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
This commit is contained in:
ikarrus
2014-09-26 19:27:13 -06:00
parent cc85f44ccb
commit 65e38bdfbc
4 changed files with 34 additions and 21 deletions
+12
View File
@@ -264,6 +264,17 @@
else
text += "."
text += " <a href='?src=\ref[src];revolution=reequip'>Reequip</a> (gives traitor uplink)."
if (objectives.len==0)
text += "<br>Objectives are empty! <a href='?src=\ref[src];revolution=autoobjectives'>Set to kill all heads</a>."
else if(isloyal(current))
text += "head|<b>LOYAL</b>|employee|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|rev"
else if (src in ticker.mode.revolutionaries)
text += "head|loyal|<a href='?src=\ref[src];revolution=clear'>employee</a>|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|<b>REV</b>"
else
text += "head|loyal|<b>EMPLOYEE</b>|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|<a href='?src=\ref[src];revolution=rev'>rev</a>"
sections["revolution"] = text
/** GANG ***/
text = "gang"
if (ticker.mode.config_tag=="gang")
@@ -286,6 +297,7 @@
if (objectives.len==0)
text += "<br>Objectives are empty! <a href='?src=\ref[src];gang=autoobjective'>Set to kill all rival gang leaders</a>."
else if (src in ticker.mode.B_bosses)
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>"
text += "<br>Flash & Recaller: <a href='?src=\ref[src];gang=equip'>give</a>"
+7 -6
View File
@@ -38,7 +38,7 @@
if(player.assigned_role == job)
antag_candidates -= player
if(antag_candidates.len > 2)
if(antag_candidates.len >= 2)
assign_bosses()
if(antag_candidates.len > 20)
assign_bosses()
@@ -141,7 +141,8 @@
if (!where)
mob << "Your Syndicate benefactors were unfortunately unable to get you a flash."
else
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."
mob << "The <b>flash</b> in your [where] will help you to persuade the crew to work for you."
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>"
. += 1
mob.update_icons()
@@ -373,7 +374,7 @@
/datum/game_mode/gang/declare_completion()
if(!finished)
world << "<FONT size=3 color=red><B>The station was [station_was_nuked ? "destroyed!" : "evacuated before either gang could claim it!"]</B></FONT>"
if(finished == "Draw")
else if(finished == "Draw")
world << "<FONT size=3 color=red><B>All gang bosses have been killed or exiled!</B></FONT>"
else
world << "<FONT size=3 color=red><B>The [finished=="A" ? gang_name("A") : gang_name("B")] Gang defeated their rivals!</B></FONT>"
@@ -407,7 +408,7 @@
if(A_bosses.len || A_gangsters.len)
if(winner == "A" || winner == "B")
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>"
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>"
world << "<br><font size=2><b>The [gang_name("A")] Gang bosses were:</b></font>"
gang_membership_report(A_bosses)
world << "<br><font size=2><b>The [gang_name("A")] Gangsters were:</b></font>"
@@ -415,7 +416,7 @@
if(B_bosses.len || B_gangsters.len)
if(winner == "A" || winner == "B")
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>"
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>"
world << "<br><font size=2><b>The [gang_name("B")] Gang bosses were:</b></font>"
gang_membership_report(B_bosses)
world << "<br><font size=2><b>The [gang_name("B")] Gangsters were:</b></font>"
@@ -437,6 +438,6 @@
else
text += "body destroyed"
text += ")"
text += "<br>"
text += "<br><br>"
world << text
+14 -15
View File
@@ -78,23 +78,22 @@
if(M.client)
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
M.mind.has_been_rev = 1
var/resisted
if(isloyal(M))
resisted = 1
else if(user.mind in ticker.mode.head_revolutionaries)
if(!ticker.mode.add_revolutionary(M.mind))
resisted = 1
else if(user.mind in ticker.mode.A_bosses)
if(!ticker.mode.add_gangster(M.mind,"A"))
resisted = 1
else if(user.mind in ticker.mode.B_bosses)
if(!ticker.mode.add_gangster(M.mind,"B"))
resisted = 1
if(!resisted)
M.mind.has_been_rev = 1
ticker.mode.add_revolutionary(M.mind)
if(!isloyal(M))
if(user.mind in ticker.mode.head_revolutionaries)
M.mind.has_been_rev = 1
if(!ticker.mode.add_revolutionary(M.mind))
resisted = 1
if(user.mind in ticker.mode.A_bosses)
if(!ticker.mode.add_gangster(M.mind,"A"))
resisted = 1
if(user.mind in ticker.mode.B_bosses)
if(!ticker.mode.add_gangster(M.mind,"B"))
resisted = 1
else
resisted = 1
if(resisted)
user << "<span class='warning'>This mind seems resistant to the flash!</span>"
else
user << "<span class='warning'>They must be conscious before you can convert them!</span>"
+1
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@@ -87,6 +87,7 @@ PROBABILITY TRAITORCHAN 4
PROBABILITY DOUBLE_AGENTS 3
PROBABILITY NUCLEAR 2
PROBABILITY REVOLUTION 2
PROBABILITY GANG 0
PROBABILITY CULT 2
PROBABILITY CHANGELING 2
PROBABILITY WIZARD 4