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* blob stuff * changes * Liberator deals 25 damage to blobs. * Brings back splash damage but on-hit * Take into consideration fire resistance * It is once again a Highlander ruleset
50 lines
1.1 KiB
Plaintext
50 lines
1.1 KiB
Plaintext
/obj/effect/blob/shield
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name = "strong blob"
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icon_state = "strong"
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desc = "A dense part of a blob."
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health = 50
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maxHealth = 50
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fire_resist = 2
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layer = BLOB_SHIELD_LAYER
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spawning = 0
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destroy_sound = "sound/effects/blobsplat.ogg"
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icon_new = "strong"
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icon_classic = "blob_idle"
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//obj/effect/blob/shield/New(loc,newlook = "new")
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/obj/effect/blob/shield/New(turf/loc,newlook = null,no_morph = 0)
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..()
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flick("morph_strong",src)
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/obj/effect/blob/shield/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return
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/obj/effect/blob/shield/Cross(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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if(istype(mover) && mover.checkpass(pass_flags_self))
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return 1
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return 0
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/obj/effect/blob/shield/run_action()
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if(health >= 50)
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return 0
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health += min(maxHealth - health, 10)
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return 1
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/obj/effect/blob/shield/update_icon(var/spawnend = 0)
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if(icon_size == 64)
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spawn(1)
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overlays.len = 0
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underlays.len = 0
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underlays += image(icon,"roots")
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if(!spawning)
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for(var/obj/effect/blob/B in orange(src,1))
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overlays += image(icon,"strongconnect",dir = get_dir(src,B))
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if(spawnend)
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spawn(10)
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update_icon()
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..()
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