Table of Contents
1) Befriending Modbot
2) Understanding the Settings
3) Customizing the Setup
4) Utilizing the ITA features
5) Post Queue
6) Modbot Compensation
Table of Contents
1) Befriending Modbot
2) Understanding the Settings
3) Customizing the Setup
4) Utilizing the ITA features
5) Post Queue
6) Modbot Compensation
Last edited by Virtuoso; July 28th, 2020 at 10:59 PM.
"Virtuoso, you wifomy piece of chocolate
-Insomnia in mentor/mentee DVC
Part One - Befriending Modbot
Step 1: Join the Permission Group “Mafia Game Hosts”
You must have at least five (5) posts, at which point you will automatically be added to the group. If you are not a member of Mafia Game Hosts, you may not utilize Modbot as a Player or as a Host.
Step 2: Forum Toolbar: Features > Modbot Index
To access Modbot's page, locate the Forum Toolbar at the top of the forum, select Features, then Modbot Index. Do not use Modbot [BETA].
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Step 3: Select New Game
This page will let you view any and all games hosted through Modbot. To start your own game, select "New Game" at the top of the page. If "New Game" is not visible, it is because you are not a member of the Mafia Game Hosts Permission Group. If you have made five (5) posts and are still not a member, please PM a Site Leader requesting access.
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Step 4: Considering the Game Type
Upon selecting "New Game" you will be provided with a single drop-down box, prompting you to select "Automated (Simple)", "Automated (Advanced)" or "Manual". This provides a Host with their first true decision.
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Automated (Simple) vs. Automated (Advanced) - The difference between these is that the advanced option gives you more features to play around with. Simple is best if you want to use a setup already coded into Modbot. The advanced setting gives you the ability to customize setups and customize Role PMs (more on this later).
Automated vs. Manual - The first, Automated Games, offers a hands-off, set-up-and-start infrastructure that runs games without limited oversight needed from a human Host. The second, Manual Games, offers a hands-on, restriction-free baseline that runs games with the Host(s)' discretion always in mind. Keep reading below to find out which will better fit the game you're hoping to host.
Step 4A: Automated Games
Automated Games quite literally automate the entire game, from start to finish. Once started, it need not be touched again by the Host. In fact, if the setup is an Open Setup, the Host will often play the game as well. All features guaranteed to the Host through Modbot for Automated Games include:
- Distributes Role PMs
- Creates Group/Faction Chats
- Manages (Posts/Requests) Vote Counts
- Generates a Vote History
- Transitions from Night Phase to Day Phase, Day Phase to Night Phase
- Locks Game Thread at end of Day Phase
- Opens Game Thread at start of Day Phase
- Reveals Roles/Alignments of Dead Players
- Sends Dead Players to Graveyard Thread
- Locks Dead Players From Posting in Game Thread
- Manages Night Actions/Distributes Results
- Creates a Game Summary
- Supports ITA functionality
View examples in our Automated Games subforum.
Step 4B: Manual Games
Manual Games utilize basic automation, such as tracking votes, but allow much more flexibility to the Host, for more inventive mechanics which may not already be supported by Modbot. Unlike Automated Games, Manual Games require a human Host to manage responsibilities such as reveals and phase transitions. All features guaranteed to the Host through Modbot for Manual Games include:
- Manages (Posts/Requests) Vote Counts
- Generates a Vote History
- Locks Game Thread at end of Day Phase
- Sends Eliminated Players and Players killed by ITA's to Graveyard Thread (but players killed otherwise need to be manually marked as dead by the Host before the Graveyard invitation triggers)
- Supports ITA functionality
In addition, even with Manual Games it is possible to use Modbot to create custom Role PMs. Modbot will randomly distribute these to your players and create any relevant group/faction chats, based on your input. However, these roles are only for the purposes of providing players with their Role PM, optional automatic flips, and Group Chat generation and have no impact on actual mechanics. You will still need to process all actions manually -- read more about this here).
View examples in our Manual Games subforum.
Step 5: Automated vs. Manual - Which is for me?
At first the choice may seem obvious -- Automated games run on their own, so why ever choose Manual? Unlike Automated, Manual allows the Host to utilize mechanics not currently supported by Modbot, such as unique or newly created roles, alterations of phase lengths, or other flavour/theme-dependent aspects your game may feature.
If the game you would like to host is straightforward in design and only consists of roles already supported by Modbot, Automated Games may be the correct decision. Vanilla setups, Standard Turbos, and Matrix6 setups are all specific examples of games that will run effectively as an Automated Game. Conversely, if the game you would like to host consists of roles and mechanics you've only just created, Manual Games will be the correct decision. Most Mish-Mashes or Role Madness setups, which feature extremely niche roles (such as an Arms Dealer or Lightning Rod) or unique mechanics (such as ending a Day Phase early/late or a Double Elimination) are all specific examples of games that will run effectively as a Manual Game. When in doubt as to which Game Type will best complement the game you're hoping to host, don't ever hesitate to PM a Site Leader.
