mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:49:19 +00:00
Restores the character's default eyes when removing the High Luminosity Eyes quirk. Ensures that the character has eyes, and that those eyes are luminescent.
254 lines
10 KiB
Plaintext
254 lines
10 KiB
Plaintext
//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
|
|
mob_trait = TRAIT_ALCOHOL_TOLERANCE
|
|
gain_text = "<span class='notice'>You feel like you could drink a whole keg!</span>"
|
|
lose_text = "<span class='danger'>You don't feel as resistant to alcohol anymore. Somehow.</span>"
|
|
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
|
|
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
|
|
mob_trait = TRAIT_DRUNK_HEALING
|
|
gain_text = "<span class='notice'>You feel like a drink would do you good.</span>"
|
|
lose_text = "<span class='danger'>You no longer feel like drinking would ease your pain.</span>"
|
|
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
|
|
mob_trait = TRAIT_EMPATH
|
|
gain_text = "<span class='notice'>You feel in tune with those around you.</span>"
|
|
lose_text = "<span class='danger'>You feel isolated from others.</span>"
|
|
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
|
|
mob_trait = TRAIT_FREERUNNING
|
|
gain_text = "<span class='notice'>You feel lithe on your feet!</span>"
|
|
lose_text = "<span class='danger'>You feel clumsy again.</span>"
|
|
medical_record_text = "Patient scored highly on cardio tests."
|
|
|
|
/datum/quirk/friendly
|
|
name = "Friendly"
|
|
desc = "You give the best hugs, especially when you're in the right mood."
|
|
value = 1
|
|
mob_trait = TRAIT_FRIENDLY
|
|
gain_text = "<span class='notice'>You want to hug someone.</span>"
|
|
lose_text = "<span class='danger'>You no longer feel compelled to hug others.</span>"
|
|
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
|
|
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."
|
|
processing_quirk = TRUE
|
|
|
|
/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
|
|
mob_trait = TRAIT_LIGHT_STEP
|
|
gain_text = "<span class='notice'>You walk with a little more litheness.</span>"
|
|
lose_text = "<span class='danger'>You start tromping around like a barbarian.</span>"
|
|
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
|
|
mob_trait = TRAIT_SPEEDY_STEP
|
|
gain_text = "<span class='notice'>You feel determined. No time to lose.</span>"
|
|
lose_text = "<span class='danger'>You feel less determined. What's the rush, man?</span>"
|
|
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
|
|
mob_trait = TRAIT_MUSICIAN
|
|
gain_text = "<span class='notice'>You know everything about musical instruments.</span>"
|
|
lose_text = "<span class='danger'>You forget how musical instruments work.</span>"
|
|
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/choice_beacon/music/B = new(get_turf(H))
|
|
H.put_in_hands(B)
|
|
H.equip_to_slot_if_possible(B, ITEM_SLOT_BACKPACK)
|
|
var/obj/item/musicaltuner/musicaltuner = new(get_turf(H))
|
|
H.put_in_hands(musicaltuner)
|
|
H.equip_to_slot_if_possible(musicaltuner, ITEM_SLOT_BACKPACK)
|
|
H.regenerate_icons()
|
|
|
|
/datum/quirk/photographer
|
|
name = "Photographer"
|
|
desc = "You know how to handle a camera, shortening the delay between each shot."
|
|
value = 1
|
|
mob_trait = TRAIT_PHOTOGRAPHER
|
|
gain_text = "<span class='notice'>You know everything about photography.</span>"
|
|
lose_text = "<span class='danger'>You forget how photo cameras work.</span>"
|
|
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))
|
|
H.put_in_hands(camera)
|
|
H.equip_to_slot(camera, ITEM_SLOT_NECK)
|
|
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
|
|
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
|
|
mob_trait = TRAIT_SKITTISH
|
|
medical_record_text = "Patient demonstrates a high aversion to danger and has described hiding in containers out of fear."
|
|
|
|
/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
|
|
mob_trait = TRAIT_SPIRITUAL
|
|
gain_text = "<span class='notice'>You feel a little more faithful to the gods today.</span>"
|
|
lose_text = "<span class='danger'>You feel less faithful in the gods.</span>"
|
|
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
|
|
mob_trait = TRAIT_TAGGER
|
|
gain_text = "<span class='notice'>You know how to tag walls efficiently.</span>"
|
|
lose_text = "<span class='danger'>You forget how to tag walls properly.</span>"
|
|
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))
|
|
H.put_in_hands(spraycan)
|
|
H.equip_to_slot(spraycan, ITEM_SLOT_BACKPACK)
|
|
H.regenerate_icons()
|
|
|
|
/datum/quirk/voracious
|
|
name = "Voracious"
|
|
desc = "Nothing gets between you and your food. You eat twice as fast as everyone else!"
|
|
value = 1
|
|
mob_trait = TRAIT_VORACIOUS
|
|
gain_text = "<span class='notice'>You feel HONGRY.</span>"
|
|
lose_text = "<span class='danger'>You no longer feel HONGRY.</span>"
|
|
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 impulse! You start the shift with emissive cybernetic eyes that can emit colored beams of light."
|
|
value = 1
|
|
gain_text = "<span class='notice'>You've been keeping up with the latest cybernetic trends!</span>"
|
|
lose_text = "<span class='danger'>High powered eye lasers? What were you thinking...</span>"
|
|
|
|
/datum/quirk/trandening/on_spawn()
|
|
// Get targets
|
|
var/obj/item/organ/eyes/old_eyes = quirk_holder.getorganslot(ORGAN_SLOT_EYES)
|
|
var/obj/item/organ/eyes/robotic/glow/new_eyes = new
|
|
|
|
// Replace eyes
|
|
qdel(old_eyes)
|
|
new_eyes.Insert(quirk_holder)
|
|
|
|
/datum/quirk/trandening/remove()
|
|
// Get targets
|
|
var/obj/item/organ/eyes/old_eyes = quirk_holder.getorganslot(ORGAN_SLOT_EYES)
|
|
var/mob/living/carbon/human/qurk_mob = quirk_holder
|
|
|
|
// Check for eyes existing
|
|
if(!old_eyes)
|
|
return
|
|
|
|
// Check for quirk eyes
|
|
if(!istype(old_eyes, /obj/item/organ/eyes/robotic/glow))
|
|
return
|
|
|
|
// Define new eyes
|
|
var/species_eyes = /obj/item/organ/eyes
|
|
|
|
// Check for mutant eyes
|
|
if(qurk_mob.dna.species && qurk_mob.dna.species.mutanteyes)
|
|
// Set eyes to mutant type
|
|
species_eyes = qurk_mob.dna.species.mutanteyes
|
|
|
|
// Create new eyes item
|
|
var/obj/item/organ/eyes/new_eyes = new species_eyes()
|
|
|
|
// Replace eyes
|
|
qdel(old_eyes)
|
|
new_eyes.Insert(quirk_holder)
|
|
|
|
/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.
|
|
mob_trait = TRAIT_HIGH_BLOOD
|
|
gain_text = "<span class='notice'>You feel full of blood!</span>"
|
|
lose_text = "<span class='notice'>You feel like your blood pressure went down.</span>"
|
|
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/night_vision
|
|
name = "Night Vision"
|
|
desc = "You can see slightly more clearly in full darkness than most people."
|
|
value = 1
|
|
mob_trait = TRAIT_NIGHT_VISION
|
|
gain_text = "<span class='notice'>The shadows seem a little less dark.</span>"
|
|
lose_text = "<span class='danger'>Everything seems a little darker.</span>"
|
|
|
|
/datum/quirk/night_vision/on_spawn()
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
H.update_sight()
|