Plant port

Ported Sapbeans and Hardlight seeds (not the mobs) Dragonshark has made
Ported Tea plant, matcha recipes and tea recipes still not finished
Ported Meatwheat, Milkdew, Sweet breeze, Solarflower and Voltato
Ported self falling poisonous apple
Wont port mutation system changes, already chances in new code for random reagents, decided to wait with decision making plants randomly produce reagents or not, might have specific plants and/or random ones do it.
This commit is contained in:
Shadowfire
2020-02-24 17:47:35 +01:00
parent 1ed5de2ec7
commit 8cf7d72641
8 changed files with 244 additions and 3 deletions

View File

@@ -0,0 +1,174 @@
//////CHOMP PLANTS//////
/datum/seed/soybean/sapbean
name = "sapbean"
seed_name = "sapbean"
display_name = "sapbeans"
chems = list()
/datum/seed/soybean/sapbean/orange
name = "orangesapbean"
mutants = list("Purplesapbean","bluesapbean","blacksapbean")
chems = list("orangesap" = list(0,10))
/datum/seed/soybean/sapbean/purple
name = "purplesapbean"
mutants = list("Orangesapbean","bluesapbean","blacksapbean")
chems = list("purplesap" = list(0,10))
/datum/seed/soybean/sapbean/blue
name = "bluesapbean"
mutants = list("orangesapbean","purplesapbean","blacksapbean")
chems = list("bluesap" = list(0,10))
/datum/seed/soybean/sapbean/black //A bean with all the power but in so little quanitity
name = "blacksapbean"
chems = list("bluesap" = list(1,2),"orangesap" = list(1,2),"purplesap" = list(1,2))
/datum/seed/soybean/sapbean/orange/New()
..()
set_trait(TRAIT_PRODUCT_COLOUR,"#FF8700")
set_trait(TRAIT_PLANT_COLOUR,"#FF8700")
/datum/seed/soybean/sapbean/purple/New()
..()
set_trait(TRAIT_PRODUCT_COLOUR,"#FF00FF")
set_trait(TRAIT_PLANT_COLOUR,"#FF00FF")
/datum/seed/soybean/sapbean/blue/New()
..()
set_trait(TRAIT_PRODUCT_COLOUR,"#0000FF")
set_trait(TRAIT_PLANT_COLOUR,"#0000FF")
/datum/seed/soybean/sapbean/black/New() //the only real positive is that its 1 plant to care for rather than 3
..()
set_trait(TRAIT_PRODUCT_ICON,"treefruit")
set_trait(TRAIT_PRODUCT_COLOUR,"#333333")
set_trait(TRAIT_PLANT_COLOUR,"#333333")
set_trait(TRAIT_PRODUCTION,3)
set_trait(TRAIT_MATURATION,8)
set_trait(TRAIT_POTENCY,10)
set_trait(TRAIT_YIELD,2)
//Adding self harvesting apples which contain poison and can mutate into poisonapples
/datum/seed/apple/falling
name = "fallingapple"
mutants = list("poisonapple")
can_self_harvest = 1
chems = list("nutriment" = list(1,5),"applejuice" = list(5,10),"cyanide" = list(1,3))
/datum/seed/wheat/meatwheat
name = "meatwheat"
seed_name = "meatwheat"
display_name = "meatwheat stalks"
mutants = null
chems = list("nutriment" = list(1,25), "protein" = list(4,10))
/datum/seed/wheat/meatwheat/New()
..()
set_trait(TRAIT_PRODUCT_COLOUR,"#440000")
/datum/seed/potato/voltato
name = "voltato"
seed_name = "voltato"
display_name = "voltatos"
chems = list("nutriment" = list(1,10), "shockchem" = list(0,10))
