mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 19:17:50 +01:00
* Many botany QoL changes. * Give observers a plant analyzer. * Hooks should be executable. * Completely new botany mutation mechanics. * Minor fixes, changed vendor contents. * Add charcoal to NutriMax extended inventory. * Lint. * Reset somatoray beam effects in a few more places. * Mapped in seed sorting trays and mutrient. * Slimmed down the seed sorting tray. * Update unsorted seeds with analyzer, ghost-analyzer, and HUD support. * Make english_list null-safe (and slightly faster). * Fixed a mutation focus bug, added plant anayzer attackby to unsorted seeds. * Made self-sufficient trays display their nutrient as Earthsblood. * Improved descriptions and on-use texts. * Added 5 dropers and 3 seed sorting trays to NutriMax. * Mark stuff as notices, special case for duplicate doping. * New way to get kudzu, QoL changes. * Yield somatoray adds a message to the yield stat. * Unsorted seeds produce a message when you try to put them in a tray or machine. * Potassium iodide and pentetic acid will now neutralize the tray's mutagen. * Using a plant bag on a seed extractor will now process plants into seeds if there are no seeds in it. * Bonk. * Don't try to extract no seeds. * Butterfingers. * Bonk more. * Add seed sorting trays to perma. * Upgraded Seed Extractor GUI. * Do not drop that which you do not extract. * Don't bug out when removing the last seed. * You want a tgui rebuild? Have a tgui rebuild. * Drop trait-adding threshold by 10. Before: Needs modified mutation level >50. With the x2 from 9+ seeds, this happens at base mutation level 25. With maximum mutation level of 35 (L4Z+mutagen+somatoray), chance was 20%. Required either L4Z (yield set to 1), or a somatoray (external help) for any chance. After: Needs modified mutation level >40. With the x2 from 9+ seeds, this happens at base mutation level 20. With maximum mutation level of 35 (L4Z+mutagen+somatoray), chance is 30%. Can get 10% chance with mutation level 25 (Mut+mutagen). * Renamed mutagen level -> mutagen tank * Left-align seed extractor, more efficient icon sending. * New sprite thanks to McRamon. * tgui rebuild --------- Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com>
361 lines
12 KiB
Plaintext
361 lines
12 KiB
Plaintext
// Plant analyzer
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/obj/item/plant_analyzer
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name = "plant analyzer"
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desc = "A versatile scanner for analyzing plants, plant produce, and seeds. Can be used on a bag holding unsorted seeds to quickly and thorougly sort them into usable packs."
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icon = 'icons/obj/device.dmi'
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icon_state = "hydro"
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item_state = "analyzer"
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w_class = WEIGHT_CLASS_TINY
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slot_flags = SLOT_FLAG_BELT
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origin_tech = "magnets=2;biotech=2"
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materials = list(MAT_METAL = 210, MAT_GLASS = 40)
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/obj/item/plant_analyzer/pre_attack(atom/target, mob/user, params)
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if(!istype(target, /obj/item))
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return ..()
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var/found_unsorted_seeds = FALSE
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var/depth = 0
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for(var/obj/item/unsorted_seeds/unsorted in target)
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found_unsorted_seeds = TRUE
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if(!use_tool(target, user, 0.5 SECONDS))
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break
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depth++
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unsorted.sort(depth)
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if(found_unsorted_seeds)
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return FALSE
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return ..()
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// *************************************
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// Hydroponics Tools
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// *************************************
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/// -- Skie
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/obj/item/reagent_containers/spray/weedspray
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name = "weed spray"
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desc = "It's a toxic mixture, in spray form, to kill small weeds."
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icon = 'icons/obj/hydroponics/equipment.dmi'
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icon_state = "weedspray"
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item_state = "plantbgone"
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belt_icon = null
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volume = 100
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container_type = OPENCONTAINER
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slot_flags = SLOT_FLAG_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 3
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throw_range = 10
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list_reagents = list("atrazine" = 100)
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/obj/item/reagent_containers/spray/weedspray/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is huffing [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return TOXLOSS
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/// -- Skie
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/obj/item/reagent_containers/spray/pestspray
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name = "pest spray"
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desc = "It's some pest eliminator spray! <I>Do not inhale!</I>"
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icon = 'icons/obj/hydroponics/equipment.dmi'
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icon_state = "pestspray"
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item_state = "plantbgone"
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belt_icon = null
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volume = 100
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container_type = OPENCONTAINER
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slot_flags = SLOT_FLAG_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 3
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throw_range = 10
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list_reagents = list("pestkiller" = 100)
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/obj/item/reagent_containers/spray/pestspray/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is huffing [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return TOXLOSS
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/obj/item/cultivator
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name = "cultivator"
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desc = "It's used for removing weeds or scratching your back."
