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This PR makes a number of changes focusing on improving the blob minions, spores, nauts, zombies and their associated component. The blob spore, blob zombie and blobbernaut has been resprited. The spore and zombie have been lightly touched to preserve the most of the original characteristics while given a cleaner look. The spore and zombie have a partially desaturated version used to let more of the strain colour through instead of them all ending up dark brown. The blobbernaut has been reshaded and the side sprite has been made coherent with the front state, I made decided how the front state was shaded should be the "canon" one (this might be a bit controversial but the wild inconsistency was bugging me.) The blobbernaut is a bit less veiny, but the veins look more natural and use the strain complementary colour. Many combinations are cool, some are a bit lacking due to the weird choices of complementary colour.   Blob mobs can now have strains independently of an overmind. The 15% mutation chance of vat grown creatures causes a spore or blobbernaut to get a random strain. When I first added the blob spore cell line, ghosts could click on cyto blob spores to posses them, they would then presumably(?) but not explicitly be free antags. This ability was lost when the blob spore code was modernised. Very few people knew about this, and no one grew blob spores anyway. This feature is coming back in a big way, vat grown blob spores present a new unique job hazard, they are automatically offered to ghost as an extremely shitty, but free antag. I have tested spawning like 15 antag pre-buff blob spores in a live round and they failed completely to antagonise the crew effectively, hopefully these buffed spores won't present too much of an issue to our great administration team, if that ends up being the case, there are many levers to pull to tone them down. Blob spores prior to this PR were almost completely useless. The main cause of this was the extremely dilute reagent smoke reaction; 10u divided over 20 seconds. This resulted the smoke clouds dealing 0.15 - 0.6 DPS, a completely negligible and useless amount. The smoke reagent concentration has been massively increased(10u -> 40u) and the smoke duration has been reduced(20s -> 8s). The result of this is that blob spore clouds are something you want to avoid standing in, but they provide less smoke cover for the blob and nauts. Blob spores have also gained the ability to vent crawl. Simple mobs that can't either open doors or vent crawl feel super bad to play. They also deal a little more melee damage, but this is still pathetically low on account of their low attack speed. I have adjusted their supplementary reagents and reduced the amounts of spores produced per cycle(2 -> 1) to make them a bit harder to mass produce. I have not made this PR with the goal of buffing any particular strain, but some changes have affected blob strain balance: This was the only strain that was strongly mechanically tied to the core. In order to allow for independent debris devourer mobs, they can now eat trash(or any item really), they are independent, they store these items inside their mob, and use these for the debris devourer reactions. If they have an overmind, the item gets sent to the core. This should result in a nice buff to the strain, which I've been told is one of the bad ones. 5 years back another contributor removed the ability of blobs and blobbernauts to transfer reagents with their attacks(as their expose method is vapour). This was a completely undocumented change and possibly unintentional, so I am reverting it by giving blob reagents penetrates_skin = VAPOR again. This only really affects these two strains. It makes regenerative materia much stronger, while barely having any effect on cryogenic poison, because temperature normalisation changes has made it completely ineffective even with much more reagent applied. The spore reagent cloud buff might also give a boost to some strains with good expose effects, like electromagnetic web. Blob spores now drop spore sacks, they can be ground for spore toxin, or cracked on a griddle to create an egg-like treat! I also added a detoxification reaction to reduce the amount of toxin when cooked, might not work yet because I think griddles may not actually heat the food? Blob spores bursting and blobbernauts dying have sound effects. level 5 biohazard 🆑 image: blob mobs have been respectfully resprited. add: vat grown blob mobs can sometimes get born with a blob strain. add: blob spores drop spore sacks, crack them on the griddle. add: debris devourer mobs can now eat trash, sending it to the core, if there is one. add: vat grown blob spores are now sentient and evil. balance: blob spores now have much more concentrated smoke. balance: blob spores can ventcrawl. fix: regenerative materia and cryogenic poison strain blob tiles & nauts now inject chems again. sound: blob spores & blobbernaut now have death sound effects. /🆑
51 lines
2.0 KiB
Plaintext
51 lines
2.0 KiB
Plaintext
/// Root of shared behaviour for mobs spawned by blobs, is abstract and should not be spawned
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/mob/living/basic/blob_minion
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name = "Blob Error"
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desc = "A nonfunctional fungal creature created by bad code or celestial mistake. Point and laugh."
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icon = 'icons/mob/nonhuman-player/blob.dmi'
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icon_state = "blob_head"
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base_icon_state = "blob_head"
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unique_name = TRUE
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status_flags = CANPUSH
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pass_flags = PASSBLOB
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faction = list(ROLE_BLOB)
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combat_mode = TRUE
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bubble_icon = "blob"
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speak_emote = null
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habitable_atmos = null
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minimum_survivable_temperature = 0
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maximum_survivable_temperature = INFINITY
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lighting_cutoff_red = 20
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lighting_cutoff_green = 40
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lighting_cutoff_blue = 30
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initial_language_holder = /datum/language_holder/empty
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can_buckle_to = FALSE
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damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, STAMINA = 0, OXY = 1)
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/// Size of cloud produced from a dying spore
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var/death_cloud_size = BLOBMOB_CLOUD_NONE
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var/list/loot = list(/obj/item/food/spore_sack)
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/mob/living/basic/blob_minion/Initialize(mapload)
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. = ..()
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add_traits(list(TRAIT_BLOB_ALLY, TRAIT_MUTE), INNATE_TRAIT)
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AddComponent(/datum/component/blob_minion, on_strain_changed = CALLBACK(src, PROC_REF(on_strain_updated)), new_death_cloud_size = death_cloud_size)
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if(length(loot))
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loot = string_list(loot)
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AddElement(/datum/element/death_drops, loot)
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/// Called when our blob overmind changes their variant, update some of our mob properties
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/mob/living/basic/blob_minion/proc/on_strain_updated(mob/eye/blob/overmind, datum/blobstrain/new_strain)
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//revert independent blob mobs to the pale sprite so they can be recoloured
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if(new_strain)
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icon_state = base_icon_state
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/// Associates this mob with a specific blob factory node
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/mob/living/basic/blob_minion/proc/link_to_factory(obj/structure/blob/special/factory/factory)
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RegisterSignal(factory, COMSIG_QDELETING, PROC_REF(on_factory_destroyed))
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/// Called when our factory is destroyed
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/mob/living/basic/blob_minion/proc/on_factory_destroyed()
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SIGNAL_HANDLER
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to_chat(src, span_userdanger("Your factory was destroyed! You feel yourself dying!"))
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