/obj/effect/proc_holder/spell/genetic desc = "This spell inflicts a set of mutations and disabilities upon the target." var/list/active_on = list() var/list/traits = list() // traits var/list/mutations = list() // mutation defines. Set these in Initialize. Refactor this nonsense one day var/duration = 100 // deciseconds /obj/effect/proc_holder/spell/genetic/cast(list/targets, mob/user = usr) for(var/mob/living/target in targets) if(!target.dna) continue for(var/A in mutations) target.dna.SetSEState(A, TRUE) singlemutcheck(target, A, MUTCHK_FORCED) for(var/A in traits) ADD_TRAIT(target, A, MAGIC_TRAIT) active_on += target target.regenerate_icons() if(duration < base_cooldown) addtimer(CALLBACK(src, PROC_REF(remove), target), duration, TIMER_OVERRIDE|TIMER_UNIQUE) /obj/effect/proc_holder/spell/genetic/Destroy() for(var/V in active_on) remove(V) return ..() /obj/effect/proc_holder/spell/genetic/proc/remove(mob/living/carbon/target) active_on -= target if(!QDELETED(target)) for(var/A in mutations) target.dna.SetSEState(A, FALSE) singlemutcheck(target, A, MUTCHK_FORCED) for(var/A in traits) REMOVE_TRAIT(target, A, MAGIC_TRAIT) target.regenerate_icons()