@@ -1,487 +0,0 @@
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// These can only be applied by blobs. They are what blobs are made out of.
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||||
/datum/reagent/blob
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name = "Unknown"
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description = "shouldn't exist and you should adminhelp immediately."
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color = "#FFFFFF"
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taste_description = "bad code and slime"
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var/complementary_color = "#000000" //a color that's complementary to the normal blob color
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var/shortdesc = null //just damage and on_mob effects, doesn't include special, blob-tile only effects
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var/effectdesc = null //any long, blob-tile specific effects
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var/analyzerdescdamage = "Unknown. Report this bug to a coder, or just adminhelp."
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var/analyzerdesceffect = "N/A"
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var/blobbernaut_message = "slams" //blobbernaut attack verb
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var/message = "The blob strikes you" //message sent to any mob hit by the blob
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var/message_living = null //extension to first mob sent to only living mobs i.e. silicons have no skin to be burnt
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can_synth = FALSE
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/datum/reagent/blob/proc/send_message(mob/living/M)
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var/totalmessage = message
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if(message_living && !issilicon(M))
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totalmessage += message_living
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totalmessage += "!"
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to_chat(M, "<span class='userdanger'>[totalmessage]</span>")
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/datum/reagent/blob/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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if(M.stat == DEAD || istype(M, /mob/living/simple_animal/hostile/blob))
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return 0 //the dead, and blob mobs, don't cause reactions
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return round(reac_volume * min(1.5 - touch_protection, 1), 0.1) //full touch protection means 50% volume, any prot below 0.5 means 100% volume.
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/datum/reagent/blob/proc/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag) //when the blob takes damage, do this
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return damage
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/datum/reagent/blob/proc/death_reaction(obj/structure/blob/B, damage_flag) //when a blob dies, do this
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return
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/datum/reagent/blob/proc/expand_reaction(obj/structure/blob/B, obj/structure/blob/newB, turf/T, mob/camera/blob/O) //when the blob expands, do this
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return
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/datum/reagent/blob/proc/tesla_reaction(obj/structure/blob/B, power) //when the blob is hit by a tesla bolt, do this
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return 1 //return 0 to ignore damage
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/datum/reagent/blob/proc/extinguish_reaction(obj/structure/blob/B) //when the blob is hit with water, do this
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return
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/datum/reagent/blob/proc/emp_reaction(obj/structure/blob/B, severity) //when the blob is hit with an emp, do this
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return
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//does brute damage but can replicate when damaged and has a chance of expanding again
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/datum/reagent/blob/replicating_foam
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name = "Replicating Foam"
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description = "will do medium brute damage and occasionally expand again when expanding."
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shortdesc = "will do medium brute damage."
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effectdesc = "will also expand when attacked with burn damage, but takes more brute damage."
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taste_description = "duplication"
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analyzerdescdamage = "Does medium brute damage."
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analyzerdesceffect = "Expands when attacked with burn damage, will occasionally expand again when expanding, and is fragile to brute damage."
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color = "#7B5A57"
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complementary_color = "#57787B"
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/datum/reagent/blob/replicating_foam/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.7*reac_volume, BRUTE)
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/datum/reagent/blob/replicating_foam/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if(damage_type == BRUTE)
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damage = damage * 2
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else if(damage_type == BURN && damage > 0 && B.obj_integrity - damage > 0 && prob(60))
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var/obj/structure/blob/newB = B.expand(null, null, 0)
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if(newB)
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newB.obj_integrity = B.obj_integrity - damage
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newB.update_icon()
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return ..()
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/datum/reagent/blob/replicating_foam/expand_reaction(obj/structure/blob/B, obj/structure/blob/newB, turf/T, mob/camera/blob/O)
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if(prob(30))
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newB.expand(null, null, 0) //do it again!
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//does massive brute and burn damage, but can only expand manually
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/datum/reagent/blob/networked_fibers
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name = "Networked Fibers"
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description = "will do high brute and burn damage and will generate resources quicker, but can only expand manually."
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shortdesc = "will do high brute and burn damage."
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taste_description = "efficiency"
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effectdesc = "will move your core when manually expanding near it."
