Piper/charming fixes
- Piper can now only win during daytime (this includes transition_day as well as chk_decision) - There is now at most 1 piper in charming regardless of player count, more than 1 is simply overpowered and impossible to balance
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@ -964,7 +964,7 @@ class CharmingMode(GameMode):
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"warlock" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"sorcerer" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
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# neutral roles
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"piper" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 , 2 ),
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"piper" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"vengeful ghost" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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# templates
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"cursed villager" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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@ -1939,7 +1939,7 @@ def chk_win(cli, end_game = True):
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if lpl < 1:
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message = "Game over! There are no players remaining."
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winner = "none"
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elif lpipers and len(var.list_players()) - lpipers == len(var.CHARMED - set(var.ROLES["piper"])):
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elif var.PHASE == "day" and lpipers and len(var.list_players()) - lpipers == len(var.CHARMED - set(var.ROLES["piper"])):
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winner = "pipers"
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message = ("Game over! Everyone has fallen victim to the charms of the " +
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"piper{0}. The piper{0} lead{1} the villagers away from the village, " +
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