fixing merge conflicts

This commit is contained in:
Seris02
2020-02-15 15:41:52 +08:00
636 changed files with 11747 additions and 9426 deletions
@@ -20,6 +20,7 @@ GLOBAL_LIST_EMPTY(antagonists)
var/show_in_antagpanel = TRUE //This will hide adding this antag type in antag panel, use only for internal subtypes that shouldn't be added directly but still show if possessed by mind
var/antagpanel_category = "Uncategorized" //Antagpanel will display these together, REQUIRED
var/show_name_in_check_antagonists = FALSE //Will append antagonist name in admin listings - use for categories that share more than one antag type
var/list/blacklisted_quirks = list(/datum/quirk/nonviolent,/datum/quirk/mute) // Quirks that will be removed upon gaining this antag. Pacifist and mute are default.
/datum/antagonist/New()
GLOB.antagonists += src
@@ -70,6 +71,7 @@ GLOBAL_LIST_EMPTY(antagonists)
greet()
apply_innate_effects()
give_antag_moodies()
remove_blacklisted_quirks()
if(is_banned(owner.current) && replace_banned)
replace_banned_player()
@@ -117,6 +119,18 @@ GLOBAL_LIST_EMPTY(antagonists)
return
SEND_SIGNAL(owner.current, COMSIG_CLEAR_MOOD_EVENT, "antag_moodlet")
/datum/antagonist/proc/remove_blacklisted_quirks()
var/mob/living/L = owner.current
if(istype(L))
var/list/my_quirks = L.client?.prefs.all_quirks.Copy()
SSquirks.filter_quirks(my_quirks,blacklisted_quirks)
for(var/q in L.roundstart_quirks)
var/datum/quirk/Q = q
if(!(SSquirks.quirk_name_by_path(Q.type) in my_quirks))
if(initial(Q.antag_removal_text))
to_chat(L, "<span class='boldannounce'>[initial(Q.antag_removal_text)]</span>")
L.remove_quirk(Q.type)
//Returns the team antagonist belongs to if any.
/datum/antagonist/proc/get_team()
return
@@ -134,7 +148,7 @@ GLOBAL_LIST_EMPTY(antagonists)
if(objectives.len)
report += printobjectives(objectives)
for(var/datum/objective/objective in objectives)
if(!objective.check_completion())
if(objective.completable && !objective.check_completion())
objectives_complete = FALSE
break
+10 -4
View File
@@ -36,11 +36,17 @@
var/win = TRUE
var/objective_count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
if(objective.completable)
var/completion = objective.check_completion()
if(completion >= 1)
report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
else if(completion <= 0)
report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
win = FALSE
else
report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
else
report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
win = FALSE
report += "<B>Objective #[objective_count]</B>: [objective.explanation_text]"
objective_count++
if(win)
report += "<span class='greentext'>The [name] was successful!</span>"
@@ -31,12 +31,11 @@
if(was_running)
user.toggle_move_intent()
ADD_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
while(bloodsuckerdatum && ContinueActive(user))
// Pay Blood Toll (if awake)
owner.alpha = max(20, owner.alpha - min(75, 10 + 5 * level_current))
bloodsuckerdatum.AddBloodVolume(-0.2)
sleep(5) // Check every few ticks that we haven't disabled this power
// Return to Running (if you were before)
/datum/action/bloodsucker/cloak/ContinueActive(mob/living/user, mob/living/target)
if (!..())
+10 -4
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@@ -108,11 +108,17 @@
var/win = TRUE
var/objective_count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
if(objective.completable)
var/completion = objective.check_completion()
if(completion >= 1)
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
else if(completion <= 0)
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
win = FALSE
else
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
else
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
win = FALSE
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text]"
objective_count++
if(win)
parts += "<span class='greentext'>The blood brothers were successful!</span>"
@@ -54,8 +54,10 @@
var/honorific
if(owner.current.gender == FEMALE)
honorific = "Ms."
