Pretty simple theme that I worked on with the objective of being the first theme that can start with only 2 people. http://pastebin.com/raw.php?i=6uc6rLY9 The game, as you can imagine, is just like Rock-Paper-Scissors. Players on different sides can choose between using Rock, Paper or Scissors during the night. Daykills: Rock beats Scissors, which beats Paper, which beats Rock. No lynch phase. 2-4 players allowed right now. Roles (only one side since every side is the same): Spoiler Player (player1) Help Text: You're a Player! You can choose to use /rock, /paper or /scissors (no target needed). Rock beats Scissors, Scissors beats Paper and Paper beats Rock. Try to outsmart your opponents! You'll lose if you don't choose anything, so remember to choose every night. Abilities: Night Actions: Rock: Convert. Can only be used on itself. Can't use paper and scissors during the same night this action is used. Can convert to Rock (Player). Paper: Convert. Can only be used on itself. Can't use rock and scissors during the same night this action is used. Can convert to Paper (Player). Scissors: Convert. Can only be used on itself. Can't use paper and rock during the same night this action is used. Can convert to Scissors (Player). Gets poisoned for 1 turns when game starts or player is converted to this role. Rock (rock1) Help Text: You used Rock! Rock can /kill Scissors during the day, but loses to Paper. You can choose to use /rock, /paper or /scissors (no target needed) for next round during the night. You'll lose if you don't choose anything. Abilities: Night Actions: Rock: Convert. Can only be used on itself. Can't use paper and scissors during the same night this action is used. Can convert to Rock (Rock). Paper: Convert. Can only be used on itself. Can't use rock and scissors during the same night this action is used. Can convert to Paper (Rock). Scissors: Convert. Can only be used on itself. Can't use paper and rock during the same night this action is used. Can convert to Scissors (Rock). Standby Actions: Kill: User is not revealed. Evades daykills from Rock, Rock, Rock, Scissors, Scissors and Scissors Gets poisoned for 2 turns when game starts or player is converted to this role. Scissors (scissors1) Help Text: You used Scissors! Scissors can /kill Paper during the day, but loses to Rock. You can choose to use /rock, /paper or /scissors (no target needed) for next round during the night. You'll lose if you don't choose anything. Abilities: Night Actions: Rock: Convert. Can only be used on itself. Can't use paper and scissors during the same night this action is used. Can convert to Rock (Scissors). Paper: Convert. Can only be used on itself. Can't use rock and scissors during the same night this action is used. Can convert to Paper (Scissors). Scissors: Convert. Can only be used on itself. Can't use paper and rock during the same night this action is used. Can convert to Scissors (Scissors). Standby Actions: Kill: User is not revealed. Evades daykills from Paper, Paper, Paper, Scissors, Scissors and Scissors Gets poisoned for 2 turns when game starts or player is converted to this role. Paper (paper1) Help Text: You used Paper! Paper can /kill Rock during the day, but loses to Scissors. You can choose to use /rock, /paper or /scissors (no target needed) for next round during the night. You'll lose if you don't choose anything. Abilities: Night Actions: Rock: Convert. Can only be used on itself. Can't use paper and scissors during the same night this action is used. Can convert to Rock (Paper). Paper: Convert. Can only be used on itself. Can't use rock and scissors during the same night this action is used. Can convert to Paper (Paper). Scissors: Convert. Can only be used on itself. Can't use paper and rock during the same night this action is used. Can convert to Scissors (Paper). Standby Actions: Kill: User is not revealed. Evades daykills from Rock, Rock, Rock, Paper, Paper and Paper Gets poisoned for 2 turns when game starts or player is converted to this role. I added poisoning that renews with every role change so if someone doesn't choose a role for their next round they'll get automatically eliminated. And that's pretty much everything. Welcoming any suggestions or questions you may have. Just don't ask me to make it Rock-Paper-Scissors-Lizard-Spock though :P Waiting for confirmed approval to change the admitted minplayers to 2 instead of the current 3. Questions: -Is it ignore or evade in the daykills so the daykill isn't wasted? (I think that the wasted time is enough since you may get killed meanwhile). -Max players at 4 at the moment, up to how many should I add?