Upon selecting Automated or Manual, the remainder of the page will load, revealing all additional options available to the Host(s). For details on each, as well as recommendations, best practices, and examples, please continue reading.
Last edited by Makaze; August 2nd, 2020 at 07:42 PM.
"Virtuoso, you wifomy piece of chocolate
-Insomnia in mentor/mentee DVC
Part Two - Understanding the Settings
Refer to this post, start to finish, to help guide you as you begin your game. The parenthesis after each step indicates which game types allow for the settings in question to be edited. Any option coloured blue is considered the Default/standard.
Step 1: Automation Settings (Automated Simple, Automated Advanced, Manual)
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P1A: Game TypeAs seen in Post One, the option to decide between Automated Games and Manual Games, each of which offers you countless features.
Automated (Simple) - Offers a hands-off, set-up-and-start infrastructure that runs games without oversight from a human Host. This simple setting contains less options to choose between than the advanced setting and is best suited for when you wish to use a pre-coded setup.
Automated (Advanced) - Offers a hands-off, set-up-and-start infrastructure that runs games without oversight from a human Host. This advanced setting contains more options than the simple setting and is best suited for when your game might require special mechanics.
Manual - Offers a hands-on, restriction-free baseline that runs games with the Host(s)' discretion always in mind.
Step 2: Basic Settings (Automated Simple, Automated Advanced, Manual)
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P2A: NameThe name of your game. Often matches the title you've used for your Game Thread. (i.e. Super Smash Bros. Mash!)
P2B: Thread IDThe Game Thread's ID. A Game Thread must be created prior to utilizing Modbot. A thread's ID is the value found directly after "/thread/" in the thread's URL. For example, Copless 15er's Game Thread ID is 5955, as seen below.
P2C: Speed TypeStandard/Turbo - If Standard, players are prevented from forcefully subbing into your game. If Turbo, you allow players to forcefully sub into the game if they can see that a player is not playing (as the name suggests, this is used for fast-paced games that don't have Hosts to find subs).
P2D: Setup TypeOpen - Reveals the number of roles, the alignment of each role, and denotes the game as "Open".
Semi-Open - Hides most information about the setup from the players, but provides a generic list of all roles available through Modbot for speculation.
Closed - Hides all information about the setup from the players.
Mishmash - Hides all information about the setup from the players, and denotes the game as a "Mishmash" -- a large, chaotic, role-madness game.
P2E: PhaseDay/Night/Twilight (#) - Select the Phase type and the Phase # that the game will begin with. The default is Day and 1. If you would like to start with Night, change the fields to Night and 0. Twilight should only be used to temporarily pause a game after it's already been created (if you would like a delayed start, see: P2F).
P2E Part 2 (Manual Only): Phase endManual games are incapable of transitioning between day and night phases, so you need to use this field to let the game know at what time and date the current phase should end. When a phase ends, you need to manually edit both this field as well as P2E: Phase to let it reflect the updated phase and how long until it ends.
P2F: Start GameImmediately - If selected, will start the Game immediately after clicking Submit. (Most commonly used when hosting a Turbo.)
Set Start Date - If selected, the Start Date field will appear, allowing you to select a future Start Date. This allows you to randomize the roles and start the game at a later date. This is especially useful to make sure that any last minute replacement requests can be handled before the game starts.
P2G: Votecount Interval(#) [Period of Time] - The # of automatic Vote Counts Modbot will post, per interval. (i.e. 1 p/Day, Modbot will automatically post a Vote Count once per day. 2p/hour, Modbot will post one vote count every two hours)
Step 3: Shortcuts (Automated Simple, Automated Advanced)
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P3A: Speed ShortcutsCustom Speed - Select this if you wish to set your own phase timings.
Turbo - 18 minute days/6 minute nights, considered the standard setting for turbos.
Fast - 12 hour days/12 hour nights, considered the standard setting for large mishmashes.
Medium - 36 hour days/12 hour nights, considered the standard setting for small to medium games.
Slow - 72 hour days/24 hour nights, a setting used for slower paced games.
P3B: Setup ShortcutsCustom Setup - Select this if you wish to design your own setup, using the Modbot's Setup Sandbox.
Cop - A range of setups centered around the Alignment Cop as the Town's only power role, often referred to as "Vanilla" games.
Vigilante - A 10-man setup centered around the Vigilante as the Town's only power role, often used for turbo games.
Mountainous - A range of setups containing no power roles at all, considered by many to be a "pure" form of mafia.
Matrix6 - A popular game type borrowed from mafiascum, containing 6 possible setups that the Host rands between.
