mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
185 lines
7.3 KiB
Plaintext
185 lines
7.3 KiB
Plaintext
//predominantly positive traits
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//this file is named weirdly so that positive traits are listed above negative ones
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/datum/quirk/alcohol_tolerance
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name = "Alcohol Tolerance"
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desc = "You become drunk more slowly and suffer fewer drawbacks from alcohol."
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value = 1
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mob_trait = TRAIT_ALCOHOL_TOLERANCE
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gain_text = "<span class='notice'>You feel like you could drink a whole keg!</span>"
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lose_text = "<span class='danger'>You don't feel as resistant to alcohol anymore. Somehow.</span>"
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/datum/quirk/apathetic
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name = "Apathetic"
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desc = "You just don't care as much as other people. That's nice to have in a place like this, I guess."
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value = 1
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mood_quirk = TRUE
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/datum/quirk/apathetic/add()
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GET_COMPONENT_FROM(mood, /datum/component/mood, quirk_holder)
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if(mood)
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mood.mood_modifier = 0.8
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/datum/quirk/apathetic/remove()
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if(quirk_holder)
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GET_COMPONENT_FROM(mood, /datum/component/mood, quirk_holder)
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if(mood)
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mood.mood_modifier = 1 //Change this once/if species get their own mood modifiers.
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/datum/quirk/drunkhealing
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name = "Drunken Resilience"
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desc = "Nothing like a good drink to make you feel on top of the world. Whenever you're drunk, you slowly recover from injuries."
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value = 2
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mob_trait = TRAIT_DRUNK_HEALING
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gain_text = "<span class='notice'>You feel like a drink would do you good.</span>"
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lose_text = "<span class='danger'>You no longer feel like drinking would ease your pain.</span>"
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medical_record_text = "Patient has unusually efficient liver metabolism and can slowly regenerate wounds by drinking alcoholic beverages."
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/datum/quirk/freerunning
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name = "Freerunning"
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desc = "You're great at quick moves! You can climb tables more quickly."
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value = 2
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mob_trait = TRAIT_FREERUNNING
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gain_text = "<span class='notice'>You feel lithe on your feet!</span>"
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lose_text = "<span class='danger'>You feel clumsy again.</span>"
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/datum/quirk/jolly
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name = "Jolly"
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desc = "You sometimes just feel happy, for no reason at all."
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value = 1
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mob_trait = TRAIT_JOLLY
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mood_quirk = TRUE
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/datum/quirk/light_step
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name = "Light Step"
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desc = "You walk with a gentle step; stepping on sharp objects is quieter, less painful and you won't leave footprints behind you."
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value = 1
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mob_trait = TRAIT_LIGHT_STEP
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gain_text = "<span class='notice'>You walk with a little more litheness.</span>"
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lose_text = "<span class='danger'>You start tromping around like a barbarian.</span>"
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/datum/quirk/quick_step
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name = "Quick Step"
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desc = "You walk with determined strides, and out-pace most people when walking."
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value = 2
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mob_trait = TRAIT_SPEEDY_STEP
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gain_text = "<span class='notice'>You feel determined. No time to lose.</span>"
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lose_text = "<span class='danger'>You feel less determined. What's the rush, man?</span>"
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/datum/quirk/musician
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name = "Musician"
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desc = "You can tune handheld musical instruments to play melodies that clear certain negative effects and soothe the soul."
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value = 1
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mob_trait = TRAIT_MUSICIAN
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gain_text = "<span class='notice'>You know everything about musical instruments.</span>"
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lose_text = "<span class='danger'>You forget how musical instruments work.</span>"
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/datum/quirk/musician/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/instrument/guitar/guitar = new(get_turf(H))
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H.put_in_hands(guitar)
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H.equip_to_slot(guitar, SLOT_IN_BACKPACK)
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var/obj/item/musicaltuner/musicaltuner = new(get_turf(H))
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H.put_in_hands(musicaltuner)
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H.equip_to_slot(musicaltuner, SLOT_IN_BACKPACK)
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H.regenerate_icons()
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/datum/quirk/night_vision
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name = "Night Vision"
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desc = "You can see slightly more clearly in full darkness than most people."
