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Fix improper skin tones and lots of DNA inconsistencies. Improve mob spawners by a little (#29271)
* sane appearance * updatepaths * flip-vitiligo * equal color options * ... * Update golems.dm * typo
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@@ -30,11 +30,11 @@ BONUS
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var/mob/living/M = A.affected_mob
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.s_tone == -85)
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if(H.s_tone == 85)
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return
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switch(A.stage)
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if(5)
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H.change_skin_tone(-85)
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H.change_skin_tone(85, TRUE)
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else
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H.visible_message("<span class='warning'>[H] looks a bit pale...</span>", "<span class='notice'>Your skin suddenly appears lighter...</span>")
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@@ -73,11 +73,11 @@ BONUS
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var/mob/living/M = A.affected_mob
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.s_tone == 85)
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if(H.s_tone == -85)
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return
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switch(A.stage)
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if(5)
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H.change_skin_tone(85)
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H.change_skin_tone(-85, TRUE)
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else
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H.visible_message("<span class='warning'>[H] looks a bit dark...</span>", "<span class='notice'>Your skin suddenly appears darker...</span>")
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@@ -1593,7 +1593,7 @@
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if(prob(50))
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var/codename_prefix = pick("Exposed", "Unveiled", "Phantom", "Mirage", "Punished", "Invisible", "Swift")
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codename = "[codename_prefix] [codename]"
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H.rename_character(null, codename)
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H.rename_character(H.real_name, codename)
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var/hair_color = "#361A00"
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