764844f530
add: Show your support for the fine arts with these new quirks: add: Tagger: drawing graffiti takes half as many charges off your spraycan/crayon add: Photographer: halves the cooldown after taking a picture add: Musician: tune instruments to temporarily give your music beneficial effects such as clearing minor debuffs and improving mood. These should be pretty straight forward, musician is especially interesting because you can share tuned instruments with other players, and think it has the potential for some interesting cooperation. For example, as a musician bartender you may decide to hand your tuned instrument to the mime so they can play music and have your customers not stumble around as much while also making them happier! I don't think there's realistically any balance concerns. Most of the debuffs it clears can already be cleared by drinking tea, they're a pretty rare occurrence in a fight and are usually gone before you have the chance or need to do anything about them. At most helps you walk straight while you're drunk, really. All these quirks make you start the shift with all the tools of the trade, to make them more worthwhile to take and make the player feel like their quirks are part of their character on a regular basis (ex. a player with the tagger quirk is more likely to make graffiti on a whim, a photographer will always have a camera to take pictures of interesting things etc. whereas they would otherwise have to round up supplies at roundstart every time)
257 lines
11 KiB
Plaintext
257 lines
11 KiB
Plaintext
//predominantly negative traits
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/datum/quirk/blooddeficiency
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name = "Acute Blood Deficiency"
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desc = "Your body can't produce enough blood to sustain itself."
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value = -2
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gain_text = "<span class='danger'>You feel your vigor slowly fading away.</span>"
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lose_text = "<span class='notice'>You feel vigorous again.</span>"
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medical_record_text = "Patient requires regular treatment for blood loss due to low production of blood."
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/datum/quirk/blooddeficiency/on_process()
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var/mob/living/carbon/human/H = quirk_holder
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if(NOBLOOD in H.dna.species.species_traits) //can't lose blood if your species doesn't have any
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return
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else
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quirk_holder.blood_volume -= 0.275
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/datum/quirk/depression
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name = "Depression"
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desc = "You sometimes just hate life."
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mob_trait = TRAIT_DEPRESSION
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value = -1
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gain_text = "<span class='danger'>You start feeling depressed.</span>"
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lose_text = "<span class='notice'>You no longer feel depressed.</span>" //if only it were that easy!
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medical_record_text = "Patient has a severe mood disorder causing them to experience sudden moments of sadness."
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mood_quirk = TRUE
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/datum/quirk/family_heirloom
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name = "Family Heirloom"
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desc = "You are the current owner of an heirloom, passed down for generations. You have to keep it safe!"
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value = -1
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mood_quirk = TRUE
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var/obj/item/heirloom
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var/where
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/datum/quirk/family_heirloom/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/heirloom_type
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switch(quirk_holder.mind.assigned_role)
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if("Clown")
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heirloom_type = /obj/item/bikehorn/golden
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if("Mime")
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heirloom_type = /obj/item/reagent_containers/food/snacks/baguette
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if("Lawyer")
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heirloom_type = /obj/item/gavelhammer
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if("Janitor")
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heirloom_type = /obj/item/mop
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if("Security Officer")
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heirloom_type = /obj/item/book/manual/wiki/security_space_law
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if("Scientist")
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heirloom_type = /obj/item/toy/plush/slimeplushie
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if("Assistant")
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heirloom_type = /obj/item/storage/toolbox/mechanical/old/heirloom
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if(!heirloom_type)
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heirloom_type = pick(
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/obj/item/toy/cards/deck,
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/obj/item/lighter,
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/obj/item/dice/d20)
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heirloom = new heirloom_type(get_turf(quirk_holder))
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var/list/slots = list(
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"in your left pocket" = SLOT_L_STORE,
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"in your right pocket" = SLOT_R_STORE,
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"in your backpack" = SLOT_IN_BACKPACK
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)
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where = H.equip_in_one_of_slots(heirloom, slots, FALSE) || "at your feet"
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/datum/quirk/family_heirloom/post_add()
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if(where == "in your backpack")
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var/mob/living/carbon/human/H = quirk_holder
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SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H)
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to_chat(quirk_holder, "<span class='boldnotice'>There is a precious family [heirloom.name] [where], passed down from generation to generation. Keep it safe!</span>")
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var/list/family_name = splittext(quirk_holder.real_name, " ")
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heirloom.name = "\improper [family_name[family_name.len]] family [heirloom.name]"
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/datum/quirk/family_heirloom/on_process()
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if(heirloom in quirk_holder.GetAllContents())
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "family_heirloom_missing")
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "family_heirloom", /datum/mood_event/family_heirloom)
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else
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "family_heirloom")
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "family_heirloom_missing", /datum/mood_event/family_heirloom_missing)
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/datum/quirk/family_heirloom/clone_data()
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return heirloom
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/datum/quirk/family_heirloom/on_clone(data)
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heirloom = data
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/datum/quirk/heavy_sleeper
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name = "Heavy Sleeper"
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desc = "You sleep like a rock! Whenever you're put to sleep, you sleep for a little bit longer."
