERK_ICON = FA_ICON_UTENSILS,
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SPECIES_PERK_NAME = "Hungry for Knowledge",
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SPECIES_PERK_DESC = "Abductors have a greater hunger for knowledge than food, and as such don't need to eat. \
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Which is fortunate, as their speech matrix prevents them from consuming food.",
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))
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_NEUTRAL_PERK,
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SPECIES_PERK_ICON = FA_ICON_VOLUME_XMARK,
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SPECIES_PERK_NAME = "Superlingual Matrix",
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SPECIES_PERK_DESC = "Abductors cannot physically speak with their natural tongue. \
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They intead naturally communicate telepathically to other Abductors, a process which all other species cannot hear. \
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Great for secret conversations, not so great for ordering something from the bar.",
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))
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_NEGATIVE_PERK,
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SPECIES_PERK_ICON = FA_ICON_HANDSHAKE_SLASH,
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SPECIES_PERK_NAME = "Tridactyl Hands",
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SPECIES_PERK_DESC = "Abductor hands are not designed for human equipment. Utilizing the station's equipment is difficult for them.",
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))
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return perks
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@@ -56,3 +56,52 @@
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return "Androids are almost, but not quite, identical to fully augmented humans. \
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Unlike those, though, they're completely immune to toxin damage, don't have blood or organs (besides their head), don't get hungry, and can reattach their limbs! \
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That said, an EMP will devastate them and they cannot process any chemicals."
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/datum/species/android/get_species_description()
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return "Androids are an entirely synthetic species."
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/datum/species/android/get_species_lore()
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return list(
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"Androids are a synthetic species created by Nanotrasen as an intermediary between humans and cyborgs."
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)
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/datum/species/android/create_pref_traits_perks()
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var/list/perks = list()
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_POSITIVE_PERK,
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SPECIES_PERK_ICON = FA_ICON_SHIELD_ALT,
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SPECIES_PERK_NAME = "Android Aptitude",
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SPECIES_PERK_DESC = "As a synthetic lifeform, Androids are immune to many forms of damage humans are susceptible to. \
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Fire, cold, heat, pressure, radiation, and toxins are all ineffective against them. \
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They also can't overdose on drugs, don't need to breathe or eat, can't catch on fire, and are immune to being pierced.",
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))
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_POSITIVE_PERK,
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SPECIES_PERK_ICON = FA_ICON_COGS,
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SPECIES_PERK_NAME = "Modular Lifeform",
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SPECIES_PERK_DESC = "Android limbs are modular, allowing them to easily reattach severed bodyparts.",
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))
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_NEGATIVE_PERK,
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SPECIES_PERK_ICON = FA_ICON_DNA,
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SPECIES_PERK_NAME = "Not Human After All",
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SPECIES_PERK_DESC = "There is no humanity behind the eyes of the Android, and as such, they have no DNA to genetically alter.",
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))
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return perks
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/datum/species/android/create_pref_unique_perks()
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var/list/perks = list()
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_NEUTRAL_PERK,
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SPECIES_PERK_ICON = FA_ICON_SHIELD_HEART,
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SPECIES_PERK_NAME = "Some Components Optional",
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SPECIES_PERK_DESC = "Androids have very few internal organs. While they can survive without many of them, \
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they don't have any benefits from them either.",
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))
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perks += list(list(
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SPECIES_PERK_TYPE = SPECIES_NEGATIVE_PERK,
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SPECIES_PERK_ICON = FA_ICON_ROBOT,
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SPECIES_PERK_NAME = "Synthetic",
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SPECIES_PERK_DESC = "Being synthetic, Androids are vulnernable to EMPs.",
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))
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return perks
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@@ -65,6 +65,16 @@
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return "Golems are hardy creatures made out of stone, which are thus naturally resistant to many dangers, including asphyxiation, fire, radiation, electricity, and viruses.\
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They gain special abilities depending on the type of material consumed, but they need to consume material to keep their body animated."
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/datum/species/golem/get_species_description()
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return "Golems are lithoid creatures who eat rocks and minerals to survive and adapt."
