Does something, likely to be important, to blob (#19831)

🆑 Joan
rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab.
rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics.
tweak: The remaining blob chems should, overall, be more powerful.
tweak: Shield blobs soak brute damage less well.
tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster.
experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60.
experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally.
rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos.
tweak: Blobs should block explosions less well.
rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos.
rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general.
tweak: Blobbernauts now attack faster.
tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster.
rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60.
bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars.
bugfix: Blob rounds might be less laggy, if they were laggy?
tweak: Blobs don't heal as fast, excluding the core.
experiment: Blobs are marginally less destructive to their environment.
/🆑

Objective:
maybe possibly make blob something you can fight instead of wishing the blob didn't exist?
but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)
This commit is contained in:
Joan Lung
2016-08-16 23:48:28 -04:00
committed by oranges
parent ba649b7d98
commit cbf733dbc4
41 changed files with 448 additions and 547 deletions

View File

@@ -152,6 +152,7 @@
#define CLICK_CD_MELEE 8
#define CLICK_CD_RANGE 4
#define CLICK_CD_RAPID 2
#define CLICK_CD_CLICK_ABILITY 6
#define CLICK_CD_BREAKOUT 100
#define CLICK_CD_HANDCUFFED 10

View File

@@ -54,7 +54,7 @@
/obj/screen/blob/Blobbernaut
icon_state = "ui_blobbernaut"
name = "Produce Blobbernaut (40)"
desc = "Produces a strong, smart blobbernaut from a factory blob for 40 points.<br>The factory blob used will become fragile and unable to produce spores."
desc = "Produces a strong, smart blobbernaut from a factory blob for 40 resources.<br>The factory blob used will become fragile and unable to produce spores."
/obj/screen/blob/Blobbernaut/Click()
if(isovermind(usr))
@@ -64,7 +64,7 @@
/obj/screen/blob/ResourceBlob
icon_state = "ui_resource"
name = "Produce Resource Blob (40)"
desc = "Produces a resource blob for 40 points.<br>Resource blobs will give you points every few seconds."
desc = "Produces a resource blob for 40 resources.<br>Resource blobs will give you resources every few seconds."
/obj/screen/blob/ResourceBlob/Click()
if(isovermind(usr))
@@ -73,8 +73,8 @@
/obj/screen/blob/NodeBlob
icon_state = "ui_node"
name = "Produce Node Blob (60)"
desc = "Produces a node blob for 60 points.<br>Node blobs will expand and activate nearby resource and factory blobs."
name = "Produce Node Blob (50)"
desc = "Produces a node blob for 50 resources.<br>Node blobs will expand and activate nearby resource and factory blobs."
/obj/screen/blob/NodeBlob/Click()
if(isovermind(usr))
@@ -84,7 +84,7 @@
/obj/screen/blob/FactoryBlob
icon_state = "ui_factory"
name = "Produce Factory Blob (60)"
desc = "Produces a factory blob for 60 points.<br>Factory blobs will produce spores every few seconds."
desc = "Produces a factory blob for 60 resources.<br>Factory blobs will produce spores every few seconds."
/obj/screen/blob/FactoryBlob/Click()
if(isovermind(usr))
@@ -94,7 +94,7 @@
/obj/screen/blob/ReadaptChemical
icon_state = "ui_chemswap"
name = "Readapt Chemical (40)"
desc = "Randomly rerolls your chemical for 40 points."
desc = "Randomly rerolls your chemical for 40 resources."
/obj/screen/blob/ReadaptChemical/MouseEntered(location,control,params)
if(hud && hud.mymob && isovermind(hud.mymob))
@@ -115,7 +115,7 @@
/obj/screen/blob/RelocateCore
icon_state = "ui_swap"
name = "Relocate Core (80)"
desc = "Swaps a node and your core for 80 points."
desc = "Swaps a node and your core for 80 resources."
/obj/screen/blob/RelocateCore/Click()
if(isovermind(usr))
@@ -159,11 +159,11 @@
static_inventory += using
using = new /obj/screen/blob/NodeBlob()
using.screen_loc = ui_lhand
using.screen_loc = ui_rhand
static_inventory += using
using = new /obj/screen/blob/FactoryBlob()
using.screen_loc = ui_rhand
using.screen_loc = ui_lhand
static_inventory += using
using = new /obj/screen/blob/ReadaptChemical()

View File

@@ -139,27 +139,34 @@ var/list/teleportlocs = list()
/area/shuttle/mining
name = "Mining Shuttle"
blob_allowed = FALSE
/area/shuttle/labor
name = "Labor Camp Shuttle"
blob_allowed = FALSE
/area/shuttle/supply
name = "Supply Shuttle"
blob_allowed = FALSE
/area/shuttle/escape
name = "Emergency Shuttle"
/area/shuttle/transport
name = "Transport Shuttle"
blob_allowed = FALSE
/area/shuttle/syndicate
name = "Syndicate Infiltrator"
blob_allowed = FALSE
/area/shuttle/assault_pod
name = "Steel Rain"
blob_allowed = FALSE
/area/shuttle/abandoned
name = "Abandoned Ship"
blob_allowed = FALSE
/area/start
name = "start area"
@@ -658,6 +665,7 @@ var/list/teleportlocs = list()
luminosity = 1
lighting_use_dynamic = DYNAMIC_LIGHTING_IFSTARLIGHT
valid_territory = 0
blob_allowed = FALSE
/area/solar/auxport
name = "Fore Port Solar Array"

View File

@@ -25,11 +25,12 @@ var/list/blobs_legit = list() //used for win-score calculations, contains only b
<span class='green'>Blobs</span>: Consume the station and spread as far as you can.\n\
<span class='notice'>Crew</span>: Fight back the blobs and minimize station damage."
var/burst = 0
var/message_sent = FALSE
var/cores_to_spawn = 1
var/players_per_core = 25
var/blob_point_rate = 3
var/blob_base_starting_points = 80
var/blobwincount = 350
@@ -73,7 +74,8 @@ var/list/blobs_legit = list() //used for win-score calculations, contains only b
/datum/game_mode/blob/post_setup()
for(var/datum/mind/blob in blob_overminds)
var/mob/camera/blob/B = blob.current.become_overmind(1)
var/mob/camera/blob/B = blob.current.become_overmind(TRUE, round(blob_base_starting_points/blob_overminds.len))
B.mind.name = B.name
var/turf/T = pick(blobstart)
B.loc = T
B.base_point_rate = blob_point_rate
@@ -91,6 +93,7 @@ var/list/blobs_legit = list() //used for win-score calculations, contains only b
sleep(message_delay)
send_intercept(1)
message_sent = TRUE
sleep(24000) //40 minutes, plus burst_delay*3(minimum of 6 minutes, maximum of 8)

View File

@@ -1,10 +1,14 @@
/datum/game_mode/blob/check_finished()
if(blobwincount <= blobs_legit.len)//Blob took over
return 1
if(overminds.len)
for(var/datum/mind/blob in blob_overminds)
if(isovermind(blob.current))
var/mob/camera/blob/B = blob.current
if(B.blob_core || !B.placed)
return 0
if(!blob_cores.len) //blob is dead
if(config.continuous["blob"])
message_sent = FALSE //disable the win count at this point
continuous_sanity_checked = 1 //Nonstandard definition of "alive" gets past the check otherwise
SSshuttle.clearHostileEnvironment(src)
return ..()
@@ -18,23 +22,38 @@
if(blobwincount <= blobs_legit.len)
feedback_set_details("round_end_result","win - blob took over")
world << "<FONT size = 3><B>The blob has taken over the station!</B></FONT>"
world << "<B>The entire station was eaten by the Blob</B>"
world << "<B>The entire station was eaten by the Blob!</B>"
log_game("Blob mode completed with a blob victory.")
else if(station_was_nuked)
feedback_set_details("round_end_result","halfwin - nuke")
world << "<FONT size = 3><B>Partial Win: The station has been destroyed!</B></FONT>"
world << "<B>Directive 7-12 has been successfully carried out preventing the Blob from spreading.</B>"
world << "<B>Directive 7-12 has been successfully carried out, preventing the Blob from spreading.</B>"
log_game("Blob mode completed with a tie (station destroyed).")
else if(!blob_cores.len)
feedback_set_details("round_end_result","loss - blob eliminated")
world << "<FONT size = 3><B>The staff has won!</B></FONT>"
world << "<B>The alien organism has been eradicated from the station</B>"
world << "<B>The alien organism has been eradicated from the station!</B>"
log_game("Blob mode completed with a crew victory.")
..()
return 1
/datum/game_mode/blob/printplayer(datum/mind/ply, fleecheck)
if((ply in blob_overminds))
var/text = "<br><b>[ply.key]</b> was <b>[ply.name]</b>"
if(isovermind(ply.current))
var/mob/camera/blob/B = ply.current
text += "<b>(<font color=\"[B.blob_reagent_datum.color]\">[B.blob_reagent_datum.name]</font>)</b> and"
if(B.blob_core)
text += " <span class='greenannounce'>survived</span>"
else
text += " <span class='boldannounce'>was destroyed</span>"
else
text += " and <span class='boldannounce'>was destroyed</span>"
return text
return ..()
/datum/game_mode/proc/auto_declare_completion_blob()
if(istype(ticker.mode,/datum/game_mode/blob) )
var/datum/game_mode/blob/blob_mode = src

