//These mutations change your overall "form" somehow, like size //Epilepsy gives a very small chance to have a seizure every life tick, knocking you unconscious. /datum/mutation/human/epilepsy name = "Epilepsy" desc = "A genetic defect that sporadically causes seizures." instability = NEGATIVE_STABILITY_MODERATE quality = NEGATIVE text_gain_indication = span_danger("You get a headache.") synchronizer_coeff = 1 power_coeff = 1 /datum/mutation/human/epilepsy/on_life(seconds_per_tick, times_fired) if(SPT_PROB(0.5 * GET_MUTATION_SYNCHRONIZER(src), seconds_per_tick)) trigger_seizure() /datum/mutation/human/epilepsy/proc/trigger_seizure() if(owner.stat != CONSCIOUS) return owner.visible_message(span_danger("[owner] starts having a seizure!"), span_userdanger("You have a seizure!")) owner.Unconscious(200 * GET_MUTATION_POWER(src)) owner.set_jitter(2000 SECONDS * GET_MUTATION_POWER(src)) //yes this number looks crazy but the jitter animations are amplified based on the duration. owner.add_mood_event("epilepsy", /datum/mood_event/epilepsy) addtimer(CALLBACK(src, PROC_REF(jitter_less)), 9 SECONDS) /datum/mutation/human/epilepsy/proc/jitter_less() if(QDELETED(owner)) return owner.set_jitter(20 SECONDS) /datum/mutation/human/epilepsy/on_acquiring(mob/living/carbon/human/acquirer) if(..()) return RegisterSignal(owner, COMSIG_MOB_FLASHED, PROC_REF(get_flashed_nerd)) /datum/mutation/human/epilepsy/on_losing(mob/living/carbon/human/owner) if(..()) return UnregisterSignal(owner, COMSIG_MOB_FLASHED) /datum/mutation/human/epilepsy/proc/get_flashed_nerd() SIGNAL_HANDLER if(!prob(30)) return trigger_seizure() //Unstable DNA induces random mutations! /datum/mutation/human/bad_dna name = "Unstable DNA" desc = "Strange mutation that causes the holder to randomly mutate." instability = NEGATIVE_STABILITY_MAJOR quality = NEGATIVE text_gain_indication = span_danger("You feel strange.") locked = TRUE /datum/mutation/human/bad_dna/on_acquiring(mob/living/carbon/human/owner) if(..()) return to_chat(owner, text_gain_indication) var/mob/new_mob if(prob(95)) switch(rand(1,3)) if(1) new_mob = owner.easy_random_mutate(NEGATIVE + MINOR_NEGATIVE) if(2) new_mob = owner.random_mutate_unique_identity() if(3) new_mob = owner.random_mutate_unique_features() else new_mob = owner.easy_random_mutate(POSITIVE) if(new_mob && ismob(new_mob)) owner = new_mob . = owner on_losing(owner) //Cough gives you a chronic cough that causes you to drop items. /datum/mutation/human/cough name = "Cough" desc = "A chronic cough." instability = NEGATIVE_STABILITY_MODERATE quality = MINOR_NEGATIVE text_gain_indication = span_danger("You start coughing.") synchronizer_coeff = 1 power_coeff = 1 /datum/mutation/human/cough/on_life(seconds_per_tick, times_fired) if(SPT_PROB(2.5 * GET_MUTATION_SYNCHRONIZER(src), seconds_per_tick) && owner.stat == CONSCIOUS) owner.drop_all_held_items() owner.emote("cough") if(GET_MUTATION_POWER(src) > 1) var/cough_range = GET_MUTATION_POWER(src) * 4 var/turf/target = get_ranged_target_turf(owner, REVERSE_DIR(owner.dir), cough_range) owner.throw_at(target, cough_range, GET_MUTATION_POWER(src)) /datum/mutation/human/paranoia name = "Paranoia" desc = "Subject is easily terrified, and may suffer from hallucinations." instability = NEGATIVE_STABILITY_MODERATE quality = NEGATIVE text_gain_indication = span_danger("You feel screams echo through your mind...") text_lose_indication = span_notice("The screaming in your mind