WerewolvesRevamped / Werewolves-Roles

The role book for Werewolves Revamped
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Complete Glossary #1022

Closed CrowdfordBot closed 10 months ago

CrowdfordBot commented 1 year ago

Ts: title

CrowdfordBot commented 1 year ago

Ethan.: Oh you separated limited

CrowdfordBot commented 1 year ago

Ethan.: And I'm blind af

CrowdfordBot commented 1 year ago

Ts: Is there anything left that we wanted to do for this? <@234474456624529410> <@544125116640919557>

CrowdfordBot commented 1 year ago

Captain Luffy: Yeah some weren't added yet

CrowdfordBot commented 1 year ago

Captain Luffy: I think I pinned a list or something

CrowdfordBot commented 1 year ago

Ts: oh yea

CrowdfordBot commented 1 year ago

Ethan.: Idr

CrowdfordBot commented 1 year ago

captainluffy: could we add to the glossary a definition of each ability category (K/A/I/G/R/M/P)

CrowdfordBot commented 1 year ago

mctsts: we should probably do that, yeah

CrowdfordBot commented 1 year ago

mctsts: We'll need to write all of them then

CrowdfordBot commented 12 months ago

captainluffy: these all exist so maybe they can be put in:?

CrowdfordBot commented 12 months ago

e_thsn:

these all exist so maybe they can be put in:?

Light mode 🤮

CrowdfordBot commented 12 months ago

mctsts: yea most of the things hee need to be added to glossary

CrowdfordBot commented 11 months ago

mctsts: v17 Approved Glossary • Player: A person participating in a WWR game • Role: Determines alignment, win condition, abilities, category and role attributes • Attribute: Qualities of players or roles that affect the game ‣ Role Attribute: An attribute attached to a role ‣ Player Attribute: An attribute attached to a player • Alignment: Group of players that share a win condition • Ability: A feature of roles that allows them to affect the game in some way. Made up of an ability type and an ability category • Ability Category: Specifies what causes an ability to be activated ‣ Active Ability: An ability category of abilities triggered directly from an action ‣ Passive Ability: An ability category of abilities triggered automatically ‣ Reactive Ability: An ability category of abilities triggered automatically, but affected by a prior ability ‣ Starting Ability: An ability category of abilities triggered at the start of the game • Action: May be used by players to use their role's active abilities. Action Timing, Action Restriction, Action Scaling and Action Compulsion determine how/when the action may be used. ‣ Action Timing: An element of an action, determining at what time it may be used ‣ Immediate (Day/Night) Action: An action that is immediately evaluated (during day/night) ‣ End Phase/Day/Night Action: An action that is evaluated at the end of the phase/day/night ‣ Action Restriction: An element of an action, determining under what condition it may be used ‣ Action Scaling: An element of an action, determing how often it may be used at once ‣ Action Compulsion: An element of an action, determing if the action must be used ‣ Forced Action: An action which must be used • Group: A group of players, who are mutually aware that they are part of the group • Category: A label for roles, showing their general purpose

ability type win condition nonaligned day/night phase

CrowdfordBot commented 11 months ago

mctsts: I think this is a list of everything we have newly defined

CrowdfordBot commented 11 months ago

captainluffy: amazing

CrowdfordBot commented 11 months ago

mctsts: we need definitions for: ability type win condition nonaligned day/night phase

CrowdfordBot commented 11 months ago

mctsts: actually ability type is defined in ability, sort of

CrowdfordBot commented 11 months ago

mctsts: (some of these may already exist, but are pre-v17 and might need to be reviewed)

CrowdfordBot commented 11 months ago

captainluffy: yeah i think some need reviewing

CrowdfordBot commented 11 months ago

captainluffy: ngl once this is done, it wouldnt be nearly as hard to make the games automated

CrowdfordBot commented 11 months ago

mctsts: yea

CrowdfordBot commented 11 months ago

captainluffy: not saying u should, but it definitely seems much more feasible

CrowdfordBot commented 11 months ago

captainluffy:

v17 Approved Glossary • Player: A person participating in a WWR game • Role: Determines alignment, win condition, abilities, category and role attributes • Attribute: Qualities of players or roles that affect the game ‣ Role Attribute: An attribute attached to a role ‣ Player Attribute: An attribute attached to a player • Alignment: Group of players that share a win condition • Ability: A feature of roles that allows them to affect the game in some way. Made up of an ability type and an ability category • Ability Category: Specifies what causes an ability to be activated ‣ Active Ability: An ability category of abilities triggered directly from an action ‣ Passive Ability: An ability category of abilities triggered automatically ‣ Reactive Ability: An ability category of abilities triggered automatically, but affected by a prior ability ‣ Starting Ability: An ability category of abilities triggered at the start of the game • Action: May be used by players to use their role's active abilities. Action Timing, Action Restriction, Action Scaling and Action Compulsion determine how/when the action may be used. ‣ Action Timing: An element of an action, determining at what time it may be used ‣ Immediate (Day/Night) Action: An action that is immediately evaluated (during day/night) ‣ End Phase/Day/Night Action: An action that is evaluated at the end of the phase/day/night ‣ Action Restriction: An element of an action, determining under what condition it may be used ‣ Action Scaling: An element of an action, determing how often it may be used at once ‣ Action Compulsion: An element of an action, determing if the action must be used ‣ Forced Action: An action which must be used • Group: A group of players, who are mutually aware that they are part of the group • Category: A label for roles, showing their general purpose

ability type win condition nonaligned day/night phase

Pin this maybe?

