Soooo, I had this great theme idea based on some lore from League of Legends, and I started to try and code it. But then I realized; I cant code worth s***. So Imma just throw my idea out there, and am def willing to help code it and/or do it myself with some guidance. Also might be a shitty idea, and I didn't consider balance too much, so I may need help with that. So, without further ado... League of Legends: Battle for the Freljord Lore: The frozen wasteland in the northern sector of Valoran known as the Freljord has long been the home to many separated tribes. Eventually, 3 tribes, led by 3 sisters, emerge as the strongest, and each attempts to unite the entire region under their banner. Ashe, legal Queen of the Freljord, and her tribe, the Avarosan, have united most of the area through peaceful methods. However, Sejuani's tribe, The Winter's Claw, think that Ashe and her methods are a disgrace to Freljordian traditions. They believe that those too weak to fight do not deserve to live, and will do anything to cull the weak. The 3rd sister, Lissandra, is has feigned an alliance with Ashe for a long time, but that is now broken. Her Frostguard long for the return of the Watchers, an ancient group of overlords that ruled the land. Although they were overthrown in a military coup by Ashe's ancestor, Avarosa, Lissandra has brought them to the brink of return. Sejuani wants to rid the world of Ashe, Ashe wants to make peace with Sejuani, and Lissandra wants those other two to fight with each other long enough for her Watchers to regain their strength. Gnar has also emerged from a permafrost Anivia put him under in ancient times to save his life. He is perfectly fine with anyone taking over (He wont notice the difference), but has some anger issues. When he loses control, everyone else must fear his wrath for a while, before he goes back to his normal, happy self. Roles: So im having a bit of trouble with the Spoilers. If there are 2 spoilers, Village is in the top one, mafia is in the second. not by my will. Spoiler: Roles The Avarosan (Village): Ashe (6-32): The Frost Archer. Ashe can use her Hawkshot (/inspect) to see the identity of another player. She also shares a /kill with her husband, Trynadmere. Once per game (in large games) she can /arrow someone during the day to kill one target without revealing herself. Knows Tryndamere. Tryndamere (13-32): The Barbarian King. Knows and shares a /kill with Ashe due to being married and stuff. Upon death by any means, Tryndamere activates Undying Rage to survive it and empower himself before dying the next night. While empowered, Tryndamere has a vote of 0, but cannot be killed or disabled in any way, including by lynch, and has a solo /kill2 in addition to that replaces his shared kill (Ashe can still kill). Braum (9-32): The Heart of the Freljord. can /protect one ally at night. Also can use /ram to mark a target with his passive, Concussive Blows. If that target is the target of any other action that night, it gets stunned and dies. Braum's /protect does not apply /ram. Anivia (11-32): The Cyrophoenix. can /wall another player to prevent them from acting that night. If Anivia dies, it becomes Eggnivia. Eggnivia has no actions and a vote of 0, but becomes Anivia again after 1 turn if not killed. Toying with the idea of making Eggnivia unprotectable. Due to the fact that Anivia saved Gnar's life by encasing him with ice, she is immune to and can hax Mini Gnar's distract and learns Gnar's identity if he gets haxed or if Gnar attempts to distract her. Also can hax Lissandra's non-kill actions, with a very low chance to learn who she is. Gragas (6-32): The Rabble Rouser. Gragas likes to party. With beer. LOTS of beer. Gragas can use /party during the day to tell his allies who he is, and who he thinks should die. Which is useful, because he has a 35% chance to learn who is dying. Of that 35%, 10% is a chance to learn what team is killing them, and 5% is a chance to learn what player (but not team) is killing them. He likes to