//predominantly negative traits /datum/quirk/blooddeficiency name = "Acute Blood Deficiency" desc = "Your body can't produce enough blood to sustain itself." value = -2 gain_text = "You feel your vigor slowly fading away." lose_text = "You feel vigorous again." antag_removal_text = "Your antagonistic nature has removed your blood deficiency." medical_record_text = "Patient requires regular treatment for blood loss due to low production of blood." /datum/quirk/blooddeficiency/on_process() var/mob/living/carbon/human/H = quirk_holder if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any return else quirk_holder.blood_volume -= 0.275 /datum/quirk/depression name = "Depression" desc = "You sometimes just hate life." mob_trait = TRAIT_DEPRESSION value = -1 gain_text = "You start feeling depressed." lose_text = "You no longer feel depressed." //if only it were that easy! medical_record_text = "Patient has a severe mood disorder, causing them to experience acute episodes of depression." mood_quirk = TRUE /datum/quirk/depression/on_process() if(prob(0.05)) SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "depression", /datum/mood_event/depression) /datum/quirk/family_heirloom name = "Family Heirloom" desc = "You are the current owner of an heirloom, passed down for generations. You have to keep it safe!" value = -1 mood_quirk = TRUE medical_record_text = "Patient demonstrates an unnatural attachment to a family heirloom." var/obj/item/heirloom var/where GLOBAL_LIST_EMPTY(family_heirlooms) /datum/quirk/family_heirloom/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/heirloom_type switch(quirk_holder.mind.assigned_role) if("Clown") heirloom_type = pick(/obj/item/paint/anycolor, /obj/item/bikehorn/golden) if("Mime") heirloom_type = pick(/obj/item/paint/anycolor, /obj/item/toy/dummy) if("Cook") heirloom_type = /obj/item/kitchen/knife/scimitar if("Botanist") heirloom_type = pick(/obj/item/cultivator, /obj/item/reagent_containers/glass/bucket, /obj/item/storage/bag/plants, /obj/item/toy/plush/beeplushie) if("Medical Doctor") heirloom_type = /obj/item/healthanalyzer/advanced if("Paramedic") heirloom_type = pick(/obj/item/clothing/neck/stethoscope, /obj/item/bodybag) if("Station Engineer") heirloom_type = /obj/item/wirecutters/brass if("Atmospheric Technician") heirloom_type = /obj/item/extinguisher/mini/family if("Lawyer") heirloom_type = /obj/item/storage/briefcase/lawyer/family if("Janitor") heirloom_type = /obj/item/mop if("Security Officer") heirloom_type = /obj/item/clothing/accessory/medal/silver/valor if("Scientist") heirloom_type = /obj/item/toy/plush/slimeplushie if("Assistant") heirloom_type = /obj/item/clothing/gloves/cut/family if("Chaplain") heirloom_type = /obj/item/camera/spooky/family if("Captain") heirloom_type = /obj/item/clothing/accessory/medal/gold/captain/family if(!heirloom_type) heirloom_type = pick( /obj/item/toy/cards/deck, /obj/item/lighter, /obj/item/dice/d20) heirloom = new heirloom_type(get_turf(quirk_holder)) GLOB.family_heirlooms += heirloom var/list/slots = list( "in your left pocket" = SLOT_L_STORE, "in your right pocket" = SLOT_R_STORE, "in your backpack" = SLOT_IN_BACKPACK ) where = H.equip_in_one_of_slots(heirloom, slots, FALSE) || "at your feet" /datum/quirk/family_heirloom/post_add() if(where == "in your backpack") var/mob/living/carbon/human/H = quirk_holder SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H) to_chat(quirk_holder, "There is a precious family [heirloom.name] [where], passed down from generation to generation. Keep it safe!") var/list/family_name = splittext(quirk_holder.real_name, " ") heirloom.name = "\improper [family_name[family_name.len]] family [heirloom.name]" /datum/quirk/family_heirloom/on_process() if(heirloom in quirk_holder.GetAllContents()) SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "family_heirloom_missing") SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "family_heirloom", /datum/mood_event/family_heirloom) else SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "family_heirloom") SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "family_heirloom_missing", /datum/mood_event/family_heirloom_missing) /datum/quirk/family_heirloom/clone_data() return