// Watermelon /obj/item/seeds/watermelon name = "watermelon seed pack" desc = "These seeds grow into watermelon plants." icon_state = "seed-watermelon" species = "watermelon" plantname = "Watermelon Vines" product = /obj/item/food/grown/watermelon lifespan = 50 endurance = 40 instability = 20 growing_icon = 'icons/obj/service/hydroponics/growing_fruits.dmi' icon_dead = "watermelon-dead" genes = list(/datum/plant_gene/trait/repeated_harvest) mutatelist = list(/obj/item/seeds/watermelon/holy, /obj/item/seeds/watermelon/barrel) reagents_add = list(/datum/reagent/water = 0.2, /datum/reagent/consumable/nutriment/vitamin = 0.04, /datum/reagent/consumable/nutriment = 0.2) /obj/item/seeds/watermelon/suicide_act(mob/living/user) user.visible_message(span_suicide("[user] is swallowing [src]! It looks like [user.p_theyre()] trying to commit suicide!")) user.gib(DROP_ALL_REMAINS) new product(drop_location()) qdel(src) return MANUAL_SUICIDE /obj/item/food/grown/watermelon seed = /obj/item/seeds/watermelon name = "watermelon" desc = "It's full of watery goodness." icon_state = "watermelon" inhand_icon_state = "watermelon" bite_consumption_mod = 2 w_class = WEIGHT_CLASS_NORMAL foodtypes = FRUIT wine_power = 40 /obj/item/food/grown/watermelon/juice_typepath() return /datum/reagent/consumable/watermelonjuice /obj/item/food/grown/watermelon/make_processable() AddElement(/datum/element/processable, TOOL_KNIFE, /obj/item/food/watermelonslice, 5, 20, screentip_verb = "Slice", sound_to_play = SFX_KNIFE_SLICE) /obj/item/food/grown/watermelon/make_dryable() return //No drying /obj/item/food/grown/watermelon/attackby(obj/item/I, mob/user, list/modifiers, list/attack_modifiers) if(!istype(I, /obj/item/kitchen/spoon)) return ..() var/melon_pulp_count = 1 if(seed) melon_pulp_count += round(seed.potency / 25) user.balloon_alert(user, "scooped out [melon_pulp_count] pulp(s)") for(var/i in 1 to melon_pulp_count) new /obj/item/food/watermelonmush(user.loc) /// The piece of armour melon turns into; either chetsplate or helmet var/obj/item/clothing/melon_armour /// Chance for the armour to be a chestplate instead of the helmet var/melon_chestplate_chance = (max(0, seed.potency - 50) / 50) if (prob(melon_chestplate_chance)) if(seed.resistance_flags & FIRE_PROOF) melon_armour = new /obj/item/clothing/suit/armor/durability/watermelon/fire_resist else melon_armour = new /obj/item/clothing/suit/armor/durability/watermelon to_chat(user, span_notice("You hollow the melon into a helmet with [I].")) else if(seed.resistance_flags & FIRE_PROOF) melon_armour = new /obj/item/clothing/head/helmet/durability/watermelon/fire_resist else melon_armour = new /obj/item/clothing/head/helmet/durability/watermelon to_chat(user, span_notice("You hollow the melon into a chestplate with [I].")) remove_item_from_storage(user) qdel(src) user.put_in_hands(melon_armour) // Holymelon /obj/item/seeds/watermelon/holy name = "holymelon seed pack" desc = "These seeds grow into holymelon plants." icon_state = "seed-holymelon" species = "holymelon" plantname = "Holy Melon Vines" product = /obj/item/food/grown/holymelon genes = list(/datum/plant_gene/trait/glow/yellow, /datum/plant_gene/trait/anti_magic) mutatelist = null reagents_add = list(/datum/reagent/water/holywater = 0.2, /datum/reagent/consumable/nutriment/vitamin = 0.04, /datum/reagent/consumable/nutriment = 0.1) rarity = PLANT_MODERATELY_RARE graft_gene = /datum/plant_gene/trait/glow/yellow /obj/item/food/grown/holymelon seed = /obj/item/seeds/watermelon/holy name = "holymelon" desc = "The water within this melon has been blessed by some deity that's particularly fond of watermelon." icon_state = "holymelon" inhand_icon_state = "holymelon" bite_consumption_mod = 2 w_class = WEIGHT_CLASS_NORMAL foodtypes = FRUIT wine_power = 70 //Water to wine, baby. wine_flavor = "divinity" /obj/item/food/grown/holymelon/juice_typepath() return /datum/reagent/water/holywater /obj/item/food/grown/holymelon/make_processable() AddElement(/datum/element/processable, TOOL_KNIFE, /obj/item/food/holymelonslice, 5, 20, screentip_verb = "Slice", sound_to_play = SFX_KNIFE_SLICE) /obj/item/food/grown/holymelon/make_dryable() return //No drying /obj/item/food/grown/holymelon/make_edible() . = ..