// Grass /obj/item/seeds/grass name = "pack of grass seeds" desc = "These seeds grow into grass. Yummy!" icon_state = "seed-grass" species = "grass" plantname = "Grass" product = /obj/item/weapon/reagent_containers/food/snacks/grown/grass lifespan = 40 endurance = 40 maturation = 2 production = 5 yield = 5 growthstages = 2 icon_grow = "grass-grow" icon_dead = "grass-dead" mutatelist = list(/obj/item/seeds/grass/carpet) reagents_add = list("nutriment" = 0.02, "hydrogen" = 0.05) /obj/item/weapon/reagent_containers/food/snacks/grown/grass seed = /obj/item/seeds/grass name = "grass" desc = "Green and lush." icon_state = "grassclump" filling_color = "#32CD32" bitesize_mod = 2 /obj/item/weapon/reagent_containers/food/snacks/grown/grass/attack_self(mob/user) user << "You prepare the astroturf." var/grassAmt = 1 + round(seed.potency / 50) // The grass we're holding for(var/obj/item/weapon/reagent_containers/food/snacks/grown/grass/G in user.loc) // The grass on the floor grassAmt += 1 + round(G.seed.potency) qdel(G) while(grassAmt > 0) var/obj/item/stack/tile/GT = new /obj/item/stack/tile/grass(user.loc) if(grassAmt >= GT.max_amount) GT.amount = GT.max_amount else GT.amount = grassAmt for(var/obj/item/stack/tile/grass/GR in user.loc) if(GR != GT && GR.amount < GR.max_amount) GR.attackby(GT, user) //we try to transfer all old unfinished stacks to the new stack we created. grassAmt -= GT.max_amount qdel(src) return // Carpet /obj/item/seeds/grass/carpet name = "pack of carpet seeds" desc = "These seeds grow into stylish carpet samples." icon_state = "seed-carpet" species = "carpet" plantname = "Carpet" product = /obj/item/weapon/reagent_containers/food/snacks/grown/carpet mutatelist = list(/obj/item/seeds/grass/carpet) rarity = 10 /obj/item/weapon/reagent_containers/food/snacks/grown/carpet seed = /obj/item/seeds/grass/carpet name = "carpet" desc = "The textile industry's dark secret." icon_state = "carpetclump" /obj/item/weapon/reagent_containers/food/snacks/grown/carpet/attack_self(mob/user) user << "You roll out the red carpet." var/carpetAmt = 1 + round(seed.potency / 50) // The carpet we're holding for(var/obj/item/weapon/reagent_containers/food/snacks/grown/carpet/C in user.loc) // The carpet on the floor carpetAmt += 1 + round(C.seed.potency / 50) qdel(C) while(carpetAmt > 0) var/obj/item/stack/tile/CT = new /obj/item/stack/tile/carpet(user.loc) if(carpetAmt >= CT.max_amount) CT.amount = CT.max_amount else CT.amount = carpetAmt for(var/obj/item/stack/tile/carpet/CA in user.loc) if(CA != CT && CA.amount < CA.max_amount) CA.attackby(CT, user) //we try to transfer all old unfinished stacks to the new stack we created. carpetAmt -= CT.max_amount qdel(src) return