Merge pull request #2640 from FalseIncarnate/master

Random Chem Blacklists, Strange Plant Fixes
This commit is contained in:
Fox McCloud
2015-11-24 21:38:22 -05:00
7 changed files with 98 additions and 50 deletions

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@@ -22,6 +22,8 @@ var/const/INGEST = 2
for(var/path in paths)
var/datum/reagent/D = new path()
chemical_reagents_list[D.id] = D
if(!D.can_grow_in_plants)
plant_blocked_chems.Add(D.id)
if(!chemical_reactions_list)
//Chemical Reactions - Initialises all /datum/chemical_reaction into a list
// It is filtered into multiple lists within a list.

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@@ -12,6 +12,7 @@
var/color = "#000000" // rgb: 0, 0, 0 (does not support alpha channels - yet!)
var/shock_reduction = 0
var/penetrates_skin = 0 //Whether or not a reagent penetrates the skin
var/can_grow_in_plants = 1 //Determines if the reagent can be grown in plants, 0 means it cannot be grown
//Processing flags, defines the type of mobs the reagent will affect
//By default, all reagents will ONLY affect organics, not synthetics. Re-define in the reagent's definition if the reagent is meant to affect synths
var/process_flags = ORGANIC

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@@ -6,6 +6,7 @@
reagent_state = LIQUID
nutriment_factor = 0 //So alcohol can fill you up! If they want to.
color = "#404030" // rgb: 64, 64, 48
can_grow_in_plants = 0 //Alcoholic drinks won't be grown in plants (would "water down" random seed chems too much)
var/datum/martial_art/drunk_brawling/F = new
var/dizzy_adj = 3
var/slurr_adj = 3