/obj/structure/flora/tree/shadow name = "shadow tree" desc = "A native lavaland tree, with a remarkable purple color." icon = 'modular_splurt/icons/obj/flora/lavaland.dmi' icon_state = "shadowtree_1" spawned_wood = /obj/item/grown/log/tree/shadow spawned_stump = /obj/structure/flora/stump/shadow var/static/list/icon_states = list("shadowtree_1", "shadowtree_2") /obj/structure/flora/tree/shadow/Initialize() . = ..() if(islist(icon_states) && icon_states.len) icon_state = pick(icon_states) /obj/structure/flora/stump/shadow name = "shadow tree stump" desc = "Hidden in the shadowns." icon = 'modular_splurt/icons/obj/flora/lavaland.dmi' icon_state = "shadowtree_stump" /obj/structure/flora/tree/mushroom name = "giant mushroom" desc = "An impressive overgrown mushroom." icon = 'modular_splurt/icons/obj/flora/lavaland.dmi' icon_state = "gmushroom_1" spawned_wood = /obj/item/grown/log/tree/mushroom spawned_stump = /obj/structure/flora/stump/mushroom var/list/icon_states = list("gmushroom_1", "gmushroom_2") /obj/structure/flora/tree/mushroom/Initialize() . = ..() if(islist(icon_states) && icon_states.len) icon_state = pick(icon_states) /obj/structure/flora/stump/mushroom name = "giant mushroom stump" desc = "It will grow back. Maybe. One day." icon = 'modular_splurt/icons/obj/flora/lavaland.dmi' icon_state = "gmushroom_stump" /obj/structure/flora/grass/red name = "tall grass" desc = "A patch of overgrown red grass." icon = 'modular_splurt/icons/obj/flora/lavaland.dmi' icon_state = "tallgrass1bb" gender = PLURAL layer = ABOVE_MOB_LAYER /obj/structure/flora/grass/red/Initialize() icon_state = "tallgrass[rand(1, 4)]bb" return ..() /obj/effect/spawner/grass_spawner name = "grass spawner" var/spawned_grass = /obj/structure/flora/grass /obj/effect/spawner/grass_spawner/New() var/range = 2 while(1==1) if(prob(90)) break range++ for(var/turf/T in view(range)) if(!isopenturf(T) || locate(spawned_grass) in T) continue if(get_dist(T, src) == range && prob(60)) continue new spawned_grass(T) qdel(src) /obj/effect/spawner/grass_spawner/red name = "redgrass spawner" spawned_grass = /obj/structure/flora/grass/red /obj/structure/flora/tree/pine/xmas/presents gift_type = /obj/item/a_gift/balanced //this is a modular nerf to christmas trees to limit what they hand out /obj/structure/flora/biolumi name = "glowing plants" desc = "Several sticks with bulbous, bioluminescent tips." icon = 'modular_splurt/icons/obj/flora/jungleflora.dmi' icon_state = "stick" gender = PLURAL light_range = 1.5 light_power = 0.5 max_integrity = 50 var/variants = 9 var/chosen_light var/base_icon var/list/random_light = list("#6AFF00","#00FFEE", "#D9FF00", "#FFC800") /obj/structure/flora/biolumi/Initialize() . = ..() base_icon = "[initial(icon_state)][rand(1,variants)]" icon_state = base_icon chosen_light = pick(random_light) light_color = chosen_light update_icon() /obj/structure/flora/biolumi/update_overlays() . = ..() SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays) SSvis_overlays.add_vis_overlay(src, icon, "[base_icon]_light", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE) if(chosen_light) var/obj/effect/overlay/vis/overlay = managed_vis_overlays[1] overlay.color = chosen_light /obj/structure/flora/biolumi/mine name = "glowing plant" desc = "Glowing sphere encased in jungle leaves." icon_state = "mine" variants = 4 random_light = list("#FF0066","#00FFEE", "#D9FF00", "#FFC800") /obj/structure/flora/biolumi/flower name = "glowing flower" desc = "Beautiful, bioluminescent flower." icon_state = "flower" variants = 2 random_light = list("#6F00FF","#00FFEE", "#D9FF00", "#FF73D5") /obj/structure/flora/biolumi/lamp name = "plant lamp" desc = "Bioluminescent plant much in a shape of a street lamp." icon_state = "lamp" variants = 2 random_light = list("#6AFF00","#00FFEE", "#D9FF00", "#FFC800")