View File

@@ -168,20 +168,23 @@
return ..()
/mob/living/simple_animal/hostile/blob/blobspore/update_icons()
..()
if(overmind)
color = overmind.blob_reagent_datum.complementary_color
else
color = initial(color)
if(is_zombie)
cut_overlays()
overlays = human_overlays
var/image/I = image('icons/mob/blob.dmi', icon_state = "blob_head")
if(overmind)
I.color = overmind.blob_reagent_datum.color
I.color = overmind.blob_reagent_datum.complementary_color
color = initial(color)//looks better.
add_overlay(I)
/mob/living/simple_animal/hostile/blob/blobspore/weak
name = "fragile blob spore"
health = 20
maxHealth = 20
health = 15
maxHealth = 15
melee_damage_lower = 1
melee_damage_upper = 2
death_cloud_size = 0
@@ -199,7 +202,6 @@
health = 200
maxHealth = 200
damage_coeff = list(BRUTE = 0.5, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
next_move_modifier = 1.5 //slow-ass attack speed, 3 times higher than how fast the blob can attack
melee_damage_lower = 20
melee_damage_upper = 20
obj_damage = 20

View File

@@ -7,7 +7,6 @@
maxhealth = 400
explosion_block = 6
point_return = -1
atmosblock = 1
health_regen = 0 //we regen in Life() instead of when pulsed
var/core_regen = 2
var/overmind_get_delay = 0 //we don't want to constantly try to find an overmind, this var tracks when we'll try to get an overmind again
@@ -50,7 +49,8 @@
return ..()
/obj/effect/blob/core/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
exposed_temperature *= 0.5
..()
/obj/effect/blob/core/ex_act(severity, target)
var/damage = 50 - 10 * severity //remember, the core takes half brute damage, so this is 20/15/10 damage based on severity

View File

@@ -7,13 +7,12 @@
maxhealth = 200
health_regen = 3
point_return = 25
atmosblock = 1
/obj/effect/blob/node/New(loc, var/h = 100)
/obj/effect/blob/node/New(loc)
blob_nodes += src
START_PROCESSING(SSobj, src)
..(loc, h)
..(loc)
/obj/effect/blob/node/scannerreport()
return "Gradually expands and sustains nearby blob spores and blobbernauts."
@@ -28,14 +27,15 @@
var/image/C = new('icons/mob/blob.dmi', "blob_node_overlay")
src.add_overlay(C)
/obj/effect/blob/node/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
/obj/effect/blob/node/Destroy()
blob_nodes -= src
STOP_PROCESSING(SSobj, src)
return ..()
/obj/effect/blob/node/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
exposed_temperature *= 0.75
..()
/obj/effect/blob/node/Life()
Pulse_Area(overmind, 10, 3, 2)
color = null

View File

@@ -1,21 +1,37 @@
/obj/effect/blob/shield
name = "strong blob"
icon = 'icons/mob/blob.dmi'
icon_state = "blob_idle"
icon_state = "blob_shield"
desc = "A solid wall of slightly twitching tendrils."
health = 150
maxhealth = 150
brute_resist = 0.1
brute_resist = 0.25
explosion_block = 3
point_return = 4
atmosblock = 1
/obj/effect/blob/shield/scannerreport()
if(atmosblock)
return "Will prevent the spread of atmospheric changes."
return "N/A"
/obj/effect/blob/shield/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return
/obj/effect/blob/shield/core
point_return = 0
/obj/effect/blob/shield/update_icon()
..()
if(health <= 75)
icon_state = "blob_shield_damaged"
name = "weakened strong blob"
desc = "A wall of twitching tendrils."
atmosblock = 0
else
icon_state = initial(icon_state)
name = initial(name)
desc = initial(desc)
atmosblock = 1
air_update_turf(1)

View File

@@ -1,12 +1,15 @@
/mob/camera/blob
name = "Blob Overmind"
real_name = "Blob Overmind"
desc = "The overmind. It controls the blob."
icon = 'icons/mob/blob.dmi'
icon_state = "marker"
mouse_opacity = 1
move_on_shuttle = 1
see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
invisibility = INVISIBILITY_OBSERVER
layer = FLY_LAYER
pass_flags = PASSBLOB
faction = list("blob")
@@ -26,7 +29,8 @@
var/manualplace_min_time = 600 //in deciseconds //a minute, to get bearings
var/autoplace_max_time = 3600 //six minutes, as long as should be needed
/mob/camera/blob/New(loc, pre_placed = 0, mode_made = 0)
/mob/camera/blob/New(loc, pre_placed = 0, mode_made = 0, starting_points = 60)
blob_points = starting_points
if(pre_placed) //we already have a core!
manualplace_min_time = 0
autoplace_max_time = 0
@@ -42,10 +46,9 @@
name = new_name
real_name = new_name
last_attack = world.time
var/list/possible_reagents = list()
for(var/type in (subtypesof(/datum/reagent/blob)))
possible_reagents.Add(new type)
blob_reagent_datum = pick(possible_reagents)
var/datum/reagent/blob/BC = pick((subtypesof(/datum/reagent/blob)))
blob_reagent_datum = new BC
color = blob_reagent_datum.complementary_color
if(blob_core)
blob_core.update_icon()
@@ -70,18 +73,19 @@
/mob/camera/blob/Destroy()
for(var/BL in blobs)
var/obj/effect/blob/B = BL
if(B.overmind == src)
if(B && B.overmind == src)
B.overmind = null
B.update_icon() //reset anything that was ours
for(var/BLO in blob_mobs)
var/mob/living/simple_animal/hostile/blob/BM = BLO
if(BM)
BM.overmind = null
BM.update_icons()
overminds -= src
if(ghostimage)
ghost_darkness_images -= ghostimage
qdel(ghostimage)
ghostimage = null;
ghostimage = null
updateallghostimages()
return ..()
@@ -91,6 +95,12 @@
src << "<span class='notice'>You are the overmind!</span>"
blob_help()
update_health_hud()
add_points(0)
/mob/camera/blob/examine(mob/user)
..()
if(blob_reagent_datum)
user << "Its chemical is <font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</font>."
/mob/camera/blob/update_health_hud()
if(blob_core)
@@ -100,9 +110,8 @@
B.hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(blob_core.health)]</font></div>"
/mob/camera/blob/proc/add_points(points)
if(points != 0)
blob_points = Clamp(blob_points + points, 0, max_blob_points)
hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(src.blob_points)]</font></div>"
hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(blob_points)]</font></div>"
/mob/camera/blob/say(message)
if (!message)
@@ -150,6 +159,11 @@
if(blob_core)
stat(null, "Core Health: [blob_core.health]")
stat(null, "Power Stored: [blob_points]/[max_blob_points]")
if(ticker && istype(ticker.mode, /datum/game_mode/blob))
var/datum/game_mode/blob/B = ticker.mode
stat(null, "Blobs to Win: [blobs_legit.len]/[B.blobwincount]")
else
stat(null, "Total Blobs: [blobs.len]")
if(free_chem_rerolls)
stat(null, "You have [free_chem_rerolls] Free Chemical Reroll\s Remaining")
if(!placed)
@@ -170,6 +184,3 @@
return 0
loc = NewLoc
return 1
/mob/camera/blob/proc/can_attack()
return (world.time > (last_attack + CLICK_CD_RANGE))

