Compile safe. Today's fixes.
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@@ -157,7 +157,7 @@
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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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/datum/quirk/trandening //What does trandening mean?
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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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@@ -169,3 +169,16 @@
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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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@@ -324,3 +324,29 @@
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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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message_admins("Trance applied")
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qdel(src)
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