//predominantly positive traits //this file is named weirdly so that positive traits are listed above negative ones /datum/quirk/alcohol_tolerance name = "Alcohol Tolerance" desc = "You become drunk more slowly and suffer fewer drawbacks from alcohol." value = 1 category = CATEGORY_ALCOHOL mob_trait = TRAIT_ALCOHOL_TOLERANCE gain_text = "You feel like you could drink a whole keg!" lose_text = "You don't feel as resistant to alcohol anymore. Somehow." medical_record_text = "Patient demonstrates a high tolerance for alcohol." /datum/quirk/apathetic name = "Apathetic" desc = "You just don't care as much as other people. That's nice to have in a place like this, I guess." value = 1 category = CATEGORY_MOODS mob_trait = TRAIT_APATHETIC mood_quirk = TRUE medical_record_text = "Patient was administered the Apathy Evaluation Scale but did not bother to complete it." /datum/quirk/apathetic/add() var/datum/component/mood/mood = quirk_holder.GetComponent(/datum/component/mood) if(mood) mood.mood_modifier = 0.8 /datum/quirk/apathetic/remove() if(quirk_holder) var/datum/component/mood/mood = quirk_holder.GetComponent(/datum/component/mood) if(mood) mood.mood_modifier = 1 //Change this once/if species get their own mood modifiers. /datum/quirk/drunkhealing name = "Drunken Resilience" desc = "Nothing like a good drink to make you feel on top of the world. Whenever you're drunk, you slowly recover from injuries." value = 2 category = CATEGORY_ALCOHOL mob_trait = TRAIT_DRUNK_HEALING gain_text = "You feel like a drink would do you good." lose_text = "You no longer feel like drinking would ease your pain." medical_record_text = "Patient has unusually efficient liver metabolism and can slowly regenerate wounds by drinking alcoholic beverages." /datum/quirk/empath name = "Empath" desc = "Whether it's a sixth sense or careful study of body language, it only takes you a quick glance at someone to understand how they feel." value = 2 category = CATEGORY_MOODS mob_trait = TRAIT_EMPATH gain_text = "You feel in tune with those around you." lose_text = "You feel isolated from others." medical_record_text = "Patient is highly perceptive of and sensitive to social cues, or may possibly have ESP. Further testing needed." /datum/quirk/freerunning name = "Freerunning" desc = "You're great at quick moves! You can climb tables more quickly." value = 2 category = CATEGORY_MOVEMENT mob_trait = TRAIT_FREERUNNING gain_text = "You feel lithe on your feet!" lose_text = "You feel clumsy again." medical_record_text = "Patient scored highly on cardio tests." /datum/quirk/strong_legs //GS13 name = "Strong Legs" desc = "Your body is able to handle heavier sizes very well." value = 2 category = CATEGORY_SEXUAL mob_trait = TRAIT_STRONGLEGS gain_text = "You feel like you can carry more weight." lose_text = "Your legs cannot bear heavier loads anymore." medical_record_text = "Patient exhibits increased muscle strength in their legs." /datum/quirk/friendly name = "Friendly" desc = "You give the best hugs, especially when you're in the right mood." value = 1 category = CATEGORY_MOODS mob_trait = TRAIT_FRIENDLY gain_text = "You want to hug someone." lose_text = "You no longer feel compelled to hug others." mood_quirk = TRUE medical_record_text = "Patient demonstrates low-inhibitions for physical contact and well-developed arms. Requesting another doctor take over this case." /datum/quirk/jolly name = "Jolly" desc = "You sometimes just feel happy, for no reason at all." value = 1 category = CATEGORY_MOODS mob_trait = TRAIT_JOLLY mood_quirk = TRUE medical_record_text = "Patient demonstrates constant euthymia irregular for environment. It's a bit much, to be honest." /datum/quirk/jolly/on_process() if(prob(0.05)) SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "jolly", /datum/mood_event/jolly) /datum/quirk/light_step name = "Light Step" desc = "You walk with a gentle step; stepping on sharp objects is quieter, less painful and you won't leave footprints behind you." value = 1 category = CATEGORY_MOVEMENT mob_trait = TRAIT_LIGHT_STEP gain_text = "You walk with a little more litheness." lose_text = "You start tromping around like a barbarian." medical_record_text = "Patient's dexterity belies a strong capacity for stealth." /datum/quirk/quick_step name = "Quick Step" desc = "You walk with determined strides, and out-pace