View File

@@ -67,12 +67,13 @@
set desc = "Move your camera to a selected node."
if(blob_nodes.len)
var/list/nodes = list()
for(var/i = 1; i <= blob_nodes.len; i++)
nodes["Blob Node #[i]"] = blob_nodes[i]
for(var/i in 1 to blob_nodes.len)
var/obj/effect/blob/node/B = blob_nodes[i]
nodes["Blob Node #[i] ([B.overmind ? "B.overmind.blob_reagent_datum.name":"No Chemical"]"] = B
var/node_name = input(src, "Choose a node to jump to.", "Node Jump") in nodes
var/obj/effect/blob/node/chosen_node = nodes[node_name]
if(chosen_node)
src.loc = chosen_node.loc
loc = chosen_node.loc
/mob/camera/blob/proc/createSpecial(price, blobType, nearEquals, needsNode, turf/T)
if(!T)
@@ -110,12 +111,12 @@
/mob/camera/blob/verb/create_shield_power()
set category = "Blob"
set name = "Create Shield Blob (10)"
set name = "Create Shield Blob (15)"
set desc = "Create a shield blob, which will block fire and is hard to kill."
create_shield()
/mob/camera/blob/proc/create_shield(turf/T)
createSpecial(10, /obj/effect/blob/shield, 0, 0, T)
createSpecial(15, /obj/effect/blob/shield, 0, 0, T)
/mob/camera/blob/verb/create_resource()
set category = "Blob"
@@ -125,9 +126,9 @@
/mob/camera/blob/verb/create_node()
set category = "Blob"
set name = "Create Node Blob (60)"
set name = "Create Node Blob (50)"
set desc = "Create a node, which will power nearby factory and resource blobs."
createSpecial(60, /obj/effect/blob/node, 5, 0)
createSpecial(50, /obj/effect/blob/node, 5, 0)
/mob/camera/blob/verb/create_factory()
set category = "Blob"
@@ -166,9 +167,8 @@
blobber.adjustHealth(blobber.maxHealth * 0.5)
blob_mobs += blobber
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as a [blob_reagent_datum.name] blobbernaut?", ROLE_BLOB, null, ROLE_BLOB, 50) //players must answer rapidly
var/client/C = null
if(candidates.len) //if we got at least one candidate, they're a blobbernaut now.
C = pick(candidates)
var/client/C = pick(candidates)
blobber.notransform = 0
blobber.key = C.key
blobber << 'sound/effects/blobattack.ogg'
@@ -190,11 +190,21 @@
if(!B)
src << "<span class='warning'>You must be on a blob node!</span>"
return
if(!blob_core)
src << "<span class='userdanger'>You have no core and are about to die! May you rest in peace.</span>"
return
var/area/A = get_area(T)
if(istype(T, /turf/open/space) || A && !A.blob_allowed)
src << "<span class='warning'>You cannot relocate your core here!</span>"
return
if(!can_buy(80))
return
var/turf/old_turf = blob_core.loc
blob_core.loc = T
B.loc = old_turf
var/turf/old_turf = get_turf(blob_core)
var/olddir = blob_core.dir
blob_core.forceMove(T)
blob_core.setDir(B.dir)
B.forceMove(old_turf)
B.setDir(olddir)
/mob/camera/blob/verb/revert()
set category = "Blob"
@@ -221,21 +231,22 @@
/mob/camera/blob/verb/expand_blob_power()
set category = "Blob"
set name = "Expand/Attack Blob (5)"
set name = "Expand/Attack Blob (4)"
set desc = "Attempts to create a new blob in this tile. If the tile isn't clear, instead attacks it, damaging mobs and objects."
var/turf/T = get_turf(src)
expand_blob(T)
/mob/camera/blob/proc/expand_blob(turf/T)
if(!can_attack())
if(world.time > last_attack)
return
var/obj/effect/blob/OB = locate() in circlerange(T, 1)
if(!OB)
var/list/possibleblobs = list()
for(var/obj/effect/blob/AB in range(T, 1))
possibleblobs += AB
if(!possibleblobs.len)
src << "<span class='warning'>There is no blob adjacent to the target tile!</span>"
return
if(can_buy(5))
if(can_buy(4))
var/attacksuccess = FALSE
last_attack = world.time
for(var/mob/living/L in T)
if("blob" in L.faction) //no friendly/dead fire
continue
@@ -250,10 +261,31 @@
B.blob_attack_animation(T, src)
else
src << "<span class='warning'>There is a blob there!</span>"
add_points(5) //otherwise, refund all of the cost
return
add_points(4) //otherwise, refund all of the cost
else
var/list/cardinalblobs = list()
var/list/diagonalblobs = list()
for(var/I in possibleblobs)
var/obj/effect/blob/IB = I
if(get_dir(IB, T) in cardinal)
cardinalblobs += IB
else
diagonalblobs += IB
var/obj/effect/blob/OB
if(cardinalblobs.len)
OB = pick(cardinalblobs)
OB.expand(T, src)
else
OB = pick(diagonalblobs)
if(attacksuccess)
OB.blob_attack_animation(T, src)
playsound(OB, 'sound/effects/splat.ogg', 50, 1)
else
add_points(4) //if we're attacking diagonally and didn't hit anything, refund
if(attacksuccess)
last_attack = world.time + CLICK_CD_MELEE
else
last_attack = world.time + CLICK_CD_RAPID
/mob/camera/blob/verb/rally_spores_power()
set category = "Blob"
@@ -298,6 +330,7 @@
/mob/camera/blob/proc/set_chemical()
var/datum/reagent/blob/BC = pick((subtypesof(/datum/reagent/blob) - blob_reagent_datum.type))
blob_reagent_datum = new BC
color = blob_reagent_datum.complementary_color
for(var/BL in blobs)
var/obj/effect/blob/B = BL
B.update_icon()
@@ -308,6 +341,8 @@
BM << "The <b><font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</b></font> reagent [blob_reagent_datum.shortdesc ? "[blob_reagent_datum.shortdesc]" : "[blob_reagent_datum.description]"]"
src << "Your reagent is now: <b><font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</b></font>!"
src << "The <b><font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</b></font> reagent [blob_reagent_datum.description]"
if(blob_reagent_datum.effectdesc)
src << "The <b><font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</b></font> reagent [blob_reagent_datum.effectdesc]"
/mob/camera/blob/verb/blob_help()
set category = "Blob"
@@ -316,6 +351,8 @@
src << "<b>As the overmind, you can control the blob!</b>"
src << "Your blob reagent is: <b><font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</b></font>!"
src << "The <b><font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</b></font> reagent [blob_reagent_datum.description]"
if(blob_reagent_datum.effectdesc)
src << "The <b><font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</b></font> reagent [blob_reagent_datum.effectdesc]"
src << "<b>You can expand, which will attack people, damage objects, or place a Normal Blob if the tile is clear.</b>"
src << "<i>Normal Blobs</i> will expand your reach and can be upgraded into special blobs that perform certain functions."
src << "<b>You can upgrade normal blobs into the following types of blob:</b>"
@@ -329,4 +366,4 @@
src << "Attempting to talk will send a message to all other overminds, allowing you to coordinate with them."
if(!placed && autoplace_max_time <= world.time)
src << "<span class='big'><font color=\"#EE4000\">You will automatically place your blob core in [round((autoplace_max_time - world.time)/600, 0.5)] minutes.</font></span>"
src << "<span class='big'><font color=\"#EE4000\">You [manualplace_min_time ? "will be able to":"can"] manually place your blob core by pressing the button in the bottom right corner of the screen.</font></span>"
src << "<span class='big'><font color=\"#EE4000\">You [manualplace_min_time ? "will be able to":"can"] manually place your blob core by pressing the Place Blob Core button in the bottom right corner of the screen.</font></span>"

View File

@@ -7,12 +7,13 @@
density = 0 //this being 0 causes two bugs, being able to attack blob tiles behind other blobs and being unable to move on blob tiles in no gravity, but turning it to 1 causes the blob mobs to be unable to path through blobs, which is probably worse.
opacity = 0
anchored = 1
explosion_block = 1
layer = BELOW_MOB_LAYER
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
var/health = 30
var/maxhealth = 30
var/health_regen = 2 //how much health this blob regens when pulsed
var/pulse_timestamp = 0 //we got pulsed/healed when?
var/pulse_timestamp = 0 //we got pulsed when?
var/heal_timestamp = 0 //we got healed when?
var/brute_resist = 0.5 //multiplies brute damage by this
var/fire_resist = 1 //multiplies burn damage by this
var/atmosblock = 0 //if the blob blocks atmos and heat spread
@@ -24,8 +25,8 @@
if(Ablob.blob_allowed) //Is this area allowed for winning as blob?
blobs_legit += src
blobs += src //Keep track of the blob in the normal list either way
src.setDir(pick(1, 2, 4, 8))
src.update_icon()
setDir(pick(cardinal))
update_icon()
..(loc)
ConsumeTile()
if(atmosblock)
@@ -84,46 +85,56 @@
if(overmind)
overmind.blob_reagent_datum.death_reaction(src, cause)
qdel(src) //we dead now
return
return
/obj/effect/blob/update_icon() //Updates color based on overmind color if we have an overmind.
if(overmind)
color = overmind.blob_reagent_datum.color
else
color = null
return
/obj/effect/blob/process()
Life()
return
/obj/effect/blob/proc/Life()
return
/obj/effect/blob/proc/Pulse_Area(pulsing_overmind = overmind, claim_range = 10, pulse_range = 3, expand_range = 2)
src.Be_Pulsed()
if(claim_range)
var/expanded = FALSE
if(prob(70) && expand())
expanded = TRUE
var/list/blobs_to_affect = list()
for(var/obj/effect/blob/B in urange(claim_range, src, 1))
blobs_to_affect += B
shuffle(blobs_to_affect)
for(var/L in blobs_to_affect)
var/obj/effect/blob/B = L
if(!B.overmind && !istype(B, /obj/effect/blob/core) && prob(30))
B.overmind = pulsing_overmind //reclaim unclaimed, non-core blobs.
B.update_icon()
if(pulse_range)
for(var/obj/effect/blob/B in orange(pulse_range, src))
var/distance = get_dist(get_turf(src), get_turf(B))
var/expand_probablity = max(20 - distance * 8, 1)
if(B.Adjacent(src))
expand_probablity = 20
if(distance <= expand_range)
var/can_expand = TRUE
if(blobs_to_affect.len >= 120 && B.heal_timestamp > world.time)
can_expand = FALSE
if(can_expand && B.pulse_timestamp <= world.time && prob(expand_probablity))
var/obj/effect/blob/newB = B.expand(null, null, !expanded) //expansion falls off with range but is faster near the blob causing the expansion
if(newB)
if(expanded)
qdel(newB)
expanded = TRUE
if(distance <= pulse_range)
B.Be_Pulsed()
if(expand_range)
if(prob(85))
src.expand()
for(var/obj/effect/blob/B in orange(expand_range, src))
if(prob(max(13 - get_dist(get_turf(src), get_turf(B)) * 4, 1))) //expand falls off with range but is faster near the blob causing the expansion
B.expand()
return
/obj/effect/blob/proc/Be_Pulsed()
if(pulse_timestamp <= world.time)
ConsumeTile()
if(heal_timestamp <= world.time)
health = min(maxhealth, health+health_regen)
heal_timestamp = world.time + 20
update_icon()
pulse_timestamp = world.time + 10
return 1 //we did it, we were pulsed!
@@ -137,6 +148,7 @@
/obj/effect/blob/proc/blob_attack_animation(atom/A = null, controller) //visually attacks an atom
var/obj/effect/overlay/temp/blob/O = PoolOrNew(/obj/effect/overlay/temp/blob, src.loc)
O.setDir(dir)
if(controller)
var/mob/camera/blob/BO = controller
O.color = BO.blob_reagent_datum.color
@@ -311,6 +323,7 @@
B.overmind = controller
B.creation_action()
B.update_icon()
B.setDir(dir)
qdel(src)
return B
@@ -342,13 +355,13 @@
brute_resist = 0.25
/obj/effect/blob/normal/scannerreport()
if(health <= 10)
if(health <= 15)
return "Currently weak to brute damage."
return "N/A"
/obj/effect/blob/normal/update_icon()
..()
if(health <= 10)
if(health <= 15)
icon_state = "blob_damaged"
name = "fragile blob"
desc = "A thin lattice of slightly twitching tendrils."