Well, I don't get why. I know it can work with minPlayers 2. And one of the main points of the theme was making it so 2 players can play without needing another person to play, something that happens many times. If people get a theme that can start with only 2 people Mafia will be more active and more people will join if they see there's someone playing. Since massflashing isn't allowed by the rules I thought that at least there should be a theme with a lower minplayers than those currently in the server. I didn't know that it can't be set lower than that, but I don't see any real reason to keep it that way either.
The reason it was set to 3 is, most likely, because it wouldn't be Mafia with only 2 players (specially the the "majority vs minorty" aspect). That happens because clearPoison takes priority over initialPoison. If you have both in the initialCondition, the player will be poisoned and instantly cleaned. A way to solve is to simply give the initialPoison but not the clearPoison to the converted roles, since initialPoison will override any other poison the player already had regardless of the count (in this case, it would keep resetting the poison to 1 day after each conversion). Also, suggestion: -It's already possible to have Specific Daykill Evasion, so you could have daykills instead of nightkills if you want (IMO, it would look cooler).
I wish this could have a minimum of two, this looks like a nice, simple theme! I'm looking forward to playing it.
Ok, thanks IK. I thought the poison would stay if I didn't clear it (in my head, the initial condition was supposed to clean the poison, and then add more poison since it's coded after the clearing, but I guess sequential coding doesn't quite apply here). About the daykills... yeah, that would probably solve the priority thing and adding cool messages would be nice, but I wonder, should the DK be wasted if you don't hit the role you have advantage over? And about the minplayers... I might get it to go down to 2. I've been talking with Fuzzy and Elsie about it and at least Elsie doesn't see any problems with changing it. Anyway, changing the code will have to wait for tomorrow cause heading to bed quite soon.
Changing the script to accept min.2 is an easy enough change. The main argument is that the theme isn't mafia. The same could be said about other fun themes, like RNG. Only played if the server is down, yet a silly way to burn a couple seconds that no one really objects to (unless you're a silly). Anyway, Fuzzy mentioned having some themes around that are just there for the basis of silliness and generic mafia morale. I wouldn't object to fun really as long as they aren't abused and stuff. On the theme itself, the coding is fine. I don't really have much say currently and it comes down to whether mafia server will accept things of this kind or not. (Also why I am iffy on submitting Clash to review)
Poison fixed, kills to daykills solving the priority problem, added a 4th player. OP updated, please check.
Wat. I was saying a day that we could just have fun, not every day have the themes up. Also, no one was with me when I suggested so I threw that idea out.
test [1] because looks like a good way to kill a few minutes, but not entirely sure yet obv errors in that you can't start with 2 people, i guess
Well, "obvious error", I didn't know that minplayers couldn't be set at 2 (which I should say, it was coded like that simply because CM didn't think it would be used and not for any other reason), and so the only thing that I'm waiting for is Fuzzy & Co's decision about it. No response yet, so nothing I can do.
You can submit a change to the mafia code. It wouldn't break anything to set it to 2, but it might allow other themes to try and fit that min.2 area. No theme needs to be there really.
Test [2] I'm on the fence with this really; it isn't really mafia but it seems like fun. Being able to work with only 2 players is also nice. Overall I'm willing to try it out.
I really don't like the idea of 2 player games in a mafia channel - I'll admit the concept is well-made, but it's just too focused around a very specific time for me. Already told you this in VR, but yeah, nothing against it, just personal opinion.
Nah, don't worry. I brought my reasons to the sMAs but the limit isn't going down to 2. I also asked Fuzzy to close the thread when they informed me about the decision since there's no point in the theme if it won't serve the purpose it was created for, but he didn't. Sorry for putting your hopes up/bothering you/whatever reaction caused this theme in you.
You could make a conspirator that's revealed at the start to make the 2p game work (although this doesn't solve the issue with not having a third person to play).