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* * makes raging mages actually work * removes the 'protect master' objective, instead uses the protect objective * removes heavily redundant and useless vampire gamemode tweaks. master vampire is now handled through the role creating its own faction if one is not provided. * CreateRoles diversified, new filterAvailablePlayers proc, and now it actually works * Fixes mixed * Fixes syndicate agents becoming other sorts of syndicate agents, causing syndicate agent recursion * Fixes check antagonist for factions and roles not newlining after a role has been viewed * moves rolecheck to faction, rather than having a snowflake check for traitor * all my problems were because of a missed return 1 * more role fixes! * removes debug
35 lines
1004 B
Plaintext
35 lines
1004 B
Plaintext
var/list/mixed_factions_allowed = list(
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typesof(/datum/faction/wizard,
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/datum/faction/syndicate/traitor),
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)
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var/list/mixed_roles_allowed = list(
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/datum/role/vampire = 1,
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/datum/role/changeling = 2,
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)
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/datum/gamemode/mixed
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name = "Mixed"
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/datum/gamemode/mixed/SetupFactions()
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factions_allowed = mixed_factions_allowed
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roles_allowed = mixed_roles_allowed
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/datum/gamemode/mixed/traitorchan
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name = "Traitorchan"
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/datum/gamemode/mixed/traitorchan/SetupFactions()
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factions_allowed = list(typesof(/datum/faction/syndicate/traitor))
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roles_allowed = list(/datum/role/changeling)
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/datum/gamemode/mixed/simple
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name = "Simple Mixed"
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/datum/gamemode/mixed/simple/SetupFactions()
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factions_allowed = list(typesof(/datum/faction/syndicate/traitor))
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roles_allowed = list(/datum/role/changeling, /datum/faction/vampire)
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//would the easiest way to handle these be to just create the other gamemodes and let their code run, as opposed to adding their specific terms for faction creation again here?
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