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
352 lines
16 KiB
Plaintext
352 lines
16 KiB
Plaintext
//predominantly negative traits
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/datum/quirk/blooddeficiency
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name = "Acute Blood Deficiency"
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desc = "Your body can't produce enough blood to sustain itself."
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value = -2
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gain_text = "<span class='danger'>You feel your vigor slowly fading away.</span>"
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lose_text = "<span class='notice'>You feel vigorous again.</span>"
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medical_record_text = "Patient requires regular treatment for blood loss due to low production of blood."
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/datum/quirk/blooddeficiency/on_process()
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var/mob/living/carbon/human/H = quirk_holder
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if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any
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return
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else
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quirk_holder.blood_volume -= 0.275
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/datum/quirk/depression
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name = "Depression"
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desc = "You sometimes just hate life."
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mob_trait = TRAIT_DEPRESSION
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value = -1
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gain_text = "<span class='danger'>You start feeling depressed.</span>"
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lose_text = "<span class='notice'>You no longer feel depressed.</span>" //if only it were that easy!
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medical_record_text = "Patient has a severe mood disorder causing them to experience sudden moments of sadness."
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mood_quirk = TRUE
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/datum/quirk/family_heirloom
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name = "Family Heirloom"
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desc = "You are the current owner of an heirloom, passed down for generations. You have to keep it safe!"
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value = -1
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mood_quirk = TRUE
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var/obj/item/heirloom
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var/where
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/datum/quirk/family_heirloom/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/heirloom_type
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switch(quirk_holder.mind.assigned_role)
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if("Clown")
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heirloom_type = /obj/item/paint/anycolor
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heirloom_type = /obj/item/bikehorn/golden
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if("Mime")
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heirloom_type = /obj/item/paint/anycolor
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heirloom_type = /obj/item/toy/dummy
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if("Cook")
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heirloom_type = /obj/item/kitchen/knife/scimitar
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if("Medical Doctor")
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heirloom_type = /obj/item/healthanalyzer/advanced
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if("Station Engineer")
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heirloom_type = /obj/item/wirecutters/brass
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if("Atmospheric Technician")
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heirloom_type = /obj/item/extinguisher/mini/family
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if("Lawyer")
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heirloom_type = /obj/item/storage/briefcase/lawyer/family
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if("Janitor")
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heirloom_type = /obj/item/mop
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if("Security Officer")
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heirloom_type = /obj/item/clothing/accessory/medal/silver/valor
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if("Scientist")
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heirloom_type = /obj/item/toy/plush/slimeplushie
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if("Assistant")
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heirloom_type = /obj/item/storage/toolbox/mechanical/old/heirloom
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if("Chaplain")
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heirloom_type = /obj/item/camera/spooky/family
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if("Captain")
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heirloom_type = /obj/item/clothing/accessory/medal/gold/captain/family
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if(!heirloom_type)
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heirloom_type = pick(
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/obj/item/toy/cards/deck,
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/obj/item/lighter,
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/obj/item/dice/d20)
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heirloom = new heirloom_type(get_turf(quirk_holder))
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var/list/slots = list(
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"in your left pocket" = SLOT_L_STORE,
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"in your right pocket" = SLOT_R_STORE,
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"in your backpack" = SLOT_IN_BACKPACK
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)
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where = H.equip_in_one_of_slots(heirloom, slots, FALSE) || "at your feet"
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/datum/quirk/family_heirloom/post_add()
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if(where == "in your backpack")
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var/mob/living/carbon/human/H = quirk_holder
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SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H)
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to_chat(quirk_holder, "<span class='boldnotice'>There is a precious family [heirloom.name] [where], passed down from generation to generation. Keep it safe!</span>")
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var/list/family_name = splittext(quirk_holder.real_name, " ")
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heirloom.name = "\improper [family_name[family_name.len]] family [heirloom.name]"
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/datum/quirk/family_heirloom/on_process()
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if(heirloom in quirk_holder.GetAllContents())
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "family_heirloom_missing")
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "family_heirloom", /datum/mood_event/family_heirloom)
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else
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "family_heirloom")
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "family_heirloom_missing", /datum/mood_event/family_heirloom_missing)
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/datum/quirk/family_heirloom/clone_data()
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return heirloom
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/datum/quirk/family_heirloom/on_clone(data)
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heirloom = data
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/datum/quirk/heavy_sleeper
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name = "Heavy Sleeper"
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desc = "You sleep like a rock! Whenever you're put to sleep, you sleep for a little bit longer."
