//predominantly positive traits //this file is named weirdly so that positive traits are listed above negative ones /datum/quirk/alcohol_tolerance name = "Alcohol Tolerance" desc = "You become drunk more slowly and suffer fewer drawbacks from alcohol." value = 1 mob_trait = TRAIT_ALCOHOL_TOLERANCE gain_text = "You feel like you could drink a whole keg!" lose_text = "You don't feel as resistant to alcohol anymore. Somehow." medical_record_text = "Patient demonstrates a high tolerance for alcohol." /datum/quirk/apathetic name = "Apathetic" desc = "You just don't care as much as other people. That's nice to have in a place like this, I guess." value = 1 mood_quirk = TRUE medical_record_text = "Patient was administered the Apathy Evaluation Scale but did not bother to complete it." /datum/quirk/apathetic/add() var/datum/component/mood/mood = quirk_holder.GetComponent(/datum/component/mood) if(mood) mood.mood_modifier = 0.8 /datum/quirk/apathetic/remove() if(quirk_holder) var/datum/component/mood/mood = quirk_holder.GetComponent(/datum/component/mood) if(mood) mood.mood_modifier = 1 //Change this once/if species get their own mood modifiers. /datum/quirk/drunkhealing name = "Drunken Resilience" desc = "Nothing like a good drink to make you feel on top of the world. Whenever you're drunk, you slowly recover from injuries." value = 2 mob_trait = TRAIT_DRUNK_HEALING gain_text = "You feel like a drink would do you good." lose_text = "You no longer feel like drinking would ease your pain." medical_record_text = "Patient has unusually efficient liver metabolism and can slowly regenerate wounds by drinking alcoholic beverages." /datum/quirk/empath name = "Empath" 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." value = 2 mob_trait = TRAIT_EMPATH gain_text = "You feel in tune with those around you." lose_text = "You feel isolated from others." medical_record_text = "Patient is highly perceptive of and sensitive to social cues, or may possibly have ESP. Further testing needed." /datum/quirk/freerunning name = "Freerunning" desc = "You're great at quick moves! You can climb tables more quickly." value = 2 mob_trait = TRAIT_FREERUNNING gain_text = "You feel lithe on your feet!" lose_text = "You feel clumsy again." medical_record_text = "Patient scored highly on cardio tests." /datum/quirk/friendly name = "Friendly" desc = "You give the best hugs, especially when you're in the right mood." value = 1 mob_trait = TRAIT_FRIENDLY gain_text = "You want to hug someone." lose_text = "You no longer feel compelled to hug others." mood_quirk = TRUE medical_record_text = "Patient demonstrates low-inhibitions for physical contact and well-developed arms. Requesting another doctor take over this case." /datum/quirk/jolly name = "Jolly" desc = "You sometimes just feel happy, for no reason at all." value = 1 mob_trait = TRAIT_JOLLY mood_quirk = TRUE medical_record_text = "Patient demonstrates constant euthymia irregular for environment. It's a bit much, to be honest." processing_quirk = TRUE /datum/quirk/jolly/on_process() if(prob(0.05)) SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "jolly", /datum/mood_event/jolly) /datum/quirk/light_step name = "Light Step" desc = "You walk with a gentle step; stepping on sharp objects is quieter, less painful and you won't leave footprints behind you." value = 1 mob_trait = TRAIT_LIGHT_STEP gain_text = "You walk with a little more litheness." lose_text = "You start tromping around like a barbarian." medical_record_text = "Patient's dexterity belies a strong capacity for stealth." /datum/quirk/quick_step name = "Quick Step" desc = "You walk with determined strides, and out-pace most people when walking." value = 2 mob_trait = TRAIT_SPEEDY_STEP gain_text = "You feel determined. No time to lose." lose_text = "You feel less determined. What's the rush, man?" medical_record_text = "Patient scored highly on racewalking tests." /datum/quirk/musician name = "Musician" desc = "You can tune handheld musical instruments to play melodies that clear certain negative effects and soothe the soul." value = 1 mob_trait = TRAIT_MUSICIAN gain_text = "You know everything about musical instruments." lose_text = "You forget how musical instruments work." medical_record_text = "Patient brain scans show a highly-developed auditory pathway." /datum/quirk/musician/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/choice_beacon/music/B = new(get_turf(H)) H.put_in_hands(B) H.equip_to_slot_if_possible(B, ITEM_SLOT_BACKPACK) var/obj/item/musicaltuner/musicaltuner = new(get_turf(H)) H.put_in_hands(musicaltuner) H.equip_to_slot_if_possible(musicaltuner, ITEM_SLOT_BACKPACK) H.regenerate_icons() /datum/quirk/photographer name = "Photographer" desc = "You know how to handle a camera, shortening the delay between each shot." value = 1 mob_trait = TRAIT_PHOTOGRAPHER gain_text = "You know everything about photography." lose_text = "You forget how photo cameras work." medical_record_text = "Patient mentions photography as a stress-relieving hobby." /datum/quirk/photographer/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/camera/camera = new(get_turf(H)) H.put_in_hands(camera) H.equip_to_slot(camera, ITEM_SLOT_NECK) H.regenerate_icons() /datum/quirk/selfaware name = "Self-Aware" desc = "You know your body well, and can accurately assess the extent of your wounds." value = 2 mob_trait = TRAIT_SELF_AWARE medical_record_text = "Patient demonstrates an uncanny knack for self-diagnosis." /datum/quirk/skittish name = "Skittish" desc = "You can conceal yourself in danger. Ctrl-shift-click a closed locker to jump into it, as long as you have access." value = 2 mob_trait = TRAIT_SKITTISH medical_record_text = "Patient demonstrates a high aversion to danger and has described hiding in containers out of fear." /datum/quirk/spiritual name = "Spiritual" desc = "You're in tune with the gods, and your prayers may be more likely to be heard. Or not." value = 1 mob_trait = TRAIT_SPIRITUAL gain_text = "You feel a little more faithful to the gods today." lose_text = "You feel less faithful in the gods." medical_record_text = "Patient reports a belief in a higher power." /datum/quirk/tagger name = "Tagger" desc = "You're an experienced artist. While drawing graffiti, you can get twice as many uses out of drawing supplies." value = 1 mob_trait = TRAIT_TAGGER gain_text = "You know how to tag walls efficiently." lose_text = "You forget how to tag walls properly." medical_record_text = "Patient was recently seen for possible paint huffing incident." /datum/quirk/tagger/on_spawn() var/mob/living/carbon/human/H = quirk_holder var/obj/item/toy/crayon/spraycan/spraycan = new(get_turf(H)) H.put_in_hands(spraycan) H.equip_to_slot(spraycan, ITEM_SLOT_BACKPACK) H.regenerate_icons() /datum/quirk/voracious name = "Voracious" desc = "Nothing gets between you and your food. You eat twice as fast as everyone else!" value = 1 mob_trait = TRAIT_VORACIOUS gain_text = "You feel HONGRY." lose_text = "You no longer feel HONGRY." medical_record_text = "Patient demonstrates a disturbing capacity for eating." /datum/quirk/trandening name = "High Luminosity Eyes" desc = "When the next big fancy implant came out you had to buy one on impulse! You start the shift with emissive cybernetic eyes that can emit colored beams of light." value = 1 gain_text = "You've been keeping up with the latest cybernetic trends!" lose_text = "High powered eye lasers? What were you thinking..." /datum/quirk/trandening/on_spawn() // Get targets var/obj/item/organ/eyes/old_eyes = quirk_holder.getorganslot(ORGAN_SLOT_EYES) var/obj/item/organ/eyes/robotic/glow/new_eyes = new // Replace eyes qdel(old_eyes) new_eyes.Insert(quirk_holder) /datum/quirk/trandening/remove() // Get targets var/obj/item/organ/eyes/old_eyes = quirk_holder.getorganslot(ORGAN_SLOT_EYES) var/mob/living/carbon/human/qurk_mob = quirk_holder // Check for eyes existing if(!old_eyes) return // Check for quirk eyes if(!istype(old_eyes, /obj/item/organ/eyes/robotic/glow)) return // Define new eyes var/species_eyes = /obj/item/organ/eyes // Check for mutant eyes if(qurk_mob.dna.species && qurk_mob.dna.species.mutanteyes) // Set eyes to mutant type species_eyes = qurk_mob.dna.species.mutanteyes // Create new eyes item var/obj/item/organ/eyes/new_eyes = new species_eyes() // Replace eyes qdel(old_eyes) new_eyes.Insert(quirk_holder) /datum/quirk/bloodpressure name = "Polycythemia vera" desc = "You've a treated form of Polycythemia vera that increases the total blood volume inside of you as well as the rate of replenishment!" value = 2 //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. mob_trait = TRAIT_HIGH_BLOOD gain_text = "You feel full of blood!" lose_text = "You feel like your blood pressure went down." medical_record_text = "Patient's blood tests report an abnormal concentration of red blood cells in their bloodstream." /datum/quirk/bloodpressure/add() quirk_holder.blood_ratio = 1.2 quirk_holder.blood_volume += 150 /datum/quirk/bloodpressure/remove() if(quirk_holder) quirk_holder.blood_ratio = 1 /datum/quirk/night_vision name = "Night Vision" desc = "You can see slightly more clearly in full darkness than most people." value = 1 mob_trait = TRAIT_NIGHT_VISION gain_text = "The shadows seem a little less dark." lose_text = "Everything seems a little darker." /datum/quirk/night_vision/on_spawn() var/mob/living/carbon/human/H = quirk_holder H.update_sight()