Refactors DNA Mutations; Refactors Mutations to use Traits (#15483)

* Refactors Mutations

* traits

* more work

* styling fix

* yet even more work

* oh hush

* almost there

* it continues yet further

* and that's genetics done

* and that's it folks

* last bit and golem fixup

* oof

* oops

* tweaks and fixes

* styling
This commit is contained in:
Fox McCloud
2021-02-21 16:25:19 -05:00
committed by GitHub
parent 324af7454c
commit 02b9445b9b
223 changed files with 2908 additions and 3049 deletions
@@ -19,7 +19,7 @@
L.buckled = 0
L.anchored = 0
L.forceMove(src)
L.mutations |= MUTE
ADD_TRAIT(L, TRAIT_MUTE, STATUE_MUTE)
max_integrity = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
intialTox = L.getToxLoss()
intialFire = L.getFireLoss()
@@ -68,7 +68,7 @@
for(var/mob/living/M in src)
M.forceMove(loc)
M.mutations -= MUTE
REMOVE_TRAIT(M, TRAIT_MUTE, STATUE_MUTE)
M.take_overall_damage((M.health - obj_integrity - 100),0) //any new damage the statue incurred is transfered to the mob
..()
+2 -2
View File
@@ -147,10 +147,10 @@
if(voice_mutation)
if(H.dna.GetSEState(voice_mutation))
H.dna.SetSEState(voice_mutation, FALSE)
genemutcheck(H, voice_mutation, null, MUTCHK_FORCED)
singlemutcheck(H, voice_mutation, MUTCHK_FORCED)
else
H.dna.SetSEState(voice_mutation, TRUE)
genemutcheck(H, voice_mutation, null, MUTCHK_FORCED)
singlemutcheck(H, voice_mutation, MUTCHK_FORCED)
if(voice_choice)
curse(user)