() AddComponentFrom(SOURCE_EDIBLE_INNATE, /datum/component/edible, check_liked = CALLBACK(src, PROC_REF(check_holyness))) /obj/item/food/grown/holymelon/attackby(obj/item/I, mob/user, list/modifiers, list/attack_modifiers) if(!istype(I, /obj/item/kitchen/spoon)) return ..() var/holymelon_pulp_count = 1 if(seed) holymelon_pulp_count += round(seed.potency / 25) user.balloon_alert(user, "scooped out [holymelon_pulp_count] pulp(s)") for(var/i in 1 to holymelon_pulp_count) new /obj/item/food/holymelonmush(user.loc) /// The piece of armour holymelon turns into; either chetsplate or helmet var/obj/item/clothing/holymelon_armour /// Chance for the armour to be a chestplate instead of the helmet var/holymelon_chestplate_chance = (max(0, seed.potency - 50) / 50) if (prob(holymelon_chestplate_chance)) if(seed.resistance_flags & FIRE_PROOF) holymelon_armour = new /obj/item/clothing/suit/armor/durability/holymelon/fire_resist else holymelon_armour = new /obj/item/clothing/suit/armor/durability/holymelon to_chat(user, span_notice("You hollow the holymelon into a helmet with [I].")) else if(seed.resistance_flags & FIRE_PROOF) holymelon_armour = new /obj/item/clothing/head/helmet/durability/holymelon/fire_resist else holymelon_armour = new /obj/item/clothing/head/helmet/durability/holymelon to_chat(user, span_notice("You hollow the holymelon into a chestplate with [I].")) remove_item_from_storage(user) qdel(src) user.put_in_hands(holymelon_armour) /* * Callback to be used with the edible component. * Checks whether or not the person eating the holymelon * is a holy_role (chaplain), as chaplains love holymelons. */ /obj/item/food/grown/holymelon/proc/check_holyness(mob/mob_eating) if(!ishuman(mob_eating)) return var/mob/living/carbon/human/holy_person = mob_eating if(!holy_person.mind?.holy_role || HAS_TRAIT(holy_person, TRAIT_AGEUSIA)) return to_chat(holy_person, span_notice("Truly, a piece of heaven!")) holy_person.add_mood_event("Divine_chew", /datum/mood_event/holy_consumption) return FOOD_LIKED /// Barrel melon Seeds /obj/item/seeds/watermelon/barrel name = "barrelmelon seed pack" desc = "These seeds grow into barrelmelon plants." icon_state = "seed-barrelmelon" species = "barrelmelon" plantname = "Barrel Melon Vines" product = /obj/item/food/grown/barrelmelon genes = list(/datum/plant_gene/trait/brewing) mutatelist = null reagents_add = list(/datum/reagent/consumable/ethanol/ale = 0.2, /datum/reagent/consumable/nutriment = 0.1) rarity = 10 graft_gene = /datum/plant_gene/trait/brewing /// Barrel melon Fruit /obj/item/food/grown/barrelmelon seed = /obj/item/seeds/watermelon/barrel name = "barrelmelon" desc = "The nutriments within this melon have been compressed and fermented into rich alcohol." icon_state = "barrelmelon" inhand_icon_state = "barrelmelon" distill_reagent = /datum/reagent/medicine/antihol //You can call it a integer overflow. /obj/item/food/grown/barrelmelon/make_processable() AddElement(/datum/element/processable, TOOL_KNIFE, /obj/item/food/barrelmelonslice, 5, 20, screentip_verb = "Chop") /obj/item/food/grown/barrelmelon/attackby(obj/item/I, mob/user, list/modifiers, list/attack_modifiers) if(!istype(I, /obj/item/kitchen/spoon)) return ..() var/barrelmelon_pulp_count = 1 if(seed) barrelmelon_pulp_count += round(seed.potency / 25) user.balloon_alert(user, "scooped out [barrelmelon_pulp_count] pulp(s)") for(var/i in 1 to barrelmelon_pulp_count) new /obj/item/food/barrelmelonmush(user.loc) /// The piece of armour barrelmelon turns into; either chetsplate or helmet var/obj/item/clothing/barrelmelon_armour /// Chance for the armour to be a chestplate instead of the helmet var/barrelmelon_chestplate_chance = (max(0, seed.potency - 50) / 50) if (prob(barrelmelon_chestplate_chance)) if(seed.resistance_flags & FIRE_PROOF) barrelmelon_armour = new /obj/item/clothing/suit/armor/durability/barrelmelon/fire_resist else barrelmelon_armour = new /obj/item/clothing/suit/armor/durability/barrelmelon to_chat(user, span_notice("You hollow the barrelmelon into a helmet with [I].")) else if(seed.resistance_flags & FIRE_PROOF) barrelmelon_armour = new /obj/item/clothing/head/helmet/durability/barrelmelon/fire_resist else barrelmelon_armour = new /obj/item/clothing/head/helmet/durability/barrelmelon to_chat(user, span_notice("You hollow the barrelmelon into a chestplate with [I].")) remove_item_from_storage(user) qdel(src) user.put_in_hands(barrelmelon_armour)