Cancel could be a massconvert that converts all of the Reactives, but since ionize has priority, it would cancel all of their commands, including react, inspect, bond, etc. I remembered you said something about when a role is converted actions with lower priority won't be used. Correct me if I'm wrong, of course. :x
What you can do is swap around your priorities for react and ionize and just throw in the cancel above the ionize. I can't imagine that being that hard, maybe taking 10-20 minutes.
What you are thinking is correct, when the new converted has the ionize command faster then the old role ionize and the command that have converted it: the ionize will be not used because that priority level is already over for that night. But this is not what Ice-Kirby meant. What he meant is the new feature CANCEL, that works a little like RESTRICT but instead to make it impossible for Ionize to be used that night as RESTRICT: CANCEL will delete any choice made with IONIZE so that such action will be not used! If you wanna know more go there http://pokemon-online.eu/forums/sho...-Themes-(v2-0)&p=350399&viewfull=1#post350399
Code (text): { "role": "lead", "translation": "Lead", "side": "mafia2", "help": "Atomic symbol Pb. You are a very toxic element as evidenced from many instances of “lead poisoning” from antique cups and plates. Team up with Mercury, Arsenic, and Antimony by typing /poison [name] – your target will die the next turn. In addition, type /protect [name] to prevent a Toxic Element from being night-killed!", "info": "Can poison ONE person during the night. Can protect TWO people during the night. Sided with Toxic Elements.", "actions": { "night": { "poison": { "target": "AnyButTeam", "common": "Team", "priority": 31, "broadcast": "team", "limit": 1 }, "protect": { "target": "AnyButSelf", "common": "Self", "priority": 20, "broadcast": "none", "limit": 2 } }, "startup": "team-reveal-with-roles", "teamTalk": true } }, Very minor, but I suggest that the info be edited so that the player knows that they can protect two people.
Not sure how it slipped by most of our radars, but Radium essentially has no way to win alone without tricking everyone else. Can you maybe have him share /corrupt with Uranium, or make his -2 votes a +2 if you wanna keep the same concept? Thanks.
Teamtalk would be very helpful for the mafia sides. I was apart of the Toxic Elements today and my partner and I didn't have team talk. It would just be a helpful addition.
I also think that the one-time /ionize should be changed from a kill to a poison that kills in zero turns. This would allow them to beat Uranium or Plutonium (kind of like how Ryuk has a chance to beat Light Yagami).
If you simply want /ionize to be able to kill roles that ignore night-kills wouldn't it be better if they would use "bypass": "ignore" instead ?
Xenon should not be able to hax Chlorine and Oxygen should not be able to hax Lead. This happens because Xenon haxes PLs and Oxygen haxes BGs. Village becomes way too OP when this happens.
Leave hax alone. It has been this way since forever and it never was a problem. We don't need every theme trying to copy FF.
So I guess I'm adopting (read: taking over Elements) Link to new version: https://dl.dropboxusercontent.com/u/86594639/Themes/Elements.json So far, all I've done is remove preventTeamvote from Sodium and made ionize pierce, kill Uranium/Plutonium, and outspeed distract. These were changes that probably needed to happen urgently to balance the Reactive Elements side. I'll think about whether anything else needs to be changed, but I'll try to keep the core elements of Elements the same.
I think it's also worth mentioning (both in the "help" and "info" for the reactive elements' roles) that /ionize and /react can't both be used on the same night, as one command cancels the other. Same thing for the fact that ionize now outspeeds every command in the game.
I think it says that in their help? I don't think I've changed their info yet, however. I also realized that Uranium and Radium's commands don't broadcast to each other so I'll probably do that too in the future.
Same for Lead's protect. I remember bothering Miki every night phase during a game because I wrongfully assumed I was never protected.
can i suggest higher hax on xenon/oxy or just remove it or add startup reveal and /tt avoid people going OA trying to hax connect and since there is no reason for them to hax eachother since mafia doesnt recieve hax of their actions, only hax on inspect. also hax chance in general is relatively low in the code imo but thats your choice
He's got a good point. Unlike Auron and Tifa, Xenon and Oxygen's hax on each other is significantly lower, to the point where you usually have to go OA just to hax someone. Then there's the offchance people that are mafia notice you DC and then you're dead because you were "obvious oxygen/xenon" for spamming and DCing. (Rare for it to happen, but it does.) There's also the idea of choosing between giving two roles good hax on each other (Auron and Tifa) or just giving them startup reveal (Bone Marrow and Immune System).
I'm inclined to agree, but my questions are: 1) What's the point of increasing hax if you can just startup connect them? 2) Why not just startup connect Tifa/Auron and also Locke/Celes etc? The only reason I can think of is that gameplay is more than just effectiveness, but also mechanics. Using hax to connect has a flavor of classicness. Taking apart the mechanics for old themes hurts the flavor. Now for FF, that's easy enough to argue. For Elements, it's a bit of a stretch because people have actually OA'd from it. Sometimes the 'classic' stuff is really just antiquated and needs to be repaired. I'd be willing to hear more opinions on it. Let's take a poll: A) Startup connect Oxygen and Xenon B) Increase the hax on Oxygen and Xenon for the other's actions C) Leave as is D) Buff Sodium
That's literally why i suggested startup connect, because it would be less of a hassle than increasing hax. Ask the theme creators? I think it's pointless too. But this is elements and not FF. A) Startup connect Oxygen and Xenon while possibly adding "revealTeam" hax to the mafias.
tbh, I'm not sure why Oxygen and Xenon get hax on each other. I don't know if them knowing each other adds much to the game, maybe it was influenced by FF. Another option would be to just remove the connection between them.
[QUOTE="Yttrium, post: 485726, member: 3806" tbh, I'm not sure why Oxygen and Xenon get hax on each other. I don't know if them knowing each other adds much to the game, maybe it was influenced by FF. Another option would be to just remove the connection between them.[/QUOTE] With Uranium it does a bit. But it's not nearly as strong as Tifa/Auron because the kills and poisons are much harder to read in any game size, and Nitrogen or Carbon tends to claim d1 anyway. It's your call, but if you do remove the hax, expect for certain users to continue to OA and then rage when the other person never contacted them despite it clearly explaining in the changelog. My input is that, because a majority of the time Oxygen and Xenon never connect because the amount of spam required is too high, it's actually more in line with the original 'intended progress of the theme' to not connect them. Otherwise I would say increase it a little bit so people don't OA as much. According to most recent polls people would prefer auto-connect (which isn't the same mechanically as B because it requires input). Up to you though.
I'm thinking of removing the hax and making a different pair of roles connect. To Anyone: Any suggestions or ideas?
Tough to determine. All the other roles except Hydrogen and Iron are VCLR (and Iron only spawns in large games anyways). If you do decide to make another roles connectable by hax or give startup reveal, I'd probably consider allowing a mafia role to hax either of those two roles. (Similar to how Uranium, Radium, and Hydrogen hax Carbon.)