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/datum/species/golem/get_species_lore()
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return list(
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"While Golems have long been commonly found on frontier worlds, peacefully mining and otherwise living in harmony with the environment, \
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it is believed they were originally constructed in Nanotrasen laboratories as a form of cheap labor. Whatever happened up to this point is unknown, \
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but they have since gained freedom and are now a rare sight in the galaxy.",
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)
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/datum/species/golem/create_pref_unique_perks()
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var/list/to_add = list()
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@@ -118,6 +118,20 @@
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qdel(consumed_limb)
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H.blood_volume += 20
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/datum/species/jelly/get_species_description()
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return "Jellypeople are a strange and alien species with three eyes, made entirely out of gel."
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/datum/species/jelly/get_species_lore()
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return list(
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"Jellypeople are actively being experimented on my Nanotrasen scientists, who are trying to unlock the secrets of their unique biology.",
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)
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/datum/species/jelly/prepare_human_for_preview(mob/living/carbon/human/human)
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human.dna.features["mcolor"] = COLOR_PINK
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human.hairstyle = "Bob Hair 2"
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human.hair_color = COLOR_PINK
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human.update_body(is_creating = TRUE)
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// Slimes have both TRAIT_NOBLOOD and an exotic bloodtype set, so they need to be handled uniquely here.
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// They may not be roundstart but in the unlikely event they become one might as well not leave a glaring issue open.
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/datum/species/jelly/create_pref_blood_perks()
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@@ -72,10 +72,26 @@
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if(chem.type == /datum/reagent/toxin/plantbgone)
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affected.adjustToxLoss(3 * REM * seconds_per_tick)
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/datum/species/pod/prepare_human_for_preview(mob/living/carbon/human/human)
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human.dna.features["mcolor"] = "#886600"
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human.dna.features["pod_hair"] = "Rose"
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human.update_body(is_creating = TRUE)
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/datum/species/pod/get_physical_attributes()
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return "Podpeople are in many ways the inverse of shadows, healing in light and starving with the dark. \
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Their bodies are like tinder and easy to char."
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/datum/species/pod/get_species_description()
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return "Podpeople are largely peaceful plant based lifeforms, resembling a humanoid figure made of leaves, flowers, and vines."
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/datum/species/pod/get_species_lore()
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return list(
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"Not much is known about the origins of the Podpeople. \
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Many assume them to be the result of a long forgotten botanical experiment, slowly mutating for years on years until they became the beings they are today. \
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Ever since they were uncovered long ago, their kind have been found on board stations and planets across the galaxy, \
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often working in hydroponics bays, kitchens, or science departments, working with plants and other botanical lifeforms.",
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)
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/datum/species/pod/create_pref_unique_perks()
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var/list/to_add = list()
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@@ -1,5 +1,6 @@
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/datum/species/snail
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name = "Snailperson"
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name = "\improper Snailperson"
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plural_form = "Snailpeople"
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id = SPECIES_SNAIL
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inherent_traits = list(
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TRAIT_MUTANT_COLORS,
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@@ -26,11 +27,52 @@
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BODY_ZONE_R_LEG = /obj/item/bodypart/leg/right/snail
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)
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/datum/species/snail/prepare_human_for_preview(mob/living/carbon/human/human)
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human.dna.features["mcolor"] = COLOR_BEIGE
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human.update_body(is_creating = TRUE)
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/datum/species/snail/get_physical_attributes()
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return "Snailpeople emit a viscous, slippery ooze when crawling along the ground, which they are somewhat faster at than other species. \
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They are almost purely made of water, making them extremely susceptible to shocks, and salt will scour them heavily."
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/datum/species/snail/get_species_description()
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return "Snailpeople are viscous, slimy beings with a shell on their back."
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/datum/species/snail/get_species_lore()
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return list(
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"Normally, Snailpeople are a result of a genetic experiment gone wrong, but they have since become recognized species in their own right, \
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similar to the Felinid.",
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)
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/datum/species/snail/create_pref_unique_perks()
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var/list/to_add = list()
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to_add += list(list(
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SPECIES_PERK_TYPE = SPECIES_NEUTRAL_PERK,
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SPECIES_PERK_ICON = FA_ICON_RUNNING,
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SPECIES_PERK_NAME = "Turbo",
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SPECIES_PERK_DESC = "Snailpeople walk and run very slow, but crawl around very fast. While crawling, they leave a trail of slippery slime behind them.",
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))
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to_add += list(list(
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SPECIES_PERK_TYPE = SPECIES_NEUTRAL_PERK,
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SPECIES_PERK_ICON = FA_ICON_SHRIMP,
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SPECIES_PERK_NAME = "Shelled",
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SPECIES_PERK_DESC = "The back of a Snailperson is covered in an armored shell, which is effectively an unremovable backpack. \
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Good for keeping your things from being stolen, but bad for needing to wear a MODsuit, or disguising.",
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))
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to_add += list(list(
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SPECIES_PERK_TYPE = SPECIES_NEGATIVE_PERK,
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SPECIES_PERK_ICON = FA_ICON_SKULL_CROSSBONES,
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SPECIES_PERK_NAME = "Salty",
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SPECIES_PERK_DESC = "Being evolved from Snails, Snailpeople are extremely susceptible to salt, which burns them.",
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))
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to_add += list(list(
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SPECIES_PERK_TYPE = SPECIES_NEGATIVE_PERK,
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SPECIES_PERK_ICON = FA_ICON_HAND_FIST,
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SPECIES_PERK_NAME = "Squishy",
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SPECIES_PERK_DESC = "Snailpeople are squishy and slimy, making their punches and kicks far less effective than other species.",
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))
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return to_add
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/datum/species/snail/handle_chemical(datum/reagent/chem, mob/living/carbon/human/affected, seconds_per_tick, times_fired)
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. = ..()
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if(. & COMSIG_MOB_STOP_REAGENT_CHECK)
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@@ -94,4 +136,4 @@
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/obj/item/storage/backpack/snail/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, "snailshell")
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ADD_TRAIT(src, TRAIT_NODROP, INNATE_TRAIT)
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@@ -364,43 +364,16 @@ ROUNDSTART_RACES snail
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ROUNDSTART_RACES ethereal
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#ROUNDSTART_RACES jelly
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#ROUNDSTART_RACES abductor
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#ROUNDSTART_RACES synth
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## Including all the various golem subtypes that are better than humans in some ways, but worse in others
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#ROUNDSTART_RACES iron_golem
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#ROUNDSTART_RACES adamantine_golem
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#ROUNDSTART_RACES plasma_golem
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#ROUNDSTART_RACES diamond_golem
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#ROUNDSTART_RACES gold_golem
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#ROUNDSTART_RACES silver_golem
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#ROUNDSTART_RACES uranium_golem
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#ROUNDSTART_RACES plasteel_golem
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#ROUNDSTART_RACES titanium_golem
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#ROUNDSTART_RACES plastitanium_golem
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#ROUNDSTART_RACES alloy_golem
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#ROUNDSTART_RACES wood_golem
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#ROUNDSTART_RACES sand_golem
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#ROUNDSTART_RACES glass_golem
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#ROUNDSTART_RACES bluespace_golem
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#ROUNDSTART_RACES bananium_golem
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#ROUNDSTART_RACES runic_golem
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#ROUNDSTART_RACES cloth_golem
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#ROUNDSTART_RACES plastic_golem
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#ROUNDSTART_RACES bronze_golem
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#ROUNDSTART_RACES cardboard_golem
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#ROUNDSTART_RACES leather_golem
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#ROUNDSTART_RACES durathread_golem
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#ROUNDSTART_RACES bone_golem
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#ROUNDSTART_RACES snow_golem
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#ROUNDSTART_RACES metallic_hydrogen_golem
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#ROUNDSTART_RACES snail
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## Races that are straight upgrades. If these are on expect powergamers to always pick them
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#ROUNDSTART_RACES skeleton
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#ROUNDSTART_RACES zombie
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#ROUNDSTART_RACES slime
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#ROUNDSTART_RACES pod
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#ROUNDSTART_RACES military_synth
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#ROUNDSTART_RACES agent
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## Races that are radical departures to what a species is, so while they technically can be roundstart - it's probably not wise
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#ROUNDSTART_RACES android
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#ROUNDSTART_RACES golem
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## SKYRAT RACES DOWN THERE
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ROUNDSTART_RACES mammal
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