fades.") /datum/mutation/human/paranoia/on_life(seconds_per_tick, times_fired) if(SPT_PROB(2.5, seconds_per_tick) && owner.stat == CONSCIOUS) owner.emote("scream") if(prob(25)) owner.adjust_hallucinations(40 SECONDS) //Dwarfism shrinks your body and lets you pass tables. /datum/mutation/human/dwarfism name = "Dwarfism" desc = "A mutation believed to be the cause of dwarfism." quality = POSITIVE difficulty = 16 instability = POSITIVE_INSTABILITY_MINOR conflicts = list(/datum/mutation/human/gigantism, /datum/mutation/human/acromegaly) locked = TRUE // Default intert species for now, so locked from regular pool. /datum/mutation/human/dwarfism/on_acquiring(mob/living/carbon/human/owner) if(..()) return // SKYRAT EDIT BEGIN if(owner.dna.features["body_size"] < 1 || isteshari(owner)) to_chat(owner, "You feel your body try to shrink, but your organs don't! Uh oh!") owner.adjustBruteLoss(25) return // SKYRAT EDIT END ADD_TRAIT(owner, TRAIT_DWARF, GENETIC_MUTATION) owner.visible_message(span_danger("[owner] suddenly shrinks!"), span_notice("Everything around you seems to grow..")) /datum/mutation/human/dwarfism/on_losing(mob/living/carbon/human/owner) if(..()) return // SKYRAT EDIT BEGIN if(owner.dna.features["body_size"] < 1 || isteshari(owner)) to_chat(owner, "You feel relief as your organs cease to strain against your insides.") REMOVE_TRAIT(owner, TRAIT_DWARF, GENETIC_MUTATION) return // SKYRAT EDIT END REMOVE_TRAIT(owner, TRAIT_DWARF, GENETIC_MUTATION) owner.visible_message(span_danger("[owner] suddenly grows!"), span_notice("Everything around you seems to shrink..")) /datum/mutation/human/acromegaly name = "Acromegaly" desc = "A mutation believed to be the cause of acromegaly, or 'being unusually tall'." quality = MINOR_NEGATIVE difficulty = 16 instability = NEGATIVE_STABILITY_MODERATE synchronizer_coeff = 1 conflicts = list(/datum/mutation/human/dwarfism) /datum/mutation/human/acromegaly/on_acquiring(mob/living/carbon/human/owner) if(..()) return ADD_TRAIT(owner, TRAIT_TOO_TALL, GENETIC_MUTATION) owner.visible_message(span_danger("[owner] suddenly grows tall!"), span_notice("You feel a small strange urge to fight small men with slingshots. Or maybe play some basketball.")) RegisterSignal(owner, COMSIG_MOVABLE_MOVED, PROC_REF(head_bonk)) owner.regenerate_icons() /datum/mutation/human/acromegaly/on_losing(mob/living/carbon/human/owner) if(..()) return REMOVE_TRAIT(owner, TRAIT_TOO_TALL, GENETIC_MUTATION) owner.visible_message(span_danger("[owner] suddenly shrinks!"), span_notice("You return to your usual height.")) UnregisterSignal(owner, COMSIG_MOVABLE_MOVED, PROC_REF(head_bonk)) owner.regenerate_icons() // This is specifically happening because they're not used to their new height and are stumbling around into machinery made for normal humans /datum/mutation/human/acromegaly/proc/head_bonk(mob/living/parent) SIGNAL_HANDLER var/atom/movable/whacked_by = (locate(/obj/machinery/door/airlock) in parent.loc) || (locate(/obj/machinery/door/firedoor) in parent.loc) || (locate(/obj/structure/mineral_door) in parent.loc) if(!whacked_by || prob(100 - (8 * GET_MUTATION_SYNCHRONIZER(src)))) return to_chat(parent, span_danger("You hit your head on \the [whacked_by]'s header!")) var/dmg = HAS_TRAIT(parent, TRAIT_HEAD_INJURY_BLOCKED) ? rand(1,4) : rand(2,9) parent.apply_damage(dmg, BRUTE, BODY_ZONE_HEAD) parent.do_attack_animation(whacked_by, ATTACK_EFFECT_PUNCH) playsound(whacked_by, 'sound/effects/bang.ogg', 10, TRUE) parent.