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analyzerdescdamage = "Does high brute and burn damage."
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analyzerdesceffect = "Is highly mobile and generates resources rapidly."
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color = "#CDC0B0"
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complementary_color = "#FFF68F"
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/datum/reagent/blob/networked_fibers/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.6*reac_volume, BRUTE)
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if(M)
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M.apply_damage(0.6*reac_volume, BURN)
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/datum/reagent/blob/networked_fibers/expand_reaction(obj/structure/blob/B, obj/structure/blob/newB, turf/T, mob/camera/blob/O)
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if(!O && newB.overmind)
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if(!istype(B, /obj/structure/blob/node))
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newB.overmind.add_points(1)
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qdel(newB)
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else
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var/area/A = get_area(T)
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if(!isspaceturf(T) && !istype(A, /area/shuttle))
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for(var/obj/structure/blob/core/C in range(1, newB))
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if(C.overmind == O)
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newB.forceMove(get_turf(C))
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C.forceMove(T)
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C.setDir(get_dir(newB, C))
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O.add_points(1)
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//does brute damage, shifts away when damaged
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/datum/reagent/blob/shifting_fragments
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name = "Shifting Fragments"
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description = "will do medium brute damage."
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effectdesc = "will also cause blob parts to shift away when attacked."
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taste_description = "something other-dimensional"
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analyzerdescdamage = "Does medium brute damage."
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analyzerdesceffect = "When attacked, may shift away from the attacker."
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color = "#C8963C"
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complementary_color = "#3C6EC8"
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/datum/reagent/blob/shifting_fragments/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.7*reac_volume, BRUTE)
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/datum/reagent/blob/shifting_fragments/expand_reaction(obj/structure/blob/B, obj/structure/blob/newB, turf/T, mob/camera/blob/O)
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if(istype(B, /obj/structure/blob/normal) || (istype(B, /obj/structure/blob/shield) && prob(25)))
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newB.forceMove(get_turf(B))
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B.forceMove(T)
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/datum/reagent/blob/shifting_fragments/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage > 0 && B.obj_integrity - damage > 0 && prob(60-damage))
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var/list/blobstopick = list()
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for(var/obj/structure/blob/OB in orange(1, B))
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if((istype(OB, /obj/structure/blob/normal) || (istype(OB, /obj/structure/blob/shield) && prob(25))) && OB.overmind && OB.overmind.blob_reagent_datum.type == B.overmind.blob_reagent_datum.type)
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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
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if(blobstopick.len)
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var/obj/structure/blob/targeted = pick(blobstopick) //randomize the blob chosen, because otherwise it'd tend to the lower left
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var/turf/T = get_turf(targeted)
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targeted.forceMove(get_turf(B))
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B.forceMove(T) //swap the blobs
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return ..()
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//sets you on fire, does burn damage, explodes into flame when burnt, weak to water
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/datum/reagent/blob/blazing_oil
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name = "Blazing Oil"
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description = "will do medium burn damage and set targets on fire."
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effectdesc = "will also release bursts of flame when burnt, but takes damage from water."
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taste_description = "burning oil"
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analyzerdescdamage = "Does medium burn damage and sets targets on fire."
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analyzerdesceffect = "Releases fire when burnt, but takes damage from water and other extinguishing liquids."
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color = "#B68D00"
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complementary_color = "#BE5532"
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blobbernaut_message = "splashes"
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message = "The blob splashes you with burning oil"
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message_living = ", and you feel your skin char and melt"
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/datum/reagent/blob/blazing_oil/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.adjust_fire_stacks(round(reac_volume/10))
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M.IgniteMob()
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if(M)
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M.apply_damage(0.8*reac_volume, BURN)
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if(iscarbon(M))
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M.emote("scream")
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/datum/reagent/blob/blazing_oil/extinguish_reaction(obj/structure/blob/B)
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B.take_damage(1.5, BURN, "energy")
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/datum/reagent/blob/blazing_oil/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if(damage_type == BURN && damage_flag != "energy")
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for(var/turf/open/T in range(1, B))
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var/obj/structure/blob/C = locate() in T
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if(!(C && C.overmind && C.overmind.blob_reagent_datum.type == B.overmind.blob_reagent_datum.type) && prob(80))
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new /obj/effect/hotspot(T)
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if(damage_flag == "fire")
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return 0
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return ..()
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//does toxin damage, hallucination, targets think they're not hurt at all
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/datum/reagent/blob/regenerative_materia
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name = "Regenerative Materia"
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description = "will do toxin damage and cause targets to believe they are fully healed."