D6 - A modular setup that randomly generates roles based on the roll of a dice.
Step 4: Numbers (Automated Simple, Automated Advanced, Manual)
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P4A: Number of PlayersThe # of Players that will be in the game. Upon altering this numeric value, Modbot will add additional Username fields in Step 10: Players.
P4B: Number of HostsThe # of Hosts that will be managing the game. Upon altering this numeric value, Modbot will add additional Username fields in Step 9: Hosts.
Step 5: Phases (Automated Advancedl)
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P5A: Day Length(#) [Period of Time] - The # per interval of time for each Day Phase. (i.e. 36 Hours.)
P5B: Night Length(#) [Period of Time] - The # per interval of time for each Night Phase. (i.e. 12 Hours.)
When selecting P5A: Day Length and P5B: Night Length, it is recommended that they operate complementary of the other, equaling a multiple of 24 Hours (one real-life day), for added consistency at the start and end of each Day Phase and Night Phase. (i.e. 12h/12h, a fast-paced game, or 36h/12h, a slower paced game. Both cumulative hours equal of multiple of 24 hours.)
Step 6: Advanced - All Games (Automated Advanced, Manual)
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P6A: Enable In-Thread AttacksIn-Thread Attacks (ITAs) serve as a type of Event, adding more action to each game. For more information on whether or not to include ITAs in your game, as well as how to operate the ITAs page, refer to Post Four - ITAs.
Enabled/Disabled - If Enabled, ITAs will be a usable mechanic within your game. If Disabled, ITAs will be unusable.
P6B: Aliased Game
An aliased game, often called often known as anon or gimmick games in certain communities, is a game in which players are given an alternative account to play on. Other players will not know the identity of the player's main account until the end of the game.
No - Aliases will not be provided for each player.
Yes - Aliases will be provided for each player. Upon selecting this option, Blank Alias Set will appear. An "Alias" field will also appear next to each "Username" field in the Players section. For more information:Blank Alias Set - Provides a list of Alias sets available through Modbot. If no Aliases are manually entered in the "Alias" fields, the Blank Alias Set will be used instead.Yes (With Random Order) - Aliases will be provided for each player. Aliases will be randomized regardless of which "Alias" aligns with which "Username".
P6C: Daily Post LimitThe # of posts a player can make per Day Phase. 0 = No Limit. The Default is 0.
P6D: Proxy/Anonymous VotingNormal - Forces the player to post votes normally using the [V] BBCodes within the thread.
Proxy - Allows a player to post in the thread, or submit via a dropdown below the thread instead of posting themselves. Modbot will post in their stead to announce the vote. This option can be used when the player is Muted, such as for mechanics like Duels or others situations where players can vote but not post.
Proxy (Quiet) - Is the same as Proxy, but Modbot will not post an announcement. Players will have to request a votecount to find out what the tally is.
Anonymous - Forces the player to submit via a dropdown below the thread instead of posting themselves. In-thread votes will not count toward the votecount. Modbot will announce that a vote has been posted, but will not say who made it. Votecounts will reveal the tally, but will not reveal who is voting for each player. This option can be used when the player is Muted, such as for mechanics like Duels or others situations where players can vote but not post.
Anonymous (Quiet) - Is the same as Anonymous, but Modbot will not post an announcement. Players will have to request a votecount to find out what the tally is.
P6E At Tied EliminationElimination Randomly - Modbot will break any ties by eliminating from players tied for the most votes, at random. Includes players tied with zero (0) votes. (i.e. if Makaze & Thingyman are tied with five (5) votes each at the end of the phase, Modbot will eliminate between the two at random.)
Elimination First to Final Total - Modbot will ignore all ties, eliminating the most recent vote-leader upon the phase's end. Ties at zero (0) result in a Sleep. (i.e. if Makaze has five (5) votes, but Thingyman reaches five (5) votes before the phase's end, Modbot will eliminate Makaze as he reached five (5) votes first.)
Elimination All Tied Players - Modbot will eliminate all leading tied players. (i.e. if Makaze and Thingyman both have the most votes at five (5), Modbot will eliminate them both.)
Sleep - Modbot will Sleep if the leading players are tied, (i.e. if Makaze and Thingyman both have the most votes at five (5), neither will be eliminated, and the phase will end.)
P6G: SleepEnabled/Disabled - If Enabled, allows players to vote "Sleep", which will avoid eliminating anyone if leading in votes at phase end. If Disabled, does not allow players to vote "Sleep".
P6H: Announce LYLOLYLO (Elimination or Lose) is the game state in which if the town does not correctly eliminate scum, they will automatically lose.
Yes/No - If Yes, players are informed that they must eliminate correctly when the game reaches LYLO. If set to No, they are not informed.
P6I: Votes Auto-Locked at LYLOEnabled/Disabled - If Enabled, all votes cast in LYLO can not be changed. Your first vote will be final. If Disabled, all votes in LYLO can be changed.
