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https://github.com/Aurorastation/Aurora.3.git
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Ports Bay Blob (#8328)
This commit is contained in:
@@ -1,127 +1,48 @@
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//I will need to recode parts of this but I am way too tired atm
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/obj/effect/blob
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name = "blob"
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name = "pulsating mass"
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desc = "A pulsating mass of interwoven tendrils."
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icon = 'icons/mob/npc/blob.dmi'
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icon_state = "blob"
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light_range = 3
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light_color = "#b5ff5b"
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desc = "Some blob creature thingy"
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density = 1
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opacity = 0
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anchored = 1
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light_power = 4
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light_color = BLOB_COLOR_PULS
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density = TRUE
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anchored = TRUE
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mouse_opacity = 2
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layer = 4
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layer = BLOB_SHIELD_LAYER
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var/maxHealth = 30
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var/health
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var/regen_rate = 4
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var/brute_resist = 4
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var/fire_resist = 1.75
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var/secondary_core_growth_chance = 10.0 //% chance to grow a secondary blob core instead of whatever was suposed to grown. Secondary cores are considerably weaker, but still nasty.
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var/regen_rate = 5
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// damage gets divided by these modifiers, based on damage type
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var/brute_resist = 4.3
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var/fire_resist = 0.8
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var/laser_resist = 2 // Special resist for laser based weapons - Emitters or handheld energy weaponry. Damage is divided by this and THEN by fire_resist.
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var/expandType = /obj/effect/blob
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var/obj/effect/blob/core/parent_core = null
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var/blob_may_process = 0
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var/hangry = 0 //if the blob will attack or not.
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var/blob_cost = 1 //point cost of the blob tile
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var/secondary_core_growth_chance = 5 //% chance to grow a secondary blob core instead of whatever was supposed to grow. Secondary cores are considerably weaker, but still nasty.
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var/damage_min = 15
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var/damage_max = 25
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var/pruned = FALSE
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var/product = /obj/item/blob_tendril
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var/attack_time = 0
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var/attack_cooldown = 60 // time in deciseconds before next attack will occur
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/obj/effect/blob/New(loc)
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START_PROCESSING(SScalamity, src)
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var/obj/effect/blob/parent_core // the core this blob piece belongs to
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var/is_core = FALSE // determines how to pass core inheritance
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/obj/effect/blob/Initialize()
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. = ..()
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health = maxHealth
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var/matrix/M = matrix()
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M.Turn(90 * pick(0,1,2,3))
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src.transform = M
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update_icon()
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return ..(loc)
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/obj/effect/blob/Destroy()
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// Sanity time.
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if (parent_core)
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parent_core.blob_count -= blob_cost
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parent_core = null
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STOP_PROCESSING(SScalamity, src)
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return ..()
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/obj/effect/blob/process()
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if(!parent_core)
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src.take_damage(5)
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src.regen_rate = -5
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playsound(loc, 'sound/effects/splat.ogg', 50, 1)
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return
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// Make deleting the parent more responsive.
