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Early prototype of rules
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Removed Nukies
Removed Kill objectives
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CodedCrow committed Jul 7, 2024
1 parent 212bef2 commit 8233e90
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Showing 4 changed files with 58 additions and 172 deletions.
24 changes: 12 additions & 12 deletions Resources/Prototypes/GameRules/events.yml
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Expand Up @@ -412,18 +412,18 @@
minInitialInfectedGrace: 300 #less time to prepare
maxInitialInfectedGrace: 450

- type: entity
id: LoneOpsSpawn
parent: BaseGameRule
noSpawn: true
components:
- type: StationEvent
earliestStart: 60
weight: 3
minimumPlayers: 20
reoccurrenceDelay: 30
duration: 1
- type: LoneOpsSpawnRule
#- type: entity
# id: LoneOpsSpawn
# parent: BaseGameRule
# noSpawn: true
# components:
# - type: StationEvent
# earliestStart: 60
# weight: 3
# minimumPlayers: 20
# reoccurrenceDelay: 30
# duration: 1
# - type: LoneOpsSpawnRule

- type: entity
id: MassHallucinations
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62 changes: 31 additions & 31 deletions Resources/Prototypes/Objectives/traitor.yml
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Expand Up @@ -84,37 +84,37 @@

# kill

- type: entity
noSpawn: true
parent: [BaseTraitorObjective, BaseKillObjective]
id: KillRandomPersonObjective
description: Do it however you like, just make sure they don't make it to centcom.
components:
- type: Objective
difficulty: 1.75
unique: false
- type: TargetObjective
title: objective-condition-kill-person-title
- type: PickRandomPerson

- type: entity
noSpawn: true
parent: [BaseTraitorObjective, BaseKillObjective]
id: KillRandomHeadObjective
description: We need this head gone and you probably know why. Good luck, agent.
components:
- type: Objective
# technically its still possible for KillRandomPersonObjective to roll a head but this is guaranteed, so higher difficulty
difficulty: 3.0
# killing 1 head is enough
unique: true
- type: TargetObjective
title: objective-condition-kill-head-title
- type: PickRandomHead
- type: KillPersonCondition
# don't count missing evac as killing as heads are higher profile, so you really need to do the dirty work
# if ce flies a shittle to centcom you better find a way onto it
requireDead: true
# - type: entity
# noSpawn: true
# parent: [BaseTraitorObjective, BaseKillObjective]
# id: KillRandomPersonObjective
# description: Do it however you like, just make sure they don't make it to centcom.
# components:
# - type: Objective
# difficulty: 1.75
# unique: false
# - type: TargetObjective
# title: objective-condition-kill-person-title
# - type: PickRandomPerson

# - type: entity
# noSpawn: true
# parent: [BaseTraitorObjective, BaseKillObjective]
# id: KillRandomHeadObjective
# description: We need this head gone and you probably know why. Good luck, agent.
# components:
# - type: Objective
# # technically its still possible for KillRandomPersonObjective to roll a head but this is guaranteed, so higher difficulty
# difficulty: 3.0
# # killing 1 head is enough
# unique: true
# - type: TargetObjective
# title: objective-condition-kill-head-title
# - type: PickRandomHead
# - type: KillPersonCondition
# # don't count missing evac as killing as heads are higher profile, so you really need to do the dirty work
# # if ce flies a shittle to centcom you better find a way onto it
# requireDead: true

# social

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8 changes: 4 additions & 4 deletions Resources/Prototypes/Roles/Antags/nukeops.yml
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Expand Up @@ -2,20 +2,20 @@
id: Nukeops
name: roles-antag-nuclear-operative-name
antagonist: true
setPreference: true
setPreference: false
objective: roles-antag-nuclear-operative-objective
requirements:
- !type:OverallPlaytimeRequirement
time: 108000 # DeltaV - 30 hours
- !type:DepartmentTimeRequirement # DeltaV - Security dept time requirement
department: Security
department: Security
time: 36000 # DeltaV - 10 hours

- type: antag
id: NukeopsMedic
name: roles-antag-nuclear-operative-agent-name
antagonist: true
setPreference: true
setPreference: false
objective: roles-antag-nuclear-operative-agent-objective
requirements:
- !type:OverallPlaytimeRequirement
Expand All @@ -28,7 +28,7 @@
id: NukeopsCommander
name: roles-antag-nuclear-operative-commander-name
antagonist: true
setPreference: true
setPreference: false
objective: roles-antag-nuclear-operative-commander-objective
requirements:
- !type:OverallPlaytimeRequirement
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