This PR rewrites almost all messages related to cascade events. Some messages felt kinda clunky to read or could have been written better. Overall, the new messages add to the experience as a cascade being a terrifying event in a way that I felt the old ones missed, and they make the event feel overall a lot sharper.
While looking at the resonance cascade code, I noticed that there a lot of stuff about cascades in the air which was not touched on. So, as I do, this PR evolved into a polish and roundup PR for cascades. There was a lot of stuff still hanging out relating to the event, and although the big backend of it sits, there was still a bit left to be completed. Therefore this PR deserves more the title of the "Resonance cascade POLISHENING" instead of the "REFLAVAHRING". But yeah, you ever go on a massive tangent before?
Changes the cascade walls from turfs to objects to improve the performances of the roundending cascade.
The issue was that ChangeTurf() was a pretty expensive proc to be called that many times so i moved the cascade wall into an object. It doesn't delete anything other than living mobs and the portal to prevent edge case runtimes.
Plus remove a span_bold() from the announcement text since it wasn't making the text bold but was leaving behind
Cascade walls were processing on object subsystem, they are now in their own subsystem that ticks once per second and should be more reliable even in case of high td
better description for the walls to be more interesting