//every trait in this folder should be coded around being applied on spawn //these are NOT "mob traits" like GOTTAGOFAST, but exist as a medium to apply them and other different effects /datum/trait var/name = "Test Trait" var/desc = "This is a test trait." var/value = 0 var/human_only = TRUE var/gain_text var/lose_text var/medical_record_text //This text will appear on medical records for the trait. Not yet implemented var/mob_trait //if applicable, apply and remove this mob trait var/mob/living/trait_holder /datum/trait/New(mob/living/trait_mob, spawn_effects) ..() if(!trait_mob || (human_only && !ishuman(trait_mob)) || trait_mob.has_trait_datum(type)) qdel(src) trait_holder = trait_mob SStraits.trait_objects += src to_chat(trait_holder, gain_text) trait_holder.roundstart_traits += src if(mob_trait) trait_holder.add_trait(mob_trait, ROUNDSTART_TRAIT) START_PROCESSING(SStraits, src) add() if(spawn_effects) on_spawn() addtimer(CALLBACK(src, .proc/post_add), 30) /datum/trait/Destroy() STOP_PROCESSING(SStraits, src) remove() if(trait_holder) to_chat(trait_holder, lose_text) trait_holder.roundstart_traits -= src if(mob_trait) trait_holder.remove_trait(mob_trait, ROUNDSTART_TRAIT, TRUE) SStraits.trait_objects -= src return ..() /datum/trait/proc/transfer_mob(mob/living/to_mob) trait_holder.roundstart_traits -= src to_mob.roundstart_traits += src trait_holder = to_mob on_transfer() /datum/trait/proc/add() //special "on add" effects /datum/trait/proc/on_spawn() //these should only trigger when the character is being created for the first time, i.e. roundstart/latejoin /datum/trait/proc/remove() //special "on remove" effects /datum/trait/proc/on_process() //process() has some special checks, so this is the actual process /datum/trait/proc/post_add() //for text, disclaimers etc. given after you spawn in with the trait /datum/trait/proc/on_transfer() //code called when the trait is transferred to a new mob /datum/trait/process() if(QDELETED(trait_holder)) qdel(src) return if(trait_holder.stat == DEAD) return on_process() /mob/living/proc/get_trait_string(medical) //helper string. gets a string of all the traits the mob has var/list/dat = list() if(!medical) for(var/V in roundstart_traits) var/datum/trait/T = V dat += T.name if(!dat.len) return "None" return dat.Join(", ") else for(var/V in roundstart_traits) var/datum/trait/T = V dat += T.medical_record_text if(!dat.len) return "None" return dat.Join("
") /mob/living/proc/cleanse_trait_datums() //removes all trait datums for(var/V in roundstart_traits) var/datum/trait/T = V qdel(T) /mob/living/proc/transfer_trait_datums(mob/living/to_mob) for(var/V in roundstart_traits) var/datum/trait/T = V T.transfer_mob(to_mob) /* Commented version of Nearsighted to help you add your own traits Use this as a guideline /datum/trait/nearsighted name = "Nearsighted" ///The trait's name desc = "You are nearsighted without prescription glasses, but spawn with a pair." ///Short description, shows next to name in the trait panel value = -1 ///If this is above 0, it's a positive trait; if it's not, it's a negative one; if it's 0, it's a neutral mob_trait = TRAIT_NEARSIGHT ///This define is in __DEFINES/traits.dm and is the actual "trait" that the game tracks ///You'll need to use "has_trait(X, sources)" checks around the code to check this; for instance, the Ageusia trait is checked in taste code ///If you need help finding where to put it, the declaration finder on GitHub is the best way to locate it gain_text = "Things far away from you start looking blurry." lose_text = "You start seeing faraway things normally again." medical_record_text = "Subject has permanent nearsightedness." ///These three are self-explanatory /datum/trait/nearsighted/on_spawn() var/mob/living/carbon/human/H = trait_holder var/obj/item/clothing/glasses/regular/glasses = new(get_turf(H)) H.put_in_hands(glasses) H.equip_to_slot(glasses, slot_glasses) H.regenerate_icons() //This whole proc is called automatically //It spawns a set of prescription glasses on the user, then attempts to put it into their hands, then attempts to make them equip it. //This means that if they fail to equip it, they glasses spawn in their hands, and if they fail to be put into the hands, they spawn on the ground //Hooray for fallbacks! //If you don't need any special effects like spawning glasses, then you don't need an add() */