## Dynamic storytellers weights: how likely each storyteller is to show up. This is adjusted by voting and recency. STORYTELLER_WEIGHT CHAOTIC 2 STORYTELLER_WEIGHT TEAMWORK 4 STORYTELLER_WEIGHT CONVERSION 0 STORYTELLER_WEIGHT RANDOM 2 STORYTELLER_WEIGHT CLASSIC 6 STORYTELLER_WEIGHT INTRIGUE 6 STORYTELLER_WEIGHT STORY 6 STORYTELLER_WEIGHT CALM 6 STORYTELLER_WEIGHT EXTENDED 0 ## Dynamic storyteller minimum player coutns: how many players before this storyteller can be rolled. STORYTELLER_MIN_PLAYERS CHAOTIC 30 STORYTELLER_MIN_PLAYERS TEAMWORK 30 ## If this is uncommented, Dynamic won't disable certain storytellers based on recent round threats #NO_STORYTELLER_THREAT_REMOVAL ## Injection delays: how long (in minutes) will pass before a midround or latejoin antag is injected. DYNAMIC_MIDROUND_DELAY_MIN 5 DYNAMIC_MIDROUND_DELAY_MAX 15 DYNAMIC_LATEJOIN_DELAY_MIN 10 DYNAMIC_LATEJOIN_DELAY_MAX 30 DYNAMIC_FIRST_MIDROUND_DELAY_MIN 20 DYNAMIC_FIRST_MIDROUND_DELAY_MAX 30 DYNAMIC_FIRST_LATEJOIN_DELAY_MIN 2 DYNAMIC_FIRST_LATEJOIN_DELAY_MAX 30 ## How many roundstart players required for high population override to take effect. DYNAMIC_HIGH_POP_LIMIT 80 #80 instead of 55 because fewer robust players ## Threat requirements for a second roundstart ruleset being drafted DYNAMIC_SECOND_RULE_REQUIREMENTS 101 101 101 101 100 90 80 70 60 50 ## Threat requirements for a *third* roundstart ruleset being drafted DYNAMIC_THIRD_RULE_REQUIREMENTS 101 101 101 101 101 100 90 80 70 60 ## As above, but if there's 79+ players DYNAMIC_SECOND_RULE_HIGH_POP_REQUIREMENT 50 DYNAMIC_THIRD_RULE_HIGH_POP_REQUIREMENT 60 ## Pop range per requirement. ## If the value is five the range is: ## 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+ ## If it is six the range is: ## 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+ ## If it is seven the range is: ## 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+ ## Options outside this range can be used, of course. DYNAMIC_POP_PER_REQUIREMENT 9 # 9 instead of 6 because 1/3 of players are probably not doing much? ## 1 -> 9, probability for this rule to be picked against other rules. ## Note that requirements must also be met, and some requirements are impossible to meet. DYNAMIC_WEIGHT TRAITOR 5 DYNAMIC_WEIGHT MALF_AI 1 DYNAMIC_WEIGHT TRAITORBRO 4 DYNAMIC_WEIGHT CHANGELING 1 DYNAMIC_WEIGHT WIZARD 1 DYNAMIC_WEIGHT CULT 3 DYNAMIC_WEIGHT NUCLEAR 3 DYNAMIC_WEIGHT REVOLUTION 2 DYNAMIC_WEIGHT BLOODSUCKER 4 # All below are impossible-by-default