* Adds limb destroyer behavior to hostile mobs. Mobs with this behavior will (usually [thanks proc/ran_zone]) attack the weakest limb of a mob until it gets dismembered
Adds ishostile() for this pretty specific situation
Behavior added to viscerators
* Generalizes the ability to dismember with an unarmed strike to living
* Gives xenos limb_destroyer at WJohn consultation
If a monkey or a human is var edited to have destroyer, that works now
fixes a potential runtime
Chronosuit now uses addtimer, underlays, and forceMove (incidentally this means you can slip if you teleport on top of soap)
Added Weaken(10) to mid-teleport EMP debuffs
* Does some stuff
* Fixes ties on humans and corgis not applying color and alpha to the overlays
* Renames /datum/dog_fashion vars to reduce confusion
Also fixes issue introduced in d2fd3f36918b9abfa833b75fda8af3c124c85336 where custom DF icon_states (now obj_icon_state) would not carry over to the corgi
* Fixes consistency mess up with dog_fashion
caused by 2595ce2d322cd74653eca2be43f79ad63104e61a
* Fixed photos not displaying atoms with a dir that their icon does not have.
Fixed photo descriptions describing mobs with low max health as being hurt when they were not.
* Fixed direction issue.
* Fixes Fireball clicking issues
- Attempts to fix clicking issues with Fireball during mob changes and
other edge cases.
* Alien spit now turns off when used when out of plasma.
rscadd: Revenant scriptures now announce to all servants and ghosts when used instead of having a visible message.
Accidentally fixes some countdown code to be more simple(coiax what the fuck why was that using an overlay)
Retcons Inath-neq's name to have a lower-case N, so that the regex for it doesn't need to capitalize it.
Redoes the tiny bit of Nzcrentr lore.
I might have fixed a bug or two? It's kind of hazy.
🆑 MMMiracles
add: A giant wad of paper has been seen hurling through the nearby sector of SS13, officials deny existence of giant paper ball hurling through space because 'thats really fucking stupid'.
/🆑
Mjor the Creative, a wizard with the taste for the arts, has used his magical craft to form a home made of papier-mâché hurling through space because hes a wizard he can do whatever the fuck he wants. He uses his 'artistic' skill to conjure up minions to assist him when nosy people try to steal his priceless art.
He has two abilities he can use during a fight, one will summon copies of himself as mimics. Attacking a mimic does 50 brute to everyone around him and attacking him destroys all active mimics. The other ability lets him summon his crudely-drawn creations, bringing them to life to fight for him.
Killing him gives you access to his papier-mâché robe, a special collector's edition paper, and his priceless range of artwork. What more could you ask for?
The wizard's robe, when equipped, will allow the wearer to summon their own stickman allies. They are only loyal to who summoned them and will attack everything else. Ability has a cooldown between each use.
Boss code credit majority to @RemieRichards as it is a modified version of what she wrote up a couple months ago for one of my unfinished away missions.
Sprites by Nienhaus with edits done to them by me
The colors look almost identical but now only the white, and striped versions of the beanies exist with the other colors being done via color variable.
All shuttles now use proper smoothing paths, I had to update them all by hand
I have a few more things to fix for titanium in this PR aswell
Also all syndie shuttles are now consistent with each other. (Added some more turrets since they aren't indestructible now)
(I was exaggerating/joking when I said its like 50 files changed but it turns out it actually is)
add: Titanium now spawns in mining again.
add: It has uses in R&D and robotics production.
add: All shuttle walls are now using a new proper smoothing path. Mappers please make sure to use this path correctly in the future. (along with tiles)
Repaths satchels so all the different ones are children of the normal satchel.
Allows angels to equip satchels since the satchels are on the side of the body instead of the back. Should help miners who find the potion out a bit.
* Make lighting object management robust.
Fixes a bug that caused lighting objects to not properly manage themselves on turf change, and adds nosiness and runtimes for when such a case happens again.
* does the remie