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29ecfa47bf
GENETICS
The random hexadecimal rng game has been replaced with gene sequencing from goon.
Adds mutation activators and mutators
You can now store mutations
Everyone now has their own set of unique mutations
Limited mutations per person to 8 (including one always being monkey)
Adds race specific mutations (See fire breathing for lizads)
You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by
Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences
Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)
Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength
cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
82 lines
2.5 KiB
Plaintext
82 lines
2.5 KiB
Plaintext
//Nearsightedness restricts your vision by several tiles.
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/datum/mutation/human/nearsight
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name = "Near Sightness"
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desc = "The holder of this mutation has poor eyesight."
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quality = MINOR_NEGATIVE
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text_gain_indication = "<span class='danger'>You can't see very well.</span>"
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/datum/mutation/human/nearsight/on_acquiring(mob/living/carbon/human/owner)
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if(..())
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return
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owner.become_nearsighted(GENETIC_MUTATION)
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/datum/mutation/human/nearsight/on_losing(mob/living/carbon/human/owner)
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if(..())
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return
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owner.cure_nearsighted(GENETIC_MUTATION)
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//Blind makes you blind. Who knew?
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/datum/mutation/human/blind
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name = "Blindness"
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desc = "Renders the subject completely blind."
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quality = NEGATIVE
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text_gain_indication = "<span class='danger'>You can't seem to see anything.</span>"
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/datum/mutation/human/blind/on_acquiring(mob/living/carbon/human/owner)
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if(..())
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return
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owner.become_blind(GENETIC_MUTATION)
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/datum/mutation/human/blind/on_losing(mob/living/carbon/human/owner)
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if(..())
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return
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owner.cure_blind(GENETIC_MUTATION)
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//X-ray Vision lets you see through walls.
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/datum/mutation/human/x_ray
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name = "X Ray Vision"
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desc = "A strange genome that allows the user to see between the spaces of walls." //actual x-ray would mean you'd constantly be blasting rads, wich might be fun for later //hmb
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quality = POSITIVE
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difficulty = 18
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text_gain_indication = "<span class='notice'>The walls suddenly disappear!</span>"
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time_coeff = 2
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instability = 25
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/datum/mutation/human/x_ray/on_acquiring(mob/living/carbon/human/owner)
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if(..())
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return
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owner.add_trait(TRAIT_XRAY_VISION, GENETIC_MUTATION)
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owner.update_sight()
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/datum/mutation/human/x_ray/on_losing(mob/living/carbon/human/owner)
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if(..())
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return
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owner.remove_trait(TRAIT_XRAY_VISION, GENETIC_MUTATION)
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owner.update_sight()
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//Laser Eyes lets you shoot lasers from your eyes!
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/datum/mutation/human/laser_eyes
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name = "Laser Eyes"
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desc = "Reflects concentrated light back from the eyes."
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quality = POSITIVE
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locked = TRUE
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difficulty = 16
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text_gain_indication = "<span class='notice'>You feel pressure building up behind your eyes.</span>"
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layer_used = FRONT_MUTATIONS_LAYER
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limb_req = BODY_ZONE_HEAD
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/datum/mutation/human/laser_eyes/New()
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..()
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visual_indicators |= mutable_appearance('icons/effects/genetics.dmi', "lasereyes", -FRONT_MUTATIONS_LAYER)
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/datum/mutation/human/laser_eyes/get_visual_indicator()
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return visual_indicators[1]
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/datum/mutation/human/laser_eyes/on_ranged_attack(atom/target, mouseparams)
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if(owner.a_intent == INTENT_HARM)
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owner.LaserEyes(target, mouseparams)
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