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## About The Pull Request Goes through a bunch of character preferences and adds informed default values which produce less wacky results. Basically part 2 of #84443 . Preference randomization now results in a character similar to that pictured in the original pr. Of course, you can still make your character look as wacky as ever.  ## Why It's Good For The Game Basically, fully random characters look horrendous, and unless you're playing a non-human, you stick out like a sore thumb if you hardcore random or just decide to random appearance. Ultimately, full-random people will stick out less, which I think is good. ## Changelog 🆑 Melbert qol: Random player characters now look less like rainbow vomit and more like some of the most average people you know. /🆑
36 lines
1.0 KiB
Plaintext
36 lines
1.0 KiB
Plaintext
/datum/preference/choiced/language
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category = PREFERENCE_CATEGORY_MANUALLY_RENDERED
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savefile_key = "language"
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savefile_identifier = PREFERENCE_CHARACTER
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/datum/preference/choiced/language/create_default_value()
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return "Random"
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/datum/preference/choiced/language/is_accessible(datum/preferences/preferences)
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if (!..(preferences))
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return FALSE
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return "Bilingual" in preferences.all_quirks
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/datum/preference/choiced/language/init_possible_values()
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var/list/values = list()
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if(!GLOB.uncommon_roundstart_languages.len)
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generate_selectable_species_and_languages()
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values += "Random"
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//we add uncommon as it's foreigner-only.
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var/datum/language/uncommon/uncommon_language = /datum/language/uncommon
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values += initial(uncommon_language.name)
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for(var/datum/language/language_type as anything in GLOB.uncommon_roundstart_languages)
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if(initial(language_type.name) in values)
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continue
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values += initial(language_type.name)
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return values
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/datum/preference/choiced/language/apply_to_human(mob/living/carbon/human/target, value)
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return
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