CrowdfordBot commented 11 months ago

mctsts: yea

CrowdfordBot commented 11 months ago

mctsts: new pr for updating phase/day/night defs https://github.com/McTsts/Werewolves-Roles/pull/1246

CrowdfordBot commented 11 months ago

captainluffy: we should probably add jay into this thread

CrowdfordBot commented 11 months ago

mctsts: <@458727748504911884> pinging you so you have this thread

CrowdfordBot commented 11 months ago

shapechange: oh

CrowdfordBot commented 11 months ago

shapechange: hi

CrowdfordBot commented 11 months ago

mctsts: Still Active

CrowdfordBot commented 10 months ago

captainluffy: Oh right we can maybe finish this now

CrowdfordBot commented 10 months ago

mctsts: v17 Approved Glossary • Player: A person participating in a WWR game • Role: Determines alignment, win condition, abilities, category and role attributes • Attribute: Qualities of players or roles that affect the game ‣ Role Attribute: An attribute attached to a role ‣ Player Attribute: An attribute attached to a player • Alignment: Group of players that share a win condition • Ability: A feature of roles that allows them to affect the game in some way. Made up of an ability type and an ability category • Ability Category: Specifies what causes an ability to be activated ‣ Active Ability: An ability category of abilities triggered directly from an action ‣ Passive Ability: An ability category of abilities triggered automatically ‣ Reactive Ability: An ability category of abilities triggered automatically, but affected by a prior ability ‣ Starting Ability: An ability category of abilities triggered at the start of the game • Action: May be used by players to use their role's active abilities. Action Timing, Action Restriction, Action Scaling and Action Compulsion determine how/when the action may be used. ‣ Action Timing: An element of an action, determining at what time it may be used ‣ Immediate (Day/Night) Action: An action that is immediately evaluated (during day/night) ‣ End Phase/Day/Night Action: An action that is evaluated at the end of the phase/day/night ‣ Action Restriction: An element of an action, determining under what condition it may be used ‣ Action Scaling: An element of an action, determing how often it may be used at once ‣ Action Compulsion: An element of an action, determing if the action must be used ‣ Forced Action: An action which must be used • Group: A group of players, who are mutually aware that they are part of the group • Category: A label for roles, showing their general purpose • Phases: A section of the game ‣ Daytime: In this phase, lynch and election polls happen ‣ Nighttime: In this phase, most actions can be used • Ability Type: Determines the general type of effect an ability has • Win Condition: A role's requirements to win. Determined by alignment for aligned roles • Nonaligned: Roles that do not have an alignment • Lynch: A public vote during the day, eliminating the winner • Election: A public vote during the day, granting the winner additional powers

CrowdfordBot commented 10 months ago

mctsts: I put this for now, dont want to try to extend it, idk this seems kinda pointless anyway

CrowdfordBot commented 10 months ago

captainluffy: some of our defs might not be up to date

CrowdfordBot commented 10 months ago

captainluffy: but its pretty good

CrowdfordBot commented 10 months ago

mctsts: its also a wall of text

CrowdfordBot commented 10 months ago

mctsts: so idk if this is really useful

CrowdfordBot commented 10 months ago

mctsts: think ill close this for now

CrowdfordBot commented 10 months ago

shapechange: arguably hosts also participate in wwr games

CrowdfordBot commented 10 months ago

venomousbirds: A person playing a WWR game

CrowdfordBot commented 10 months ago

venomousbirds: as yknow

CrowdfordBot commented 10 months ago

venomousbirds: thats what player means

CrowdfordBot commented 10 months ago

venomousbirds:

arguably hosts also participate in wwr games

as this can be seen as true

CrowdfordBot commented 10 months ago

shapechange: i would also argue that defining "alignment" like that isn't really accurate to how we treat it - it's kind of the reverse, more like "a win condition shared by a group of players"

CrowdfordBot commented 10 months ago

venomousbirds: yeah i agree

CrowdfordBot commented 10 months ago

shapechange: the current definition of alignment is more like how we use the word team

CrowdfordBot commented 10 months ago

venomousbirds: A win condition that can be shared by one or multiple players

CrowdfordBot commented 10 months ago

shapechange: the starting ability def is out of date

CrowdfordBot commented 10 months ago

shapechange: rest seems alright unless you wanna add the team definition