#Make Infectious and Cultist play differently

34 messages · Page 1 of 1 (latest)

raw cargo
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Make Cultist do what it does now
Make Infectious where, it the Infectious dies, all Infected Suicide.

mainly made this because I actually like Succubus(Cultist) and kind of don't want https://discord.com/channels/1094344790910455908/1133689689677774848 to be implemented
so i thought of a way to seperate it from infectious to give it a unique style.

feral goblet
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if (player.Is(CustomRoles.Charmed) && player.IsAlive() && !CustomRoles.Succubus.RoleExist())
{
player.RpcMurderPlayerV3(player)
}

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might do it for Infectious tbh

feral goblet
raw cargo
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yes

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but call it succubus itd be so cool

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since it'd act like lovers where theyd suicide

eternal crypt
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Then it'd just be Infectious but worse

raw cargo
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idk i just dont think cult and infect should be merged for the fact that "its cultist that can kill so its better"

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add some debuff to one or the other

eternal crypt
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And that debuff should be adding more settings, not that

raw cargo
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infectious could have it where they die instead maybe

eternal crypt
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Infectious should have a count mode
Succubus shouldn't keep the game going, like Arso's settings

raw cargo
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infectious should make infected suicide when it dies
cultist should be how it is now, that way they are different enough

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@feral goblet that sound better?

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Make Infectious and Cultist play differently

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I edited the name and main idea of it

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so re-read that and see if your opinion of X-ing it may change

feral goblet
eternal crypt
feral goblet
raw cargo
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so rather than succubus/cultist use my original idea, make infectious use it. that way, yes it can kill whoever it cant infect, but also that it has a debuff of killing all infected players on death. That way cultist isnt as garbage (to infectious) as its viewed now

feral goblet
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yea idk where I'd put that in the code currently

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but I do have it basically written out once I find it

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        if (pc.Is(CustomRoles.Infected) && pc.IsAlive() && !CustomRoles.Infectious.RoleExist())
        {
                pc.RpcMurderPlayerV3(pc);
                Main.PlayerStates[pc.PlayerId].deathReason = PlayerState.DeathReason.Suicide;
        }
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hm

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If no Infectious is alive after a meeting, kill all Infected players?

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this would allow them to still win if they manage to achieve the win condition before a meeting

raw cargo
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that sound good yes

feral goblet
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@raw cargo

raw cargo