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