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# System prepended metadata

title: floral rot - design doc

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# the floral rot floral rot - design doc - first of the great horrors
midround antag. inbetween xenos and romerol in terms of threat
it is a romeroléks antag with elements of kudzublob

spawning conditions - 30 crew min

**
spawning sub types
when picked pick 1-3
X = 1 at 30 crew. X+1 for every 10 crew above 30 (30=1,40=2,50=3,60=4) 
1 - infection - infects X crew with the floral rot plauge
2 - infestation - spawns a floral rot growth with X number of corpses for nutrition
3 - invasion - spawns X floral infected carbons(stage 4) on a shuttle offstation. their goal is to infest the station with floral rot

## floral rot dissease
the floral rot dissease exists in 5 stages. operating *mostly* like a "NORMAL" dissease.

floral rot is a dissease with a fixed progression level between stages

the floral rot has NO CURE. instead curing it requires constant use of methoods that lower the progress level of the dissease until it reaches stage 0

* dissease progress modifiers
* stagespeed increases by 1 point every second
* target bodytemp - stage speed multipler up to max ranges 0.5x-2x cap. higher bodytemp speeds up lower bodytemp slows down
* target is in a stasis bed - stage speed slowed by 20% points
* target has taken burn damage - reduces progress by damage *2
* target is on FIRE - reduces progress by 5 points each second
* target is iradiated - reduce progress by 0.5 for every 200 radpoints in body
* radium in bloodstream - reduce progress by 0.5
* cryodaxone is active in bloodstream/target is in a active cryotube stagespeed increases by 5 per second

**dissease properties stages and effects**
-stealth - 1
-stage speed - 1 point per second
-resistance-N/A dissease CANNOT be cured by conventional means
-transmission - 11
-special coughing - when coughing target emmits orange pollen particles. coughs are very much infectious
* stage 1 (80 stagepoints. dissease spawns at 10points)
    * target gains a tiny 0.2 health regen for all damage types (stam included)
    * target gains a tiny random damage 0-1 toxic per tick
    * ***you feel your flesh tingling***
* stage 2 (120)
    * healing increased to 0.4
    * damage increased to 0-2 toxin
    * added random damage of 0-2 brute
    * target now coughs the floral cough:tm:
    * gains a small heat resistance
    * ***you feel your flesh festering***
* stage 3 (280)
    * healing increased to 0.5
    * damage increased to 1-5 toxin
    * damage increased to 1-5 brute
    * gains strong heat resistance
    * the floral rot now has a small chance to spawn random procedural secondary dissease on the target
    * orange particles emit all over your body not only your cough
    * ***you feel your flesh writhing and your blood burning***
* stage 4 (600)
    * removes all damage onto the target
    * increases all damage healing to 1 per second
    * grants target a small damage boost with melee +5
    * gains MASSIVE heat resistance
    * FLORAL MIND - the target becomes  a floral antag. this dantrum is a type of brain trauma and can ONLY be cured in 1 of 2 ways... 1 the floral rot is fully cureed from them... 2 brain surgery to cure the trauma. however the infection level must be bellow 4 as the floral rot will simply reapply the trauma. (your mind sucumbs to the rot... it appears warm and welcoming... YOU WISH TO SPREAD IT TO EVERYONE AROUND TEND TO IT AND ITS GROWTHS)
    * attacking with bare hands now has a small chance to infect any living entity with the floral rot carbon or simplemob
        * infecting a simplemob - applies a negative health condition on it that deals 1 damage per second. it lasts 3 minutes. if the mob dies before it runs out. spawns floral growth at the corpse's location
    * floral spread - gains special ability. it can target any entity living or dead both carbon and simplemob and botany trays.. it takes 10 seconds to apply and both must stay still
        * infecting a living carbon - applies the floral rot at tier 2 with 60 progression points
        * infecting a living simplemob deals instant 60 damage and applies the floral condition 
        * infecting corpse. carbon or otherwise. after a short time floral growth will emerge from the body
        * infecting a botany tray (very powerfull). spawns a floral growth. infected tray tile type. this is a much more powerfull way to start a floral growth as it provides infinite nutrients
    * ***you see the truth that burns in your mind... you are one with it***
* stage 5 (100 points [used only as a buffer there is no stage 6])
    * bloom - the target gets to chosoe what bloom it gets. blooms are attachments onto the carbon that grants it bonuses. more on them later
    * ***you are blooming***

