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https://github.com/ParadiseSS13/Paradise.git
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Botany Fixes and Telescopic Scythes
- Ports https://github.com/Baystation12/Baystation12/pull/9184 from Baystation - Prevents deconstruction of soil and invisible soil - Fixes #1011 - Adds a verb to eject tanks from hydroponics trays if one is inserted - Don't think anyone has actually done this, but it has been possible for a LONG time and will be more useful once I get the atmos portion of botany working - Fixes grown items not leaving behind their trash - Notably banana peels and corn cobs. Clowns and hillbillies rejoice! - Adds 15% chance for a watermelon to leave behind a pack of it's seeds when eaten. - Slicing watermelon will not produce seeds ever - Replaces the Janitorial ERT members' plant-b-gone sprays with new Telescopic Scythes! - Can be collapsed to fit on a belt or fit in pockets/bags - While collapsed, it loses a large amount of it's damage, is not considered sharp or as having an edge, and cannot cut vines like a normal scythe. Extended ones are functionally identical to normal scythes - Extending and collapsing a telescopic scythe has some awesome sounds from Freesound.org
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@@ -54,9 +54,24 @@
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rtotal += round(potency/reagent_data[2])
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reagents.add_reagent(rid,max(1,rtotal))
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update_desc()
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update_trash()
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if(reagents.total_volume > 0)
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bitesize = 1+round(reagents.total_volume / 2, 1)
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/obj/item/weapon/reagent_containers/food/snacks/grown/proc/update_trash()
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if(!seed)
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return
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trash = seed.trash_type
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if(seed.kitchen_tag)
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if(seed.kitchen_tag == "watermelon") // 15% chance to leave behind a pack of watermelon seeds
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if(prob(15))
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var/obj/item/seeds/seeds = new()
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seeds.seed = seed
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seeds.update_seed()
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trash = seeds
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else
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trash = null
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/obj/item/weapon/reagent_containers/food/snacks/grown/proc/update_desc()
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if(!seed)
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@@ -13,7 +13,7 @@
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spawn(75)
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if(!host.ckey && !host.client)
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host.death() // This seems redundant, but a lot of mobs don't
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host.stat = 2 // handle death() properly. Better safe than etc.
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host.stat = DEAD // handle death() properly. Better safe than etc.
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host.visible_message("<span class='danger'>[host] is malformed and unable to survive. It expires pitifully, leaving behind some seeds.</span>")
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var/total_yield = rand(1,3)
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@@ -1,7 +1,7 @@
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#define DEFAULT_SEED "glowshroom"
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#define VINE_GROWTH_STAGES 5
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/proc/spacevine_infestation()
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/proc/spacevine_infestation(var/potency_min=70, var/potency_max=100, var/maturation_min=5, var/maturation_max=15)
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spawn() //to stop the secrets panel hanging
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var/list/turf/simulated/floor/turfs = list() //list of all the empty floor turfs in the hallway areas
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for(var/areapath in typesof(/area/hallway))
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@@ -14,8 +14,15 @@
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var/turf/simulated/floor/T = pick(turfs)
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var/datum/seed/seed = plant_controller.create_random_seed(1)
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seed.set_trait(TRAIT_SPREAD,2) // So it will function properly as vines.
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seed.set_trait(TRAIT_POTENCY,rand(70,100)) // Guarantee a wide spread and powerful effects.
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new /obj/effect/plant(T,seed)
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seed.set_trait(TRAIT_POTENCY,rand(potency_min, potency_max)) // 70-100 potency will help guarantee a wide spread and powerful effects.
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seed.set_trait(TRAIT_MATURATION,rand(maturation_min, maturation_max))
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//make vine zero start off fully matured
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var/obj/effect/plant/vine = new(T,seed)
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vine.health = vine.max_health
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vine.mature_time = 0
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vine.process()
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message_admins("<span class='notice'>Event: Spacevines spawned at [T.loc] ([T.x],[T.y],[T.z])</span>")
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/obj/effect/dead_plant
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@@ -56,6 +63,7 @@
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var/spread_chance = 40
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var/spread_distance = 3
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var/evolve_chance = 2
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var/mature_time
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var/last_tick = 0
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var/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/plant
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@@ -114,7 +122,8 @@
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if(max_growth > 2 && prob(50))
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max_growth-- //Ensure some variation in final sprite, makes the carpet of crap look less wonky.