stay up late and party, so he sees what lots of people are doing at night. He is just so drunk that he can't usually remember who or what it was the next day. Nunu (6-32): The Yeti Rider. Nunu rides a Yeti named Willump. Willump votes with Nunu, so he has a vote of 2. However, Willump can also look a little like a bear. As such, Nunu inspects as an Ursine. Avarosan (6-32): Member of Ashe's tribe. Has no actions. -------------------------------------------------------------------------------- Spoiler: Roles The Winter's Claw (Mafia 1) Sejuani (11-32): The Winter's Wrath. IMMA RIDE MY BOAR, B****!!! Shares a /kill with Olaf and Udyr, has a /kill2 every 2nd night. During the day, Sejuani can /bola to throw her ice bola at an enemy, killing them and having a 60% chance of revealing Sejuani. Volibear (6-10, 17-32): The Thunder's Roar. Leader of the Ursine, a race of warrior bears. Shares a /kill with other Ursine. THIS IS SEPARATE FROM THE OTHER PR's SHARED KILL. Cannot be haxed. Olaf (11-32): The Berserker. Shares a /kill with Sejuani and Udyr. ONCE After night 3, can use /ragnarok to empower himself for the night that he uses it. While empowered, he has an additional /kill2, revenges PLs, will show as Tryndamere to inspectors, and is immune to enemy kills. Udyr (10-32): The Spirit Walker. Udyr can change forms to suit his team's needs. He starts in Bear form. The new stance comes into effect at the start of the turn, and he can use the ability of his new stance the turn he changes. Each stance's ability only has 1 charge, so you need to change stances every turn. Bear Stance (/bear): can /slap enemies to stun them in place (distract) for a turn. Inspects as an Ursine Tiger Stance (/tiger): can /kill (shared with Sej and Olaf). Cannot be haxed. Turtle Stance (/turtle): can /protect an ally AND /selfbg yourself Phoenix Stance (/phoenix): can /kill (shared with Sej and Olaf). Revenges Daykills. Inspects as Anivia Ursine (6-10, 17-32): Bear Warriors of Volibear's tribe. Shares a /kill with other Ursine and Volibear. Should let Volibear kill, because he can't be haxed. -------------------------------------------------------------------------------- The Frostguard (True Mafia) Lissandra (11-32): The Ice Witch. Shares a /kill with Trundle. Has a /kill2 every turn, but it only has 4 charges for the game. Every other turn, can /tomb herself to protect her from all effects of enemy movement (except Inspects) for TWO turns, OR /freeze an enemy to stop their night actions for TWO turns (ignores protect). Cannot /kill2 while using /tomb or /freeze, cannot /kill while using /freeze. /tomb does NOT trigger Braum's /ram. Trundle (12-32): The Troll King. Why the Trolls have allied themselves with Lissandra, I may never know. Shares a /kill with Lissy. can either /distract or /protect. His distract is low priority, so other distracts hit him before he gets it off. Watcher (14-32): A weakened ancient race of Freljordian overlords. has no actions until awakening. Night 6/7 (game size), they can /awaken to reach their perfect form. After being awakened, they have an individual /kill (not shared with allies or other watchers) and a vote of 3. Cannot awaken and becomes unawakened when Lissandra dies -------------------------------------------------------------------------------- Gnar (That solo role who can win with anyone OR win with himself) Gnar (11-16, 18-32): The Missing Link. Gnar has two forms that switch between each other after a set amount of time. Mini Gnar is a cute little Yordle who looks like a puppy and doesn't care who wins. Mega Gnar throws houses at people and just wants to kill EVERYONE else. Gnar has no control of what form he is in. This is important, because it changes his win condition. Here are the forms: Mini Gnar: The default form. Can /distract to distract another player with his awesome cuteness. Has a vote of 2 because he is so damn cute. Wins with the Avarosan or Winter's Claw. Does not win with Frostguard. After night 2, or being in Mini Gnar form for 2 nights, transforms