**outcomes of being infected**
* survives stage 3 and becomes floral - target retains its inteligence and proceeds to become a floral follower
* sucumbs to stage 3 - the floral rot rolls 1-10 to choose the corpse's future
    * 1-6 - floral zombie. target gains the floral zombie status. the rot will ALWAYS attempt to revive the target as a floral zombie every time it dies form now on. revvial works same as romerol. every time it sucseeds to revive reduce the infection level by 1. IF infection level is 1 OR the floral rot has been attempting to revive the body for 4 minutes but fails (it got decapitated or constantly damaged more and more). it proceeds to the second alternative 
    * birst grwoth - a corpse growths either because that was rolled to begin with, a floral infectee/zombie was at stage 1 infection when it dies, revival has been attempted for 4 minutes without luck
dying as a survived infected stage 4 or more - will rise back up as a floral zombie 100%

## floral growth
growths are a mix of kudzu and bloblike entities.
they are simular to kudzu in the way they grow. and simular to blob in the way they have a centrualized nutrition and can produce structures

a growth exists of tiles with the base tile being floral roots. all tiles belong to a singular group that share a nutrition value. groups do not mix nor seperate even when they mix or get torn they simply coexist as they cannot grow within each other

unlike kudzu OR blob the tiles are rendered UNDER entities and can be walked over just fine

**feeding the growth**. whenever any of the following is located ontop of a root tile. it will be slowly devoured providing nutrition to the growth.
Additionally certain bloom types prvodie slow but passive nutrition. the rate is 10 damage per second
* any food item - all items under the food category. from cake to raw meat. will slowly take damage granting 1 nutrition per damage dealt until the item is destroyed
* any NONfloral corpse. any corpse. carbon or mob that is NOT infected will take damage. granting 1 nutrition per damage
* floral cprpses that rolled to be growthéd. theese corpses are an exeption to the no floral rule when they roll. a tag is applied on them when they roll to be growthed that makes them valid nutrition... it is most likely they'll be the growth's first meal when it grows
* organs and bodyparts - will also be devoured
* gibs and rotting gibs

the growth's growth and ghost interaction
the growth spreads simular to kudzu. it takes 2 nutrition to spawn a new tile. a growth tick depends on the nutrition level of the growth
* nutrition has the nutrition number but also the nutrition capacity. the capcacity is determined by the sum of all growth tiles
    * if nutrition is less than 30% of capacity growth occurs once per 10-20 seconds
    * 30-60% 5-10s
    * more than 60% 1-5s

when growing if a growth

ghost interaction - ghosts may vote on growths and blooms
when clicking on a growth tile. they'll get a menu displaying infromation and voting for that particular growth. they'll see its nutrition level. time till next growth and a list of. by opening that menu you enable yourself in the voting for that growth. clsoing the menu removes you
* voting for bloom. simply pick on the bloom to vote on. bloom with most votes is selected. do note that voting for growing is done diffrently but is taken into the vote
* voting for bloom position or voting for growth
poiting/standing on/orbiting a tile will be a vote for that tile. if the tile is a tile with a growth. that tile is put into the (bloom location vote. seperate from the vote for what to grow)
if tile voted is NOT growth'd but still next to a growth thus valid then you have voted for thebloom to grow on that tile (that's taken into the type of growth vote)
voting for a tile that's closed IE door/wall... you vote for the growth to attack that tile instead... that consumes 1 nutrition. it deals 30 damage

if there are no valid votes the growth will pick at random.

