8b19d797ca
About The Pull Request I observed someone request to be perma'd round start and then they just chilled in perma the whole shift. Security isn't always going to be up for putting people in perma and players who have been placed in perma tend to go catatonic. This allows players who are interested in having a chill shift doing the stuff in perma and acting like they've done crimes the opportunity to do that. Why It's Good For The Game Crew content. I'm not saying it's mindblowing but if we add it in as a role it will open the door for people to look at perma and what could be done with prisoners. Prisoners spawn with a prison ID, a jumpsuit, and shoes. They are also currently spawning with a backpack and I'm uncertain about whether or not I want to do anything with that. This is ready for a testmerge and worked for me locally. Thanks to Tralezab for assistance with merge conflicts. Thanks to EOBGames for the plasmaman prisoner sprites. Thanks to Quill-Weave for encouragement. Feedback is of course welcome, and I'd appreciate suggestions re: balancing this role. Maybe they should be roundstart pacified or something. Changelog cl add: Adds prisoner role /cl
555 lines
25 KiB
Plaintext
555 lines
25 KiB
Plaintext
//predominantly negative traits
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/datum/quirk/badback
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name = "Bad Back"
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desc = "Thanks to your poor posture, backpacks and other bags never sit right on your back. More evently weighted objects are fine, though."
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value = -2
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mood_quirk = TRUE
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gain_text = "<span class='danger'>Your back REALLY hurts!</span>"
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lose_text = "<span class='notice'>Your back feels better.</span>"
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medical_record_text = "Patient scans indicate severe and chronic back pain."
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/datum/quirk/badback/on_process()
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var/mob/living/carbon/human/H = quirk_holder
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if(H.back && istype(H.back, /obj/item/storage/backpack))
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "back_pain", /datum/mood_event/back_pain)
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else
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SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "back_pain")
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/datum/quirk/blooddeficiency
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name = "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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if (H.blood_volume > (BLOOD_VOLUME_SAFE - 25)) // just barely survivable without treatment
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H.blood_volume -= 0.275
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/datum/quirk/blindness
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name = "Blind"
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desc = "You are completely blind, nothing can counteract this."
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value = -4
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gain_text = "<span class='danger'>You can't see anything.</span>"
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lose_text = "<span class='notice'>You miraculously gain back your vision.</span>"
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medical_record_text = "Patient has permanent blindness."
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/datum/quirk/blindness/add()
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quirk_holder.become_blind(ROUNDSTART_TRAIT)
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/datum/quirk/blindness/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/clothing/glasses/blindfold/white/B = new(get_turf(H))
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if(!H.equip_to_slot_if_possible(B, ITEM_SLOT_EYES, bypass_equip_delay_self = TRUE)) //if you can't put it on the user's eyes, put it in their hands, otherwise put it on their eyes
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H.put_in_hands(B)
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H.regenerate_icons()
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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.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.2)
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/datum/quirk/deafness
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name = "Deaf"
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desc = "You are incurably deaf."
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value = -2
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mob_trait = TRAIT_DEAF
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gain_text = "<span class='danger'>You can't hear anything.</span>"
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lose_text = "<span class='notice'>You're able to hear again!</span>"
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medical_record_text = "Patient's cochlear nerve is incurably damaged."
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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 mild mood disorder causing them to experience acute episodes of depression."
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mood_quirk = TRUE
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/datum/quirk/depression/on_process()
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if(prob(0.05))
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SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "depression_mild", /datum/mood_event/depression_mild)
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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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medical_record_text = "Patient demonstrates an unnatural attachment to a family heirloom."