P6J: Votes Locked (Manual)Enabled/Disabled - If Enabled, votes cast at any point during the game can not be changed. If Disabled, votes cast during the game can be changed.
P6K: End Day at MajorityNo - The Day Phase will not end once a majority has been met. (i.e. If Thingyman reaches five (5) of nine (9) votes, he has reached majority, but the Day Phase will not end.)
Yes - The Day Phase will end once a majority has been met. (i.e. If Thingyman reaches five (5) of nine (9) votes, he has reached majority, and the Day Phase will end immediately, starting the Night Phase.)
Yes, starting Day 2 - The Day Phase will end once a majority has been met, but only beginning on Day 2. (i.e. If Thingyman reaches five (5) of nine (9) votes on Day 1, he has reached majority, but the Day Phase will not end. However, if he reaches majority again on Day 2 or any Day Phase after, the Day Phase will end immediately, starting the Night Phase). This setting is the default option for turbo games.
P6L: Role RevealsFull Role (includes PM) - Both the alignment and the role of the deceased player will be revealed to the thread along with the contents of their Role PM. (i.e. Thingyman was the Mafia Roleblocker! + the Role PM)
Full Role (without PM) - Both the alignment and the role of the deceased player will be revealed to the thread, but their Role PM will not be shown. (i.e. Thingyman was the Mafia Roleblocker!)
Alignment Only - Only the alignment of the deceased player will be revealed to the thread; the role will not. (i.e. Thingyman was a member of the Mafia!)
Role Only - Only the role of the deceased player will be revealed to the thread; the alignment will not. (i.e. Thingyman was a Roleblocker!)
No Reveal - Neither the alignment nor the role of the deceased player will be revealed to the thread.
P6M: Suppress Role PMsYes/No - If Yes, Role PMs will not be sent, despite the automated randomizing of the roles. If No, Role PMs will be sent.
P6N: Suppress Phase StartYes/No - If Yes, the start of each Phase will be suppressed, marking the thread as on [STANDBY] until the Host manually begins the phase. If No, each phase will begin on its own.
Step 7: Advanced - Automated Games (Automated Advanced)
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P7A: Mafia Factional KillMandatory - The Mafia (and any additional minority faction) have access to a mandatory Factional Night Kill. If no target is submitted, one will be chosen at random.
Mandatory (disabled Nights 1 and 2) - The Mafia (and any additional minority faction) have access to a mandatory Factional Night Kill, except for Nights 1 and 2. This option was specifically included for the Semi-Nightless setup.
Optional - This allows the Mafia to choose whether they wish to submit a Factional Night Kill or not.
Optional (disabled Nights 1 and 2)l - This allows the Mafia to choose whether they wish to submit a Factional Night Kill or not, except for Nights 1 and 2 where the Night Kill is disabled. This option is also included for the purposes of the Semi-Nightless setup.
Disabled - The Mafia do not have access to a Factional Night Kill.
P7B: Night Result Flip Format“{Username} was killed.” - Reveals only the Username of the player killed. (i.e. "Thingyman was killed.")
“{Username} was killed by {Faction}.” - Reveals the Username of the player killed, and by which Faction. (i.e. "Thingyman was killed by the Town/Mafia.")
“{Username} was killed by {Faction + Kill Type}.” - Reveals the Username of the player killed, and by which Role. (i.e. "Thingyman was killed by the Town Vigilante/Mafia Vigilante.")
P7C: Night Zero Peeks - A N0 peek is a setting that will enable Town Cops to get an automatic result pre-game.
Disabled - Cop roles will not receive a n0 peek.
Random Town (All Cops) - All Cops (regardless of alignment) will receive a pre-game result on a townie. If you are using n0 peeks in your game, this is considered the standard n0 setting.
True Random (All Cops) - This will enable the Cops to potentially receive an incriminating result on a mafia-aligned player.
Random Town (Only Town Cops) - Only Town Cops will receive a pre-game result (on a townie). Mafia-aligned cops will not receive any results.
True Random (Only Town Cops) - Only Town-aligned Cops will receive a pre-game result (randomized from amongst all players, regardless of alignment).
P7D: Universal Backup InheritanceUniversal Backup is a role which allows a player to backup a dead player's role, essentially changing their role into a new one.
Inherit remaining uses/Reset remaining uses - If the Universal Backup is set to inherit remaining uses, any used up BPV's or shots will not be reset (i.e. if they backup a 2-shot Vigilante who has already used 1 shot, the Universal Backup only gains 1 shot). If the Universal Backup, however, is set to reset the remaining uses, they will inherit the targeted role as if nothing ever happened to it.
P7E: Mafia Win ConditionParity - Makes the Mafia win as soon as they reach equal numbers with Town and they are the only evil faction alive.
