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merge conflict drinks.dmi
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@@ -175,7 +175,7 @@
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data["chosenPillStyle"] = chosenPillStyle
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data["isPillBottleLoaded"] = bottle ? 1 : 0
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if(bottle)
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GET_COMPONENT_FROM(STRB, /datum/component/storage, bottle)
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var/datum/component/storage/STRB = bottle.GetComponent(/datum/component/storage)
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data["pillBotContent"] = bottle.contents.len
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data["pillBotMaxContent"] = STRB.max_items
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@@ -263,7 +263,7 @@
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var/target_loc = bottle ? bottle : drop_location()
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var/drop_threshold = INFINITY
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if(bottle)
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GET_COMPONENT_FROM(STRB, /datum/component/storage, bottle)
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var/datum/component/storage/STRB = bottle.GetComponent(/datum/component/storage)
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if(STRB)
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drop_threshold = STRB.max_items - bottle.contents.len
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@@ -2296,6 +2296,29 @@ datum/reagent/consumable/ethanol/creme_de_coconut
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. = 1
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return ..()
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/datum/reagent/consumable/ethanol/commander_and_chief
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name = "Commander and Chief"
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id = "commander_and_chief"
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description = "A cocktail for the captain on the go."
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color = "#ffffc9"
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boozepwr = 50
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quality = DRINK_FANTASTIC
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taste_description = "Tastes like...duty and responsibility?"
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glass_icon_state = "commander_and_chief"
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glass_name = "Commander and Chief"
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glass_desc = "The gems of this majestic chalice represent the departments and their Heads."
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/datum/reagent/consumable/ethanol/commander_and_chief/on_mob_life(mob/living/carbon/M)
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if(M.mind && HAS_TRAIT(M.mind, TRAIT_CAPTAIN_METABOLISM))
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M.heal_bodypart_damage(2,2,2)
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M.adjustBruteLoss(-3.5,0)
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M.adjustOxyLoss(-3.5,0)
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M.adjustFireLoss(-3.5,0)
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M.adjustToxLoss(-3.5,0)
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M.radiation = max(M.radiation - 25, 0)
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. = 1
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return ..()
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/datum/reagent/consumable/ethanol/fruit_wine
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name = "Fruit Wine"
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id = "fruit_wine"
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@@ -424,7 +424,7 @@
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. = 1
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/datum/reagent/drug/happiness/addiction_act_stage1(mob/living/M)// all work and no play makes jack a dull boy
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
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mood.setSanity(min(mood.sanity, SANITY_DISTURBED))
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M.Jitter(5)
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if(prob(20))
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@@ -432,7 +432,7 @@
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..()
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/datum/reagent/drug/happiness/addiction_act_stage2(mob/living/M)
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
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mood.setSanity(min(mood.sanity, SANITY_UNSTABLE))
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M.Jitter(10)
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if(prob(30))
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@@ -440,7 +440,7 @@
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..()
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/datum/reagent/drug/happiness/addiction_act_stage3(mob/living/M)
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
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mood.setSanity(min(mood.sanity, SANITY_CRAZY))
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M.Jitter(15)
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if(prob(40))
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@@ -448,7 +448,7 @@
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..()
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/datum/reagent/drug/happiness/addiction_act_stage4(mob/living/carbon/human/M)
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
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mood.setSanity(SANITY_INSANE)
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M.Jitter(20)
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if(prob(50))
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@@ -1454,7 +1454,7 @@ datum/reagent/medicine/styptic_powder/overdose_start(mob/living/M)
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M.dizziness = max(0, M.dizziness-6)
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M.confused = max(0, M.confused-6)
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M.disgust = max(0, M.disgust-6)
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GET_COMPONENT_FROM(mood, /datum/component/mood, M)
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var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
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if(mood.sanity <= SANITY_NEUTRAL) // only take effect if in negative sanity and then...
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mood.setSanity(min(mood.sanity+5, SANITY_NEUTRAL)) // set minimum to prevent unwanted spiking over neutral
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..()
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