heirloom /datum/quirk/family_heirloom/on_clone(data) heirloom = data /datum/quirk/heavy_sleeper name = "Heavy Sleeper" desc = "You sleep like a rock! Whenever you're put to sleep, you sleep for a little bit longer." value = -1 mob_trait = TRAIT_HEAVY_SLEEPER gain_text = "You feel sleepy." lose_text = "You feel awake again." medical_record_text = "Patient has abnormal sleep study results and is difficult to wake up." /datum/quirk/brainproblems name = "Brain Tumor" desc = "You have a little friend in your brain that is slowly destroying it. Better bring some mannitol!" value = -3 gain_text = "You feel smooth." lose_text = "You feel wrinkled again." medical_record_text = "Patient has a tumor in their brain that is slowly driving them to brain death." /datum/quirk/brainproblems/on_process() quirk_holder.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.2) /datum/quirk/nearsighted //t. errorage name = "Nearsighted" desc = "You are nearsighted without prescription glasses, but spawn with a pair." value = -1 gain_text = "Things far away from you start looking blurry." lose_text = "You start seeing faraway things normally again." medical_record_text = "Patient requires prescription glasses in order to counteract nearsightedness." /datum/quirk/nearsighted/add() quirk_holder.become_nearsighted(ROUNDSTART_TRAIT) /datum/quirk/nearsighted/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/clothing/glasses/regular/glasses = new(get_turf(H)) if(!H.equip_to_slot_if_possible(glasses, SLOT_GLASSES)) H.put_in_hands(glasses) /datum/quirk/nyctophobia name = "Nyctophobia" desc = "As far as you can remember, you've always been afraid of the dark. While in the dark without a light source, you instinctually act careful, and constantly feel a sense of dread." value = -1 medical_record_text = "Patient demonstrates a fear of the dark. (Seriously?)" /datum/quirk/nyctophobia/on_process() var/mob/living/carbon/human/H = quirk_holder if(H.dna.species.id in list("shadow", "nightmare")) return //we're tied with the dark, so we don't get scared of it; don't cleanse outright to avoid cheese var/turf/T = get_turf(quirk_holder) var/lums = T.get_lumcount() if(lums <= 0.2) if(quirk_holder.m_intent == MOVE_INTENT_RUN) to_chat(quirk_holder, "Easy, easy, take it slow... you're in the dark...") quirk_holder.toggle_move_intent() SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "nyctophobia", /datum/mood_event/nyctophobia) else SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "nyctophobia") /datum/quirk/lightless name = "Light Sensitivity" desc = "Bright lights irritate you. Your eyes start to water, your skin feels itchy against the photon radiation, and your hair gets dry and frizzy. Maybe it's a medical condition. If only Nanotrasen was more considerate of your needs..." value = -1 gain_text = "The safty of light feels off..." lose_text = "Enlightening." medical_record_text = "Despite my warnings, the patient refuses turn on the lights, only to end up rolling down a full flight of stairs and into the cellar." /datum/quirk/lightless/on_process() var/turf/T = get_turf(quirk_holder) var/lums = T.get_lumcount() if(lums >= 0.8) SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "brightlight", /datum/mood_event/brightlight) else SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "brightlight") /datum/quirk/nonviolent name = "Pacifist" desc = "The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone." value = -2 mob_trait = TRAIT_PACIFISM gain_text = "You feel repulsed by the thought of violence!" lose_text = "You think you can defend yourself again." medical_record_text = "Patient is unusually pacifistic and cannot bring themselves to cause physical harm." antag_removal_text = "Your antagonistic nature has caused you to renounce your pacifism." /datum/quirk/paraplegic name = "Paraplegic" desc = "Your legs do not function. Nothing will ever fix this. But hey, free wheelchair!" value = -3 mob_trait = TRAIT_PARA human_only = TRUE gain_text = null // Handled by trauma. lose_text = null medical_record_text = "Patient has an untreatable impairment in motor function in the lower extremities." /datum/quirk/paraplegic/add() var/datum/brain_trauma/severe/paralysis/paraplegic/T = new() var/mob/living/carbon/human/H = quirk_holder H.gain_trauma(T, TRAUMA_RESILIENCE_ABSOLUTE) /datum/quirk/paraplegic/on_spawn() if(quirk_holder.buckled) // Handle late joins being buckled to arrival shuttle chairs. quirk_holder.buckled.unbuckle_mob(quirk_holder) var/turf/T = get_turf(quirk_holder) var/obj/structure/chair/spawn_chair = locate() in T var/obj/vehicle/ridden/wheelchair/wheels = new(T) if(spawn_chair) // Makes spawning on the arrivals shuttle more consistent looking wheels.setDir(spawn_chair.dir) wheels.buckle_mob(quirk_holder) // During the spawning process, they may have dropped what they were holding, due to the paralysis // So put the things back in their hands. for(var/obj/item/I in T) if(I.fingerprintslast == quirk_holder.ckey) quirk_holder.put_in_hands(I) /datum/quirk/poor_aim name = "Poor Aim" desc = "You're terrible with guns and can't line up a straight shot to save your life. Dual-wielding is right out." value = -1 mob_trait = TRAIT_POOR_AIM medical_record_text = "Patient possesses a strong tremor in both hands." /datum/quirk/prosopagnosia name = "Prosopagnosia" desc = "You have a mental disorder that prevents you from being able to recognize faces at all." value = -1 mob_trait = TRAIT_PROSOPAGNOSIA medical_record_text = "Patient suffers from prosopagnosia and cannot recognize faces." /datum/quirk/prosthetic_limb name = "Prosthetic Limb" desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!" value = -1 var/slot_string = "limb" /datum/quirk/prosthetic_limb/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/limb_slot if(HAS_TRAIT(H, TRAIT_PARA))//Prevent paraplegic legs being replaced limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM) else limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot) var/obj/item/bodypart/prosthetic switch(limb_slot) if(BODY_ZONE_L_ARM) prosthetic = new/obj/item/bodypart/l_arm/robot/surplus(quirk_holder) slot_string = "left arm" if(BODY_ZONE_R_ARM) prosthetic = new/obj/item/bodypart/r_arm/robot/surplus(quirk_holder) slot_string = "right arm" if(BODY_ZONE_L_LEG) prosthetic = new/obj/item/bodypart/l_leg/robot/surplus(quirk_holder) slot_string = "left leg" if(BODY_ZONE_R_LEG) prosthetic = new/obj/item/bodypart/r_leg/robot/surplus(quirk_holder) slot_string = "right leg" prosthetic.replace_limb(H) qdel(old_part) H.regenerate_icons() /datum/quirk/prosthetic_limb/post_add() to_chat(quirk_holder, "Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \ you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.") /datum/quirk/insanity name = "Reality Dissociation Syndrome" desc = "You suffer from a severe disorder that causes very vivid hallucinations. Mindbreaker toxin can suppress its effects, and you are immune to mindbreaker's hallucinogenic properties. This is not a license to grief." value = -2 //no mob trait because it's handled uniquely gain_text = "..." lose_text = "You feel in tune with the world again." medical_record_text = "Patient suffers from acute Reality Dissociation Syndrome and experiences vivid hallucinations." /datum/quirk/insanity/on_process() if(quirk_holder.reagents.has_reagent(/datum/reagent/toxin/mindbreaker)) quirk_holder.hallucination = 0 return if(prob(2)) //we'll all be mad soon enough madness() /datum/quirk/insanity/proc/madness() quirk_holder.hallucination += rand(10, 25) /datum/quirk/insanity/post_add() //I don't /think/ we'll need this but for newbies who think "roleplay as insane" = "license to kill" it's probably a good thing to have if(!quirk_holder.mind || quirk_holder.mind.special_role) return to_chat(quirk_holder, "Please note that your dissociation syndrome does NOT give you the right to attack people or otherwise cause any interference to \ the round. You are not an antagonist, and the rules will treat you the same as other crewmembers.") /datum/quirk/social_anxiety name = "Social Anxiety" desc = "Talking to