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icon_state = "cultivator"
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item_state = "cultivator"
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belt_icon = "cultivator"
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origin_tech = "engineering=2;biotech=2"
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flags = CONDUCT
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force = 5
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throwforce = 7
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w_class = WEIGHT_CLASS_SMALL
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materials = list(MAT_METAL = 200)
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attack_verb = list("slashed", "sliced", "cut", "clawed")
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/cultivator/rake
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name = "rake"
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icon_state = "rake"
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb = list("slashed", "sliced", "bashed", "clawed")
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hitsound = null
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materials = null
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flags = NONE
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resistance_flags = FLAMMABLE
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/obj/item/hatchet
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name = "hatchet"
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desc = "A very sharp axe blade upon a short fibremetal handle. It has a long history of chopping things, but now it is used for chopping wood."
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lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
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icon = 'icons/obj/weapons/melee.dmi'
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icon_state = "hatchet"
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item_state = "hatchet"
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belt_icon = "hatchet"
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flags = CONDUCT
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force = 12
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w_class = WEIGHT_CLASS_TINY
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throwforce = 15
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throw_speed = 3
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throw_range = 4
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materials = list(MAT_METAL = 15000)
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origin_tech = "materials=2;combat=2"
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attack_verb = list("chopped", "torn", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharp = TRUE
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/obj/item/hatchet/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is chopping at [user.p_themselves()] with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
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return BRUTELOSS
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/obj/item/hatchet/unathiknife
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name = "duelling knife"
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desc = "A length of leather-bound wood studded with razor-sharp teeth. How crude."
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icon_state = "unathiknife"
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attack_verb = list("ripped", "torn", "cut")
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/obj/item/hatchet/wooden
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desc = "A crude axe blade upon a short wooden handle."
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icon_state = "woodhatchet"
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materials = null
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flags = NONE
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/obj/item/scythe
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name = "scythe"
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desc = "A sharp and curved blade on a long fibremetal handle, this tool makes it easy to reap what you sow."
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icon = 'icons/obj/weapons/melee.dmi'
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icon_state = "scythe0"
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force = 13
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throwforce = 5
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throw_speed = 2
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throw_range = 3
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w_class = WEIGHT_CLASS_BULKY
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flags = CONDUCT
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armour_penetration_flat = 20
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slot_flags = SLOT_FLAG_BACK
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origin_tech = "materials=3;combat=2"
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attack_verb = list("chopped", "sliced", "cut", "reaped")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharp = TRUE
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var/extend = TRUE
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var/swiping = FALSE
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/obj/item/scythe/bone
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name = "bone scythe"
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desc = "Perfect for harvesting. And it's not about plants."
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icon_state = "bone_scythe"
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force = 14
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throw_range = 4
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origin_tech = "materials=1;combat=2"
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/obj/item/scythe/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is beheading [user.p_themselves()] with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/external/affecting = H.get_organ("head")
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if(affecting)
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affecting.droplimb(1, DROPLIMB_SHARP)
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playsound(loc, pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg'), 50, 1, -1)
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return BRUTELOSS
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/obj/item/scythe/pre_attack(atom/A, mob/living/user, params)
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if(swiping || !istype(A, /obj/structure/spacevine) || get_turf(A) == get_turf(user))
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return ..()
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else
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var/turf/user_turf = get_turf(user)
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var/dir_to_target = get_dir(user_turf, get_turf(A))
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swiping = TRUE
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var/static/list/scythe_slash_angles = list(0, 45, 90, -45, -90)
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for(var/i in scythe_slash_angles)
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var/turf/T = get_step(user_turf, turn(dir_to_target, i))
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for(var/obj/structure/spacevine/V in T)
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if(user.Adjacent(V))
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melee_attack_chain(user, V)
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swiping = FALSE
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/obj/item/scythe/tele
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name = "telescopic scythe"
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desc = "A sharp and curved blade on a collapsable fibre metal handle, this tool is the pinnacle of covert reaping technology."
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icon_state = "tscythe0"
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item_state = null //no sprite for folded version, like a tele-baton
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force = 3
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sharp = FALSE
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w_class = WEIGHT_CLASS_SMALL
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extend = FALSE
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slot_flags = SLOT_FLAG_BELT
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origin_tech = "materials=3;combat=3"
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attack_verb = list("hit", "poked")
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hitsound = "swing_hit"
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/obj/item/scythe/tele/attack_self(mob/user)
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extend = !extend
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if(extend)
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to_chat(user, "<span class='warning'>With a flick of your wrist, you extend the scythe. It's reaping time!</span>")
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slot_flags = SLOT_FLAG_BACK //won't fit on belt, but can be worn on belt when extended
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w_class = WEIGHT_CLASS_BULKY //won't fit in backpacks while extended
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force = 15 //slightly better than 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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to_chat(user, "<span class='notice'>You collapse the scythe, folding it away for easy storage.</span>")
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slot_flags = SLOT_FLAG_BELT //can be worn on belt again, but no longer makes sense to wear on the back
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w_class = WEIGHT_CLASS_SMALL
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force = 3
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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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set_sharpness(extend)
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update_icon(UPDATE_ICON_STATE)
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if(ishuman(user))
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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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/obj/item/scythe/tele/update_icon_state()
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if(extend)
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icon_state = "tscythe1"
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item_state = "scythe0" //use the normal scythe in-hands
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else
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icon_state = "tscythe0"
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item_state = null //no sprite for folded version, like a tele-baton
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// *************************************
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// Nutrient defines for hydroponics
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// *************************************
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/obj/item/reagent_containers/glass/bottle/nutrient
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name = "jug of nutrient"
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desc = "A decent sized plastic jug."
