* Adds a very basic weeaboo antag as an example of how to add a new role.
revives #19689
* capital F
* drop_from_inventory() delete var
* should be everything.
* fix missing logo
* antag now needs security, reworked chance reqs
* delete equipment proc
* nothing personnel... kid...
* conflicts
* sanity
* sanity, but not retarded
* remove confrictu
* (objective explanation)
* resolveeeee coonfliiiiict
* might as well steal this
* prefs but they don't work yet
* removedebug shitstillbroke
* it works™
* Progress
* Hooks
* Not cult without magic I swear
* Fixes and finishes it
* Cleanup
* Bigger text and a last to_chat(world)
* Hitler
* Update dynamic_rulesets_roundstart.dm
Removes find_active_faction, the ID system was incredibly flawed, and only cult3 was using it properly. This is replaced by mostly converting them to find_active_faction_by_member to see if the person is in that specific faction, and find_active_faction_by_type
Fixes some problems with strike teams
Fixes a problem with ghosts causing runtimes should they go near the chapel
Adds faction/get_stat_panel stuff, for if the faction causes changes to all players stat panels. PoC is malf countdown timer.
Fixes objectives not functioning properly. This was due to them looking for a mind that had not been assigned at that point.
Also fixes steal objectives always showing as successful by removing a just be yourself joke that was being inherited.
Fixes the vampire objective whitespace, switching it from spaces to tabs.
* Port Legacy Cult (v 2.0) to role_datums.
* Renaming things
* Progress
* Makes it compile.
* Jecties
* JECTIES
* Making some progress
* There we go
* Actually testable (100%)
* Dirty
* Fixes
* Runes being fixed (probably)
* I swear to God. I am not retarded.
* Fixes converts (and probably a few other things) not working
* Forgot
* Fixes
* Final cut.
* We've been surroundited
* Objective tweaks
* Final fixes
* Actually
* Cyborgs getting runewords
* Typo
* Grumble
* Overstepping boundaries
* * makes raging mages actually work
* removes the 'protect master' objective, instead uses the protect objective
* removes heavily redundant and useless vampire gamemode tweaks. master vampire is now handled through the role creating its own faction if one is not provided.
* CreateRoles diversified, new filterAvailablePlayers proc, and now it actually works
* Fixes mixed
* Fixes syndicate agents becoming other sorts of syndicate agents, causing syndicate agent recursion
* Fixes check antagonist for factions and roles not newlining after a role has been viewed
* moves rolecheck to faction, rather than having a snowflake check for traitor
* all my problems were because of a missed return 1
* more role fixes!
* removes debug
* Ports Vampire to role_datums.
* Spells
* Spells r dum
* A lot of stuff
* tgstat
* I dun get it
* to_chat(world) madness
* Stash
* Fixes a few things
* Enthrall, more fixes
* Changes
* (Almost) all spells !
* Almost done
* Final touch.
* Cleaning up review comments, real objectives.
* What a dummy.
* Adds ling intro sound, adds gamemode orphaned role process handling, adds role process handling to factions. Changeling the changeling HUD to show how much genetic damage you have sustained, changes the changeling greeting. (#17713)
* [Cult 3.0] mostly Cult Altar related stuff (#17723)
* cultaltar
* cultaltar 2
* cultaltar 3
* cultaltar 4
* Adds rev to role datums (#17873)
* Ports Vampire to role_datums.
* Spells
* Spells r dum
* A lot of stuff
* tgstat
* Role datums tator, double agents, and nuclear operatives (#17935)
* It's not calling things on members for some reason.
* there's probably a to_chat(world in here somewhere
* double agents
* nuke ops tomorrow. Tonight we gondola
* nuke ops bois
* Almost forgot the objective
* I dun get it
* to_chat(world) madness
* Stash
* Fixes a few things
* Enthrall, more fixes
* Changes
* (Almost) all spells !
* Almost done
* Final touch.
* Cleaning up review comments, real objectives.
* What a dummy.
* Haha
* Update acquire_blood.dm
* Change the orders of things
* Redundant
* I can't believe I didnd't fix that sooner
It's probably because I'm retarded lmao
* re-adds changeling mode via the new role datums
* change to RoleTopic
* changelings now don't work on faction but on role. Gamemodes can now create roles as well as factions. RoleTopic now works.
* removes hitler
* changeling vial now works again. Macros corrected.
* adds the absorb objective, adds objectives to changeling
* Adds argument to ReturnObjectivesString where the name is given or not
* apparently there's no need for src. to differentiate local and global variables
* removes redundant functions, IsFulfilled returns parent, etc.
* Extended, role datums edition
The joke is that it's not extended but vampire
* .dme and a small mistake
* Re-implements everything related to vampire.
Notably, the life() procs.
Mostly, it's copypaste, but with of course changed for antag datums.
Minor refactor on the way icons are updated; previously, this was in
Life(), now it's only when needed.
* Vampire, part 2
* Requested changes
* Whoops
* FIXES ANOTHER AVALANCHE
* fixes the antag macros
* can now start a round, re-adds the sandbox gamemode, adds PostSetup() and late_join() to gamemode datum.
* fixes some runtimes involving monkeys and their mind being probed by secbots. Removes gamemodes active_roles.dm nonsense, as roles are supposed to be on an individual basis.
* removes startwords from the cult gamemode and moves them to the narsie faction
* Adds proper role handling for adding people to factions, adds autotraitor
* Re-implements some things that were commented out to help lessen the avalanche
* ITS ALIVE
* delegation, antag objectives now stored in memory appropriately
* standardizes the faction members stuff to be ROLES NOT MINDS, HOLY FUCK.
Removes unused variables from roles where n3x15 thought roles would also act like factions for some bloody reason.
attempts to and fails to salvage check_antagonists
* PEDANTIC SEMANTICS