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[MIRROR] [READY] Adds the Empath and Friendly quirks (#5267)
* [READY] Adds the Empath and Friendly quirks (#43651)
This commit is contained in:
committed by
Gary Lafortune
parent
d616ae5266
commit
c0f0ef5f1d
@@ -104,6 +104,8 @@
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#define TRAIT_PHOTOGRAPHER "photographer"
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#define TRAIT_PHOTOGRAPHER "photographer"
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#define TRAIT_MUSICIAN "musician"
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#define TRAIT_MUSICIAN "musician"
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#define TRAIT_LIGHT_DRINKER "light_drinker"
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#define TRAIT_LIGHT_DRINKER "light_drinker"
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#define TRAIT_EMPATH "empath"
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#define TRAIT_FRIENDLY "friendly"
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// common trait sources
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// common trait sources
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#define TRAIT_GENERIC "generic"
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#define TRAIT_GENERIC "generic"
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@@ -149,7 +149,6 @@
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timeout = 30
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timeout = 30
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hidden = TRUE
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hidden = TRUE
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/datum/mood_event/notcreepingsevere//not hidden since it's so severe
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/datum/mood_event/notcreepingsevere//not hidden since it's so severe
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description = "<span class='boldwarning'>THEY NEEEEEEED OBSESSIONNNN!!</span>\n"
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description = "<span class='boldwarning'>THEY NEEEEEEED OBSESSIONNNN!!</span>\n"
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mood_change = -30
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mood_change = -30
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@@ -176,6 +175,14 @@
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description = "<span class='boldwarning'>Bags never sit right on my back, this hurts like hell!</span>\n"
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description = "<span class='boldwarning'>Bags never sit right on my back, this hurts like hell!</span>\n"
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mood_change = -15
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mood_change = -15
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/datum/mood_event/sad_empath
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description = "<span class='warning'>Someone seems upset...</span>\n"
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mood_change = -2
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timeout = 600
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/datum/mood_event/sad_empath/add_effects(mob/sadtarget)
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description = "<span class='warning'>[sadtarget.name] seems upset...</span>\n"
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//These are unused so far but I want to remember them to use them later
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//These are unused so far but I want to remember them to use them later
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/datum/mood_event/cloned_corpse
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/datum/mood_event/cloned_corpse
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description = "<span class='boldwarning'>I recently saw my own corpse...</span>\n"
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description = "<span class='boldwarning'>I recently saw my own corpse...</span>\n"
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@@ -3,6 +3,22 @@
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mood_change = 1
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mood_change = 1
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timeout = 1200
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timeout = 1200
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/datum/mood_event/betterhug
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description = "<span class='nicegreen'>Someone was very nice to me.</span>\n"
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mood_change = 3
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timeout = 3000
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/datum/mood_event/betterhug/add_effects(mob/friend)
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description = "<span class='nicegreen'>[friend.name] was very nice to me.</span>\n"
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/datum/mood_event/besthug
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description = "<span class='nicegreen'>Someone is great to be around, they make me feel so happy!</span>\n"
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mood_change = 5
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timeout = 3000
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/datum/mood_event/besthug/add_effects(mob/friend)
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description = "<span class='nicegreen'>[friend.name] is great to be around, [friend.p_they()] makes me feel so happy!</span>\n"
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/datum/mood_event/arcade
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/datum/mood_event/arcade
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description = "<span class='nicegreen'>I beat the arcade game!</span>\n"
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description = "<span class='nicegreen'>I beat the arcade game!</span>\n"
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mood_change = 3
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mood_change = 3
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@@ -35,6 +35,14 @@
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lose_text = "<span class='danger'>You no longer feel like drinking would ease your pain.</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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medical_record_text = "Patient has unusually efficient liver metabolism and can slowly regenerate wounds by drinking alcoholic beverages."
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/datum/quirk/empath
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name = "Empath"
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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."
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value = 2
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mob_trait = TRAIT_EMPATH
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gain_text = "<span class='notice'>You feel in tune with those around you.</span>"
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lose_text = "<span class='danger'>You feel isolated from others.</span>"
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/datum/quirk/freerunning
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/datum/quirk/freerunning
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name = "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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desc = "You're great at quick moves! You can climb tables more quickly."
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@@ -43,6 +51,15 @@
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gain_text = "<span class='notice'>You feel lithe on your feet!</span>"
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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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lose_text = "<span class='danger'>You feel clumsy again.</span>"
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/datum/quirk/friendly
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name = "Friendly"
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desc = "You give the best hugs, especially when you're in the right mood."
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value = 1
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mob_trait = TRAIT_FRIENDLY
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gain_text = "<span class='notice'>You want to hug someone.</span>"
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lose_text = "<span class='danger'>You no longer feel compelled to hug others.</span>"
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mood_quirk = TRUE
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/datum/quirk/jolly
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/datum/quirk/jolly
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name = "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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desc = "You sometimes just feel happy, for no reason at all."
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@@ -273,6 +273,12 @@
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M.visible_message("<span class='notice'>[M] hugs [src] to make [p_them()] feel better!</span>", \
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M.visible_message("<span class='notice'>[M] hugs [src] to make [p_them()] feel better!</span>", \
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"<span class='notice'>You hug [src] to make [p_them()] feel better!</span>")
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"<span class='notice'>You hug [src] to make [p_them()] feel better!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "hug", /datum/mood_event/hug)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "hug", /datum/mood_event/hug)
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if(M.has_trait(TRAIT_FRIENDLY))
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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if (mood.sanity >= SANITY_GREAT)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
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else if (mood.sanity >= SANITY_DISTURBED)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/betterhug, M)
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for(var/datum/brain_trauma/trauma in M.get_traumas())
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for(var/datum/brain_trauma/trauma in M.get_traumas())
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trauma.on_hug(M, src)
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trauma.on_hug(M, src)
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AdjustStun(-60)
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AdjustStun(-60)
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@@ -1,4 +1,4 @@
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/mob/living/carbon/human/examine(mob/user) //User is the person being examined
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/mob/living/carbon/human/examine(mob/user)
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//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
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//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
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var/t_He = p_they(TRUE)
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var/t_He = p_they(TRUE)
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var/t_His = p_their(TRUE)
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var/t_His = p_their(TRUE)
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@@ -258,6 +258,22 @@
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if(91.01 to INFINITY)
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if(91.01 to INFINITY)
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msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n"
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msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n"
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if(user.has_trait(TRAIT_EMPATH) && !appears_dead && (src != user))
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if (a_intent != INTENT_HELP)
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msg += "[t_He] seem[p_s()] to be on guard.\n"
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if (getOxyLoss() >= 10)
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msg += "[t_He] seem[p_s()] winded.\n"
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if (getToxLoss() >= 10)
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msg += "[t_He] seem[p_s()] sickly.\n"
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GET_COMPONENT_FROM(mood, /datum/component/mood, src)
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if(mood.sanity <= SANITY_DISTURBED)
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msg += "[t_He] seem[p_s()] distressed.\n"
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
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if (has_trait(TRAIT_BLIND))
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msg += "[t_He] appear[p_s()] to be staring off into space.\n"
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if (has_trait(TRAIT_DEAF))
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msg += "[t_He] appear[p_s()] to not be responding to noises.\n"
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msg += "</span>"
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msg += "</span>"
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if(!appears_dead)
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if(!appears_dead)
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