View File

@@ -89,14 +89,6 @@
open_machine()
..(severity)
/obj/machinery/sleeper/blob_act(obj/effect/blob/B)
if(prob(75))
var/turf/T = get_turf(src)
for(var/atom/movable/A in src)
A.forceMove(T)
A.blob_act(B)
qdel(src)
/obj/machinery/sleeper/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
return

View File

@@ -106,6 +106,10 @@
..()
/obj/machinery/camera/blob_act(obj/effect/blob/B)
if(B && B.loc == loc)
take_damage(health, BRUTE, 0)
/obj/machinery/camera/ex_act(severity, target)
if(src.invuln)
return

View File

@@ -182,7 +182,7 @@ obj/machinery/door/proc/try_to_crowbar(obj/item/I, mob/user)
/obj/machinery/door/blob_act(obj/effect/blob/B)
if(prob(40))
if(prob(60))
qdel(src)
/obj/machinery/door/emp_act(severity)

View File

@@ -189,9 +189,7 @@ Class Procs:
update_icon()
/obj/machinery/blob_act(obj/effect/blob/B)
if(!density)
qdel(src)
if(prob(75))
if(density && prob(75))
qdel(src)
/obj/machinery/proc/auto_use_power()

View File

@@ -118,6 +118,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/effects/fire.dmi', "icon_s
return ..()
/obj/item/blob_act(obj/effect/blob/B)
if(B && B.loc == loc)
qdel(src)
/obj/item/ex_act(severity, target)

View File

@@ -13,7 +13,8 @@
bang(get_turf(M), M)
for(var/obj/effect/blob/B in get_hear(8,flashbang_turf)) //Blob damage here
var/damage = round(40/(get_dist(B,get_turf(src))+1))
var/distance = get_dist(B, get_turf(src))
var/damage = round(100/(distance*distance)+1)
B.take_damage(damage, BURN)
qdel(src)

View File

@@ -92,12 +92,12 @@
user << "<span class='notice'>It feels [descriptive].</span>"
/obj/item/weapon/tank/blob_act(obj/effect/blob/B)
if(prob(50))
var/turf/location = src.loc
if (!( istype(location, /turf) ))
if(B && B.loc == loc)
var/turf/location = get_turf(src)
if(!location)
qdel(src)
if(src.air_contents)
if(air_contents)
location.assume_air(air_contents)
qdel(src)

View File

@@ -16,9 +16,7 @@
cameranet.updateVisibility(src)
/obj/structure/blob_act(obj/effect/blob/B)
if(!density)
qdel(src)
if(prob(50))
if(density && prob(50))
qdel(src)
/obj/structure/Destroy()

View File

@@ -208,10 +208,6 @@
visible_message("<span class='danger'>[user] destroys \the [src].</span>")
qdel(src)
/obj/structure/closet/blob_act(obj/effect/blob/B)
if(prob(75))
qdel(src)
/obj/structure/closet/attackby(obj/item/weapon/W, mob/user, params)
if(user in src)
return

View File

@@ -49,10 +49,7 @@
showpiece = null
/obj/structure/displaycase/blob_act(obj/effect/blob/B)
if (prob(75))
new /obj/item/weapon/shard( src.loc )
dump()
qdel(src)
take_damage(30)
/obj/structure/displaycase/hitby(atom/movable/AM)
..()

View File

@@ -84,7 +84,7 @@
/obj/structure/fireaxecabinet/blob_act(obj/effect/blob/B)
if(fireaxe)
fireaxe.loc = src.loc
fireaxe.forceMove(loc)
qdel(src)
/obj/structure/fireaxecabinet/attack_hand(mob/user)

View File

@@ -32,7 +32,8 @@
qdel(src)
/obj/structure/grille/blob_act(obj/effect/blob/B)
qdel(src)
if(!destroyed)
Break()
/obj/structure/grille/Bumped(atom/user)
if(ismob(user))

View File

@@ -15,7 +15,6 @@
/obj/structure/sign/blob_act(obj/effect/blob/B)
qdel(src)
return
/obj/structure/sign/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/weapon/wrench))

View File

@@ -54,8 +54,7 @@
take_damage(rand(40,80), BRUTE, 0)
/obj/structure/table/blob_act(obj/effect/blob/B)
if(prob(75))
qdel(src)
take_damage(rand(75,150), BRUTE, 0)
/obj/structure/table/narsie_act()
if(prob(20))
@@ -462,9 +461,6 @@
take_damage(rand(5,25), BRUTE, 0)
/obj/structure/rack/blob_act(obj/effect/blob/B)
if(prob(75))
qdel(src)
else
rack_destroy()

View File

@@ -66,7 +66,7 @@
take_damage(rand(25,75), BRUTE, 0)
/obj/structure/window/blob_act(obj/effect/blob/B)
shatter()
take_damage(rand(75,150), BRUTE, 0)
/obj/structure/window/narsie_act()
color = NARSIE_WINDOW_COLOUR

View File

@@ -92,10 +92,10 @@
message_admins("[key_name_admin(usr)] tried to create a death squad. Unfortunately, there were not enough candidates available.")
log_admin("[key_name(usr)] failed to create a death squad.")
if("blob")
var/strength = input("Set Blob Strength (1=Weak, 2=Strong, 3=Full)","Set Strength",1) as num
message_admins("[key_name(usr)] spawned a blob with strength [strength].")
log_admin("[key_name(usr)] spawned a blob with strength [strength].")
new/datum/round_event/blob(strength)
var/strength = input("Set Blob Resource Gain Rate","Set Resource Rate",1) as num
message_admins("[key_name(usr)] spawned a blob with base resource gain [strength].")
log_admin("[key_name(usr)] spawned a blob with base resource gain [strength].")
new/datum/round_event/ghost_role/blob(TRUE, strength)
if("gangs")
if(src.makeGangsters())
message_admins("[key_name(usr)] created gangs.")

View File

@@ -261,7 +261,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
log_admin("[key_name(src)] has blobized [M.key].")
var/mob/living/carbon/human/H = M
spawn(0)
var/mob/camera/blob/B = H.become_overmind()
var/mob/camera/blob/B = H.become_overmind(FALSE)
B.place_blob_core(B.base_point_rate, -1) //place them wherever they are
else

View File

@@ -1,6 +1,6 @@
/datum/round_event_control/blob
name = "Blob"
typepath = /datum/round_event/blob
typepath = /datum/round_event/ghost_role/blob
weight = 5
max_occurrences = 1
@@ -9,22 +9,29 @@
gamemode_blacklist = list("blob") //Just in case a blob survives that long
/datum/round_event/blob
/datum/round_event/ghost_role/blob
announceWhen = 12
endWhen = 120
var/new_rate = 2
/datum/round_event/blob/New(var/strength)
/datum/round_event/ghost_role/blob/New(my_processing = TRUE, set_point_rate)
..()
if(strength)
new_rate = strength
if(set_point_rate)
new_rate = set_point_rate
/datum/round_event/blob/announce()
/datum/round_event/ghost_role/blob/announce()
priority_announce("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", 'sound/AI/outbreak5.ogg')
/datum/round_event/blob/start()
var/turf/T = pick(blobstart)
if(!T)
return kill()
new/obj/effect/blob/core(T, null, new_rate)
/datum/round_event/ghost_role/blob/spawn_role()
if(!blobstart.len)
return MAP_ERROR
var/list/candidates = get_candidates("blob", null, ROLE_BLOB)
if(!candidates.len)
return NOT_ENOUGH_PLAYERS
var/mob/dead/observer/new_blob = pick(candidates)
var/obj/effect/blob/core/BC = new/obj/effect/blob/core(pick(blobstart), new_blob.client, new_rate)
BC.overmind.blob_points = min(20 + player_list.len, BC.overmind.max_blob_points)
spawned_mobs += BC.overmind
message_admins("[BC.overmind.key] has been made into a blob overmind by an event.")
log_game("[BC.overmind.key] was spawned as a blob overmind by an event.")
return SUCCESSFUL_SPAWN

View File

@@ -297,11 +297,14 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
..()
if(statpanel("Status"))
stat(null, "Station Time: [worldtime2text()]")
if(ticker)
if(ticker.mode)
if(ticker && ticker.mode)
for(var/datum/gang/G in ticker.mode.gangs)
if(G.is_dominating)
stat(null, "[G.name] Gang Takeover: [max(G.domination_time_remaining(), 0)]")
if(istype(ticker.mode, /datum/game_mode/blob))
var/datum/game_mode/blob/B = ticker.mode
if(B.message_sent)
stat(null, "Blobs to Blob Win: [blobs_legit.len]/[B.blobwincount]")
/mob/dead/observer/verb/reenter_corpse()
set category = "Ghost"

View File

@@ -953,12 +953,16 @@ Sorry Giacom. Please don't be mad :(
/mob/living/Stat()
..()
if(statpanel("Status"))
if(ticker)
if(ticker.mode)
if(ticker && ticker.mode)
for(var/datum/gang/G in ticker.mode.gangs)
if(G.is_dominating)
stat(null, "[G.name] Gang Takeover: [max(G.domination_time_remaining(), 0)]")
if(istype(ticker.mode, /datum/game_mode/blob))
var/datum/game_mode/blob/B = ticker.mode
if(B.message_sent)
stat(null, "Blobs to Blob Win: [blobs_legit.len]/[B.blobwincount]")
/mob/living/cancel_camera()
..()

