Changes to botany plants

1.This basically makes it so the amount of planks you gain from chopping up a log depends on the plants potency.

As a side note, removed a duplicate path from the accepted list for the torch code.

2.When you throw a blood tomato and it splats, instead of just making a pile of blood, it shall now spawn gibs.

3.The eggyplant(the mutated eggplant which makes actual eggs), and the moneytree were a bit changed. Instead of now just harvesting non-organic stuff which you couldnt even get seeds from, they will now produce a fruit 'shell' which you use in your hand to get the egg/money. Thus you can extract the seeds and store them in the smartfridge.

4.The amount of grass tiles obtainable from the grass plant after you harvest it and use it in your hand is now dependant on potency aswell.

5.The botany apron/coveralls can now hold the hatchet, plant bag and pest spray.
You just have to unEquip(src) before you qdel() it.

Also, you're supposed to make this more than an organization subtype, this code should be in the shell() type's attackself() and use a var "insidetype" that stores the type.