-Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not have indicators like trays do! Watch your plants carefully!

-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3495 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
d_h2005@yahoo.com
2012-04-22 05:55:33 +00:00
parent 52f4217874
commit 41ba8a7ae6
12 changed files with 230 additions and 11 deletions

View File

@@ -162,7 +162,7 @@
/obj/item/seeds/bananaseed
name = "pack of banana seeds"
desc = "They're seeds that grow into bannana trees. When grown, keep away from clown."
desc = "They're seeds that grow into banana trees. When grown, keep away from clown."
icon_state = "seed-banana"
mypath = "/obj/item/seeds/bananaseed"
species = "banana"
@@ -195,7 +195,7 @@
/obj/item/seeds/eggyseed
name = "pack of eggplant seeds"
desc = "These seeds grow to produce berries that look nothing like eggs."
desc = "These seeds grow to produce berries that look a lot like eggs."
icon_state = "seed-eggy"
mypath = "/obj/item/seeds/eggy"
species = "eggy"
@@ -588,7 +588,7 @@
icon_state = "seed"
mypath = "/obj/item/seeds/weeds"
species = "weeds"
plantname = "Generic Weeds"
plantname = "Starthistle"
productname = ""
lifespan = 100
endurance = 50 // damm pesky weeds
@@ -808,6 +808,23 @@
plant_type = 0
growthstages = 6
/obj/item/seeds/cashseed
name = "pack of money seeds"
desc = "When life gives you lemons, mutate them into cash."
icon_state = "seed-cash"
mypath = "/obj/item/seeds/cashseed"
species = "cashtree"
plantname = "Money Tree"
productname = "/obj/item/weapon/reagent_containers/food/snacks/grown/money"
lifespan = 55
endurance = 45
maturation = 6
production = 6
yield = 4
potency = 10
plant_type = 0
growthstages = 6
/obj/item/seeds/orangeseed
name = "pack of orange seed"
desc = "Sour seeds."
@@ -861,7 +878,7 @@
/obj/item/seeds/grassseed
name = "pack of grass seeds"
desc = "These seeds grow ito grass. Yummy!"
desc = "These seeds grow into grass. Yummy!"
icon_state = "seed-grass"
mypath = "/obj/item/seeds/grassseed"
species = "grass"
@@ -1029,7 +1046,7 @@
New()
..()
reagents.add_reagent("nutriment", 1+round((potency / 20), 1))
reagents.add_reagent("bicaridine", 1+round(potency / 20, 1))
reagents.add_reagent("bicaridine", 1+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 3, 1)
@@ -1131,11 +1148,40 @@
seed = "/obj/item/seeds/grassseed"
name = "grass"
desc = "Green and lush."
icon_state = "grass"
icon_state = "spawner"
potency = 20
New()
new/obj/item/stack/tile/grass(src.loc)
del(src)
spawn(5) //Workaround to keep harvesting from working weirdly.
del(src)
//This object is just a transition object. All it does is make dosh and delete itself. -Cheridan
/obj/item/weapon/reagent_containers/food/snacks/grown/money
seed = "/obj/item/seeds/cashseed"
name = "dosh"
desc = "Green and lush."
icon_state = "spawner"
potency = 10
New()
switch(rand(1,100))//(potency) //It wants to use the default potency instead of the new, so it was always 10. Will try to come back to this later - Cheridan
if(0 to 10)
new/obj/item/weapon/spacecash/(src.loc)
if(11 to 20)
new/obj/item/weapon/spacecash/c10(src.loc)
if(21 to 30)
new/obj/item/weapon/spacecash/c20(src.loc)
if(31 to 40)
new/obj/item/weapon/spacecash/c50(src.loc)
if(41 to 50)
new/obj/item/weapon/spacecash/c100(src.loc)
if(51 to 60)
new/obj/item/weapon/spacecash/c200(src.loc)
if(61 to 80)
new/obj/item/weapon/spacecash/c500(src.loc)
else
new/obj/item/weapon/spacecash/c1000(src.loc)
spawn(5) //Workaround to keep harvesting from working weirdly.
del(src)
/obj/item/weapon/reagent_containers/food/snacks/grown/sugarcane
seed = "/obj/item/seeds/sugarcaneseed"

