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CHOMPStation2/code/modules/mob/_modifiers/traits_phobias.dm
CHOMPStation2StaffMirrorBot d7cd22d2d0 [MIRROR] Forensics Datum (#11015)
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-06-06 16:18:13 +02:00

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// Gives various spooky messages to people afraid of a specific thing.
// Doesn't have any real mechanical effect, and is more of an aid to remind someone "You're supposed to be afraid of the dark", and such.
/datum/modifier/trait/phobia
var/current_fear = 0 // Counter for how 'afraid' the holder is.
var/max_fear = 100 // Cap for current_fear.
var/fear_decay_rate = 1 // How much is subtracted every Life() tick when not being spooked by something.
var/list/zero_fear_up = list() // Message displayed to holder when current_fear raises above 0.
var/list/zero_fear_down = list() // Message displayed when reaching 0.
var/list/half_fear_up = list() // Message displayed when current_fear passes half of max_fear.
var/list/half_fear_down = list() // Message displayed when current_fear goes below half of max_fear.
var/list/full_fear_up = list() // Similar to above, but for the cap.
var/list/full_fear_down = list() // Ditto.
/datum/modifier/trait/phobia/tick()
if(holder.stat)
return // You got bigger problems.
var/new_fear = should_fear()
if(new_fear)
adjust_fear(new_fear)
else
adjust_fear(-fear_decay_rate)
/datum/modifier/trait/phobia/proc/adjust_fear(var/amount)
var/last_fear = current_fear
current_fear = between(0, current_fear + amount, max_fear)
// Handle messages. safepick() is used so that if no messages are defined, it just does nothing, verses runtiming.
var/message = null
if(amount > 0) // Increase in spooks.
if(current_fear == max_fear && last_fear < max_fear)
message = safepick(full_fear_up)
else if(current_fear >= (max_fear / 2) && last_fear < (max_fear / 2))
message = safepick(half_fear_up)
else if(current_fear > 0 && last_fear == 0)
message = safepick(zero_fear_up)
else if(amount < 0) // Decrease in spooks.
if(last_fear == max_fear && current_fear < max_fear)
message = safepick(full_fear_down)
else if(last_fear >= (max_fear / 2) && current_fear < (max_fear / 2))
message = safepick(half_fear_down)
else if(last_fear > 0 && current_fear == 0)
message = safepick(zero_fear_down)
if(message)
to_chat(holder, message)
// Override for specific fears, e.g. seeing blood or spiders.
/datum/modifier/trait/phobia/proc/should_fear()
return FALSE
// Actual phobia trait implementations below.
/datum/modifier/trait/phobia/haemophobia
name = "haemophobia"
desc = "Seeing a bunch of blood isn't really pleasant for most people, but for you, it is very distressing."
fear_decay_rate = 4
on_created_text = span_warning("You are terrified of seeing blood.")
on_expired_text = span_notice("You feel that blood doesn't bother you, at least, as much as it used to.")
zero_fear_up = list(
span_warning(span_large("You see some blood nearby...")),
span_warning(span_large("You try to avoid looking at the blood nearby."))
)
zero_fear_down = list(
span_notice("You feel better now, with no blood in sight."),
span_notice("At last, the blood is gone."),
span_notice("Hopefully you won't see anymore blood today.")
)
half_fear_up = list(
span_danger(span_large("You're still near the blood!")),
span_danger(span_large("So much blood... You can't stand it."))
)
half_fear_down = list(
span_warning("The blood is gone now, but you're still worked up."),
span_warning("You can't see the blood now, but you're still anxious.")
)
full_fear_up = list(
span_danger(span_huge("The blood is too much!")),
span_danger(span_huge("There is so much blood here, you need to leave!")),
span_danger(span_huge("You gotta get away from the blood!"))
)
full_fear_down = list(
span_danger("The blood is gone, but you're still very anxious."),
span_danger("No more blood... Please.")
)
/datum/modifier/trait/phobia/haemophobia/check_if_valid()
if(iscultist(holder)) // Nar-nar can't be having cultists afraid of blood.
expire()
else
..()
/datum/modifier/trait/phobia/haemophobia/should_fear()
if(holder.blinded)
return 0 // Can't fear what cannot be seen.
var/fear_amount = 0
for(var/atom/thing in view(5, holder)) // It's 5 and not 7 so players have a chance to go away before getting the prompts, and for performance.
// Blood stains are bad.
if(istype(thing, /obj/effect/decal/cleanable/blood))
var/obj/effect/decal/cleanable/blood/B = thing
// Tracks are special, apparently.
if(istype(thing, /obj/effect/decal/cleanable/blood/tracks))
var/obj/effect/decal/cleanable/blood/tracks/T = B
for(var/datum/fluidtrack/F in T.stack)
if(F.basecolor != SYNTH_BLOOD_COLOUR)
fear_amount++
break
else
if(B.basecolor != SYNTH_BLOOD_COLOUR)
fear_amount++
// People covered in blood is also bad.
// Feel free to trim down if its too expensive CPU wise.
if(isliving(thing))
var/mob/living/L = thing
if(L.alpha <= FAKE_INVIS_ALPHA_THRESHOLD) // Can't fear something you can't (easily) see.
continue
if(ishuman(thing))
var/mob/living/carbon/human/H = thing
var/self_multiplier = H == holder ? 2 : 1
var/human_blood_fear_amount = 0
if(!H.gloves && H.bloody_hands && H.hand_blood_color != SYNTH_BLOOD_COLOUR)
human_blood_fear_amount += 1
if(!H.shoes && H.feet_blood_color && H.feet_blood_color != SYNTH_BLOOD_COLOUR)
human_blood_fear_amount += 1
// List of slots. Some slots like pockets are omitted due to not being visible, if H isn't the holder.
var/list/clothing_slots = list(H.back, H.wear_mask, H.l_hand, H.r_hand, H.wear_id, H.glasses, H.gloves, H.head, H.shoes, H.belt, H.wear_suit, H.w_uniform, H.s_store, H.l_ear, H.r_ear)
if(H == holder)
clothing_slots += list(H.l_store, H.r_store)
for(var/obj/item/clothing/C in clothing_slots)
if(C.forensic_data?.has_blooddna() && C.blood_color && C.blood_color != SYNTH_BLOOD_COLOUR)
human_blood_fear_amount += 1
// This is divided, since humans can wear so many items at once.
human_blood_fear_amount = round( (human_blood_fear_amount * self_multiplier) / 3, 1)
fear_amount += human_blood_fear_amount
// Bloody objects are also bad.
if(istype(thing, /obj))
var/obj/O = thing
if(O.forensic_data?.has_blooddna() && O.blood_color && O.blood_color != SYNTH_BLOOD_COLOUR)
fear_amount++
return fear_amount
/datum/modifier/trait/phobia/arachnophobe
name = "arachnophobia"
desc = "Spiders are quite creepy to most people, however for you, those chitters of pure evil inspire pure dread and fear."
fear_decay_rate = 1
on_created_text = span_warning("You are terrified of seeing spiders.")
on_expired_text = span_notice("You feel that your fear of spiders has gone from 'crippling' to 'nope nope nope', which is still an improvement.")
zero_fear_up = list(
span_warning(span_large("You see a spider!")),
span_warning(span_large("Spider!"))
)
zero_fear_down = list(
span_notice("Those evil spiders are finally gone."),
span_notice("At last, the chitters are gone."),
span_notice("The spiders are gone, at last.")
)
half_fear_up = list(
span_danger(span_large("The spiders are gonna eat you!")),
span_danger(span_large("The spiders are still here!")),
span_danger(span_large("The spiders will lay eggs inside you if you don't run!")),
)
half_fear_down = list(
span_warning("The spiders are gone... right?"),
span_warning("You can't see any spiders now, but you're still anxious.")
)
full_fear_up = list(
span_danger(span_huge("The chittering is driving you mad!")),
span_danger(span_huge("You're gonna be spider-food if you don't run!")),
span_danger(span_huge("The spiders are gonna feast on your eyes!"))
)
full_fear_down = list(
span_danger("The spiders must surely be hiding somewhere..."),
span_danger("No more spiders... Please.")