DYNAMIC_WEIGHT EXTENDED 3 DYNAMIC_WEIGHT CLOCKWORK_CULT 3 DYNAMIC_WEIGHT CLOWNOPS 3 DYNAMIC_WEIGHT DEVIL 3 DYNAMIC_WEIGHT MONKEY 3 DYNAMIC_WEIGHT METEOR 3 ## Midround antags DYNAMIC_WEIGHT MIDROUND_TRAITOR 9 DYNAMIC_WEIGHT MIDROUND_MALF_AI 5 DYNAMIC_WEIGHT MIDROUND_WIZARD 4 DYNAMIC_WEIGHT MIDROUND_NUCLEAR 2 DYNAMIC_WEIGHT BLOB 2 DYNAMIC_WEIGHT XENOS 2 DYNAMIC_WEIGHT NIGHTMARE 3 DYNAMIC_WEIGHT SENTIENT_DISEASE 4 DYNAMIC_WEIGHT REVENANT 2 DYNAMIC_WEIGHT SLAUGHTER_DEMON 1 DYNAMIC_WEIGHT ABDUCTORS 3 DYNAMIC_WEIGHT SPACE_NINJA 3 ## Events DYNAMIC_WEIGHT SPIDERS 5 DYNAMIC_WEIGHT VENTCLOG_NORMAL 3 DYNAMIC_WEIGHT VENTCLOG_THREATENING 3 DYNAMIC_WEIGHT VENTCLOG_CATASTROPHIC 3 DYNAMIC_WEIGHT ION_STORM 7 DYNAMIC_WEIGHT METEOR_WAVE_NORMAL 3 DYNAMIC_WEIGHT METEOR_WAVE_THREATENING 2 DYNAMIC_WEIGHT METEOR_WAVE_CATASTROPHIC 1 DYNAMIC_WEIGHT PIRATES 8 DYNAMIC_WEIGHT ANOMALY_BLUESPACE 2 DYNAMIC_WEIGHT ANOMALY_FLUX 2 DYNAMIC_WEIGHT ANOMALY_GRAVITATIONAL 2 DYNAMIC_WEIGHT ANOMALY_PYROCLASTIC 2 DYNAMIC_WEIGHT ANOMALY_VORTEX 2 DYNAMIC_WEIGHT BRAND_INTELLIGENCE 1 DYNAMIC_WEIGHT CARP_MIGRATION 7 DYNAMIC_WEIGHT COMMUNICATIONS_BLACKOUT 2 DYNAMIC_WEIGHT PROCESSOR_OVERLOAD 2 DYNAMIC_WEIGHT SPACE_DUST 2 DYNAMIC_WEIGHT MAJOR_DUST 1 DYNAMIC_WEIGHT ELECTRICAL_STORM 2 DYNAMIC_WEIGHT HEART_ATTACK 2 DYNAMIC_WEIGHT RADIATION_STORM 1 ## Latejoin antags DYNAMIC_WEIGHT LATEJOIN_TRAITOR 7 DYNAMIC_WEIGHT LATEJOIN_REVOLUTION 2 DYNAMIC_WEIGHT LATEJOIN_BLOODSUCKER 4 DYNAMIC_WEIGHT LATEJOIN_COLLECTOR 5 ## Threat cost. This is decreased from the mode's threat when the rule is executed. DYNAMIC_COST TRAITOR 10 DYNAMIC_COST MALF_AI 35 DYNAMIC_COST TRAITORBRO 10 DYNAMIC_COST CHANGELING 30 DYNAMIC_COST WIZARD 30 DYNAMIC_COST CULT 35 DYNAMIC_COST NUCLEAR 45 DYNAMIC_COST REVOLUTION 40 DYNAMIC_cOST BLOODSUCKER 15 DYNAMIC_COST EXTENDED 0 DYNAMIC_COST CLOCKWORK_CULT 35 DYNAMIC_COST CLOWNOPS 40 DYNAMIC_COST DEVIL 0 DYNAMIC_COST MONKEY 0 DYNAMIC_COST METEOR 0 ## Midround antags DYNAMIC_COST MIDROUND_TRAITOR 10 DYNAMIC_COST MIDROUND_MALF_AI 35 DYNAMIC_COST MIDROUND_WIZARD 20 DYNAMIC_COST MIDROUND_NUCLEAR 35 DYNAMIC_COST BLOB 10 DYNAMIC_COST XENOS 20 DYNAMIC_COST NIGHTMARE 10 DYNAMIC_COST SENTIENT_DISEASE 5 DYNAMIC_COST REVENANT 5 DYNAMIC_COST SLAUGHTER_DEMON 15 DYNAMIC_COST ABDUCTORS 10 DYNAMIC_COST SPACE_NINJA 15 ## Events DYNAMIC_COST SPIDERS 10 DYNAMIC_COST VENTCLOG_NORMAL 2 DYNAMIC_COST VENTCLOG_THREATENING 5 DYNAMIC_COST VENTCLOG_CATASTROPHIC 15 DYNAMIC_COST ION_STORM 3 DYNAMIC_COST METEOR_WAVE_NORMAL 15 