//predominantly negative traits /datum/trait/blooddeficiency name = "Acute Blood Deficiency" desc = "Your body can't produce enough blood to sustain itself." value = -2 gain_text = "You feel your vigor slowly fading away." lose_text = "You feel vigorous again." medical_record_text = "Patient requires regular treatment for blood loss due to low production of blood." /datum/trait/blooddeficiency/on_process() trait_holder.blood_volume -= 0.275 /datum/trait/depression name = "Depression" desc = "You sometimes just hate life." mob_trait = TRAIT_DEPRESSION value = -1 gain_text = "You start feeling depressed." lose_text = "You no longer feel depressed." //if only it were that easy! medical_record_text = "Patient has a severe mood disorder causing them to experience sudden moments of sadness." mood_trait = TRUE /datum/trait/family_heirloom name = "Family Heirloom" desc = "You are the current owner of an heirloom. passed down for generations. You have to keep it safe!" value = -1 mood_trait = TRUE var/obj/item/heirloom var/where_text /datum/trait/family_heirloom/on_spawn() var/mob/living/carbon/human/H = trait_holder var/obj/item/heirloom_type switch(trait_holder.mind.assigned_role) if("Clown") heirloom_type = /obj/item/bikehorn/golden if("Mime") heirloom_type = /obj/item/reagent_containers/food/snacks/baguette if("Lawyer") heirloom_type = /obj/item/gavelhammer if("Janitor") heirloom_type = /obj/item/mop if("Security Officer") heirloom_type = /obj/item/book/manual/wiki/security_space_law if("Scientist") heirloom_type = /obj/item/toy/plush/slimeplushie if("Assistant") heirloom_type = /obj/item/storage/toolbox/mechanical/old/heirloom if(!heirloom_type) heirloom_type = pick( /obj/item/toy/cards/deck, /obj/item/lighter, /obj/item/dice/d20) heirloom = new heirloom_type(get_turf(trait_holder)) var/list/slots = list( "in your backpack" = SLOT_IN_BACKPACK, "in your left pocket" = SLOT_L_STORE, "in your right pocket" = SLOT_R_STORE ) var/where = H.equip_in_one_of_slots(heirloom, slots) if(!where) where = "at your feet" if(where == "in your backpack") H.back.SendSignal(COMSIG_TRY_STORAGE_SHOW, H) where_text = "There is a precious family [heirloom.name] [where], passed down from generation to generation. Keep it safe!" /datum/trait/family_heirloom/post_add() to_chat(trait_holder, where_text) var/list/family_name = splittext(trait_holder.real_name, " ") heirloom.name = "\improper [family_name[family_name.len]] family [heirloom.name]" /datum/trait/family_heirloom/on_process() if(heirloom in trait_holder.GetAllContents()) trait_holder.SendSignal(COMSIG_CLEAR_MOOD_EVENT, "family_heirloom_missing") trait_holder.SendSignal(COMSIG_ADD_MOOD_EVENT, "family_heirloom", /datum/mood_event/family_heirloom) else trait_holder.SendSignal(COMSIG_CLEAR_MOOD_EVENT, "family_heirloom") trait_holder.SendSignal(COMSIG_ADD_MOOD_EVENT, "family_heirloom_missing", /datum/mood_event/family_heirloom_missing) /datum/trait/heavy_sleeper name = "Heavy Sleeper" desc = "You sleep like a rock! Whenever you're put to sleep, you sleep for a little bit longer." value = -1 mob_trait = TRAIT_HEAVY_SLEEPER gain_text = "You feel sleepy." lose_text = "You feel awake again." medical_record_text = "Patient has abnormal sleep study results and is difficult to wake up." /datum/trait/brainproblems name = "Brain Tumor" desc = "You have a little friend in your brain that is slowly destroying it. Better bring some mannitol!" value = -2 gain_text = "You feel smooth." lose_text = "You feel wrinkled again." medical_record_text = "Patient has a tumor in their brain that is slowly driving them to brain death." /datum/trait/brainproblems/on_process() trait_holder.adjustBrainLoss(0.2) /datum/trait/nearsighted //t. errorage name = "Nearsighted" desc = "You are nearsighted without prescription glasses, but spawn with a pair." value = -1 gain_text = "Things far away from you start looking blurry." lose_text = "You start seeing faraway things normally again." medical_record_text = "Patient requires prescription glasses in order to counteract nearsightedness." /datum/trait/nearsighted/add() trait_holder.become_nearsighted(ROUNDSTART_TRAIT) /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 is to remove the inhand icon, which persists even if it's not in their hands /datum/trait/nyctophobia name = "Nyctophobia" 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." value = -1 /datum/trait/nyctophobia/on_process() var/mob/living/carbon/human/H = trait_holder if(H.dna.species.id in list("shadow", "nightmare")) return //we're tied with the dark, so we don't get scared of it; don't cleanse outright to avoid cheese var/turf/T = get_turf(trait_holder) var/lums = T.get_lumcount() if(lums <= 0.2) if(trait_holder.m_intent == MOVE_INTENT_RUN) to_chat(trait_holder, "Easy, easy, take it slow... you're