else
else if(owner.current.gender == MALE)
honorific = "Mr."
else
honorific = "Mx."
if(GLOB.possible_changeling_IDs.len)
changelingID = pick(GLOB.possible_changeling_IDs)
GLOB.possible_changeling_IDs -= changelingID
@@ -552,11 +554,17 @@
if(objectives.len)
var/count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='greentext'>Success!</b></span>"
if(objective.completable)
var/completion = objective.check_completion()
if(completion >= 1)
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
else if(completion <= 0)
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
changelingwin = FALSE
else
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
else
parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
changelingwin = 0
parts += "<B>Objective #[count]</B>: [objective.explanation_text]"
count++
if(changelingwin)
@@ -68,8 +68,8 @@
/obj/item/clockwork/replica_fabricator/pre_attack(atom/target, mob/living/user, params)
if(!target || !user || !is_servant_of_ratvar(user) || istype(target, /obj/item/storage))
return TRUE
return fabricate(target, user)
return ..()
return !fabricate(target, user)
//A note here; return values are for if we CAN BE PUT ON A TABLE, not IF WE ARE SUCCESSFUL, unless no_table_check is TRUE
/obj/item/clockwork/replica_fabricator/proc/fabricate(atom/target, mob/living/user, silent, no_table_check)
@@ -8,7 +8,7 @@
name = "clockwork marauder"
desc = "The stalwart apparition of a soldier, blazing with crimson flames. It's armed with a gladius and shield."
icon_state = "clockwork_marauder"
mob_biotypes = list(MOB_INORGANIC, MOB_HUMANOID)
mob_biotypes = MOB_HUMANOID
health = 120
maxHealth = 120
force_threshold = 8
@@ -0,0 +1,19 @@
/datum/antagonist/collector
name = "Contraband Collector"
show_in_antagpanel = FALSE
show_name_in_check_antagonists = FALSE
blacklisted_quirks = list() // no blacklist, these guys are harmless
/datum/antagonist/collector/proc/forge_objectives()
var/datum/objective/hoard/collector/O = new
O.owner = owner
O.find_target()
objectives += O
/datum/antagonist/collector/on_gain()
forge_objectives()
. = ..()
/datum/antagonist/collector/greet()
to_chat(owner, "<B>You are a contraband collector!</B>")
owner.announce_objectives()
+10 -4
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@@ -300,7 +300,7 @@
if(ishuman(cultist))
var/mob/living/carbon/human/H = cultist
H.eye_color = "f00"
H.dna.update_ui_block(DNA_EYE_COLOR_BLOCK)
H.dna?.update_ui_block(DNA_EYE_COLOR_BLOCK)
ADD_TRAIT(H, TRAIT_CULT_EYES, "valid_cultist")
H.update_body()
@@ -425,10 +425,16 @@
parts += "<b>The cultists' objectives were:</b>"
var/count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='greentext'>Success!</span>"
if(objective.completable)
var/completion = objective.check_completion()
if(completion >= 1)
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
else if(completion <= 0)
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
else
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
else
parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
parts += "<B>Objective #[count]</B>: [objective.explanation_text]"
count++
if(members.len)
+1 -1
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@@ -116,7 +116,7 @@ This file contains the cult dagger and rune list code
if(user.blood_volume)
user.apply_damage(initial(rune_to_scribe.scribe_damage), BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
var/scribe_mod = initial(rune_to_scribe.scribe_delay)
if(istype(get_turf(user), /turf/open/floor/engine/cult))
if(istype(get_turf(user), /turf/open/floor/engine/cult) && !(ispath(rune_to_scribe, /obj/effect/rune/narsie)))
scribe_mod *= 0.5
if(!do_after(user, scribe_mod, target = get_turf(user)))
for(var/V in shields)
+1 -1
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@@ -885,7 +885,7 @@ structure_check() searches for nearby cultist structures required for the invoca
if(new_human)
new_human.visible_message("<span class='warning'>[new_human] suddenly dissolves into bones and ashes.</span>", \
"<span class='cultlarge'>Your link to the world fades. Your form breaks apart.</span>")
for(var/obj/I in new_human)
for(var/obj/item/I in new_human)
new_human.dropItemToGround(I, TRUE)
new_human.dust()
else if(choice == "Ascend as a Dark Spirit")
+1 -1
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@@ -13,7 +13,7 @@
icon = 'icons/mob/mob.dmi'
icon_state = "imp"
icon_living = "imp"
mob_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
speed = 1
a_intent = INTENT_HARM
stop_automated_movement = 1
@@ -44,11 +44,17 @@
var/objectives_text = ""
var/count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
if(objective.completable)
var/completion = objective.check_completion()
if(completion >= 1)
result += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
else if(completion <= 0)
result += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
win = FALSE
else
result += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
else
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
win = FALSE
result += "<B>Objective #[count]</B>: [objective.explanation_text]"
count++
result += objectives_text
+9 -16
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@@ -63,10 +63,10 @@
possible_targets.Cut(index,index+1)
if(is_bad_guy ^ helping_station) //kill (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/assassinate/O = new /datum/objective/assassinate()
var/datum/objective/assassinate/once/O = new /datum/objective/assassinate()
O.owner = owner
O.target = M
O.explanation_text = "Slay \the [M.current.real_name], the [M.assigned_role]."
O.explanation_text = "Slay \the [M.current.real_name], the [M.assigned_role]. You may let [M.p_they()] live, if they come back from death."
objectives += O
else //protect
var/datum/objective/protect/O = new /datum/objective/protect()
@@ -74,23 +74,16 @@
O.target = M
O.explanation_text = "Protect \the [M.current.real_name], the [M.assigned_role], from harm."
objectives += O
if(4) //debrain/capture
if(!possible_targets.len) continue
var/selected = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[selected]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(selected,selected+1)
if(is_bad_guy ^ helping_station) //debrain (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/debrain/O = new /datum/objective/debrain()
if(4) //flavor
if(helping_station)
var/datum/objective/flavor/ninja_helping/O = new /datum/objective/flavor/ninja_helping
O.owner = owner
O.target = M
O.explanation_text = "Steal the brain of [M.current.real_name]."
O.forge_objective()
objectives += O
else //capture
var/datum/objective/capture/O = new /datum/objective/capture()
else
var/datum/objective/flavor/ninja_syndie/O = new /datum/objective/flavor/ninja_helping
O.owner = owner
O.gen_amount_goal()
O.forge_objective()
objectives += O
else
break
+2 -2
View File
@@ -7,10 +7,10 @@
/datum/antagonist/nukeop/clownop/on_gain()
. = ..()
ADD_TRAIT(owner, TRAIT_CLOWN_MENTALITY, NUKEOP_ANTAGONIST)
ADD_TRAIT(owner, TRAIT_CLOWN_MENTALITY, CLOWNOP_TRAIT)
/datum/antagonist/nukeop/clownop/on_removal()
REMOVE_TRAIT(owner, TRAIT_CLOWN_MENTALITY, NUKEOP_ANTAGONIST)
REMOVE_TRAIT(owner, TRAIT_CLOWN_MENTALITY, CLOWNOP_TRAIT)
return ..()
/datum/antagonist/nukeop/leader/clownop
@@ -381,6 +381,7 @@
playsound(src, 'sound/machines/nuke/confirm_beep.ogg', 50, FALSE)
set_active()
update_ui_mode()
. = TRUE
else
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
if("anchor")
@@ -16,7 +16,7 @@
var/icon_stun = "revenant_stun"
var/icon_drain = "revenant_draining"
var/stasis = FALSE
mob_biotypes = list(MOB_SPIRIT)
mob_biotypes = MOB_SPIRIT
incorporeal_move = INCORPOREAL_MOVE_JAUNT
invisibility = INVISIBILITY_REVENANT
health = INFINITY //Revenants don't use health, they use essence instead
@@ -12,7 +12,7 @@
icon = 'icons/mob/mob.dmi'
icon_state = "daemon"
icon_living = "daemon"
mob_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
speed = 1
a_intent = INTENT_HARM
stop_automated_movement = 1
@@ -2,6 +2,7 @@
name = "Survivalist"
show_in_antagpanel = FALSE
show_name_in_check_antagonists = TRUE
blacklisted_quirks = list(/datum/quirk/nonviolent) // mutes are allowed
var/greet_message = ""
/datum/antagonist/survivalist/proc/forge_objectives()
@@ -19,20 +20,8 @@
owner.announce_objectives()
/datum/antagonist/survivalist/guns
greet_message = "Your own safety matters above all else, and the only way to ensure your safety is to stockpile weapons! Grab as many guns as possible, by any means necessary. Kill anyone who gets in your way."