Parity (at Day Start) - Makes the Mafia win as soon as they reach equal numbers with Town and they are the only evil faction alive, but only at the start of a day phase.
True Victory (Let It Play Out) - Waits until all other factions (including Town) have been eliminated, or a draw or victory has been achieved by elimination.
If you are unsure of which to choose, select the last option and you can end the game yourself via Game Tools > End Game inside the game thread.
P7F: Assign Factional KillsYes/No - If Yes, the Mafia Factional Night Kill (if Enabled) will be assigned, or "carried out," by the member of the mafia team who last submitted the Night Kill. If No, the Factional Kill will not be assigned, meaning it is committed communally.
If the Factional Kill is assigned, it is subject to interference from any other Night Action, like a Vigilante Kill would be, meaning it can be tracked, watched and/or roleblocked.
P7G: Mafia ChatNight & Day - If selected, the Mafia's Private Thread will be open at all times.
Night Only - If selected, the Mafia's Private Thread will be locked during the Day Phase, disallowing out-of-thread communication during this time..
Step 8: Roleset (Automated Simple, Automated Advanced, Manual)
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This is where you design your setup and/or create the Role PMs that will be sent out to your players. Read Part 3 of this Modbot guide for a detailed explanation of how this step works.
Step 9: Hosts (Automated Simple, Automated Advanced, Manual)
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Enter the username of each Host. Each username must be correctly spelled or Modbot will not allow you to Submit. Hosts will receive a PM from Modbot at the start of the game, including all Players' Roles and alignments, as well as a PM at the start of every Day Phase, detailing any and all Night Actions submitted. Hosts will also be able to edit the game while it is running and manage subs.
Step 10: Players (Automated Simple, Automated Advanced, Manual)
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Enter the username of each Player. Each username must be correctly spelled or Modbot will not allow you to Submit.
Step 11: Finishing Up (Automated Simple, Automated Advanced, Manual)
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When you finish setting up your automated game, you will receive an automatic PM giving you the setup info and the roles of each player.
Step 12: Role PM Verification (Automated Simple, Automated Advanced, Manual)
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When a player receives their Role PM, they are asked to verify it. Until they have verified, they are unable to post in the Game Thread. Should a player have issues verifying their Role PM, the Host can manually enter in the information. Simply go to Host Tools > Manage Deaths and click on "Not Verified". It will automatically change it to "Verified", as shown above.
Last edited by Makaze; August 2nd, 2020 at 07:45 PM.
"Virtuoso, you wifomy piece of chocolate
-Insomnia in mentor/mentee DVC
Part Three - Customizing the Setup
Step 1: Adding Roles
Adding roles to a game is quite easy:
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Automatic Modbot supports the following roles:
Town Alignment Cop
Town Alignment Oracle
Town Arsonist
Town Bodyguard
Town Day Vigilante
Town Doctor
Town Firefighter
Town Full Cop
Town Healer
Town Innocent Child
Town Jack of All Trades
Town Jailkeeper
Town Lover
Town Mason
Town Miller
Town Motion Detector
Town Neapolitan
Town Neighbor
Town Parity Cop
Town Poisoner
Town Role Cop
Town Role Oracle
Town Roleblocker
Town Suicide Bomber
Town Tracker
Town Tree Stump
Town Universal Backup
Town Vigilante
Town Voyeur
Town Watcher
Vanilla Town
Mafia Alignment Cop
Mafia Arsonist
Mafia Bodyguard
Mafia Day Vigilante
Mafia Doctor
Mafia Firefighter
Mafia Framer
Mafia Full Cop
Mafia Godfather
Mafia Goon
Mafia Healer
Mafia Jack of All Trades
Mafia Jailkeeper
Mafia Lover
Mafia Motion Detector
Mafia Neapolitan
Mafia Neighbor
Mafia Parity Cop
Mafia Poisoner
Mafia Role Cop
Mafia Role Oracle
Mafia Roleblocker
Mafia Suicide Bomber
Mafia Tracker
Mafia Tree Stump
Mafia Universal Backup
Mafia Vigilante
Mafia Voyeur
Mafia Watcher
Serial Killer
Arsonist
To add the roles, select which role you want and add the number of players with that role. For example, if you want 7 vanilla townies, select vanilla townie and insert the number 7, then hit submit.
Step 2: Adding Modifiers
A role modifier is an additional ability or property that alters a role's normal operation or adds a new element altogether. Generally, only one modifier is given to a role (if at all), but some theme games have given a role two or more modifiers in effective and creative ways. There are many reasons why Hosts use modifiers; balancing strong roles, improving/altering the dynamic of role combinations, creativity and other meta reasons. Strictly speaking, any type of trait can be attached to an existing role.
