Cycle 20/Ruleset: Difference between revisions

Created page with " == Time == === General === All times mentioned in this ruleset are in UTC. Days start at 00:00 UTC. Weeks start on Monday 00:00 UTC. === Phases === Each week is divided into two phases: * '''Phase I:''' Monday, Tuesday and Wednesday * '''Phase II:''' Thursday, Friday, Saturday, and Sunday The Phase Number is the number of phases since the beginning of the cycle, starting with 0 on the phase the cycle began. == Rules == A rule is a body of text which governs the..."
Tags: Mobile edit Mobile web edit
 
No edit summary
 
(4 intermediate revisions by 2 users not shown)
Line 39: Line 39:


At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.
At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.
When a proposal takes effect, it has until the end of the next phase (not the current phase) to be reacted to with ✅, and its changes applied to the gamestate and ruleset. After this period, any player can react to the proposal with ❌ to indicate it has not happened, and can no longer ever have happened, unless it was applied already.


The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.
The class of a proposal must be one of the classes listed below. When a proposal is submitted, the submitter may specify its class. if no class is specified, the proposal class defaults to Standard.
Line 81: Line 83:


Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in any generally-agreed-upon applicable locations or else delegate tracking to another player. When a player believes they have fulfilled this standard, they should react to the message with ✅ to indicate this.
Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in any generally-agreed-upon applicable locations or else delegate tracking to another player. When a player believes they have fulfilled this standard, they should react to the message with ✅ to indicate this.
If the phase in which the action took place has ended, and the action is not marked ✅, any player may react to the action with ❌ to indicate it has not happened, and can no longer ever have happened, unless it was marked in the gamestate without being reacted to.
== Delayed actions ==
When a player submits a delayed action in a certain phase, it takes effect when, during and only during the next phase, a player has replied to that message confirming it, and also tracked it in the gamestate, regardless of reactions on the message.


== Randomness ==
== Randomness ==
Line 113: Line 121:


Reputable players may trade items from their inventories with other reputable players with the consent of all trading parties.
Reputable players may trade items from their inventories with other reputable players with the consent of all trading parties.
== Computemoji ==
An instruction is a series of 1 or more emojis.
The program is a series of instructions. The program has an execution index, which is the index of the next instruction to be executed. It is initially 0. If the execution index is initially 1. If it ever becomes lower than 1, or higher than the number of instructions in the program, it is set to 1.
Once per phase, each player may add or replace an instruction in the program.
Every emoji has an associated numeric value, which is initially 0.
Once total per phase, a player may iterate the program. This executes the instruction at the execution index, and then increments the execution index by 1. The effect, if any, of executing an instruction is determined by it's first emoji. The potential effects are as followed:
* 🔄 sets each subsequent emoji to 0.
* ☝️ increases each subsequent emoji by 1.
* 👇 decreases each subsequent emoji by 1.
* ➕ increases itself by each subsequent emoji.
* ➖ decreases itself by each subsequent emoji.
* 📋 sets the third emoji to the second emoji.
* ⏩ increases the execution index until the current instruction begins with an ⏸️
* ⏪ decreases the execution index until the current instruction begins with an ⏸️
* ▶️ sets the execution index to the sum of the subsequent emojis
* 🔎 sets itself to 1 if all the subsequent emojis are equal, otherwise 0
The following emojis have constant values. These are updated at the start of each cycle and cannot otherwise be changed.
* ⌛️ is equal to the current phase number.
* ♾ is equal to the current cycle number.
* 👥 is equal to the current number of players.
* 🔢 is equal to the current execution index.
* 🔟 is equal to 10.
* 💯 is equal to 100.
== Backflip ==
Players may perform a backflip an unlimited number of times per phase by stating their intent to do so, as long as such is stated within a single discord message.
Any player sending multiple backflip related messages in a single phase will have their feet glued to the floor for 2 phases.
== Glue ==
Players with their feet currently glued to the floor may not perform any action which reasonably must require them to lift one or both feet.