into Mega Gnar Mega Gnar: The enraged, house throwing, and freaking huge dinosaur version of Gnar. Has a nightkill that ignores Udyr and Trundle's /protects (/wallop), revenges (and ignores) ALL actions done to him (Including night/day kills) AND has a day kill (/gnar). Has 0 votes because he is no longer cute, but also cannot be voted off. Does NOT win with ANY other side. Converts back to Mini Gnar after 1 night of rampage. Dont ask why Gnar isn't in 17 player games. It's weird. Spawn: Small Games (5-10): Spoiler: List1 Gragas Ashe (no /kill or /arrow) Nunu Avarosan Volibear Ursine Avarosan Ursine Braum Udyr Medium Games (11-16): Spoiler: List2 Ashe (no /arrow) Braum Anivia Gragas Nunu Avarosan Gnar Sejuani Udyr Olaf Lissandra Trundle Tryndamere Watcher (6) Avarosan Watcher (6) Large Games (17-32) Spoiler: List3 Ashe Tryndamere Braum Anivia Gragas Nunu Avarosan Avarosan Sejuani Volibear Udyr Olaf Ursine Lissandra Trundle Watcher (7) Watcher (7) Gnar Avarosan Ursine Avarosan Watcher (7) Avarosan Ursine Watcher (7) Avarosan Ursine Avarosan Avarosan Ursine Avarosan Watcher (7) Play: Avarosan: Gragas needs to claim and reveal ASAP. He can instantly start collecting and connecting PRs. However, it might be safer to have Tryndamere do it, as the mafia cannot fakeclaim Ashe to him. Might be a good idea for Trynd to PM Gragas who he and Ashe are. If Nunu is alive, try to find him and keep him that way because votes are good. Nunu is also an easy role for any Ursine to fakeclaim, so be wary. Anivia can also try and connect Gnar to the village, but depending on the player, this could backfire. Gnar wins with Sejuani too, as well as winning alone in Mega form. Winter's Claw: Standard Mafia play until Sej shows up. At this point, the main thing here is PROTECT THE SEJ!!! Use /bola like you would /slice on Meta Knight. Udyr needs to manage those protects tho, as they do have to alternate. On turns where Udyr wants to kill, you have to decide between Tiger and Phoenix stances. Use Phoenix if you think someone is going to try and kill you, but it is generally good practice to use the unhaxable Tiger stance to avoid Sej getting haxed. Bear has it's uses, but that is up to the user. Olaf just needs to choose when he uses /ragnarok wisely. If Olaf does the team's killing, then you might be able to use that hax to bait a pl and kill on you, which you can proceed to ragnarok. Frostguard: Lissandra is a solo role at 11 and very likely to lose. However, as she gains allies, that team becomes MUCH more deadly. Once the Watchers come in, this team's objective is to live long enough for the Watchers to awaken. After that, it is generally a matter of time before everyone else dies. Trundle MUST protect Lissandra whenever possible (so until Lissy dies). Gnar: This is one tricky character. You usually are a conspirator PL, but once every 3 turns you become an unkillable beast who can (and will) win by himself. Try to kill the Frostguard, because you can't win with them. Seriously, without testing (which requires actual coding), I have no idea how Gnar will work out. Priority: Spoiler: Priority Olaf - /ragnarok Lissandra - /tomb Lissandra - /freeze Braum - /ram Anivia - /wall Mini Gnar - /distract Trundle - /distract Udyr (any) - /bear, /tiger, /turtle, /phoenix Udyr (Bear) - /slap Braum - /protect Mega Gnar - /wallop Udyr (Turtle) - /protect, Udyr (Turtle) - /selfbg Trundle - /protect Tryndamere (Undying Rage) - /kill2 Tryndamere (Undying Rage) - Death Olaf (Ragnarok) - /kill2 Watcher (Awakened) - /kill Lissandra - /kill, Trundle - /kill Ashe - /kill, Tryndamere - /kill Olaf - /kill, Sejuani - /kill, Udyr (Phoenix) - /kill, Udyr (Tiger) - /kill Sejuani - /kill2 Volibear - /kill, Ursine - /kill Ashe - /inspect Watcher - /awaken Eggnivia - convert to Anivia Mega Gnar - Mega -> Mini auto-transform Mini Gnar - Mini -> Mega auto-transform Welp, there it is, my idea for a theme. Like it, hate it, suggest changes, volunteer to code/help code it, whatever you want. Thanks for reading. Yay for Mafia.
