# overview and TLDR * mood overhaul. mood is split into two stats stress and mood. * they are split into tiers of severity 100 points each. moodlets/stresslets are applied to them to move them up or down. there are 8 tiers 2 positive the base and 5 negative * stress is affected by the world and external factors. the blood and trash on the floor the threat of violence the threats around. it shifts around faster of the two (simular to current mood). its consequences are debuffs applied to you every tier you go down * mood is affected by failing to meet your bodily needs. wounds undended for a while, hunger, unmet addictions, mood shifts around more slowly and gradually. poor mood affects your overal speed. both in using items and movement, slightly reduces max HP in the form of lower crit treshold, at higher severity hampers vision and has potential meltdowns that may occur at the lower tiers * mood and stress feed into each other. mood acts as a multiplier for stresslets good mood gives you resistance to stress while poor mood makes you more vulnerable. while stress directly affects mood. high stress makes you sadder with a bad moodlet while being calmer than usual gives a positive moodlet * IPCS have a seperate "mood" system of CPU bandwidth. a fixed balance of processing power ipc's can spend to regulate their bodily processes (sight,hearing,speech,movement ect) certain cases (getting burn dmg, getting EMP'd,overheating,low oil volume. ect) deduce from this bandwith temporarily. for them robotics is their bar equipped with new items to tend to their bandwidth needs. even if bandwidth recovers slowly on its own * there also exist mood resistances. depending on the job (or antag status) some crew are more resilient to diffrent types of mood and stresslets (for example doctors are unphased by blood and gore) * service overhaul the primary purpose of F&S is to prepare the service department for economica... as is service is the Larp department all gimicky all the way (exept botany. and unless you are an oozeling) * service is now the MOOD department. their core purpose to keep the station SANE * bar and kitchen cooking and drink making is expanded. a balancing act of flavors and tastes food and drinks production update. where they posses a wide variety of stats made from their ingredients and methoods of preperation to serve diffrent needs both for good and evil (such ass stress and mood improvement or degredation,addiction, and other) **WHAT IS THE GOAL** 1 - make the mood system impactfull on gameplay in negative. but also postiive. in gameplay and emergent narrative 2 - the inklings of survival needs for the crew. in the form of impactfull addictions and needs 3 - implement service department's... servicesᵏᶦˡˡ ᵐᵉ to serve in improving the moods of players 4 - while at it make hunger also impactfull (lets be fair being sligtly slower isnt all that impactfull... especially when the target of said effect is a role that barely moves. looking at you severely malnourished xenobio) 5 - implementing alcohol food and drugs as 3 of the more impactfull methoods of mood improvment. * food - reliable but limited, the variety can heal stress and mood or harm them, dull meals are just to satiate your stomack but high quality food can greatly heal your bad mood and stress * beverages -mostly safe. but have a cap on how good mood can improve. they are also not very good with stress * alcohol - humanity's second best friend after those barking things. alcohol can greatly improve your stress and mood but may be addicitive. a state that may demand a player to resort to bad things to keep their supply of alchool as addiction's withdraws are devistating to mood and stress * drugs. if you've hit rock bottom and someone killed the psychiatrist. if you can keep a steady supply they will get you right back up... addiction nearly guaranteed and if you fail to fuffil it they will crush you right back down in a state even worse than before. who know what players driven by desperation for more of the illegal substances may do * new visual effects that notify players their mood is faltering ~~7 - psychiatrist. a dedicated role for recovering players from deep depression using a social game mechanic known as... talk to them and figure out what the hell went wrong. also helps with stress and its afflictions~~ (not yet entirely certain of the psychiatrist design idea) 8 - clown and mime. a difficult one to design. i have landed on an idea of PERFORMANCE. a special acts menu that allows them to flavortext and prepare acts. abilities that may have input requirments that output variety of mood based effects on the crew observing. (spiraled out of control into psychological combat system for antags to) # DETAILS# ## ORGANIC MOOD AND STERSS mood now exists as a dual system two intertwined stats. * both stats have a base resting value with 100 points to reach another tier that applies effects. with positive/negative mood/stresslets(memories) modifying the value and decaying. memories also have a falloff. a point at witch it gets slower to tick up the negative or positive memory (standing in a dark room wont drive you absolutely insane even if you spent 40 minutes in) there exist 2 variants. * stacking memories - instantly slam you down with a fixed number the memory then decays overtime. stacking memories may stack (for example witnessing death) * stacking falloff value - diffrent memories may have diffrent falloff values. when a memory's stack reaches a total point value of 100% any further stacks's values are cut in half. at 150% further stacks are cut by 1/4 at 200% no more stacks may be applied * ticking memories - theese memories tick up overtime as long as the codition that applies them remains * ticking falloff value - when the total value reaches 100% any further gain is cut in half. at 150% its cut down to 1/4 at 200% it cannot tick any further **mood effects** Per each tier the following will be offset (positively or negatively based on mood) +- slight movement speed change per