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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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if(is_species(H, /datum/species/moth) && prob(50))
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heirloom_type = /obj/item/flashlight/lantern/heirloom_moth
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else
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switch(quirk_holder.mind.assigned_role)
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//Service jobs
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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("Janitor")
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heirloom_type = pick(/obj/item/mop, /obj/item/clothing/suit/caution, /obj/item/reagent_containers/glass/bucket)
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if("Cook")
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heirloom_type = pick(/obj/item/reagent_containers/food/condiment/saltshaker, /obj/item/kitchen/rollingpin, /obj/item/clothing/head/chefhat)
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if("Botanist")
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heirloom_type = pick(/obj/item/cultivator, /obj/item/reagent_containers/glass/bucket, /obj/item/storage/bag/plants, /obj/item/toy/plush/beeplushie)
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if("Bartender")
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heirloom_type = pick(/obj/item/reagent_containers/glass/rag, /obj/item/clothing/head/that, /obj/item/reagent_containers/food/drinks/shaker)
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if("Curator")
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heirloom_type = pick(/obj/item/pen/fountain, /obj/item/storage/pill_bottle/dice)
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if("Chaplain")
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heirloom_type = pick(/obj/item/toy/windupToolbox, /obj/item/reagent_containers/food/drinks/bottle/holywater)
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if("Assistant")
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heirloom_type = /obj/item/storage/toolbox/mechanical/old/heirloom
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//Security/Command
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if("Captain")
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heirloom_type = /obj/item/reagent_containers/food/drinks/flask/gold
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if("Head of Security")
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heirloom_type = /obj/item/book/manual/wiki/security_space_law
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if("Warden")
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heirloom_type = /obj/item/book/manual/wiki/security_space_law
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if("Security Officer")
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heirloom_type = pick(/obj/item/book/manual/wiki/security_space_law, /obj/item/clothing/head/beret/sec)
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if("Detective")
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heirloom_type = /obj/item/reagent_containers/food/drinks/bottle/whiskey
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if("Lawyer")
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heirloom_type = pick(/obj/item/gavelhammer, /obj/item/book/manual/wiki/security_space_law)
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if("Prisoner")
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heirloom_type = /obj/item/pen/blue
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//RnD
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if("Research Director")
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heirloom_type = /obj/item/toy/plush/slimeplushie
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if("Scientist")
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heirloom_type = /obj/item/toy/plush/slimeplushie
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if("Roboticist")
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heirloom_type = pick(subtypesof(/obj/item/toy/prize)) //look at this nerd
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//Medical
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if("Chief Medical Officer")
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heirloom_type = pick(/obj/item/clothing/neck/stethoscope, /obj/item/bodybag)
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if("Medical Doctor")
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heirloom_type = pick(/obj/item/clothing/neck/stethoscope, /obj/item/bodybag)
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if("Paramedic")
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heirloom_type = pick(/obj/item/clothing/neck/stethoscope, /obj/item/bodybag)
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if("Chemist")
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heirloom_type = /obj/item/book/manual/wiki/chemistry
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if("Virologist")
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heirloom_type = /obj/item/reagent_containers/syringe
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if("Geneticist")
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heirloom_type = /obj/item/clothing/under/shorts/purple
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//Engineering
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if("Chief Engineer")
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heirloom_type = pick(/obj/item/clothing/head/hardhat/white, /obj/item/screwdriver, /obj/item/wrench, /obj/item/weldingtool, /obj/item/crowbar, /obj/item/wirecutters)
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if("Station Engineer")
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heirloom_type = pick(/obj/item/clothing/head/hardhat, /obj/item/screwdriver, /obj/item/wrench, /obj/item/weldingtool, /obj/item/crowbar, /obj/item/wirecutters)
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if("Atmospheric Technician")
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heirloom_type = pick(/obj/item/lighter, /obj/item/lighter/greyscale, /obj/item/storage/box/matches)
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//Supply
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if("Quartermaster")
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heirloom_type = pick(/obj/item/stamp, /obj/item/stamp/denied)
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if("Cargo Technician")
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heirloom_type = /obj/item/clipboard
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if("Shaft Miner")
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heirloom_type = pick(/obj/item/pickaxe/mini, /obj/item/shovel)
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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" = ITEM_SLOT_LPOCKET,
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"in your right pocket" = ITEM_SLOT_RPOCKET,
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"in your backpack" = ITEM_SLOT_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/names = splittext(quirk_holder.real_name, " ")
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var/family_name = names[names.len]
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heirloom.AddComponent(/datum/component/heirloom, quirk_holder.mind, family_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/frail
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name = "Frail"
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desc = "Your bones might as well be made of glass! Your limbs can take less damage before they become disabled."
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value = -2
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mob_trait = TRAIT_EASYLIMBDISABLE
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gain_text = "<span class='danger'>You feel frail.</span>"
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lose_text = "<span class='notice'>You feel sturdy again.</span>"
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medical_record_text = "Patient has unusually frail bones, recommend calcium-rich diet."
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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 or knocked unconscious, you take a little bit longer to wake up."
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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/hypersensitive
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name = "Hypersensitive"
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desc = "For better or worse, everything seems to affect your mood more than it should."
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value = -1
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gain_text = "<span class='danger'>You seem to make a big deal out of everything.</span>"
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lose_text = "<span class='notice'>You don't seem to make a big deal out of everything anymore.</span>"
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medical_record_text = "Patient demonstrates a high level of emotional volatility."