View File

@@ -422,8 +422,8 @@
. = new_slime
qdel(src)
/mob/proc/become_overmind(mode_made = 0)
var/mob/camera/blob/B = new /mob/camera/blob(loc, 0, mode_made)
/mob/proc/become_overmind(mode_made, starting_points = 60)
var/mob/camera/blob/B = new /mob/camera/blob(loc, 0, mode_made, starting_points)
if(mind)
mind.transfer_to(B)
else

View File

@@ -91,20 +91,6 @@
/obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics.
return 0
/obj/machinery/am_shielding/blob_act()
stability -= 20
if(prob(100-stability))
if(prob(10))//Might create a node
new /obj/effect/blob/node(src.loc,150)
else
new /obj/effect/blob(src.loc,60)
qdel(src)
return
check_stability()
return
/obj/machinery/am_shielding/ex_act(severity, target)
stability -= (80 - (severity * 20))
check_stability()

View File

@@ -93,6 +93,10 @@ By design, d1 is the smallest direction and d2 is the highest
cable_list -= src //remove it from global cable list
return ..() // then go ahead and delete the cable
/obj/structure/cable/blob_act(obj/effect/blob/B)
if(invisibility != INVISIBILITY_MAXIMUM)
qdel(src)
/obj/structure/cable/Deconstruct()
var/turf/T = loc
stored.loc = T

View File

@@ -116,6 +116,10 @@
return
return ..()
/obj/machinery/light_construct/blob_act(obj/effect/blob/B)
if(B && B.loc == loc)
qdel(src)
/obj/machinery/light_construct/small
name = "small light fixture frame"
@@ -522,6 +526,15 @@
if(prob(25))
broken()
/obj/machinery/light/blob_act(obj/effect/blob/B)
if(B && B.loc == loc)
broken()
qdel(src)
else if(prob(50))
broken()
else
flicker()
// called when area power state changes
/obj/machinery/light/power_change()
var/area/A = get_area(src)

