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Blobs can now spawn up to three cores per event (#21377)
Blobs are too trivial, this should make them exciting. Requirements for this event to proc are two engineers, so in the worst-case you still have two people with an emitter each who can each destroy one blob and circle to the third after. Could use scrutiny from someone more familiar with event code than myself, I feel I've stepped on something here. <img width="980" height="895" alt="image" src="https://github.com/user-attachments/assets/38e15dfb-70a1-475e-b9b0-120765b507d5" />
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@@ -16,22 +16,27 @@
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var/health
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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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/// 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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/// 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/laser_resist = 2
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var/expandType = /obj/effect/blob
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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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/// % 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/secondary_core_growth_chance = 5
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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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/// Time in deciseconds before next attack will occur
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var/attack_cooldown = 60
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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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/// The core this blob piece belongs to
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var/obj/effect/blob/parent_core
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/// Determines how to pass core inheritance
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var/is_core = FALSE
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/obj/effect/blob/Initialize()
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. = ..()
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