View File

@@ -20,8 +20,16 @@
var/planted = 0 // Is it occupied?
var/harvest = 0 //Ready to harvest?
var/obj/item/seeds/myseed = null // The currently planted seed
New()
..()
bullet_act(var/obj/item/projectile/Proj) //Works with the Somatoray to modify plant variables.
if(istype(Proj ,/obj/item/projectile/energy/floramut))
src.mutmod = 2
else if(istype(Proj ,/obj/item/projectile/energy/florayield))
src.yieldmod = 2
if(src.myseed.yield == 0)
src.myseed.yield += 1
return
obj/machinery/hydroponics/process()
@@ -303,6 +311,10 @@ obj/machinery/hydroponics/proc/mutatespecie() // Mutagent produced a new plant!
del(src.myseed)
src.myseed = new /obj/item/seeds/angelmycelium
else if ( istype(src.myseed, /obj/item/seeds/lemonseed ))
del(src.myseed)
src.myseed = new /obj/item/seeds/cashseed
else if ( istype(src.myseed, /obj/item/seeds/ambrosiavulgarisseed ))
del(src.myseed)
src.myseed = new /obj/item/seeds/ambrosiadeusseed
@@ -954,3 +966,39 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
planted = 0
dead = 0
updateicon()
///////////////////////////////////////////////////////////////////////////////
/obj/machinery/hydroponics/soil //Not actually hydroponics at all! Honk!
name = "soil"
icon = 'hydroponics.dmi'
icon_state = "soil"
density = 0
New()
..()
updateicon() // Same as normal but with the overlays removed - Cheridan.
overlays = null
if(src.planted)
if(dead)
overlays += image('hydroponics.dmi', icon_state="[src.myseed.species]-dead")
else if(src.harvest)
if(src.myseed.plant_type == 2) // Shrooms don't have a -harvest graphic
overlays += image('hydroponics.dmi', icon_state="[src.myseed.species]-grow[src.myseed.growthstages]")
else
overlays += image('hydroponics.dmi', icon_state="[src.myseed.species]-harvest")
else if(src.age < src.myseed.maturation)
var/t_growthstate = ((src.age / src.myseed.maturation) * src.myseed.growthstages )
overlays += image('hydroponics.dmi', icon_state="[src.myseed.species]-grow[round(t_growthstate)]")
src.lastproduce = src.age
else
overlays += image('hydroponics.dmi', icon_state="[src.myseed.species]-grow[src.myseed.growthstages]")
if(myseed)
if(luminosity && !istype(myseed,/obj/item/seeds/glowshroom))
sd_SetLuminosity(0)
else if(!luminosity && istype(myseed,/obj/item/seeds/glowshroom))
sd_SetLuminosity(myseed.potency/10)
else
if(luminosity)
sd_SetLuminosity(0)
return

View File

@@ -10,6 +10,7 @@ SILVER
//Sandstone
var/global/list/datum/stack_recipe/sandstone_recipes = list ( \
new/datum/stack_recipe("pile of dirt", /obj/machinery/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("sandstone door", /obj/structure/mineral_door/sandstone, 10, one_per_turf = 1, on_floor = 1), \
/* new/datum/stack_recipe("sandstone wall", ???), \
new/datum/stack_recipe("sandstone floor", ???),\*/

View File

@@ -52,4 +52,53 @@ obj/item/weapon/gun/energy/staff
if(!power_supply) return 0
power_supply.give(200)
update_icon()
return 1
return 1
/obj/item/weapon/gun/energy/floragun
name = "floral somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
icon_state = "floramut100"
item_state = "gun"
fire_sound = 'stealthoff.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/floramut"
origin_tech = "materials=2;biotech=3;powerstorage=3"
modifystate = "floramut"
var/charge_tick = 0
var/mode = 0 //0 = mutate, 1 = yield boost
New()
..()
processing_objects.Add(src)
Del()
processing_objects.Remove(src)
..()
process()
charge_tick++
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
update_icon()
return 1
attack_self(mob/living/user as mob)
switch(mode)
if(0)
mode = 1
charge_cost = 100
user << "\red The [src.name] is now set to increase yield."
projectile_type = "/obj/item/projectile/energy/florayield"
modifystate = "florayield"
if(1)
mode = 0
charge_cost = 100
user << "\red The [src.name] is now set to induce mutations."
projectile_type = "/obj/item/projectile/energy/floramut"
modifystate = "floramut"
update_icon()
return

