Closed CrowdfordBot closed 10 months ago
Ethan.: Oh you separated limited
Ethan.: And I'm blind af
Ts: Is there anything left that we wanted to do for this? <@234474456624529410> <@544125116640919557>
Captain Luffy: Yeah some weren't added yet
Captain Luffy: I think I pinned a list or something
Ts: oh yea
Ethan.: Idr
captainluffy: could we add to the glossary a definition of each ability category (K/A/I/G/R/M/P)
mctsts: we should probably do that, yeah
mctsts: We'll need to write all of them then
captainluffy: these all exist so maybe they can be put in:?
e_thsn:
these all exist so maybe they can be put in:?
Light mode 🤮
mctsts: yea most of the things hee need to be added to glossary
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
mctsts: I think this is a list of everything we have newly defined
captainluffy: amazing
mctsts: we need definitions for: ability type win condition nonaligned day/night phase
mctsts: actually ability type is defined in ability, sort of
mctsts: (some of these may already exist, but are pre-v17 and might need to be reviewed)
captainluffy: yeah i think some need reviewing
captainluffy: ngl once this is done, it wouldnt be nearly as hard to make the games automated
mctsts: yea
captainluffy: not saying u should, but it definitely seems much more feasible
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?
mctsts: yea
mctsts: new pr for updating phase/day/night defs https://github.com/McTsts/Werewolves-Roles/pull/1246
captainluffy: we should probably add jay into this thread
mctsts: <@458727748504911884> pinging you so you have this thread
shapechange: oh
shapechange: hi
mctsts: Still Active
captainluffy: Oh right we can maybe finish this now
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
mctsts: I put this for now, dont want to try to extend it, idk this seems kinda pointless anyway
captainluffy: some of our defs might not be up to date
captainluffy: but its pretty good
mctsts: its also a wall of text
mctsts: so idk if this is really useful
mctsts: think ill close this for now
shapechange: arguably hosts also participate in wwr games
venomousbirds: A person playing a WWR game
venomousbirds: as yknow
venomousbirds: thats what player means
venomousbirds:
arguably hosts also participate in wwr games
as this can be seen as true
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"
venomousbirds: yeah i agree
shapechange: the current definition of alignment is more like how we use the word team
venomousbirds: A win condition that can be shared by one or multiple players
shapechange: the starting ability def is out of date
shapechange: rest seems alright unless you wanna add the team definition
Ts: title