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/datum/quirk/hypersensitive/add()
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var/datum/component/mood/mood = quirk_holder.GetComponent(/datum/component/mood)
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if(mood)
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mood.mood_modifier += 0.5
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/datum/quirk/hypersensitive/remove()
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if(quirk_holder)
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var/datum/component/mood/mood = quirk_holder.GetComponent(/datum/component/mood)
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if(mood)
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mood.mood_modifier -= 0.5
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/datum/quirk/light_drinker
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name = "Light Drinker"
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desc = "You just can't handle your drinks and get drunk very quickly."
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value = -1
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mob_trait = TRAIT_LIGHT_DRINKER
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gain_text = "<span class='notice'>Just the thought of drinking alcohol makes your head spin.</span>"
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lose_text = "<span class='danger'>You're no longer severely affected by alcohol.</span>"
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medical_record_text = "Patient demonstrates a low tolerance for alcohol. (Wimp)"
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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, ITEM_SLOT_EYES)
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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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medical_record_text = "Patient demonstrates a fear of the dark. (Seriously?)"
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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/paraplegic
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name = "Paraplegic"
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desc = "Your legs do not function. Nothing will ever fix this. But hey, free wheelchair!"
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value = -3
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human_only = TRUE
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gain_text = null // Handled by trauma.
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lose_text = null
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medical_record_text = "Patient has an untreatable impairment in motor function in the lower extremities."
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/datum/quirk/paraplegic/add()
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var/datum/brain_trauma/severe/paralysis/paraplegic/T = new()
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var/mob/living/carbon/human/H = quirk_holder
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H.gain_trauma(T, TRAUMA_RESILIENCE_ABSOLUTE)
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/datum/quirk/paraplegic/on_spawn()
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if(quirk_holder.buckled) // Handle late joins being buckled to arrival shuttle chairs.
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quirk_holder.buckled.unbuckle_mob(quirk_holder)
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var/turf/T = get_turf(quirk_holder)
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var/obj/structure/chair/spawn_chair = locate() in T
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var/obj/vehicle/ridden/wheelchair/wheels = new(T)
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if(spawn_chair) // Makes spawning on the arrivals shuttle more consistent looking
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wheels.setDir(spawn_chair.dir)
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wheels.buckle_mob(quirk_holder)
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// During the spawning process, they may have dropped what they were holding, due to the paralysis
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// So put the things back in their hands.
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for(var/obj/item/I in T)
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if(I.fingerprintslast == quirk_holder.ckey)
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quirk_holder.put_in_hands(I)
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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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medical_record_text = "During physical examination, patient was found to have a prosthetic 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
|
|
switch(limb_slot)
|
|
if(BODY_ZONE_L_ARM)
|
|
prosthetic = new/obj/item/bodypart/l_arm/robot/surplus(quirk_holder)
|
|
slot_string = "left arm"
|
|
if(BODY_ZONE_R_ARM)
|
|
prosthetic = new/obj/item/bodypart/r_arm/robot/surplus(quirk_holder)
|
|
slot_string = "right arm"
|
|
if(BODY_ZONE_L_LEG)
|
|
prosthetic = new/obj/item/bodypart/l_leg/robot/surplus(quirk_holder)
|
|
slot_string = "left leg"
|
|
if(BODY_ZONE_R_LEG)
|
|
prosthetic = new/obj/item/bodypart/r_leg/robot/surplus(quirk_holder)
|
|
slot_string = "right leg"
|
|
prosthetic.replace_limb(H)
|
|
qdel(old_part)
|
|
H.regenerate_icons()
|
|
|
|
/datum/quirk/prosthetic_limb/post_add()
|
|
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, \
|
|
you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.</span>")
|
|
|
|
/datum/quirk/pushover
|
|
name = "Pushover"
|
|
desc = "Your first instinct is always to let people push you around. Resisting out of grabs will take conscious effort."
|
|
value = -2
|
|
mob_trait = TRAIT_GRABWEAKNESS
|
|
gain_text = "<span class='danger'>You feel like a pushover.</span>"
|
|
lose_text = "<span class='notice'>You feel like standing up for yourself.</span>"
|
|
medical_record_text = "Patient presents a notably unassertive personality and is easy to manipulate."