View File

@@ -5,12 +5,20 @@
color = "#FFFFFF"
var/complementary_color = "#000000" //a color that's complementary to the normal blob color
var/shortdesc = null //just damage and on_mob effects, doesn't include special, blob-tile only effects
var/effectdesc = null //any long, blob-tile specific effects
var/analyzerdescdamage = "Unknown. Report this bug to a coder, or just adminhelp."
var/analyzerdesceffect = "N/A"
var/blobbernaut_message = "slams" //blobbernaut attack verb
var/message = "The blob strikes you" //message sent to any mob hit by the blob
var/message_living = null //extension to first mob sent to only living mobs i.e. silicons have no skin to be burnt
/datum/reagent/blob/proc/send_message(mob/living/M)
var/totalmessage = message
if(message_living && !issilicon(M))
totalmessage += message_living
totalmessage += "!"
M << "<span class='userdanger'>[totalmessage]</span>"
/datum/reagent/blob/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
if(M.stat == DEAD || istype(M, /mob/living/simple_animal/hostile/blob))
return 0 //the dead, and blob mobs, don't cause reactions
@@ -34,44 +42,13 @@
/datum/reagent/blob/proc/emp_reaction(obj/effect/blob/B, severity) //when the blob is hit with an emp, do this
return
//does low toxin damage, but creates fragile spores when expanding or killed by weak attacks
/datum/reagent/blob/sporing_pods
name = "Sporing Pods"
id = "sporing_pods"
description = "will do very low toxin damage and produce fragile spores when killed or on expanding."
shortdesc = "will do very low toxin damage."
analyzerdescdamage = "Does very low toxin damage."
analyzerdesceffect = "Produces spores when expanding and when killed."
color = "#E88D5D"
complementary_color = "#5DB8E8"
message_living = ", and you feel sick"
/datum/reagent/blob/sporing_pods/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.apply_damage(0.2*reac_volume, TOX)
/datum/reagent/blob/sporing_pods/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
if(!isnull(cause) && damage <= 20 && original_health - 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, 30% chance of a shitty spore.
B.visible_message("<span class='warning'><b>A spore floats free of the blob!</b></span>")
var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(B.loc)
BS.overmind = B.overmind
BS.update_icons()
B.overmind.blob_mobs.Add(BS)
return ..()
/datum/reagent/blob/sporing_pods/expand_reaction(obj/effect/blob/B, obj/effect/blob/newB, turf/T)
if(prob(12))
var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(T)
BS.overmind = B.overmind
BS.update_icons()
newB.overmind.blob_mobs.Add(BS)
//does brute damage but can replicate when damaged and has a chance of expanding again
/datum/reagent/blob/replicating_foam
name = "Replicating Foam"
id = "replicating_foam"
description = "will do medium brute damage, take increased brute damage, and expand when burned."
description = "will do medium brute damage and occasionally expand again when expanding."
shortdesc = "will do medium brute damage."
effectdesc = "will also expand when attacked with burn damage, but takes more brute damage."
analyzerdescdamage = "Does medium brute damage."
analyzerdesceffect = "Expands when attacked with burn damage, will occasionally expand again when expanding, and is fragile to brute damage."
color = "#7B5A57"
@@ -79,13 +56,13 @@
/datum/reagent/blob/replicating_foam/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.apply_damage(0.5*reac_volume, BRUTE)
M.apply_damage(0.7*reac_volume, BRUTE)
/datum/reagent/blob/replicating_foam/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
var/effectivedamage = damage
if(damage_type == BRUTE)
effectivedamage = damage * 2
if(damage_type == BURN && effectivedamage > 0 && original_health - effectivedamage > 0 && prob(75))
if(damage_type == BURN && effectivedamage > 0 && original_health - effectivedamage > 0 && prob(60))
var/obj/effect/blob/newB = B.expand(null, null, 0)
if(newB)
newB.health = original_health - effectivedamage
@@ -95,14 +72,14 @@
/datum/reagent/blob/replicating_foam/expand_reaction(obj/effect/blob/B, obj/effect/blob/newB, turf/T)
if(prob(30))
newB.expand() //do it again!
newB.expand(null, null, 0) //do it again!
//does brute damage, shifts away when damaged
/datum/reagent/blob/shifting_fragments
name = "Shifting Fragments"
id = "shifting_fragments"
description = "will do medium brute damage and shift away from damage."
shortdesc = "will do medium brute damage."
description = "will do medium brute damage."
effectdesc = "will also cause blob parts to shift away when attacked."
analyzerdescdamage = "Does medium brute damage."
analyzerdesceffect = "When attacked, may shift away from the attacker."
color = "#C8963C"
@@ -110,18 +87,18 @@
/datum/reagent/blob/shifting_fragments/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.apply_damage(0.6*reac_volume, BRUTE)
M.apply_damage(0.7*reac_volume, BRUTE)
/datum/reagent/blob/shifting_fragments/expand_reaction(obj/effect/blob/B, obj/effect/blob/newB, turf/T)
if(istype(B, /obj/effect/blob/normal) || (istype(B, /obj/effect/blob/shield) && prob(20)))
if(istype(B, /obj/effect/blob/normal) || (istype(B, /obj/effect/blob/shield) && prob(25)))
newB.forceMove(get_turf(B))
B.forceMove(T)
/datum/reagent/blob/shifting_fragments/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
if(cause && damage > 0 && original_health - damage > 0 && prob(40))
if(cause && damage > 0 && original_health - damage > 0 && prob(60-damage))
var/list/blobstopick = list()
for(var/obj/effect/blob/OB in orange(1, B))
if((istype(OB, /obj/effect/blob/normal) || istype(OB, /obj/effect/blob/shield)) && OB.overmind && OB.overmind.blob_reagent_datum.id == B.overmind.blob_reagent_datum.id)
if((istype(OB, /obj/effect/blob/normal) || (istype(OB, /obj/effect/blob/shield) && prob(25))) && OB.overmind && OB.overmind.blob_reagent_datum.id == B.overmind.blob_reagent_datum.id)
blobstopick += OB //as long as the blob picked is valid; ie, a normal or shield blob that has the same chemical as we do, we can swap with it
if(blobstopick.len)
var/obj/effect/blob/targeted = pick(blobstopick) //randomize the blob chosen, because otherwise it'd tend to the lower left
@@ -130,103 +107,57 @@
B.forceMove(T) //swap the blobs
return ..()
//does low burn and a lot of stamina damage, immune to tesla bolts, weak to EMP
/datum/reagent/blob/energized_fibers
name = "Energized Fibers"
id = "energized_fibers"
description = "will do low burn and high stamina damage and conduct electricity, but is weak to EMPs."
shortdesc = "will do low burn and high stamina damage."
analyzerdescdamage = "Does low burn damage and massively drains stamina."
analyzerdesceffect = "Is immune to electricity and will easily conduct it, but is weak to EMPs."
color = "#EFD65A"
complementary_color = "#5A73EF"
blobbernaut_message = "shocks"
message_living = ", and you feel a strong tingling sensation"
/datum/reagent/blob/energized_fibers/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.apply_damage(0.6*reac_volume, BURN)
if(M)
M.adjustStaminaLoss(0.6*reac_volume)
/datum/reagent/blob/energized_fibers/tesla_reaction(obj/effect/blob/B, power)
return 0
/datum/reagent/blob/energized_fibers/emp_reaction(obj/effect/blob/B, severity)
var/damage = rand(30, 50) - severity * rand(10, 15)
B.take_damage(damage, BURN)
//sets you on fire, does burn damage, weak to water
/datum/reagent/blob/boiling_oil
name = "Boiling Oil"
id = "boiling_oil"
description = "will do medium burn damage and set targets on fire, but is weak to water."
shortdesc = "will do medium burn damage and set targets on fire."
//sets you on fire, does burn damage, explodes into flame when burnt, weak to water
/datum/reagent/blob/blazing_oil
name = "Blazing Oil"
id = "blazing_oil"
description = "will do medium burn damage and set targets on fire."
effectdesc = "will also release bursts of flame when burnt, but takes damage from water."
analyzerdescdamage = "Does medium burn damage and sets targets on fire."
analyzerdesceffect = "Takes damage from water and other extinguishing liquids."
analyzerdesceffect = "Releases fire when burnt, but takes damage from water and other extinguishing liquids."
color = "#B68D00"
complementary_color = "#0029B6"
complementary_color = "#BE5532"
blobbernaut_message = "splashes"
message = "The blob splashes you with burning oil"
message_living = ", and you feel your skin char and melt"
/datum/reagent/blob/boiling_oil/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
/datum/reagent/blob/blazing_oil/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.adjust_fire_stacks(round(reac_volume/10))
M.IgniteMob()
if(M)
M.apply_damage(0.6*reac_volume, BURN)
M.apply_damage(0.8*reac_volume, BURN)
if(iscarbon(M))
M.emote("scream")
/datum/reagent/blob/boiling_oil/extinguish_reaction(obj/effect/blob/B)
/datum/reagent/blob/blazing_oil/extinguish_reaction(obj/effect/blob/B)
B.take_damage(rand(1, 3), BURN)
//does burn and toxin damage, explodes into flame when hit with burn damage
/datum/reagent/blob/flammable_goo
name = "Flammable Goo"
id = "flammable_goo"
description = "will do medium burn and toxin damage, make targets flammable, and ignite when burned."
shortdesc = "will do medium burn and toxin damage, and make targets flammable."
analyzerdescdamage = "Does medium burn damage, medium toxin damage, and makes targets flammable."
analyzerdesceffect = "Releases bursts of flame when attacked with burn damage, but takes additional burn damage."
color = "#BE5532"
complementary_color = "#329BBE"
blobbernaut_message = "splashes"
message = "The blob splashes you with a thin goo"
message_living = ", and you smell a faint, sweet scent"
/datum/reagent/blob/flammable_goo/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.adjust_fire_stacks(round(reac_volume/8)) //apply, but don't ignite
M.apply_damage(0.4*reac_volume, TOX)
if(M)
M.apply_damage(0.4*reac_volume, BURN)
/datum/reagent/blob/flammable_goo/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
/datum/reagent/blob/blazing_oil/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
if(cause && damage_type == BURN)
for(var/turf/open/T in range(1, B))
var/obj/effect/blob/C = locate() in T
if(!(C && C.overmind && C.overmind.blob_reagent_datum.id == B.overmind.blob_reagent_datum.id) && prob(80))
PoolOrNew(/obj/effect/hotspot, T)
return damage * 1.5
return ..()
//does toxin damage, targets think they're not hurt at all
//does toxin damage, hallucination, targets think they're not hurt at all
/datum/reagent/blob/regenerative_materia
name = "Regenerative Materia"
id = "regenerative_materia"
description = "will do low toxin damage and cause targets to believe they are fully healed."
analyzerdescdamage = "Does low toxin damage and injects a toxin that causes the target to believe they are fully healed."
description = "will do toxin damage and cause targets to believe they are fully healed."
analyzerdescdamage = "Does toxin damage and injects a toxin that causes the target to believe they are fully healed."
color = "#C8A5DC"
complementary_color = "#B9DCA5"
complementary_color = "#CD7794"
message_living = ", and you feel <i>alive</i>"
/datum/reagent/blob/regenerative_materia/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.adjust_drugginess(reac_volume)
if(M.reagents)
M.reagents.add_reagent("regenerative_materia", 0.2*reac_volume)
M.apply_damage(0.5*reac_volume, TOX)
M.reagents.add_reagent("spore", 0.2*reac_volume)
M.apply_damage(0.7*reac_volume, TOX)
/datum/reagent/blob/regenerative_materia/on_mob_life(mob/living/M)
M.adjustToxLoss(1*REM)
@@ -241,149 +172,110 @@
N.hal_screwyhud = 0
..()
//toxin, hallucination, and some bonus spore toxin
/datum/reagent/blob/hallucinogenic_nectar
name = "Hallucinogenic Nectar"
id = "hallucinogenic_nectar"
description = "will do low toxin damage, vivid hallucinations, and inject targets with toxins."
analyzerdescdamage = "Does low toxin damage and injects a toxin that causes vivid hallucinations and blurried vision."
color = "#CD7794"
complementary_color = "#77CDB0"
blobbernaut_message = "splashes"
message = "The blob splashes you with sticky nectar"
message_living = ", and you feel really good"
/datum/reagent/blob/hallucinogenic_nectar/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.hallucination += reac_volume
M.adjust_drugginess(reac_volume)
if(M.reagents)
M.reagents.add_reagent("spore", 0.2*reac_volume)
M.apply_damage(0.5*reac_volume, TOX)
//kills sleeping targets and turns them into blob zombies
/datum/reagent/blob/zombifying_feelers
name = "Zombifying Feelers"
id = "zombifying_feelers"
description = "will do low toxin damage and turn sleeping targets into blob zombies."
analyzerdescdamage = "Does low toxin damage and kills unconscious humans, turning them into blob zombies."
color = "#828264"
complementary_color = "#646482"
//kills sleeping targets and turns them into blob zombies, produces fragile spores when killed or on expanding
/datum/reagent/blob/zombifying_pods
name = "Zombifying Pods"
id = "zombifying_pods"
description = "will do very low toxin damage and harvest sleeping targets for additional resources and a blob zombie."
effectdesc = "will also produce fragile spores when killed and on expanding."
shortdesc = "will do very low toxin damage and harvest sleeping targets for additional resources(for your overmind) and a blob zombie."
analyzerdescdamage = "Does very low toxin damage and kills unconscious humans, turning them into blob zombies."
analyzerdesceffect = "Produces spores when expanding and when killed."
color = "#E88D5D"
complementary_color = "#823ABB"
message_living = ", and you feel tired"
/datum/reagent/blob/zombifying_feelers/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
/datum/reagent/blob/zombifying_pods/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.apply_damage(0.6*reac_volume, TOX)
if(O && ishuman(M) && M.stat == UNCONSCIOUS)
M.death() //sleeping in a fight? bad plan.
var/points = rand(5, 10)
var/mob/living/simple_animal/hostile/blob/blobspore/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(get_turf(M))
BS.overmind = O
BS.update_icons()
O.blob_mobs.Add(BS)
BS.Zombify(M)
if(M)
M.apply_damage(0.4*reac_volume, TOX)
O.add_points(points)
O << "<span class='notice'>Gained [points] resources from the zombification of [M].</span>"
//toxin, stamina, and some bonus spore toxin
/datum/reagent/blob/envenomed_filaments
name = "Envenomed Filaments"
id = "envenomed_filaments"
description = "will do medium toxin and stamina damage, and inject targets with toxins."
analyzerdescdamage = "Does medium toxin damage, drains stamina, and injects a weak toxin."
color = "#9ACD32"
complementary_color = "#6532CD"
message_living = ", and you feel sick and nauseated"
/datum/reagent/blob/zombifying_pods/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
if(!isnull(cause) && damage <= 20 && original_health - 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.
B.visible_message("<span class='warning'><b>A spore floats free of the blob!</b></span>")
var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(B.loc)
BS.overmind = B.overmind
BS.update_icons()
B.overmind.blob_mobs.Add(BS)
return ..()
/datum/reagent/blob/envenomed_filaments/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
if(M.reagents)
M.reagents.add_reagent("spore", 0.2*reac_volume)
M.apply_damage(0.4*reac_volume, TOX)
if(M)
M.adjustStaminaLoss(0.4*reac_volume)
/datum/reagent/blob/zombifying_pods/expand_reaction(obj/effect/blob/B, obj/effect/blob/newB, turf/T)
if(prob(10))
var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(T)
BS.overmind = B.overmind
BS.update_icons()
newB.overmind.blob_mobs.Add(BS)
//does brute, fire, and toxin over a few seconds
/datum/reagent/blob/poisonous_strands
name = "Poisonous Strands"
id = "poisonous_strands"
description = "will inject targets with poison."
analyzerdescdamage = "Injects a highly lethal poison that will gradually liquify the target's internal organs."
color = "#7D6EB4"
complementary_color = "#A5B46E"
blobbernaut_message = "injects"
message_living = ", and you feel like your insides are melting"
//does tons of oxygen damage and a little stamina, immune to tesla bolts, weak to EMP
/datum/reagent/blob/energized_jelly
name = "Energized Jelly"
id = "energized_jelly"
description = "will cause low stamina and high oxygen damage, and cause targets to be unable to breathe."
