41fde5757f
any blob can block atmos, the core and nodes now do so blobs use two different procs for checking health and updating icons instead of one(there's probably a use for this) the split consciousness verb now requires a node under your selector, instead of checking a global list of nodes and picking the newest(why?) blobs can no longer take non-brute and burn damage types(I would make toxin do bonus damage but the crew can't apply it anyway)
15 lines
359 B
Plaintext
15 lines
359 B
Plaintext
/obj/effect/blob/shield
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name = "strong blob"
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_idle"
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desc = "A solid wall of slightly twitching tendrils."
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health = 150
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maxhealth = 150
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explosion_block = 3
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point_return = 2
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atmosblock = 1
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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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