Gamemodes

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    There are many different game modes in Lykos.

    They each have different reel sets and some have some alternative settings as well. Some are chosen at random during the game (the "main rotation"), the rest can only be chosen by majority vote. Some game modes are called special modes. These cannot be selected directly and either appear as variants of other modes or can only be set via !fgame.  

    If no one uses !Game or !Votce to vote for a game mode, a random one will be chosen using the frequencies listed below. When players use !Game or !Voice, that game mode is more likely to appear (increase frequency by 15). If at least half (≥ 50%) of the players vote for a certain game mode, it is guaranteed to be shown as long as there are enough players. Votes for game modes that do not have enough or too many players will be ignored.  

    main rotation

    Default

    Main Products: Default
    Players: 4-24
    Chance: 40 (41,67%)

    The default game mode. In this mode, cultists only appear with 7 players and the neutral crazy shaman with 9  players. Also watch out for lovers at 23 players and monsters that can steal wins at 16 players. This mode is also most likely to occur outside of a game mode.

    Foolish

    Players: 8-25
    Chance: 5 (5,21%)

    Be careful with your hangs because the fool is always there trying to steal the win. Hunters appear at 21 players to make it easier for the village to eliminate wolves and jesters.

    Mad

    Players: 7-22
    Chance: 5 (5,21%)

    The mad scientist appears in this game mode. If he is killed, the players who joined immediately before and after him will also be killed (if they are still alive). Drunkards only appear at 10 players and halots at 15 players. Cultists also appear at 12 players and the Vengeful ghost at 14 players. Archers aren't entirely safe in this mode as she can only have one bullet at a time.

    Lycan

    Players: 7-21
    Chance: 5 (5,21%)

    This game mode focuses on Lycans who, when attacked by wolves at night, become wolves themselves. There aren't many wolves (2 at 10 and Traitors at 20) but there are plenty of Lycans who can do that again. Players must quickly use the detective and hunters to hunt down all wolves before enough lycans transform. This game mode also has a clone at 9 players and a second clone at 17 players


    Aleatoire

    Players: 8-24
    Chance: 5 (5,21%)

      mode was created by.php?title=User:Metacity&action=edit&redlink=1 Metacity and balanced / added by woffle It focuses on roles in stealth or roles that are not safe to kill, with two Cursed Citizens at 20 players, a Vengeful Ghost at 22 players, an Amnesiac and a Hag at 12 players, and a Time Lord at 21 players. It provides modified totem chances for shamans. You can now obtain Death Totem (20%), Protection Totem (40%), Silence Totem (10%), Despair Totem (5%), Plague Totem (5%), or Retribution Totem (20%). With 10 players there is always a regular gunner, never a sharphshooter. Also watch out for assassins around 10 and 12 players who can accidentally kill key roles.

    Alpha

    Alpha = Alpha Wolf see here Alpha Wolf
    Players: 10-24
    Chance: 5 (5,21%)

    This game mode has the new roles Alpha Wolf and Doctor. Be careful who you trust, because the alpha wolf can bite one of the townsfolk and turn it into a wolf! With 10 players there is a Alphawolf, doctor, 2 lycans. (3 for 16 players and 4 for 20 players). With 11 players 1 guardian angel is added 2 with 24 games and a clone comes with 20 players. There is also an oracle instead of the seer and a augur for 17 players.

    Noreveal

    Players: 4-21
    Chance: 1 (1.04%)

    In this game mode, roles are not displayed when players die. You really need to think about who you trust as certain claims may be fake and you have no way of knowing. The Mystic and Wolf Mystic get some information about how many people are left alive on the opposing team to make decisions. A clone also appears at 15 players.

    EvilVillage

    Players: 6-18
    Chance: 5 (5.21%)

    The majority of people in this mode are followers of an evil cult and are trying to take over the village in cooperation with the wolf (2 wolves in 15 players). A few robust citizens only stand in their way, namely a hunter in 18 players, a Seer at 20 and a Guardian Angel at 22 players. At 20 players a cursed citizen is added to make life more difficult for the seer and hunter. At 22 players, the wolf gets a minion to help him in his dirty deeds, but a fool joins in as well, trying to put a wrench in the cult's plot. With 12 players, the village gets a shaman and with 15 players another hunter, but unfortunately leaves a second wolf in play.

    The winning conditions are changed. In order for wolves and cultists to win, they must kill every village person (including the regular citizen for 15 players). The citizens can either win by killing all wolves, killing all cultists, or making the wolves and cultists equal/outnumbered. The fool wins as usual by being hanged.

    Charming

    Players: 6-18
    Chance: 5 (5.21%)

    In this game mode, the Piper plays a magic flute to charm all other players. When the night ends and all players are enchanted, Piper steals the prize. Charmed players should claim to narrow down the piper before they can snatch victory away. This mode also features a heavily changed role set: werekitten appear in 10 players instead of a wolf cub, and sorcerers appear in 12 players in place of a werecorw. Shaman also only spawns at 22 players, but a second shaman also spawns at 22 players. There is also a Vengeful Ghost at 23 players and a Mayor at 14 players.

    Sleepy

    Players: 8-24
    Chance: 5 (5.21%)

    This game mode has many modified roles and other events for a spooky experience. The main role is played by the 22-player Priest, who is also guaranteed to have the templates for Blessed Citizens and Prophets. This means that without the cooperation of the Wolves and Headless Knights, they cannot be easily killed and are very powerful. The Dullahan always spawns in this mode, with the special condition that one of their targets is always a priest. The vigilante also spawns at around 12 players, which means that multiple players often die each night.

    Each night there is a 20% chance that a player will have a nightmare. At midnight they will be notified that they are being chased through the forest by a demonic horse. Before dawn you must successfully navigate to the bridge over the river using the directional commands: north south west east can be used as a command. A wrong choice will cause them to start over, while correct choices change the scenery. If they navigate successfully, nothing happens. However, if they do not escape before daybreak, they will die. This death bypasses all forms of protection, such as guardian angels or blessed citizens. The right path is only three choices long, and there are two "wrong" paths that are also three choices long but lead to a dead end. Note the changing landscape and the message letting you know when you've been reset to the start of the nightmare.

    The Priest is a key target for both the wolves and the enemies in this mode Dullahan. If they die, bad things will happen to the village. A number of people become possessed by demonic spirits and change their roles, but only certain roles can change. Seer changes to Apocalyptic, Cultist to Taken and Harlot to Succubus.

    MudKip

    Main: Mudkip

    Players: 8-24
    Chance: 5 (5.21%)

    The Mudkip game mode adds a new role for each player count and offers wolves numerous opportunities to confuse and mislead the otherwise powerful village long enough for them to achieve victory.
    This mode features a few changes from the standard mode and other modes. The most notable is a change in how hang works. You usually need to have a majority to successfully hang someone. Should a time-out result in a tie, no one is chosen. In Mudkip, the day ends immediately once everyone has voted (regardless of whether there is a tie or not). The person with the most votes is hanged, and should there be a tie, all tied players are hanged at the same time.

    Boreal

    Main: Boreal

    Players: 6-24
    Chance: 5 (5.21%)

    The boreal game mode has a very different setting than most other game modes, instead describing a rural village in the midst of a violent winter storm. Most notable is the hunger mechanic, which the wolf team uses to turn villagers into wendigos (vengeful ghost). All village players are shamans and must give each other food totems to ensure no one starves and dies.


    Guardian

    Guardian angels are the main theme here see Guardian angels

    Players: 8-16
    Chance: 5 (5.21%)

    In this game mode, the Guardian Angel and the werekitten appear immediately, creating an interesting dynamic where wolves may have difficulty to kill specific villagers, and the Seer cannot use any of their information until either the wolf or the werekitten.
    An Alpha Wolf will be added at 12 players along with a second Guardian Angel to spice things up and the possibility of a Apocalyptic or a [[Gefallener_Engel|Fallen Angel] ] in case they bite the right people and that person is not guarded.

    This mode additionally features alternate endings depending on whether the Guardian Angels survived to the end of the game or not. The message at the end of the game is much more positive for a village victory while guardian angels are still alive than if they all die. Therefore, the village should try to keep them alive as much as possible.
     

    Majority only

    Masquerade

    Main: Masquerade

    Players: 6–24
    Chance: 0

    Masquerade is a reel set game mode in which players do not know exactly what reels are in play at the time of launch.

    Classic

    Players: 4–21
    Chance: 0

    The classic werewolf game mode ahead of all new modes. It looks the same as it used to, with the old SE role renamed Bodyguard, but still works. You also cannot abstain in this game mode.

    Rapidfire

    Players: 4–24
    Chance: 0

    In this game mode, due to the large number of killing rolls, players will quickly die in chains without any means of preventing it. There are assassins, hunters, mad scientists, vengeful ghosts and marksmen wreaking havoc. Also, the Time Lord spawns at 22 players to make it even more chaotic to win in this mode. The standard time of day is shortened in this mode.

    Drunkfire

    Players: 8-17
    Chance: 0

    This mode is named after drunkard Gunner and features many Gunners (virtually all non-wolves) and village drunk. There are up to 5 village drunk and 9 gunners in 1 player. Changed weapon chances for non-boozers so that most headshots and wolves are just headshots or misses. hag spawns at 12 players to hex potential shooters. The standard time for day and night is shortened in this mode.

    Valentines

    Players: 8-24
    Chance: 0

    In this game mode, the default role is Matchmaker, and there are only two wolves (more will be added at 13, 17, 21, and 24 players). Usually, almost every player is involved in a long chain of lovers. Winning conditions are changed. If all the remaining players are in a single "group" of lovers, they all win. Monsters and mad scientist also do at 12 and 18 players.

    Random

    Players: 8-24
    Chance: 0

    Random, as the name suggests, generates a random reel set and provides one reel for everyone. There are no normal citizens or cultists, although vengeful spirits and time lords are still said to be citizens. The wolf team will always have at least one member who can kill, although this may not be a normal wolf.
    Other random setting changes are: The mad scientist gets a new target when a target dies (skips the dead player), any Role including wolves who have the option to become shooter or assassin, lovers who win with fool lovers and a random choice between the roles are reveal, team reveal and no reveal (even chance equals 1/3).

    Chaos

    Players: 8-24
    Chance: 0

    Similar to Random Play mode, this mode generates a random reel set and provides one reel for everyone. However, roles are also reassigned each night, meaning you'll be swapping teams frequently. Any role except amnesiac, clone, monster, demoniac, succubus, and headless knight can appear, although the matchmaker is only awarded on the first night. Each template can also be viewed and will be assigned on the first night. Unlike regular roles, templates persist throughout the game. Up to 2-4 of each template can appear, except for the Blessed villager, which only appears at an extremely rare frequency. The roles are assigned in such a way that at least one wolf can always kill and the game does not end immediately, but there are no guarantees of compensation.

    Some other settings are also changed, the mad scientist always gets a new target, when a target dies (skipping the dead player), and lovers can win when the fool is hanged.

    Special

    Roles

    In roleplay mode, an admin can define custom roles via !fgame. For example:
    !fgame roles=wolf:2,wolf cub:1,seer:1,harlot:1,village drunk:1,cursed villager:2,default:villager
    The part after the = sign can contain role names and their associated number of roles, or the special keys "default" to indicate a default role (only citizen or cultist), "reveal roles" to indicate whether roles are revealed ( On, Off) , or Team) and "stats" to indicate how! stats reports data (default, exact, team or disabled).

    Removed Roles

    These game modes have been removed from the bot. The wiki entries have been preserved for posterity.

    Villagergame

    Players: 4-9

    Villagergame is a mode where there are no wolves and the bot randomly kills someone every night (with a slightly higher chance of playing special roles like the seer and the shaman). It randomly replaces a standard 4-9 player game and cannot occur at other player sizes or with other game modes.
    To win a citizen game, the village must realize what is going on and unanimously choose the bot's nickname (eg. B. !vote Lykos). If they do, they all win. If they don't, everyone loses when the number of players drops to 2 in 4-7 player games or 4 in 8-9 player games. Be careful though as the village can also vote for the bot's nick in the default setting of 4 to 9 players. Should a wolf actually exist, the game ends immediately with a wolf win!

    There is an average delay of 5 seconds (up to 12 seconds - a Gaussian distribution is used with a standard deviation of 1.5 seconds) , after all safes have worked. (See also: User:Fwilson/Villagergame_delay_probabilities)

    Note: Villagergame is disabled by default and can be enabled by specifying VILLAGERGAME_CHANCE in botconfig.py become.