effectdesc = "will also conduct electricity, but takes damage from EMPs."
analyzerdescdamage = "Does low stamina damage, high oxygen damage, and prevents targets from breathing."
analyzerdesceffect = "Is immune to electricity and will easily conduct it, but is weak to EMPs."
color = "#EFD65A"
complementary_color = "#00E5B1"
message_living = ", and you feel a horrible tingling sensation"
var/datum/effect_system/spark_spread/spark_system = new/datum/effect_system/spark_spread()
/datum/reagent/blob/poisonous_strands/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
if(M.reagents)
M.reagents.add_reagent("poisonous_strands", 0.12*reac_volume)
/datum/reagent/blob/poisonous_strands/on_mob_life(mob/living/M)
M.adjustBruteLoss(1.5*REM)
M.adjustFireLoss(1.5*REM)
M.adjustToxLoss(1.5*REM)
..()
//does oxygen damage, randomly pushes or pulls targets
/datum/reagent/blob/cyclonic_grid
name = "Cyclonic Grid"
id = "cyclonic_grid"
description = "will cause high oxygen damage and randomly throw targets to or from it."
analyzerdescdamage = "Does high oxygen damage and randomly throws targets at or away from it."
color = "#9BCD9B"
complementary_color = "#CD9BCD"
message = "The blob blasts you with a gust of air"
message_living = ", and you can't catch your breath"
/datum/reagent/blob/cyclonic_grid/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
reagent_vortex(M, rand(0, 1), reac_volume)
M.losebreath += round(0.05*reac_volume)
M.apply_damage(0.6*reac_volume, OXY)
//does tons of oxygen damage and a little brute
/datum/reagent/blob/lexorin_jelly
name = "Lexorin Jelly"
id = "lexorin_jelly"
description = "will cause low brute and high oxygen damage, and cause targets to be unable to breathe."
analyzerdescdamage = "Does low brute damage, high oxygen damage, and prevents targets from breathing."
color = "#00E5B1"
complementary_color = "#E50034"
message_living = ", and your lungs feel heavy and weak"
/datum/reagent/blob/lexorin_jelly/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
/datum/reagent/blob/energized_jelly/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.losebreath += round(0.2*reac_volume)
M.apply_damage(0.2*reac_volume, BRUTE)
M.adjustStaminaLoss(0.4*reac_volume)
if(M)
M.apply_damage(0.6*reac_volume, OXY)
/datum/reagent/blob/energized_jelly/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
if(!isnull(cause) && original_health - damage <= 0 && prob(10))
spark_system.set_up(rand(2, 4), 0, B)
spark_system.start()
return ..()
/datum/reagent/blob/energized_jelly/tesla_reaction(obj/effect/blob/B, power)
return 0
/datum/reagent/blob/energized_jelly/emp_reaction(obj/effect/blob/B, severity)
var/damage = rand(30, 50) - severity * rand(10, 15)
B.take_damage(damage, BURN)
//does aoe brute damage when hitting targets, is immune to explosions
/datum/reagent/blob/explosive_lattice
name = "Explosive Lattice"
id = "explosive_lattice"
description = "will do brute damage in an area around targets and is resistant to explosions."
shortdesc = "will do brute damage in an area around targets."
description = "will do brute damage in an area around targets."
effectdesc = "will also resist explosions, but takes increased damage from fire and other energy sources."
analyzerdescdamage = "Does medium brute damage and causes damage to everyone near its targets."
analyzerdesceffect = "Is highly resistant to explosions."
analyzerdesceffect = "Is highly resistant to explosions, but takes increased damage from fire and other energy sources."
color = "#8B2500"
complementary_color = "#00668B"
blobbernaut_message = "blasts"
message = "The blob blasts you"
/datum/reagent/blob/explosive_lattice/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
var/initial_volume = reac_volume
reac_volume = ..()
if(reac_volume >= 10) //if it's not a spore cloud, bad time incoming
var/obj/effect/overlay/temp/explosion/E = PoolOrNew(/obj/effect/overlay/temp/explosion, get_turf(M))
var/obj/effect/overlay/temp/explosion/fast/E = PoolOrNew(/obj/effect/overlay/temp/explosion/fast, get_turf(M))
E.alpha = 150
for(var/mob/living/L in orange(M, 1))
for(var/mob/living/L in orange(get_turf(M), 1))
if("blob" in L.faction) //no friendly fire
continue
L.apply_damage(0.6*reac_volume, BRUTE)
var/aoe_volume = ..(L, TOUCH, initial_volume, 0, L.get_permeability_protection(), O)
L.apply_damage(0.4*aoe_volume, BRUTE)
if(M)
M.apply_damage(0.6*reac_volume, BRUTE)
else
M.apply_damage(0.8*reac_volume, BRUTE)
M.apply_damage(0.6*reac_volume, BRUTE)
/datum/reagent/blob/explosive_lattice/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
if(isnull(cause))
@@ -393,59 +285,39 @@
return damage * 1.5 //take more from fire, tesla, and flashbangs
return ..()
//does semi-random brute damage and reacts to brute damage
/datum/reagent/blob/reactive_gelatin
name = "Reactive Gelatin"
id = "reactive_gelatin"
description = "will do random brute damage and react to brute damage."
shortdesc = "will do random brute damage."
analyzerdescdamage = "Does random brute damage."
analyzerdesceffect = "When attacked with brute damage, will lash out, attacking everything near it."
color = "#FFA500"
complementary_color = "#005AFF"
blobbernaut_message = "pummels"
message = "The blob pummels you"
/datum/reagent/blob/reactive_gelatin/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
var/damage = rand(5, 35)/25
M.apply_damage(damage*reac_volume, BRUTE)
/datum/reagent/blob/reactive_gelatin/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
if(damage && damage_type == BRUTE && original_health - damage > 0) //is there any damage, is it brute, and will we be alive
if(isliving(cause))
B.visible_message("<span class='warning'><b>The blob retaliates, lashing out!</b></span>")
for(var/atom/A in range(1, B))
A.blob_act(B)
return ..()
//does low burn damage and stamina damage and cools targets down
/datum/reagent/blob/cryogenic_liquid
name = "Cryogenic Liquid"
id = "cryogenic_liquid"
description = "will do low burn and stamina damage, and cause targets to freeze."
analyzerdescdamage = "Does low burn damage, drains stamina, and injects targets with a freezing liquid."
//does brute, burn, and toxin damage, and cools targets down
/datum/reagent/blob/cryogenic_poison
name = "Cryogenic Poison"
id = "cryogenic_poison"
description = "will inject targets with a freezing poison that does high damage over time."
analyzerdescdamage = "Injects targets with a freezing poison that will gradually solidify the target's internal organs."
color = "#8BA6E9"
complementary_color = "#E9CE8B"
blobbernaut_message = "splashes"
message = "The blob splashes you with an icy liquid"
message_living = ", and you feel cold and tired"
complementary_color = "#7D6EB4"
blobbernaut_message = "injects"
message = "The blob stabs you"
message_living = ", and you feel like your insides are solidifying"
/datum/reagent/blob/cryogenic_liquid/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
/datum/reagent/blob/cryogenic_poison/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
if(M.reagents)
M.reagents.add_reagent("frostoil", 0.3*reac_volume)
M.reagents.add_reagent("ice", 0.3*reac_volume)
M.apply_damage(0.4*reac_volume, BURN)
if(M)
M.adjustStaminaLoss(0.3*reac_volume)
M.reagents.add_reagent("cryogenic_poison", 0.3*reac_volume)
M.apply_damage(0.2*reac_volume, BRUTE)
/datum/reagent/blob/cryogenic_poison/on_mob_life(mob/living/M)
M.adjustBruteLoss(0.3*REM, 0)
M.adjustFireLoss(0.3*REM, 0)
M.adjustToxLoss(0.3*REM, 0)
. = 1
..()
//does burn damage and EMPs, slightly fragile
/datum/reagent/blob/electromagnetic_web
name = "Electromagnetic Web"
id = "electromagnetic_web"
description = "will do low burn damage and EMP targets, but is very fragile."
shortdesc = "will do low burn damage and EMP targets."
description = "will do high burn damage and EMP targets."
effectdesc = "will also take massively increased damage and release an EMP when killed."
analyzerdescdamage = "Does low burn damage and EMPs targets."
analyzerdesceffect = "Is fragile to all types of damage, but takes massive damage from brute. In addition, releases a small EMP when killed."
color = "#83ECEC"
@@ -459,7 +331,7 @@
if(prob(reac_volume*2))
M.emp_act(2)
if(M)
M.apply_damage(0.6*reac_volume, BURN)
M.apply_damage(reac_volume, BURN)
/datum/reagent/blob/electromagnetic_web/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
if(damage_type == BRUTE) //take full brute
@@ -480,8 +352,8 @@
/datum/reagent/blob/synchronous_mesh
name = "Synchronous Mesh"
id = "synchronous_mesh"
description = "will do brute damage for each nearby blob and spread damage between nearby blobs."
shortdesc = "will do brute damage for each nearby blob."
description = "will do massively increased brute damage for each blob near the target."
effectdesc = "will also spread damage between each blob near the attacked blob."
analyzerdescdamage = "Does brute damage, increasing for each blob near the target."
analyzerdesceffect = "When attacked, spreads damage between all blobs near the attacked blob."
color = "#65ADA2"
@@ -491,9 +363,9 @@
/datum/reagent/blob/synchronous_mesh/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
M.apply_damage(0.1*reac_volume, BRUTE)
M.apply_damage(0.2*reac_volume, BRUTE)
if(M && reac_volume)
for(var/obj/effect/blob/B in range(1, M)) //if the target is completely surrounded, this is 2.4*reac_volume bonus damage, total of 2.5*reac_volume
for(var/obj/effect/blob/B in range(1, M)) //if the target is completely surrounded, this is 2.4*reac_volume bonus damage, total of 2.6*reac_volume
if(M)
B.blob_attack_animation(M) //show them they're getting a bad time
M.apply_damage(0.3*reac_volume, BRUTE)
@@ -512,47 +384,37 @@
return damage * 1.25
//does brute damage through armor and bio resistance
/datum/reagent/blob/penetrating_spines
name = "Penetrating Spines"
id = "penetrating_spines"
/datum/reagent/blob/reactive_spines
name = "Reactive Spines"
id = "reactive_spines"
description = "will do medium brute damage through armor and bio resistance."
effectdesc = "will also react when attacked with brute damage, attacking all near the attacked blob."
analyzerdescdamage = "Does medium brute damage, ignoring armor and bio resistance."
color = "#6E4664"
complementary_color = "#466E50"
analyzerdesceffect = "When attacked with brute damage, will lash out, attacking everything near it."
color = "#9ACD32"
complementary_color = "#FFA500"
blobbernaut_message = "stabs"
message = "The blob stabs you"
/datum/reagent/blob/penetrating_spines/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
/datum/reagent/blob/reactive_spines/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
if(M.stat == DEAD || istype(M, /mob/living/simple_animal/hostile/blob))
return 0 //the dead, and blob mobs, don't cause reactions
M.adjustBruteLoss(0.7*reac_volume)
M.adjustBruteLoss(0.8*reac_volume)
/datum/reagent/blob/adaptive_nexuses
name = "Adaptive Nexuses"
id = "adaptive_nexuses"
description = "will do medium brute damage and kill unconscious targets, giving you bonus resources."
shortdesc = "will do medium brute damage and kill unconscious targets, giving your overmind bonus resources."
analyzerdescdamage = "Does medium brute damage and kills unconscious humans, reaping resources from them."
color = "#4A64C0"
complementary_color = "#823ABB"
/datum/reagent/blob/adaptive_nexuses/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
if(O && ishuman(M) && M.stat == UNCONSCIOUS)
PoolOrNew(/obj/effect/overlay/temp/revenant, get_turf(M))
var/points = rand(5, 10)
O.add_points(points)
O << "<span class='notice'>Gained [points] resources from the death of [M].</span>"
M.death()
if(M)
M.apply_damage(0.5*reac_volume, BRUTE)
/datum/reagent/blob/reactive_spines/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
if(damage && damage_type == BRUTE && original_health - damage > 0) //is there any damage, is it brute, and will we be alive
if(isliving(cause))
B.visible_message("<span class='boldwarning'>The blob retaliates, lashing out!</span>")
for(var/atom/A in range(1, B))
A.blob_act(B)
return ..()
//does low brute damage, oxygen damage, and stamina damage and wets tiles when damaged
/datum/reagent/blob/pressurized_slime
name = "Pressurized Slime"
id = "pressurized_slime"
description = "will do low brute, oxygen, and stamina damage, and wet tiles when damaged or killed."
shortdesc = "will do low brute, oxygen, and stamina damage, and wet tiles under targets."
description = "will do low brute, oxygen, and stamina damage, and wet tiles under targets."
effectdesc = "will also wet tiles near blobs that are attacked or killed."
analyzerdescdamage = "Does low brute damage, low oxygen damage, drains stamina, and wets tiles under targets, extinguishing them."
analyzerdesceffect = "When attacked or killed, wets nearby tiles, extinguishing anything on them."
color = "#AAAABB"
@@ -568,19 +430,20 @@
T.MakeSlippery(min_wet_time = 10, wet_time_to_add = 5)
M.adjust_fire_stacks(-(reac_volume / 10))
M.ExtinguishMob()
M.apply_damage(0.1*reac_volume, BRUTE)
M.apply_damage(0.4*reac_volume, BRUTE)
if(M)
M.apply_damage(0.3*reac_volume, OXY)
M.apply_damage(0.4*reac_volume, OXY)
if(M)
M.adjustStaminaLoss(0.3*reac_volume)
M.adjustStaminaLoss(0.2*reac_volume)
/datum/reagent/blob/pressurized_slime/damage_reaction(obj/effect/blob/B, original_health, damage, damage_type, cause)
if(cause || damage_type != BURN)
extinguisharea(B, damage)
return ..()
/datum/reagent/blob/pressurized_slime/death_reaction(obj/effect/blob/B, cause)
if(!isnull(cause))
B.visible_message("<span class='warning'><b>The blob ruptures, spraying the area with liquid!</b></span>")
B.visible_message("<span class='boldwarning'>The blob ruptures, spraying the area with liquid!</span>")
extinguisharea(B, 50)
/datum/reagent/blob/pressurized_slime/proc/extinguisharea(obj/effect/blob/B, probchance)
@@ -592,75 +455,3 @@
for(var/mob/living/L in T)
L.adjust_fire_stacks(-2.5)
L.ExtinguishMob()
//does brute damage and throws or pulls nearby objects at the target
/datum/reagent/blob/dark_matter
name = "Dark Matter"
id = "dark_matter"
description = "will do medium brute damage and pull nearby objects and enemies at the target."
analyzerdescdamage = "Does medium brute damage and pulls nearby objects and creatures at the target."
color = "#61407E"
complementary_color = "#5D7E40"
message = "You feel a thrum as the blob strikes you, and everything flies at you"
/datum/reagent/blob/dark_matter/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
reagent_vortex(M, 0, reac_volume)
M.apply_damage(0.3*reac_volume, BRUTE)
//does brute damage and throws or pushes nearby objects away from the target
/datum/reagent/blob/b_sorium
name = "Sorium"
id = "b_sorium"
description = "will do medium brute damage and throw nearby objects and enemies away from the target."
analyzerdescdamage = "Does medium brute damage and pushes nearby objects and creatures away from the target."
color = "#808000"
complementary_color = "#000080"
message = "The blob slams into you and sends you flying"
/datum/reagent/blob/b_sorium/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
reac_volume = ..()
reagent_vortex(M, 1, reac_volume)
M.apply_damage(0.3*reac_volume, BRUTE)
/datum/reagent/blob/proc/reagent_vortex(mob/living/M, setting_type, reac_volume)
if(M && reac_volume)
var/turf/pull = get_turf(M)
var/range_power = Clamp(round(reac_volume/5, 1), 1, 5)
for(var/atom/movable/X in range(range_power,pull))
if(istype(X, /obj/effect))
continue
if(isliving(X))
var/mob/living/L = X
if("blob" in L.faction) //no friendly throwpulling
continue
if(!X.anchored)
var/distance = get_dist(X, pull)
var/moving_power = max(range_power - distance, 1)
if(moving_power > 2) //if the vortex is powerful and we're close, we get thrown
if(setting_type)
var/atom/throw_target = get_edge_target_turf(X, get_dir(X, get_step_away(X, pull)))
var/throw_range = 5 - distance
X.throw_at_fast(throw_target, throw_range, 1)
else
X.throw_at_fast(pull, distance, 1)
else
spawn(0)
if(setting_type)
for(var/i in 0 to moving_power-1)
sleep(2)
if(!step_away(X, pull))
break
else
for(var/i in 0 to moving_power-1)
sleep(2)
if(!step_towards(X, pull))
break
/datum/reagent/blob/proc/send_message(mob/living/M)
var/totalmessage = message
if(message_living && !issilicon(M))
totalmessage += message_living
totalmessage += "!"
M << "<span class='userdanger'>[totalmessage]</span>"