)
/datum/modifier/trait/phobia/arachnophobe/should_fear()
if(holder.blinded)
return 0 // Can't fear what cannot be seen.
var/fear_amount = 0
for(var/atom/thing in view(5, holder)) // See haemophobia for why this is 5.
if(istype(thing, /obj/effect/decal/cleanable/spiderling_remains)) // Dead spiderlings are a bit spooky.
fear_amount += 1
if(istype(thing, /obj/effect/spider/spiderling)) // Live spiderlings are also spooky.
fear_amount += 2
if(istype(thing, /obj/item/toy/plushie/spider)) // Plushies are spooky so people can be assholes with them.
fear_amount += 1
if(istype(thing, /obj/structure/snowman/spider)) //Snow spiders are also spooky so people can be assholes with those too.
fear_amount += 1
if(isliving(thing))
var/mob/living/L = thing
if(L.alpha <= FAKE_INVIS_ALPHA_THRESHOLD) // Can't fear something you can't (easily) see.
continue
if(istype(L, /mob/living/simple_mob/animal/giant_spider)) // Actual giant spiders are the scariest of them all.
var/mob/living/simple_mob/animal/giant_spider/S = L
if(S.stat == DEAD) // Dead giant spiders are less scary than alive ones.
fear_amount += 4
else
fear_amount += 8
return fear_amount
/datum/modifier/trait/phobia/nyctophobe
name = "nyctophobia"
desc = "More commonly known as the fear of darkness. The shadows can hide many dangers, which makes the prospect of going into the depths of Maintenance rather worrisome."
fear_decay_rate = 5
on_created_text = span_warning("You are terrified of the dark.")
on_expired_text = span_notice("You feel that darkness isn't quite as scary anymore.")
var/fear_threshold = 0.5 // Average lighting needs to be below this to start increasing fear.
zero_fear_up = list(
span_warning(span_large("It's so dark here!")),
span_warning(span_large("It's too dark!"))
)
zero_fear_down = list(
span_notice("You feel calmer, now that you're in the light."),
span_notice("At last, no more darkness."),
span_notice("The light makes you feel calmer.")
)
half_fear_up = list(
span_danger(span_large("You need to escape this darkness!")),
span_danger(span_large("Something might be lurking near you, but you can't see in this darkness.")),
span_danger(span_large("You need to find a light!")),
)
half_fear_down = list(
span_warning("The darkness is gone, for now..."),
span_warning("You're not in the dark anymore, but you're still anxious.")
)
full_fear_up = list(
span_danger(span_huge("What was that?")),
span_danger(span_huge("Something is nearby..."))
)
full_fear_down = list(
span_danger("Light, at last!"),
span_danger("The darkness is finally gone!")
)
/datum/modifier/trait/phobia/nyctophobe/should_fear()
if(holder.blinded)
return 5 // Unlike most other fears coded here, being blind when afraid of darkness is pretty bad, I imagine.
if(holder.see_in_dark >= 5)
return 0 // What darkness?
var/fear_amount = 0
var/total_lum = 0
var/total_tiles = 0
var/average_lum = null
for(var/turf/simulated/T in view(5, get_turf(holder))) // See haemophobia for why this is 5. This uses get_turf() since darkness makes tiles not visible to holder.
total_lum += T.get_lumcount()
total_tiles++
if(total_tiles)
average_lum = total_lum / total_tiles
if(average_lum > fear_threshold)
switch(average_lum)
if(0.0 to 0.1)
fear_amount += 5
if(0.1 to 0.2)
fear_amount += 4
if(0.2 to 0.3)
fear_amount += 3
if(0.3 to 0.4)
fear_amount += 2
if(0.4 to 0.5)
fear_amount += 1
var/turf/T = get_turf(holder)
if(T.get_lumcount() <= LIGHTING_SOFT_THRESHOLD) // Standing in complete darkness.
fear_amount += 5
return fear_amount
/datum/modifier/trait/phobia/claustrophobe
name = "claustrophobia"
desc = "Small spaces and tight quarters makes you feel distressed. Unfortunately both are rather common when living in space."
fear_decay_rate = 2
var/open_tiles_needed = 15 // Tends to be just right, as maint triggers this but hallways don't.
on_created_text = span_warning("You are terrified of tight spaces. Why did you come to space?")
on_expired_text = span_notice("Small rooms aren't so bad now.")
zero_fear_up = list(
span_warning(span_large("This room is too small...")),
span_warning(span_large("The walls are too close together..."))
)
zero_fear_down = list(
span_notice("You feel calmer, now that you're in a larger room."),
span_notice("At last, the walls are far apart."),
span_notice("The relatively open area makes you feel calmer.")
)
half_fear_up = list(
span_danger(span_large("Your surroundings look like they are closing in.")),
span_danger(span_large("Is the room getting smaller?")),
span_danger(span_large("You need to get out of here!")),
)
half_fear_down = list(
span_warning("Your surroundings seem to have stopped closing in."),
span_warning("You're not in a tight space anymore, but you're still anxious.")
