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# overview
a sister PR to [project economica](https://hackmd.io/rVbog3fdRvyU0RLtRI6w_A) fear and service is revolves around the mood system and the service department who's purpose will now exist to treat and handle it alongside some other
-points of discussion
* basic explanation of why
* the new mood system (mood and stress... the fear)
* organics mood&stress
* IPC's "mood&stress"
* how main service (kichen&bar) worsk with it
* foods and drinks rework
* service overhawls and updates (... the service)
* updated foods and drinks
* maybe new cooking (unconfirmed idea)
* psychiatist becomes a real job
* any other potential minor changes
# the question of why
while designing the [project economica](https://hackmd.io/rVbog3fdRvyU0RLtRI6w_A) i stumbled into the realization while most departments can for sure aquire valued goods and services to offer the rest of the station for profit.
service *ᵃⁿᵈ ᶜʰᵉᵐᶦˢᵗʳʸ'ˢ ᵈʳᵘᵍ ˢᶦᵈᵉᵍᶦᵍ*. are compleatly... outclassed and quite worthless... to spend the now valuable currency for a good that is... at best a neat RP tool and at worst actively hurting you. whilst designed to "improve mood" mood that doesnt really matter and is franky all over the place.
**WHAT IS THE GOAL**
1 - make the mood system impactfull on gameplay in negative. but also postiive
(if the player plays well) way
2 - implement service department's... servicesᵏᶦˡˡ ᵐᵉ to serve in improving the moods of players
3 - 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)
4 - implementing alcohol food and drugs as 3 of the more impactfull methoods of mood improvment. **more on mood and stress, their properties and diffrences later**
* 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
5 - 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)
6 - 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
7 - clown and mime. somehow to implement these two clowns a side ability to heal mood and stress respectively. and as antags to be able to harm stress and mood. respectively
(unproven and undefined idea)
# ORGANIC MOOD AND STERSS
mood now exists as a dual system two intertwined stats
* mood operates on the same system as it is now. moodlets slowly moving your mood up or down... **mood is more reflected of player sucseeding or failing to handle their base needs**
in this new updated mood form it will provide the following changes...
8 tiers. 2 positive 1 baseline 5 negative
Per each tier the following will change
+- slight movement speed change
+- item handling speed change (the speed at witch all items are used). at max tier it will provide а nontrivial workspeeed boost
+- 5 health till crit
+- positive or negative stress modifier - adds a stress change of 40 per tier (more on stress in a bit)
- very low mood adds blurryness and darkness to distant tiles effectively reducing the player's max view distance or at least hampering it
- the lowest tier mood will inflict you with 1 random **MINOR** brain trauma. it can be cured by going up 2 tiers
new mood has all its moodlets slowly tick down degrading the sanity or recovering it if total is positive.
making mood shift more slowly but that also applies for recovery
mood modifiers
* several positive qirks
* most current moodlets (health/damage related moodlets will be removed as those are now stresslets)
* some foods,some drinks,most drugs
* high stress feeds into poor mood and vise versa (its not enough to cause a feedback loop tho as stress's is capped)
* stress... operates simular to mood operates in tiers with 100 points per tier. **stress is more relfected of player facing hazards, and negative external enviroments**
stress exists in 7 tiers 2positive 1neutral 4 negative
simular to mood stress exists in moodlets.
unlike mood said moodlets may have caps to their points
stress moodlets exist as
* 1 time hits (applies fixed number of stress and slowly decrease back to 0)
* and as stress buildups (stress moodlet slowly ticking up or down)
stress moodlets decays towards the current tier it has achived
if not stress damage was dealt the past 10s all stress moodlets begin to decay. any new stress halts this decay
a stress tier sloowly decays back to the previous tier at 1point per 10 seconds. with time the player will recover back to baseline. sothing with additional negative stress "soothness" moodlets helps this effect by combining with this base decay value. however stress undoes this decay value. reverting the progress made twowards reducing the stress level... the oposite is also true when in one of the positive stress levels... it slowly decaying back to baseline. with positive stress moodlets speeding it up and "soothnes" moodlets slowing it down
stresslets
* 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 200) 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 (200cap) 1 point
* claustrophobia - if more than 30% of your total 9x9 field of view is obscured (behind wall) gain increasing amount of stress (200cap) if 0% heal stress of only this stresslet twice as fast 2 points
* modified quirks
* Empathy (generally a positive trait) (now also) +10 extra stress when witnessing player death
* social anxiety - (now also) gain 0.3 stress per 3 other sentients around the player (cap 200) trait now gives 2 points
* unstable - (fully redesigned). stress and mood randomly fluctuate up and down up to 150 stress
* phobias due to brain damage inflict 10 stress per triggering (150 cap)
* being sick inflicts stress (50 cap)
* witnessing a player die +15 stress (no cap) (murderbone antags unaffected)
* being within 3 tiles of a corpse +0.5 stress per second per corpse (medics less affected +0.2)
* 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)
* 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)
* 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 (lings that have some ability bodypart out,xenos,anomalies ect.)
