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Not as scary as it looks attackby() to item_interaction() (#96795)
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@@ -50,7 +50,7 @@
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///wrapper for the tameable component addition so you can have non tamable cow subtypes
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/mob/living/basic/pig/proc/make_tameable()
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var/list/food_types = string_list(list(/obj/item/food/grown/carrot))
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var/list/food_types = string_list(list(/obj/item/food/grown/carrotlike/carrot))
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AddComponent(/datum/component/tameable, food_types = food_types, tame_chance = 25, bonus_tame_chance = 15)
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/mob/living/basic/pig/tamed(mob/living/tamer, atom/food)
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@@ -91,7 +91,7 @@
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var/list/feed_messages = list("[p_they()] nibbles happily.", "[p_they()] noms happily.")
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AddComponent(/datum/component/egg_layer,\
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/obj/item/surprise_egg,\
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list(/obj/item/food/grown/carrot),\
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list(/obj/item/food/grown/carrotlike/carrot),\
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feed_messages,\
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list("hides an egg.","scampers around suspiciously.","begins making a huge racket.","begins shuffling."),\
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initial_egg_amount,\
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@@ -58,7 +58,7 @@
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grant_actions_by_list(innate_actions)
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AddElement(/datum/element/simple_flying)
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var/list/food_types = string_list(list(/obj/item/food/grown/carrot))
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var/list/food_types = string_list(list(/obj/item/food/grown/carrotlike/carrot))
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AddComponent(/datum/component/tameable, food_types = food_types, tame_chance = 100)
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ADD_TRAIT(src, TRAIT_SPACEWALK, INNATE_TRAIT)
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on_hit_overlay = mutable_appearance(icon, "[icon_state]_crying")
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@@ -71,7 +71,7 @@
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if(!proximity_flag)
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return
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if(istype(attack_target, /obj/item/food/grown/carrot))
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if(istype(attack_target, /obj/item/food/grown/carrotlike/carrot))
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adjust_brute_loss(-5)
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to_chat(src, span_warning("You eat [attack_target]! It restores some health!"))
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qdel(attack_target)
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@@ -49,5 +49,5 @@
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/datum/ai_planning_subtree/find_and_hunt_target/carrot
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target_key = BB_LOW_PRIORITY_HUNTING_TARGET
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hunting_behavior = /datum/ai_behavior/hunt_target/interact_with_target/carrot
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hunt_targets = list(/obj/item/food/grown/carrot)
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hunt_targets = list(/obj/item/food/grown/carrotlike/carrot)
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hunt_range = 6
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