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[READY] Social Service Mood Boosts Part 1: Clown and Mime Fan quirks (#47254)
* Adds mutually exclusive Clown and Mime Fan traits based off of Spiritual quirk * Adds positive moodlets for sitting in rooms, adds pins and moodlets for pins Need to figure out why the progress bar for being buckled doesn't show up. * I forgot that Spiritual is 1 point. * Reverts examining for mood boost and room mood boost events
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@@ -167,6 +167,8 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
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#define TRAIT_NIGHT_VISION "night_vision"
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#define TRAIT_LIGHT_STEP "light_step"
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#define TRAIT_SPIRITUAL "spiritual"
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#define TRAIT_FAN_CLOWN "fan_clown"
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#define TRAIT_FAN_MIME "fan_mime"
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#define TRAIT_VORACIOUS "voracious"
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#define TRAIT_SELF_AWARE "self_aware"
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#define TRAIT_FREERUNNING "freerunning"
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@@ -17,7 +17,7 @@ PROCESSING_SUBSYSTEM_DEF(quirks)
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if(!quirks.len)
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SetupQuirks()
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quirk_blacklist = list(list("Blind","Nearsighted"),list("Jolly","Depression","Apathetic","Hypersensitive"),list("Ageusia","Vegetarian","Deviant Tastes"),list("Ananas Affinity","Ananas Aversion"),list("Alcohol Tolerance","Light Drinker"))
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quirk_blacklist = list(list("Blind","Nearsighted"),list("Jolly","Depression","Apathetic","Hypersensitive"),list("Ageusia","Vegetarian","Deviant Tastes"),list("Ananas Affinity","Ananas Aversion"),list("Alcohol Tolerance","Light Drinker"),list("Clown Fan","Mime Fan"))
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return ..()
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/datum/controller/subsystem/processing/quirks/proc/SetupQuirks()
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@@ -100,6 +100,14 @@
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description = "<span class='nicegreen'>My family heirloom is safe with me.</span>\n"
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mood_change = 1
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/datum/mood_event/fan_clown_pin
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description = "<span class='nicegreen'>I love showing off my clown pin!</span>\n"
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mood_change = 1
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/datum/mood_event/fan_mime_pin
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description = "<span class='nicegreen'>I love showing off my mime pin!</span>\n"
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mood_change = 1
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/datum/mood_event/goodmusic
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description = "<span class='nicegreen'>There is something soothing about this music.</span>\n"
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mood_change = 3
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@@ -59,6 +59,42 @@
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lose_text = "<span class='danger'>You feel isolated from others.</span>"
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medical_record_text = "Patient is highly perceptive of and sensitive to social cues, or may possibly have ESP. Further testing needed."
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datum/quirk/fan_clown
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name = "Clown Fan"
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desc = "You enjoy the clown's antics and get a mood boost when you see them."
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value = 1
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mob_trait = TRAIT_FAN_CLOWN
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gain_text = "<span class='notice'>You are a big fan of the Clown.</span>"
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lose_text = "<span class='danger'>The clown doesn't seem so great.</span>"
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medical_record_text = "Patient reports being a big fan of the Clown."
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/datum/quirk/fan_clown/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/clothing/accessory/fan_clown_pin/B = new(get_turf(H))
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var/list/slots = list (
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"backpack" = SLOT_IN_BACKPACK,
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"hands" = SLOT_HANDS,
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)
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H.equip_in_one_of_slots(B, slots , qdel_on_fail = TRUE)
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datum/quirk/fan_mime
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name = "Mime Fan"
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desc = "You enjoy the Mime's antics and get a mood boost when you see them."
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value = 1
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mob_trait = TRAIT_FAN_MIME
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gain_text = "<span class='notice'>You are a big fan of the Mime.</span>"
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lose_text = "<span class='danger'>The mime doesn't seem so great.</span>"
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medical_record_text = "Patient reports being a big fan of the Mime."
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/datum/quirk/fan_mime/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/clothing/accessory/fan_mime_pin/B = new(get_turf(H))
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var/list/slots = list (
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"backpack" = SLOT_IN_BACKPACK,
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"hands" = SLOT_HANDS,
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)
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H.equip_in_one_of_slots(B, slots , qdel_on_fail = TRUE)
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/datum/quirk/freerunning
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name = "Freerunning"
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desc = "You're great at quick moves! You can climb tables more quickly."
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@@ -23,7 +23,7 @@
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/atom/movable/MouseDrop_T(mob/living/M, mob/living/user)
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. = ..()
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return mouse_buckle_handling(M, user)
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/atom/movable/proc/mouse_buckle_handling(mob/living/M, mob/living/user)
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if(can_buckle && istype(M) && istype(user))
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if(user_buckle_mob(M, user))
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@@ -314,6 +314,46 @@
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for(var/i in 1 to 3)
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new /obj/item/lipstick/random(src)
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////////////////
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//REAL BIG FAN//
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////////////////
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/obj/item/clothing/accessory/fan_clown_pin
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name = "Clown Pin"
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desc = "A pin to show off your appreciation for clowns and clowning"
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icon_state = "fan_clown_pin"
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above_suit = TRUE
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minimize_when_attached = TRUE
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attachment_slot = CHEST
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/obj/item/clothing/accessory/fan_clown_pin/on_uniform_equip(obj/item/clothing/under/U, user)
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var/mob/living/L = user
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if(HAS_TRAIT(L, TRAIT_FAN_CLOWN))
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SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "fan_clown_pin", /datum/mood_event/fan_clown_pin)
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/obj/item/clothing/accessory/fan_clown_pin/on_uniform_dropped(obj/item/clothing/under/U, user)
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var/mob/living/L = user
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if(HAS_TRAIT(L, TRAIT_FAN_CLOWN))
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SEND_SIGNAL(L, COMSIG_CLEAR_MOOD_EVENT, "fan_clown_pin")
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/obj/item/clothing/accessory/fan_mime_pin
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name = "Mime Pin"
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desc = "A pin to show off your appreciation for mimes and miming"
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icon_state = "fan_mime_pin"
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above_suit = TRUE
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minimize_when_attached = TRUE
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attachment_slot = CHEST
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/obj/item/clothing/accessory/fan_clown_pin/on_uniform_equip(obj/item/clothing/under/U, user)
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var/mob/living/L = user
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if(HAS_TRAIT(L, TRAIT_FAN_MIME))
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SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "fan_mime_pin", /datum/mood_event/fan_mime_pin)
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/obj/item/clothing/accessory/fan_clown_pin/on_uniform_dropped(obj/item/clothing/under/U, user)
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var/mob/living/L = user
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if(HAS_TRAIT(L, TRAIT_FAN_MIME))
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SEND_SIGNAL(L, COMSIG_CLEAR_MOOD_EVENT, "fan_clown_pin")
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////////////////
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//OONGA BOONGA//
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////////////////
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