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH, 10 SECONDS) /datum/mutation/human/gigantism name = "Gigantism" //negative version of dwarfism desc = "The cells within the subject spread out to cover more area, making the subject appear larger." quality = MINOR_NEGATIVE difficulty = 12 conflicts = list(/datum/mutation/human/dwarfism) /datum/mutation/human/gigantism/on_acquiring(mob/living/carbon/human/owner) if(..()) return // SKYRAT EDIT BEGIN if(owner.dna.features["body_size"] > 1) to_chat(owner, "You feel your body expanding even further, but it feels like your bones are expanding too much!") owner.adjustBruteLoss(25) // take some DAMAGE return // SKYRAT EDIT END ADD_TRAIT(owner, TRAIT_GIANT, GENETIC_MUTATION) owner.update_transform(1.25) owner.visible_message(span_danger("[owner] suddenly grows!"), span_notice("Everything around you seems to shrink..")) /datum/mutation/human/gigantism/on_losing(mob/living/carbon/human/owner) if(..()) return // SKYRAT EDIT BEGIN if(owner.dna.features["body_size"] > 1) to_chat(owner, "You feel relief as your bones cease their growth spurt.") return // SKYRAT EDIT END REMOVE_TRAIT(owner, TRAIT_GIANT, GENETIC_MUTATION) owner.update_transform(0.8) owner.visible_message(span_danger("[owner] suddenly shrinks!"), span_notice("Everything around you seems to grow..")) //Clumsiness has a very large amount of small drawbacks depending on item. /datum/mutation/human/clumsy name = "Clumsiness" desc = "A genome that inhibits certain brain functions, causing the holder to appear clumsy. Honk!" instability = NEGATIVE_STABILITY_MAJOR quality = MINOR_NEGATIVE text_gain_indication = span_danger("You feel lightheaded.") /datum/mutation/human/clumsy/on_acquiring(mob/living/carbon/human/owner) if(..()) return ADD_TRAIT(owner, TRAIT_CLUMSY, GENETIC_MUTATION) /datum/mutation/human/clumsy/on_losing(mob/living/carbon/human/owner) if(..()) return REMOVE_TRAIT(owner, TRAIT_CLUMSY, GENETIC_MUTATION) //Tourettes causes you to randomly stand in place and shout. /datum/mutation/human/tourettes name = "Tourette's Syndrome" desc = "A chronic twitch that forces the user to scream bad words." //definitely needs rewriting quality = NEGATIVE instability = 0 text_gain_indication = span_danger("You twitch.") synchronizer_coeff = 1 /datum/mutation/human/tourettes/on_life(seconds_per_tick, times_fired) if(SPT_PROB(5 * GET_MUTATION_SYNCHRONIZER(src), seconds_per_tick) && owner.stat == CONSCIOUS && !owner.IsStun()) switch(rand(1, 3)) if(1) owner.emote("twitch") if(2 to 3) owner.say("[prob(50) ? ";" : ""][pick("SHIT", "PISS", "FUCK", "CUNT", "COCKSUCKER", "MOTHERFUCKER", "TITS")]", forced=name) var/x_offset_old = owner.pixel_x var/y_offset_old = owner.pixel_y var/x_offset = owner.pixel_x + rand(-2,2) var/y_offset = owner.pixel_y + rand(-1,1) animate(owner, pixel_x = x_offset, pixel_y = y_offset, time = 1) animate(owner, pixel_x = x_offset_old, pixel_y = y_offset_old, time = 1) //Deafness makes you deaf. /datum/mutation/human/deaf name = "Deafness" desc = "The holder of this genome is completely deaf." instability = NEGATIVE_STABILITY_MAJOR quality = NEGATIVE text_gain_indication = span_danger("You can't seem to hear anything.") /datum/mutation/human/deaf/on_acquiring(mob/living/carbon/human/owner) if(..()) return ADD_TRAIT(owner, TRAIT_DEAF, GENETIC_MUTATION) /datum/mutation/human/deaf/on_losing(mob/living/carbon/human/owner) if(..