using System.Collections.Generic; using ACE.Server.WorldObjects; namespace ACE.Server.Entity.Mutations { public class MutationOutcome { public List EffectLists = new List(); public bool TryMutate(WorldObject wo, double rng) { foreach (var effectList in EffectLists) { if (rng < effectList.Chance) return effectList.TryMutate(wo); } return false; } } }