Modbot supports the following modifiers for Automated Games:
Backup
The Backup modifier makes your role dormant and unusable until a non-Backup version of the same role dies. If a player with a non-Backup version of your role dies, you will take their place and be able to perform your actions.
BPV (Bulletproof Vest)
A Bulletproof Vest will protect its user against night kills, regardless of whether the user is shot by a Vigilante, Serial Killer or a Mafia faction. It's possible for a user to have multiple vests, and one vest is used each time the user is shot, meaning that a person with a 1xBulletproof Vest will die if shot twice on the same night, while a person with 2xBulletproof Vests still intact would survive. Bulletproof Vests are used passively and need not be activated by their user, nor is it possible for Roleblockers or Jailkeepers to block this modifier from working. Users are not informed if they lose a vest.
Cycle X
The Cycle X modifier makes your role restricted to one cycle. You may act during that cycle but will be unable to act before and after.
Even Night
The Even Night modifier restricts its user, only allowing them to use their individual night action on even-numbered nights (Night 2, Night 4, etc.). I.e. an Even Night Vigilante will not be allowed to shoot on Night 3, for example, not even if they were blocked or opted not to kill the night before.
Flipless
The Flipless modifier makes it so that upon the user's death, neither their alignment nor role will flip. This stays true even when the game would end with that player's death, revealing only in post game. At the time of this writing, modbot treats this like a Miller and will not make the user of this modifier aware that they are flipless. If you want to notify a player that they are flipless, you will need to edit the PM manually.
Lover (Modifier)
The Lover modifier allows its user to have all the aspects of the Lover role but is contained as a modifier instead. It is functionally no different from a Lover, but allows the user to have another role in addition to being a Lover.
Odd Night
The Odd Night modifier restricts its user, only allowing them to use their individual night action on odd-numbered nights (Night 1, Night 3, etc.). I.e. an Odd Night Vigilante will not be allowed to shoot on Night 2, for example, not even if they were blocked or opted not to kill the night before.
Godfather
The Godfather modifier makes its user immune to Alignment Cop and Full Cop investigations, meaning that anyone with this modifier will be revealed as "Town" and "Vanilla Town", respectively, if targeted by these roles at night. Note that a Role Cop, however, will be able to detect the Godfather modifier and thus will not be fooled. Finally, note that a Mafia Roleblocker with a Godfather modifier will be investigated as "Vanilla Town" by a Full Cop and not "Town Roleblocker".
Macho
The Macho modifier makes it so all protective actions (such as Doctors, Firefighters, and Bodyguards) targeting its user will fail automatically. However, BPVs do not count as protective actions, and will still protect a Macho player from a kill.
Mason (Modifier)
The Mason modifier allows its user to have all the aspects of the Mason role but is contained as a modifier instead. It is functionally no different from a Mason, but allows the user to have another role in addition to being a Mason. Also worth noting that it is presently not exclusively a Town role, and based on the way the system operates it uses the user's own alignment to extrapolate the alignments of the user's "Mason" buddies, meaning you can have Mafia or 3p "Masons" this way. This is probably not intended though and is considered bastard on MU.
Neighbor (Modifier)
The Neighbor modifier allows its user to have all the aspects of the Neighbor role but is contained as a modifier instead. It is functionally no different from a Neighbor, but allows the user to have another role in addition to being a Neighbor.
Ninja
The Ninja modifier allows its user to carry out night actions while never being seen as targeting anyone by a Tracker and/or a Watcher. It makes both individual and factional actions carried out by its user untrackable. I.e. in a game where the mafia factional kill must be assigned to a member, a Mafia Roleblocker with a Ninja modifier would be able to both kill and roleblock without neither of these actions being trackable, assuming they activate and use the Ninja ability. It's possible for Ninjas to have anywhere between one and infinite uses of their ability, and it's also possible to restrict Ninjas so that they cannot use their ability on consecutive nights.
Recluse
The Recluse modifier is a Mafia-only modifier that causes its user's identity to be hidden from the rest of their team. The user will still count for parity. The user may only submit the factional kill if there are no non-Recluse team members alive. The user will be aware of the identities of the rest of their team.
Strongman
The Strongman modifier allows its user to be guaranteed that their night kill will work no matter what, penetrating and ignoring all forms of protective and blocking abilities. I.e. Doctors, Bodyguards, Jailkeepers, Roleblockers and Bulletproof Vests cannot stop a Strongman from using their night kill as intended, assuming they activate and use the Strongman ability. Vigilantes, Serial Killers and Mafia roles can all be combined with a Strongman modifier. Combining any other role with a Strongman modifier will have no effect, as the Strongman modifier only interacts with roles that already have a night kill, meaning that a Town Roleblocker does not get a kill from being made a Strongman. It's possible for a Strongman to have anywhere between one and infinite uses of their ability, and it's also possible to restrict the modifier so that the ability cannot be used on consecutive nights.