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value = -1
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mob_trait = TRAIT_HEAVY_SLEEPER
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gain_text = "<span class='danger'>You feel sleepy.</span>"
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lose_text = "<span class='notice'>You feel awake again.</span>"
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medical_record_text = "Patient has abnormal sleep study results and is difficult to wake up."
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/datum/quirk/brainproblems
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name = "Brain Tumor"
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desc = "You have a little friend in your brain that is slowly destroying it. Better bring some mannitol!"
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value = -3
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gain_text = "<span class='danger'>You feel smooth.</span>"
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lose_text = "<span class='notice'>You feel wrinkled again.</span>"
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medical_record_text = "Patient has a tumor in their brain that is slowly driving them to brain death."
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/datum/quirk/brainproblems/on_process()
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quirk_holder.adjustBrainLoss(0.2)
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/datum/quirk/nearsighted //t. errorage
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name = "Nearsighted"
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desc = "You are nearsighted without prescription glasses, but spawn with a pair."
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value = -1
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gain_text = "<span class='danger'>Things far away from you start looking blurry.</span>"
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lose_text = "<span class='notice'>You start seeing faraway things normally again.</span>"
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medical_record_text = "Patient requires prescription glasses in order to counteract nearsightedness."
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/datum/quirk/nearsighted/add()
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quirk_holder.become_nearsighted(ROUNDSTART_TRAIT)
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/datum/quirk/nearsighted/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/clothing/glasses/regular/glasses = new(get_turf(H))
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H.put_in_hands(glasses)
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H.equip_to_slot(glasses, SLOT_GLASSES)
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H.regenerate_icons() //this is to remove the inhand icon, which persists even if it's not in their hands
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/datum/quirk/nyctophobia
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name = "Nyctophobia"
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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."
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value = -1
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/datum/quirk/nyctophobia/on_process()
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var/mob/living/carbon/human/H = quirk_holder
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if(H.dna.species.id in list("shadow", "nightmare"))
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return //we're tied with the dark, so we don't get scared of it; don't cleanse outright to avoid cheese
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var/turf/T = get_turf(quirk_holder)
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var/lums = T.get_lumcount()
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if(lums <= 0.2)
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if(quirk_holder.m_intent == MOVE_INTENT_RUN)
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to_chat(quirk_holder, "<span class='warning'>Easy, easy, take it slow... you're in the dark...</span>")
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quirk_holder.toggle_move_intent()
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "nyctophobia", /datum/mood_event/nyctophobia)
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else
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "nyctophobia")
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/datum/quirk/lightless
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name = "Light Sensitivity"
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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..."
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value = -1
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gain_text = "<span class='danger'>The safty of light feels off...</span>"
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lose_text = "<span class='notice'>Enlighing.</span>"
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/datum/quirk/lightless/on_process()
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var/turf/T = get_turf(quirk_holder)
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var/lums = T.get_lumcount()
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if(lums >= 0.8)
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "brightlight", /datum/mood_event/brightlight)
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else
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "brightlight")
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/datum/quirk/nonviolent
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name = "Pacifist"
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desc = "The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone."
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value = -2
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mob_trait = TRAIT_PACIFISM
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gain_text = "<span class='danger'>You feel repulsed by the thought of violence!</span>"
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lose_text = "<span class='notice'>You think you can defend yourself again.</span>"
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medical_record_text = "Patient is unusually pacifistic and cannot bring themselves to cause physical harm."
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/datum/quirk/nonviolent/on_process()
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if(quirk_holder.mind && LAZYLEN(quirk_holder.mind.antag_datums))
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to_chat(quirk_holder, "<span class='boldannounce'>Your antagonistic nature has caused you to renounce your pacifism.</span>")
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qdel(src)
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/datum/quirk/poor_aim
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name = "Poor Aim"
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desc = "You're terrible with guns and can't line up a straight shot to save your life. Dual-wielding is right out."
