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* Increased players per blob and decreased blob count to win. * Changed the health value of the blob spores. * Blob gamemode will give the blob core a resource rate of 2, random event blob cores will get 1. * Raised the amount of time that has to pass before the blob event occurs. * Increased the difficulty of expanding into space. * Added a player limit to the blob gamemode. * Removed density from shield and other variables which are set in the abstract blob. * Deleted spores after they die. * Reset the brute resistance. * Disabled random blobs in the blob gamemode. * Double'd the blob spore's health. * Blobs can expand into space again but it will be harder to do than on a space tile. * Dead robots will be gibbed in their blob_act() as their bodies will block the blob. * Reduced the damage the blob takes from explosions, and increased the brute resistance. Blobs main weakness is fire, not force.
36 lines
805 B
Plaintext
36 lines
805 B
Plaintext
/datum/round_event_control/blob
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name = "Blob"
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typepath = /datum/round_event/blob
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weight = 5
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max_occurrences = 1
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earliest_start = 48000 // 1 hour 20 minutes
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/datum/round_event/blob
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announceWhen = 12
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endWhen = 120
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var/obj/effect/blob/core/Blob
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/datum/round_event/blob/announce()
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command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
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world << sound('sound/AI/outbreak5.ogg')
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/datum/round_event/blob/start()
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var/turf/T = pick(blobstart)
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if(!T)
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return kill()
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Blob = new /obj/effect/blob/core(T, 200)
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for(var/i = 1; i < rand(3, 6), i++)
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Blob.process()
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/datum/round_event/blob/tick()
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if(!Blob)
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kill()
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return
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if(IsMultiple(activeFor, 3))
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Blob.process()
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