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https://github.com/Bubberstation/Bubberstation.git
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Gang Mode fixes and improvements
The first of many. Most caused by horrible merge-related accidents. - Gang converts are no longer revolutionaries - Revolution controls show up in the TP again - Gang added to game_options.txt defaulting to 0 - Clarified some help text strings
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@@ -264,6 +264,17 @@
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else
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text += "."
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text += " <a href='?src=\ref[src];revolution=reequip'>Reequip</a> (gives traitor uplink)."
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if (objectives.len==0)
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text += "<br>Objectives are empty! <a href='?src=\ref[src];revolution=autoobjectives'>Set to kill all heads</a>."
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else if(isloyal(current))
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text += "head|<b>LOYAL</b>|employee|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|rev"
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else if (src in ticker.mode.revolutionaries)
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text += "head|loyal|<a href='?src=\ref[src];revolution=clear'>employee</a>|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|<b>REV</b>"
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else
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text += "head|loyal|<b>EMPLOYEE</b>|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|<a href='?src=\ref[src];revolution=rev'>rev</a>"
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sections["revolution"] = text
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/** GANG ***/
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text = "gang"
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if (ticker.mode.config_tag=="gang")
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@@ -286,6 +297,7 @@
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if (objectives.len==0)
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text += "<br>Objectives are empty! <a href='?src=\ref[src];gang=autoobjective'>Set to kill all rival gang leaders</a>."
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else if (src in ticker.mode.B_bosses)
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text += "loyal|<a href='?src=\ref[src];gang=clear'>none</a>|(A) <a href='?src=\ref[src];gang=agang'>gangster</a> <a href='?src=\ref[src];gang=aboss'>boss</a>|<B>(B)</B> <a href='?src=\ref[src];gang=bgang'>gangster</a> <b>BOSS</b>"
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text += "<br>Flash & Recaller: <a href='?src=\ref[src];gang=equip'>give</a>"
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@@ -38,7 +38,7 @@
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if(player.assigned_role == job)
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antag_candidates -= player
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if(antag_candidates.len > 2)
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if(antag_candidates.len >= 2)
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assign_bosses()
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if(antag_candidates.len > 20)
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assign_bosses()
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@@ -141,7 +141,8 @@
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if (!where)
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mob << "Your Syndicate benefactors were unfortunately unable to get you a flash."
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else
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mob << "The <b>flash</b> in your [where] will help you to persuade the crew to work for you. Keep in mind that your underlings can only identify their bosses, but not each other."
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mob << "The <b>flash</b> in your [where] will help you to persuade the crew to work for you."
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mob << "<span class='userdanger'>Keep in mind that your underlings can only identify their bosses, but not each other. You must coordinate your gang effectively to beat out the competition.</span>"
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. += 1
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mob.update_icons()
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@@ -373,7 +374,7 @@
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/datum/game_mode/gang/declare_completion()
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if(!finished)
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world << "<FONT size=3 color=red><B>The station was [station_was_nuked ? "destroyed!" : "evacuated before either gang could claim it!"]</B></FONT>"
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if(finished == "Draw")
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else if(finished == "Draw")
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world << "<FONT size=3 color=red><B>All gang bosses have been killed or exiled!</B></FONT>"
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else
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world << "<FONT size=3 color=red><B>The [finished=="A" ? gang_name("A") : gang_name("B")] Gang defeated their rivals!</B></FONT>"
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@@ -407,7 +408,7 @@
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if(A_bosses.len || A_gangsters.len)
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if(winner == "A" || winner == "B")
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world << "<br><b>The [gang_name("A")] Gang was [winner=="A" ? "<font color=green>victorious</font>" : "<font color=red>defeated</font>"] with [round((num_ganga/num_survivors)*100, 0.1)]% strength.</b>"
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world << "<br><b>The [gang_name("A")] Gang was [winner=="A" ? "<font color=green>victorious</font>" : "<font color=red>defeated</font>"] with [round((num_ganga/num_survivors)*100, 0.1)]% influence.</b>"
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world << "<br><font size=2><b>The [gang_name("A")] Gang bosses were:</b></font>"
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gang_membership_report(A_bosses)
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world << "<br><font size=2><b>The [gang_name("A")] Gangsters were:</b></font>"
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@@ -415,7 +416,7 @@
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if(B_bosses.len || B_gangsters.len)
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if(winner == "A" || winner == "B")
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world << "<br><b>The [gang_name("B")] Gang was [winner=="B" ? "<font color=green>victorious</font>" : "<font color=red>defeated</font>"] with [round((num_gangb/num_survivors)*100, 0.1)]% strength</b>"
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world << "<br><b>The [gang_name("B")] Gang was [winner=="B" ? "<font color=green>victorious</font>" : "<font color=red>defeated</font>"] with [round((num_gangb/num_survivors)*100, 0.1)]% influence.</b>"
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world << "<br><font size=2><b>The [gang_name("B")] Gang bosses were:</b></font>"
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gang_membership_report(B_bosses)
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world << "<br><font size=2><b>The [gang_name("B")] Gangsters were:</b></font>"
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@@ -437,6 +438,6 @@
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else
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text += "body destroyed"
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text += ")"
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text += "<br>"
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text += "<br><br>"
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world << text
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@@ -78,23 +78,22 @@
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if(M.client)
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if(M.stat == CONSCIOUS)
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M.mind_initialize() //give them a mind datum if they don't have one.
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M.mind.has_been_rev = 1
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var/resisted
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if(isloyal(M))
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resisted = 1
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else if(user.mind in ticker.mode.head_revolutionaries)
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if(!ticker.mode.add_revolutionary(M.mind))
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resisted = 1
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else if(user.mind in ticker.mode.A_bosses)
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if(!ticker.mode.add_gangster(M.mind,"A"))
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resisted = 1
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else if(user.mind in ticker.mode.B_bosses)
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if(!ticker.mode.add_gangster(M.mind,"B"))
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resisted = 1
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if(!resisted)
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M.mind.has_been_rev = 1
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ticker.mode.add_revolutionary(M.mind)
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if(!isloyal(M))
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if(user.mind in ticker.mode.head_revolutionaries)
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M.mind.has_been_rev = 1
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if(!ticker.mode.add_revolutionary(M.mind))
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resisted = 1
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if(user.mind in ticker.mode.A_bosses)
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if(!ticker.mode.add_gangster(M.mind,"A"))
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resisted = 1
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if(user.mind in ticker.mode.B_bosses)
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if(!ticker.mode.add_gangster(M.mind,"B"))
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resisted = 1
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else
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resisted = 1
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if(resisted)
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user << "<span class='warning'>This mind seems resistant to the flash!</span>"
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else
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user << "<span class='warning'>They must be conscious before you can convert them!</span>"
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@@ -87,6 +87,7 @@ PROBABILITY TRAITORCHAN 4
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PROBABILITY DOUBLE_AGENTS 3
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PROBABILITY NUCLEAR 2
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PROBABILITY REVOLUTION 2
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PROBABILITY GANG 0
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PROBABILITY CULT 2
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PROBABILITY CHANGELING 2
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PROBABILITY WIZARD 4
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