Vengeful
The Vengeful modifier gives you access to the Revenge Kill action. This action allows you to choose a player who will be shot upon your death.
X-Shot
The X-Shot modifier restricts its user, only allowing them to use their individual night action X number of times (where X = the number inputted by the host for the role in question). I.e. a 2-Shot Vigilante will only be able to shoot two times, and they cannot use both these shots on the same night. If a 1-Shot Vigilante is blocked by a Roleblocker or Jailkeeper while using their one and only shot, they will lose the shot forever.
Step 3: Customizing Role PMs
Hosts can fully customize their Role PMs before the rand, allowing you to add your own flavor and automatically send it all at the same time.
Because of this, it is now possible to automatically flip the player's Role PM when they die. This is the new default option.
To add two roles that have the same function but different flavor names and PMs, set the "Automatic Flavor" dropdown to "Yes".
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To edit any Role PM from its original state, click on the Role Name in the Setup Sandbox to bring up the Customize Role PM window. The window can be dragged by clicking and holding the title bar.
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Some of the information in the PM will be generated during the rand. These will be {IN_ALL_CAPS_AND_CURLY_BRACES}. You should leave these alone, but you can move them if you want. There are some special functions.
To show a piece of information to the player in their Role PM but hide it when their Role Card flips, wrap it in {HIDE_FROM_FLIP}{/HIDE_FROM_FLIP} tags. Peeks, team members and thread links are automatically wrapped in these in the default PMs.
To preview your Role PM and Card Flip, click the respective buttons below the Customize Role PM window.
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In addition to this, choosing a setup preset no longer hides the Setup Sandbox or overrides its settings. When you select a preset from the dropdown, it merely populates the sandbox with the specified roles and you can edit the roles and their PMs from there.
Recent changes have opened the door to automatically randing Manual Games. I.e. these games now have all the functions of Automated Games except for Night Action processing, including:
- Automated's Setup Sandbox
- Automated Random Role Assignment & PM Distribution
- Automatic Elimination & ITA Flips
- Automatic creation of Mason, Mafia, and other chats, complete with links in Custom PMs
- Possibility for completely custom Role names
Warning: Only use Blank roles for roles that do not require special privileges such as group chats. In order to correctly generate Mason and other group chats, you must start with the corresponding role from the dropdown so that Modbot knows what you are doing. Starting with a Blank role and adding Mason in the name will not cut it.
To add a custom Blank role, select the appropriate alignment base from the Add Role dropdown and follow the prompts as necessary. Edit the Role PMs as explained in the Custom Role PMs section above.
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Last edited by Makaze; August 2nd, 2020 at 07:46 PM.
"Virtuoso, you wifomy piece of chocolate
-Insomnia in mentor/mentee DVC
Part Four - Utilizing the In-Thread Attack System (ITAs)
Whether you are running an automated or manual game, you have the ability to enable In-Thread Attacks (or ITAs for short). ITAs are a game mechanic whereby players can attempt to kill each other during the day. Usually ITAs have only some percentage chance of being successful, and are only allowed during designated times, called "ITA periods".
This post will guide you on how to set up and run a game with ITAs. Any option coloured blue is considered the Default/standard.
Step 1: Enabling ITAs
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P1A: Enable In-Thread AttacksEnabled/Disabled - If Enabled, ITAs will be a usable mechanic within your game. If Disabled, ITAs will be unusable.
P1B: Default ITA Hit Chance15 - This is the base ITA hit chance used for players whose roles do not contain a special ITA Hit Chance modifier. Also, note that the default ITA Hit Chance will never be made public, not even when players die. However, if someone with a specially assigned ITA Hit Chance modifier dies, that will be made public with their Role PM (unless you have disabled role reveals).
P1C: Default Daily ITA Shots1 - Same principle as above, except this has to do with the number of default ITA shots assigned to roles.
P1D: ITA 100% Immune PolicyCalculate Hit - If someone with 100% immunity is successfully hit by an ITA, Modbot will behave as if the target has an ITA shield: Announce a hit, and that no one died.
Always Miss - Will not perform any form of calculation when someone with 100% immunity is attacked by an ITA;
Instead will always announce that the shot missed.
Step 2: ITA Modifiers
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If you wish to give certain roles strengths or weaknesses when it comes to ITAs, you can choose between these modifiers:
ITA Hit Chance - The ITA Hit % modifier determines the % chance that your In-Thread Attack has of hitting someone.
ITA Immunity - The ITA Immunity modifier determines the % chance that you have of not being hit by an In-Thread Attack.
ITA Vulnerability - The ITA Vulnerability modifier determines the % chance of you being hit by an In-Thread Attack. If the shooter's ITA Hit Chance exceeds this value, OR if their ITA Hit Chance is exactly 0%, that will take precedence.