)
full_fear_up = list(
span_danger(span_huge("You need to escape!")),
span_danger(span_huge("There's barely any room to move around!"))
)
full_fear_down = list(
span_danger("The surroundings stop shrinking."),
span_danger("The walls seem to have stopped.")
)
/datum/modifier/trait/phobia/claustrophobe/should_fear()
if(holder.blinded)
return 0 // No idea if this is accurate.
if(holder.loc && !isturf(holder.loc)) // Hiding in a locker or inside an exosuit is spooky.
return 5
var/fear_amount = 0
var/open_tiles = 0
var/radius = 5 // See haemophobia for why this is 5.
var/max_open_tiles = radius * radius // Potential maximum tiles. In practice it will be rare for someone to be inside a 5x5 plane.
for(var/turf/T in view(radius, holder))
var/open = TRUE
if(T.density)
continue
for(var/atom/movable/AM in T)
if(AM.density)
open = FALSE
break
if(open)
open_tiles++
if(open_tiles < open_tiles_needed)
var/fear_reduction = abs( (open_tiles / max_open_tiles) - 1) // The smaller the space, the smaller this number is, and fear will build up faster.
fear_amount = 5 * fear_reduction
return fear_amount
/datum/modifier/trait/phobia/blennophobe
name = "blennophobia"
desc = "Slimes are quite dangerous, but just the aspect of something being slimey is uncomfortable."
fear_decay_rate = 1
on_created_text = span_warning("You are disgusted and horrified by slime.")
on_expired_text = span_notice("You feel more... okay with slime.")
zero_fear_up = list(
span_warning(span_large("That's some slime!")),
span_warning(span_large("There's slime right there!"))
)
zero_fear_down = list(
span_notice("The slime is out of sight and out of mind."),
span_notice("Clean. No more slime.")
)
half_fear_up = list(
span_danger(span_large("The slimes might strike at any point!")),
span_danger(span_large("The slime is still there!"))
)
half_fear_down = list(
span_warning("The slime is gone... right?"),
span_warning("You can't see any slime right now, but you're still anxious.")
)
full_fear_up = list(
span_danger(span_huge("The slime is everywhere!")),
span_danger(span_huge("You're gonna get absorbed if you don't get out!"))
)
full_fear_down = list(
span_danger("There must be more of that slime somewhere..."),
span_danger("No more of this slime, please....")
)
/datum/modifier/trait/phobia/blennophobe/should_fear()
if(holder.blinded)
return 0 // Can't fear what cannot be seen.
var/fear_amount = 0
for(var/atom/thing in view(5, holder)) // See haemophobia for why this is 5.
if(istype(thing, /obj/structure/blob)) // blobs are uncomfortable things
fear_amount += 3
if(istype(thing, /obj/structure/alien)) // Pretty much anything made by xenos are slimey in some way.
fear_amount += 1
if(istype(thing, /obj/effect/alien/weeds)) // Disgusting slimey carpet.
fear_amount += 1
if(istype(thing, /obj/item/weed_extract))
fear_amount += 1
if(istype(thing, /obj/effect/decal/cleanable/mucus)) // Blennophobia apparently includes mucus, so!
fear_amount += 2
if(istype(thing, /obj/item/slime_extract)) // Gooey.
fear_amount += 1
if(istype(thing, /obj/item/slime_cube)) // Also gooey, alongside harbinger of bad news.
fear_amount += 2
if(istype(thing, /obj/item/organ/internal/brain/slime))
fear_amount += 2
if(istype(thing, /obj/item/clothing/head/collectable/slime)) // Some hats are spooky so people can be assholes with them.
fear_amount += 1
if(isliving(thing))
var/mob/living/L = thing
if(L.alpha <= FAKE_INVIS_ALPHA_THRESHOLD) // Can't fear something you can't (easily) see.
continue
if(istype(L, /mob/living/simple_mob/slime)) // An actual predatory specimen!
var/mob/living/simple_mob/slime/S = L
if(S.stat == DEAD) // Dead slimes are somewhat less spook.
fear_amount += 4
if(istype(S, /mob/living/simple_mob/slime/xenobio))
var/mob/living/simple_mob/slime/xenobio/X = S
if(X.is_adult == TRUE) //big boy
fear_amount += 8
else
fear_amount += 6
else
fear_amount += 10 // It's huge and feral.
