fixeronis.
This commit is contained in:
@@ -2,21 +2,21 @@
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/// For admin logging and round end screen.
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var/name = ""
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/// For admin logging and round end screen, do not change this unless making a new rule type.
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var/ruletype = ""
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var/ruletype = ""
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/// For config purposes, similar to config_tag for secret game modes.
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var/config_tag = null
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/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
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var/persistent = FALSE
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var/persistent = FALSE
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/// If set to TRUE, dynamic mode will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
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var/repeatable = FALSE
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var/repeatable = FALSE
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/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
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var/repeatable_weight_decrease = 2
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var/repeatable_weight_decrease = 2
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/// List of players that are being drafted for this rule
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var/list/mob/candidates = list()
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var/list/mob/candidates = list()
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/// List of players that were selected for this rule
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var/list/datum/mind/assigned = list()
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var/list/datum/mind/assigned = list()
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/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag
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var/antag_flag = null
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var/antag_flag = null
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/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
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var/datum/antagonist/antag_datum = null
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/// The required minimum account age for this ruleset.
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@@ -24,19 +24,19 @@
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/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
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var/list/protected_roles = list()
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/// If set, rule will deny candidates from those roles always.
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var/list/restricted_roles = list()
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var/list/restricted_roles = list()
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/// If set, rule will only accept candidates from those roles, IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
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var/list/exclusive_roles = list()
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var/list/exclusive_roles = list()
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/// If set, there needs to be a certain amount of players doing those roles (among the players who won't be drafted) for the rule to be drafted IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
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var/list/enemy_roles = list()
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var/list/enemy_roles = list()
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/// If enemy_roles was set, this is the amount of enemy job workers needed per threat_level range (0-10,10-20,etc) IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
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var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
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var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
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/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
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var/required_candidates = 0
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var/required_candidates = 0
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/// 1 -> 9, probability for this rule to be picked against other rules
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var/weight = 5
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var/weight = 5
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/// Threat cost for this rule, this is decreased from the mode's threat when the rule is executed.
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var/cost = 0
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var/cost = 0
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/// A flag that determines how the ruleset is handled
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/// HIGHLANDER_RULESET are rulesets can end the round.
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/// TRAITOR_RULESET and MINOR_RULESET can't end the round and have no difference right now.
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@@ -46,18 +46,18 @@
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/// Requirements are the threat level requirements per pop range.
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/// With the default values, The rule will never get drafted below 10 threat level (aka: "peaceful extended"), and it requires a higher threat level at lower pops.
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var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
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/// An alternative, static requirement used instead when pop is over mode's high_pop_limit.
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/// An alternative, static requirement used instead when pop is over mode's high_pop_limit.
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var/high_population_requirement = 10
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/// Reference to the mode, use this instead of SSticker.mode.
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var/datum/game_mode/dynamic/mode = null
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/// If a role is to be considered another for the purpose of banning.
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var/antag_flag_override = null
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var/antag_flag_override = null
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/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
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var/list/blocking_rules = list()
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/// The minimum amount of players required for the rule to be considered.
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/// The minimum amount of players required for the rule to be considered.
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var/minimum_players = 0
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/// The maximum amount of players required for the rule to be considered.
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/// Anything below zero or exactly zero is ignored.
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/// Anything below zero or exactly zero is ignored.
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var/maximum_players = 0
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@@ -105,7 +105,7 @@
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return (threat_level >= high_population_requirement)
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else
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pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : mode.pop_per_requirement
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var/indice_pop = min(10,round(population/pop_per_requirement)+1)
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var/indice_pop = min(requirements.len,round(population/pop_per_requirement)+1)
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return (threat_level >= requirements[indice_pop])
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/// This is called if persistent variable is true everytime SSTicker ticks.
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@@ -128,8 +128,8 @@
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/// Here you can perform any additional checks you want. (such as checking the map etc)
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/// Remember that on roundstart no one knows what their job is at this point.
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/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
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/datum/dynamic_ruleset/proc/ready(forced = 0)
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if (required_candidates > candidates.len)
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/datum/dynamic_ruleset/proc/ready(forced = 0)
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if (required_candidates > candidates.len)
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return FALSE
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return TRUE
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@@ -17,7 +17,7 @@
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candidates.Remove(P)
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continue
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else
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if(!antag_flag in P.client.prefs.be_special || is_banned_from(P.ckey, list(antag_flag, ROLE_SYNDICATE)))
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if(!(antag_flag in P.client.prefs.be_special) || is_banned_from(P.ckey, list(antag_flag, ROLE_SYNDICATE)))
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candidates.Remove(P)
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continue
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if (P.mind.assigned_role in restricted_roles) // Does their job allow for it?
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@@ -44,7 +44,7 @@
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candidates.Remove(M)
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continue
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else
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if(!antag_flag in M.client.prefs.be_special || is_banned_from(M.ckey, list(antag_flag, ROLE_SYNDICATE)))
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if(!(antag_flag in M.client.prefs.be_special) || is_banned_from(M.ckey, list(antag_flag, ROLE_SYNDICATE)))
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candidates.Remove(M)
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continue
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if (M.mind)
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@@ -317,14 +317,14 @@
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cost = 35
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requirements = list(90,90,90,80,60,40,30,20,10,10)
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high_population_requirement = 10
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var/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
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var/list/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
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var/datum/team/nuclear/nuke_team
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flags = HIGHLANDER_RULESET
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/datum/dynamic_ruleset/midround/from_ghosts/nuclear/acceptable(population=0, threat=0)
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if (locate(/datum/dynamic_ruleset/roundstart/nuclear) in mode.executed_rules)
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return FALSE // Unavailable if nuke ops were already sent at roundstart
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var/indice_pop = min(10,round(living_players.len/5)+1)
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var/indice_pop = min(operative_cap.len, round(living_players.len/5)+1)
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required_candidates = operative_cap[indice_pop]
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return ..()
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@@ -123,7 +123,7 @@
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/datum/dynamic_ruleset/roundstart/changeling/execute()
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var/team_mode = FALSE
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if(prob(team_mode_probability))
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if(prob(team_mode_probability))
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team_mode = TRUE
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var/list/team_objectives = subtypesof(/datum/objective/changeling_team_objective)
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var/list/possible_team_objectives = list()
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@@ -171,13 +171,13 @@
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/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
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if(GLOB.wizardstart.len == 0)
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return FALSE
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var/mob/M = pick_n_take(candidates)
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if (M)
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assigned += M.mind
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M.mind.assigned_role = ROLE_WIZARD
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M.mind.special_role = ROLE_WIZARD
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return TRUE
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/datum/dynamic_ruleset/roundstart/wizard/execute()
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@@ -185,7 +185,7 @@
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M.current.forceMove(pick(GLOB.wizardstart))
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M.add_antag_datum(new antag_datum())
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return TRUE
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//////////////////////////////////////////////
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// //
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// BLOOD CULT //
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@@ -207,16 +207,16 @@
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high_population_requirement = 10
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pop_per_requirement = 5
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flags = HIGHLANDER_RULESET
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var/cultist_cap = list(2,2,2,3,3,4,4,4,4,4)
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var/list/cultist_cap = list(2,2,2,3,3,4,4,4,4,4)
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var/datum/team/cult/main_cult
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/datum/dynamic_ruleset/roundstart/bloodcult/ready(forced = FALSE)
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var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
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var/indice_pop = min(cultist_cap.len, round(mode.roundstart_pop_ready/pop_per_requirement)+1)
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required_candidates = cultist_cap[indice_pop]
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. = ..()
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/datum/dynamic_ruleset/roundstart/bloodcult/pre_execute()
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var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
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var/indice_pop = min(cultist_cap.len, round(mode.roundstart_pop_ready/pop_per_requirement)+1)
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var/cultists = cultist_cap[indice_pop]
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for(var/cultists_number = 1 to cultists)
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if(candidates.len <= 0)
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@@ -233,7 +233,7 @@
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var/datum/antagonist/cult/new_cultist = new antag_datum()
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new_cultist.cult_team = main_cult
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new_cultist.give_equipment = TRUE
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M.add_antag_datum(new_cultist)
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M.add_antag_datum(new_cultist)
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main_cult.setup_objectives()
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return TRUE
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@@ -267,18 +267,18 @@
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high_population_requirement = 10
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pop_per_requirement = 5
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flags = HIGHLANDER_RULESET
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var/operative_cap = list(2,2,2,3,3,3,4,4,5,5)
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var/list/operative_cap = list(2,2,2,3,3,3,4,4,5,5)
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var/datum/team/nuclear/nuke_team
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/datum/dynamic_ruleset/roundstart/nuclear/ready(forced = FALSE)
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var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
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var/indice_pop = min(operative_cap.len,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
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required_candidates = operative_cap[indice_pop]
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. = ..()
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/datum/dynamic_ruleset/roundstart/nuclear/pre_execute()
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// If ready() did its job, candidates should have 5 or more members in it
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var/indice_pop = min(10,round(mode.roundstart_pop_ready/5)+1)
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var/indice_pop = min(operative_cap.len, round(mode.roundstart_pop_ready/5)+1)
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var/operatives = operative_cap[indice_pop]
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for(var/operatives_number = 1 to operatives)
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if(candidates.len <= 0)
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@@ -385,7 +385,7 @@
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revolution.update_heads()
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SSshuttle.registerHostileEnvironment(src)
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return TRUE
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/datum/dynamic_ruleset/roundstart/revs/rule_process()
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if(check_rev_victory())
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finished = 1
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@@ -599,7 +599,7 @@
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high_population_requirement = 101
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var/devil_limit = 4 // Hard limit on devils if scaling is turned off
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/datum/dynamic_ruleset/roundstart/devil/pre_execute()
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/datum/dynamic_ruleset/roundstart/devil/pre_execute()
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var/tsc = CONFIG_GET(number/traitor_scaling_coeff)
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var/num_devils = 1
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