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(on further thought, Multitasking appears to be in a category of its own) |
(split "hidden" from "vanilla", so that they can have different role PM samples) |
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| <code>f</code> || [[Faction]]: which team a player is on. Also determines their win condition. || [[Town]], [[Mafia]], [[Werewolf]], [[Jester]] | | <code>f</code> || [[Faction]]: which team a player is on. Also determines their win condition. || [[Town]], [[Mafia]], [[Werewolf]], [[Jester]] | ||
|- | |- | ||
| <code>h</code> || [[Hidden]]: a role component that that the user is not [[self-aware]] of (and thus does not show up in the role PM | | <code>h</code> || [[Hidden]]: a role component that that the user is not [[self-aware]] of (and thus does not show up in the role PM, thus should not be mentioned in a role string). || [[False]], [[Naive]], [[Paranoid]] | ||
|- | |||
| <code>v</code> || [[Vanilla]]: a role component that has no effect on the role, and serves only to clarify its lack of additional power . Do not mention these in role strings. || [[Townie]], [[Goon]] | |||
|- | |- | ||
| <code>p</code> || [[Passive]]: an ability that is always in effect, with no choices made by the user. || [[Bulletproof]], [[Miller]], [[Ascetic]], [[Paranoid Gun Owner]] | | <code>p</code> || [[Passive]]: an ability that is always in effect, with no choices made by the user. || [[Bulletproof]], [[Miller]], [[Ascetic]], [[Paranoid Gun Owner]] |
Revision as of 05:20, 8 December 2018
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{{rcl}} is short for "role classifier"; it's used by the role parser templates to determine which parts of a role string correspond to which parts of a role PM.
Here are the possible output values:
Class | Description | Examples |
---|---|---|
f |
Faction: which team a player is on. Also determines their win condition. | Town, Mafia, Werewolf, Jester |
h |
Hidden: a role component that that the user is not self-aware of (and thus does not show up in the role PM, thus should not be mentioned in a role string). | False, Naive, Paranoid |
v |
Vanilla: a role component that has no effect on the role, and serves only to clarify its lack of additional power . Do not mention these in role strings. | Townie, Goon |
p |
Passive: an ability that is always in effect, with no choices made by the user. | Bulletproof, Miller, Ascetic, Paranoid Gun Owner |
m |
Action modifier: an ability that changes the effects of one or all actions (e.g. by adding side effects), or places a targeting (but not timing) restriction on them. | Loyal, Weak, Strong-Willed, Ninja |
i |
Interaction modifier: an ability that changes how two or more active actions work when they are used together. | Multitasking |
g |
General restriction: a role or modifier that applies to all active actions a player has, changing every action in the same way. | JOAT, Inventor |
s |
Schedule restriction: a modifier that applies to a single ability, and changes the schedule on which it can be used. | 1-shot, Odd-Night, Day, Backup |
t |
Targeted active: an ability that is explicitly activated by the user at a specific, single other player. | Cop, Doctor, Roleblocker, Vigilante |
u |
Untargeted active: an ability that is explicitly activated by the user when they want to use it, but does not target in the regular way. It may require choices other than a target, or have a nonstandard form of targeting. | Oracle, Dreaming God, Bus Driver |
dx |
Derived role: a role that names another role because it is linked to it, but does not have the abilities of that role. The second letter x shows the category of role that's created. (Backup is not a derived role; a Backup role does gain the abilities of the original, just can't always use them.) | Enabler (dp ), Activated (du ), Switch (du ).
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In order to add an option to this template, create a page Template:rcl/role
, e.g. {{rcl/Cop}}. The content should be a single letter (or d
-letter pair), the expected output from the template.