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spread_chance = seed.get_trait(TRAIT_POTENCY) * 4
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mature_time = world.time + seed.get_trait(TRAIT_MATURATION) + 15 //prevent vines from maturing until at least a few seconds after they've been created.
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spread_chance = seed.get_trait(TRAIT_POTENCY) * 3
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spread_distance = ((growth_type>0) ? round(spread_chance*0.6) : round(spread_chance*0.3))
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update_icon()
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@@ -180,7 +189,8 @@
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if(growth>2 && growth == max_growth)
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layer = 5
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opacity = 1
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if(seed.get_trait(TRAIT_SPREAD) == 2)
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opacity = 1
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if(!isnull(seed.chems["woodpulp"]))
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density = 1
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else
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@@ -257,4 +267,4 @@
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die_off()
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/obj/effect/plant/proc/is_mature()
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return (health >= (max_health/3))
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return (health >= (max_health/3) && world.time > mature_time)
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@@ -72,7 +72,10 @@
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update_neighbors()
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if(is_mature() && neighbors.len && prob(spread_chance))
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for(var/i=1,i<=seed.get_trait(TRAIT_YIELD),i++)
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//spread to 1-3 adjacent turfs depending on yield trait.
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var/max_spread = between(1, round(seed.get_trait(TRAIT_YIELD)*3/14), 3)
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for(var/i in 1 to max_spread)
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if(prob(spread_chance))
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sleep(rand(3,5))
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if(!neighbors.len)
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@@ -7,8 +7,11 @@
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if(!istype(M))
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return
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if(!buckled_mob && !M.buckled && !M.anchored && (M.small || prob(round(seed.get_trait(TRAIT_POTENCY)/2))))
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entangle(M)
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if(!buckled_mob && !M.buckled && !M.anchored && (M.small || prob(round(seed.get_trait(TRAIT_POTENCY)/6))))
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//wait a tick for the Entered() proc that called HasProximity() to finish (and thus the moving animation),
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//so we don't appear to teleport from two tiles away when moving into a turf adjacent to vines.
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spawn(1)
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entangle(M)
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/obj/effect/plant/attack_hand(mob/user as mob)
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// Todo, cause damage.
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@@ -60,13 +63,11 @@
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if(buckled_mob)
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return
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if(!Adjacent(victim))
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if(victim.buckled)
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return
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victim.buckled = src
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victim.update_canmove()
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buckled_mob = victim
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if(!victim.anchored && !victim.buckled && victim.loc != get_turf(src))
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//grabbing people
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if(!victim.anchored && Adjacent(victim) && victim.loc != get_turf(src))
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var/can_grab = 1
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if(istype(victim, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = victim
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@@ -75,4 +76,10 @@
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if(can_grab)
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src.visible_message("<span class='danger'>Tendrils lash out from \the [src] and drag \the [victim] in!</span>")
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victim.loc = src.loc
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victim << "<span class='danger'>Tendrils [pick("wind", "tangle", "tighten")] around you!</span>"
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//entangling people
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if(victim.loc == src.loc)
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victim.buckled = src
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victim.update_canmove()
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buckled_mob = victim
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victim << "<span class='danger'>Tendrils [pick("wind", "tangle", "tighten")] around you!</span>"
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@@ -830,3 +830,21 @@
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closed_system = !closed_system
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user << "You [closed_system ? "close" : "open"] the tray's lid."
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update_icon()
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/obj/machinery/portable_atmospherics/hydroponics/verb/eject_tank_verb()
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set name = "Eject Internal Tank"
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set category = "Object"
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set src in view(1)
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eject_tank(usr)
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/obj/machinery/portable_atmospherics/hydroponics/proc/eject_tank(var/mob/living/user)
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if(!user || user.stat || user.restrained())
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return
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if(!holding)
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usr << "\red There is no tank loaded into the [src] to eject."
