code/game/gamemodes/cult/rules.dm:
replaced {\red,\b} with <span class='{danger,warning,cult}'>.
added some span class guidelines esp. on cult for future consistency.
Ghosts can now toggle darkness and seeing ghostly things independently.
Includes some extra work to allow observers to see AI eyes while (mostly) preventing cultists from doing the same.
Cleans up round end summary.
Removes duplication of traitor summaries.
Attempts to improve how the traitor purchase log is presented.
Ghosts made manifest now have different names and assignments, otherwise one would get messages like "Anguished Phantom played as an Anguished Phantom".
Instead the message is "Anguished Phantom played as a Manifest Ghost".
This is mainly for wizard and cult rounds, where it is important to know that a wizard/cultist is watching. The announcement was added for most other types of leaving/joining the ghost realm. Admin ghost doesn't get announced for obvious reasons.
Previously missed Z-level checks in the form "z != X". Utilized this regex which hopefully has cought most of them [zZ](\s?)(!?)=(\s?)(\d+).
Adds more Z-level configuration, admin levels.
First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
Damage scales downward with each additional cultists around the rune.
No more automatic 15 damage for freedom then 25 for summoning even if you have 8 cultists helping with the ritual.
People who are being converted by the cult now take 10 damage in the first
place. Additionally, those who resist take a little bit more damage and get
a fair number of messages showing their great painful resisting and whatnot.
Light and fun.
Signed-off-by: Decius <deciusreln97@gmail.com>