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TG: -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not
have indicators like trays do! Watch your plants carefully! -Added money trees. When life gives you lemons, mutate them into cash. -RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield. -Raised the passive species-mutation chance slightly. -Fixed a goof I made before when I was editing poppies. Woops. -Changed the name of "Generic Weeds". -Normalized grass harvests. -Couple of typo fixes. -Updooted my changelog. Revision: r3495 Author: d_h2...@yahoo.com
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@@ -1,5 +1,5 @@
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/obj/item/weapon/gun/energy/ionrifle
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name = "\improper Ion Rifle"
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name = "ion rifle"
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desc = "A man portable anti-armor weapon designed to disable mechanical threats"
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icon_state = "ionrifle"
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fire_sound = 'Laser.ogg'
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@@ -12,7 +12,7 @@
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/obj/item/weapon/gun/energy/decloner
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name = "\improper Biological Demolecularisor"
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name = "biological demolecularisor"
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desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
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icon_state = "decloner"
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fire_sound = 'pulse3.ogg'
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@@ -21,7 +21,7 @@
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projectile_type = "/obj/item/projectile/energy/declone"
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obj/item/weapon/gun/energy/staff
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name = "\improper Staff of Change"
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name = "staff of change"
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desc = "an artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
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icon = 'gun.dmi'
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icon_state = "staffofchange"
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@@ -52,4 +52,53 @@ obj/item/weapon/gun/energy/staff
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if(!power_supply) return 0
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power_supply.give(200)
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update_icon()
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return 1
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return 1
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/obj/item/weapon/gun/energy/floragun
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name = "floral somatoray"
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desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
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icon_state = "floramut100"
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item_state = "gun"
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fire_sound = 'stealthoff.ogg'
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charge_cost = 100
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projectile_type = "/obj/item/projectile/energy/floramut"
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origin_tech = "materials=2;biotech=3;powerstorage=3"
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modifystate = "floramut"
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var/charge_tick = 0
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var/mode = 0 //0 = mutate, 1 = yield boost
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New()
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..()
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processing_objects.Add(src)
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Del()
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processing_objects.Remove(src)
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..()
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process()
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charge_tick++
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if(charge_tick < 4) return 0
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charge_tick = 0
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if(!power_supply) return 0
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power_supply.give(100)
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update_icon()
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return 1
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attack_self(mob/living/user as mob)
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switch(mode)
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if(0)
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mode = 1
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charge_cost = 100
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user << "\red The [src.name] is now set to increase yield."
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projectile_type = "/obj/item/projectile/energy/florayield"
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modifystate = "florayield"
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if(1)
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mode = 0
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charge_cost = 100
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user << "\red The [src.name] is now set to induce mutations."
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projectile_type = "/obj/item/projectile/energy/floramut"
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modifystate = "floramut"
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update_icon()
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return
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