-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
@@ -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"
|
||||
|
||||
@@ -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
|
||||
@@ -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", ???),\*/
|
||||
|
||||
@@ -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
|
||||
@@ -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 ..()
|
||||
@@ -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."
|
||||
|
||||
@@ -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>
|
||||
|
||||
|
Before Width: | Height: | Size: 38 KiB After Width: | Height: | Size: 40 KiB |
|
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 24 KiB |
|
Before Width: | Height: | Size: 125 KiB After Width: | Height: | Size: 127 KiB |
|
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 25 KiB |
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |