This needs proper discussion before being implemented, and if decided to
be implemented should be done as a PR.
The "don't show person's nick in pmcommand" part is fine and could be
re-added, git revert is stupid and doesn't let me do a partial revert.
Harlot: Mention ability to visit oneself to stay home.
Bodyguard: Mention ability to pick oneself to guard noone.
Guardian Angel: Mention ability to guard oneself.
Guardian Angel: Add user to the players list.
Guardian Angel: Remove last guarded user from the players list.
All kinds of shamans: Remove user that last received a totem from this
user from the players list.
Previously, !time could be used in the join phase to see how much time
was left before the game started. With my decorators overhaul I broke
this feature. Adding this back in.
- Fix bug when using bite and not specifying a victim where victim was
None and thus trying to get their role resulted in a KeyError
- Forward params from bite onwards to kill so you no longer need to do
both (although you can still bite one person and kill someone else if
you REALLY wanted to for some reason... it still won't work though)
- If the bite failed for any reason (including if they targeted lycan
who just instantly turns), refund the bite so the alpha wolf can try
again after a wolf dies again during the day.
This merges !pingpref into !pingif, and allows for more user options, as
to how to get pinged. Default behaviour pings people once when their
desired player count is reached, and can be changed with !pingif as
well.
This adds sort of a rate-limiting and pinging method preferences. If the
amount of players the person wants is reached or exceeded, they will be
automatically added to the !ping list; this is the default behaviour.
Doing !pingpref will make the bot automatically ping them shortly after
- this is done by a separate thread which is started on the first join
and exits when game starts or last player quits. Doing so will not
remove them from the ping list.
Whenever a single target has multiple triggers (e.g. mad scientist +
assassin or assassin + lover), and the kills would overlap, errors would
happen. A previous attempt to fix this for the single case of scientist
+ lover/assassin was ill conceived and did not take deadlist into
account. Fix this properly now.
- A ghost driven away by retribution totem can now get team wins if
their team wins, but will not get individual wins. They used to
unconditionally lose.
- Make it so ghosts driven away by retribution totem are no longer
messaged and are no longer able to kill.