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analyzerdescdamage = "Does toxin damage and injects a toxin that causes the target to believe they are fully healed."
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taste_description = "heaven"
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color = "#5e7842"
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complementary_color = "#CD7794"
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message_living = ", and you feel <i>alive</i>"
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/datum/reagent/blob/regenerative_materia/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.adjust_drugginess(reac_volume)
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if(M.reagents)
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M.reagents.add_reagent(/datum/reagent/blob/regenerative_materia, 0.2*reac_volume)
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M.reagents.add_reagent(/datum/reagent/toxin/spore, 0.2*reac_volume)
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M.apply_damage(0.7*reac_volume, TOX)
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/datum/reagent/blob/regenerative_materia/on_mob_life(mob/living/carbon/C)
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C.adjustToxLoss(1*REM)
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C.hal_screwyhud = SCREWYHUD_HEALTHY //fully healed, honest
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..()
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/datum/reagent/blob/regenerative_materia/on_mob_end_metabolize(mob/living/M)
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if(iscarbon(M))
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var/mob/living/carbon/N = M
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N.hal_screwyhud = 0
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..()
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//kills sleeping targets and turns them into blob zombies, produces fragile spores when killed or on expanding
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/datum/reagent/blob/zombifying_pods
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name = "Zombifying Pods"
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description = "will do very low toxin damage and harvest sleeping targets for additional resources and a blob zombie."
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effectdesc = "will also produce fragile spores when killed and on expanding."
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taste_description = "fungi"
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shortdesc = "will do very low toxin damage and harvest sleeping targets for additional resources(for your overmind) and a blob zombie."
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analyzerdescdamage = "Does very low toxin damage and kills unconscious humans, turning them into blob zombies."
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analyzerdesceffect = "Produces spores when expanding and when killed."
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color = "#E88D5D"
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complementary_color = "#823ABB"
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message_living = ", and you feel tired"
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/datum/reagent/blob/zombifying_pods/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.6*reac_volume, TOX)
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if(O && ishuman(M) && M.stat == UNCONSCIOUS)
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M.death() //sleeping in a fight? bad plan.
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var/points = rand(5, 10)
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var/mob/living/simple_animal/hostile/blob/blobspore/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(get_turf(M))
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BS.overmind = O
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BS.update_icons()
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O.blob_mobs.Add(BS)
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BS.Zombify(M)
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O.add_points(points)
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to_chat(O, "<span class='notice'>Gained [points] resources from the zombification of [M].</span>")
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/datum/reagent/blob/zombifying_pods/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage <= 20 && B.obj_integrity - 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.
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B.visible_message("<span class='warning'><b>A spore floats free of the blob!</b></span>")
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var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(B.loc)
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BS.overmind = B.overmind
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BS.update_icons()
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B.overmind.blob_mobs.Add(BS)
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return ..()
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/datum/reagent/blob/zombifying_pods/expand_reaction(obj/structure/blob/B, obj/structure/blob/newB, turf/T, mob/camera/blob/O)
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if(prob(10))
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var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(T)
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BS.overmind = B.overmind
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BS.update_icons()
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newB.overmind.blob_mobs.Add(BS)
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//does tons of oxygen damage and a little stamina, immune to tesla bolts, weak to EMP
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/datum/reagent/blob/energized_jelly
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name = "Energized Jelly"
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description = "will cause low stamina and high oxygen damage, and cause targets to be unable to breathe."
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taste_description = "gelatin"
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effectdesc = "will also conduct electricity, but takes damage from EMPs."
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analyzerdescdamage = "Does low stamina damage, high oxygen damage, and prevents targets from breathing."
