def on_transition_night_end(evt, var): lycans = get_all_players(("lycan", )) if lycans: add_lycanthropy_scope(var, {"lycan"}) for lycan in lycans: if not add_lycanthropy(var, lycan): continue lycan.send(messages["lycan_notify"])
def on_transition_night_end(evt, var): if get_all_players(("doomsayer",)): status.add_lycanthropy_scope(var, All) # any role can transform if ds is in play for lycan in LYCANS.values(): status.add_lycanthropy(var, lycan) LYCANS.clear() SICK.clear()
def on_transition_night_end(evt, var): if get_all_players(("doomsayer",)): status.add_lycanthropy_scope(var, All) # any role can transform if ds is in play for lycan in LYCANS.values(): status.add_lycanthropy(var, lycan) LYCANS.clear() SICK.clear()
def on_transition_night_end(evt, var): if var.NIGHT_COUNT == 0 or not get_all_players((rolename, )): return if var.CURRENT_GAMEMODE.TOTEM_CHANCES["lycanthropy"][rolename] > 0: status.add_lycanthropy_scope(var, All) if var.CURRENT_GAMEMODE.TOTEM_CHANCES["luck"][rolename] > 0: status.add_misdirection_scope(var, All, as_target=True) if var.CURRENT_GAMEMODE.TOTEM_CHANCES["misdirection"][rolename] > 0: status.add_misdirection_scope(var, All, as_actor=True)
def on_transition_night_end(evt, var): lycans = get_all_players(("lycan", )) if lycans: add_lycanthropy_scope(var, {"lycan"}) for lycan in lycans: add_lycanthropy(var, lycan) if lycan.prefers_simple(): lycan.send(messages["lycan_simple"]) else: lycan.send(messages["lycan_notify"])
def on_transition_night_end(evt, var): lycans = get_all_players(("lycan",)) if lycans: add_lycanthropy_scope(var, {"lycan"}) for lycan in lycans: add_lycanthropy(var, lycan) if lycan.prefers_simple(): lycan.send(messages["lycan_simple"]) else: lycan.send(messages["lycan_notify"])
def on_transition_night_end(evt, var): if var.NIGHT_COUNT > 1 and get_all_players(("doomsayer", )): status.add_lycanthropy_scope( var, All) # any role can transform if ds is in play for lycan in LYCANS.values(): status.add_lycanthropy(var, lycan) for sick in SICK.values(): status.add_disease(var, sick) LYCANS.clear() SICK.clear()
def on_transition_day(evt, var): global ENABLED for alpha, target in BITTEN.items(): # bite is now separate but some people may try to double up still # The implementation of bite is merely lycanthropy + kill, which lets us # simplify a lot of the code by offloading it to relevant pieces add_lycanthropy(var, target, "bitten") add_lycanthropy_scope(var, All) evt.data["killers"][target].append("@wolves") evt.data["victims"].append(target) # reset ENABLED here instead of begin_day so that night deaths can enable alpha wolf the next night ENABLED = False
def on_transition_day(evt, var): global ENABLED for alpha, target in BITTEN.items(): # bite is now separate but some people may try to double up still # The implementation of bite is merely lycanthropy + kill, which lets us # simplify a lot of the code by offloading it to relevant pieces add_lycanthropy(var, target, "bitten") add_lycanthropy_scope(var, All) evt.data["killers"][target].append("@wolves") evt.data["victims"].append(target) # reset ENABLED here instead of begin_day so that night deaths can enable alpha wolf the next night ENABLED = False
def on_transition_night_begin(evt, var): if get_all_players( (rolename, ) ) and var.CURRENT_GAMEMODE.TOTEM_CHANCES["lycanthropy"][rolename] > 0: add_lycanthropy_scope(var, All)
def on_transition_night_end(evt, var): if var.NIGHT_COUNT > 1 and get_all_players((rolename,)) \ and var.CURRENT_GAMEMODE.TOTEM_CHANCES["lycanthropy"][rolename] > 0: status.add_lycanthropy_scope(var, All)