Mood: различия между версиями

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imported>XDTM
м (keep it correct in case someone adds more)
imported>Qustinnus
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'''Mood''' reflects how happy your character is in Space Station 13, and changes dynamically based on things that happen to or around you that would realistically impact it. Mood has significant effects on gameplay; if you're very happy, you will be less hungry and performs actions faster; however, if you're depressed, you might have trouble focusing, perform actions more slowly, and even walk at a shuffle.
== Mood & Sanity ==
'''Mood''' reflects how happy your character is in Space Station 13, and changes dynamically based on things that happen to or around you that would realistically impact it. Mood has significant effects on gameplay; as bad mood will decrease, and good mood will increase your sanity. '''Sanity''' has various effects depending on its state. Good sanity has effects such as making you hungry less fast, and allowing you to perform certain actions faster. However, if your sanity is low, you might have trouble focusing, perform actions more slowly, and even walk at a shuffle.


== Moodlets ==
== Moodlets ==


A mood event is called a ''moodlet''. In simple terms, your overall mood is directly related to the moodlets you have. Each moodlet has a modifier and a time; modifiers are the amount of mood that the event will add or remove, and it will do these for as long as its time has not expired. For instance, if a moodlet has a modifier of +1 for 3 minutes, you will have that slight boost to your mood for three minutes, but once this time has ended, you will not.
A mood event is called a ''moodlet''. In simple terms, your overall mood is directly related to the moodlets you have. Each moodlet has a modifier and sometimes a time; modifiers are the amount of mood that the event will add or remove, and it will do these for as long as its time has not expired, or the event hasn't ended. For instance, if a moodlet has a modifier of +1 for 3 minutes, you will have that slight boost to your mood for three minutes, but once this time has ended, you will not, or if you enter an ugly room, you will gain a bad moodlet until you leave the room.


Many actions and factors play into different moodlets, from something as simple as petting a corgi to something more complex like how filthy your surroundings are. As a rule of thumb, taking care of yourself and treating your body well will make you happier, while neglecting needs such as hunger and cleanliness will make you sad.
Many actions and factors play into different moodlets, from something as simple as petting a corgi to something more complex like how filthy your surroundings are. As a rule of thumb, taking care of yourself and treating your body well will make you happier, while neglecting needs such as hunger and getting very hurt will make you sad.


Some traits also modify moods in some way. Jolly and Depressed will make you randomly happier or sadder with no prompting, and Apathetic will reduce all mood impacts by 20%.
Some traits also modify moods in some way. Jolly and Depressed will make you randomly happier or sadder with no prompting, and Apathetic will reduce all mood impacts by 20%.
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! style='background-color:#DDDDDD;' width='80px'|Name
! style='background-color:#DDDDDD;' width='80px'|Name
! style='background-color:#DDDDDD;' width='140px'|Threshold
! style='background-color:#DDDDDD;' width='140px'|Threshold
! style='background-color:#DDDDDD;' width='100px'|Sanity Change / tick
|- style="text-align: center;"
|- style="text-align: center;"
![[File:MoodDepressed.png]]
![[File:MoodDepressed.png]]
|Depressed
|Depressed
|<=-20
|<=-20
| -0.4
|- style="text-align: center;"
|- style="text-align: center;"
![[File:MoodVerySad.png]]
![[File:MoodVerySad.png]]
|Very Sad
|Very Sad
| -20 to -15
| -20 to -15
| -0.25
|- style="text-align: center;"
|- style="text-align: center;"
![[File:MoodSad.png]]
![[File:MoodSad.png]]
|Sad
|Sad
| -15 to -10
| -15 to -10
| -0.15
|- style="text-align: center;"
|- style="text-align: center;"
![[File:MoodMeh.png]]
![[File:MoodMeh.png]]
|Down
|Down
| -10 to -3
| -10 to -3
| -0.05
|- style="text-align: center;"
|- style="text-align: center;"
![[File:MoodNeutral.png]]
![[File:MoodNeutral.png]]
|Neutral
|Neutral
| -3 to 2
| -3 to 2
| 0.1
|- style="text-align: center;"
|- style="text-align: center;"
![[File:MoodHappy.png]]
![[File:MoodHappy.png]]
|Content
|Content
|2 to 6
|2 to 6
| 0.15
|- style="text-align: center;"
|- style="text-align: center;"
![[File:MoodPleased.png]]
![[File:MoodPleased.png]]
|Happy
|Happy
|6 to 10
|6 to 10
| 0.2
|- style="text-align: center;"
|- style="text-align: center;"
![[File:MoodVeryHappy.png]]
![[File:MoodVeryHappy.png]]
|Very Happy
|Very Happy
|10 to 15
|10 to 15
| 0.25
|- style="text-align: center;"
|- style="text-align: center;"
![[File:MoodEcstatic.png]]
![[File:MoodEcstatic.png]]
|Ecstatic
|Ecstatic
|>=15
|>=15
| 0.4
|-
|-
|}
|}