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if(QDELING(parent_core))
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parent_core = null
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return
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for(var/mob/living/L in src.loc)
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if(L.stat == DEAD)
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if(prob(10))
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if(istype(L, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = L
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H.ChangeToHusk()
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if(!(HUSK in H.mutations))
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if(health < maxHealth)
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health += rand(10,30)
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if(health > maxHealth)
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health = maxHealth
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else if(istype(L, /mob/living/silicon))
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continue
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else
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L.gib()
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if(health < maxHealth)
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health += rand(10,30)
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if(health > maxHealth)
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health = maxHealth
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continue
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L.visible_message("<span class='danger'>The blob absorbs \the [L]!</span>", "<span class='danger'>The blob absorbs you!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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L.take_organ_damage(rand(5, 10))
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if(health < maxHealth)
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health += rand(1,10)
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if(health > maxHealth)
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health = maxHealth
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hangry += 8
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for(var/mob/living/L in range(src,"3x3"))
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var/obj/effect/blob/B = locate() in get_turf(L)
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if(!B)
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if(!hangry)
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if(L.stat == DEAD)
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continue
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if(prob(40))
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L.visible_message("<span class='danger'>The blob sucks \the [L] into itself!</span>", "<span class='danger'>The blob sucks you in!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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L.take_organ_damage(rand(5, 10))
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L.forceMove(src.loc)
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else
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L.visible_message("<span class='danger'>The blob glomps \the [L]!</span>", "<span class='danger'>The blob glomps you!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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L.take_organ_damage(rand(5, 20))
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if(health < maxHealth)
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health += rand(1,10)
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if(health > maxHealth)
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health = maxHealth
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hangry += 2
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for(var/obj/fire/F in range(src,"3x3")) //very snowflake, but much better than actually coding complex thermodynamics for these fuckers
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if(prob(50))
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src.visible_message("<span class='danger'>The blob melts away under the heat of the flames!</span>")
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F = locate() in get_turf(src)
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if(F)
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src.take_damage(rand(5, 20) / fire_resist)
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else
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src.take_damage(rand(1, 10) / fire_resist)
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hangry -= 1
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if(hangry < 0)
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hangry = 0
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START_PROCESSING(SSprocessing, src)
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/obj/effect/blob/CanPass(var/atom/movable/mover, var/turf/target, var/height = 0, var/air_group = 0)
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if(air_group || height == 0)
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return 1
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return 0
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return TRUE
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return FALSE
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/obj/effect/blob/ex_act(var/severity)
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switch(severity)
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@@ -138,10 +59,19 @@
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else
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icon_state = "blob_damaged"
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/obj/effect/blob/process()
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if(!parent_core || QDELETED(parent_core))
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take_damage(maxHealth / 4) // four processes to die if main core is deddo
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return
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regen()
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if(world.time < (attack_time + attack_cooldown))
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return
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attempt_attack()
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/obj/effect/blob/proc/take_damage(var/damage)
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health -= damage
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if(health < 0)
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playsound(loc, 'sound/effects/splat.ogg', 50, 1)
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playsound(get_turf(src), 'sound/effects/splat.ogg', 50, TRUE)
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qdel(src)
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else
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update_icon()
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@@ -151,77 +81,112 @@
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update_icon()
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/obj/effect/blob/proc/expand(var/turf/T)
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//Dont epxand over unsimulated unless its astroid trufs
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if(istype(T, /turf/unsimulated/) && !istype(T, /turf/unsimulated/floor/asteroid/))
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if(istype(T, /turf/space) || (isopenturf(T)) || (istype(T, /turf/simulated/mineral) && T.density))
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return
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//Dont expand over space or holes, unless there´s a lattice
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if((istype(T, /turf/simulated/open) || istype(T, /turf/space)) && !(locate(/obj/structure/lattice) in T))
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return
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//If its rock, mine it
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if(istype(T,/turf/simulated/mineral))
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var/turf/simulated/mineral/M = T
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M.kinetic_hit(8,get_dir(src,M)) //8 so its destroyed in 2 or 3 hits (mineral health is randomized between 10 and 20)
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return
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//If its a wall, destroy it
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if(istype(T, /turf/simulated/wall))
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var/turf/simulated/wall/SW = T
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SW.ex_act(2)
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if(SW.reinf_material && SW.reinf_material.hardness > 60)
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return TRUE
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SW.take_damage(80)
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return
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for(var/obj/O in T)
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if(O.density)
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O.ex_act(2)
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var/obj/structure/girder/G = locate() in T
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if(G)
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G.take_damage(rand(40, 80))
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return
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var/obj/structure/window/W = locate() in T
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if(W)
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W.shatter()
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return
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var/obj/structure/grille/GR = locate() in T
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if(GR)
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qdel(GR)
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return
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for(var/obj/machinery/door/D in T) // There can be several - and some of them can be open, locate() is not suitable
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if(D.density)
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attack_door(D)
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if(D.health <= 0)
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if(!D.open(TRUE))
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D.visible_message(SPAN_WARNING("\The [src] bashes through \the [D], demolishing it!"))
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qdel(D)
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return
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var/obj/structure/foamedmetal/F = locate() in T
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if(F)
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F.visible_message(SPAN_WARNING("\The [src] lashes into \the [F], tearing it apart!"))
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qdel(F)
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return
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var/obj/structure/reagent_dispensers/RT = locate() in T
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if(RT)
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RT.visible_message(SPAN_WARNING("\The [src] pierces into \the [RT], blowing it apart!"))
