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## About The Pull Request The recipes are locked behind a particular skillchip anyway. We might as well just use the framework for learnable recipes instead of relying on a particular trait with no other use to it. This also prevents these recipes from showing in the menu even if the requirements aren't met. ## Why It's Good For The Game See above. ## Changelog 🆑 refactor: Underwater basketweaving refactored so it doesn't show in the crafting menu unless you've the skillchip active. /🆑
50 lines
1.3 KiB
Plaintext
50 lines
1.3 KiB
Plaintext
/datum/crafting_recipe/papersack
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name = "Paper Sack"
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result = /obj/item/storage/box/papersack
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time = 1 SECONDS
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reqs = list(/obj/item/paper = 5)
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category = CAT_CONTAINERS
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/datum/crafting_recipe/sillycup
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name = "Paper Cup"
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result = /obj/item/reagent_containers/cup/glass/sillycup
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time = 1 SECONDS
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reqs = list(/obj/item/paper = 2)
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category = CAT_CONTAINERS
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/datum/crafting_recipe/boh
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name = "Bag of Holding"
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reqs = list(
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/obj/item/bag_of_holding_inert = 1,
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/obj/item/assembly/signaler/anomaly/bluespace = 1,
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)
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result = /obj/item/storage/backpack/holding
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category = CAT_CONTAINERS
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/datum/crafting_recipe/underwater_basket
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name = "Underwater Basket (Bamboo)"
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reqs = list(
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/obj/item/stack/sheet/mineral/bamboo = 20
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)
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result = /obj/item/storage/basket
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category = CAT_CONTAINERS
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crafting_flags = parent_type::crafting_flags | CRAFT_MUST_BE_LEARNED
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steps = list(
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"master the art of underwater basketweaving",
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"be underwater"
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)
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/datum/crafting_recipe/underwater_basket/check_requirements(mob/user, list/collected_requirements)
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. = ..()
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var/turf/T = get_turf(user)
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if(istype(T, /turf/open/water))
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return TRUE
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var/obj/machinery/shower/S = locate() in T
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if(S?.actually_on)
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return TRUE
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//Same but with wheat
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/datum/crafting_recipe/underwater_basket/wheat
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name = "Underwater Basket (Wheat)"
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reqs = list(/obj/item/food/grown/wheat = 50)
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