Generalizes lizard parts to "features" for future non-lizard fields, at the same time merging mutant color into this list

Random lizard bodies will finally have color!

Pushes features almost all the way to the DNA side of thing, the mob side is only needed during character creation.

Note that changes to the save file will invoke a one time per character runtime for legacy characters as the save file purges mutant_color, this is as far as I can tell harmless, has no effect on the player, and is self correcting.
This commit is contained in:
Incoming
2015-06-12 00:43:35 -04:00
parent bff351c555
commit 595bb0c8e4
21 changed files with 91 additions and 111 deletions

View File

@@ -260,8 +260,7 @@ var/record_id_num = 1001
L.fields["enzymes"] = H.dna.struc_enzymes
L.fields["identity"] = H.dna.uni_identity
L.fields["species"] = H.dna.species.type
L.fields["mcolor"] = H.dna.mutant_color
L.fields["lizard_parts"]= H.dna.lizard_parts
L.fields["features"] = H.dna.features
L.fields["image"] = image
locked += L
return
@@ -273,7 +272,7 @@ var/record_id_num = 1001
photo = icon("icon" = 'icons/mob/human.dmi', "icon_state" = "[H.skin_tone]_[g]_s")
else
photo = icon("icon" = 'icons/mob/human.dmi', "icon_state" = "[H.dna.species.id]_[g]_s")
photo.Blend("#[H.dna.mutant_color]", ICON_MULTIPLY)
photo.Blend("#[H.dna.features["mcolor"]]", ICON_MULTIPLY)
var/icon/eyes_s
if(EYECOLOR in H.dna.species.specflags)