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value = -1
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mob_trait = TRAIT_POOR_AIM
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medical_record_text = "Patient possesses a strong tremor in both hands."
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/datum/quirk/prosopagnosia
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name = "Prosopagnosia"
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desc = "You have a mental disorder that prevents you from being able to recognize faces at all."
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value = -1
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mob_trait = TRAIT_PROSOPAGNOSIA
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medical_record_text = "Patient suffers from prosopagnosia and cannot recognize faces."
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/datum/quirk/prosthetic_limb
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name = "Prosthetic Limb"
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desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!"
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value = -1
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var/slot_string = "limb"
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/datum/quirk/prosthetic_limb/on_spawn()
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var/limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot)
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var/obj/item/bodypart/prosthetic
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switch(limb_slot)
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if(BODY_ZONE_L_ARM)
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prosthetic = new/obj/item/bodypart/l_arm/robot/surplus(quirk_holder)
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slot_string = "left arm"
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if(BODY_ZONE_R_ARM)
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prosthetic = new/obj/item/bodypart/r_arm/robot/surplus(quirk_holder)
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slot_string = "right arm"
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if(BODY_ZONE_L_LEG)
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prosthetic = new/obj/item/bodypart/l_leg/robot/surplus(quirk_holder)
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slot_string = "left leg"
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if(BODY_ZONE_R_LEG)
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prosthetic = new/obj/item/bodypart/r_leg/robot/surplus(quirk_holder)
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slot_string = "right leg"
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prosthetic.replace_limb(H)
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qdel(old_part)
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H.regenerate_icons()
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/datum/quirk/prosthetic_limb/post_add()
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to_chat(quirk_holder, "<span class='boldannounce'>Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \
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you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.</span>")
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/datum/quirk/insanity
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name = "Reality Dissociation Syndrome"
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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. <b>This is not a license to grief.</b>"
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value = -2
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//no mob trait because it's handled uniquely
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gain_text = "<span class='userdanger'>...</span>"
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lose_text = "<span class='notice'>You feel in tune with the world again.</span>"
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medical_record_text = "Patient suffers from acute Reality Dissociation Syndrome and experiences vivid hallucinations."
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/datum/quirk/insanity/on_process()
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if(quirk_holder.reagents.has_reagent("mindbreaker"))
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quirk_holder.hallucination = 0
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return
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if(prob(2)) //we'll all be mad soon enough
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madness()
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/datum/quirk/insanity/proc/madness()
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quirk_holder.hallucination += rand(10, 25)
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/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
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if(!quirk_holder.mind || quirk_holder.mind.special_role)
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return
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to_chat(quirk_holder, "<span class='big bold info'>Please note that your dissociation syndrome does NOT give you the right to attack people or otherwise cause any interference to \
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the round. You are not an antagonist, and the rules will treat you the same as other crewmembers.</span>")
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/datum/quirk/social_anxiety
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name = "Social Anxiety"
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desc = "Talking to people is very difficult for you, and you often stutter or even lock up."
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value = -1
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gain_text = "<span class='danger'>You start worrying about what you're saying.</span>"
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lose_text = "<span class='notice'>You feel easier about talking again.</span>" //if only it were that easy!
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medical_record_text = "Patient is usually anxious in social encounters and prefers to avoid them."
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var/dumb_thing = TRUE
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/datum/quirk/social_anxiety/on_process()
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var/nearby_people = 0
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for(var/mob/living/carbon/human/H in oview(3, quirk_holder))
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if(H.client)
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nearby_people++
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var/mob/living/carbon/human/H = quirk_holder
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if(prob(2 + nearby_people))
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H.stuttering = max(3, H.stuttering)
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else if(prob(min(3, nearby_people)) && !H.silent)
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to_chat(H, "<span class='danger'>You retreat into yourself. You <i>really</i> don't feel up to talking.</span>")
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H.silent = max(10, H.silent)
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else if(prob(0.5) && dumb_thing)
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to_chat(H, "<span class='userdanger'>You think of a dumb thing you said a long time ago and scream internally.</span>")
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dumb_thing = FALSE //only once per life
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if(prob(1))
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new/obj/item/reagent_containers/food/snacks/pastatomato(get_turf(H)) //now that's what I call spaghetti code
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/datum/quirk/phobia
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name = "Phobia"
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desc = "You've had a traumatic past, one that has scarred you for life, and cripples you when dealing with your greatest fears."