You have some roles that would be quite annoying to code. Some examples: It's possible to have a role evade a nightkill or survive a lynch (and possibly even poison) and then empower, but for daykills that it's simply not possible. Only way to make it consistent is to make it never die to daykills (immune/counter). Possible to code, but a bit annoying since it would require a duplicate role for each role in the theme. There's a small problem here. If /ragnarok only affects the user for the night it was used, how will the player use /kill2? A possibility is to have it similar to EV theme, where you can use the action on the same night you convert by having a dummy command (you can type it before you convert, but if you don't convert to the specific form the command will do nothing), but maybe a better idea would be to have /ragnarok being the kill command itself (so you would use '/ragnarok Target' to convert yourself and kill your target). Same problem as the role above, but for some forms it wouldn't work well to have the conversion command being the same as the action's command. Of course, still possible to use the EV approach, but then this role would have a lot of commands available, which could be confusing for the players. Similar problem to Braum (would require lots of duplicated roles). Things would get quite complicated if both were to target the same person, especially since specifically said /tomb can work on people affected by /ram :x Despite those issues, the theme is possible to code except for Tryndamere. I just pointed those things so you could look into them a little more to make them easier to code and to play with. And no, I'm not offering myself to code it, but you would still need those stuff sorted out anyway. Now some opinions about some roles design-wise: -Watcher: Waiting 6~7 nights for a mere kill and 3 votes, and with the possibility of losing that if a teammate dies? This sounds ridiculously frustrating. -Gnar: Interesting role. I like the idea of constantly changing win conditions AND having the tools to reach them. -Lissandra: 4 charges for kill2 seems like a lot. Not many games with such role in would get past N4, so most likely she would be able to use kill2 every turn without caring much about saving. -You should make it clear if Mafia is connected at startup or not. With the number of roles they spawn at some sizes, they can look quite overwhelming.
Knew THAT was coming. Seems like making Trynd immune to daykills is an ok option. Other thing is to just let it BOMB daykills, so it still gets to kill something. It would need to not bomb Gnar's kill though. Cant be bombing the consps, can we? Didnt think about that... I was considering removing that anyway. I initially thought of the dummy command, but /ragnarok killing would probably be easier to work with. Again, was thinking of the EV approach here. The other option I was considering was to have the convert happen at the END of the turn. That would mean you use the Bear command the 1st night as well as a convert, so you can use the new role's commands the next night. Maybe this wasn't clear. /tomb is stated to NOT apply /ram (which is being removed as it is), and is a SELF TARGET COMMAND. I for some reason thought that you could just have a command blocking PLs, but it appears a convert is in order. It would convert Lissandra into a Lissandra that ignored everything for 2 nights. Which makes in an infinite self-bg that outspeeds all distracts, and kills. Which seems OP now that I think about it. Will change. Thanks for the help Rice! I might try to do it myself when I can look at some other roles for ideas. On the Watchers, I dunno. I might remove the Lissandra condition, and at least change the kill to something more awesome like a daykill. Might just give them 2. Might even give them a votesheild so they cant be randed off (no -votes here). The objective was for that team to be won if Liss and a Watcher survive long enough. I may change it so once they have converted they cant convert back, or reduce the time, or something. I have no idea. Gnar is by far my favorite role in this theme, and I think a lot of people will agree with me. Liss will be getting her kill2 changed. I think that having an infinite self-bg seems op atm, So imma change it as such: Liss can /kill2 whenever she wants, but cannot do it while in her /tomb.
Oh, I mixed Lissandra's commands. The point is still valid though, the code would require a few duplicates in case someone is targetted by /freeze and /ram at the same time. But in my opinion, you should keep /ram. It's complicated to code, but it's an interesting action. A way to make it simpler to code is to change priority so /freeze would be slower than /ram, and someone hit by both would die with /freeze. Not sure if that would change something lore-wise though. The simplest alternative for Watcher is to reduce slightly the number of turns it needs to wait (even only 1 night would be fine). As for Lissandra's condition, the thing is that Watcher would become completely helpless once she dies. If you want to keep the lore where they need to survive for a long period, you can achieve that by giving some different ability to Watcher if Lissandra dies (something weaker than if they survive the 6 nights, kind of a consolation prize).