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[Ready] Adds 5 new negative/minor negative mutations, mutation conflict system #42524
[Ready] Adds 5 new negative/minor negative mutations, mutation conflict system #42524
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also adds a mutation conflict system
A general solution to this is recipe system |
Until there are mutations that would actually benefit from a system like that, I see no point. Plus I think that powers should prevent other powers when they conflict rather than be overwritten, because if they were to overwrite you could just swap powers on the fly with injectors. |
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notes to self
Negative Mutations lower instability right? Allowing you to take more powers with the more negative ones you have? |
No, they simply add 0 instability as a general rule. |
I think it would be pretty funny if this and Clumsy were made into Quirks in addition to mutations (since we already have some mutation/quirk duos like Blindness), but maybe I'm just a bit too eccentric to want this to be a thing. |
Does this still add the mutation to the discovered mutations? Otherwise people are gonna be confused with what they did wrong with sequence solving |
Good question. I believe it shouldn't affect that but I could be wrong, haven't looked at the code for that |
Looks like it doesn’t discover judging by code. I guess not having your subject have alot of mutations might be a good solution, because bypassing this will be a pain codewise |
I assume Spastic ignores Pacifism when punching people? |
Also it would be funny if every time someone got cured from a mutation that has a conflict, there is a chance (maybe low, maybe 50) it gets the conflicting mutation. Like.. Had Gigantism? You are now Dwarf. |
Not sure if there's a clean way to do that due to the way pacifism works, sadly |
…genetics-negatives-bundle # Conflicts: # code/__DEFINES/DNA.dm # code/game/objects/items/dna_injector.dm
and a message given to the subject when a mutation fails to manifest because of conflicts
Should be good to go. Tested on a local server |
So are disabilities gonna increase stability some time? |
maybe |
🆑
add: New system in genetics: Conflicting mutations. Some mutations will not allow others to activate. Example - If you have mutation A, and it conflicts with B, then B will never activate until you get rid of mutation A (and visa versa). The only mutations to currently use this are Dwarfism and Gigantism. Speaking of which...
add: New minor negative mutation: Gigantism. Opposite of dwarfism, makes you larger.
add: New disability: Spastic. You will randomly take a step in a random direction, will randomly change intent, and will randomly try to click on somebody near you (which can hug them, punch them, use whatever is in your hand on them, etc).
add: New disability: Acid flesh. Pockets of acid bubble beneath your skin. They will occasionally pop, coating you with acid. This will melt clothes and deal damage to you.
add: New disability: Spatial Instability. You will randomly teleport, similar to a wizard's blink teleport. This is a very nauseating process, and will inevitably make you very sick if you don't rid yourself of it.
add: New disability: Two Left Feet. Your right foot becomes a second left foot. You take longer to get up from stuns.
/:cl:
Will probably add combination-only powers that use these as components in future PRs.