()) return REMOVE_TRAIT(owner, TRAIT_DEAF, GENETIC_MUTATION) //Monified turns you into a monkey. /datum/mutation/human/race name = "Monkified" desc = "A strange genome, believing to be what differentiates monkeys from humans." text_gain_indication = span_green("You feel unusually monkey-like.") text_lose_indication = span_notice("You feel like your old self.") quality = NEGATIVE instability = NEGATIVE_STABILITY_MAJOR // mmmonky remove_on_aheal = FALSE locked = TRUE //Species specific, keep out of actual gene pool mutadone_proof = TRUE var/datum/species/original_species = /datum/species/human var/original_name /datum/mutation/human/race/on_acquiring(mob/living/carbon/human/owner) . = ..() if(.) return if(ismonkey(owner)) return original_species = owner.dna.species.type original_name = owner.real_name owner.monkeyize() /datum/mutation/human/race/on_losing(mob/living/carbon/human/owner) if(owner.stat == DEAD) return . = ..() if(.) return if(QDELETED(owner)) return owner.fully_replace_character_name(null, original_name) owner.humanize(original_species) /datum/mutation/human/glow name = "Glowy" desc = "You permanently emit a light with a random color and intensity." quality = POSITIVE text_gain_indication = span_notice("Your skin begins to glow softly.") instability = POSITIVE_INSTABILITY_MINI power_coeff = 1 conflicts = list(/datum/mutation/human/glow/anti) var/glow_power = 2 var/glow_range = 2.5 var/glow_color var/obj/effect/dummy/lighting_obj/moblight/glow /datum/mutation/human/glow/on_acquiring(mob/living/carbon/human/owner) . = ..() if(.) return glow_color = get_glow_color() glow = owner.mob_light() modify() // Override modify here without a parent call, because we don't actually give an action. /datum/mutation/human/glow/modify() if(!glow) return glow.set_light_range_power_color(glow_range * GET_MUTATION_POWER(src), glow_power, glow_color) /datum/mutation/human/glow/on_losing(mob/living/carbon/human/owner) . = ..() if(.) return QDEL_NULL(glow) /// Returns a color for the glow effect /datum/mutation/human/glow/proc/get_glow_color() return pick(COLOR_RED, COLOR_BLUE, COLOR_YELLOW, COLOR_GREEN, COLOR_PURPLE, COLOR_ORANGE) /datum/mutation/human/glow/anti name = "Anti-Glow" desc = "Your skin seems to attract and absorb nearby light creating 'darkness' around you." text_gain_indication = span_notice("The light around you seems to disappear.") conflicts = list(/datum/mutation/human/glow) instability = POSITIVE_INSTABILITY_MINOR locked = TRUE glow_power = -1.5 /datum/mutation/human/glow/anti/get_glow_color() return COLOR_BLACK /datum/mutation/human/strong name = "Strength" desc = "The user's muscles slightly expand. Commonly seen in top-ranking boxers." quality = POSITIVE text_gain_indication = span_notice("You feel strong.") instability = POSITIVE_INSTABILITY_MINI difficulty = 16 /datum/mutation/human/strong/on_acquiring(mob/living/carbon/human/owner) . = ..() if(.) return ADD_TRAIT(owner, TRAIT_STRENGTH, GENETIC_MUTATION) /datum/mutation/human/strong/on_losing(mob/living/carbon/human/owner) . = ..() if(.) return REMOVE_TRAIT(owner, TRAIT_STRENGTH, GENETIC_MUTATION) /datum/mutation/human/stimmed name = "Stimmed" desc = "The user's chemical balance is more robust. This mutation is known to slightly improve workout efficiency." quality = POSITIVE instability = POSITIVE_INSTABILITY_MINI text_gain_indication = span_notice("You feel stimmed.") difficulty = 16 /datum/mutation/human/stimmed/on_acquiring(mob/living/carbon/human/owner) . = ..