View File

@@ -37,4 +37,59 @@
if(istype(target, /mob/living))
var/mob/M = target
M.bodytemperature = temperature
return 1
return 1
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
var/mob/M = target
if(istype(target, /mob/living/carbon/human) && M:mutantrace == "plant") //Plantmen possibly get mutated and damaged by the rays.
if(prob(15))
M.radiation += rand(10,30)
M.Weaken(5)
for (var/mob/V in viewers(src))
V.show_message("\red [M] writhes in pain as \his vacuoles boil.", 3, "\red You hear the crunching of leaves.", 2)
if(prob(35))
// for (var/mob/V in viewers(src)) //Public messages commented out to prevent possible metaish genetics experimentation and stuff. - Cheridan
// V.show_message("\red [M] is mutated by the radiation beam.", 3, "\red You hear the snapping of twigs.", 2)
if(prob(80))
randmutb(M)
domutcheck(M,null,1)
else
randmutg(M)
domutcheck(M,null,1)
else
M.adjustFireLoss(rand(5,15))
M.show_message("\red The radiation beam singes you!")
// for (var/mob/V in viewers(src))
// V.show_message("\red [M] is singed by the radiation beam.", 3, "\red You hear the crackle of burning leaves.", 2)
else
// for (var/mob/V in viewers(src))
// V.show_message("The radiation beam dissipates harmlessly through [M]", 3)
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
return ..()
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
var/mob/M = target
if(istype(target, /mob/living/carbon/human) && M:mutantrace == "plant") //These rays make plantmen fat.
if(M.nutrition < 500) //sanity check
M.nutrition += 30
else
// for (var/mob/V in viewers(src))
// V.show_message("The radiation beam dissipates harmlessly through [M]", 3)
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
return ..()

View File

@@ -1307,6 +1307,15 @@ datum
build_path = "/obj/item/weapon/gun/energy/temperature"
locked = 1
flora_gun
name = "Floral Somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells. Harmless to other organic life."
id = "flora_gun"
req_tech = list("materials" = 2, "biotech" = 3, "powerstorage" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 2000, "$glass" = 500, "$uranium" = 500)
build_path = "/obj/item/weapon/gun/energy/floragun"
large_grenade
name = "Large Grenade"
desc = "A grenade that affects a larger area and use larger containers."

View File

@@ -83,6 +83,17 @@ Stuff which is in development and not yet visible to players or just code relate
should be listed in the changelog upon commit tho. Thanks. -->
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
<div class="commit sansserif">
<h2 class="date">April 1-22, 2012</h2>
<h3 class="author">Cheridan updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">CATCHING UP ON MY CHANGELOG. Some of this has been in for a while: -Added carved pumpkins and corncob pipes. -Added mutations for ambrosia and lemon trees. -Added more wood items for tower cap wood construction. -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not have indicators like trays do! Watch your plants carefully!</li>
<li class="rscadd">-The biogenerator is now more robust. It can dispense fertilizer in batches, and make simple leather items. -RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.</li>
<li class="rscadd">-Added plump helmet biscuits, mushroom soup, pumpkin pie and slices, chawanmushi, and beet soup recipes for the chef to make.</li>
<li class="tweak">-Added transparency to biohelmets. -Normalized grass harvests. -Changed the name of "Generic Weeds". -Blenders can now be filled directly from plant bags. -Added low chance for a species mutation whenever a plant's stats mutate. -You now get more descriptive messages when applying mutagen to plant trays. -Removed sugarcane seeds from the vending machine. Added the sugarcane seeds to the seeds crate.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">Sunday, April 22nd</h2>
<h3 class="author">Petethegoat updated:</h3>

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