yes but there’s not a best all around player
but there’s not a best town player either…
:(( why must you spite me :((
It’s not spite it’s just a fixation that evolved from a impulse to nominate you for best town and now I’m too stubborn to not have you win it
yes but best town is kinda encompassed in best all around so you can win in a slightly roundabout way and make me happy :DDDDDD
but it won’t say best town, it will say best all around player. I’ll have to see someone else wear best town as a badge and idk if I can handle that…
Can I see it? 
i’ll get best town next year dw
Yes!
Each player can have at most one redirection effect on them at one time. A redirection effect has three parts:
- The player the redirection goes to
- The strength of the redirection (a number)
- The focus increase caused by the redirection (a strictly positive number)
Every ability has a “focus” which is a number that measures how vulnerable this ability is to redirection. The flow is best shown with an example:
Say there is a redirection effect on Player A which goes to Player B, with a strength of 10 and a focus increase of 2. Also, there is a redirection effect on Player B which goes to Player C, with a strength of 3 and a focus increase of 1.
I try to shoot Player A at night. If the focus of my /shoot ability is…
- 0, then I am first redirected to Player B (because 0 < 10), and then my focus is 2. I am next redirected to player C, since 2 < 3. There are no more redirections, so I shoot Player C.
- 2, then I am redirected to Player A (because 2 < 10), and then my focus is 2 +2 = 4. Because 4 > 3, I have enough focus to not be redirected again, so I shoot Player B.
- 11, then I am not redirected, since 11 > 10, so I shoot Player A.
Notes:
- If the focus exactly equals the redirection strength, the redirection doesn’t happen.
- I left things as decimals, but I’m going to have to modify them to be integers to avoid floating point issues
I designed this system to give me a way to deal with conflicting redirections - there are no contradictions if there is a redirection loop, since eventually the focus will climb high enough to match the redirection strength.
That said, this doesn’t solve all problems, since action order is still an issue (redirectors themselves can be redirected).
imma play ALL games on this site
jk
Bro, why are you turning redirection into a complex mechanic?
So… basically focus is resistance against redirection.
*insert moment of silence; give Zone some time to think*
“If it works, it works,” but this is one heck of a mechanic to implement redirection for a bot.
Heck, I’m not even sure whether you are implementing [Redirection] or [Transportation] at this point. (Example of Transportation is Bus Driver.)
Question though: How are redirection orders determined, and what happens if there were multiple redirections with the same strength?
*more processing time*
Wait a minute, I was right. What you are making is not Redirection, but Transportation. In the example, you said “red. effect on A to B w. 10 STR & +2 foc.” and “red. effect on B to C w. 3 STR & +1 foc.”
If this were Redirection, then A would be redirected to B, while B goes to C, but your example says that A would be redirected to C if it had 0 foc. (Did you mean to write “A to C” on the 2nd red. effect?)
good luck managing to play in BOTF XXVIII, given that it has already occured
i played this
wrong number…
how did i manage to pick the one you did
…yeah, I think I am doing Transportation here. I had not known anyone used a separate word for that. There is currently no (intended) way in Zugbot to implement a role like “Choose a two players (in order): The first will be forced to target the second”.