DYNAMIC_COST METEOR_WAVE_THREATENING 25 DYNAMIC_COST METEOR_WAVE_CATASTROPHIC 40 DYNAMIC_COST PIRATES 10 DYNAMIC_COST ANOMALY_BLUESPACE 3 DYNAMIC_COST ANOMALY_FLUX 2 DYNAMIC_COST ANOMALY_GRAVITATIONAL 3 DYNAMIC_COST ANOMALY_PYROCLASTIC 5 DYNAMIC_COST ANOMALY_VORTEX 5 DYNAMIC_COST BRAND_INTELLIGENCE 5 DYNAMIC_COST CARP_MIGRATION 3 DYNAMIC_COST COMMUNICATIONS_BLACKOUT 5 DYNAMIC_COST PROCESSOR_OVERLOAD 5 DYNAMIC_COST SPACE_DUST 2 DYNAMIC_COST MAJOR_DUST 4 DYNAMIC_COST ELECTRICAL_STORM 1 DYNAMIC_COST HEART_ATTACK 1 DYNAMIC_COST RADIATION_STORM 3 ## Latejoin antags DYNAMIC_COST LATEJOIN_TRAITOR 5 DYNAMIC_COST LATEJOIN_REVOLUTION 20 DYNAMIC_COST LATEJOIN_BLOODSUCKER 10 DYNAMIC_COST LATEJOIN_COLLECTOR 1 ## Rule will not be generated with threat levels below requirement at a pop value. Pop values are determined by dynamic's pop-per-requirement. ## By default it's 0-8, 9-17, 18-26, 27-35, 36-44, 45-53, 54-60, 61-69, 70-78, 79+. ## This means that 40 30 30 20 20 20 15 15 15 10 will not generate below 40 at 0-8, 30 at 9-17 etc. DYNAMIC_REQUIREMENTS TRAITOR 50 50 50 50 50 50 50 50 50 50 DYNAMIC_REQUIREMENTS TRAITORBRO 101 101 101 101 101 101 101 101 101 101 DYNAMIC_REQUIREMENTS CHANGELING 101 101 101 101 101 101 101 101 101 101 DYNAMIC_REQUIREMENTS WIZARD 101 101 60 60 50 50 50 50 50 50 DYNAMIC_REQUIREMENTS CULT 101 101 101 60 50 50 50 50 50 50 DYNAMIC_REQUIREMENTS NUCLEAR 101 101 101 60 50 50 50 50 50 50 DYNAMIC_REQUIREMENTS REVOLUTION 101 101 101 60 50 50 50 50 50 50 DYNAMIC_REQUIREMENTS EXTENDED 101 101 101 101 101 101 101 101 101 101 DYNAMIC_REQUIREMENTS CLOCKWORK_CULT 101 101 101 70 60 60 50 50 50 50 DYNAMIC_REQUIREMENTS CLOWNOPS 101 101 101 101 101 101 101 101 101 101 DYNAMIC_REQUIREMENTS DEVIL 101 101 101 101 101 101 101 101 101 101 DYNAMIC_REQUIREMENTS MONKEY 101 101 101 101 101 101 101 101 101 101 DYNAMIC_REQUIREMENTS METEOR 101 101 101 101 101 101 101 101 101 101 ## Midround antags DYNAMIC_REQUIREMENTS MIDROUND_TRAITOR 30 25 20 15 15 15 15 15 15 15 DYNAMIC_REQUIREMENTS MIDROUND_MALF_AI 101 101 70 50 50 50 40 30 30 30 DYNAMIC_REQUIREMENTS MIDROUND_WIZARD 90 90 60 40 30 30 30 30 30 30 DYNAMIC_REQUIREMENTS MIDROUND_NUCLEAR 90 90 90 80 70 60 50 40 40 40 DYNAMIC_REQUIREMENTS BLOB 101 101 101 80 60 50 50 50 50 50 DYNAMIC_REQUIREMENTS XENOS 101 101 101 70 50 50 50 50 50 50 DYNAMIC_REQUIREMENTS NIGHTMARE 101 101 101 70 50 40 20 15 15 15 DYNAMIC_REQUIREMENTS SENTIENT_DISEASE 30 30 20 20 15 10 10 10 10 5 DYNAMIC_REQUIREMENTS REVENANT 30 30 30 30 20 15 15 15 15 15 