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analyzerdesceffect = "Is immune to electricity and will easily conduct it, but is weak to EMPs."
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color = "#EFD65A"
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complementary_color = "#00E5B1"
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message_living = ", and you feel a horrible tingling sensation"
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/datum/reagent/blob/energized_jelly/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.losebreath += round(0.2*reac_volume)
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M.adjustStaminaLoss(0.4*reac_volume)
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if(M)
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M.apply_damage(0.6*reac_volume, OXY)
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|
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/datum/reagent/blob/energized_jelly/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
|
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if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && B.obj_integrity - damage <= 0 && prob(10))
|
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do_sparks(rand(2, 4), FALSE, B)
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return ..()
|
||||
|
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/datum/reagent/blob/energized_jelly/tesla_reaction(obj/structure/blob/B, power)
|
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return 0
|
||||
|
||||
/datum/reagent/blob/energized_jelly/emp_reaction(obj/structure/blob/B, severity)
|
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var/damage = rand(30, 50) - severity * rand(10, 15)
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B.take_damage(damage, BURN, "energy")
|
||||
|
||||
//does aoe brute damage when hitting targets, is immune to explosions
|
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/datum/reagent/blob/explosive_lattice
|
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name = "Explosive Lattice"
|
||||
description = "will do brute damage in an area around targets."
|
||||
taste_description = "the bomb"
|
||||
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, 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/temp_visual/explosion/fast/E = new /obj/effect/temp_visual/explosion/fast(get_turf(M))
|
||||
E.alpha = 150
|
||||
for(var/mob/living/L in orange(get_turf(M), 1))
|
||||
if(ROLE_BLOB in L.faction) //no friendly fire
|
||||
continue
|
||||
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(0.6*reac_volume, BRUTE)
|
||||
|
||||
/datum/reagent/blob/explosive_lattice/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
|
||||
if(damage_flag == "bomb")
|
||||
return 0
|
||||
else if(damage_flag != "melee" && damage_flag != "bullet" && damage_flag != "laser")
|
||||
return damage * 1.5
|
||||
return ..()
|
||||
|
||||
//does brute, burn, and toxin damage, and cools targets down
|
||||
/datum/reagent/blob/cryogenic_poison
|
||||
name = "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"
|
||||
taste_description = "brain freeze"
|
||||
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_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(/datum/reagent/consumable/frostoil, 0.3*reac_volume)
|
||||
M.reagents.add_reagent(/datum/reagent/consumable/ice, 0.3*reac_volume)
|
||||
M.reagents.add_reagent(/datum/reagent/blob/cryogenic_poison, 0.3*reac_volume)
|
||||
M.apply_damage(0.2*reac_volume, BRUTE)
|
||||
|
||||
/datum/reagent/blob/cryogenic_poison/on_mob_life(mob/living/carbon/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"
|
||||
description = "will do high burn damage and EMP targets."
|
||||
taste_description = "pop rocks"
|
||||
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"
|
||||
complementary_color = "#EC8383"
|
||||
blobbernaut_message = "lashes"
|
||||
message = "The blob lashes you"
|
||||
message_living = ", and you hear a faint buzzing"
|
||||
|
||||
/datum/reagent/blob/electromagnetic_web/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
|
||||
reac_volume = ..()
|
||||
if(prob(reac_volume*2))
|
||||
M.emp_act(EMP_LIGHT)
|
||||
if(M)
|
||||
M.apply_damage(reac_volume, BURN)
|
||||
|
||||
/datum/reagent/blob/electromagnetic_web/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
|
||||
if(damage_type == BRUTE) //take full brute
|
||||
switch(B.brute_resist)
|
||||
if(0.5)
|
||||
return damage * 2
|
||||
if(0.25)
|
||||
return damage * 4
|
||||
if(0.1)
|
||||
return damage * 10
|
||||
return damage * 1.25 //a laser will do 25 damage, which will kill any normal blob
|
||||
|
||||
/datum/reagent/blob/electromagnetic_web/death_reaction(obj/structure/blob/B, damage_flag)
|
||||
if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser")
|
||||
empulse(B.loc, 1, 3) //less than screen range, so you can stand out of range to avoid it
|
||||
|
||||
//does brute damage, bonus damage for each nearby blob, and spreads damage out
|
||||
/datum/reagent/blob/synchronous_mesh
|
||||
name = "Synchronous Mesh"
|
||||
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."
|
||||
taste_description = "toxic mold"
|
||||
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"
|
||||
complementary_color = "#AD6570"
|
||||
blobbernaut_message = "synchronously strikes"
|
||||
message = "The blobs strike you"
|
||||
|
||||
/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(0.2*reac_volume, BRUTE)
|
||||
if(M && reac_volume)
|
||||
for(var/obj/structure/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)
|
||||
|
||||
/datum/reagent/blob/synchronous_mesh/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
|
||||
if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") //the cause isn't fire or bombs, so split the damage
|
||||
var/damagesplit = 1 //maximum split is 9, reducing the damage each blob takes to 11% but doing that damage to 9 blobs
|
||||
for(var/obj/structure/blob/C in orange(1, B))
|
||||
if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && C.overmind.blob_reagent_datum.type == B.overmind.blob_reagent_datum.type) //if it doesn't have the same chemical or is a core or node, don't split damage to it
|
||||
damagesplit += 1
|
||||
for(var/obj/structure/blob/C in orange(1, B))
|
||||
if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && C.overmind.blob_reagent_datum.type == B.overmind.blob_reagent_datum.type) //only hurt blobs that have the same overmind chemical and aren't cores or nodes
|
||||
C.take_damage(damage/damagesplit, CLONE, 0, 0)
|
||||
return damage / damagesplit
|
||||
else
|
||||
return damage * 1.25
|
||||
|
||||
//does brute damage through armor and bio resistance
|
||||
/datum/reagent/blob/reactive_spines
|
||||
name = "Reactive Spines"
|
||||
description = "will do medium brute damage through armor and bio resistance."
|
||||
taste_description = "rock"
|
||||
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."
|
||||
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/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(0.8*reac_volume)
|
||||
|
||||
/datum/reagent/blob/reactive_spines/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
|
||||
if(damage && damage_type == BRUTE && B.obj_integrity - damage > 0) //is there any damage, is it brute, and will we be alive
|
||||
if(damage_flag == "melee")
|
||||
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"
|
||||
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."
|
||||
taste_description = "a sponge"
|
||||
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"
|
||||
complementary_color = "#BBBBAA"
|
||||
blobbernaut_message = "emits slime at"
|
||||
message = "The blob splashes into you"
|
||||
message_living = ", and you gasp for breath"
|
||||
|
||||
/datum/reagent/blob/pressurized_slime/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
|
||||
reac_volume = ..()
|
||||
var/turf/open/T = get_turf(M)
|
||||
if(istype(T) && prob(reac_volume))
|
||||
T.MakeSlippery(TURF_WET_WATER, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS)
|
||||
M.adjust_fire_stacks(-(reac_volume / 10))
|
||||
M.ExtinguishMob()
|
||||
M.apply_damage(0.4*reac_volume, BRUTE)
|
||||
if(M)
|
||||
M.apply_damage(0.4*reac_volume, OXY)
|
||||
if(M)
|
||||
M.adjustStaminaLoss(0.2*reac_volume)
|
||||
|
||||
/datum/reagent/blob/pressurized_slime/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
|
||||
if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") || damage_type != BURN)
|
||||
extinguisharea(B, damage)
|
||||
return ..()
|
||||
|
||||
/datum/reagent/blob/pressurized_slime/death_reaction(obj/structure/blob/B, damage_flag)
|
||||
if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser")
|
||||
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/structure/blob/B, probchance)
|
||||
for(var/turf/open/T in range(1, B))
|
||||
if(prob(probchance))
|
||||
T.MakeSlippery(TURF_WET_WATER, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS)
|
||||
for(var/obj/O in T)
|
||||
O.extinguish()
|
||||
for(var/mob/living/L in T)
|
||||
L.adjust_fire_stacks(-2.5)
|
||||
L.ExtinguishMob()
|
||||
Reference in New Issue
Block a user