mutants = null
/datum/seed/potato/voltato/New()
..()
set_trait(TRAIT_PRODUCT_COLOUR,"#E4EC2F")
set_trait(TRAIT_POTENCY,30)
set_trait(TRAIT_MATURATION,12)
set_trait(TRAIT_PRODUCTION,3)
set_trait(TRAIT_YIELD,3)
/datum/seed/flower/sunflower/solarflower
name = "solarflower"
seed_name = "solarflower"
display_name = "solarflowers"
mutants = null
/datum/seed/flower/sunflower/solarflower/New()
..()
set_trait(TRAIT_PRODUCT_COLOUR,"#4466b3")
set_trait(TRAIT_BIOLUM,1)
set_trait(TRAIT_BIOLUM_COLOUR,"#4e74cc")
set_trait(TRAIT_POTENCY,25)
set_trait(TRAIT_MATURATION,10)
set_trait(TRAIT_YIELD,1)
set_trait(TRAIT_SPREAD,1)
/datum/seed/flower/lavender/milkdew
name = "milkdew"
seed_name = "milk dew"
display_name = "milk dew"
chems = list("nutriment" = list(1,10), "milk" = list(4,5))
mutants = list("sweetbreeze")
/datum/seed/flower/lavender/milkdew/New()
..()
set_trait(TRAIT_PRODUCT_COLOUR,"#DFDFDF")
set_trait(TRAIT_POTENCY,5)
set_trait(TRAIT_YIELD,3)
/datum/seed/flower/lavender/sweetbreeze
name = "sweetbreeze"
seed_name = "sweet breeze"
display_name = "sweet breeze"
chems = list("nutriment" = list(1,10), "serazine" = list(1,10))
mutants = null
/datum/seed/flower/lavender/sweetbreeze/New()
..()
set_trait(TRAIT_PRODUCT_COLOUR,"#df9898")
set_trait(TRAIT_POTENCY,10)
set_trait(TRAIT_MATURATION,20)
set_trait(TRAIT_PRODUCTION,7)
set_trait(TRAIT_YIELD,3)
// Tea plants/variants.
/datum/seed/tea
name = "tea"
seed_name = "tea"
display_name = "tea plant"
chems = list("teamush" = list(3,10))
mutants = null
kitchen_tag = "tea"
/datum/seed/tea/New()
..()
set_trait(TRAIT_HARVEST_REPEAT,1)
set_trait(TRAIT_MATURATION,5)
set_trait(TRAIT_PRODUCTION,5)
set_trait(TRAIT_YIELD,6)
set_trait(TRAIT_POTENCY,20)
set_trait(TRAIT_PRODUCT_ICON,"tea")
set_trait(TRAIT_PRODUCT_COLOUR,"#b7e496")
set_trait(TRAIT_PLANT_COLOUR,"#b7e496")
set_trait(TRAIT_PLANT_ICON,"bush4")
set_trait(TRAIT_IDEAL_HEAT, 298)
set_trait(TRAIT_IDEAL_LIGHT, 7)
set_trait(TRAIT_WATER_CONSUMPTION, 6)
set_trait(TRAIT_NUTRIENT_CONSUMPTION, 0.25)
/datum/seed/hardlightseed //WIP: havent ported the mob and such yet, best someone more keen on these mobs does it - Jack
name = "Type NULL Hardlight Generator"
seed_name = "Biomechanical Hardlight generator seed"
display_name = "Biomechanical Hardlight stem"
mutants = null
can_self_harvest = 1
has_mob_product = null
/datum/seed/hardlightseed/New()
..()
set_trait(TRAIT_IMMUTABLE,1) //Normal genetics wont be able to do much with the mechanical parts, its more a machine than a real plant
set_trait(TRAIT_MATURATION,1)
set_trait(TRAIT_PRODUCTION,1)
set_trait(TRAIT_YIELD,1)
set_trait(TRAIT_POTENCY,1)
set_trait(TRAIT_PRODUCT_ICON,"alien4")
set_trait(TRAIT_PRODUCT_COLOUR,"#00FFFF")
set_trait(TRAIT_PLANT_COLOUR,"#00FFFF")
set_trait(TRAIT_PLANT_ICON,"alien4") //spooky pods
set_trait(TRAIT_IDEAL_HEAT, 283)
set_trait(TRAIT_NUTRIENT_CONSUMPTION, 0)
set_trait(TRAIT_WATER_CONSUMPTION, 0)