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if(istype(holding, /obj/item/weapon/tank))
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usr << "\blue You eject the [holding.name] from the [src]."
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holding.loc = loc
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holding = null
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@@ -9,6 +9,8 @@
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/obj/machinery/portable_atmospherics/hydroponics/soil/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(istype(O,/obj/item/weapon/tank))
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return
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else if(istype(O,/obj/item/weapon/crowbar))
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return
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else
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..()
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@@ -17,6 +19,7 @@
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verbs -= /obj/machinery/portable_atmospherics/hydroponics/verb/close_lid_verb
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verbs -= /obj/machinery/portable_atmospherics/hydroponics/verb/remove_label
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verbs -= /obj/machinery/portable_atmospherics/hydroponics/verb/setlight
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verbs -= /obj/machinery/portable_atmospherics/hydroponics/verb/eject_tank_verb
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/obj/machinery/portable_atmospherics/hydroponics/soil/CanPass()
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return 1
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@@ -301,6 +301,7 @@
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throw_speed = 2
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throw_range = 3
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w_class = 4.0
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var/extend = 1
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flags = NOSHIELD
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slot_flags = SLOT_BACK
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origin_tech = "materials=2;combat=2"
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@@ -309,12 +310,71 @@
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/obj/item/weapon/scythe/afterattack(atom/A, mob/user as mob, proximity)
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if(!proximity) return
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if(istype(A, /obj/effect/plant))
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if(istype(A, /obj/effect/plant) && extend == 1)
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for(var/obj/effect/plant/B in orange(A,1))
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if(prob(80))
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B.die_off(1)
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qdel(A)
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/obj/item/weapon/scythe/tele
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icon_state = "tscythe0"
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name = "telescopic scythe"
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desc = "A sharp and curved blade on a collapsable fibremetal handle, this tool is the pinnacle of covert reaping technology."
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force = 3.0
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sharp = 0
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edge = 0
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throw_speed = 2
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throw_range = 3
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w_class = 2.0
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extend = 0
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flags = NOSHIELD
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slot_flags = SLOT_BELT
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origin_tech = "materials=3;combat=3"
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attack_verb = list("chopped", "sliced", "cut", "reaped")
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hitsound = "swing_hit"
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/obj/item/weapon/scythe/tele/attack_self(mob/user as mob)
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extend = !extend
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if(extend)
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user << "<span class ='warning'>With a flick of the wrist, you extend the scythe. It's reaping time!</span>"
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icon_state = "tscythe1"
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item_state = "scythe0"
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slot_flags &= ~SLOT_BELT
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w_class = 4 //doesnt fit in backpack when its on for balance
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force = 13 //normal scythe damage
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attack_verb = list("chopped", "sliced", "cut", "reaped")
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hitsound = 'sound/weapons/bladeslice.ogg'
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//Extend sound (blade unsheath)
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playsound(src.loc, 'sound/weapons/blade_unsheath.ogg', 50, 1) //Sound credit to Qat of Freesound.org
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else
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user << "<span class ='notice'>You collapse the scythe, folding it for easy storage.</span>"
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icon_state = "tscythe0"
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item_state = "tscythe0" //no sprite in other words
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slot_flags |= SLOT_BELT
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w_class = 2
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force = 3 //not so robust now
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attack_verb = list("hit", "poked")
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hitsound = "swing_hit"
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//Collapse sound (blade sheath)
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playsound(src.loc, 'sound/weapons/blade_sheath.ogg', 50, 1) //Sound credit to Q.K. of Freesound.org
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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add_fingerprint(user)
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if (!blood_DNA) return
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if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
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overlays.Cut()//this might delete other item overlays as well but eeeeeeeh
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var/icon/I = new /icon(src.icon, src.icon_state)
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I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD)
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I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY)
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blood_overlay = I
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overlays += blood_overlay
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return
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/obj/item/weapon/rsp
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name = "\improper Rapid-Seed-Producer (RSP)"
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desc = "A device used to rapidly deploy seeds."
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