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value = -2 // It can hardstun you. You can be a job that your phobia targets...
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gain_text = "<span class='danger'>You begin to tremble as an immeasurable fear grips your mind.</span>"
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lose_text = "<span class='notice'>Your confidence wipes away the fear that had been plaguing you.</span>"
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medical_record_text = "Patient has an extreme or irrational fear and aversion to an undefined stimuli."
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var/datum/brain_trauma/mild/phobia/phobia
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/datum/quirk/phobia/add()
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var/mob/living/carbon/human/H = quirk_holder
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phobia = new
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H.gain_trauma(phobia, TRAUMA_RESILIENCE_SURGERY)
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/datum/quirk/mute
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name = "Mute"
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desc = "Due to some accident, medical condition, or simply by choice, you are completely unable to speak."
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value = -2 //HALP MAINTS
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mob_trait = TRAIT_MUTE
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gain_text = "<span class='danger'>You find yourself unable to speak!</span>"
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lose_text = "<span class='notice'>You feel a growing strength in your vocal chords.</span>"
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medical_record_text = "Functionally mute, patient is unable to use their voice in any capacity."
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/datum/quirk/mute/add()
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var/mob/living/carbon/human/H = quirk_holder
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H.gain_trauma(TRAIT_MUTE, TRAUMA_RESILIENCE_SURGERY)
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/datum/quirk/mute/on_process()
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if(quirk_holder.mind && LAZYLEN(quirk_holder.mind.antag_datums))
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to_chat(quirk_holder, "<span class='boldannounce'>Your antagonistic nature has caused your voice to be heard.</span>")
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qdel(src)
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/datum/quirk/unstable
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name = "Unstable"
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desc = "Due to past troubles, you are unable to recover your sanity if you lose it. Be very careful managing your mood!"
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value = -2
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mob_trait = TRAIT_UNSTABLE
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gain_text = "<span class='danger'>There's a lot on your mind right now.</span>"
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lose_text = "<span class='notice'>Your mind finally feels calm.</span>"
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medical_record_text = "Patient's mind is in a vulnerable state, and cannot recover from traumatic events."
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//For reviewers: If you think it's a bad idea, feel free to remove it. I won't be upset :blobcat:
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/datum/quirk/Hypno
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name = "Hypnotherapy user"
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desc = "You had hypnotherapy right before your shift, you're not sure it had any effects, though."
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mob_trait = "hypnotherapy"
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value = -1 //I mean, it can be a really bad trait to have, but on the other hand, some people want it?
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gain_text = "<span class='notice'>You really think the hypnotherapy helped you out.</span>"
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//lose_text = "<span class='notice'>You forget about the hypnotherapy you had, or did you even have it?</span>"
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/datum/quirk/Hypno/add()
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//You caught me, it's not actually based off a trigger, stop spoiling the effect! Code diving ruins the magic!
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addtimer(CALLBACK(src, /datum/quirk/Hypno.proc/triggered, quirk_holder), rand(12000, 36000))//increase by 100, it's lower so I can test it.
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//DOES NOT give any indication when someone is triggered - this is intentional so people don't abuse it, you're supposed to get a random thing said to you as a mini objective.
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/datum/quirk/Hypno/proc/triggered(quirk_holder)//I figured I might as well make a trait of code I added.
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var/mob/living/carbon/human/H = quirk_holder
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var/list/seen = viewers(8, get_turf(H))
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seen -= quirk_holder
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if(LAZYLEN(seen) == 0)
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to_chat(H, "<span class='notice'><i>That object accidentally sets off your implanted trigger, sending you into a hypnotic daze!</i></span>")
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else
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to_chat(H, "<span class='notice'><i>[pick(seen)] accidentally sets off your implanted trigger, sending you into a hypnotic daze!</i></span>")
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H.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
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qdel(src)
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