* being on fire +1 (no cap)
* when you die and get revived you instantly go up a stress tier
some soothners
* verious chemicals (risky) (economy)
* alcohol beverages (risky) (economy)
* quality food (economy)
* quality drinks (economy)
* anything service can provide honestly
high mood adds a flat positive stress modifier (max -80 stress) (this one does not decay until the mood that causes it is gone)
* positive quirks
* Agoraphile- more than 3 players slowly tick up soothness, 2 points
* gentle soul - healing others recovers small amounts of stress 2 points
* brave - -1.50% & being hit -1.50% +5% virtue chance 3 points
* modified positive quirks
* apathetic - (now also) no stress from blood or corpses costs 1 more point
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 tiers (but that doesnt exclude high tiers to only pick them... (you can just get 4 low tier ones)
afflictions - negative point holders
* shaky hands - reduces item use speed and melee/ranged accuracy by 10% per tier
* frozen - reduces movement speed by 5% per tier
* stuttering - makes player's speech increasingly hard to understand per tier
* fearfull - all negative moodlets for mood have a stronger effect +5% per tier
* irational - while unrestrained the player will have a % chance to refuse to use medicines or pills. or to drink from a container +20% per tier [80% cap]... if forced(made to by others while restrained) will gain even more stress
* lashing - has a 10% chance per tier to attack a player who interacts with them in any way (hug,touch,give item,feed ect.)
* shooken - player stumbles in movement
* [HIGH TIER 2+]fatuiged - periodically ticks up stam damage
* [HIGH TIER 2+] selfish - the player will have a % chance to refuse give items, heal, feed/give drink to other players +20% per tier [no cap]
* [HIGH TIER 3+] paranoid - the player has a chance to fail to recognize other player's seeing them as unkown. at tier 2 they also fail to recognize the items they wear appearing as vauge figures.
each tier also increases the % chance of them seeing someone like that
* [HIGH TIER 3+ / UNSTACABLE] passing psychosis - inflicts temporary Reality Distortion Syndrome (if user already has RDS converts into virtue)
* [HIGH TIER 3+ / UNSTACABLE] - worried sick - inflicts user with 1 random dissease
* [HIGH TIER 3+ / RARE / UNSTACABLE] passing debilitating fear - user becomes pacified (its technically a positive condition so it wont get pulled from )
* [HIGH TIER 4 / RARE / UNSTACABLE ] passing trauma- the user gains a random temporary brain trauma
* [HIGH TIER 4 / RARE / UNSTACABLE] HOPELESS - stress reduction is only half as effective
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 their stress/mood
(witchever ttriggered the breakdown) are from the lowest tier.
when a breakdown is over player gets a 1 time mood/stress boost equivlent to 3 full tiers of stress/mood
* the last staw (dont break it) - you got lucky and rolled a last hope... do it now or face absolute breakdown
* addiction compulsion - IF NOT addicted within 5 minutes consmue any adictive substance till addicted/ IF addicted(cigarettes not included) within 5 minutes consume large volumes of said substance. size roughly proportional to substance rarity. always above safe/overdose limits
* violent tantrum - gain (damage department) antag objective (thanks bacon). fuffil it within 10 minutes
* rage - inflict 200-400 points of damage within 5 minutes to a sentient living entity
* absolute breakdown - you have either failed last hope or straight up rolled this... you are doomed or are about to doom
* catatonic breakdown - player is booted out of their body for 5-10 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
* insanity - if a ghost accepts a rolecall you are booted and replaced by them. they have the right to act dsruptively in any insane way they so choose. bonus points for acting insane to
* 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
* heart attack - user gets stage 1 heart attack. simular to the random event
* permament phobia - gain a permament severe phobia
* permament trauma - gain a deep rooted trauma
* permament psychosis - gain permament RDS
virtue boosters (players have a VERY small chance to gain a virtue instead of an affliction base 5%. however various modifiers can boost theese odds) HOWEVER rolling a virtue also adds 20 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 have no hometurf)
* 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 trade -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] beacon of hope - displays a visual effect on the player... all players near them gain 1 soothnes per second. does not work on players they attacked or shot for 30s. if team antag only works on fellow team antags.
