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Update distributed_neurons.dm
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@@ -1,18 +1,18 @@
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//kills unconscious targets and turns them into blob zombies, produces fragile spores when killed or on expanding. Spore produced by factories are sentient.
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//kills unconscious targets and turns them into blob zombies, produces fragile spores when killed. Spore produced by factories are sentient.
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/datum/blobstrain/reagent/distributed_neurons
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name = "Distributed Neurons"
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description = "will do very low toxin damage and turns unconscious targets into blob zombies."
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effectdesc = "will also produce fragile spores when killed and on expanding. Spores produced by factories are sentient."
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effectdesc = "will also produce fragile spores when killed. Spores produced by factories are sentient."
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shortdesc = "will do very low toxin damage and will turn unconscious targets into blob zombies for additional resources(for your overmind). Spores produced by factories are sentient."
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analyzerdescdamage = "Does very low toxin damage and kills unconscious humans, turning them into blob zombies."
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analyzerdesceffect = "Produces spores when expanding and when killed. Spores produced by factories are sentient."
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analyzerdesceffect = "Produces spores when killed. Spores produced by factories are sentient."
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color = "#E88D5D"
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complementary_color = "#823ABB"
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message_living = ", and you feel tired"
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reagent = /datum/reagent/blob/distributed_neurons
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/datum/blobstrain/reagent/distributed_neurons/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage <= 20 && B.obj_integrity - damage <= 0 && prob(30)) //if the cause isn't fire or a bomb, the damage is less than 21, we're going to die from that damage, 20% chance of a shitty spore.
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if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage <= 20 && B.obj_integrity - damage <= 0 && prob(15)) //if the cause isn't fire or a bomb, the damage is less than 21, we're going to die from that damage, 15% chance of a shitty spore.
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B.visible_message("<span class='warning'><b>A spore floats free of the blob!</b></span>")
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var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(B.loc)
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BS.overmind = B.overmind
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@@ -20,13 +20,6 @@
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B.overmind.blob_mobs.Add(BS)
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return ..()
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/datum/blobstrain/reagent/distributed_neurons/expand_reaction(obj/structure/blob/B, obj/structure/blob/newB, turf/T, mob/camera/blob/O)
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if(prob(10))
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var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(T)
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BS.overmind = B.overmind
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BS.update_icons()
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newB.overmind.blob_mobs.Add(BS)
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/datum/reagent/blob/distributed_neurons
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name = "Distributed Neurons"
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color = "#E88D5D"
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