if(ishuman(L))
var/mob/living/carbon/human/S = L
if(istype(S.species, /datum/species/skrell)) //Skrell ARE slimey.
fear_amount += 1
if(istype(S.species, /datum/species/shapeshifter/promethean))
fear_amount += 4
return fear_amount
/datum/modifier/trait/phobia/trypanophobe
name = "trypanophobia"
desc = "Syringes and needles make you very distressed. You really don't want to get sick..."
fear_decay_rate = 100
on_created_text = span_warning("You are terrified by needles.")
on_expired_text = span_notice("You feel better about being near needles..")
zero_fear_up = list(
span_warning(span_large("That's a needle!")),
span_warning(span_large("There's a needle right there!"))
)
zero_fear_down = list(
span_notice("The needle is gone, no need to worry."),
span_notice("No more needle.")
)
half_fear_up = list(
span_danger(span_large("The needle could get you at any time!")),
span_danger(span_large("The needle is still there!"))
)
half_fear_down = list(
span_warning("There are no more needles... right?"),
span_warning("You don't see any more needles... But you can never be sure.")
)
full_fear_up = list(
span_danger(span_huge("The needles are going to pierce you!")),
span_danger(span_huge("They could get you any second!"))
)
full_fear_down = list(
span_danger("There are more needles around, you can feel it..."),
span_danger("No more needles, please...")
)
/datum/modifier/trait/phobia/trypanophobe/should_fear()
if(holder.blinded)
return 0 //Cannot feareth what cannot beest seen
var/fear_amount = 0
for(var/atom/thing in view(5, holder)) // See haemophobia for why this is 5.
if(istype(thing, /obj/item/reagent_containers/syringe))
fear_amount += 4
if(istype(thing, /obj/machinery/iv_drip))
var/obj/machinery/iv_drip/I = thing
if(I.beaker)
fear_amount += 8
else
fear_amount += 6
if(istype(thing, /obj/item/reagent_containers/hypospray))
fear_amount += 2 //Needle doesn't look as intimidating.
if(istype(thing, /obj/item/reagent_containers/hypospray/autoinjector)) //Don't know if I need to define autoinjectors too. Meh.
fear_amount += 3
if(istype(thing, /obj/item/rig_module/chem_dispenser))
fear_amount += 5
if(istype(thing, /obj/item/storage/box/syringes))
fear_amount += 2
if(istype(thing, /obj/item/mecha_parts/mecha_equipment/tool/syringe_gun))
fear_amount += 8 //Syringe gun for a big ass mech.
if(istype(thing, /obj/machinery/sleep_console)) //Sleepers got them needles in them.
fear_amount += 4
if(istype(thing, /obj/item/implanter))
fear_amount += 8 //Very big needle.
if(istype(thing, /obj/item/gun/launcher/syringe))
fear_amount += 6
if(isliving(thing))
var/mob/living/L = thing
if(L.alpha <= FAKE_INVIS_ALPHA_THRESHOLD) // Can't fear something you can't (easily) see.
continue
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.l_hand && istype(H.l_hand, /obj/item/reagent_containers/syringe) || H.r_hand && istype(H.r_hand, /obj/item/reagent_containers/syringe))
fear_amount += 10
if(H.l_ear && istype(H.l_ear, /obj/item/reagent_containers/syringe) || H.r_ear && istype(H.r_ear, /obj/item/reagent_containers/syringe))
fear_amount +=10
return fear_amount
// Note for the below 'phobias' are of the xeno-phobic variety, and are less centered on pure fear as above, and more on a mix of distrust, fear, and disdainfulness.
// As such, they are mechanically different than the fear-based phobias, in that instead of a buildup of fearful messages, it does intermittent messages specific to what holder sees.
// This is the catch-all 'everyone but [my species] is up to no good' trait, as opposed to the other specialized variants.
