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for-if-I-stand-I-stand-by-his-will-alone
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@@ -3,20 +3,28 @@
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_idle"
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desc = "Some blob creature thingy"
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health = 75
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fire_resist = 2
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point_return = 4
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var/maxHealth = 75
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max_integrity = 150
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brute_resist = 0.25
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explosion_block = 3
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atmosblock = TRUE
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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/obj/structure/blob/shield/core
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point_return = 0
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/obj/structure/blob/shield/update_icon()
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if(health <= 0)
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qdel(src)
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return
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return
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..()
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if(obj_integrity < max_integrity * 0.5)
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icon_state = "[initial(icon_state)]_damaged"
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name = "weakened [initial(name)]"
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desc = "A wall of twitching tendrils."
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atmosblock = FALSE
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else
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icon_state = initial(icon_state)
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name = initial(name)
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desc = initial(desc)
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atmosblock = TRUE
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air_update_turf(1)
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/obj/structure/blob/shield/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
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return
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@@ -29,9 +37,9 @@
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name = "reflective blob"
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desc = "A solid wall of slightly twitching tendrils with a reflective glow."
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icon_state = "blob_idle_glow"
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brute_resist = 0
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health = 50
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maxHealth = 50
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max_integrity = 100
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brute_resist = 0.5
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explosion_block = 2
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point_return = 9
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flags_2 = CHECK_RICOCHET_1
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var/reflect_chance = 80 //80% chance to reflect
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