* [HIGH TIER 2] focused - disables all item usespeed penaulties and adds +20% item usespeed for 10 minutes
* [HIGH TIER 2] vigurous - disables all movement speed penaulties and adds +20% movespeed for 10 minutes
* [HIGH TIER 2] masochistic - being injured slowly reduces stress with -1 stress per 50 damage
* [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
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 thier own afflictions in type severity wnevever they want to however they cannot get afflictions to turn into virtues (they do those to aliviate the overal "poor mood" bad preformace)
* -IPC'S degraded "mood" preformace's effects are much more servere if not handled
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
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 0.5% 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
mood:processing - 1:1, stress:processing 10:1
* internal issues that will remain until resolved by IPC
* low oil level - -1 processing per 1% (ipc's now "bleed" twice as fast but it cant kill them even if they are at 0%)
* 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 3 levels of intensity.
* 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 preformance is reduced. meaning the treshold of negative effects of poor preformance are shifted down.
changing the level of intensity of an internal system will have a 5 min cooldwn before you can change it again
the internal systems are
system name - intensity (description)[preeformance boost]
* monitor visual cortex
* reduced (target becomes nearsigted)[+30]
* shutdown (target becomes blind,IPC screen goes black)[+50]
* aidutory processing
* reduced (target is as if ears are badly damaged)[+15]
* shutdown (target is deaf)[+40]
* Speech synthesiser
* reduced (target speech is glitched and hard to read)[+10]
* shutdown (target is mute)[+30]
* upper motor coordinator
* 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
* 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
service equiped and existing to provide the crew with goods and services that improve mood.
**foods and drinks rework**
an idea born from pigeon's desire to port a dynamic drinks PR
https://github.com/shiptest-ss13/Shiptest/pull/1020 (purely cosmetic)
unlike that PR this idea is more mechanical in focus. 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 hard addictability - likelyhood of falling into a hard addiction for alcohol (hard addictions have severe mood&stress penaulty for not fuffling them... think alcoholic,drug addict)
* aging. added by some ingredients: applies a multiplier on all stats of a aocohlic ingredient. dependant on how sstrong the alcoholicness is on said ingredient
* food exclusive
* quality value. aquired as the avarage of the quality of all ingredients... ALL foods and food ingredients have quality (0-5). bad quality 2< lowers the overal result of most stats high quality >3 raises it. good ingredients are taken from plants taken good care of. or exotic traders
* 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. one taste is elevated as primary. the most prevelent ingredient/s with that specific taste deteermine the primary taste... if 2 ingredients have the same quantity use the first one that was added. dffrent races have diffrent prefrences for diffrent tastes(negative will invert the mood gain,neutral dampens it, positive boosts it). tastes also conflict each other if 2 incompatable tastes exist in the smame dish/drink the overal quality goes down depending on the relative quantity of the conflicting flavor (kiwi on pizza EW)
taste also determines the message given. and at high level can be used to mask bad/dangerous ingredients
* grain - (no conflicts | no effects)
* breakfast - no conflicts | extra shiftstart moodboost,mood+
* sweet - conflicts:salty,vegetable,sour,umami,all meat | mood++, slight stress increase (could still be negtative stressgain if flavor is higher)
* salty - Sodium chloride conflicts: sweet | mood+
* vegetable - conflicts: sweet,citrus | slight mood+
* fruit - conflicts: salty,umami,all meat | mood+
* citrus - conflicts: vegetable,umami,dairy | mood+, slight flavor multiplier (both positive and negative)
* sour - conflicts: | slight stress increase,
* spicy - conflicts: sweet,vegetable, | mood+ stress+. at high enough level it can burn your tounge and sterilize your insides
* bitter - conflicts:dairy | mood- sterss dampener (positive and negative)
* umami - conflicts: sweet,fruit,citrus, | mood+ multiplies flavor when mixed with meat
* dairy - conflicts: citrus,bitter | mood+
* fried - conflicts: all but salty,umami,sour,meat,vegetable,junkfood | mood++ unhealthy
* junk food - conflicts: all but salt | mood+ VERY unhealthy
* raw meat - conflicts: sweet,fruit | mood-, adds disgust
* cooked meat - conflicts: sweet,fruit | mood+
* 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 (oozelings like)
* gross - conflicts: mood- disgust+ (oozelings like)
* gore - conflicts: | mood-- disgust++ (oozelings like)
* flavor - while taste handles mood. flavor handles stress. low flavor- increases stress high flavor- decreses stress. this is further modified by the races's prefrence of the taste and how strong the taste is
* taste strenght. aquired by having a bigger total of flavored ingredients:
applies a multiplier to taste's effects. both positive and negative
* disgust - some ingredients increase it, others decrease it:
further increased by conflicting tastes
* aftertaste - added by some ingredients: slowly increases or decreeses mood for sometime (example canibal meat has a strong negative aftertaste)
* afterflavor. same as aftertaste but applies to stress
* temperature - hot,warm,lukewarm,cold,freezing. hot/warm add multiplier to mood, cold/freezing add multiplier to stress. 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
* water level. raised by **SOME** liquids, and soups have max. injects water when consumed. (oozelings,IPC's dont like but they can taste it and avoid it)
# 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
* minor 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