tier +- item handling speed change (the speed at witch all items are used) +- 5 health till crit +- positive or negative stress modifier - provides a stress multiplier for any stress values. (if positive affects positive ones if negative affects negative ones) at 10% per positive tier at 5% per negative tier -- starting at -2 mood. a minor screen edge and tile vision range reduction(akin wielding helmet) is applied. lower tiers reduce the vision 1 tile further down to 6 tiles for a -5 mood **stress effects** each tier bellow the base tier a negative condition is applied. more severe conditions may be rolled at lower stress tiers (examples include shaky hands,stuttered speech,movement difficulties and heart attacks) full list at the bottom. * virtue system - there's a chance to roll a positve virtue instead of a negative condition. based on some factors. this exists to provide some mercy for players already in poor condition/antag status.full list at the bottom * mood resistances. certain jobs and roles have resistances to diffrent mood and stress categories. a resistance adds a negative multiplier to the memories form a given category. a immunity renders a memory category unable to be applied onto you the categories and what roles resist them are as follows * pain - stresslet stacking memories for taking damage, moodlet ticking memories for not healing injuries for more than 5 minutes * security - *0.8, warden *0.7, HOS - *0.6, antag cap and ashwalkers - *0.5 * violence - stress gained from being attacked * security - *0.8, warden *0.7, HOS and CAP - *0.6, antag and ashwalkers - immune * gore - stresslets gained form blood decals, gore decals, severed bodyparts, organs. * security - *0.9, warden *0.8, HOS and Cap - *0.7, antags, golems, ashwalkers- immune, medical - *0.5, janitor - 0.6, chaplain - *0.8, * death - witnessing someone die and corpses * HOS and Cap - *0.8, antags and ashwalkers - immune, medical - *0.5 * filth - trash items, filth decals and vast quantity of objects cluttered about * cargo - *0.8, janitor - 0.5, assistants and gimmicks - 0.5, antags ashwalkers and golems - immune * darkness - being in dark areas * assistants, gimmicks, curators, chaplains - 0.4, engineers - 0.6, antags, golems and ashwalkers - immune * the observation function. a function that observes tiles around you and observes for things that may affect your mood. designed with some performance in mind (hopefully) * if a carbon is immune to filth and gore skip this proceess on them * check all 9 tiles around player and the tile they stand on. if the tile is closed or space ignore it and move on to the next otherwise continue * count the 6 top items on the tile. apply mood/stress memories if they are applicable "objects" * if you counted all 6 objects and there's more objects. assume the tile is cluttered * if cluttered tile does not have a table in it. apply clutter filth type memory * *things that affect mood* * being injured for a prolonged time (at least 5 minutes) starts a ticking memory. that grows faster the more injured you are * unmet addictions (can be quite severe) * hunger * being sick. the tier affect the rate of mood decay (but its rather minor) * current moodlets that refer to the body * foods, drinks,most drugs. (enjoy fancy food/drinks. beware questionable and disliked food/drinks) * *things that affect stress* * phobias due to brain damage inflict 10 stress per triggering (150 cap) * witnessing a player die +15 stress (no cap) (murderbone antags unaffected) * blood (diffrent blood decal types all less than 0.2 adding up to a slow tickup) (capped 70) (medics and janitors less affected +0.1) * filth and grime increases stress slightly * being in darkness (only decays if in light) (capped 50) (nightmares,miners unaffected) * being shocked. adds instant hit of stress equal to 2/3 of electic damage dealt (engineers less affected 1/3) * stress ticks up with unmet addictions (capped at 200) * low mood adds a flat negative stress modifier (max +400 (4 tiers)) (this one does not decay until the mood that causes it is gone) * being injured adds stress. 1 point of stress per damage. * being hit adds 50% of damage dealth as stress (yes its simular to injured but not the same. assault is more stressfull than getting crushed by a door) * taking stam damage adds 1 stress per 5 points (capped at 80) * getting shot at (a projectile hitting you or passing close by you) adds 5 stress * explosions add stress dependiong on how close you were to them * *disturbing entitites* being near you (changelings, nightmares) * when you die and get revived you instantly go up a stress tier * quirk changes * new quirks that apply stress on diffrent conditions * Hemophobia- blood stress is twice as stresfull, preforming surgery inflicts 5 stress per step(no cap). 1 points * wimp - fear of darnkess +1.50% & being hit +1.50% -5% virtue chance 3 point * social anxiety - gain 0.3 stress per 3 other sentients around the player (cap 100) 1 point * Pharmacophobia - getting healed with medicine +10 stress (50cap). being injected with a syringe +30 stress (100cap) 2 points * Astrophobia - space tiles within your screen +0.5 stress (100cap), being within a space tile +2 stress (100cap) 1 point * Apathetic - **ALL** memories are 50% as effective * Empathy (generally a positive trait) (now also) adds a 1.2 multiplier to death memories * jolly random positive mood memories * social anxiety - (now also) gain stress when talking with more than 3 other living carbons within your vision * unstable - (fully redesigned). stress and mood randomly fluctuate up and down up to 200 points. * family heirloom - loosing the heirloop cases hefty mood and stress memories until returned * hypersensitive - ALL memories are twice as effective on you (you snowflake) * Nyctophobia - removes the no running in darkness (cuz its annoying) being in darkness is now ticks up stress very fast and doubles the falloff cap of darkness memory. * Pacifist you can once again attack as a pacifist. however any damage dealt by you deals equal stress damage, if thrown object hits someone gain 15 stress, shooting a gun inflicts 25 stress, if an entity that you hit recently dies gain 75 stress benefits of negative stress aka calmness (more simular to mood simply adds minor buffs). simular to stress tiers. calmess tiers slowly downgrade back to basic level with soothers counteracting this effect and stressers speeding it up +stress buffer (obviously) going down a calmness level has no negative effects +small moodlet buff per tier of calmness +small item handling speedboost +boost in recovering from knocked out/crawling state +small stamdamage recovery boost ## IPC MOOD AND STRESS IPC's are nonorganic they do not partake in alcoholism or drug use so they must have their own version of the mood system. curtesy to pigeon for the idea of IPC's having to handle their CPU's preformance under stress and damage diffrences * IPC's are unafected by mood or stress. but instead must handle their CPU preformance that can degrade under certain cases * +IPC's are unphased by most stressfull or depressiong factors that organics face such as blood,death, darkness and a pie to the face. rule of thumb if its not burning their CPU. its not hurting their "mood" * IPC's choose their benefits and degredations via the internals system. where they can overclock or underclock? their bodily functions (movespeed,limb power,seeing,hearing. and some special ones) gaining or loosing preformance IPC preformance works inverse to mood. starting at full 200 processing capacity and going down till 0. the negative impact of degrading preformance is "LAG" IPC players will feel an increasing delay in ALL actions from walking to picking objects to using objects. starting very mildly but getting very very intense at very poor preformance. when preformance goes bellow 25. the IPC will begin to heat up and take burn damage. bellow 100 vision becomes progressively noisy and "bugged" preformance is degraded by 2 types of factors * external factors that slowly decay away on their own * being EMP'd - no longer stuns ipc's although it still deals some burn damage half as before. deals preformance damage equal to burn damage *1.5% * being electricuted - deals 50% the burn damage * radiation - slowly degrades preformance * systems overload - taking any eye,ear damage * traits picked. if they were to deal mood or stress damage to organics they deal processing damage instead. with conversion of * revivng from death instantly applies -50 processing * internal issues that will remain until resolved by IPC * low oil level - -1 processing per 1% * high bodyheat - for each degree above normal bodytemp -2 processing. has chance to enter a deathspiral if the IPC's processing is bellow 25 or they chose to shutdown the overclock safety limiter * burn damage - for each point of burn damage -1 processing * low power level - reduces processing power as "nutrition" power levels get really low * direct CPU damage - any brain damage reduces the preformance stat. cap 50brain damge leaves you with max of 150 aliviating bad preformance IPC players have access to their internal systems and may reduce or shut some of them down to aliviate the effects of poor preformance. the internal systems have 4 levels of intensity. * overclock - improved and boosted preformance. either boosting stats or giving special abilities * normal - all ipc's start with all systems at this state... all is normal * reduced - the system is reduced and its designated function is hampered but not fully disabled * shutdown - the function this system provides is lost in exchange the IPC's threshold of optimal performance is reduced. meaning the treshold of negative effects of poor performance are shifted down. changing the level of intensity of an internal system will have a 5 min cooldwn before you can change it again (no spam for optimal usage at all times) the internal systems are system name - intensity (description)[preeformance boost] * monitor visual cortex * overclock (target gains bioncular vision ability) [-40] * reduced (target becomes nearsigted)[+30] * shutdown (target becomes blind,IPC screen goes black)[+50] * aidutory processing * overclock (you can hear wispers from twice as far. you gain the blindness vision even though you can see. even trough walls) [-50] * reduced (target is as if ears are badly damaged)[+15] * shutdown (target is deaf)[+40] * Speech synthesiser * overclock (you can mimic the voices of others) [-50] * reduced (target speech is glitched and hard to read)[+10] * shutdown (target is mute)[+30] * upper motor coordinator * overclock (boost itemuse speed by 100%, increase damage via melee attacks by 50%) [-60] * reduced (slight accuracy loss and itemuse speed penaulty)[+10] * shutdown (severe accuracy loss and itemuse speed penaulty, random chance to drop item inhand)[+30] * lower motor coordinator * overclock (you get up faster, slightly boosts movement speed) [-30] * reduced (slight speed penaulty,ocasional stumble)[+15] * shutdown (moderate speed penaulty, frequent stumble,small chance to randomly fall on step)[+40] * hardware diagnostics * shutdown (disables pain overlay,cannot feel any physical interaction from other players with self, cannot tell bodypart damage when looking health overlay)[+20] * dataloss & error protection * reduced (inflict a mild deeprooted braintrauma) [+30] * shutdown (inflict a major deeprooted braintrauma) [+80] * systems redundancy and safety protocols [risk reward] * reduced (all processing damage +50%) [+15] * shutdown (all processing damage +100%) [+30] * overclock safety limiter [DANGEROUS] * shutdown (ipc bodytemp begins to rise uncontrollably dependant of how much processing is bellow the safeline) [0] (however the target is no longer affected by the negative effects of being bellow the safe processing limit) processing recovery. robotics can produce the following substances and items for IPC's * burner refragmenter chip - single use item when consumed all slowly decaying processing loss factors will decay