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value = -1
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mob_trait = TRAIT_HEAVY_SLEEPER
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gain_text = "<span class='danger'>You feel sleepy.</span>"
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lose_text = "<span class='notice'>You feel awake again.</span>"
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medical_record_text = "Patient has abnormal sleep study results and is difficult to wake up."
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/datum/quirk/brainproblems
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name = "Brain Tumor"
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desc = "You have a little friend in your brain that is slowly destroying it. Better bring some mannitol!"
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value = -3
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gain_text = "<span class='danger'>You feel smooth.</span>"
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lose_text = "<span class='notice'>You feel wrinkled again.</span>"
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medical_record_text = "Patient has a tumor in their brain that is slowly driving them to brain death."
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/datum/quirk/brainproblems/on_process()
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quirk_holder.adjustBrainLoss(0.2)
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/datum/quirk/nearsighted //t. errorage
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name = "Nearsighted"
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desc = "You are nearsighted without prescription glasses, but spawn with a pair."
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value = -1
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gain_text = "<span class='danger'>Things far away from you start looking blurry.</span>"
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lose_text = "<span class='notice'>You start seeing faraway things normally again.</span>"
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medical_record_text = "Patient requires prescription glasses in order to counteract nearsightedness."
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/datum/quirk/nearsighted/add()
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quirk_holder.become_nearsighted(ROUNDSTART_TRAIT)
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/datum/quirk/nearsighted/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/clothing/glasses/regular/glasses = new(get_turf(H))
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H.put_in_hands(glasses)
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H.equip_to_slot(glasses, SLOT_GLASSES)
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H.regenerate_icons() //this is to remove the inhand icon, which persists even if it's not in their hands
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/datum/quirk/nyctophobia
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name = "Nyctophobia"
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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."
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value = -1
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/datum/quirk/nyctophobia/on_process()
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var/mob/living/carbon/human/H = quirk_holder
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if(H.dna.species.id in list("shadow", "nightmare"))
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return //we're tied with the dark, so we don't get scared of it; don't cleanse outright to avoid cheese
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var/turf/T = get_turf(quirk_holder)
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var/lums = T.get_lumcount()
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if(lums <= 0.2)
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if(quirk_holder.m_intent == MOVE_INTENT_RUN)
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to_chat(quirk_holder, "<span class='warning'>Easy, easy, take it slow... you're in the dark...</span>")
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quirk_holder.toggle_move_intent()
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "nyctophobia", /datum/mood_event/nyctophobia)
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else
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "nyctophobia")
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/datum/quirk/nonviolent
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name = "Pacifist"
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desc = "The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone."
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value = -2
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mob_trait = TRAIT_PACIFISM
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gain_text = "<span class='danger'>You feel repulsed by the thought of violence!</span>"
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lose_text = "<span class='notice'>You think you can defend yourself again.</span>"
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medical_record_text = "Patient is unusually pacifistic and cannot bring themselves to cause physical harm."
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/datum/quirk/nonviolent/on_process()
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if(quirk_holder.mind && LAZYLEN(quirk_holder.mind.antag_datums))
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to_chat(quirk_holder, "<span class='boldannounce'>Your antagonistic nature has caused you to renounce your pacifism.</span>")
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qdel(src)
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/datum/quirk/poor_aim
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name = "Poor Aim"
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desc = "You're terrible with guns and can't line up a straight shot to save your life. Dual-wielding is right out."
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value = -1
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mob_trait = TRAIT_POOR_AIM
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medical_record_text = "Patient possesses a strong tremor in both hands."
