/obj/item/projectile/energy/blob //Not super strong. name = "spore" icon_state = "declone" damage = 3 armor_penetration = 40 damage_type = BRUTE check_armour = "melee" pass_flags = PASSTABLE | PASSBLOB fire_sound = 'sound/effects/slime_squish.ogg' var/splatter = FALSE // Will this make a cloud of reagents? var/splatter_volume = 5 // The volume of its chemical container, for said cloud of reagents. var/list/my_chems = list("mold") /obj/item/projectile/energy/blob/splattering splatter = TRUE /obj/item/projectile/energy/blob/New() if(splatter) create_reagents(splatter_volume) ready_chemicals() ..() /obj/item/projectile/energy/blob/Destroy() qdel(reagents) reagents = null ..() /obj/item/projectile/energy/blob/on_impact(var/atom/A) if(splatter) var/turf/location = get_turf(src) var/datum/effect/effect/system/smoke_spread/chem/blob/S = new /datum/effect/effect/system/smoke_spread/chem/blob S.attach(location) S.set_up(reagents, rand(1, splatter_volume), 0, location) playsound(location, 'sound/effects/slime_squish.ogg', 30, 1, -3) spawn(0) S.start() ..() /obj/item/projectile/energy/blob/proc/ready_chemicals() if(reagents) var/reagent_vol = (round((splatter_volume / my_chems.len) * 100) / 100) //Cut it at the hundreds place, please. for(var/reagent in my_chems) reagents.add_reagent(reagent, reagent_vol) /obj/item/projectile/energy/blob/toxic damage_type = TOX check_armour = "bio" my_chems = list("amatoxin") /obj/item/projectile/energy/blob/toxic/splattering splatter = TRUE /obj/item/projectile/energy/blob/acid damage_type = BURN check_armour = "bio" my_chems = list("sacid", "mold") /obj/item/projectile/energy/blob/acid/splattering splatter = TRUE /obj/item/projectile/energy/blob/combustible splatter = TRUE flammability = 0.25 my_chems = list("fuel", "mold") /obj/item/projectile/energy/blob/freezing my_chems = list("frostoil") modifier_type_to_apply = /datum/modifier/chilled modifier_duration = 1 MINUTE /obj/item/projectile/energy/blob/freezing/splattering splatter = TRUE /obj/item/projectile/bullet/thorn name = "spike" icon_state = "SpearFlight" damage = 20 damage_type = BIOACID armor_penetration = 20 penetrating = 3 fire_sound = 'sound/effects/slime_squish.ogg'