// From Hispania! //These are the seeds /obj/item/seeds/coconut name = "pack of coconut seeds" desc = "These seeds grow into coconut palms." icon_state = "coconut-seeds" species = "coco" plantname = "Coconut Palm" product = /obj/item/food/grown/coconut lifespan = 55 endurance = 35 yield = 5 growing_icon = 'icons/obj/hydroponics/growing_fruits.dmi' genes = list(/datum/plant_gene/trait/repeated_harvest) mutatelist = list(/obj/item/seeds/coconut/bombonut) reagents_add = list("coconutwater" = 0.2, "vitamin" = 0.04, "plantmatter" = 0.1, "sugar" = 0.01) //When it grows /obj/item/food/grown/coconut seed = /obj/item/seeds/coconut name = "coconut" desc = "A seed? A nut? A fruit?" icon_state = "coconut-bet" force = 5 throwforce = 5 w_class = WEIGHT_CLASS_NORMAL throw_range = 3 attack_verb = list("hit", "bludgeoned", "whacked") slice_path = /obj/item/food/sliced/coconut slices_num = 2 // We need the food class for the slicing mechanics but I'm sorry, you can't just eat a coconut by biting into it /obj/item/food/grown/coconut/interact_with_atom(atom/target, mob/living/user, list/modifiers) if(user.a_intent == INTENT_HARM && force) return NONE user.changeNext_move(CLICK_CD_MELEE) if(iscarbon(target)) to_chat(user, SPAN_NOTICE("[src] is too hard to bite into!")) return ITEM_INTERACT_COMPLETE return NONE //Here's the drink /obj/item/food/sliced/coconut name = "coconut half" desc = "Full of juice" icon = 'icons/obj/hydroponics/harvest.dmi' icon_state = "coconut-slice" filling_color = "#FF4500" list_reagents = list("coconutwater" = 1) //BOMBONUT HERE// /obj/item/seeds/coconut/bombonut name = "pack of bombonut seeds" desc = "These seeds grow bombonuts, the explosively refreshing cousin of the coconut" icon_state = "bombonut-seeds" species = "bombo" plantname = "Bombonout Palm" mutatelist = list() product = /obj/item/grown/bombonut lifespan = 35 potency = 30 genes = list(/datum/plant_gene/trait/repeated_harvest) reagents_add = list("plantmatter" = 0.1, "sorium" = 0.7) /obj/item/grown/bombonut seed = /obj/item/seeds/coconut/bombonut name = "bombonut" desc = "The explosive variety of coconuts." icon_state = "bombonut" seed = /obj/item/seeds/coconut/bombonut /obj/item/grown/bombonut/activate_self(mob/living/user) if(..()) return ITEM_INTERACT_COMPLETE var/area/A = get_area(user) user.visible_message( SPAN_WARNING("[user] primes the [src]!"), SPAN_USERDANGER("You prime the [src]!") ) var/message = "[ADMIN_LOOKUPFLW(user)] primed a bombonut for detonation at [A] [ADMIN_COORDJMP(user)]" investigate_log("[key_name(user)] primed a bombonut for detonation at [A] [COORD(user)].", INVESTIGATE_BOMB) message_admins(message) log_game("[key_name(user)] primed a bombonut for detonation at [A] [COORD(user)].") if(iscarbon(user)) var/mob/living/carbon/C = user C.throw_mode_on() playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3) addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/item/grown/bombonut, prime)), rand(1 SECONDS, 6 SECONDS)) return ITEM_INTERACT_COMPLETE /obj/item/grown/bombonut/burn() prime() ..() /obj/item/grown/bombonut/proc/update_mob() if(ismob(loc)) var/mob/M = loc M.drop_item_to_ground(src) /obj/item/grown/bombonut/ex_act(severity) qdel(src) // Ensuring that it's deleted by its own explosion. /obj/item/grown/bombonut/proc/prime() switch(seed.potency) //Bombonaut are alot like IEDs, lots of flame, very little bang. if(0 to 30) update_mob() explosion(loc,-1,-1,2, flame_range = 1) qdel(src) if(31 to 50) update_mob() explosion(loc,-1,-1,2, flame_range = 2) qdel(src) if(51 to 70) update_mob() explosion(loc,-1,-1,2, flame_range = 3) qdel(src) if(71 to 90) update_mob() explosion(loc,-1,-1,2, flame_range = 4) qdel(src) else update_mob() explosion(loc,-1,-1,2, flame_range = 5) qdel(src)