Thread Rating:
  • 3 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[FEATURE] Infernal Contracts - A Chaplain Traitor Item/Admin Gimmick
#13
(05-15-2016, 02:18 PM)Noah Buttes Wrote:
(05-15-2016, 02:06 PM)ErikHanson Wrote:
(05-15-2016, 01:58 PM)Noah Buttes Wrote: It is shamefully hacky, but it's the best way I could think of to do it.

You could use the GetCopy() proc of the bioEffect to instantiate a local copy of the already existing bio effects, and then use those to apply them onto the new mobs, or you could simply do the following after you apply the new effects.


Code:
for(var/A in owner.bioholder.effects)
    var/datum/bioEffect/BF = A
    BF.curable_by_mutadone = 0
    BF.can_reclaim = 0
    BF.can_scramble = 0

Not all of the contracts will generate new mobs, some will modify existing mobs. I can't just loop through all the signees biomutations and make them immune to mutadone. What if a geneticist signs the contract?

If you're feeling lazy you can just say it's part of the cost.
Reply


Messages In This Thread
RE: [FEATURE] Infernal Contracts - A Chaplain Traitor Item/Admin Gimmick - by Camnui - 05-15-2016, 04:40 PM

Forum Jump:


Users browsing this thread: 9 Guest(s)