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RT.ex_act(2)
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return
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var/obj/structure/inflatable/I = locate() in T
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if(I)
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I.visible_message(SPAN_WARNING("\The [src] rips into \the [F], tearing a hole into it!"))
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I.deflate(TRUE)
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return
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var/obj/vehicle/V = locate() in T
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if(V)
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V.ex_act(2)
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return
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var/obj/machinery/camera/CA = locate() in T
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if(CA && !(CA.stat & BROKEN))
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CA.take_damage(30)
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return
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// Above things, we destroy completely and thus can use locate. Mobs are different.
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for(var/mob/living/L in T)
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if(L.stat == DEAD)
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continue
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if(prob(30))
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L.visible_message("<span class='danger'>The blob sucks \the [L] into itself!</span>", "<span class='danger'>The blob sucks you in!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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L.take_organ_damage(rand(5, 10))
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L.forceMove(src.loc)
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else
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L.visible_message("<span class='danger'>The blob pulverizes \the [L]!</span>", "<span class='danger'>The blob pulverizes you!</span>")
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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L.take_organ_damage(rand(30, 40))
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if(health < maxHealth)
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health += rand(1,10)
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if(health > maxHealth)
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health = maxHealth
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return
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attack_living(L)
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//If its a astroid turf, ignore it with a 50% chance (so the expansion mostly focuses on the station)
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if(istype(T,/turf/unsimulated/floor/asteroid/) && prob(50))
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return
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var/inherited_core = parent_core
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if(is_core)
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inherited_core = src
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if(parent_core)
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if(parent_core.blob_count < parent_core.blob_limit)
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if(!(locate(/obj/effect/blob/core/) in range(T, 2)) && prob(secondary_core_growth_chance) && (parent_core.core_count < parent_core.core_limit))
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var/obj/effect/blob/core/secondary/S = new /obj/effect/blob/core/secondary(T)
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S.parent_core = src.parent_core
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src.parent_core.core_count += blob_cost
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else
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var/obj/effect/blob/C = new expandType(T)
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C.parent_core = src.parent_core
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parent_core.blob_count += blob_cost
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if(!(locate(/obj/effect/blob/core) in range(2, T)) && prob(secondary_core_growth_chance))
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var/obj/effect/blob/core/secondary/S = new /obj/effect/blob/core/secondary(T)
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S.parent_core = inherited_core
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else
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var/obj/effect/blob/B = new expandType(T, min(health, 30))
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B.parent_core = inherited_core
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/obj/effect/blob/proc/pulse(var/forceLeft, var/list/dirs)
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regen()
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/obj/effect/blob/proc/pulse(var/forceLeft, var/list/dirs, var/bad_dir)
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sleep(4)
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var/pushDir = pick(dirs)
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var/pushDir = pick(dirs - bad_dir)
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var/turf/T = get_step(src, pushDir)
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var/obj/effect/blob/B = (locate() in T)
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var/obj/effect/blob/B = locate() in T
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if(!B)
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if(prob(health+45))
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expand(T)
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if(prob(health))
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var/retry = expand(T)
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if(retry)
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pulse(forceLeft - 1, dirs, pushDir)
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else if(forceLeft)
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B.pulse(forceLeft - 1, dirs - get_dir(B, src))
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/obj/effect/blob/proc/attack_msg(atom/source)
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source.visible_message(SPAN_WARNING("A tendril flies out from \the [src] and smashes into \the [source]!"), SPAN_DANGER("A tendril flies out from \the [src] and smashes into you!"))