|
|
|
|
/datum/quirk/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. <b>This is not a license to grief.</b>"
|
|
value = -2
|
|
//no mob trait because it's handled uniquely
|
|
gain_text = "<span class='userdanger'>...</span>"
|
|
lose_text = "<span class='notice'>You feel in tune with the world again.</span>"
|
|
medical_record_text = "Patient suffers from acute Reality Dissociation Syndrome and experiences vivid hallucinations."
|
|
|
|
/datum/quirk/insanity/on_process()
|
|
if(quirk_holder.reagents.has_reagent(/datum/reagent/toxin/mindbreaker, needs_metabolizing = TRUE))
|
|
quirk_holder.hallucination = 0
|
|
return
|
|
if(prob(2)) //we'll all be mad soon enough
|
|
madness()
|
|
|
|
/datum/quirk/insanity/proc/madness()
|
|
quirk_holder.hallucination += rand(10, 25)
|
|
|
|
/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
|
|
if(!quirk_holder.mind || quirk_holder.mind.special_role)
|
|
return
|
|
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 \
|
|
the round. You are not an antagonist, and the rules will treat you the same as other crewmembers.</span>")
|
|
|
|
/datum/quirk/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 = "<span class='danger'>You start worrying about what you're saying.</span>"
|
|
lose_text = "<span class='notice'>You feel easier about talking again.</span>" //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/quirk/social_anxiety/on_process()
|
|
var/nearby_people = 0
|
|
for(var/mob/living/carbon/human/H in oview(3, quirk_holder))
|
|
if(H.client)
|
|
nearby_people++
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
if(prob(2 + nearby_people))
|
|
H.stuttering = max(3, H.stuttering)
|
|
else if(prob(min(3, nearby_people)) && !H.silent)
|
|
to_chat(H, "<span class='danger'>You retreat into yourself. You <i>really</i> don't feel up to talking.</span>")
|
|
H.silent = max(10, H.silent)
|
|
else if(prob(0.5) && dumb_thing)
|
|
to_chat(H, "<span class='userdanger'>You think of a dumb thing you said a long time ago and scream internally.</span>")
|
|
dumb_thing = FALSE //only once per life
|
|
if(prob(1))
|
|
new/obj/item/reagent_containers/food/snacks/spaghetti/pastatomato(get_turf(H)) //now that's what I call spaghetti code
|
|
|
|
/datum/quirk/junkie
|
|
name = "Junkie"
|
|
desc = "You can't get enough of hard drugs."
|
|
value = -2
|
|
gain_text = "<span class='danger'>You suddenly feel the craving for drugs.</span>"
|
|
lose_text = "<span class='notice'>You feel like you should kick your drug habit.</span>"
|
|
medical_record_text = "Patient has a history of hard drugs."
|
|
var/drug_list = list(/datum/reagent/drug/crank, /datum/reagent/drug/krokodil, /datum/reagent/medicine/morphine, /datum/reagent/drug/happiness, /datum/reagent/drug/methamphetamine) //List of possible IDs
|
|
var/datum/reagent/reagent_type //!If this is defined, reagent_id will be unused and the defined reagent type will be instead.
|
|
var/datum/reagent/reagent_instance //! actual instanced version of the reagent
|
|
var/where_drug //! Where the drug spawned
|
|
var/obj/item/drug_container_type //! If this is defined before pill generation, pill generation will be skipped. This is the type of the pill bottle.
|
|
var/where_accessory //! where the accessory spawned
|
|
var/obj/item/accessory_type //! If this is null, an accessory won't be spawned.
|
|
var/process_interval = 30 SECONDS //! how frequently the quirk processes
|
|
var/next_process = 0 //! ticker for processing
|
|
|
|
/datum/quirk/junkie/on_spawn()
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
if (!reagent_type)
|
|
reagent_type = pick(drug_list)
|
|
reagent_instance = new reagent_type()
|
|
H.reagents.addiction_list.Add(reagent_instance)
|
|
var/current_turf = get_turf(quirk_holder)
|
|
if (!drug_container_type)
|
|
drug_container_type = /obj/item/storage/pill_bottle
|
|
var/obj/item/drug_instance = new drug_container_type(current_turf)
|
|
if (istype(drug_instance, /obj/item/storage/pill_bottle))
|
|
var/pill_state = "pill[rand(1,20)]"
|
|
for(var/i in 1 to 7)
|
|
var/obj/item/reagent_containers/pill/P = new(drug_instance)
|
|
P.icon_state = pill_state
|
|
P.reagents.add_reagent(reagent_type, 1)
|
|
|
|
var/obj/item/accessory_instance
|
|
if (accessory_type)
|
|
accessory_instance = new accessory_type(current_turf)
|
|
var/list/slots = list(
|
|
"in your left pocket" = ITEM_SLOT_LPOCKET,
|
|
"in your right pocket" = ITEM_SLOT_RPOCKET,
|
|
"in your backpack" = ITEM_SLOT_BACKPACK
|
|
)
|
|
where_drug = H.equip_in_one_of_slots(drug_instance, slots, FALSE) || "at your feet"
|
|
if (accessory_instance)
|
|
where_accessory = H.equip_in_one_of_slots(accessory_instance, slots, FALSE) || "at your feet"
|
|
announce_drugs()
|
|
|
|
/datum/quirk/junkie/post_add()
|
|
if(where_drug == "in your backpack" || where_accessory == "in your backpack")
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H)
|
|
|
|
/datum/quirk/junkie/proc/announce_drugs()
|
|
to_chat(quirk_holder, "<span class='boldnotice'>There is a [initial(drug_container_type.name)] of [initial(reagent_type.name)] [where_drug]. Better hope you don't run out...</span>")
|
|
|
|
/datum/quirk/junkie/on_process()
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
if(world.time > next_process)
|
|
next_process = world.time + process_interval
|
|
if(!H.reagents.addiction_list.Find(reagent_instance))
|
|
if(QDELETED(reagent_instance))
|
|
reagent_instance = new reagent_type()
|
|
else
|
|
reagent_instance.addiction_stage = 0
|
|
H.reagents.addiction_list += reagent_instance
|
|
to_chat(quirk_holder, "<span class='danger'>You thought you kicked it, but you suddenly feel like you need [reagent_instance.name] again...</span>")
|
|
|
|
/datum/quirk/junkie/smoker
|
|
name = "Smoker"
|
|
desc = "Sometimes you just really want a smoke. Probably not great for your lungs."
|
|
value = -1
|
|
gain_text = "<span class='danger'>You could really go for a smoke right about now.</span>"
|
|
lose_text = "<span class='notice'>You feel like you should quit smoking.</span>"
|
|
medical_record_text = "Patient is a current smoker."
|
|
reagent_type = /datum/reagent/drug/nicotine
|
|
accessory_type = /obj/item/lighter/greyscale
|
|
|
|
/datum/quirk/junkie/smoker/on_spawn()
|
|
drug_container_type = pick(/obj/item/storage/fancy/cigarettes,
|
|
/obj/item/storage/fancy/cigarettes/cigpack_midori,
|
|
/obj/item/storage/fancy/cigarettes/cigpack_uplift,
|
|
/obj/item/storage/fancy/cigarettes/cigpack_robust,
|
|
/obj/item/storage/fancy/cigarettes/cigpack_robustgold,
|
|
/obj/item/storage/fancy/cigarettes/cigpack_carp)
|
|
. = ..()
|
|
|
|
/datum/quirk/junkie/smoker/announce_drugs()
|
|
to_chat(quirk_holder, "<span class='boldnotice'>There is a [initial(drug_container_type.name)] [where_drug], and a lighter [where_accessory]. Make sure you get your favorite brand when you run out.</span>")
|
|
|
|
|
|
/datum/quirk/junkie/smoker/on_process()
|
|
. = ..()
|
|
var/mob/living/carbon/human/H = quirk_holder
|
|
var/obj/item/I = H.get_item_by_slot(ITEM_SLOT_MASK)
|
|
if (istype(I, /obj/item/clothing/mask/cigarette))
|
|
var/obj/item/storage/fancy/cigarettes/C = drug_container_type
|
|
if(istype(I, initial(C.spawn_type)))
|
|
SEND_SIGNAL(quirk_holder, COMSIG_CLEAR_MOOD_EVENT, "wrong_cigs")
|
|
return
|
|
SEND_SIGNAL(quirk_holder, COMSIG_ADD_MOOD_EVENT, "wrong_cigs", /datum/mood_event/wrong_brand)
|
|
|
|
/datum/quirk/unstable
|
|
name = "Unstable"
|
|
desc = "Due to past troubles, you are unable to recover your sanity if you lose it. Be very careful managing your mood!"
|
|
value = -2
|
|
mob_trait = TRAIT_UNSTABLE
|
|
gain_text = "<span class='danger'>There's a lot on your mind right now.</span>"
|
|
lose_text = "<span class='notice'>Your mind finally feels calm.</span>"
|
|
medical_record_text = "Patient's mind is in a vulnerable state, and cannot recover from traumatic events."
|