() if(.) return ADD_TRAIT(owner, TRAIT_STIMMED, GENETIC_MUTATION) /datum/mutation/human/stimmed/on_losing(mob/living/carbon/human/owner) . = ..() if(.) return REMOVE_TRAIT(owner, TRAIT_STIMMED, GENETIC_MUTATION) /datum/mutation/human/insulated name = "Insulated" desc = "The affected person does not conduct electricity." quality = POSITIVE text_gain_indication = span_notice("Your fingertips go numb.") text_lose_indication = span_notice("Your fingertips regain feeling.") difficulty = 16 instability = POSITIVE_INSTABILITY_MODERATE /datum/mutation/human/insulated/on_acquiring(mob/living/carbon/human/owner) if(..()) return ADD_TRAIT(owner, TRAIT_SHOCKIMMUNE, GENETIC_MUTATION) /datum/mutation/human/insulated/on_losing(mob/living/carbon/human/owner) if(..()) return REMOVE_TRAIT(owner, TRAIT_SHOCKIMMUNE, GENETIC_MUTATION) /datum/mutation/human/fire name = "Fiery Sweat" desc = "The user's skin will randomly combust, but is generally a lot more resilient to burning." quality = NEGATIVE text_gain_indication = span_warning("You feel hot.") text_lose_indication = span_notice("You feel a lot cooler.") conflicts = list(/datum/mutation/human/adaptation/heat) difficulty = 14 synchronizer_coeff = 1 power_coeff = 1 /datum/mutation/human/fire/on_life(seconds_per_tick, times_fired) if(SPT_PROB((0.05+(100-dna.stability)/19.5) * GET_MUTATION_SYNCHRONIZER(src), seconds_per_tick)) owner.adjust_fire_stacks(2 * GET_MUTATION_POWER(src)) owner.ignite_mob() /datum/mutation/human/fire/on_acquiring(mob/living/carbon/human/owner) if(..()) return owner.physiology.burn_mod *= 0.5 /datum/mutation/human/fire/on_losing(mob/living/carbon/human/owner) if(..()) return owner.physiology.burn_mod *= 2 /datum/mutation/human/badblink name = "Spatial Instability" desc = "The victim of the mutation has a very weak link to spatial reality, and may be displaced. Often causes extreme nausea." quality = NEGATIVE text_gain_indication = span_warning("The space around you twists sickeningly.") text_lose_indication = span_notice("The space around you settles back to normal.") difficulty = 18//high so it's hard to unlock and abuse instability = NEGATIVE_STABILITY_MODERATE synchronizer_coeff = 1 energy_coeff = 1 power_coeff = 1 var/warpchance = 0 /datum/mutation/human/badblink/on_life(seconds_per_tick, times_fired) if(SPT_PROB(warpchance, seconds_per_tick)) var/warpmessage = pick( span_warning("With a sickening 720-degree twist of [owner.p_their()] back, [owner] vanishes into thin air."), span_warning("[owner] does some sort of strange backflip into another dimension. It looks pretty painful."), span_warning("[owner] does a jump to the left, a step to the right, and warps out of reality."), span_warning("[owner]'s torso starts folding inside out until it vanishes from reality, taking [owner] with it."), span_warning("One moment, you see [owner]. The next, [owner] is gone.")) owner.visible_message(warpmessage, span_userdanger("You feel a wave of nausea as you fall through reality!")) var/warpdistance = rand(10, 15) * GET_MUTATION_POWER(src) do_teleport(owner, get_turf(owner), warpdistance, channel = TELEPORT_CHANNEL_FREE) owner.adjust_disgust(GET_MUTATION_SYNCHRONIZER(src) * (warpchance * warpdistance)) warpchance = 0 owner.visible_message(span_danger("[owner] appears out of nowhere!")) else warpchance += 0.0625 * seconds_per_tick / GET_MUTATION_ENERGY(src) /datum/mutation/human/acidflesh name = "Acidic Flesh" desc = "Subject has acidic chemicals building up underneath the skin. This is