people is very difficult for you, and you often stutter or even lock up." value = -1 gain_text = "You start worrying about what you're saying." lose_text = "You feel easier about talking again." //if only it were that easy! medical_record_text = "Patient is usually anxious in social encounters and prefers to avoid them." var/dumb_thing = TRUE /datum/quirk/social_anxiety/on_process() var/nearby_people = 0 for(var/mob/living/carbon/human/H in oview(3, quirk_holder)) if(H.client) nearby_people++ var/mob/living/carbon/human/H = quirk_holder if(prob(2 + nearby_people)) H.stuttering = max(3, H.stuttering) else if(prob(min(3, nearby_people)) && !H.silent) to_chat(H, "You retreat into yourself. You really don't feel up to talking.") H.silent = max(10, H.silent) else if(prob(0.5) && dumb_thing) to_chat(H, "You think of a dumb thing you said a long time ago and scream internally.") dumb_thing = FALSE //only once per life if(prob(1)) new/obj/item/reagent_containers/food/snacks/pastatomato(get_turf(H)) //now that's what I call spaghetti code /datum/quirk/phobia name = "Phobia" desc = "You've had a traumatic past, one that has scarred you for life, and cripples you when dealing with your greatest fears." value = -2 // It can hardstun you. You can be a job that your phobia targets... gain_text = "You begin to tremble as an immeasurable fear grips your mind." lose_text = "Your confidence wipes away the fear that had been plaguing you." medical_record_text = "Patient has an extreme or irrational fear and aversion to an undefined stimuli." var/datum/brain_trauma/mild/phobia/phobia /datum/quirk/phobia/post_add() var/mob/living/carbon/human/H = quirk_holder phobia = new H.gain_trauma(phobia, TRAUMA_RESILIENCE_ABSOLUTE) /datum/quirk/phobia/remove() var/mob/living/carbon/human/H = quirk_holder H?.cure_trauma_type(phobia, TRAUMA_RESILIENCE_ABSOLUTE) /datum/quirk/mute name = "Mute" desc = "Due to some accident, medical condition, or simply by choice, you are completely unable to speak." value = -2 //HALP MAINTS gain_text = "You find yourself unable to speak!" lose_text = "You feel a growing strength in your vocal chords." medical_record_text = "Functionally mute, patient is unable to use their voice in any capacity." antag_removal_text = "Your antagonistic nature has caused your voice to be heard." var/datum/brain_trauma/severe/mute/mute /datum/quirk/mute/add() var/mob/living/carbon/human/H = quirk_holder mute = new H.gain_trauma(mute, TRAUMA_RESILIENCE_ABSOLUTE) /datum/quirk/mute/remove() var/mob/living/carbon/human/H = quirk_holder H?.cure_trauma_type(mute, TRAUMA_RESILIENCE_ABSOLUTE) /datum/quirk/unstable name = "Unstable" desc = "Due to past troubles, you are unable to recover your sanity if you lose it. Be very careful managing your mood!" value = -2 mob_trait = TRAIT_UNSTABLE gain_text = "There's a lot on your mind right now." lose_text = "Your mind finally feels calm." medical_record_text = "Patient's mind is in a vulnerable state, and cannot recover from traumatic events." /datum/quirk/blindness name = "Blind" desc = "You are completely blind, nothing can counteract this." value = -4 gain_text = "You can't see anything." lose_text = "You miraculously gain back your vision." medical_record_text = "Patient has permanent blindness." /datum/quirk/blindness/add() quirk_holder.become_blind(ROUNDSTART_TRAIT) /datum/quirk/blindness/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/clothing/glasses/sunglasses/blindfold/white/glasses = new(get_turf(H)) if(!H.equip_to_slot_if_possible(glasses, SLOT_GLASSES, bypass_equip_delay_self = TRUE)) //if you can't put it on the user's eyes, put it in their hands, otherwise put it on their eyes eyes H.put_in_hands(glasses) H.regenerate_icons() /datum/quirk/blindness/remove() quirk_holder?.cure_blind(ROUNDSTART_TRAIT) /datum/quirk/coldblooded name = "Cold-blooded" desc = "Your body doesn't create its own internal heat, requiring external heat regulation." value = -2 medical_record_text = "Patient is ectothermic." mob_trait = TRAIT_COLDBLOODED gain_text = "You feel cold-blooded." lose_text = "You feel more warm-blooded."