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Moodlets

Posted: Sat Nov 11, 2017 6:32 pm
by Qustinnus
Hello TG citizens. I have a somewhat controversial idea, that I have already partially coded for my own repo, but which I think could work on TG.

Now, this idea will probably get instantly rejected by most of you for being too high RP. But I hope after reading this topic I can atleast kind of change your mind on that.

First of all, my idea: Add a mood system for humans which allows them to gain or lose happiness based on recent events.

Being in a bad mood could take the effect of current hunger (being slowed down, replacing hunger's negative effect with a bad moodlet or possibly toxin damage), and make you sob randomly or in REALLY extreme cases (as in, you just saw your mother die, your dog got lynched, and your PR was closed. All at the same time.), stun you and make you cry for a while. These effects would not always be happening. They would happen if you are either severely abusing yourself, or being abused by an antag. So please don't worry it'll continiously stun you in bad times because you didn't do X and Y. There's no plan to make it be like that.

Good moods positive effects are to be thought about in the future.

Either way, mood is gained or lost by gaining moodlets, these moodlets can be something simple like "I recently had some nice food +1 happiness" or "I recently saw a clown +1 happiness". This system potentially adds some fluff to character development, and combined with things such as hulk, you could have a new system of balancing positive and negative effect (Being a hulk could give you a huge negative mood effect, for example.)

Now, I can already imagine a lot of you will proclaim that this idea is too H-RP, but that's where I disagree. H-RP servers would actually dislike this idea because they revolve around the idea of passive RP, in which RP is usually, well, passive. You pretend your character dislikes the clown, you pretend your burger is wrapped and you unwrap it, you pretend the engine is more complex than it's mechanics offer. This idea however, is a game mechanic. It doesn't make you pretend, it just sets up another game rule. And it's actually another challenge for you to face. It would give us another way to balance a lot of features. And in a way you can just compare moods to damage on a very high level. You can gain (heal) or lose (get damaged) mood, and that makes the game more difficult for you.

Now, I already have a big part of this PR set up and could easily PR it to TG, adding a framework that allows anyone to add moodlets to players that could for example last for 5 minutes, or untill a certain event has passed.

DISCLAIMER 1: the hygiene and needs will not be included, as I don't think TG would be too interested in that.
https://github.com/FTL13/FTL13/pull/2564
DISCLAIMER 2: the hygiene and needs will not be included, as I don't think TG would be too interested in that.
DISCLAIMER 3: Some things in this version of the PR will be changed to better fit TGs level of RP as compared to FTLs. It's mainly as an example of what it could look like.

But as an example, a clown hugs you. You would be able to call

Code: Select all

M.add_event("clown_hug", /datum/happiness_event/clown_hug)
which would result in you giving that mob a "clown hug" event, which could for example give them -2 happiness for a 1 minute duration. You could also make something that adds an event, and then removes it once the event is over (bad moodlet for being handcuffed)

And once again; none of this is final. So even if you dislike some of the parts of this idea, but like others, feel free to give some suggestions that could make this a bit more acceptable.

Pictures of current moodies UI design: Image


Edit: Added a few example of the moodlets we have coded in so far: (Thanks to Ike!)

Code: Select all

/datum/happiness_event/creampie
	description = "<span class='warning'>I've been creamed. Tastes like pie flavor.</span>\n"
	happiness = -2
	timeout = 1800

/datum/happiness_event/delam //SM delamination
	description = "<span class='boldwarning'>Those God damn engineers can't do anything right...</span>\n"
	happiness = -8
	timeout = 6000

/datum/happiness_event/shameful_suicide //suicide_acts that return SHAME, like sord
  description = "<span class='boldwarning'>I can't even end it all!</span>\n"
  happiness = -10
  timeout = 600

/datum/happiness_event/blessing
	description = "<span class='green'>I've been blessed.</span>\n"
	happiness = 3
	timeout = 3000

/datum/happiness_event/honk
	description = "<span class='green'>Maybe clowns aren't so bad after all. Honk!</span>\n"
	happiness = 2
	timeout = 2400

/datum/happiness_event/broken_vow //Used for when mimes break their vow of silence
  description = "<span class='boldwarning'>I have brought shame upon my name, and betrayed my fellow mimes by breaking our sacred vow...</span>\n"
  happiness = -5

/datum/happiness_event/tased
    description = "<span class='warning'>There's no \"z\" in \"taser\". It's in the zap.</span>\n"
    happiness = -4
    timeout = 3000

/datum/happiness_event/drugs/withdrawal_severe
	happiness = -7

/datum/happiness_event/drugs/withdrawal_severe/add_effects(name)
	description = "<span class='boldwarning'>Oh god I need some [name]</span>\n"

Re: Moodlets

Posted: Sat Nov 11, 2017 8:01 pm
by Shezza
/datum/happiness_event/headpats
description = "<span class='green'>There is nothing wrong about headpats.</span>\n"
happiness = 2
timeout = 200

/datum/happiness_event/nudity
description = "<span class='green'>I feel shame from being naked.</span>\n"
happiness = -6

Re: Moodlets

Posted: Sat Nov 11, 2017 8:03 pm
by Qustinnus
that's something you can PR seperately someday but I don't think I'll be adding too much controversial moodies myself :^)

edit: the nudity one seems fine though.

