def on_begin_day(evt, var): for sick in SICK.values(): status.add_disease(var, sick) status.add_absent(var, sick, "illness") status.add_silent(var, sick) SEEN.clear() KILLS.clear()
def on_begin_day(evt, var): for sick in SICK.values(): status.add_absent(var, sick, "illness") status.add_silent(var, sick) # clear out LASTSEEN for people that didn't see last night for doom in list(LASTSEEN.keys()): if doom not in SEEN: del LASTSEEN[doom] SEEN.clear() KILLS.clear()
def on_begin_day(evt, var): # Apply totem effects that need to begin on day proper for player in NARCOLEPSY: status.add_absent(var, player, "totem") for player in IMPATIENCE: status.add_force_vote(var, player, get_all_players() - {player}) for player in PACIFISM: status.add_force_abstain(var, player) for player in INFLUENCE: status.add_vote_weight(var, player) for player in REVEALING: status.add_lynch_immunity(var, player, "totem") for player in MISDIRECTION: status.add_misdirection(var, player, as_actor=True) for player in LUCK: status.add_misdirection(var, player, as_target=True) for player in EXCHANGE: status.add_exchange(var, player) for player in SILENCE: status.add_silent(var, player)
def on_begin_day(evt, var): LASTHEXED.clear() for hag, target in HEXED.items(): LASTHEXED[hag] = target add_silent(var, target)
def on_consecrate(evt, var, actor, target): if target in GHOSTS: add_silent(var, target)