Errors resulting from Prize.js currently.
- still using the original images, need to switch those out
- need to remove unneeded code/commented attempts
- need to code win-functionality (close game, give prize)
- need to code in prize orbs, arcade circuit items
Converting a novaflower to it's weapon form now has only a 10% chance to
actually make you shout "PRAISE THE SUN!"
- Rest assured though, that you will still be praising the sun
internally when doing this even if you don't shout it.
Fixes some grammar mistakes on the cashpod results.
Botany plants can grow preset items, mobs, or fruit
- Turns out that the code for mob harvestables could be used almost
unchanged to support item harvestables
- Changed some variable names to better reflect this
Re-introduces the Egg Plant!
- Grow eggs to throw at the security officer who confiscated your
ambrosia!
- Mutant species of Eggplants
- Exactly the same as eggs laid by chickens, except they shouldn't hatch
Adjusts code and logic order to avoid a conflict with TRAIT_SPREAD
fruits that can be converted into other items
- Grass, aloe, and comfrey were either unable to be converted or unable
to be planted outside a tray if they had TRAIT_SPREAD due to logic
ordering
- You must now be in DISARM intent to plant spreading fruits
- Being in HELP or GRAB will attempt to convert the fruit into a
poultice or other item as appropriate.
- If the plant does not have TRAIT_SPREAD, you may also use DISARM to
accomplish this
Adds Money Trees!
- Literally grows money-filled fruit called Cashpods
- Fruit contains gold and silver reagents, or can be turned into space
cash by using it in-hand like grass or aloe
- Value of the resulting space cash is related to potency. Higher
potency = higher dosh!
- Eating the fruit doesn't give you money, but may fill you with guilt
(not really).
- Mutant species of lemons.
- When life gives you lemons...
Adds the ability to convert sunflowers and novaflowers into their
"weapon" forms
- Done exactly the same as converting grass, aloe, comfrey, or cashpods
(use in-hand on help/grab intent)
- Sunflower conversion is silent, though the item description changes
- Novaflower conversion is not silent. You'll know when it happens.
- Hitting someone with a sunflower (weapon form) or novaflower (weapon
form) will assault both parties with a green and yellow message. FLOWER
POWER!
- Hitting someone with a novaflower (weapon form) will increase their
body temperature, and may cause burns as a result
- Picking up a novaflower (weapon form) without gloves will cause burns,
but doesn't drop the flower.
COMPLETELY DELETES the code\objects\items\weapons\hydroponics.dm file
- This file was 90% commented out already, and I moved the remaining
code into code\modules\hydroponics\grown_inedible.dm for organization
- This affects the .dme by removing a single line as the file is no
longer included.
- Re-orders code in simple_animal/vox.dm death() to be the same as it was previously, so that the Vox Armalis actually display a visible_message on death.
- Fixes statues and vox armalis simple_animal mobs causing infinite loops and crashing the mob controller on death.
- Fixes heavy lasers (and a few other unused projectiles) rotating incorrectly.
HEAVILY nerfs spreading plants!
- Spread chance cut down by 66%
- In general, plants will spread slower, meaning they won't outpace a
goat wielding a scythe and plant-killer grenades.
- Spread distance cut down by AT LEAST 66%
- TRAIT_SPREAD 1 plants (glowshrooms) will spread to a maximum distance
of (TRAIT_POTENCY * 0.1)
- TRAIT_SPREAD 2 plants (kudzu) will spread to a maximum distance of
(TRAIT_POTENCY * 0.6) if they are vines or biomass growth_type (most
common types)
- TRAIT_SPREAD 2 that have the "worms" or "mold" growth_type will spread
to a maximum distance of (TRAIT_POTENCY * 0.3)
Buffs spreading plants!
- Spreading plants with thorns or stinging will now properly attempt to
affect anyone who walks over them!
- Wearing shoes gives you a 50% chance to avoid being affected by thorns
and stings
Rewrites stinging plant defenses and logic
- Stinging plants now will target a specific limb/body part and check
for the appropriate clothing coverage
- Spreading plant stings will only target legs and feet
- Picking up stinging fruit will only target hands
- Being hit with a stinging fruit will target the hit limb
- THICKMATERIAL clothing from hardsuits and biosuits will protect from
stings that target areas they cover
- Clothes will protect their covered areas from stings
- Protecting the head requires covering the eyes and mouth with either
the helmet or glasses/masks
- If you aren't fully protected in the target area, you get stung.
Fruit with thorns and/or stinging now properly apply their effects when
thrown or used as melee weapons
- Still requires HARM intent to use fruit as a melee weapon instead of
feeding it to the target
- Stinging fruit will check the hit area for protection
- Stinging fruit will crumble into dust if it uses up all its reagents.
- Stringing fruit still has a chance to break on hit even while it has
reagents left.