From 126ebf1f5e08194763817c739bcb9a71b2f89161 Mon Sep 17 00:00:00 2001 From: Putnam Date: Sat, 29 Aug 2020 01:50:22 -0700 Subject: [PATCH] Update dynamic_storytellers.dm --- code/game/gamemodes/dynamic/dynamic_storytellers.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/game/gamemodes/dynamic/dynamic_storytellers.dm b/code/game/gamemodes/dynamic/dynamic_storytellers.dm index 21178baa12..ba87342679 100644 --- a/code/game/gamemodes/dynamic/dynamic_storytellers.dm +++ b/code/game/gamemodes/dynamic/dynamic_storytellers.dm @@ -22,14 +22,14 @@ var/datum/game_mode/dynamic/mode = null // Cached as soon as it's made, by dynamic. /** -Property weights are: +Property weights are added to the config weight of the ruleset. They are: "story_potential" -- essentially how many different ways the antag can be played. "trust" -- How much it makes the crew trust each other. Negative values means they're suspicious. Team antags are like this. "chaos" -- How chaotic it makes the round. Has some overlap with "valid" and somewhat contradicts "extended". "valid" -- How likely the non-antag-enemy crew are to get involved, e.g. nukies encouraging the warden to let everyone into the armory, wizard moving around and being a nuisance, nightmare busting lights. "extended" -- How much the antag is conducive to a long round. Nukies and cults are bad for this; Wizard is less bad; and so on. -"conversion" -- Basically a bool. Conversion antags, well, convert. It's its own class for a good reason. +"conversion" -- Basically a bool. Conversion antags, well, convert. It's in its own class 'cause people kinda hate conversion. */ /datum/dynamic_storyteller/proc/start_injection_cooldowns()