* 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
1+5 seconds was super lame.
The delays had code related reasons, call time at the least shouldn't ever be below 10 seconds without editing the animation for the hyperspace ripples.
The ignition time is designed to make reserving transit space easier, and if it is ever full, ignition time rate limits how often it attempts to reserve transit space.
There isn't actually enough transit space for all of our shuttles (because their doesn't need to be 99% of the time) but with a call time only 1 second, the syndicates, the miners, security/gulag, people using the white ship, and admins could all spam call their related shuttles and then now you have a case where 1 or 2 shuttles are calling the proc to check for transit space every minute. add on the escape shuttle docking and cargo shuttle docking at that moment, and that number could jump to 4 shuttles trying to reserve transit space every minute, all needlessly.
Also, https://tgstation13.org/phpBB/viewtopic.php?f=10&t=7286&view=unread#p195824 points out that having ignition time too long causes issues. I'd want there to be enough time that when we make ignition more apparent, there is actually time react.