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value = 1
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mob_trait = TRAIT_NIGHT_VISION
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gain_text = "<span class='notice'>The shadows seem a little less dark.</span>"
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lose_text = "<span class='danger'>Everything seems a little darker.</span>"
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/datum/quirk/night_vision/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/organ/eyes/eyes = H.getorgan(/obj/item/organ/eyes)
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if(!eyes || eyes.lighting_alpha)
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return
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eyes.Insert(H) //refresh their eyesight and vision
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/datum/quirk/photographer
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name = "Photographer"
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desc = "You know how to handle a camera, shortening the delay between each shot."
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value = 1
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mob_trait = TRAIT_PHOTOGRAPHER
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gain_text = "<span class='notice'>You know everything about photography.</span>"
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lose_text = "<span class='danger'>You forget how photo cameras work.</span>"
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/datum/quirk/photographer/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/camera/camera = new(get_turf(H))
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H.put_in_hands(camera)
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H.equip_to_slot(camera, SLOT_NECK)
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H.regenerate_icons()
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/datum/quirk/selfaware
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name = "Self-Aware"
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desc = "You know your body well, and can accurately assess the extent of your wounds."
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value = 2
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mob_trait = TRAIT_SELF_AWARE
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/datum/quirk/skittish
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name = "Skittish"
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desc = "You can conceal yourself in danger. Ctrl-shift-click a closed locker to jump into it, as long as you have access."
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value = 2
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mob_trait = TRAIT_SKITTISH
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/datum/quirk/spiritual
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name = "Spiritual"
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desc = "You're in tune with the gods, and your prayers may be more likely to be heard. Or not."
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value = 1
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mob_trait = TRAIT_SPIRITUAL
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gain_text = "<span class='notice'>You feel a little more faithful to the gods today.</span>"
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lose_text = "<span class='danger'>You feel less faithful in the gods.</span>"
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/datum/quirk/tagger
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name = "Tagger"
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desc = "You're an experienced artist. While drawing graffiti, you can get twice as many uses out of drawing supplies."
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value = 1
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mob_trait = TRAIT_TAGGER
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gain_text = "<span class='notice'>You know how to tag walls efficiently.</span>"
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lose_text = "<span class='danger'>You forget how to tag walls properly.</span>"
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/datum/quirk/tagger/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/toy/crayon/spraycan/spraycan = new(get_turf(H))
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H.put_in_hands(spraycan)
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H.equip_to_slot(spraycan, SLOT_IN_BACKPACK)
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H.regenerate_icons()
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/datum/quirk/voracious
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name = "Voracious"
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desc = "Nothing gets between you and your food. You eat twice as fast as everyone else!"
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value = 1
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mob_trait = TRAIT_VORACIOUS
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gain_text = "<span class='notice'>You feel HONGRY.</span>"
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lose_text = "<span class='danger'>You no longer feel HONGRY.</span>"
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/datum/quirk/trandening
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name = "High Luminosity Eyes"
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desc = "When the next big fancy implant came out you had to buy one on impluse!"
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value = 1
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gain_text = "<span class='notice'>You have to keep up with the next big thing!.</span>"
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lose_text = "<span class='danger'>High-tech gizmos are a scam...</span>"
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/datum/quirk/trandening/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/autosurgeon/gloweyes/gloweyes = new(get_turf(H))
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H.equip_to_slot(gloweyes, SLOT_IN_BACKPACK)
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H.regenerate_icons()
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/datum/quirk/BloodPressure
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name = "Synthetic blood"
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desc = "You've got a new form of synthetic blood that increases the total blood volume inside of you as well as the rate of replenishment!"
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value = 1 //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.
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mob_trait = TRAIT_HIGH_BLOOD
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gain_text = "<span class='notice'>You feel full of blood!</span>"
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lose_text = "<span class='notice'>You feel like your blood pressure went down.</span>"
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/datum/quirk/BloodPressure/add()
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var/mob/living/M = quirk_holder
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M.blood_ratio = 1.2
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M.blood_volume += 150
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