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S.P.L.U.R.T-Station-13/config/entries/gamemodes.txt
2021-09-16 20:53:46 -04:00

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## Comment to disable weighting modes by how chaotic recent mode rolls were.
WEIGH_BY_RECENT_CHAOS
## The weight adjustment will be proportional to this power relative to the "ideal" weight range.
## e.g. if we have a weight range of 0-5, and an exponent of 1, 6 will be weighted 1/2, 7 1/3 etc.
## if exponent is 2, it'll be 1/4, 1/9 etc.
CHAOS_EXPONENT 1
## Percent weight reductions for three of the most recent modes
REPEATED_MODE_ADJUST 45 30 10
## Probablities for game modes chosen in 'secret' and 'random' modes.
## Default probablity is 1, increase to make that mode more likely to be picked.
## Set to 0 to disable that mode.
PROBABILITY TRAITOR 5
PROBABILITY TRAITORBRO 2
PROBABILITY TRAITORCHAN 4
PROBABILITY INTERNAL_AFFAIRS 3
PROBABILITY NUCLEAR 2
PROBABILITY REVOLUTION 2
PROBABILITY CULT 2
PROBABILITY CHANGELING 2
PROBABILITY WIZARD 4
PROBABILITY MONKEY 0
PROBABILITY METEOR 0
PROBABILITY EXTENDED 0
PROBABILITY SECRET_EXTENDED 0
PROBABILITY DEVIL 0
PROBABILITY DEVIL_AGENTS 0
PROBABILITY CLOWNOPS 0
PROBABILITY BLOODSUCKER 0
## You probably want to keep sandbox off by default for secret and random.
PROBABILITY SANDBOX 0
## Toggles for continuous modes.
## Modes that aren't continuous will end the instant all antagonists are dead.
CONTINUOUS TRAITOR
CONTINUOUS TRAITORBRO
CONTINUOUS TRAITORCHAN
CONTINUOUS INTERNAL_AFFAIRS
#CONTINUOUS NUCLEAR
#CONTINUOUS REVOLUTION
CONTINUOUS CULT
CONTINUOUS CLOCKWORK_CULT
CONTINUOUS CHANGELING
CONTINUOUS WIZARD
#CONTINUOUS MONKEY
CONTINUOUS BLOODSUCKER
CONTINUOUS HERESY
CONTINUOUS DYNAMIC
##Note: do not toggle continuous off for these modes, as they have no antagonists and would thus end immediately!
CONTINUOUS METEOR
CONTINUOUS EXTENDED
CONTINUOUS SECRET_EXTENDED
## Toggles for allowing midround antagonists (aka mulligan antagonists).
## In modes that are continuous, if all antagonists should die then a new set of antagonists will be created.
MIDROUND_ANTAG TRAITOR
#MIDROUND_ANTAG TRAITORBRO
MIDROUND_ANTAG TRAITORCHAN
MIDROUND_ANTAG INTERNAL_AFFAIRS
#MIDROUND_ANTAG NUCLEAR
#MIDROUND_ANTAG REVOLUTION
MIDROUND_ANTAG CULT
MIDROUND_ANTAG CLOCKWORK_CULT
MIDROUND_ANTAG CHANGELING
MIDROUND_ANTAG WIZARD
#MIDROUND_ANTAG MONKEY
## Toggles for whether this mode should force antags even if not enough players have it enabled.
## If it's off, it just won't roll as many antags.
#FORCE_ANTAG_COUNT TRAITOR
#FORCE_ANTAG_COUNT TRAITORBRO
#FORCE_ANTAG_COUNT TRAITORCHAN
#FORCE_ANTAG_COUNT INTERNAL_AFFAIRS
FORCE_ANTAG_COUNT NUCLEAR
FORCE_ANTAG_COUNT REVOLUTION
FORCE_ANTAG_COUNT CULT
FORCE_ANTAG_COUNT CLOCKWORK_CULT
#FORCE_ANTAG_COUNT CHANGELING
#FORCE_ANTAG_COUNT WIZARD
#FORCE_ANTAG_COUNT MONKEY
## A config for how much each game mode's chaos level is.
## All of them have reasonable defaults, but this can be used to adjust them.
## 0-9, where 0 is lowest chaos (should only be extended) and 9 is highest (wizard? nukies?)
#CHAOS_LEVEL EXTENDED 0
## Uncomment these for overrides of the minimum / maximum number of players in a round type.
## If you set any of these occasionally check to see if you still need them as the modes
## will still be actively rebalanced around the SUGGESTED populations, not your overrides.
## Notes: For maximum number of players a value of -1 means no maximum. Setting minimums to
## VERY low numbers (< 5) can lead to errors if the roundtypes were not designed for that.
#MIN_POP TRAITOR 0
#MAX_POP TRAITOR -1
#MIN_POP TRAITORBRO 0
#MAX_POP TRAITORBRO -1
#MIN_POP TRAITORCHAN 15
#MAX_POP TRAITORCHAN -1
#MIN_POP DOUBLE_AGENTS 25
#MAX_POP DOUBLE_AGENTS -1
#MIN_POP NUCLEAR 0
#MAX_POP NUCLEAR -1
#MIN_POP REVOLUTION 20
#MAX_POP REVOLUTION -1
#MIN_POP CULT 24
#MAX_POP CULT -1
#MIN_POP CLOCKWORK_CULT 24
#MAX_POP CLOCKWORK_CULT -1
#MIN_POP CHANGELING 15
#MAX_POP CHANGELING -1
#MIN_POP WIZARD 20
#MAX_POP WIZARD -1
#MIN_POP MONKEY 20
#MAX_POP MONKEY -1
#MIN_POP METEOR 0
#MAX_POP METEOR -1
#MIN_POP DEVIL 0
#MAX_POP DEVIL -1
#MIN_POP DEVIL_AGENTS 25
#MAX_POP DEVIL_AGENTS -1
## Setting at least one mode to be playable at 0/1 players is required.
#MIN_POP EXTENDED 0
#MAX_POP EXTENDED -1
## Variables calculate how number of antagonists will scale to population.
## Used as (Antagonists = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
TRAITOR_SCALING_COEFF 6
## per brother TEAM
BROTHER_SCALING_COEFF 12
CHANGELING_SCALING_COEFF 6
## heretics
ECULT_SCALING_COEFF 5
## per abductor TEAM
ABDUCTOR_SCALING_COEFF 15
## Variables calculate how number of open security officer positions will scale to population.
## Used as (Officers = Population / Coeff)
## Set to 0 to disable scaling and use default numbers instead.
SECURITY_SCALING_COEFF 8
## The number of objectives traitors get.
## Not including escaping/hijacking.
TRAITOR_OBJECTIVES_AMOUNT 2
BROTHER_OBJECTIVES_AMOUNT 2
## Uncomment to prohibit jobs that start with loyalty
## implants from being most antagonists.
#PROTECT_ROLES_FROM_ANTAGONIST
## Uncomment to prohibit assistants from becoming most antagonists.
#PROTECT_ASSISTANT_FROM_ANTAGONIST
## If late-joining players have a chance to become a traitor/changeling
ALLOW_LATEJOIN_ANTAGONISTS