often lethal." instability = NEGATIVE_STABILITY_MAJOR quality = NEGATIVE text_gain_indication = span_userdanger("A horrible burning sensation envelops you as your flesh turns to acid!") text_lose_indication = span_notice("A feeling of relief fills you as your flesh goes back to normal.") difficulty = 18//high so it's hard to unlock and use on others /// The cooldown for the warning message COOLDOWN_DECLARE(msgcooldown) /datum/mutation/human/acidflesh/on_life(seconds_per_tick, times_fired) if(SPT_PROB(13, seconds_per_tick)) if(COOLDOWN_FINISHED(src, msgcooldown)) to_chat(owner, span_danger("Your acid flesh bubbles...")) COOLDOWN_START(src, msgcooldown, 20 SECONDS) if(prob(15)) owner.acid_act(rand(30, 50), 10) owner.visible_message(span_warning("[owner]'s skin bubbles and pops."), span_userdanger("Your bubbling flesh pops! It burns!")) playsound(owner,'sound/items/weapons/sear.ogg', 50, TRUE) /datum/mutation/human/spastic name = "Spastic" desc = "Subject suffers from muscle spasms." instability = NEGATIVE_STABILITY_MODERATE quality = NEGATIVE text_gain_indication = span_warning("You flinch.") text_lose_indication = span_notice("Your flinching subsides.") difficulty = 16 /datum/mutation/human/spastic/on_acquiring() if(..()) return owner.apply_status_effect(/datum/status_effect/spasms) /datum/mutation/human/spastic/on_losing() if(..()) return owner.remove_status_effect(/datum/status_effect/spasms) /datum/mutation/human/extrastun name = "Two Left Feet" desc = "A mutation that replaces the right foot with another left foot. Symptoms include kissing the floor when taking a step." instability = NEGATIVE_STABILITY_MODERATE quality = NEGATIVE text_gain_indication = span_warning("Your right foot feels... left.") text_lose_indication = span_notice("Your right foot feels alright.") difficulty = 16 /datum/mutation/human/extrastun/on_acquiring() . = ..() if(.) return RegisterSignal(owner, COMSIG_MOVABLE_MOVED, PROC_REF(on_move)) /datum/mutation/human/extrastun/on_losing() . = ..() if(.) return UnregisterSignal(owner, COMSIG_MOVABLE_MOVED) ///Triggers on moved(). Randomly makes the owner trip /datum/mutation/human/extrastun/proc/on_move() SIGNAL_HANDLER if(prob(99.5)) //The brawl mutation return if(owner.buckled || owner.body_position == LYING_DOWN || HAS_TRAIT(owner, TRAIT_IMMOBILIZED) || owner.throwing || owner.movement_type & (VENTCRAWLING | FLYING | FLOATING)) return //remove the 'edge' cases to_chat(owner, span_danger("You trip over your own feet.")) owner.Knockdown(30) /datum/mutation/human/martyrdom name = "Internal Martyrdom" desc = "A mutation that makes the body destruct when near death. Not damaging, but very, VERY disorienting." instability = NEGATIVE_STABILITY_MAJOR // free stability >:) locked = TRUE quality = POSITIVE //not that cloning will be an option a lot but generally lets keep this around i guess? text_gain_indication = span_warning("You get an intense feeling of heartburn.") text_lose_indication = span_notice("Your internal organs feel at ease.") /datum/mutation/human/martyrdom/on_acquiring() . = ..() if(.) return TRUE RegisterSignal(owner, COMSIG_MOB_STATCHANGE, PROC_REF(bloody_shower)) /datum/mutation/human/martyrdom/on_losing() . = ..