DYNAMIC_REQUIREMENTS SLAUGHTER_DEMON 101 101 101 90 80 70 60 50 50 50 DYNAMIC_REQUIREMENTS ABDUCTORS 80 80 70 50 40 30 30 20 15 15 DYNAMIC_REQUIREMENTS SPACE_NINJA 101 101 101 90 80 70 60 50 40 30 ## Events DYNAMIC_REQUIREMENTS SPIDERS 70 60 50 50 40 40 40 30 20 15 DYNAMIC_REQUIREMENTS VENTCLOG 5 5 5 5 5 5 5 5 5 5 DYNAMIC_REQUIREMENTS ION_STORM 5 5 5 5 5 5 5 5 5 5 DYNAMIC_REQUIREMENTS METEOR_WAVE 60 50 40 30 30 30 30 30 30 30 DYNAMIC_REQUIREMENTS PIRATES 70 60 50 50 40 40 40 30 20 15 DYNAMIC_REQUIREMENTS ANOMALY_BLUESPACE 5 5 5 5 5 5 5 5 5 5 DYNAMIC_REQUIREMENTS ANOMALY_FLUX 5 5 5 5 5 5 5 5 5 5 DYNAMIC_REQUIREMENTS ANOMALY_GRAVITATIONAL 5 5 5 5 5 5 5 5 5 5 DYNAMIC_REQUIREMENTS ANOMALY_PYROCLASTIC 10 10 10 10 10 10 10 10 10 10 DYNAMIC_REQUIREMENTS ANOMALY_VORTEX 10 10 10 10 10 10 10 10 10 10 DYNAMIC_REQUIREMENTS BRAND_INTELLIGENCE 10 10 10 10 10 10 10 10 10 10 DYNAMIC_REQUIREMENTS CARP_MIGRATION 10 10 10 10 10 10 10 10 10 10 DYNAMIC_REQUIREMENTS COMMUNICATIONS_BLACKOUT 5 5 5 5 5 5 5 5 5 5 DYNAMIC_REQUIREMENTS PROCESSOR_OVERLOAD 5 5 5 5 5 5 5 5 5 5 DYNAMIC_REQUIREMENTS SPACE_DUST 5 5 5 5 5 5 5 5 5 5 DYNAMIC_REQUIREMENTS MAJOR_DUST 10 10 10 10 10 10 10 10 10 10 DYNAMIC_REQUIREMENTS ELECTRICAL_STORM 5 5 5 5 5 5 5 5 5 5 DYNAMIC_REQUIREMENTS HEART_ATTACK 5 5 5 5 5 5 5 5 5 5 DYNAMIC_REQUIREMENTS RADIATION_STORM 5 5 5 5 5 5 5 5 5 5 ## Latejoin antags DYNAMIC_REQUIREMENTS LATEJOIN_TRAITOR 40 30 20 15 15 15 15 15 15 15 DYNAMIC_REQUIREMENTS LATEJOIN_REVOLUTION 101 101 70 40 40 40 40 40 40 40 DYNAMIC_REQUIREMENTS LATEJOIN_BLOODSUCKER 40 30 20 15 15 15 15 15 15 15 DYNAMIC_REQUIREMENTS LATEJOIN_COLLECTOR 10 10 10 10 10 10 10 10 10 10 ## An alternative, static requirement used instead when pop is over mode's high_pop_limit. DYNAMIC_HIGH_POPULATION_REQUIREMENT TRAITOR 50 DYNAMIC_HIGH_POPULATION_REQUIREMENT MALF_AI 50 DYNAMIC_HIGH_POPULATION_REQUIREMENT TRAITORBRO 101 DYNAMIC_HIGH_POPULATION_REQUIREMENT CHANGELING 101 DYNAMIC_HIGH_POPULATION_REQUIREMENT WIZARD 50 DYNAMIC_HIGH_POPULATION_REQUIREMENT CULT 50 DYNAMIC_HIGH_POPULATION_REQUIREMENT NUCLEAR 50 DYNAMIC_HIGH_POPULATION_REQUIREMENT REVOLUTION 50 # All below are impossible-by-default DYNAMIC_HIGH_POPULATION_REQUIREMENT EXTENDED 101 DYNAMIC_HIGH_POPULATION_REQUIREMENT CLOCKWORK_CULT 50 DYNAMIC_HIGH_POPULATION_REQUIREMENT CLOWNOPS 101 DYNAMIC_HIGH_POPULATION_REQUIREMENT DEVIL 101 DYNAMIC_HIGH_POPULATION_REQUIREMENT MONKEY 101 DYNAMIC_HIGH_POPULATION_REQUIREMENT METEOR 101 ## Midround antags DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_TRAITOR 15 DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_MALF_AI 35 DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_WIZARD 50 DYNAMIC_HIGH_POPULATION_REQUIREMENT MIDROUND_NUCLEAR 35 DYNAMIC_HIGH_POPULATION_REQUIREMENT BLOB 50 DYNAMIC_HIGH_POPULATION_REQUIREMENT XENOS 50 DYNAMIC_HIGH_POPULATION_REQUIREMENT NIGHTMARE 15 DYNAMIC_HIGH_POPULATION_REQUIREMENT SENTIENT_DISEASE 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT REVENANT 15 DYNAMIC_HIGH_POPULATION_REQUIREMENT SLAUGHTER_DEMON 30 DYNAMIC_HIGH_POPULATION_REQUIREMENT ABDUCTORS 15 DYNAMIC_HIGH_POPULATION_REQUIREMENT SPACE_NINJA 30 ## Events DYNAMIC_HIGH_POPULATION_REQUIREMENT SPIDERS 15 DYNAMIC_HIGH_POPULATION_REQUIREMENT VENTCLOG 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT ION_STORM 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT METEOR_WAVE 30 DYNAMIC_HIGH_POPULATION_REQUIREMENT PIRATES 15 DYNAMIC_HIGH_POPULATION_REQUIREMENT ANOMALY_BLUESPACE 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT ANOMALY_FLUX 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT ANOMALY_GRAVITATIONAL 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT ANOMALY_PYROCLASTIC 10 DYNAMIC_HIGH_POPULATION_REQUIREMENT ANOMALY_VORTEX 10 DYNAMIC_HIGH_POPULATION_REQUIREMENT BRAND_INTELLIGENCE 10 DYNAMIC_HIGH_POPULATION_REQUIREMENT CARP_MIGRATION 10 DYNAMIC_HIGH_POPULATION_REQUIREMENT COMMUNICATIONS_BLACKOUT 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT PROCESSOR_OVERLOAD 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT SPACE_DUST 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT MAJOR_DUST 10 DYNAMIC_HIGH_POPULATION_REQUIREMENT ELECTRICAL_STORM 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT HEART_ATTACK 5 DYNAMIC_HIGH_POPULATION_REQUIREMENT RADIATION_STORM 5 ## Latejoin antags DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_TRAITOR 15 DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_REVOLUTION 50 DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_BLOODSUCKER 15 DYNAMIC_HIGH_POPULATION_REQUIREMENT LATEJOIN_COLLECTOR 10 ## Dynamic traitor stuff ## Requirements for "hijack the shuttle" goals. DYNAMIC_HIJACK_REQUIREMENTS 101 101 101 95 80 70 60 50 40 30 DYNAMIC_HIJACK_HIGH_POPULATION_REQUIREMENT 25 DYNAMIC_HIJACK_COST 10 DYNAMIC_GLORIOUS_DEATH_COST 5 DYNAMIC_ASSASSINATE_COST 2 ## This requirement uses threat level, rather than current threat, which is why it's higher. DYNAMIC_WAROPS_REQUIREMENT 60 DYNAMIC_WAROPS_COST 10