Fixes suicidal blobbernauts (#32851)
* Fixes suicidal blobbernauts * Removes notransform
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CitadelStationBot
parent
c4eb49994f
commit
47b9cc2051
@@ -154,33 +154,34 @@
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return
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if(!can_buy(40))
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return
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B.max_integrity = initial(B.max_integrity) * 0.25 //factories that produced a blobbernaut have much lower health
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B.obj_integrity = min(B.obj_integrity, B.max_integrity)
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B.update_icon()
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B.visible_message("<span class='warning'><b>The blobbernaut [pick("rips", "tears", "shreds")] its way out of the factory blob!</b></span>")
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playsound(B.loc, 'sound/effects/splat.ogg', 50, 1)
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var/mob/living/simple_animal/hostile/blob/blobbernaut/blobber = new /mob/living/simple_animal/hostile/blob/blobbernaut(get_turf(B))
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flick("blobbernaut_produce", blobber)
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B.naut = blobber
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blobber.factory = B
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blobber.overmind = src
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blobber.update_icons()
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blobber.notransform = 1 //stop the naut from moving around
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blobber.adjustHealth(blobber.maxHealth * 0.5)
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blob_mobs += blobber
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var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [blob_reagent_datum.name] blobbernaut?", ROLE_BLOB, null, ROLE_BLOB, 50, blobber) //players must answer rapidly
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var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [blob_reagent_datum.name] blobbernaut?", ROLE_BLOB, null, ROLE_BLOB, 50) //players must answer rapidly
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if(candidates.len) //if we got at least one candidate, they're a blobbernaut now.
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B.max_integrity = initial(B.max_integrity) * 0.25 //factories that produced a blobbernaut have much lower health
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B.obj_integrity = min(B.obj_integrity, B.max_integrity)
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B.update_icon()
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B.visible_message("<span class='warning'><b>The blobbernaut [pick("rips", "tears", "shreds")] its way out of the factory blob!</b></span>")
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playsound(B.loc, 'sound/effects/splat.ogg', 50, 1)
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var/mob/living/simple_animal/hostile/blob/blobbernaut/blobber = new /mob/living/simple_animal/hostile/blob/blobbernaut(get_turf(B))
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flick("blobbernaut_produce", blobber)
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B.naut = blobber
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blobber.factory = B
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blobber.overmind = src
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blobber.update_icons()
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blobber.adjustHealth(blobber.maxHealth * 0.5)
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blob_mobs += blobber
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var/client/C = pick(candidates)
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blobber.key = C.key
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SEND_SOUND(blobber, sound('sound/effects/blobattack.ogg'))
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SEND_SOUND(blobber, sound('sound/effects/attackblob.ogg'))
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to_chat(blobber, "<b>You are a blobbernaut!</b>")
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to_chat(blobber, "You are powerful, hard to kill, and slowly regenerate near nodes and cores, but will slowly die if not near the blob or if the factory that made you is killed.")
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to_chat(blobber, "You are powerful, hard to kill, and slowly regenerate near nodes and cores, <span class='cultlarge'>but will slowly die if not near the blob</span> or if the factory that made you is killed.")
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to_chat(blobber, "You can communicate with other blobbernauts and overminds via <b>:b</b>")
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to_chat(blobber, "Your overmind's blob reagent is: <b><font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</b></font>!")
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to_chat(blobber, "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]"]")
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if(blobber)
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blobber.notransform = 0
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else
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to_chat(src, "<span class='warning'>You could not conjure a sentience for your blobbernaut. Your points have been refunded. Try again later.</span>")
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add_points(40)
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/mob/camera/blob/verb/relocate_core()
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set category = "Blob"
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