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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
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@@ -194,9 +194,9 @@
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H.set_species(mob_species)
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if(husk)
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H.ChangeToHusk()
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H.Drain()
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else //Because for some reason I can't track down, things are getting turned into husks even if husk = false. It's in some damage proc somewhere.
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H.mutations.Remove(HUSK)
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H.cure_husk()
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H.underwear = "Nude"
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H.undershirt = "Nude"
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H.socks = "Nude"
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@@ -76,9 +76,11 @@
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if("Power")
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to_chat(user, "<B>Your wish is granted, but at a terrible cost...</B>")
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to_chat(user, "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart.")
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user.mutations.Add(LASER)
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user.mutations.Add(COLDRES)
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user.mutations.Add(XRAY)
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ADD_TRAIT(user, TRAIT_LASEREYES, "ww_wishgranter")
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user.dna.SetSEState(GLOB.fireblock, TRUE)
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singlemutcheck(user, GLOB.fireblock, MUTCHK_FORCED)
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user.dna.SetSEState(GLOB.xrayblock, TRUE)
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singlemutcheck(user, GLOB.xrayblock, MUTCHK_FORCED)
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if(ishuman(user))
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var/mob/living/carbon/human/human = user
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if(!isshadowperson(human))
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