== Mood Effects ==
== Sanity Effects ==


Mood has notable effects on your character:
Sanity has notable effects on your character:
* Very sad characters will move more slowly.
* Very sad characters will move more slowly.
* The screen will become progressively more blurred as you become more sad, to represent inability to focus.
* The screen will become progressively more blurred as you become more sad, to represent inability to focus.
* Action speeds vary with mood, up to a maximum of -25% speed for the severely depressed and +10% speed for the very happy.
* Action speeds vary with mood, up to a maximum of -25% speed for the severely depressed and +10% speed for the very happy.
* Hunger rate is proportional to mood. Depression will spurn you to eat more, while contentedness will make you eat less.
* Hunger rate is proportional to mood. Depression will spurn you to eat more, while contentedness will make you eat less.

Версия от 01:00, 22 марта 2018

Mood & Sanity

Mood reflects how happy your character is in Space Station 13, and changes dynamically based on things that happen to or around you that would realistically impact it. Mood has significant effects on gameplay; as bad mood will decrease, and good mood will increase your sanity. Sanity has various effects depending on its state. Good sanity has effects such as making you hungry less fast, and allowing you to perform certain actions faster. However, if your sanity is low, you might have trouble focusing, perform actions more slowly, and even walk at a shuffle.

Moodlets

A mood event is called a moodlet. In simple terms, your overall mood is directly related to the moodlets you have. Each moodlet has a modifier and sometimes a time; modifiers are the amount of mood that the event will add or remove, and it will do these for as long as its time has not expired, or the event hasn't ended. For instance, if a moodlet has a modifier of +1 for 3 minutes, you will have that slight boost to your mood for three minutes, but once this time has ended, you will not, or if you enter an ugly room, you will gain a bad moodlet until you leave the room.

Many actions and factors play into different moodlets, from something as simple as petting a corgi to something more complex like how filthy your surroundings are. As a rule of thumb, taking care of yourself and treating your body well will make you happier, while neglecting needs such as hunger and getting very hurt will make you sad.

Some traits also modify moods in some way. Jolly and Depressed will make you randomly happier or sadder with no prompting, and Apathetic will reduce all mood impacts by 20%.

Mood Thresholds

There are eight different mood thresholds that allow you to see your general morale state as an icon on your HUD:

Icon Name Threshold Sanity Change / tick
Depressed <=-20 -0.4
Very Sad -20 to -15 -0.25
Sad -15 to -10 -0.15
Down -10 to -3 -0.05
Neutral -3 to 2 0.1
Content 2 to 6 0.15
Happy 6 to 10 0.2
Very Happy 10 to 15 0.25
Ecstatic >=15 0.4

Sanity Effects

Sanity has notable effects on your character:

  • Very sad characters will move more slowly.
  • The screen will become progressively more blurred as you become more sad, to represent inability to focus.
  • Action speeds vary with mood, up to a maximum of -25% speed for the severely depressed and +10% speed for the very happy.
  • Hunger rate is proportional to mood. Depression will spurn you to eat more, while contentedness will make you eat less.