ITA Shield - The ITA Shield protects its wearer from one successful In-Thread Attack before being discarded.
ITA Booster - This grants the ITA Boost night action. Using this on another player will increase their ITA hit % by the specified % for the following day phase. ITA Boosters cannot self-target.
ITA Nerfer - This grants the ITA Nerf night action. Using this on another player will decrease their ITA hit % by the specified % for the following day phase. ITA Nerfers cannot self-target.
Step 3: Editing ITAs
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Do you sometimes need to edit some of these percentages on the fly, because in-game events or whatnot change things up? Or did a mistake occur and you need to refund someone's ITA shot?
If this is the case, then go to Host Tools > Manage ITA Settings. That will bring you to the form shown above.
Here you can change anything you want, including ITA Hit Chance. I.e. just change it to 15 if you want a person's ITA shot having a 15% shot of hitting. Remember to not include the % sign though.
Did a mistake happen and someone died to an ITA when they shouldn't have? If you have role reveals disabled, then you can still salvage the situation by navigating to Host Tools > Manage Deaths. This will bring you to a page where you very simply can edit someone's dead/alive status.
Step 4: Initiating ITAs during game
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Finally, Host Tools has one last functionality: "Open ITA Window". This is what you use for initiating an ITA Window. When you click it, you will first receive a prompt, asking if you're sure you'd like to open an ITA Window. If you answer yes, you are then asked if you'd like to start the window "now" or "later". Selecting "now" will start the ITA Window immediately, whereas selecting "later" will allow you to select a specific date and time. Finally, you will be asked how many minutes the window should last. After clicking OK, ITAs will then start with the Mafia Host making a post like this:
Once people post their ITA shot, Mafia Host will immediately quote that post and specify either "Miss!", "Hit! X was killed.", or "Hit! No one died." When a hit occurs, Modbot will automatically flip the player with their alignment and Role PM, unless you have disabled automatic role reveals.Originally Posted by Mafia Host
Last edited by Virtuoso; February 17th, 2018 at 03:28 PM.
"Virtuoso, you wifomy piece of chocolate
-Insomnia in mentor/mentee DVC
Post Queue
There is a new tool available for hosts and thread creators called the Post Queue. The Post Queue allows hosts and thread creators to queue posts that will be posted when their conditions are met, such as a specific date and time, or when a specific game event is triggered in a Mafia Game.
Queue Conditions will be triggered as soon as they are met (or at the closest minute mark).
Supported Queue Conditions include:
- In game Events, such as Night 1, Day 3, or When Makaze dies.
- Valid DateTimes. All dates should be in ISO format, such as 2020-07-28T14:35-04:00 (the time as I'm writing this). The current ISO date will be inserted whenever you try to save a Queued post. I highly recommend editing this date in place instead of trying to enter the date your own way.
How to add a post to the queue:
To add a post to queue, click Add to Queue instead of the Submit button when making a quick reply or full reply. When prompted, enter the time or condition when you want the content to be posted and click OK.
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How to edit a queued post:
To edit a queued post, click the Post Queue: {N} posts button in the bottom right of the screen. A list of the queued posts and their conditions will pop up. Click the name of the Queued Post to manage it. On the Manage Queued Post screen, you will see an Edit Queued Post button where Submit would be.
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How to cancel / remove a queued post:
To cancel or remove a queued post, click the Post Queue: {N} posts button in the bottom right of the screen. A list of the queued posts and their conditions will pop up. Click the name of the Queued Post to manage it. On the Manage Queued Post screen, you will see a Remove from Queue button where Submit would be.
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Last edited by Virtuoso; July 28th, 2020 at 07:30 PM.
"Virtuoso, you wifomy piece of chocolate
-Insomnia in mentor/mentee DVC
Modbot Compensation System
The Compensation System allows you to give mafia teams extra factional kills for a specific game Cycle. Suppose that something unexpected happens that could potentially ruin the game, and you want to give the Mafia team a fighting chance. With this, you can give them a specific number of extra Factional Kills to compensate.
How to add or remove compensation as a host:
To add or remove a compensation rule, go to Host Tools at the top or bottom of the thread and click Manage Compensation. To add a new form of compensation, click [ADD EXTRA]. To remove a form of compensation, click [REMOVE] next to the corresponding rule.
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How to use compensation as a player:
To use compensation as a player, go to the Night Action Form at the bottom of the thread, where you will find additional forms for each extra Factional Kill for the current Cycle.
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Last edited by Virtuoso; July 28th, 2020 at 10:59 PM.
"Virtuoso, you wifomy piece of chocolate
-Insomnia in mentor/mentee DVC
Second announcement: Thread updated to include the new compensation feature as well!! All hail God Makaze.
"Virtuoso, you wifomy piece of chocolate
-Insomnia in mentor/mentee DVC