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## About The Pull Request Say hello to my little friend: cocaine rework; new recipes, no toxin damage, movement speed buff is back (but weaker). ## Why It's Good For The Game Cocaine as it stand is useless, except as a very potent poison - the nerf to it made it both poisonous and rather useless. - There's 0 reason to make it except to poison someone or immediately ship it off to cargo. This PR aims to bring cocaine back to its former glory (of actually being an usable drug) but now requiring a rather advanced chem (nitric acid) to make it, and making the whole production process more expensive and complex. ## Proof Of Testing I complied and tested it locally, i swear :3 ## Changelog 🆑 add: new reagents - coca powder add: new reagent - toxic coca paste intermediary add: recipes for cocaine and crack changed a lot, now a multi-step process add: cocaine is a painkiller now, as it is back on Earth balance: cocaine is worthwhile to make again and not laced, but much harder to make balance: you cant stack cocaine and crack in yourself balance: crack is stronger than cocaine but has lower OD (15) fix: cooling cocaine into powder no longer deletes half of it /🆑
25 lines
1.0 KiB
Plaintext
25 lines
1.0 KiB
Plaintext
/obj/item/seeds/cocaleaf
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name = "coca leaf seed pack"
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desc = "These seeds grow into coca shrubs. They make you feel energized just looking at them..."
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icon = 'modular_skyrat/master_files/icons/obj/hydroponics/seeds.dmi'
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growing_icon = 'modular_skyrat/master_files/icons/obj/hydroponics/growing.dmi'
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icon_state = "seed-cocoleaf"
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species = "cocoleaf"
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plantname = "Coca Leaves"
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maturation = 8
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potency = 20
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growthstages = 1
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product = /obj/item/food/grown/cocaleaf
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mutatelist = list()
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reagents_add = list(/datum/reagent/drug/coca_powder = 0.3, /datum/reagent/consumable/nutriment = 0.15)
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/obj/item/food/grown/cocaleaf
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seed = /obj/item/seeds/cocaleaf
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name = "coca leaf"
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desc = "A leaf of the coca shrub, which contains a potent psychoactive alkaloid known as 'cocaine'."
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icon = 'modular_skyrat/master_files/icons/obj/hydroponics/harvest.dmi'
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icon_state = "cocoleaf"
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foodtypes = FRUIT //i guess? i mean it grows on trees...
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tastes = list("leaves" = 1)
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distill_reagent = /datum/reagent/consumable/ethanol/sins_delight //Cocaine is one hell of a sin.
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