() if(.) return TRUE UnregisterSignal(owner, COMSIG_MOB_STATCHANGE) /datum/mutation/human/martyrdom/proc/bloody_shower(datum/source, new_stat) SIGNAL_HANDLER if(new_stat != HARD_CRIT) return var/list/organs = owner.get_organs_for_zone(BODY_ZONE_HEAD, TRUE) for(var/obj/item/organ/I in organs) qdel(I) explosion(owner, light_impact_range = 2, adminlog = TRUE, explosion_cause = src) for(var/mob/living/carbon/human/splashed in view(2, owner)) var/obj/item/organ/internal/eyes/eyes = splashed.get_organ_slot(ORGAN_SLOT_EYES) if(eyes) to_chat(splashed, span_userdanger("You are blinded by a shower of blood!")) eyes.apply_organ_damage(5) else to_chat(splashed, span_userdanger("You are knocked down by a wave of... blood?!")) splashed.Stun(2 SECONDS) splashed.set_eye_blur_if_lower(40 SECONDS) splashed.adjust_confusion(3 SECONDS) for(var/mob/living/silicon/borgo in view(2, owner)) to_chat(borgo, span_userdanger("Your sensors are disabled by a shower of blood!")) borgo.Paralyze(6 SECONDS) owner.investigate_log("has been gibbed by the martyrdom mutation.", INVESTIGATE_DEATHS) owner.gib(DROP_ALL_REMAINS) /datum/mutation/human/headless name = "H.A.R.S." desc = "A mutation that makes the body reject the head, the brain receding into the chest. Stands for Head Allergic Rejection Syndrome. Warning: Removing this mutation is very dangerous, though it will regenerate non-vital head organs." instability = NEGATIVE_STABILITY_MAJOR difficulty = 12 //pretty good for traitors quality = NEGATIVE //holy shit no eyes or tongue or ears text_gain_indication = span_warning("Something feels off.") /datum/mutation/human/headless/on_acquiring() . = ..() if(.)//cant add return TRUE var/obj/item/organ/internal/brain/brain = owner.get_organ_slot(ORGAN_SLOT_BRAIN) if(brain) brain.Remove(owner, special = TRUE, movement_flags = NO_ID_TRANSFER) brain.zone = BODY_ZONE_CHEST brain.Insert(owner, special = TRUE, movement_flags = NO_ID_TRANSFER) var/obj/item/bodypart/head/head = owner.get_bodypart(BODY_ZONE_HEAD) if(head) owner.visible_message(span_warning("[owner]'s head splatters with a sickening crunch!"), ignored_mobs = list(owner)) new /obj/effect/gibspawner/generic(get_turf(owner), owner) head.drop_organs() head.dismember(dam_type = BRUTE, silent = TRUE) qdel(head) RegisterSignal(owner, COMSIG_ATTEMPT_CARBON_ATTACH_LIMB, PROC_REF(abort_attachment)) /datum/mutation/human/headless/on_losing() . = ..() if(.) return TRUE UnregisterSignal(owner, COMSIG_ATTEMPT_CARBON_ATTACH_LIMB) var/successful = owner.regenerate_limb(BODY_ZONE_HEAD) if(!successful) stack_trace("HARS mutation head regeneration failed! (usually caused by headless syndrome having a head)") return TRUE var/obj/item/organ/internal/brain/brain = owner.get_organ_slot(ORGAN_SLOT_BRAIN) if(brain) brain.Remove(owner, special = TRUE, movement_flags = NO_ID_TRANSFER) brain.zone = initial(brain.zone) brain.Insert(owner, special = TRUE, movement_flags = NO_ID_TRANSFER) owner.dna.species.regenerate_organs(owner, replace_current = FALSE, excluded_zones = list(BODY_ZONE_CHEST)) //replace_current needs to be FALSE to prevent weird adding and removing mutation healing owner.apply_damage(damage = 50, damagetype = BRUTE, def_zone = BODY_ZONE_HEAD) //and this to DISCOURAGE organ farming, or at least not make it free. owner.visible_message(span_warning("[owner]'s head returns with a sickening crunch!"), span_warning("Your head regrows with a sickening crack! Ouch.")) new /obj/effect/gibspawner/generic(get_turf(owner), owner) /datum/mutation/human/headless/proc/abort_attachment(datum/source, obj/item/bodypart/new_limb, special) //you aren't getting your head back SIGNAL_HANDLER if(istype(new_limb, /obj/item/bodypart/head)) return COMPONENT_NO_ATTACH