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icon = 'icons/obj/chemical.dmi'
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icon_state = "plastic_jug"
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item_state = "plastic_jug"
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w_class = WEIGHT_CLASS_TINY
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(1,2,5,10,20,40,80)
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container_type = OPENCONTAINER
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volume = 80
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hitsound = 'sound/weapons/jug_empty_impact.ogg'
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mob_throw_hit_sound = 'sound/weapons/jug_empty_impact.ogg'
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force = 0.2
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throwforce = 0.2
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/obj/item/reagent_containers/glass/bottle/nutrient/Initialize(mapload)
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. = ..()
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add_lid()
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/obj/item/reagent_containers/glass/bottle/nutrient/on_reagent_change()
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. = ..()
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update_icon(UPDATE_OVERLAYS)
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if(reagents.total_volume)
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hitsound = 'sound/weapons/jug_filled_impact.ogg'
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mob_throw_hit_sound = 'sound/weapons/jug_filled_impact.ogg'
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else
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hitsound = 'sound/weapons/jug_empty_impact.ogg'
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mob_throw_hit_sound = 'sound/weapons/jug_empty_impact.ogg'
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/obj/item/reagent_containers/glass/bottle/nutrient/update_overlays()
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. = ..()
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if(reagents.total_volume)
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var/image/filling = image('icons/obj/reagentfillings.dmi', src, "plastic_jug10")
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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 10)
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filling.icon_state = "plastic_jug-10"
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if(11 to 29)
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filling.icon_state = "plastic_jug25"
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if(30 to 45)
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filling.icon_state = "plastic_jug40"
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if(46 to 61)
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filling.icon_state = "plastic_jug55"
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if(62 to 77)
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filling.icon_state = "plastic_jug70"
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if(78 to 92)
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filling.icon_state = "plastic_jug85"
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if(93 to INFINITY)
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filling.icon_state = "plastic_jug100"
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filling.icon += mix_color_from_reagents(reagents.reagent_list)
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. += filling
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if(!is_open_container())
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. += "lid_jug"
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/obj/item/reagent_containers/glass/bottle/nutrient/ez
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name = "jug of E-Z-Nutrient"
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desc = "Contains a basic fertilizer with no special traits."
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icon = 'icons/obj/chemical.dmi'
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icon_state = "plastic_jug_ez"
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list_reagents = list("eznutrient" = 80)
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/obj/item/reagent_containers/glass/bottle/nutrient/mut
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name = "jug of Mutrient"
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desc = "Contains a fertilizer that causes mild mutations with each harvest."
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icon_state = "plastic_jug_mut"
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list_reagents = list("mutrient" = 80)
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/obj/item/reagent_containers/glass/bottle/nutrient/l4z
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name = "jug of Left 4 Zed"
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desc = "Contains a fertilizer that limits plant yields to no more than one and causes significant mutations in plants."
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icon = 'icons/obj/chemical.dmi'
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icon_state = "plastic_jug_l4z"
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list_reagents = list("left4zednutrient" = 80)
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/obj/item/reagent_containers/glass/bottle/nutrient/rh
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name = "jug of Robust Harvest"
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desc = "Contains a fertilizer that increases the yield of a plant by 30% while causing no mutations."
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icon = 'icons/obj/chemical.dmi'
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icon_state = "plastic_jug_rh"
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list_reagents = list("robustharvestnutrient" = 80)
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/obj/item/reagent_containers/glass/bottle/nutrient/empty
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icon = 'icons/obj/chemical.dmi'
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icon_state = "plastic_jug"
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/obj/item/reagent_containers/glass/bottle/nutrient/killer
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icon = 'icons/obj/chemical.dmi'
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icon_state = "plastic_jug_k"
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w_class = WEIGHT_CLASS_TINY
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/obj/item/reagent_containers/glass/bottle/nutrient/killer/Initialize(mapload)
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. = ..()
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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/obj/item/reagent_containers/glass/bottle/nutrient/killer/weedkiller
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name = "jug of weed killer"
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desc = "Contains a herbicide."
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icon = 'icons/obj/chemical.dmi'
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icon_state = "plastic_jug_wk"
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list_reagents = list("atrazine" = 80)
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/obj/item/reagent_containers/glass/bottle/nutrient/killer/pestkiller
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name = "jug of pest spray"
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desc = "Contains a pesticide."
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icon = 'icons/obj/chemical.dmi'
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icon_state = "plastic_jug_pk"
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list_reagents = list("pestkiller" = 80)
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