most people when walking." value = 2 category = CATEGORY_MOVEMENT mob_trait = TRAIT_SPEEDY_STEP gain_text = "You feel determined. No time to lose." lose_text = "You feel less determined. What's the rush, man?" medical_record_text = "Patient scored highly on racewalking tests." /datum/quirk/musician name = "Musician" desc = "You can tune handheld musical instruments to play melodies that clear certain negative effects and soothe the soul." value = 1 category = CATEGORY_ITEMS mob_trait = TRAIT_MUSICIAN gain_text = "You know everything about musical instruments." lose_text = "You forget how musical instruments work." medical_record_text = "Patient brain scans show a highly-developed auditory pathway." /datum/quirk/musician/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/instrument/guitar/guitar = new(get_turf(H)) var/list/instrument_slots = list ( "backpack" = SLOT_IN_BACKPACK, "hands" = SLOT_HANDS, ) H.equip_in_one_of_slots(guitar, instrument_slots, qdel_on_fail = TRUE) var/obj/item/musicaltuner/musicaltuner = new(get_turf(H)) var/list/tuner_slots = list ( "backpack" = SLOT_IN_BACKPACK, "hands" = SLOT_HANDS, "left pocket" = SLOT_L_STORE, "right pocket" = SLOT_R_STORE ) H.equip_in_one_of_slots(musicaltuner, tuner_slots, qdel_on_fail = TRUE) H.regenerate_icons() /datum/quirk/night_vision name = "Night Vision" desc = "You can see slightly more clearly in full darkness than most people." value = 1 category = CATEGORY_BODY mob_trait = TRAIT_NIGHT_VISION gain_text = "The shadows seem a little less dark." lose_text = "Everything seems a little darker." /datum/quirk/night_vision/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/organ/eyes/eyes = H.getorgan(/obj/item/organ/eyes) if(!eyes || eyes.lighting_alpha) return eyes.Insert(H) //refresh their eyesight and vision /datum/quirk/photographer name = "Photographer" desc = "You know how to handle a camera, shortening the delay between each shot." value = 1 category = CATEGORY_ITEMS mob_trait = TRAIT_PHOTOGRAPHER gain_text = "You know everything about photography." lose_text = "You forget how photo cameras work." medical_record_text = "Patient mentions photography as a stress-relieving hobby." /datum/quirk/photographer/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/camera/camera = new(get_turf(H)) var/list/camera_slots = list ( "neck" = ITEM_SLOT_NECK, "left pocket" = SLOT_L_STORE, "right pocket" = SLOT_R_STORE, "backpack" = SLOT_IN_BACKPACK, "hands" = SLOT_HANDS ) H.equip_in_one_of_slots(camera, camera_slots, qdel_on_fail = TRUE) H.regenerate_icons() /datum/quirk/selfaware name = "Self-Aware" desc = "You know your body well, and can accurately assess the extent of your wounds." value = 2 category = CATEGORY_HEALTH mob_trait = TRAIT_SELF_AWARE medical_record_text = "Patient demonstrates an uncanny knack for self-diagnosis." /datum/quirk/skittish name = "Skittish" desc = "You can conceal yourself in danger. Ctrl-shift-click a closed locker to jump into it, as long as you have access." value = 2 category = CATEGORY_GAMEPLAY mob_trait = TRAIT_SKITTISH /datum/quirk/spiritual name = "Spiritual" desc = "You're in tune with the gods, and your prayers may be more likely to be heard. Or not." value = 1 category = CATEGORY_GAMEPLAY mob_trait = TRAIT_SPIRITUAL gain_text = "You feel a little more faithful to the gods today." lose_text = "You feel less faithful in the gods." medical_record_text = "Patient reports a belief in a higher power." /datum/quirk/tagger name = "Tagger" desc = "You're an experienced artist. While drawing graffiti, you can get twice as many uses out of drawing supplies." value = 1 category = CATEGORY_ITEMS mob_trait = TRAIT_TAGGER gain_text = "You know how to tag walls efficiently." lose_text = "You forget how to tag walls properly." medical_record_text = "Patient was recently seen for possible paint huffing incident." /datum/quirk/tagger/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/toy/crayon/spraycan/spraycan = new(get_turf(H)) var/list/spray_slots = list ( "backpack" = SLOT_IN_BACKPACK, "hands" = SLOT_HANDS, "left pocket" = SLOT_L_STORE, "right pocket" = SLOT_R_STORE ) H.equip_in_one_of_slots(spraycan, spray_slots, qdel_on_fail = TRUE) H.regenerate_icons() /datum/quirk/voracious name = "Voracious" desc = "Nothing gets between you and your food. You eat and recover from stuffing twice as