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2020-02-19 19:48:29 -08:00

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//UNSELECTABLE BELOW////UNSELECTABLE BELOW////UNSELECTABLE BELOW////UNSELECTABLE BELOW////UNSELECTABLE BELOW////UNSELECTABLE BELOW////UNSELECTABLE BELOW//
/*
/obj/trait/lizard
name = "Lizard (-1) \[Race\]"
desc = "You spawn as a lizard. Remember; you have no rights as a human if you choose this trait!"
cleanName = "Lizard"
id = "lizard"
points = -1
isPositive = 1
category = "race"
onAdd(var/mob/owner)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.set_mutantrace(/datum/mutantrace/lizard)
return
*/
// People use this to identify changelings and people wearing disguises and I can't be bothered
// to rewrite a whole bunch of stuff for what is essentially something very specific and minor.
/obj/trait/observant
name = "Observant (-1)"
cleanName = "Observant"
desc = "Examining people will show you their traits."
id = "observant"
points = -1
isPositive = 1
unselectable = 1
/obj/trait/roboears
name = "Robotic ears (-4) \[Body\]"
cleanName = "Robotic ears"
desc = "You can hear, understand and speak robotic languages."
id = "roboears"
category = "body"
points = -4
isPositive = 1
unselectable = 1
onAdd(var/mob/owner)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.robot_talk_understand = 1
return
onLife(var/mob/owner) //Just to be safe.
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.robot_talk_understand = 1
return
/*
onAdd(var/mob/owner)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
if(H.organHolder != null)
H.organHolder.receive_organ(var/obj/item/I, var/type, var/op_stage = 0.0)
return
*/
/obj/trait/deathwish
name = "Death wish (+8) \[Stats\]"
cleanName = "Death wish"
desc = "You take double damage from most things and have half your normal health."
id = "deathwish"
category = "stats"
points = 8
isPositive = 0
unselectable = 1
onAdd(var/mob/owner)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.max_health = 50
H.health = 50
return
onLife(var/mob/owner) //Just to be safe.
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.max_health = 50
return
/obj/trait/glasscannon
name = "Glass cannon (-2) \[Stats\]"
cleanName = "Glass cannon"
desc = "You have 1 stamina max. Attacks no longer cost you stamina and\nyou deal double the normal damage with most melee weapons."
id = "glasscannon"
category = "stats"
points = -2
isPositive = 1
unselectable = 1
onAdd(var/mob/owner)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.add_stam_mod_max("trait", -(STAMINA_MAX - 1))
return
/obj/trait/fat
name = "Fat (-1)"
cleanName = "Fat"
desc = "You're a little ... pudgy. And there's nothing you can do about it."
id = "fat"
points = -1
isPositive = 1
unselectable = 1
onAdd(var/mob/owner)
if(owner.bioHolder)
owner.bioHolder.AddEffect("fat")
return
onLife(var/mob/owner) //Just to be safe.
if(owner.bioHolder && !owner.bioHolder.HasEffect("fat"))
owner.bioHolder.AddEffect("fat")
return
/obj/trait/soggy
name = "Overly soggy (-1)"
cleanName = "Overly soggy"
desc = "When you die you explode into gibs and drop everything you were carrying."
id = "soggy"
points = -1
isPositive = 1
unselectable = 1
/obj/trait/reversal
name = "Damage Reversal"
cleanName = "Damage Reversal"
desc = "You are now healed by things that would otherwise cause brute, burn, toxin, or brain damage. On the flipside, you are harmed by medicines."
id = "reversal" //We can't have oxydamage in there, otherwise they'd immediately start suffocating.
points = -1
isPositive = 1
unselectable = 1
/obj/trait/badgenes
name = "Bad Genes (+2) \[Genetics\]"
cleanName = "Bad Genes"
desc = "You spawn with 2 random, permanent, bad mutations."
id = "badgenes"
points = 2
isPositive = 0
category = "genetics"
unselectable = 1
onAdd(var/mob/owner)
if(owner.bioHolder)
var/str = "I have the following bad mutations: "
var/curr_id = owner.bioHolder.RandomEffect("bad", 1)
var/datum/bioEffect/curr = owner.bioHolder.effects[curr_id]
curr.curable_by_mutadone = 0
curr.can_reclaim = 0
curr.can_scramble = 0
str += " [curr.name],"
curr_id = owner.bioHolder.RandomEffect("bad", 1)
curr = owner.bioHolder.effects[curr_id]
curr.curable_by_mutadone = 0
curr.can_reclaim = 0
curr.can_scramble = 0
str += " [curr.name]"
SPAWN_DBG(4 SECONDS) owner.add_memory(str) //FUCK THIS SPAWN FUCK FUUUCK
return
/obj/trait/goodgenes
name = "Good Genes (-3) \[Genetics\]"
cleanName = "Good Genes"
desc = "You spawn with 2 random good mutations."
id = "goodgenes"
points = -3
isPositive = 0
category = "genetics"
unselectable = 1
onAdd(var/mob/owner)
if(owner.bioHolder)
var/str = "I have the following good mutations: "
var/curr_id = owner.bioHolder.RandomEffect("good", 1)
var/datum/bioEffect/curr = owner.bioHolder.effects[curr_id]
str += " [curr.name],"
curr_id = owner.bioHolder.RandomEffect("good", 1)
curr = owner.bioHolder.effects[curr_id]
str += " [curr.name]"
SPAWN_DBG(4 SECONDS) owner.add_memory(str) //FUCK THIS SPAWN FUCK FUUUCK
return
//RANDOM SNIPPETS AND RUBBISH BELOW
/*
/obj/trait/testTrait1//
name = "Lizard (-1) \[Race\]"
desc = "You spawn as a lizard person thing. Yep.\nThere you go. Finally you can live out your dream."
id = "lizard"
points = -1
isPositive = 1
category = "race"
onAdd(var/mob/owner)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.set_mutantrace(/datum/mutantrace/lizard)
return
/obj/trait/testTrait2
name = "Cough (+1) \[Race\]"
desc = "You suffer from a chronic cough."
id = "cough"
points = 1
isPositive = 0
category = "race"
onAdd(var/mob/owner)
if(owner.bioHolder)
owner.bioHolder.AddEffect("cough")
return
/obj/trait/testTrait3
name = "Swedish (-1)"
desc = "You are from sweden. Meat balls and so on."
id = "swedish"//
points = -1
isPositive = 1
onAdd(var/mob/owner)
if(owner.bioHolder)
owner.bioHolder.AddEffect("accent_swedish")
return
*/
/*
var/mob/living/carbon/human/target = null
for(var/mob/living/carbon/human/M in range(1, owner))
if(M == owner || !ishuman(M)) continue
target = M
break
if(target)
if(!actions.hasAction(owner, "otheritem") && !owner.equipped())
var/trgSlot = null
if(target.get_slot(target.slot_l_hand)) trgSlot = target.slot_l_hand
else if(target.get_slot(target.slot_r_hand)) trgSlot = target.slot_r_hand
else if(target.get_slot(target.slot_wear_id)) trgSlot = target.slot_wear_id
else if(target.get_slot(target.slot_l_store)) trgSlot = target.slot_l_store
else if(target.get_slot(target.slot_r_store)) trgSlot = target.slot_r_store
else if(target.get_slot(target.slot_head)) trgSlot = target.slot_head
else if(target.get_slot(target.slot_back)) trgSlot = target.slot_back
else if(target.get_slot(target.slot_w_uniform)) trgSlot = target.slot_w_uniform
if(trgSlot)
actions.start(new/datum/action/bar/icon/otherItem( owner, target, null, trgSlot ) , owner)
*/