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playsound(get_turf(src), 'sound/effects/attackblob.ogg', 50, TRUE)
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/obj/effect/blob/proc/attack_door(var/obj/machinery/door/D)
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if(!D)
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return
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if(forceLeft)
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B.pulse(forceLeft - 1, dirs)
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attack_msg(D)
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D.take_damage(rand(damage_min, damage_max))
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/obj/effect/blob/proc/attack_living(var/mob/living/L)
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if(!L)
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return
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var/blob_damage = pick(BRUTE, BURN)
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attack_msg(L)
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L.apply_damage(rand(damage_min, damage_max), blob_damage, used_weapon = "blob tendril")
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/obj/effect/blob/proc/attempt_attack()
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var/mob/living/victim = locate() in view(1, src)
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if(victim)
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if(victim.stat == DEAD)
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return
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attack_living(victim)
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attack_time = world.time
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/obj/effect/blob/bullet_act(var/obj/item/projectile/Proj)
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if(!Proj)
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@@ -231,56 +196,83 @@
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if(BRUTE)
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take_damage(Proj.damage / brute_resist)
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if(BURN)
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take_damage(Proj.damage / fire_resist)
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return 0
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take_damage((Proj.damage / laser_resist) / fire_resist)
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return FALSE
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/obj/effect/blob/attackby(var/obj/item/W, var/mob/user)
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/obj/effect/blob/attackby(obj/item/W, mob/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(src)
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playsound(loc, 'sound/effects/attackblob.ogg', 50, 1)
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visible_message("<span class='danger'>\The [src] has been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
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playsound(get_turf(src), 'sound/effects/attackblob.ogg', 50, TRUE)
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if(W.iswirecutter())
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if(!pruned)
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to_chat(user, SPAN_NOTICE("You collect a sample from \the [src]."))
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var/obj/P = new product(get_turf(user))
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user.put_in_hands(P)
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pruned = TRUE
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return
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else
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to_chat(user, SPAN_WARNING("\The [src] has already been pruned."))
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return
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var/damage = 0
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switch(W.damtype)
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if("fire")
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if(BURN)
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damage = (W.force / fire_resist)
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if(W.iswelder())
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playsound(loc, 'sound/items/welder.ogg', 100, 1)
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if("brute")
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if(prob(30) && !issilicon(user))
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visible_message("<span class='danger'>\The [W] gets caught in the gelatinous folds of \the [src]</span>")
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user.drop_from_inventory(W,get_turf(src))
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return
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playsound(get_turf(src), 'sound/items/Welder.ogg', 100, TRUE)
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if(BRUTE)
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damage = (W.force / brute_resist)
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take_damage(damage)
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return
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/obj/effect/blob/fire_act()
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take_damage(rand(5, 20) / fire_resist)
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#define CORE_SHIELD_HIGH "high"
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#define CORE_SHIELD_LOW "low"
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/obj/effect/blob/core
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name = "blob core"
