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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request A set of 3 new trick wines following the same concepts of the originals! Prismwine, Forcewine, and Hearthwine! Also makes trickwines made in a distiller which can only be found on srm ships More information about them are here https://hackmd.io/@1AmYOEuoR22oazvD5KVcDg/rJTEL1DM3 Adds new lovely sprites done by stiel0248 This also fixes a lot of minor issues with the original pr and shifts the code into separate files! Also to prevent trickwines from being abused in smoke grenades, smoke is now separate from TOUCH = method <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review an ![image](https://github.com/shiptest-ss13/Shiptest/assets/86381784/dd8a2582-ba0f-4bcb-ade0-976a9d10e1b8) d even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Trickwines are fun! I love Trickwines! The new sprites are alot better! This tweaks em to be harder to obtain makes them more varied and balanced as well <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: 3 new Trickwines! Prism, Hearth, and Force tweak: tweaked the old Trickwines to be slightly more balanced add: srm tree and Trickwine distiller tweak: copy big mortar code to small mortar so you can chose between grinding and juicing refactor: splits smoke flags for more control over chemical reactions server: Blackbox now records more info about chems /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: tmtmtl30 <[email protected]> Signed-off-by: FalloutFalcon <[email protected]> Co-authored-by: BuildTools <[email protected]> Co-authored-by: Slashy Slasher <[email protected]> Co-authored-by: tmtmtl30 <[email protected]>
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