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GLOBAL_LIST_INIT(species_blacklist_no_mutant, list( | ||
/datum/species/human, | ||
)) | ||
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GLOBAL_LIST_INIT(species_blacklist_no_humanoid, list( | ||
/datum/species/golem, | ||
/datum/species/genemod/primitive, | ||
)) |
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/// the minimum percentage of RGB darkness reduction that Nova's NV will always give. for base reference, the old NV quirk was equal to 4.5. note: some wide variance in min/max is needed to ensure hue has some chance to linear convert across | ||
#define DOPPLER_NIGHT_VISION_POWER_MIN 4.5 | ||
/// the maximum percentage. for reference, low-light adapted eyes (icecats and ashwalkers) have 30. | ||
#define DOPPLER_NIGHT_VISION_POWER_MAX 9 | ||
/// percentage of the NIGHT_VISION_POWER_MAX increase that is applied for eyes with low innate flash protection (photophobia quirk/moth eyes). At 0.75, this raises NV to 22.5 at hypersensitive flash_protect. | ||
#define DOPPLER_NIGHT_VISION_SENSITIVITY_MULT 0.75 |
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Original file line number | Diff line number | Diff line change |
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//// | ||
// Skills | ||
//// | ||
/// trait that lets you do xenoarch magnification | ||
#define TRAIT_XENOARCH_QUALIFIED "trait_xenoarch_qualified" | ||
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/// Traits granted by glassblowing | ||
#define TRAIT_GLASSBLOWING "glassblowing" | ||
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/// Trait that is applied whenever someone or something is glassblowing | ||
#define TRAIT_CURRENTLY_GLASSBLOWING "currently_glassblowing" | ||
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//// | ||
// Species | ||
//// | ||
/// Trait for hemophages particularly! | ||
#define TRAIT_OXYIMMUNE "oxyimmune" // Immune to oxygen damage, ideally give this to all non-breathing species or bad stuff will happen | ||
/// Trait that defines if an android species type is charging their cell | ||
#define TRAIT_CHARGING "charging" | ||
/// Trait which lets species pick from a list of animal traits, used by genemod + subtypes and anthromorphs | ||
#define TRAIT_ANIMALISTIC "animalistic" | ||
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// Green blood traits | ||
#define TRAIT_GREEN_BLOOD "green_blood" | ||
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// Blue blood traits | ||
#define TRAIT_BLUE_BLOOD "blue_blood" | ||
// Trait that lets golems put stone limbs back on | ||
#define TRAIT_GOLEM_LIMBATTACHMENT "golem_limbattachment" | ||
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//// | ||
// Quirks | ||
//// | ||
/// Trait for extra language point. | ||
#define TRAIT_LINGUIST "linguist" | ||
/// Trait for the excitable quirk, woof! | ||
#define TRAIT_EXCITABLE "wagwag" | ||
/// Trait for if you are left handed | ||
#define TRAIT_LEFT_HANDED "left_handed" | ||
/// Trait for people with the cybernetic quirk | ||
#define TRAIT_PERMITTED_CYBERNETIC "permitted_cybernetic" | ||
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//// | ||
// Jobs | ||
//// | ||
/// Given to the detective, if they have this, they can see syndicate special descriptions. | ||
#define TRAIT_DETECTIVE "detective_ability" | ||
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||
//// | ||
// Reagents | ||
//// | ||
/// Trait that was granted by a reagent. | ||
#define REAGENT_TRAIT "reagent" | ||
/// Trait that changes the ending effects of twitch leaving your system | ||
#define TRAIT_TWITCH_ADAPTED "twitch_adapted" | ||
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//// | ||
// Wounds | ||
//// | ||
/// When someone is fixing electrical damage, this trait is set and prevents the wound from worsening. | ||
// We use a trait to avoid erronous setting of a variable to false if two people are repairing and one stops. | ||
#define TRAIT_ELECTRICAL_DAMAGE_REPAIRING "electrical_damage_repairing" |
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