in the dark...") trait_holder.toggle_move_intent() trait_holder.SendSignal(COMSIG_ADD_MOOD_EVENT, "nyctophobia", /datum/mood_event/nyctophobia) else trait_holder.SendSignal(COMSIG_CLEAR_MOOD_EVENT, "nyctophobia") /datum/trait/nonviolent name = "Pacifist" desc = "The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone." value = -2 mob_trait = TRAIT_PACIFISM gain_text = "You feel repulsed by the thought of violence!" lose_text = "You think you can defend yourself again." medical_record_text = "Patient is unusually pacifistic and cannot bring themselves to cause physical harm." /datum/trait/nonviolent/on_process() if(trait_holder.mind && LAZYLEN(trait_holder.mind.antag_datums)) to_chat(trait_holder, "Your antagonistic nature has caused you to renounce your pacifism.") qdel(src) /datum/trait/poor_aim name = "Poor Aim" desc = "You're terrible with guns and can't line up a straight shot to save your life. Dual-wielding is right out." value = -1 mob_trait = TRAIT_POOR_AIM medical_record_text = "Patient possesses a strong tremor in both hands." /datum/trait/prosopagnosia name = "Prosopagnosia" desc = "You have a mental disorder that prevents you from being able to recognize faces at all." value = -1 mob_trait = TRAIT_PROSOPAGNOSIA medical_record_text = "Patient suffers from prosopagnosia and cannot recognize faces." /datum/trait/prosthetic_limb name = "Prosthetic Limb" desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!" value = -1 var/slot_string = "limb" /datum/trait/prosthetic_limb/on_spawn() var/limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) var/mob/living/carbon/human/H = trait_holder var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot) var/obj/item/bodypart/prosthetic switch(limb_slot) if(BODY_ZONE_L_ARM) prosthetic = new/obj/item/bodypart/l_arm/robot/surplus(trait_holder) slot_string = "left arm" if(BODY_ZONE_R_ARM) prosthetic = new/obj/item/bodypart/r_arm/robot/surplus(trait_holder) slot_string = "right arm" if(BODY_ZONE_L_LEG) prosthetic = new/obj/item/bodypart/l_leg/robot/surplus(trait_holder) slot_string = "left leg" if(BODY_ZONE_R_LEG) prosthetic = new/obj/item/bodypart/r_leg/robot/surplus(trait_holder) slot_string = "right leg" prosthetic.replace_limb(H) qdel(old_part) H.regenerate_icons() /datum/trait/prosthetic_limb/post_add() to_chat(trait_holder, "Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \ you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.") /datum/trait/insanity name = "Reality Dissociation Syndrome" 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. This is not a license to grief." value = -2 //no mob trait because it's handled uniquely gain_text = "..." lose_text = "You feel in tune with the world again." medical_record_text = "Patient suffers from acute Reality Dissociation Syndrome and experiences vivid hallucinations." /datum/trait/insanity/on_process() if(trait_holder.reagents.has_reagent("mindbreaker")) trait_holder.hallucination = 0 return if(prob(2)) //we'll all be mad soon enough madness() /datum/trait/insanity/proc/madness(mad_fools) set waitfor = FALSE if(!mad_fools) mad_fools = prob(20) if(mad_fools) var/hallucination_type = pick(subtypesof(/datum/hallucination/rds)) new hallucination_type (trait_holder, FALSE) else trait_holder.hallucination += rand(10, 50) /datum/trait/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 if(!trait_holder.mind || trait_holder.mind.special_role) return to_chat(trait_holder, "Please note that your dissociation syndrome does NOT give you the right to attack people or otherwise cause any interference to \ the round. You are not an antagonist, and the rules will treat you the same as other crewmembers.") /datum/trait/social_anxiety name = "Social Anxiety" desc = "Talking to people is very difficult for you, and you often stutter or even lock up." value = -1 gain_text = "You start worrying about what you're saying." lose_text = "You feel easier about talking again." //if only it were that easy! medical_record_text = "Patient is usually anxious in social encounters and prefers to avoid them." var/dumb_thing = TRUE /datum/trait/social_anxiety/on_process() var/nearby_people = 0 for(var/mob/living/carbon/human/H in view(5, trait_holder)) if(H.client) nearby_people++ var/mob/living/carbon/human/H = trait_holder if(prob(2 + nearby_people)) H.stuttering = max(3, H.stuttering) else if(prob(min(3, nearby_people)) && !H.silent) to_chat(H, "You retreat into yourself. You really don't feel up to talking.") H.silent = max(10, H.silent) else if(prob(0.5) && dumb_thing) to_chat(H, "You think of a dumb thing you said a long time ago and scream internally.") dumb_thing = FALSE //only once per life if(prob(1)) new/obj/item/reagent_containers/food/snacks/pastatomato(get_turf(H)) //now that's what I call spaghetti code