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/datum/quirk/prosopagnosia
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name = "Prosopagnosia"
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desc = "You have a mental disorder that prevents you from being able to recognize faces at all."
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value = -1
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mob_trait = TRAIT_PROSOPAGNOSIA
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medical_record_text = "Patient suffers from prosopagnosia and cannot recognize faces."
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/datum/quirk/prosthetic_limb
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name = "Prosthetic Limb"
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desc = "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!"
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value = -1
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var/slot_string = "limb"
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/datum/quirk/prosthetic_limb/on_spawn()
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var/limb_slot = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/bodypart/old_part = H.get_bodypart(limb_slot)
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var/obj/item/bodypart/prosthetic
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switch(limb_slot)
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if(BODY_ZONE_L_ARM)
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prosthetic = new/obj/item/bodypart/l_arm/robot/surplus(quirk_holder)
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slot_string = "left arm"
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if(BODY_ZONE_R_ARM)
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prosthetic = new/obj/item/bodypart/r_arm/robot/surplus(quirk_holder)
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slot_string = "right arm"
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if(BODY_ZONE_L_LEG)
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prosthetic = new/obj/item/bodypart/l_leg/robot/surplus(quirk_holder)
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slot_string = "left leg"
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if(BODY_ZONE_R_LEG)
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prosthetic = new/obj/item/bodypart/r_leg/robot/surplus(quirk_holder)
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slot_string = "right leg"
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prosthetic.replace_limb(H)
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qdel(old_part)
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H.regenerate_icons()
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/datum/quirk/prosthetic_limb/post_add()
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to_chat(quirk_holder, "<span class='boldannounce'>Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \
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you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.</span>")
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/datum/quirk/insanity
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name = "Reality Dissociation Syndrome"
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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. <b>This is not a license to grief.</b>"
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value = -2
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//no mob trait because it's handled uniquely
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gain_text = "<span class='userdanger'>...</span>"
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lose_text = "<span class='notice'>You feel in tune with the world again.</span>"
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medical_record_text = "Patient suffers from acute Reality Dissociation Syndrome and experiences vivid hallucinations."
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/datum/quirk/insanity/on_process()
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if(quirk_holder.reagents.has_reagent("mindbreaker"))
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quirk_holder.hallucination = 0
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return
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if(prob(2)) //we'll all be mad soon enough
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madness()
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/datum/quirk/insanity/proc/madness()
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quirk_holder.hallucination += rand(10, 25)
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/datum/quirk/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
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if(!quirk_holder.mind || quirk_holder.mind.special_role)
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return
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to_chat(quirk_holder, "<span class='big bold info'>Please note that your dissociation syndrome does NOT give you the right to attack people or otherwise cause any interference to \
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the round. You are not an antagonist, and the rules will treat you the same as other crewmembers.</span>")
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/datum/quirk/social_anxiety
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name = "Social Anxiety"
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desc = "Talking to people is very difficult for you, and you often stutter or even lock up."
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value = -1
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gain_text = "<span class='danger'>You start worrying about what you're saying.</span>"
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lose_text = "<span class='notice'>You feel easier about talking again.</span>" //if only it were that easy!
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medical_record_text = "Patient is usually anxious in social encounters and prefers to avoid them."
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var/dumb_thing = TRUE
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/datum/quirk/social_anxiety/on_process()
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var/nearby_people = 0
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for(var/mob/living/carbon/human/H in oview(3, quirk_holder))
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if(H.client)
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nearby_people++
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var/mob/living/carbon/human/H = quirk_holder
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if(prob(2 + nearby_people))
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H.stuttering = max(3, H.stuttering)
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else if(prob(min(3, nearby_people)) && !H.silent)
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to_chat(H, "<span class='danger'>You retreat into yourself. You <i>really</i> don't feel up to talking.</span>")
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H.silent = max(10, H.silent)
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else if(prob(0.5) && dumb_thing)
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to_chat(H, "<span class='userdanger'>You think of a dumb thing you said a long time ago and scream internally.</span>")
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dumb_thing = FALSE //only once per life
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if(prob(1))
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new/obj/item/reagent_containers/food/snacks/pastatomato(get_turf(H)) //now that's what I call spaghetti code
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