Re: Moodlets

Posted: Sat Nov 11, 2017 8:35 pm
by calzilla1
This idea makes me believe that you're a brainlet

Re: Moodlets

Posted: Sat Nov 11, 2017 8:43 pm
by Qustinnus
calzilla1 wrote:This idea makes me believe that you're a brainlet
Any constructive feedback or does your vocabulary only consist of things you heard oranges say?

Re: Moodlets

Posted: Sat Nov 11, 2017 9:16 pm
by Selea
I think that it might be better if it combined with trait system.
I suggest to make it possible to choose some psychological traits including perverted ones, which can a djust effect from various situations.

Re: Moodlets

Posted: Sat Nov 11, 2017 9:25 pm
by Qustinnus
A future PR I hope to do is add traits and trait-specific moodlets. Probably no perverted ones, however.

Re: Moodlets

Posted: Sat Nov 11, 2017 9:32 pm
by Selea
without perverted ones it it's not worth IMO.

Re: Moodlets

Posted: Sat Nov 11, 2017 9:48 pm
by Qustinnus
this is TG not citadel.

Re: Moodlets

Posted: Sat Nov 11, 2017 10:27 pm
by kevinz000
Selea wrote:without perverted ones it it's not worth IMO.

Re: Moodlets

Posted: Sat Nov 11, 2017 10:34 pm
by Qustinnus
kevinz000 wrote:
Selea wrote:without perverted ones it it's not worth IMO.
Image
bad kevinz

Re: Moodlets

Posted: Sat Nov 11, 2017 10:35 pm
by calzilla1
Qustinnus wrote:
calzilla1 wrote:This idea makes me believe that you're a brainlet
Any constructive feedback or does your vocabulary only consist of things you heard oranges say?
Idk, I think the only constructive feedback is to tear it down and give what remains to someone competent

Re: Moodlets

Posted: Sat Nov 11, 2017 10:41 pm
by kevinz000
Lol calzilla and a positive word in the same sentence Floyd

Re: Moodlets

Posted: Sat Nov 11, 2017 10:47 pm
by Qustinnus
calzilla1 wrote:
Qustinnus wrote:
calzilla1 wrote:This idea makes me believe that you're a brainlet
Any constructive feedback or does your vocabulary only consist of things you heard oranges say?
Idk, I think the only constructive feedback is to tear it down and give what remains to someone competent
I'd love to see a PR from you so you can show your competence.

Re: Moodlets

Posted: Sat Nov 11, 2017 10:49 pm
by DemonFiren
>"let's see you do better"
lol

Re: Moodlets

Posted: Sat Nov 11, 2017 10:55 pm
by Qustinnus
DemonFiren wrote:>"let's see you do better"
lol
Not really, I'm just not a big fan of someone I don't know telling me I'm incompetent when they haven't seen any of my work. It's low quality bait. (although I did bite so I guess I'm a retard for doing that kek)

Re: Moodlets

Posted: Sat Nov 11, 2017 11:26 pm
by TrustyGun
I don't like the idea of being stunned for not taking care of myself and being sad, even in extreme cases. Slowdown is punishment enough

Re: Moodlets

Posted: Sat Nov 11, 2017 11:42 pm
by Qustinnus
TrustyGun wrote:I don't like the idea of being stunned for not taking care of myself and being sad, even in extreme cases. Slowdown is punishment enough
Alright, I'll stick to slow-down and fluff effects for now, and see how that works. :D

Re: Moodlets

Posted: Sun Nov 12, 2017 12:21 am
by Reece
OP's picture has me confused as to gender.
OP clarify so I may know if I am gay or nay.

Re: Moodlets

Posted: Sun Nov 12, 2017 12:25 am
by Selea
To be clear.I think, your idea is good.But only with traits and lewdness.
Why?Because you can pick set of fetishes and roam the station for related events.Collecting arousal points can be hilarious.