**BLOOMS** - special growths for infected, growths and a form of units
a bloom is a category for 3 things of the same category
* infecteds/zombies at stage 5 developing a bloom that grants them special bonuses and abilities
* structure blooms for growths that have special functions
* bloom entities that act as latestage ghost units for the rot. bloom entities devlop from the pustul.. a type of structure bloom that after some time spawns a bloom entity. the ghost gets to pick the type. all bloom entities have a slow heath regen. that's their only shared property

*types of blooms*
* thorns
    * infected bloom - the target gains torns. a weak brute armor that also deals damge to those who attack it... it also deals more damage with its attacks now
    * thorny spikes - the tile gains thorns that deal damage to anyone who walks over them or tries to attack it (costs 5 nutrition)
    * thorned beast - a fast damaging entity that's however itself quite frail... has a small chance to infect with floral rot on hit. chance is reduced by both blunt and bio protection of target's armor
* pettles
    * the infected gains even faster health regen and a slight speedboost
    * pettles tile slowly generates small amounts of nutrition (6 nutrition)
    * pettle entity - faster than other pettle entities. its attacks heal other floral entities but it deals low damage. its also quite frail
* oozing growth
    * the infected gains a special ability to spit floral puss. has moderate chance of infecting the target. bio and burn armor reduces the odds. it also inflicts toxic damage
    * a oozing tile. acts simular to xeno weeds spreading floral ooze onto nearby tiles... any entity that walks onto them will slowly buildup toxic damage and has a chance to be afflicted by the floral rot (20 nutrients)
    * oozing entity. slower than others it leaves a temporary trail of floral puss and can spit puss projectiles that spawn temporary puss tiles wherever they hit
* flowering growth
    * the infected can emmit a cloud of pollen. the pollen a thick smoke that's both toxic and has a chance to infect... gasmasks wont fully save you as it acts both on breathe and touch
    * flowering tile - ocasionally emmits a pollen cloud with a cooldown. if its hit it emmits a cloud nontheless. that also has a cooldown though (20 nutrients)
    * flowering entity - capable of shooting a projectile that bursts into pollen smoke
* barked growth
    * the infected gains heavy armor to blunt and burn at the cost of its speed. one of its arms is replaced by a thick wooden weaponarm that deals strong blunt damage
    * a tough impassable tile that heals faster and blocks atmos (30 nutrients)
    * barked beast - a large and exeptionally tough beast that has a heavy punch but is slower
* spined growth
    * the infected gains a spinal thorn arm that acts simular to an armblade but also has a special abilty that allows it to be used like a tendril grab. attacks cause bleeding and have elevated odds to inflict the floral rot
    * a spinal trap grwoth that automatically attacks any entity next to it. if any entity walks into it it clamps down holding them in place while only attacking them. any damage dealt to it or resisting has a chance to set you free... every hit has a chance to infect with the floral rot (50 nutrients)
    * spined thorns beast - a deadly beast with instalt agrograb its attacks cause hemereging and high chance to inflict the floral rot
* fruiting growth
    * the infected gains the ability at the cost of health to synthesize tiny ai mobs. they follow them and act like tamed mobs. fully controllable by the infected
    * pulsating fruit - after some time a blooming beast will birst out of this growth (100 nutrients
    * fruiting beast - slow and weak births and controls a large army of the tiny floral entities commanding them simular to taming

# general notes
all attacks that can infects take into account armor. both blunt and bio when determining if the attack infects

as one might have noticed the floral rot is not a virus. thus the virus chemicals do not affect it.

the floral rot is also immune to generic pesticide... hellfire is your best friend

floral growths take damage from space and cold temps but they cant kill the tiles. they only damage them.

radiation hurts growth tiles and floral entities

if pete tries to eat floral growth they will be  infected and eventually die

gibbing a corpse of an infected will INSTSANTLY spawn a growth...

external infection vectors (vomit) ought to have a texture overlay of the floral plauge
