game_mode

Vars | |
| allow_persistence_save | Does this gamemode allow the collection of persistance features? (Scars, etc.) |
|---|---|
| announce_span | The gamemode's name will be in this span during announcement. |
| announce_text | Used to describe a gamemode when it's announced. Not seen during secret or dynamic. |
| antag_candidates | List of possible starting antags goes here |
| antag_flag | Preferences flag such as BE_WIZARD that need to be turned on for players to be antag |
| config_tag | In determining gamemode weights, what is this gamemode called? |
| continuous_sanity_checked | Catches some cases where config options could be used to suggest that modes without antagonists should end when all antagonists die |
| current_players | Associative list of current players, in order: living players, living antagonists, dead players and observers. |
| enemy_minimum_age | How many days of playtime must players have been playing before they can play this antagonist at roundstart. |
| false_report_weight | How often will this show up incorrectly in a centcom report? |
| gamemode_ready | Is the gamemode all set up and ready to start checking for ending conditions. |
| living_antag_player | A reference to a gamemode's sole important antagonist if one exists. |
| maximum_players | -1 is no maximum, positive numbers limit the selection of a mode on overstaffed stations |
| name | Self explanitory, name of the game mode. |
| nuke_off_station | Used for tracking where the nuke hit. Changes cinematic if the nuke is deployed off station zlevel. |
| probability | Typically overwritten in config, what are the odds of this gamemode being selected? |
| protected_jobs | Jobs that can't be traitors to protect round flow, like security traitors. |
| recommended_enemies | A game mode's suggested count for how many antagonists should be created. If the number of available players with the game mode enabled is not larger than this count, then people without it enabled may be drafted into the role. If there's not enough players to draft after that, the gamemode defaults to something else. |
| replacementmode | Matters more outside of dynamic, if a gamemode is converted mid-round due to a mulligan or due to admin action, the new mode is stored here. |
| report_type | Gamemodes with the same report type will not show up in the command report together. |
| required_enemies | Minimum number of antagonists that the gamemode will roll on selection. |
| required_jobs | Jobs that MUST be rolled in order for the gamemode to be selected. Eg. list(list(cap=1),list(hos=1,sec=2)) translates to one captain OR one hos and two security. |
| required_players | Number of players required to play this gamemode. |
| reroll_friendly | Can this game mode be re-rolled? If so, puts it up for a mulligan if the round ends early. |
| restricted_jobs | Jobs that a gamemode cannot be, for sanity. Eg: A blood cultist AI or chaplain. |
| round_converted | 0: round not converted, 1: round going to convert, 2: round converted |
| round_ends_with_antag_death | flags the "one verse the station" antags as such. The classic example is non-dynamic wizard. |
| setup_error | What reason do we have for not setting up the game mode. |
| station_goals | List of available station goals for the crew to be working on, built into the round-type. |
| station_was_nuked | See nuclearbomb.dm and malfunction.dm, does this gamemode end with a nuke endscreen? |
| votable | Can this map be voted for in config? |
| waittime_h | What is the higher bound of when the roundstart annoucement is sent out? |
| waittime_l | What is the lower bound of when the roundstart annoucement is sent out? |
Procs | |
| admin_panel | Mode specific admin panel. |
| can_start | Checks to see if the game can be setup and ran with the current number of players or whatnot. |
| convert_roundtype | Allows rounds to basically be "rerolled" should the initial premise fall through. Also known as mulligan antags. |
| make_antag_chance | Handles late-join antag assignments |
| post_setup | Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things |
| pre_setup | Attempts to select players for special roles the mode might have. |
| process | Called by the gameSSticker |
Var Details
allow_persistence_save

Does this gamemode allow the collection of persistance features? (Scars, etc.)
announce_span

The gamemode's name will be in this span during announcement.
announce_text

Used to describe a gamemode when it's announced. Not seen during secret or dynamic.
antag_candidates

List of possible starting antags goes here
antag_flag

Preferences flag such as BE_WIZARD that need to be turned on for players to be antag
config_tag

In determining gamemode weights, what is this gamemode called?
continuous_sanity_checked

Catches some cases where config options could be used to suggest that modes without antagonists should end when all antagonists die
current_players

Associative list of current players, in order: living players, living antagonists, dead players and observers.
enemy_minimum_age

How many days of playtime must players have been playing before they can play this antagonist at roundstart.
false_report_weight

How often will this show up incorrectly in a centcom report?
gamemode_ready

Is the gamemode all set up and ready to start checking for ending conditions.
living_antag_player

A reference to a gamemode's sole important antagonist if one exists.
maximum_players

-1 is no maximum, positive numbers limit the selection of a mode on overstaffed stations
name

Self explanitory, name of the game mode.
nuke_off_station

Used for tracking where the nuke hit. Changes cinematic if the nuke is deployed off station zlevel.
probability

Typically overwritten in config, what are the odds of this gamemode being selected?
protected_jobs

Jobs that can't be traitors to protect round flow, like security traitors.
recommended_enemies

A game mode's suggested count for how many antagonists should be created. If the number of available players with the game mode enabled is not larger than this count, then people without it enabled may be drafted into the role. If there's not enough players to draft after that, the gamemode defaults to something else.
replacementmode

Matters more outside of dynamic, if a gamemode is converted mid-round due to a mulligan or due to admin action, the new mode is stored here.
report_type

Gamemodes with the same report type will not show up in the command report together.
required_enemies

Minimum number of antagonists that the gamemode will roll on selection.
required_jobs

Jobs that MUST be rolled in order for the gamemode to be selected. Eg. list(list(cap=1),list(hos=1,sec=2)) translates to one captain OR one hos and two security.
required_players

Number of players required to play this gamemode.
reroll_friendly

Can this game mode be re-rolled? If so, puts it up for a mulligan if the round ends early.
restricted_jobs

Jobs that a gamemode cannot be, for sanity. Eg: A blood cultist AI or chaplain.
round_converted

0: round not converted, 1: round going to convert, 2: round converted
round_ends_with_antag_death

flags the "one verse the station" antags as such. The classic example is non-dynamic wizard.
setup_error

What reason do we have for not setting up the game mode.
station_goals

List of available station goals for the crew to be working on, built into the round-type.
station_was_nuked

See nuclearbomb.dm and malfunction.dm, does this gamemode end with a nuke endscreen?
votable

Can this map be voted for in config?
waittime_h

What is the higher bound of when the roundstart annoucement is sent out?
waittime_l

What is the lower bound of when the roundstart annoucement is sent out?
Proc Details
admin_panel
Mode specific admin panel.
can_start
Checks to see if the game can be setup and ran with the current number of players or whatnot.
convert_roundtype
Allows rounds to basically be "rerolled" should the initial premise fall through. Also known as mulligan antags.
make_antag_chance
Handles late-join antag assignments
post_setup
Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
pre_setup
Attempts to select players for special roles the mode might have.
process
Called by the gameSSticker