/datum/modifier/trait/phobia/xenophobia
name = "xenophobia"
desc = "The mind of the Alien is unknowable, and as such, their intentions cannot be known. You always watch the xenos closely, as they most certainly are watching you \
closely, waiting to strike."
on_created_text = span_warning("You remain vigilant against the Alien.")
on_expired_text = span_notice("Aliens aren't so bad after all.")
var/last_message = null // world.time we last did a message.
var/message_cooldown = 1 MINUTE
/datum/modifier/trait/phobia/xenophobia/tick()
if(holder.stat)
return // You got bigger problems.
if(last_message + message_cooldown <= world.time)
if(intermittent_message())
last_message = world.time
/datum/modifier/trait/phobia/xenophobia/proc/intermittent_message()
var/list/xenos = get_xenos()
if(xenos.len)
var/chosen_xeno = pick(xenos)
to_chat(holder, span_warning(span_large("[make_message(chosen_xeno)]")))
return TRUE
else
return FALSE // No xenos in sight, so don't apply the cooldown.
/datum/modifier/trait/phobia/xenophobia/proc/get_xenos()
return list()
/datum/modifier/trait/phobia/xenophobia/proc/make_message(var/mob/living/L)
return "Someone forgot to override this output message."
// This is the catch-all 'everyone but [my species] is up to no good' trait, as opposed to the other specialized variants.
/datum/modifier/trait/phobia/xenophobia/generic
name = "xenophobia"
desc = "The mind of the Alien is unknowable, and as such, their intentions cannot be known. You always watch the xenos closely, as they most certainly are watching you \
closely, waiting to strike."
on_created_text = span_warning("You remain vigilant against the Alien.")
on_expired_text = span_notice("Aliens aren't so bad afterall.")
/datum/modifier/trait/phobia/xenophobia/generic/get_xenos()
var/list/xenos = list()
if(!ishuman(holder))
return
var/mob/living/carbon/human/us = holder
for(var/mob/living/carbon/human/H in view(5, holder)) // See haemophobia for why this is 5.
if(!(istype(us.species, H.species) )) // Are they a different species?
xenos += H
return xenos
/datum/modifier/trait/phobia/xenophobia/generic/make_message(var/mob/living/carbon/human/H)
// Do special responses first if possible.
// if(H.stat == DEAD)
// return pick( list("Unsurprising to see a weak and inferior [H.species.name] fail to survive.", "If that [H.species.name] were a [holder.species.name], this wouldn't've have happened.") )
// Generic responses if none of the above apply.
var/list/generic_responses = list(
"That [H.species.name] is likely trying to spy on you.",
"[H.species.name_plural] tend to be ugly, but this one near you is even worse!",
"[H.species.name] scum.",
"The [H.species.name] nearby is certainly a spy for Them.",
"That [H.species.name] smells awful.",
"Can't trust [H.species.name_plural]."
)
return pick(generic_responses)
// *********
// * Human *
// *********
/datum/modifier/trait/phobia/xenophobia/human
name = "anti-human sentiment"
desc = "Humans are bound to get us all killed with their reckless use of technology..."
on_created_text = span_warning("You unfortunately are likely to have to deal with humans today.")
on_expired_text = span_notice("Humans aren't so bad after all.")
/datum/modifier/trait/phobia/xenophobia/human/get_xenos()
var/list/humans = list()
for(var/mob/living/carbon/human/H in view(5, holder)) // See haemophobia for why this is 5.
if(H == holder)
continue // No self loathing here.
if(istype(H.species, /datum/species/human) ) // Are they a human.
humans += H
return humans
/datum/modifier/trait/phobia/xenophobia/human/make_message(var/mob/living/carbon/human/H)
// Do special responses first if possible.
// Generic responses if none of the above apply.
var/list/generic_responses = list(
"Why did you travel to human space? It's full of them."
)
return pick(generic_responses)
// **********
// * Skrell *
// **********
/datum/modifier/trait/phobia/xenophobia/skrell
name = "anti-skrell sentiment"
desc = "The Skrell pretend that they are Humanity's enlightened allies, but you can see past that."
on_created_text = span_warning("Hopefully no Skrell show up today.")
on_expired_text = span_notice("Skrell aren't so bad after all.")
/datum/modifier/trait/phobia/xenophobia/skrell/get_xenos()
var/list/skrell = list()
for(var/mob/living/carbon/human/H in view(5, holder)) // See haemophobia for why this is 5.
if(H == holder)
continue // No self loathing here.
if(istype(H.species, /datum/species/skrell) ) // Are they a squid now?
skrell += H
return skrell
/datum/modifier/trait/phobia/xenophobia/skrell/make_message(var/mob/living/carbon/human/H)
// Do special responses first if possible.
// Generic responses if none of the above apply.
var/list/generic_responses = list(
"WetSkrell was a mistake."
)
return pick(generic_responses)