# APPLIED EVENTS... EVENT TOTAL OVERHAUL this project seeks a total overhaul of how events work the idea is simpleísh... the event is made up of components that define it varying vastly from antags to social events to personal activity some events may even be event chains that trigger other events upon failure, completion timeout or wharever else to best understand this idea we will define all components that exist and then make a few example events # clarifications * this is a post economica/fear and service project. mood and money and liberaly uses their ideas * chaining an event... an event consists of a template and components tied to it... to chain an event is when a component or template have a property to kick off another event as a result of conditions being met * idelogies now exist... all players are placed into them as follows if the % sign is applied it means not ALL players of that group will be picked if the event demands multiple * group - name of ideological group - shorthand name * %assistants - greytide union - gery * chap/%players with religious trait - global faith - religion * %***every department*** - ***name*** union - ***department*** * %***every race*** - ***race*** group - ***race*** * %roboticists/ RD / AI(if it has no core) - freeAI's - ai_good * %heads of staff &VIP - oligarch's community - heads * small % all crew - **generic ideology** - random * mime, clown and some gimick - entertainer's guild - entertainer * neet trait - neet community - neets * pacifist trait - pacifist's united - pacifist * %alcoholic&bartender - gang&bar alliences - alcohol * %chef&bartender - foods and drinks institute - food_drink * %mute trait & mime - silent extremists - mute # components. components are labled and templates and types have valid sokets regarding events... -certain event subtypes have incompatabilities they will be found and defined as such -certain events are effects. and they can sometimes be applied under local forms... like mail or ship/ruin. in those cases they exist as objects that hold the effect and apply it when triggered. -each component has a budget and all the components costs. as the event is built the cost builds up and the event cant pick components outside its budget... god forbid (antagification bribe>station) (mail when opened. ship/ruin whenever its time comes) (>) - chain - component with this property will generate more events after it. for its possible outcomes **huge list ahead** <details><summary> templates - an event's base </summary><blockquote> <details><summary> generic </summary><blockquote> * remote - event offstation triggers activity onstation (T) <br> * distant - event spawns nearstation (T)<br> * near - the evnt spawns on station onstation (T) <br> </blockquote></details> <details><summary> antag </summary><blockquote> * activate antag - enables a standard antag at midround <br> </blockquote></details> <details><summary> proactive </summary><blockquote> * oportunity - the crew is given a oportunity. if they fuffil it positive event triggers (T >) <br> * threat - same as positive but failure to do so will triger negative event. may trigger positive if sucseeded (T >) <br> * mission - a exploration mission sucseed for a positive event<br> * mission_threat - same as above but failing also has a negative event * delayed - multiple event chains with a delay </blockquote></details> </blockquote></details> <details><summary> type - what's going to happen - (<b>T</b>) </summary><blockquote> <details><summary> generic </summary><blockquote> * information - the event AFFLICTS crewmember/s (G R A) <br> * entity - spawns a entity /check entity list/ (G R A)<br> * group - spawns a group of entities (G R)<br> * phenomena - /regard the list of random **acts of god**/ (R A) <br> * lootspawn - loot is placed. target cannot be entity/area<br> </blockquote></details> <details><summary> station </summary><blockquote> * station - /regard the list of **station effects**/ <br> </blockquote></details> <details><summary> biology/crew </summary><blockquote> * mood(F&S) - event affects targeted mood cause depends on origin of effect (R A) <br> </blockquote></details> <details><summary> hostile </summary><blockquote> * extortion - give credit or /trigger bad personal event/ (> R A)<br> * antagification bribe - accept this cash and gain a minor antag objective converting into a lesser antag (R A)<br> * activate antag_exotic - spawns a standard antag however in exotic procedural conditions... may be unpredictable (R A)<br> </blockquote></details> <details><summary> economic(economica) </summary><blockquote> * economic boon - prices dropping for certain objects<br> * economic failure - prices rising for certain objects<br> * economic event - wharever economica has to define </blockquote></details> <details><summary> command - CC makes demands </summary><blockquote> *CC inspection - simular to the adminspawned event idealy part of a chain... no gameplay ramifications for now mostly RP (A) </blockquote></details> </blockquote></details> <details><summary> regards - if any. who/what's it affecting - (<b>R</b>) </summary><blockquote> * station - the ENTIRE STATION<br> * ideology - event regards a ideological group of the on the station<br> * mail - event is loaded in mail and regards 1 person triggers instantly upon mail opening<br> * mailspam - same as mail but spawns multiple<br> * crate - event is loaded in a crate<br> * department - regards a department (location)<br> * personal - regards a person triggers instantly<br> * random group - regards a random collection of players<br> * offstation ship - event is loaded on a offstation ship (A)<br> * offstation ruin - event is loaded on a offstation ruin (A)<br> </blockquote></details> <details><summary>targets - objective's target - (<b>A</b>)</summary><blockquote> * target_ideology - targets all of this ideology<br> * target_race - racism<br> * target_job - job<br> * target_department - department<br> * target_department_head - discount revs<br> * target_object - a thing<br> * target_someone - a soulfull entity<br> * target_group_random - that's just uncalled for<br> * target_object_random - random medium to high value item<br> * target_object_job/race/ideology/department - a object of a random or inherited target group<br> </blockquote></details> <details><summary>clarifiers - define ambiguity or add variety - (<b>C</b>) </summary><blockquote> </blockquote></details> <details><summary>modifiers - add variety - (<b>M</b>)</summary><blockquote> <details><summary> template/global_modifiers </summary><blockquote> * selfish_chain_event - the event will attempt to become chained and the chain entities will attempt to make eachother the targets (think fugitives) * targeted_chains - the chained event will attempt to keep the target always the same * calm - the event will seek to avoid negative components * violent - the event will aim for negative components </blockquote></details> <details><summary> type_modifiers </summary><blockquote> </blockquote></details> </blockquote></details> <details> <summary>goals - goals for event entities-(<b>G</b>)</summary><blockquote> <details><summary> hostile </summary><blockquote> _law - the express goal of wining a law case against target<br> _violent - the express goal of causing a form of damage to target<br> _economic - monetary aquasition trough hostile means<br> </blockquote></details> <details><summary> neutral </summary><blockquote> * survive - simple survival<br> * escape - reach CC<br> </blockquote></details> <details><summary> helpfull </summary><blockquote> * protect - generic deffence from theft/assault/courtlaw<br> * assist_target - generic assistance of predefined target<br> </blockquote></details> </blockquote></details> # defines entities * people (any race) * nightmares * changelings * skeletons (pirate people) * golems * bloodacolites(no conversion rune) * clockacolites(no conversion rune) * ect acts of god - dependant on the type of target - radstorms (region) - dissease (individuals) - brain trauma (individuals) - organ failure (individuals) - anomaly spawn - aurora - carp/dolphin migration - **I THINK YOU GET IT** station effects - greyvirus (regional) - light failure (regional) - power failure (regional) - comms failure (global) - brand inteligence (global/regional) - camera failure (regional) - vent fuckup - law malfunction - ect.ect...ect..... # round contitionals * hazard rating - self explanatory * storytype - picks 1-3 event generator modifications that drive a theme of the round * vanilla - standard preset * comedy - event picker loosens the mixing restrictions and rules on event components. allowing for more bizzare round * tragedy - leans on social events that divide or unite groups and ideologies of players and puts them agaisnt each other * horror - leans on powerfull and dangerous hazards. resulting in fewer but more threatening events * thriller - leans on exterior threats and monsters * action - leans on events that induce combat * mystery - leans on sneaky events * drama - leans on events that target indivdiuals and groups. trying to push them to the brink * true crime - leans on economic events * documentary - does not use external or violent events * lore and conditions - intensive modifiers prepared at shiftstart. forcefully affects departments and players. players need to opt in in prefrences to be affected if they wish to particapate in theese pseudo challenges/minor objectives. multiple may be picked. including seemingly contradictory ones. one person/department may not be targeted by multiple * feast - increases supplies onstation and starting budgets in department * famine - decreases shiftstart supplies and starting budgets * despair - selected players/department must have X credits at shiftend or player/department head will suffer losses to their metacredit balance but sucsess rewards a bonus * greed - players targeted have a 150% multiplier for bribes at shiftend * opulence - department staff or players have +1 to their base mood * poverty - department staff or players have -1 to their base mood * overworked - department or players are afflicted with the overworked (F&S trait) exaustion. they need constant stream of caffeine lest they grow slow and collapse. they also have -1 to their base stress level. they however start with more money * station traits - choose one or a few (most have inverse twin trait) * demanding NT - the station's quotas are more severe, bounties are more demanding and harder explo objectives are rolled * cheapout NT - most station equipment starts wtih lower quality * low orbit - lowers the cost of external threat events making them more common * world traits - asign random values to ranging from positive to negative # unsorted list temporary a list of everything and anything that could affect/be affected/ scenario for personal thining use. <details><summary> dump of stuff for insparation and ideas </summary><blockquote> * departments * shuttles(movable) * comms * apc's * machines * SMES's * displsal units * sci servers * crates, lockers * SM * solars * pipe networks * gas miners * TEG * turbine * monkeys * people * viruses,disseases * genes and genetics/mutations * chemicals and chemistry * arrival and departure shuttles (probably a bad idea) * mourge corposes/shiftstart corpses * post start dead players/entities * maintspawn corpses * anouncments * artifacts * experimentor * borgs(physical) * borgs/AI (laws) * mechs * auxbase * gateway (spawner/teleporter) * disposals point * bots/mulebots/medibots/floorbots/allbots * cargo shuttle * THE ECONOMY * CREDITS!!!! * MAIL!! * simple mobs * station pets * recycler * vault * bank * prison/brig/ * perma * prison labor(slavery) * weapons/guns/armory * gravgen * teleporter * ID accsess * HOPline/HOP * DOORS * anomalies/pierced realites * AI(physical) * mass driver/funeral/disposal/murder * crematorium/funeral/murder/disposal * HOLODECEK * escape pods * chap religion/altar * plants/botany trays * kitchen/food? * DONKPOCKETS * bar/drinks! * library BOOKS (ruina?!) * SPACE ITSELF () * new structures IN SPACE * new shuttles * FAX * PDAS - ALL PDA PROGRAMS * LAVALAND!! * RUINS * METEORS (LOCATION) * factions * CC/NT * syndicate * blood/clock cult * WEHC (workplace ethics and humaniatarian comittie) - sec and engi in shambles * solgov - govern more than just sol * various minor criminal and smuggling organisations * various ideological factions (one representing each department + special jobs) * foreigner factions (not part of commonwealth of man) * great beasts (space dragons, megafauna, lings ect) * other - unspeakable horrors byond human comprihention * things affecting * * categories of things * law * economy * syndicate/hostile factions * the outside world (others not inherently hostile but they exist) * space * religion * politics * global news * CC * biological * wildlife * DUTY (station's job/tasks) * crime * punishment * unjust punishment * psychology * paperwork * things doing and being done * blackmail * betray * embargo * paycheck affection * market * black market * protect * studdy * observe * sue * bribe * subtrifuge * market change * market manipulation * hostile market manipulation * market crash/boon * bribery * illegal market (insert another thing) * attack * harm(but not kill) * KILL * siege * theft * sabotauge * kidnaping * extortion * harm * destroy * threat * orders/job/tasks * inspections * demotion/promotion * spawn(entity) * structure * move(orbitals) * teleport(local/orbitals) * lie? * falcify * subsume/swap/replace(real to fake) * consume * illegal * ignore * defy * fraud * accept(something) * accusation * achivement (not the meta types) * addopt * allow/force * announcement * avoid * make/produce * augment/modify * claim (make claim of) * take/demand * seek/find * desire/stalk/hunt/aquire * earn * establish * expand/grow * fail * force fail of other/prevent * forbid/block/gatekeep * hate/despise/dislike * love/adore/apretiate * identify/locate/uncover * INVEST * involve X in Y and or more * join/enter * keep/hold onto/remain with * leave/abandon * maintain * manage * offer/trade * owe/obligation/debt * persuade * perform * quest(take your strongest potions) * relay (data/info) * repair/restore/fix/revive/revitalize/recover * rid/remove * sell * dispose/destory/rid of * addict * deliver/supply </blockquote></details>