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name = "master nucleus"
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desc = "A massive, fragile nucleus guarded by a shield of thick tendrils."
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icon_state = "blob_core"
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light_range = 1
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light_power = 2
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light_color = "#F3D203"
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maxHealth = 200
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brute_resist = 2
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regen_rate = 2
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fire_resist = 2
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var/core_count //amount of secondary cores
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var/core_limit = 4 //for if a badmin ever wants the station to die, they can set this higher
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var/blob_count = 1 //amount of actual blob pieces
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var/blob_limit = 150 //9x4+100 + a bit, maximum amount of blobs allowed.
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maxHealth = 450
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damage_min = 25
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||||
damage_max = 35
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expandType = /obj/effect/blob/shield
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product = /obj/item/blob_core
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is_core = TRUE
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||||
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||||
light_color = BLOB_COLOR_CORE
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||||
layer = BLOB_CORE_LAYER
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||||
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/obj/effect/blob/core/New()
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if(!parent_core)
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||||
parent_core = src
|
||||
..()
|
||||
var/blob_may_process = TRUE
|
||||
var/reported_low_damage = FALSE
|
||||
var/pulse_power = 50 // How far the core can potentially grow in size
|
||||
var/times_to_pulse = 4
|
||||
|
||||
/obj/effect/blob/core/proc/get_health_percent()
|
||||
return ((health / maxHealth) * 100)
|
||||
|
||||
/obj/effect/blob/core/proc/process_core_health()
|
||||
var/health_percent = get_health_percent()
|
||||
if(health_percent > 75)
|
||||
if(reported_low_damage)
|
||||
report_shield_status(CORE_SHIELD_HIGH)
|
||||
else if(health_percent < 33)
|
||||
if(!reported_low_damage)
|
||||
report_shield_status(CORE_SHIELD_LOW)
|
||||
|
||||
/obj/effect/blob/core/proc/report_shield_status(var/status)
|
||||
if(status == CORE_SHIELD_LOW)
|
||||
visible_message(SPAN_DANGER("\The [src]'s internal tendril shield fails, leaving the nucleus vulnerable!"), 3)
|
||||
reported_low_damage = TRUE
|
||||
if(status == CORE_SHIELD_HIGH)
|
||||
visible_message(SPAN_DANGER("\The [src]'s internal tendril shield seems to have fully reformed."), 3)
|
||||
reported_low_damage = FALSE
|
||||
|
||||
// Rough icon state changes that reflect the core's health
|
||||
/obj/effect/blob/core/update_icon()
|
||||
var/health_percent = (health / maxHealth) * 100
|
||||
switch(health_percent)
|
||||
switch(get_health_percent())
|
||||
if(66 to INFINITY)
|
||||
icon_state = "blob_core"
|
||||
if(33 to 66)
|
||||
@@ -290,49 +282,63 @@
|
||||
|
||||
/obj/effect/blob/core/process()
|
||||
set waitfor = 0
|
||||
..()
|
||||
if(world.time < blob_may_process)
|
||||
if(!blob_may_process)
|
||||
return
|
||||
blob_may_process = world.time + 8 SECONDS
|
||||
sleep(0)
|
||||
pulse(20, list(NORTH, EAST))
|
||||
pulse(20, list(NORTH, WEST))
|
||||
pulse(20, list(SOUTH, EAST))
|
||||
pulse(20, list(SOUTH, WEST))
|
||||
blob_may_process = FALSE
|
||||
process_core_health()
|
||||
regen()
|
||||
for(var/i = 1 to times_to_pulse)
|
||||
pulse(pulse_power, global.cardinal.Copy())
|
||||
blob_may_process = TRUE
|
||||
if(world.time < (attack_time + attack_cooldown))
|
||||
return
|
||||
attempt_attack()
|
||||
|
||||
// Blob has a very small probability of growing these when spreading. These will spread the blob further.
|
||||
/obj/effect/blob/core/secondary
|
||||
name = "small blob core"
|
||||
icon_state = "blob_core"
|
||||
maxHealth = 100
|
||||
brute_resist = 1
|
||||
fire_resist = 1.75
|
||||
name = "auxiliary nucleus"
|
||||
desc = "An interwoven mass of tendrils. A glowing nucleus pulses at its center."
|
||||
icon_state = "blob_node"
|
||||
maxHealth = 125
|
||||
regen_rate = 1
|
||||
expandType = /obj/effect/blob
|
||||
damage_min = 15
|
||||
damage_max = 20
|
||||
layer = BLOB_NODE_LAYER
|
||||
product = /obj/item/blob_core/aux
|
||||
pulse_power = 20 // Not as strong as big daddy core
|
||||
times_to_pulse = 4
|
||||
|
||||
/obj/effect/blob/core/secondary/New()
|
||||
health = maxHealth
|
||||
update_icon()
|
||||
return ..(loc)
|
||||
/obj/effect/blob/core/secondary/process()
|
||||
if(!parent_core || QDELETED(parent_core))
|
||||
take_damage(maxHealth / 4) // four processes to die if main core is deddo
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/effect/blob/core/secondary/Destroy()
|
||||
if(parent_core)
|
||||
parent_core.core_count -= 1
|
||||
return ..()
|
||||
/obj/effect/blob/core/secondary/process_core_health()
|
||||
return
|
||||
|
||||
/obj/effect/blob/core/secondary/update_icon()
|
||||
icon_state = (health / maxHealth >= 0.5) ? "blob_node" : "blob_factory"
|
||||
|
||||
/obj/effect/blob/shield
|
||||
name = "strong blob"
|
||||
name = "shielding mass"
|
||||
desc = "A pulsating mass of interwoven tendrils. These seem particularly robust, but not quite as active."