twice as fast * advanced burner refragmenter chip - same as above but its way more costly to make. but hey now it recovers processing 3 times faster * coolant injection - a 1 use ipc inejctor. applies coolant as a chem inside the IPC. while present IPC rapidly lowers its bodytemp to normal (warning may speed up freezing temp enviroment to freeze the IPC) * oil refill - contains 50% ipc's volume of oil for IPC's to refill. acts like a handheld IVdrip * external burner CPU - when consumed raises IPC's maxmimum processing to 300. afterwards when the IPC reaches 300 total procesing damage (healed or not) it gets destroyed * POSIbrain repairing nanite injector - IPC injector injects the "posibrain healing nanites" that heal IPC braindamage. quite costly. healed braindamage is converted into processing damage # foods and drinks **foods and drinks rework** an idea born from pigeon's desire to port a dynamic drinks PR all foods and drinks now share a wide variety of stats that are affected by the various ingredients added. where chefs and bartenders play a balancing game of ingredients to get the traits they want. as all ingredients raise and lower diffrent stats when mixed. depending on proportions * drink exclusive properties * alcohol level - how alcoholic the drink is. alcohol level relieves stress. somewhat boosts mood and intoxicates. also a determiner of sterlization strenght * food exclusive * quality value. aquired as the avarage of the quality of all ingredients... inherited form matsci. acts as a flat final multiplier to the positive effects the food applies * soft addictablity - likelyhood of falling into an addiction for that taste (soft addictions have a mild mood penaulty... sugar addiction ect.) * common properties * taste - the most important value. has a strenght value. this strenght value acts as a multiplier to the power of all flavors... both complimenting and conflicting. the total strenght of both tastes multiplies the flavors and determines the list of conflicting flavors * flavor - may conflict with some tastes. conflicting flavors get their positive stats inverted to negative. the strenght of a flavor boosts that flavor's strenght further (linearly) * taste and flavor - strong tastes and flavors mask weak ones. allowing things to be hidden. masked tastes and flavors become aftertastes and afterflavors. they release 75% of their effects slowly overtime * primary tastes. * bland - | default if no other taste is present. halves the power of all flavors * sweet - | mood++, slight stress increase (could still be negtative stressgain if flavor is higher aka SUGAR RUSH!!!) * salty - | mood+ slight stress decrease * sour - dairy | stress decrease but lowers mood at high levels, * bitter - | mood- negative stress multiplier (positive and negative) * umami - | mood+ multiplies flavor when mixed with meat * flavors. * grain - (no conflicts | no effects) * breakfast - no conflicts | extra shiftstart moodboost,mood+ * vegetable - conflicts: sweet,citrus | slight mood+ * fruit - conflicts: salty | mood+ * citrus - conflicts: vegetable,umami,dairy | mood+, slight flavor multiplier (both positive and negative) * spicy - conflicts: sweet,vegetable, | mood+ stress+. causes pain at high levels * dairy - conflicts: citrus,bitter | mood+ * fried - conflicts: all but salty,umami,sour,meat,vegetable,junkfood | mood++ (some vendor foods have this) * junk food - conflicts: all but salt | mood+ VERY unhealthy (most vendor foods have this) * raw meat - conflicts: sweet,fruit | mood-, adds disgust * cooked meat - conflicts: sweet,fruit | mood+ stress- * canibal meat(meat type of mob that ate it) - conflicts: sweet,fruit | mood+ strong negative aftertaste and afterflavor * toxic - conflicts: | mood- causes stress, will poison you * gross - conflicts: mood- disgust+ * gore - conflicts: | mood-- disgust++ * race prefrences modify the taste and flavor stats. * dislikes - inverts positive stats to negative if already negative doubles the negative effect * likes - inverts the negative effects to positive if already positive doubles their strenght (raw meat enjoyers be like) * toxic - you get poisoned also rises disgust * disgust - some ingredients increase it, others decrease it: also gained when the total taste multiplier is negative (aka a lot of conflicting tastes). induces nausea and eventually vomiting. rising stress somewhat * aftertaste - added by some ingredients: slowly releases the effect of the taste overtime for 75% of the total * afterflavor - added by some ingredients: slowly releases the effect of the flavor overtime for 75% of the total * temperature - hot,warm,lukewarm,cold,freezing. hot/warm add multiplier to mood, cold/freezing add multiplier to stress relief. some foodtypes and flavors are better in certain temps and some are bad in other. all temps go back to certain temp depending on ambient airtemp. eat em fresh or put em in the fusion for safekeeping # psychological warfare psychological plays. or tricks are a RPésk methood for the entertainer jobs to engage with the players whilst still providing some use to the station... the rest of service gains some function around mood and stress its only fair for the clown mime and chap to also gain some functionality... in addition it also adds offenvice psychological plays to cause terror on one's enemies certain player roles (clown,mime,chap,certain gimick roles and antags who aquire the "art of war" antag item) will gain the tricks tab and the ability to execute said tricks. the trick tab is roughly a soundboard of emotes with special propeties requirments,cost and effects on players in the tab players can view all tricks they can preform... limited by the job the player had defined at shiftstart. they can also see their trickjuice:tm: (name not final) a value gained passively depending on mood and stress of the player and expended when preforming tricks on the roleplay side players can using buttons linked to each trick * practice trick - player gets to predefine and save the emote of the trick that will play. a player may save up to 3 trick emotes. purely for variety * preform - activates trick (may require the player to then click an entity to define the trick's target). players also choose witch emote to pick if there's more than 1 saved in a given trick * improv - a player can actively write yet another emote that will then be executed right after... without overwtiting other tricks saved (usefull if you wanna do something in the moment but still wanting to keep your fancy tricks you spent 10mins writing) trick emotes may also define items and targets with [l-item],[r-item],[face-item],[hat-item]...ectect...