In some places, the bot says "not logged in to NickServ", while in other
places, it saays "not identified with NickServ". This changes all such
notices to use the first form.
Now doctor gets 2 at 10p, 3 at 15p, and 4 at 23p. Formerly it was 2 at
10p, 3 at 12p, 4 at 18p, and 5 at 24p.
This reduces the doctor to being able to only immunize between 13.64%
and 20% of the village (min at 22p, max at 10p and 15p), down from
between 17.39% and 25% (min at 23p, max at 12p).
The only roles that should NOT be assassin are roles that the other team
MUST kill in order to have a good shot at winning. Therefore, we don't
need to have so many saferoles unable to be assassin, as well as certain
neutral roles. The current list is as follows:
- wolves + traitor, since these all need to die for village to win
- lycan, because if turned they need to die for village to win
- seer/oracle/harlot/augur/detective, capable of making safes so wolves
need to focus on killing them in order to have a shot at winning
- bodyguard/GA, capable of preventing other safes from dying, again need
to die for wolves to have a shot at winning
Everyone else is fair game, including shaman, drunk, hunter, doctor,
crazed shaman, and fool (who were all previously restricted).
If drunk is assassin, they don't get to choose their target, rather they
get one randomly assigned to them automatically.
Uses variables instead of hardcoded roles for kill. Doesn't warn about
incorrect use of away and back if var.OPT_IN_PING is on, and about
incorrect use of in/out if it's off. References #76.
- Merge channel and PM commands in a single decorator.
- Add many parameters for the decorators, reducing commands cluster.
- Added back the admin_only check for some commands; special-cased
'<console>'.
- Moved the checking for which roles are seen wolf in the settings; same
for seen as default.
- Added a variable to pick if one is seen as the default role or as a
villager where applicable (default: True).
- Fixed seer/oracle seeing through amnesiac.
- Some fixes to the totem chances that I forgot to add in the previous
commit.
- Removed some useless module imports.
- Moved some functions to settings.
- Changed all single-quotes to double-quotes in commands for
consistency.
- Renamed 'cmd' variable in both force and rforce commands to avoid
confusion.
- Probably a bunch of other things. Don't consider this commit
description to be 100% complete.
This fixes the totem chances needing to add up to 1, and now can add up
to any arbitrary number or fraction. This also adds a TOTEM_ORDER
variable for shamans, as an attempt to allow more shamans in the future.
This mode features the alpha wolf and doctor roles, and should provide
for very "swingy" games where wolves are very disadvantaged at first
but should be able to make a decent comeback later on.
This also brought some rebalancing to gamemode weights, mostly all of
the existing ones stayed the same though, a summary of changes is below.
Numbers below are rounded to the nearest percent, so they won't
necessarily add up to 100.
default: 41% -> 40% (-1%)
foolish: 19% -> 16% (-3%)
mad: 19% -> 16% (-3%)
classic: 11% -> 8% (-3%)
lycan: 3% -> 2% (-1%)
aleatoire: 8% -> 8% (0%)
alpha: n/a -> 10%
Each time a wolf dies while a bitten person is undergoing
transformation, they will now transform one night earlier. This makes it
much more likely for the bitten person to actually turn into a wolf
before the game is over. For larger game sizes, the turn is pretty much
guaranteed due to the number of wolves, which means safes need to
tightly coordinate to figure out who was actually bitten due to wolves
possibly having full info and an insider.