View File

@@ -130,15 +130,15 @@ As an Alien, you take double damage from all burn attacks, such as lasers, weldi
As an Alien, resin floors not only regenerate your plasma supply, but also passively heal you. Fight on resin floors to gain a home turf advantage!
As an Alien, the facehugger is by far your most powerful weapon because of its ability to instantly win a fight. Remember however that certain helmets, such as biohoods or space helmets will completely block facehugger attacks.
As an Alien, you are unable to pick up or use any human items or machinery. Instead, you should focus on sabotaging APCs, computers, cameras and either stowing, spacing, or melting any weapons you find.
When fighting the Blob, you can hit it with an analyzer to check its chemical effects and the type of blob analyzed. Examining it with a research scanner active will also reveal this information.
When fighting the Blob, you can hit it with an analyzer to check its chemical effects and the type of blob analyzed. Examining it with a research scanner or medical hud active will also reveal this information.
As the Blob, you can place your core at any clear, unobserved, spot you can move to after 3 minutes have passed. If you wait too long, you will be automatically placed at a random location. Use this wait time to coordinate with any other overminds.
As the Blob, keep your core some distance from space, as it is both expensive to expand onto space, easy to be attacked from, and does not count towards your win condition. Emitter platforms built in space are especially dangerous.
As the Blob, you can randomly repick your reagent type if the crew has adapted and protected themselves against your current one.
As the Blob, you fight a war of attrition: Take out medbay and fight in chokepoints to prevent continued assaults and coordinated burst damage attacks!
As the Blob, remember that you can only expand onto tiles from cardinal directions, while the crew can attack you diagonally. Fight in narrow corridors or expand and widen across the width of the hallway to force confrontations where you can hit them!
As the Blob, you can attack anything next to a blob, but can only expand in cardinal directions, and diagonal attacks are slightly weaker.
As the Blob, don't neglect the creation of factories. These create spores that carry your reagent and can chase crewmembers far further than you. Spores can also be rallied to swarm the crew and cause panic, and can even take over corpses to create much more dangerous blob zombies!
As the Blob, you can produce a Blobbernaut from a factory for 40 resources. Blobbernauts are smart, gradually regenerate near nodes, and apply your chemical when attacking, but die when too far from the blob or if their factory is killed. However, the factory used becomes fragile and stops spawning spores.
As the Blob, you can expand by clicking, create strong blobs with ctrl-click, rally spores with middle-click, and remove blobs with alt-click.
As the Blob, you can expand by clicking, create strong blobs with ctrl-click, rally spores with middle-click, and remove blobs with alt-click. You do not need to have your camera over the tile to do this.
As the Blob, removing strong blobs, resource nodes, factories, and nodes will give you 4, 15, 25, and 25 resources back, respectively.
As the Blob, talking will send a message to all other overminds and all Blobbernauts, allowing you to direct attacks and coordinate.
As a Blobbernaut, you can communicate with overminds and other Blobbernauts via :b.

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