* Mega Antag Refactor
* last minute delta save
* more workshopping
* more shit
* ok tested this for once
* okkkkk sure
* generic delays for starting rules
* well darn
* nukies partially
* ouagh
* ballin' faded and smonkin wed
* obliterated the diff
* Spread my arms and soak up congratulations
* I've got plenty of love, but nothing to show for it
* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity
* ok this junk
* OOK!
* fubar
* most of sloth's review
* oh boy
* eek
* hell yea!
* ASDFJASDJFvsakcvjkzjnhhhyh
* Revert "Make immovable rod announce at the end of the event (#27587)"
This reverts commit efceaa89e087704e6810a83f830a7c20844b79d5.
* Update immovable-rod.ftl
* Adds variations to immovable rod
* slash oopsie
* Changed prototypes from being hardcoded to being defined in the rules component
* Changed from 10% chance to 5%
* Changes based on feedback
* Fix nullable error
* Moved randomized logic to .yaml. Probabilities of alternate rods add up to 5%.
(cherry picked from commit 8f652eaa7560a47a750173d716426dcd1ad7c01b)
* add SubGamemodes comp/sys
* remove RuleChance from thief rule
* use SubGamemodes for adding thief rule instead of adding ThiefRule component to random gamemodes
* clean up thief rule prototype
* add better logging + end rule if it fails to start
* march 1st incident
* preset ops
* the dreaded
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Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit 7f060eb129f100754647e5221e9ebab2b00e6925)
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
(cherry picked from commit cc24ba6a317c4bee84ffa1eda8397c255ca92be9)
* Cleanup mimic event
Now it won't be forced on dev map or mapping mode.
* Minor cleanup
(cherry picked from commit f0d9782df418d4d4c3b1127a7adfafa5b3ace09c)
* terminator locale
* terminate objective
* terminator components and shared system
* terminator roles rules and system
* terminator events
* skeleton recolour
* terminator and endoskeleton
* ghost role spawn
* damage modifier sets
* :trollface:
* :trollface:
* add antag prototype
* ghost role locale
* skynet
* :trollface:
* :trollface:
* :trollface:
* add endoskeleton body prototype
* :trollface:
* :trollface:
* smite locale
* implement terminate smite
* :trollface:
* :trollface:
* implement PopupBehavior
* endoskeleton transform popup
* move stuff from shared to server since nothing actually used it
* recolour everything
* update parts
* :trollface:
* :trollface:
* ok fire was using the damage set, back to 1.0
* tweak
* :trollface:
* :trollface:
* simplemob ops
* 1 rule per pro
* :trollface:
* :trollface:
* update some sprites
* structural damage
* :trollface:
* :trollface:
* Revert "update some sprites"
This reverts commit 459196c6a8942c5412885d5fe2f1a83a48408ddc.
* offbrand, add die objective to maybe remove fear of murderbone
* add shut down objective to the list
* fix ghost role
* fix control mob
* :trollface:
* :trollface:
* please
* naming
* code changes for GenericAntag terminator
* yml changes for GenericAntag terminator
* :trollface:
* moved kill objective override to an objective component
* use kill objective override
* fix
* oh
* locale changes
* change burn to heat for skin melting gib
* change some endoskeleton stuff
* pro
* i already did this dementia ops
* objective
* fix
* pro
* swap out full sprite
* update parts
* forgor
* fix mind transfer
* type
* endoskeleton has 500 mass
* evil
* fishops
* warops
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Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit 52532e40759d874e25daf1620ad5d808b0942116)
Lowered chances of midround zombies by way of increasing the amount of time a round has to go on before it's possible.
Adjusted secret weights, increased rev chances because of the recent change to the max amount of headrevs, and lowered the chance of roundstart zombies based on player feedback.
* ion storm event prototype + locale
* add lawsets
* use lawsets, make borgs ion storm targets
* ion storm rule and ion storm target
* lawset prototype
* use lawsets
* update silicon law system to use lawsets and support ion storm event
* new toys
* fix
* more fix
* fixy
* ion storm admin logging
* assigning laws makes borg provide its own laws, other stuff
* 1h reoccurence
* 50% chance
* better call saul
* emagLaws is required
* add announcment audio
* fixy
* family friendly gaming
* fixy
* address reviews
* fixy
* more fixy and no erp
* pro
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Co-authored-by: deltanedas <@deltanedas:kde.org>