/datum/antagonist/survivalist/guns/forge_objectives()
var/datum/objective/steal_five_of_type/summon_guns/guns = new
guns.owner = owner
objectives += guns
..()
greet_message = "Your own safety matters above all else, and the only way to ensure your safety is to stockpile weapons! Grab as many guns as possible, and don't let anyone take them!"
/datum/antagonist/survivalist/magic
name = "Amateur Magician"
greet_message = "Grow your newfound talent! Grab as many magical artefacts as possible, by any means necessary. Kill anyone who gets in your way."
/datum/antagonist/survivalist/magic/forge_objectives()
var/datum/objective/steal_five_of_type/summon_magic/magic = new
magic.owner = owner
objectives += magic
..()
greet_message = "This magic stuff is... so powerful. You want more. More! They want your power. They can't have it! Don't let them have it!"
+1 -1
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@@ -62,7 +62,7 @@
speak_emote = list("tones")
initial_language_holder = /datum/language_holder/swarmer
bubble_icon = "swarmer"
mob_biotypes = list(MOB_ROBOTIC)
mob_biotypes = MOB_ROBOTIC
health = 40
maxHealth = 40
status_flags = CANPUSH
@@ -77,19 +77,23 @@
var/is_hijacker = FALSE
var/datum/game_mode/dynamic/mode
var/is_dynamic = FALSE
var/hijack_prob = 0
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
is_dynamic = TRUE
if(mode.storyteller.flags & NO_ASSASSIN)
is_hijacker = FALSE
if(mode.threat >= CONFIG_GET(number/dynamic_hijack_cost))
hijack_prob = CLAMP(mode.threat_level-50,0,20)
if(GLOB.joined_player_list.len>=GLOB.dynamic_high_pop_limit)
is_hijacker = (prob(10) && mode.threat_level > CONFIG_GET(number/dynamic_hijack_high_population_requirement))
is_hijacker = (prob(hijack_prob) && mode.threat_level > CONFIG_GET(number/dynamic_hijack_high_population_requirement))
else
var/indice_pop = min(10,round(GLOB.joined_player_list.len/mode.pop_per_requirement)+1)
is_hijacker = (prob(10) && (mode.threat_level >= CONFIG_GET(number_list/dynamic_hijack_requirements)[indice_pop]))
is_hijacker = (prob(hijack_prob) && (mode.threat_level >= CONFIG_GET(number_list/dynamic_hijack_requirements)[indice_pop]))
if(mode.storyteller.flags & NO_ASSASSIN)
is_hijacker = FALSE
else if (GLOB.joined_player_list.len >= 30) // Less murderboning on lowpop thanks
hijack_prob = 10
is_hijacker = prob(10)
var/martyr_chance = prob(20)
var/martyr_chance = prob(hijack_prob*2)
var/objective_count = is_hijacker //Hijacking counts towards number of objectives
if(!SSticker.mode.exchange_blue && SSticker.mode.traitors.len >= 8) //Set up an exchange if there are enough traitors
if(!SSticker.mode.exchange_red)
@@ -170,7 +174,7 @@
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
is_dynamic = TRUE
assassin_prob = mode.threat_level*(2/3)
assassin_prob = max(0,mode.threat_level-20)
if(prob(assassin_prob))
if(is_dynamic)
var/threat_spent = CONFIG_GET(number/dynamic_assassinate_cost)
@@ -187,22 +191,37 @@
maroon_objective.owner = owner
maroon_objective.find_target()
add_objective(maroon_objective)
else
else if(prob(max(0,assassin_prob-20)))
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
add_objective(kill_objective)
else
var/datum/objective/assassinate/once/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
add_objective(kill_objective)
else
if(prob(15) && !(locate(/datum/objective/download) in objectives) && !(owner.assigned_role in list("Research Director", "Scientist", "Roboticist")))
var/datum/objective/download/download_objective = new
download_objective.owner = owner
download_objective.gen_amount_goal()
add_objective(download_objective)
else
else if(prob(40)) // cum. not counting download: 40%.