|
||||
icon_state = "blob_idle"
|
||||
maxHealth = 60
|
||||
brute_resist = 1
|
||||
fire_resist = 2.5
|
||||
blob_cost = 0 //so that the core can regrow its shields when they break
|
||||
maxHealth = 120
|
||||
damage_min = 15
|
||||
damage_max = 25
|
||||
attack_cooldown = 45
|
||||
regen_rate = 4
|
||||
opacity = TRUE
|
||||
expandType = /obj/effect/blob/ravaging
|
||||
light_color = BLOB_COLOR_SHIELD
|
||||
|
||||
/obj/effect/blob/shield/New()
|
||||
/obj/effect/blob/shield/Initialize()
|
||||
. = ..()
|
||||
update_nearby_tiles()
|
||||
..()
|
||||
|
||||
/obj/effect/blob/shield/Destroy()
|
||||
density = 0
|
||||
density = FALSE
|
||||
update_nearby_tiles()
|
||||
return ..()
|
||||
|
||||
@@ -346,3 +352,72 @@
|
||||
|
||||
/obj/effect/blob/shield/CanPass(var/atom/movable/mover, var/turf/target, var/height = 0, var/air_group = 0)
|
||||
return !density
|
||||
|
||||
/obj/effect/blob/ravaging
|
||||
name = "ravaging mass"
|
||||
desc = "A mass of interwoven tendrils. They thrash around haphazardly at anything in reach."
|
||||
maxHealth = 20
|
||||
damage_min = 20
|
||||
damage_max = 25
|
||||
attack_cooldown = 30
|
||||
light_color = BLOB_COLOR_RAV
|
||||
color = "#ffd400" //Temporary, for until they get a new sprite.
|
||||
|
||||
#define TENDRIL_SOLID "solid"
|
||||
#define TENDRIL_FIRE "fire"
|
||||
|
||||
//produce
|
||||
/obj/item/blob_tendril
|
||||
name = "asteroclast tendril"
|
||||
desc = "A tendril removed from an asteroclast. It's entirely lifeless."
|
||||
icon = 'icons/mob/npc/blob.dmi'
|
||||
icon_state = "tendril"
|
||||
item_state = "blob_tendril"
|
||||
w_class = ITEMSIZE_LARGE
|
||||
reach = 2 // long range tentacle whips - geeves
|
||||
attack_verb = list("smacked", "smashed", "whipped")
|
||||
var/types_of_tendril = list(TENDRIL_SOLID, TENDRIL_FIRE)
|
||||
|
||||
/obj/item/blob_tendril/Initialize()
|
||||
. = ..()
|
||||
var/tendril_type = pick(types_of_tendril)
|
||||
switch(tendril_type)
|
||||
if(TENDRIL_SOLID)
|
||||
desc = "An incredibly dense, yet flexible, tendril, removed from an asteroclast."
|
||||
force = 10
|
||||
color = COLOR_BRONZE
|
||||
origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2)
|
||||
if(TENDRIL_FIRE)
|
||||
desc = "A tendril removed from an asteroclast. It's hot to the touch."
|
||||
damtype = BURN
|
||||
force = 15
|
||||
color = COLOR_AMBER
|
||||
origin_tech = list(TECH_POWER = 2, TECH_BIO = 2)
|
||||
|
||||
/obj/item/blob_tendril/afterattack(obj/O, mob/user)
|
||||
if(prob(50))
|
||||
force--
|
||||
if(force <= 0)
|
||||
visible_message(SPAN_NOTICE("\The [src] crumbles apart!"))
|
||||
user.drop_from_inventory(src)
|
||||
new /obj/effect/decal/cleanable/ash(get_turf(src))
|
||||
qdel(src)
|
||||
|
||||
/obj/item/blob_core
|
||||
name = "asteroclast nucleus sample"
|
||||
desc = "A sample taken from an asteroclast's nucleus. It pulses with energy."
|
||||
icon_state = "core_sample"
|
||||
item_state = "blob_core"
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
origin_tech = list(TECH_MATERIAL = 4, TECH_BLUESPACE = 5, TECH_BIO = 7)
|
||||
|
||||
/obj/item/blob_core/aux
|
||||
name = "asteroclast auxiliary nucleus sample"
|
||||
desc = "A sample taken from an asteroclast's auxiliary nucleus."
|
||||
icon_state = "core_sample_2"
|
||||
origin_tech = list(TECH_MATERIAL = 2, TECH_BLUESPACE = 3, TECH_BIO = 4)
|
||||
|
||||
#undef CORE_SHIELD_HIGH
|
||||
#undef CORE_SHIELD_LOW
|
||||
#undef TENDRIL_SOLID
|
||||
#undef TENDRIL_FIRE
|
||||
Reference in New Issue
Block a user