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[READY] Blob Mania 1: Reagent Blobs, Split Personality, Storage Blobs, and Blob Broadcast #6727
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Oh wow, now blobs and vines are even closer |
:^) |
So this is a random thing you cannot control? On the one hand that stops everyone for going to the "meta" choice, on the other hand its pretty random. |
var/mob/living/L = target | ||
if(L.reagents) | ||
L.reagents.add_reagent("spore_burning", 10) | ||
overmind.blob_reagent_datum.reaction_mob(target, TOUCH) |
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you should add a check that the overmind exists.
Things to concider:
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They are greyscaled. It looks better on other colors. |
They are greyscaled. It looks better on other colors. |
whoops |
Make core and node icons be black maybe or something |
Burn damage cant light you on fire, lighting on fire is special snowflake |
By adjusting bloblings and blobbernaughts i mostly meant their damage type |
…aut) power that produces a second blob overmind (with it's own unique reagent!) Alters code to require only 1 var instead of 4, alters some cases where blobs of a different colour change. Fixes the core and shield blobs of the overmind sometimes being a different colour to the rest. Makes blob spores the same colour as their overmind, but retain the husk icon in zombie mode (These are slightly off colour due to still being orange by default)
@Iamgoofball Iamgoofball#3 |
While I love the idea, I'm not hugely fond of the 255 red I'm looking at at the picture. I'm hoping you'll tone it down or have some different shades like you did with your cooking PR. |
Assorted blob changes
The color idea is good and should use the 'alien color' selection like lizards do, but this is a terrible approach to countering riot armor opponents, worse than blobbernauts doing the infinite flame thing. |
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datum/reagent/blob/lung_destroying_toxin | ||
name = "Lung Destroying Toxin" | ||
id = "boiling_oil" |
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duplicate ID?
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whoops
@@ -14,6 +14,9 @@ | |||
processing_objects.Add(src) | |||
if(!overmind) | |||
create_overmind(new_overmind) | |||
color = overmind.blob_reagent_datum.color |
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I specifically removed this line as it causes runtimes, the line isn't needed as create_overmind() handles the colour now too. so please revert this back so it's the else chain
more fixes forgot to commit storage blobs fixes Blob Mania 1.5: Storage Blobs and Blob Broadcast nerfs dark matter Reagent Blob tweaks and adjustments Added new blob reagents!
is there a way to greyscale-color a sprite while still retaining actual colors? |
if(method == TOUCH) | ||
M.adjust_fire_stacks(2) | ||
M.IgniteMob() | ||
M << "You feel your skin burning!" |
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It's better descriptions time!
"The blob splashes you with burning oil!"
This could probably also do 10 burn damage, or maybe more, because the skin melter one does both brute and burn in addition to fire.
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All these messages also needs span classes.
Unless I missed some advantage that oxyloss blobs have, oxygen blobs are going to be much less powerful than any of the others. Not only does their damage heal naturally over time, but there's dexplus, which sets oxyloss to 0 every tick, so if you load up with that, you're completely immune to the blob's attacks. |
hm, I'll look into buffing oxyblob |
Dex+ is going to make oxyblobs way too weak and very dead even if you give them lexorin, because oxygen damage is stupidly easy to heal away. |
testing testing 123 |
@tgstation/commit-access review pls. (I helped in the PR so I'm biased) |
I don't like how difficult it is to see blob structures like nodes and the core, can't you make those into overlays? |
I thought you were going to do something about oxyblob? |
my laptop took a huge shit again and it's undergoing repairs i'll get the sprites modified soon and the overlay shit done and oxyblobs either removed/buffed a shitton |
…s to various reagents. Removes 2 of the reagents for being useless.
sprites modified stamina and oxygen blob removed |
…ow whether this needs to be disabled.
Enables children blobs to be able to split. Public playtesting can show whether this needs to be disabled. we're ready 4 merge @tgstation/commit-access |
step_away(X,pull) | ||
step_away(X,pull) | ||
step_away(X,pull) | ||
step_away(X,pull) |
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This code piece is so bad i want to cri
3/5 ill give this shit a try |
[READY] Blob Mania 1: Reagent Blobs, Split Personality, Storage Blobs, and Blob Broadcast
@Iamgoofball >makes children blob able to split oh lordy I prevented this for a reason! Guess it's time for the blob's victims to ghost and join in the /fun/ |
It can be disabled if it turns into omega blob. I'd like to test run it enabled first. |
…5727 [MIRROR] Redeems my sins. Defib mount fixes.
Blobs now start with a random blob specific reagent.
You can easily add new ones by adding reagents to Blob-Reagents.dm with the path /datum/reagent/blob/reagent_name_here
Blobbernauts now inflict the reagent that the blob starts with instead of "lol infinite burn"
Blobs inflict their reagent on mobs upon expanding onto a tile.
When blobs talk to other blobs over telepathy, it shows their reagent.
Adds "Split consciousness" a 100 cost, node requiring (think blobbernaut) power that produces a second blob overmind (with it's own unique reagent!)
Adds Storage Blobs. Each blob gives you 50 extra max points.
Adds Blob Broadcast. It's a free verb that will make all your blob spores, zombies, and blobbernauts speak for you. They'll say whatever you want to say, and they'll all say it at once.
This should change up the blob metagame a bit, and allows for more opportunities for blobs to work together on stuff.
Let's say the crew's heavily armored against brute damage and has welders. Have your Acidic Liquid blob buddy sneak in nearby and eliminate their armor while you finish them off with your increased brute damage Skin Ripper reagent.