var/datum/objective/steal/steal_objective = new
steal_objective.owner = owner
steal_objective.find_target()
add_objective(steal_objective)
else if(prob(100/3)) // cum. not counting download: 20%.
var/datum/objective/sabotage/sabotage_objective = new
sabotage_objective.owner = owner
sabotage_objective.find_target()
add_objective(sabotage_objective)
else // cum. not counting download: 40%
var/datum/objective/flavor/traitor/flavor_objective = new
flavor_objective.owner = owner
flavor_objective.forge_objective()
add_objective(flavor_objective)
/datum/antagonist/traitor/proc/forge_single_AI_objective()
.=1
@@ -369,11 +388,17 @@
if(objectives.len)//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
if(objective.completable)
var/completion = objective.check_completion()
if(completion >= 1)
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
else if(completion <= 0)
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
traitorwin = FALSE
else
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
else
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
traitorwin = FALSE
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text]"
count++
if(uplink_true)
@@ -35,7 +35,7 @@
var/objectives_complete = TRUE
if(objectives.len)
for(var/datum/objective/objective in objectives)
if(!objective.check_completion())
if(objective.completable && !objective.check_completion())
objectives_complete = FALSE
break
+13 -6
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@@ -61,9 +61,9 @@
owner.current.forceMove(pick(GLOB.wizardstart))
/datum/antagonist/wizard/proc/create_objectives()
var/datum/objective/new_objective = new("Cause as much creative mayhem as you can aboard the station! The more outlandish your methods of achieving this, the better! Make sure there's a decent amount of crew alive to tell of your tale.")
new_objective.completed = TRUE //So they can greentext without admin intervention.
var/datum/objective/flavor/wizard/new_objective = new
new_objective.owner = owner
new_objective.forge_objective()
objectives += new_objective
if (!(locate(/datum/objective/escape) in objectives))
@@ -94,6 +94,7 @@
to_chat(owner, "<span class='boldannounce'>You are the Space Wizard!</span>")
to_chat(owner, "<B>The Space Wizards Federation has given you the following tasks:</B>")
owner.announce_objectives()
to_chat(owner, "<B>These are merely guidelines! The federation are your masters, but you forge your own path!</B>")
to_chat(owner, "You will find a list of available spells in your spell book. Choose your magic arsenal carefully.")
to_chat(owner, "The spellbook is bound to you, and others cannot use it.")
to_chat(owner, "In your pockets you will find a teleport scroll. Use it as needed.")
@@ -265,11 +266,17 @@
var/count = 1
var/wizardwin = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
if(objective.completable)
var/completion = objective.check_completion()
if(completion >= 1)
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
else if(completion <= 0)
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
wizardwin = FALSE
else
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
else
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
wizardwin = 0
parts += "<B>Objective #[count]</B>: [objective.explanation_text]"
count++
if(wizardwin)