fast, while getting less full!" value = 1 category = CATEGORY_FOOD mob_trait = TRAIT_VORACIOUS gain_text = "You feel HONGRY." lose_text = "You no longer feel HONGRY." medical_record_text = "Patient demonstrates a disturbing capacity for eating." /datum/quirk/trandening name = "High Luminosity Eyes" desc = "When the next big fancy implant came out you had to buy one on impluse!" value = 1 category = CATEGORY_BODY gain_text = "You have to keep up with the next big thing!." lose_text = "High-tech gizmos are a scam..." /datum/quirk/trandening/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/autosurgeon/gloweyes/gloweyes = new(get_turf(H)) var/list/gloweye_slots = list ( "backpack" = SLOT_IN_BACKPACK, "hands" = SLOT_HANDS, "left pocket" = SLOT_L_STORE, "right pocket" = SLOT_R_STORE ) H.equip_in_one_of_slots(gloweyes, gloweye_slots, qdel_on_fail = TRUE) H.regenerate_icons() /datum/quirk/bloodpressure name = "Polycythemia vera" desc = "You've a treated form of Polycythemia vera that increases the total blood volume inside of you as well as the rate of replenishment!" value = 2 //I honeslty dunno if this is a good trait? I just means you use more of medbays blood and make janitors madder, but you also regen blood a lil faster. category = CATEGORY_HEALTH mob_trait = TRAIT_HIGH_BLOOD gain_text = "You feel full of blood!" lose_text = "You feel like your blood pressure went down." medical_record_text = "Patient's blood tests report an abnormal concentration of red blood cells in their bloodstream." /datum/quirk/bloodpressure/add() quirk_holder.blood_ratio = 1.2 quirk_holder.blood_volume += 150 /datum/quirk/bloodpressure/remove() if(quirk_holder) quirk_holder.blood_ratio = 1 /datum/quirk/tough name = "Tough" desc = "Your body is abnormally enduring and can take 10% more damage." value = 2 category = CATEGORY_HEALTH mob_trait = TRAIT_TOUGH medical_record_text = "Patient has an abnormally high capacity for injury." gain_text = "You feel very sturdy." lose_text = "You feel less sturdy." var/healthchange = 0 /datum/quirk/tough/add() var/mob/living/carbon/human/H = quirk_holder healthchange = H.maxHealth * 0.1 H.maxHealth = H.maxHealth * 1.1 /datum/quirk/tough/remove() var/mob/living/carbon/human/H = quirk_holder H.maxHealth += healthchange /datum/quirk/draconicspeaker name = "Draconic speaker" desc = "Due to your time spent around lizards, you can speak Draconic!" value = 1 category = CATEGORY_LANGUAGES gain_text = "You feel sensitive to hissing noises and your tongue curls comfortably." lose_text = "You forget how to speak Draconic!" /datum/quirk/draconicspeaker/add() var/mob/living/M = quirk_holder M.grant_language(/datum/language/draconic) /datum/quirk/draconicspeaker/remove() var/mob/living/M = quirk_holder M?.remove_language(/datum/language/draconic) /datum/quirk/slimespeaker name = "Slime speaker" desc = "Due to your time spent around slimes, you can speak Slimespeak!" value = 1 category = CATEGORY_LANGUAGES gain_text = "You feel sensitive to blorbling noises, and your throat produces melodic sounds." lose_text = "You forget how to speak Slimespeak!" /datum/quirk/slimespeaker/add() var/mob/living/M = quirk_holder M.grant_language(/datum/language/slime) /datum/quirk/slimespeaker/remove() var/mob/living/M = quirk_holder M?.remove_language(/datum/language/slime) /datum/quirk/tajaspeaker name = "Siik-Tajr speaker" desc = "Due to your time spent around Tajaran, you can speak their native tongue!" value = 1 category = CATEGORY_LANGUAGES gain_text = "You feel sensitive to mrowls and your tongue curls comfortably." lose_text = "You forget how to speak Siik'Tajr!" /datum/quirk/tajaspeaker/add() var/mob/living/M = quirk_holder M.grant_language(/datum/language/tajara) /datum/quirk/tajaspeaker/remove() var/mob/living/M = quirk_holder M?.remove_language(/datum/language/tajara) /datum/quirk/russianspeaker name = "Neo-Russkiya speaker" desc = "Due to your time spent around space russians, you can speak Neo-Russkiya!" value = 1 category = CATEGORY_LANGUAGES gain_text = "You feel sensitive to the motherland, blyat!" lose_text = "You forget how to speak Neo-Russkiya!" /datum/quirk/russianspeaker/add() var/mob/living/M = quirk_holder M.grant_language(/datum/language/spacerussian) /datum/quirk/russianspeaker/remove() var/mob/living/M = quirk_holder M?.remove_language(/datum/language/spacerussian)