mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 12:07:27 +01:00
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/*
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Paradise Pop reagents
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Created through the bottler machine via bottler_recipes, not through standard reactions
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Eventually will have special effects (minor mostly) tied to their reagents, but for now are purely for flavor
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Make sure to yell at me to finish giving them effects later
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-FalseIncarnate
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*/
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//Paradise Punch: No effect, aside from maybe messages about how tasty it is or something
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/datum/reagent/paradise_punch
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name = "Paradise Punch"
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id = "paradise_punch"
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description = "Tastes just how you'd think Paradise would if you could bottle it."
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reagent_state = LIQUID
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color = "#cc0044"
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//Apple-pocalypse: Low chance to cause a goonchem vortex that pulls things within a very small radius (2 tiles?) towards the drinker
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/datum/reagent/apple_pocalypse
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name = "Apple-pocalypse"
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id = "apple-pocalypse"
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description = "If doomsday came in fruit form, it'd probably be apples."
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reagent_state = LIQUID
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color = "#44FF44"
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//Berry Banned: This one is tasty and safe to drink, might have a low chance of healing a random damage type?
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/datum/reagent/berry_banned
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name = "Berry Banned"
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id = "berry_banned"
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description = "Reason for ban: Excessive Flavor."
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reagent_state = LIQUID
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color = "#FF44FF"
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//Berry Banned 2: This one is tasty and toxic. Deals toxin damage and MAYBE plays the "BWOINK!" sound if it kills someone?
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/datum/reagent/berry_banned2
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name = "Berry Banned"
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id = "berry_banned2"
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description = "Reason for ban: Excessive Flavor."
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reagent_state = LIQUID
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color = "#FF44FF"
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//Blackeye Brew: Chance to make the drinker say greytider-themed things like "I thought clown was valid!"
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/datum/reagent/blackeye_brew
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name = "Blackeye Brew"
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id = "blackeye_brew"
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description = "Creamy, smooth flavor, just like the bald heads of the masses. Supposedly aged for 30 years."
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reagent_state = LIQUID
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color = "#4d2600"
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//Grape Granade: causes the drinker to sometimes burp, has a low chance to cause a goonchem vortex that pushes things within a very small radius (1-2 tiles) away from the drinker
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/datum/reagent/grape_granade
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name = "Grape Granade"
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id = "grape_granade"
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description = "Exploding with grape flavor and a favorite among ERT members system-wide."
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reagent_state = LIQUID
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color = "#9933ff"
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//Meteor Malt: Sometimes causes screen shakes for the drinker like a meteor impact, low chance to add 1-5 units of a random mineral reagent to the drinker's blood (iron, copper, silver, gold, uranium, carbon, etc)
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/datum/reagent/meteor_malt
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name = "Meteor Malt"
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id = "meteor_malt"
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description = "Soft drinks have been detected on collision course with your tastebuds."
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reagent_state = LIQUID
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color = "#cc9900"
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@@ -1,6 +1,7 @@
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/obj/item/weapon/reagent_containers/food/drinks/cans
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var canopened = 0
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var is_glass = 0
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var/canopened = 0
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var/is_glass = 0
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var/is_plastic = 0
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/obj/item/weapon/reagent_containers/food/drinks/cans/New()
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..()
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@@ -16,6 +17,9 @@
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/obj/item/weapon/reagent_containers/food/drinks/cans/proc/crush(mob/user)
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var/obj/item/trash/can/crushed_can = new /obj/item/trash/can(user.loc)
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crushed_can.icon_state = icon_state
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//inherit material vars for recycling purposes
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crushed_can.is_glass = is_glass
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crushed_can.is_plastic = is_plastic
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if(is_glass)
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playsound(user.loc, 'sound/effects/Glassbr3.ogg', rand(10, 50), 1)
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crushed_can.name = "broken bottle"
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@@ -85,6 +89,7 @@
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name = "Bottled Water"
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desc = "Introduced to the vending machines by Skrellian request, this water comes straight from the Martian poles."
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icon_state = "waterbottle"
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is_plastic = 1
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New()
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..()
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reagents.add_reagent("water", 30)
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@@ -259,3 +264,62 @@
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New()
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..()
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reagents.add_reagent("synthanol", 50)
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/obj/item/weapon/reagent_containers/food/drinks/cans/bottler
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name = "generic beverage container"
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desc = "this shouldn't ever be spawned. shame on you"
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icon_state = "glass_bottle"
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/obj/item/weapon/reagent_containers/food/drinks/cans/bottler/on_reagent_change()
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update_icon()
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/obj/item/weapon/reagent_containers/food/drinks/cans/bottler/pickup(mob/user)
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..()
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update_icon()
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/obj/item/weapon/reagent_containers/food/drinks/cans/bottler/dropped(mob/user)
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..()
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update_icon()
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/obj/item/weapon/reagent_containers/food/drinks/cans/bottler/attack_hand()
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..()
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update_icon()
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/obj/item/weapon/reagent_containers/food/drinks/cans/bottler/update_icon()
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overlays.Cut()
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if(reagents.total_volume)
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var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10")
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switch(round(reagents.total_volume))
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if(0 to 9)
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filling.icon_state = "[icon_state]-10"
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if(10 to 19)
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filling.icon_state = "[icon_state]10"
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if(20 to 29)
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filling.icon_state = "[icon_state]20"
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if(30 to 39)
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filling.icon_state = "[icon_state]30"
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if(40 to 49)
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filling.icon_state = "[icon_state]40"
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if(50 to INFINITY)
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filling.icon_state = "[icon_state]50"
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filling.icon += mix_color_from_reagents(reagents.reagent_list)
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overlays += filling
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/obj/item/weapon/reagent_containers/food/drinks/cans/bottler/glass_bottle
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name = "glass bottle"
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desc = "A glass bottle suitable for beverages."
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icon_state = "glass_bottle"
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is_glass = 1
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/obj/item/weapon/reagent_containers/food/drinks/cans/bottler/plastic_bottle
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name = "plastic bottle"
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desc = "A plastic bottle suitable for beverages."
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icon_state = "plastic_bottle"
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is_plastic = 1
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/obj/item/weapon/reagent_containers/food/drinks/cans/bottler/metal_can
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name = "metal can"
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desc = "A metal can suitable for beverages."
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icon_state = "metal_can"
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@@ -205,13 +205,20 @@
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var/percent = round((reagents.total_volume / volume) * 100)
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switch(percent)
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if(0 to 9) filling.icon_state = "[icon_state]-10"
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if(10 to 24) filling.icon_state = "[icon_state]10"
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if(25 to 49) filling.icon_state = "[icon_state]25"
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if(50 to 74) filling.icon_state = "[icon_state]50"
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if(75 to 79) filling.icon_state = "[icon_state]75"
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if(80 to 90) filling.icon_state = "[icon_state]80"
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if(91 to INFINITY) filling.icon_state = "[icon_state]100"
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if(0 to 9)
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filling.icon_state = "[icon_state]-10"
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if(10 to 24)
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filling.icon_state = "[icon_state]10"
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if(25 to 49)
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filling.icon_state = "[icon_state]25"
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if(50 to 74)
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filling.icon_state = "[icon_state]50"
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if(75 to 79)
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filling.icon_state = "[icon_state]75"
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if(80 to 90)
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filling.icon_state = "[icon_state]80"
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if(91 to INFINITY)
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filling.icon_state = "[icon_state]100"
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filling.icon += mix_color_from_reagents(reagents.reagent_list)
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overlays += filling
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