[self],[target] however this will add a requirment for the trick to have a thing to read from that slot. or be a target type trick example [self] started juggling [l-item] [r-item] and [hat-item]... impressive all tricks will come with 1 prefab emote for players who dont have ideas or arent big into writing tricks are not freebie soundboard fart.mp3 to spam around and "raise" the mood of players... many tricks have costs,requirments and delays. designed to be obtuse when trying to cast them randomly in the halls but rather encoraging other players come actively see your preformance tricks have the following properties * cost - the amount of trickjuice lost when preforming trick * effect - how much mood/stress is given or drained... depending if the trick is positive or negative * dicipline - what category this trick is in (minor,clown,mime,chap,gimicks(1-2),antag) - (clown and mime have acces to tricks of others exept chap,each other and antag) * perception type - defined by player per trick emote basis * sight - the trick emote is visual... blind players unaffected. players with reduced visibility affected to a lesser degree proportionally * audio - the trick emote is audatory deaf players unaffected. hard of hearing players effect scaled acordingly * vocal - trick is emmited as talking from caster. deafness not affrected yada yada * target - determines target affected by trick * global - all targets who have witnessed the emote * targeted ranged - caster must pick target by clicking them after activating trick. diffrent tricks have diffrent optimal distance (the mime bapped you with an invisible hammer) * global local - affects all adjacent to caster (the clown farted or something) * targeted local - must select a single target right next to you * cooldown - how much time must be waited before the trick can be used again * delay - how much time it takes the trick to execute... the emote will play at the end of the cooldown... certain players may do some custom emote action for style points. positive emotes generaly take longer but hostile tricks can be quick to cast * reqirments - certain tricks require specific conditions to be met... examples include but are not limited to, your identy is consealed, you carry a item of certain property, target is (something) * warningable = T/F - determines if the target will get a redtext message when sucsesfully targeted... mesgae is not customizable for the sanity of the adminstaff. mostly used in antag tricks that harm stress * emote minlenght - to stop the most lazy of players to justt type ... * emote maxlenght - to stop those who'd like to do a little trolling affinities - at the top of the tricks tab a player may set an affinity. for an affinity to be avilable the player must have a certain list of tricks affinties moderately change the effects and requirments of tricks. a player can only change affinity once from the default state.. on the RP side affinities represent diffrent themes of tricks * performer - the generic positive affinity set by default (all lists exept antag) * comedy - all tricks now recover mood. tricks that already recovered mood now recover more (all lists exept antag and chap) * sharade - all tricks now recover stress. tricks that alraedy recovered stress now recover more (all lists exept antag and chap) * thrill - all tricks now require an item... boosts effect strenght the more damage the item deals. checks thrown, melee or fired and picks the highest. trick deals stress damage to user. user has chance to hit,shoot,"throw" themselves with used item for full damage (all lists exept antag and chap) * slapstick - tricks benefit from items with stamdamage, or the ability to change a player's standing (soap,pies,ect). have a greater effect at the cost of causing mood damage to the caster and somteimes applying the item's effect onto the caster (all exept antag and chap) * mistique - have longer delay and cost more but the boost in effect is somewhat better (chap,stagemage) * catharsis - benefits from using items with more HP, cargovalue and special items. item has a chance to take damage or even be destroyed if it can be. for boosted effect (all exept antag) * offensive entertainment - randomizes the strenght of the effect. potentionally dipping into the negative. per target. to the point where positive tricks can cause stress or moodloss and hostile tricks can recover some (all exept antag) antag groupings. only the antag list has those * treatening - standard antag affinity... no effects * cold - tricks have better effect the better mood and stress are... and worse effect the worse mood and stress are * deranged - the most powerfull but also dangerous. GREATLY boosts effect strenght the lower mood and stress are (due to the severe negative effects of low mood and stress both in general and to casting speed. this affinity has the strongest boost to tricks of all)... drag them down into despair with you list of tricks (not final) (text,values and properties subject to change) clown list (has access to minor,clown,gimicks) geared around healing mood and harming stress mime list (minor,mime,gimicks) geared around healing stress and harming mood chap list (chap) minor healing of mood and stress can boost virtue (breakdown repelant) gimick jobs (their respective gimick list if any... not all have one) minor stress relief and minor stress cause antag - (antag list) requires