new game mode: charming
has piper, werekitten at 10p, and warlock at 12p
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@ -468,7 +468,7 @@ class DefaultMode(GameMode):
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# No extra settings, just an explicit way to revert to default settings
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# No extra settings, just an explicit way to revert to default settings
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pass
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pass
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@game_mode("foolish", minp = 8,maxp = 24, likelihood = 8)
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@game_mode("foolish", minp = 8, maxp = 24, likelihood = 8)
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class FoolishMode(GameMode):
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class FoolishMode(GameMode):
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"""Contains the fool, be careful not to lynch them!"""
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"""Contains the fool, be careful not to lynch them!"""
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def __init__(self):
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def __init__(self):
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@ -944,6 +944,36 @@ class GuardianMode(GameMode):
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else:
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else:
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evt.data["winner"] = None
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evt.data["winner"] = None
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@game_mode("charming", minp = 5, maxp = 24, likelihood = 4)
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class CharmingMode(GameMode):
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"""Charmed players must band together to find the piper in this game mode."""
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def __init__(self):
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self.ROLE_INDEX = ( 5 , 6 , 8 , 10 , 11 , 12 , 14 , 16 , 18 , 19 , 22 , 24 )
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self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
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self.ROLE_GUIDE.update({# village roles
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"seer" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"harlot" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"shaman" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 ),
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"detective" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"bodyguard" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 2 , 2 , 2 , 2 ),
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"village elder" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ),
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# wolf roles
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"wolf" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 , 3 , 3 ),
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"traitor" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"werekitten" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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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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"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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"gunner" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 ),
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"sharpshooter" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 ),
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"mayor" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"assassin" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
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})
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# Persistence
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# Persistence
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