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Offline HigurashiTopic starter

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Unburrowing removes mutation status for PU/TU purposes. http://elementscommunity.org/forum/index.php?topic=59802.msg1208197#msg1208197
« on: October 02, 2015, 07:22:33 pm »
Title says most of it. Get a mutant with burrow from Mutation, burrow it, unburrow it and PU it. You'll end up with the exact same creature, stats and ability, which is impossible with a real mutant.
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Offline serprex

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Re: Unburrowing removes mutation status for PU/TU purposes. http://elementscommunity.org/forum/index.php?topic=59802.msg1208266#msg1208266
« Reply #1 on: October 02, 2015, 09:39:28 pm »
Does it also remove airborne?

Offline HigurashiTopic starter

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Re: Unburrowing removes mutation status for PU/TU purposes. http://elementscommunity.org/forum/index.php?topic=59802.msg1208390#msg1208390
« Reply #2 on: October 03, 2015, 05:01:14 pm »
Yet to test. I got a cute toadie.
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Offline andretimpa

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Re: Unburrowing removes mutation status for PU/TU purposes. http://elementscommunity.org/forum/index.php?topic=59802.msg1220907#msg1220907
« Reply #3 on: January 22, 2016, 12:45:54 pm »
Here, have some screenies

Spoiler for Hidden:



As you can see, when the creature unburrows it has no longer 'mutation', which is what PU uses.

I managed to spot the offending part in the code

Spoiler for Hidden:
Code: [Select]
        if (skill == "burrow") {
            eval (targete).instantfx.gotoAndPlay("burrow");
            eval (targete).statu = "invulnerable";
            eval (targete).skill = "unburrow";
            eval (targete).skillcost = 0;
            eval (targete).burrow = 1;
            if ((eval (targete).costelement == 2) or (eval (targete).costelement == 11)) {
                eval (targete).atknow = Math.floor((eval (targete).atknow - _root.nightfall) / 2) + _root.nightfall;
            } else {
                eval (targete).atknow = Math.floor(eval (targete).atknow / 2);
            }
        } else if ((skill == "unburrow") and ((_root.rethp() < (_root.monitor.dmge() + 10)) or (_root.level == "pvp"))) {
            eval (targete).burrow = 0;
            eval (targete).instantfx.gotoAndPlay("burrow");
            eval (targete).statu = "";
            eval (targete).skill = "burrow";
            eval (targete).skillcost = 1;
            if ((eval (targete).costelement == 2) or (eval (targete).costelement == 11)) {
                eval (targete).atknow = ((eval (targete).atknow - _root.nightfall) * 2) + _root.nightfall;
            } else {
                eval (targete).atknow = eval (targete).atknow * 2;
            }

To make the burrowed creature immune to CC, its status is set to 'invunerable'. However, mutation is also a status so it gets overwritten. When you unburrow and 'invunerable' is removed, the creature goes back to have neither 'mutation' nor 'invunerable'.

This is looks like something left over from an older status system, as things like adrenaline and poison are treated separately.
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blarg: