no assassination at all (!!) on calm
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@@ -124,3 +124,6 @@
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#define PLURALITY_VOTING 0
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#define APPROVAL_VOTING 1
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#define RANKED_CHOICE_VOTING 2
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// Dynamic stuff (see above, move later)
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#define NO_ASSASSIN (1<<0)
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@@ -4,6 +4,7 @@
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var/list/property_weights = list()
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var/curve_centre = 0
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var/curve_width = 1.8
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var/flags = 0
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var/datum/game_mode/dynamic/mode = null
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/**
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@@ -135,6 +136,7 @@ Property weights are:
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desc = "Chaos: low. Variation: medium. Likely antags: bloodsuckers, traitors, sentient disease, revenant."
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curve_centre = -5
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curve_width = 0.5
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flags = NO_ASSASSIN
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property_weights = list("extended" = 5, "chaos" = -1, "valid" = -1, "story_potential" = 1, "conversion" = -10)
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/datum/dynamic_storyteller/extended
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@@ -80,6 +80,8 @@
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if(istype(SSticker.mode,/datum/game_mode/dynamic))
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mode = SSticker.mode
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is_dynamic = TRUE
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if(mode.storyteller.flags & NO_ASSASSIN)
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is_hijacker = FALSE
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if(GLOB.joined_player_list.len>=GLOB.dynamic_high_pop_limit)
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is_hijacker = (prob(10) && mode.threat_level > CONFIG_GET(number/dynamic_hijack_high_population_requirement))
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else
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@@ -180,7 +182,7 @@
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destroy_objective.owner = owner
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destroy_objective.find_target()
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add_objective(destroy_objective)
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else if(prob(30))
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else if(prob(30) || (mode.storyteller.flags & NO_ASSASSIN))
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var/datum/objective/maroon/maroon_objective = new
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maroon_objective.owner = owner
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maroon_objective.find_target()
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