anchor.diff:  	var/round4 = 0
   
   	var/list/antagonistmodes = list (
  -	"POINTS_FOR_TRATIOR" 	=	10000,
  -	"POINTS_FOR_CHANGLING"	=	12000,
  -	"POINTS_FOR_REVS"		=	15000,
  -	"POINTS_FOR_MALF"		=	25000,
  -	"POINTS_FOR_WIZARD"		=	15000,
  - 	"POINTS_FOR_CULT"		=	15000,
  - 	"POINTS_FOR_NUKETEAM"	=	25000,
  - 	"POINTS_FOR_ALIEN"		=	20000,
  - 	"POINTS_FOR_NINJA"		=	20000,
  - 	"POINTS_FOR_DEATHSQUAD"	=	50000
  +	"POINTS_FOR_TRATIOR" 	=	100000,
  +	"POINTS_FOR_CHANGLING"	=	120000,
  +	"POINTS_FOR_REVS"		=	150000,
  +	"POINTS_FOR_MALF"		=	250000,
  +	"POINTS_FOR_WIZARD"		=	150000,
  + 	"POINTS_FOR_CULT"		=	150000,
  + 	"POINTS_FOR_NUKETEAM"	=	250000,
  + 	"POINTS_FOR_ALIEN"		=	200000,
  + 	"POINTS_FOR_NINJA"		=	200000,
  + 	"POINTS_FOR_DEATHSQUAD"	=	500000
   	)
   
   	var/list/potentialgames = list()
  
positive.code: 		score += get_num_players()*PLAYER_WEIGHT
  
  		if(config.Tensioner_Active)
  			if(score > 10000)
  				round1++
  				if(!supress && !cooldown)
  					if(prob(1) || forcenexttick)
  						round2++
  						if(prob(50) || forcenexttick)
  							round3++
  							if(forcenexttick)
  								forcenexttick = 0
  
negative.code: 							spawn(300)
  								if(!supress)
  									cooldown = 1
  									spawn(COOLDOWN_TIME)
  										cooldown = 0
  									round4++
  									for(var/V in antagonistmodes)			// OH SHIT SOMETHING IS GOING TO HAPPEN NOW
  