the consumption of the "art of war" (alternative name psychological warfare 101) antag item. sold for 4TC exclusively hostile stress causing # uncertain ideas and list details ahead ## tricks list * list * great generic trick - a expensive generic global trick cost - medium to high effect - stress recovery - 20-30 target - global cooldown - moderate prerequisites - custom delay - 5s special properties - minor tricks dont have innate requirments. but gain a small boost if items are used in the emote text (witch does make an item be required there) up to 3 * target trick - simple trick cost - medium effect - stress recovery - 10 target - targeted ranged cooldown - moderate prerequisites - custom delay - 3s special properties - minor tricks dont have innate requirments. but gain a small boost if items are used in the emote text (witch does make an item be required there) up to 3 * participant trick - you there. why dont you come over cost - medium effect - stress recovery - 20 target - targeted local cooldown - moderate prerequisites - custom delay - 3s special properties - minor tricks dont have innate requirments. but gain a small boost if items are used in the emote text (witch does make an item be required there) up to 3 * clown list - effects loose 33% strenght for every clown clothing item missing (mask,shoes,jumpsuit) * great clowning - friendly cost - medium to high effect - mood recovery - 30 target - global cooldown - high prerequisites - not restrained, 90% or more healhy delay - 10s special properties - null * put on a smile - friendly cost - medium to high effect - mood recovery - 0~50 target - target cooldown - medium prerequisites - a person in low mood delay - 5s special properties - has a stronger effect on players with a poor mood. but caps off at +50 mood * slapstick routine - friendly cost - low effect - mood recovery - 15 target - global cooldown - short prerequisites - null delay - 2s special properties - deals 10 stress damage to caster can stack * item trick - friendly cost - low effect - mood recovery - 5~15 target - global cooldown - short prerequisites - item, not restrained delay - 3s special properties - number of items boosts the effect strenght but also the risk of failing the trick and gaining nothing * getting in character - friendly cost - moderate effect - mood recovery - 5 target - global cooldown - long prerequisites - null delay - 3s special properties - heals 20 mood and stress to self. stackable * mockery - hostile cost - medium effect - mood recovery - 15, stress cost target - global, target cooldown - medium prerequisites - target delay - 1s special properties - deals stress damage to target heals mood to everyone around * nasty prank - hostile cost - medium effect - mood recovery - 10, stress harm - 10~20 target - targeted local, global cooldown - medium prerequisites - target, item, not restrained delay - 0.5s special properties - deals stress damage to target and automatically uses the item on target (yes... nasty prank includes shootign them with a gun and doing a silly dance :honk:) slightly heals stress and mood for self * scary clowning - hostile cost - medium effect - stress damage - 15 target - targeted cooldown - short prerequisites - target delay - 0.5s special properties - being restrained greatly reduces effect strenght * mime - all tricks are visual only and cannot be canged to audio or vocal. mime gains a moderate debuff to strenght if they lack their mask. and a major if they break their vow * invisible grandure - friendly cost - high effect - stress heal - 30 target - global cooldown - long prerequisites - not restrained, 90% or more healthy delay - 10s special properties - null * silent play - friendly cost - moderate effect - stress heal - 15 target - global cooldown - moderate prerequisites - not restrained delay - 5s special properties - null * calm act - friendly cost - moderate effect - stress heal - 10 target - global cooldown - long prerequisites - not restrained delay - 5s special properties - heals self, 30 mood and stress * acting on others - friendly cost - moderate effect - stress heal - 20 target - target cooldown - moderate prerequisites - target, not restrained delay - 5s special properties - null * silly gestures silly faces - friendly cost - minor effect - stress heal - 10 target - global cooldown - short prerequisites - null delay - 2s special properties - null * threatening aura - hostile cost - moderate effect - mood harm - 10 target - global cooldown - moderate prerequisites - null delay - 0.5s special properties - being restrained greatly deminshes effect strenght * disturbing visage - hostile cost - moderate effect - mood harm - 25 target - target cooldown - moderate prerequisites - target delay - 0.5s special properties - being restrained greatly deminshes effect strenght * horror of anticapation - hostile cost - high effect - mood harm - 5-50 target - target local cooldown - long prerequisites - target close, not restrained delay - 0.5s special properties - has low effect if target is not grabbed has stronger effect the stronger the grab on target is. strongest if restrained * chaplain - all tricks work more if target has religious trait. and do not work if target has atheis trait (new) * reasurance - friendly cost - moderate effect - mood heal - 10 target - target cooldown - moderate prerequisites - target delay - 5s special properties - auditory only * the scripture - friendly cost - moderate effect - stress heal - 10 target - target cooldown - moderate prerequisites - target delay - 5s special properties - auditory only * strenght in faith - friendly cost - high effect - virtue boost of 10% (target is 10% more likely to overcome a breakdown and get a virtue instaed of affliction when stress raises a level) target - target cooldown - long prerequisites - target delay - 10s special properties - auditory only * condemnation - hostile cost - moderate effect - mood damage - 10 target - target cooldown - moderate prerequisites - target delay - 5s special properties - auditory only * damnation - hostile cost - moderate effect - stress damage - 10 target - target cooldown - moderate prerequisites - target delay - 5s special properties - auditory only * stagemage - magic tricks with utility. * magic trick - friendly cost - moderate effect - stress heal - 15 target - global cooldown - moderate prerequisites - small or tiny item delay - 5s special properties - visual only * in the other hand - friendly? cost - moderate effect - stress heal - 5 target - target cooldown - moderate prerequisites - target, item, not restrained, target has valid inventory slot, path to target is not obstructed(can be achived by firing an invisible projectile and seeing if it hits target if it misses well target must've moved and that's a fail either way) delay - 5s special properties - teleports item in a random target inventory slot. target must have inventory space. CANNOT TELEPORT EXPLOSIVES. if target moves trick is cancled * slight of hand - hostile? cost - high effect - null target - target cooldown - long prerequisites - target, not restrained,open path to target delay - 5s special properties - opens target backpack AND modified pickpocket menu. can grab only 1 item either form bag or pickpocket menu. for each size tier takes 2 more seconds 2s for tiny 10s for huge. taking items directly off target clothing slots or hands will alert target and take 2 additional seconds on top of size. any movement from target instantly stops the trick * antag - all antag effects have diminshed effects if restrained. antag hostile tricks are more powerfull. target moving does not cancel tricks unless explicitly mentioned. but caster moving does * menacing aura - hostile cost - moderate effect - stress damage - 20 target - global cooldown - moderate prerequisites - null delay - 1.5s special properties - null * targeted hostility - hostile cost - moderate effect - stress damage - 40 target - target cooldown - moderate prerequisites - null delay - 1s special properties - null * fear of the unkown - hostile cost - low effect - stress damage - 15 target - global cooldown - moderate prerequisites - identity is hidden delay - 1s special properties - null * superiority - hostile cost - moderate effect - stress damage - -30~30 target - target cooldown - long prerequisites - null delay - 1s special properties - sums the following to both target and self (higher of two arms weapon damage,total armor,health/2) the higher the diffrence between caster and target the better... the lower the worse. down into the negative. bonus points for... bloodied,hidden identity. loss of points for, restrained, * fresh kill - hostile cost - moderate effect - stress damage - 60 target - target cooldown - long prerequisites - target is corpse killed by caster delay - 1s special properties - null * close and personal - hostile cost - moderate effect - stress damage - 5-50 target - target local cooldown - long prerequisites - target delay - 1s special properties - minium stress if target is not held or restrained. 15 stress for grabbed. 30 for agrograbbed 50 for restrained * death threat - hostile cost - high effect - stress damage - 5-75 target - target cooldown - long prerequisites - target delay - 2s special properties - deals more stress damage the higher the health diffrence between target and caster * villanous monologe - self cost - low effect - null target - target cooldown - moderate prerequisites - null delay - 3s special properties - vocal only, heals stress and mood damage to self the more nonantag people there are within vision range # rest of service (some highly uncertain and rough ideas here) * (uncertain on execution) to create a mood stress duality of clown and mime clown - to improve mood (grows ineffitient at high depression levels). and may cause stress if they want(antag) (deffenetly not passive aura ability) mime - to improve stress (grows ineffitient at high stress levels) and may cause mood damage(antag) (deffenetly not passive aura ability) * psychiatrist - elevated from gimic role to a proper job * psychiatric treatment uses social interaction "gimick" to help with poor mood. effective at all negative mood levels but cant give a mood boost from neutral. the psychiatrist can convert any paper with a pen into patient counceling paper. after inserting a target's name. they must now talk with their patient to try and deduce all conditions that caused their poor mood... this includes bad moodlets that have already decayed away (targets with very low mood will probably have a lot of theese) but still had enough of an impact to lower the target's mood tier. (bad moodlets that were unable to lower a user's mood tier before decaying dont apply). upon concluding the diagnosis generate a "treatment" a act for the target to preform AND OR chemical to consume for X time. dpeending on how accurate the diagnosis was. and how much of the treatment was sucsessfully implemented. will apply a positive mood buff that can be VERY MAJOR and lift a target out of deep depression... HOWEVER if the diagnosis was inacurate it may actually cause mood issues (simular treatment can be preformed for stress) * (uncertain on execution) chaplain - acts as a beacon for hope for players with faithfull trait. improving thier mood and stress. (uncertain on execution) they could also cure afflictions without the stress level having to drop * librarian is unaffected by the stressgain of disturbing entity type stressgain # stress list what's the danger of stress... as stress rises it gains points to randomly distribute onto you into negative modifiers. it can at random pick to add new ones or to level up the existing ones. as your stress goes down those points are taken away and the modifiers get downgraded or go away. some can also only be picked at higher levels (but that doesnt exclude high levels to only pick them...) afflictions - negative point holders * shaky hands - reduces item use speed and melee/ranged accuracy by 10% per level * frozen - reduces movement speed by 10% per level * stuttering - makes player's speech increasingly hard to understand per level * fearfull - all negative moodlets for mood have a stronger effect +5% per level * irational - while unrestrained the player will have a % chance to refuse to use medicines or pills. or to drink from a container +20% per level [80% cap]... if forced(made to by others while restrained) will gain even more stress * lashing - has a 10% chance per level to attack a player who interacts with them in any way (hug,touch,give item,feed ect.) * shooken - player stumbles in movement * [HIGH TIER 3+]fatuiged - periodically ticks up stam damage * [HIGH TIER 3+] selfish - the player will have a % chance to refuse give items, heal, feed/give drink to other players +20% per level with a cooldown after each attempt * [HIGH TIER 4+] paranoid - the player has a chance to fail to recognize other player's when they come into view seeing them as unkown. at level 2 they also fail to recognize the items they wear appearing as vauge figures. each level also increases the % chance of them seeing someone like that * [HIGH TIER 5+ / UNSTACABLE] passing psychosis - inflicts temporary Reality Distortion Syndrome until stress increases 3 tiers (if user already has RDS converts into virtue) * [HIGH TIER 5+ / UNSTACABLE] - worried sick - inflicts user with 1 random dissease. it wont go away even after stress improves * [HIGH TIER 5+ / RARE / UNSTACABLE] passing debilitating fear - user becomes pacified * [HIGH TIER 6 / RARE / UNSTACABLE ] passing trauma- the user gains a random temporary brain trauma recovers after stress reaches neural * [HIGH TIER 6 / RARE / UNSTACABLE] HOPELESS - stress reduction is only half as effective removed after stress recovers to neural catastrophic breakdown. whilst a player is in the lowest stress OR mood level they have a totaly random chance to develop a catastrophic breakdown or dodge it with a virtue. theese breakdowns are by far the worst. all breakdowns's timers tick X time faster the further down their stress and mood are when a breakdown is over player gets a 1 time mood/stress boost equivlent to 3 full tiers of stress/mood go give them some breathing room. (this boost will to decay so dont rely on it to much) failure to fuffil the breakdown result will reroll the breakdown and inflict even more mood AND stress damage so those who refuse to endulge in their impulses will decent deeper and deeper (no last straw when rerolling) * the last staw (dont break it) - you got lucky and rolled a last hope... do it now or face absolute breakdown * addiction compulsion -within 7 minutes consmue any adictive substance you are not already addicted to till addicted(cigarettes not included). * violent tantrum - gain a severe (damage department) antag objective (thanks bacon). fuffil it within 10 minutes * catatonic breakdown - player is booted out of their body for 10 minutes and appear as if they ghosted. player if obviously informed of this and will automatically be reentered once the timer passes * delirium - player looses the ability to understand any language, ALL entity sprites are replaced with generic entity sprite and names scrambled into nonsence. when player speaks. randomize their words with random other words for 15 minutes * insanity - if a ghost accepts a rolecall you are booted and replaced by them. they have the right to act extremely dsruptively in any insane way they so choose. bonus points for acting insane to. they are not premited to kill but may harm. (self preservation is maintained) * beserk breakdown - if a ghost accepts a rolecall you are booted and replaced by them. their objective... KILL (but maintain self preservation) re enter body upon end of event of 5-7m * heart attack - user gets stage 1 heart attack. simular to the random event * suicidal deludge - if a ghost accepts a rolecall you are booted and replaced by them their objective... kill yourself by any means possible *suicide command is dissabled* god help you if that rolls on the CE lasts for 3-6m * permament phobia - gain a permament severe phobia * permament trauma - gain a deep rooted trauma * permament psychosis - gain permament RDS * mental degradation - lower the neutral mood state by 1. meaning their default is now a negative. target must spend 3-7 minutes in the highest mood possible to recover (easier said than done even in ideal conditions) * stress degradation - same as above but for stress virtue boosters (players have a VERY small chance to gain a virtue instead of an affliction or mental break base 5%. however various modifiers can boost theese odds) HOWEVER rolling a virtue also adds stress * nonconversion antags +30% * command staff (captain+20% HOS+15% other heads +10%) * chaplain +5% * hometurf - crew who are in their home department when they get hit with affliction +5% (assistants get this for free) * last one standing - if player's department living pop is less than 30% +5%. * sole survivor - if nonantag living crew is less than 30% total crew +5% per -5% of crew * just a little bit more - +5% if shuttle timer is 3min or less + 10% if shuttle is docked * brave trait +5% * religious trait alongsdie a chaplain +15% * wimp trait -5% * theoretical max - (cap sole survivor in bridge with brave trait shuttle is here 20+5+5+5+25+10=75%) virtues * corageous - instantly looses 200 (2 tiers) of stress. * hopefull- for 10 minutes the player is unaffected by negative stress and mood effects * [HIGH TIER 2] focused - disables all item usespeed penalties and adds +20% item usespeed for 10 minutes * [HIGH TIER 2] vigurous - disables all movement speed penalties and adds +20% movespeed for 10 minutes * [HIGH TIER 2] masochistic - being injured slowly reduces stress with -1 stress per 50 damage. disables all stresslets and moodlets relating to injury until effect expires * [HIGH TIER 4] retribution - gains a small health recovery for 10 minutes * [HIGH TIER 4] absolved - instantly min out stess (gaining dead calm stress tier) afflict with 1 minor braintrauma that goes away after 15 minutes