should be ready.
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@@ -21,7 +21,7 @@
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to_chat(quirk_holder, gain_text)
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quirk_holder.roundstart_quirks += src
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if(mob_trait)
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quirk_holder.add_trait(mob_trait, ROUNDSTART_TRAIT)
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ADD_TRAIT(quirk_holder, mob_trait, ROUNDSTART_TRAIT)
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START_PROCESSING(SSquirks, src)
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add()
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if(spawn_effects)
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@@ -35,7 +35,7 @@
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to_chat(quirk_holder, lose_text)
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quirk_holder.roundstart_quirks -= src
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if(mob_trait)
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quirk_holder.remove_trait(mob_trait, ROUNDSTART_TRAIT, TRUE)
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REMOVE_TRAIT(quirk_holder, mob_trait, ROUNDSTART_TRAIT)
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SSquirks.quirk_objects -= src
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return ..()
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@@ -43,8 +43,8 @@
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quirk_holder.roundstart_quirks -= src
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to_mob.roundstart_quirks += src
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if(mob_trait)
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quirk_holder.remove_trait(mob_trait, ROUNDSTART_TRAIT)
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to_mob.add_trait(mob_trait, ROUNDSTART_TRAIT)
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REMOVE_TRAIT(quirk_holder, mob_trait, ROUNDSTART_TRAIT)
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ADD_TRAIT(to_mob, mob_trait, ROUNDSTART_TRAIT)
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quirk_holder = to_mob
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on_transfer()
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@@ -111,7 +111,7 @@ Use this as a guideline
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mob_trait = TRAIT_NEARSIGHT
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///This define is in __DEFINES/traits.dm and is the actual "trait" that the game tracks
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///You'll need to use "has_trait(X, sources)" checks around the code to check this; for instance, the Ageusia trait is checked in taste code
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///You'll need to use "HAS_TRAIT_FROM(src, X, sources)" checks around the code to check this; for instance, the Ageusia trait is checked in taste code
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///If you need help finding where to put it, the declaration finder on GitHub is the best way to locate it
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gain_text = "<span class='danger'>Things far away from you start looking blurry.</span>"
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