/tg/ Station 13 - Modules - TypesVar Details - Proc Details

game_mode

Vars

allow_persistence_saveDoes this gamemode allow the collection of persistance features? (Scars, etc.)
announce_spanThe gamemode's name will be in this span during announcement.
announce_textUsed to describe a gamemode when it's announced. Not seen during secret or dynamic.
antag_candidatesList of possible starting antags goes here
antag_flagPreferences flag such as BE_WIZARD that need to be turned on for players to be antag
config_tagIn determining gamemode weights, what is this gamemode called?
continuous_sanity_checkedCatches some cases where config options could be used to suggest that modes without antagonists should end when all antagonists die
current_playersAssociative list of current players, in order: living players, living antagonists, dead players and observers.
enemy_minimum_ageHow many days of playtime must players have been playing before they can play this antagonist at roundstart.
false_report_weightHow often will this show up incorrectly in a centcom report?
gamemode_readyIs the gamemode all set up and ready to start checking for ending conditions.
living_antag_playerA 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
nameSelf explanitory, name of the game mode.
nuke_off_stationUsed for tracking where the nuke hit. Changes cinematic if the nuke is deployed off station zlevel.
probabilityTypically overwritten in config, what are the odds of this gamemode being selected?
protected_jobsJobs that can't be traitors to protect round flow, like security traitors.
recommended_enemiesA 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.
replacementmodeMatters 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_typeGamemodes with the same report type will not show up in the command report together.
required_enemiesMinimum number of antagonists that the gamemode will roll on selection.
required_jobsJobs 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_playersNumber of players required to play this gamemode.
reroll_friendlyCan this game mode be re-rolled? If so, puts it up for a mulligan if the round ends early.
restricted_jobsJobs that a gamemode cannot be, for sanity. Eg: A blood cultist AI or chaplain.
round_converted0: round not converted, 1: round going to convert, 2: round converted
round_ends_with_antag_deathflags the "one verse the station" antags as such. The classic example is non-dynamic wizard.
setup_errorWhat reason do we have for not setting up the game mode.
station_goalsList of available station goals for the crew to be working on, built into the round-type.
station_was_nukedSee nuclearbomb.dm and malfunction.dm, does this gamemode end with a nuke endscreen?
votableCan this map be voted for in config?
waittime_hWhat is the higher bound of when the roundstart annoucement is sent out?
waittime_lWhat is the lower bound of when the roundstart annoucement is sent out?

Procs

admin_panelMode specific admin panel.
can_startChecks to see if the game can be setup and ran with the current number of players or whatnot.
convert_roundtypeAllows rounds to basically be "rerolled" should the initial premise fall through. Also known as mulligan antags.
make_antag_chanceHandles late-join antag assignments
post_setupEveryone should now be on the station and have their normal gear. This is the place to give the special roles extra things
pre_setupAttempts to select players for special roles the mode might have.
processCalled 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