Re: Moodlets

Posted: Sun Nov 12, 2017 12:33 am
by bandit
>implying a clown hug does not spread happiness

Re: Moodlets

Posted: Sun Nov 12, 2017 12:33 am
by Qustinnus
Selea wrote:To be clear.I think, your idea is good.But only with traits and lewdness.
Why?Because you can pick set of fetishes and roam the station for related events.Collecting arousal points can be hilarious.
I'm going to add traits and trait specific moodlets in a future PR if this gets merged. (So I atomize properly) But lewdness is simply not happening. ERP is banned on TG. If you want to change that you have to talk to the headmins not me :P

Re: Moodlets

Posted: Sun Nov 12, 2017 12:35 am
by Qustinnus
bandit wrote:>implying a clown hug does not spread happiness

Code: Select all

/datum/happiness_event/honk
   description = "<span class='green'>Maybe clowns aren't so bad after all. Honk!</span>\n"
   happiness = 2
   timeout = 2400
Reece wrote:OP's picture has me confused as to gender.
OP clarify so I may know if I am gay or nay.
you're gay sorry. </3

Re: Moodlets

Posted: Sun Nov 12, 2017 12:37 am
by bandit
Qustinnus wrote:a clown hugs you. You would be able to call

Code: Select all

M.add_event("clown_hug", /datum/happiness_event/clown_hug)
which would result in you giving that mob a "clown hug" event, which could for example give them -2 happiness for a 1 minute duration.
the hug of the clown always must increase happiness, never decrease it

:honkman: :heart:

Re: Moodlets

Posted: Sun Nov 12, 2017 12:45 am
by Qustinnus
bandit wrote:
Qustinnus wrote:a clown hugs you. You would be able to call

Code: Select all

M.add_event("clown_hug", /datum/happiness_event/clown_hug)
which would result in you giving that mob a "clown hug" event, which could for example give them -2 happiness for a 1 minute duration.
the hug of the clown always must increase happiness, never decrease it

:honkman: :heart:
dont worry I wouldn't want clowns hugging everyone to make them depressed. Instead giving the clowns hug a + moodlet would make the clown useful!

Re: Moodlets

Posted: Sun Nov 12, 2017 12:48 am
by Reece
Qustinnus wrote:
Reece wrote:OP's picture has me confused as to gender.
OP clarify so I may know if I am gay or nay.
you're gay sorry. </3
Time to lynch myself I guess.

Re: Moodlets

Posted: Sun Nov 12, 2017 1:29 am
by PKPenguin321
Kind of like rimworld
Which is cool if you're observing it but I'd imagine would be more annoying to have to play with

Re: Moodlets

Posted: Sun Nov 12, 2017 1:52 am
by cedarbridge
For an actually pretty ok idea, there sure are a lot of retards in here shitting up the thread.

Re: Moodlets

Posted: Sun Nov 12, 2017 2:22 am
by D&B
Personally if there's no benefits and only disadvantages then it shouldn't go in tbh.

Re: Moodlets

Posted: Sun Nov 12, 2017 3:00 am
by Qustinnus
I hope to make the PR not too invasive but still be noticeable. It shouldn't affect players that dislike it too much, but should still be somewhat relevant for players that do like it, and reward them for using the system. There'll definitely be benefits at some point I just need to think of benefits that wont get powergamed to shit.

Re: Moodlets

Posted: Sun Nov 12, 2017 3:51 am
by Cobby
D&B wrote:Personally if there's no benefits and only disadvantages then it shouldn't go in tbh.
The Creep is too real.

Also op is not bad lookin but colonic is the better looking of twinks tbh

Re: Moodlets

Posted: Sun Nov 12, 2017 4:20 am
by confused rock
lifeweb has good ones, being in a bad mood has various bad affects like being more vulnerable to ghosts and overall exhaustion and worse luck but nothing obvious
they always highly promote rp, some examples of good lifeweb moodinators
"I got a cold turkey. I need more alcohol"
"frank frank gave me a nice hug!"
"that guy called me gay!"
"I WANT SEX. NOW!"
"Ew, its a nigger!"
"I have seen a fellow nigga!"

Re: Moodlets

Posted: Sun Nov 12, 2017 4:48 am
by Steelpoint
Unironically if you want a good mood system I suggest looking at how Lifeweb does it.

Re: Moodlets

Posted: Sun Nov 12, 2017 4:53 am
by Qustinnus
Lifeweb is the inspiration for this mood system and Interbay already ported my system because they liked the similarities. This system works almost exactly the same except mine is probably more robust because tg code is best code. Thing is I don't want to make it as invasive as lifeweb's system because then people feel like it pressures them too much.

Re: Moodlets

Posted: Sun Nov 12, 2017 4:55 am
by Steelpoint
True, Lifewebs system is very invasive intentionally. Since keeping your character healthy, happy and fed is a major task you do the entire game.

Not so much here.

Re: Moodlets

Posted: Sun Nov 12, 2017 4:58 am
by SpaceInaba
does lynching clowns and greyshirts improve mood

Re: Moodlets

Posted: Sun Nov 12, 2017 4:59 am
by Qustinnus
Which is why for TG I mainly hope to create a fun thing that you can pick to use to your advantage, or let it kind of be a thing, without it bothering you much more than hunger does right now. I also want to use it as a piece of fluff because moodlets are neat.

Re: Moodlets

Posted: Sun Nov 12, 2017 5:02 am
by Qustinnus
SpaceInaba wrote:does lynching clowns and greyshirts improve mood
Well..It could..but then it would reinforce griefing and it wouldnt get merged :^)

Re: Moodlets

Posted: Sun Nov 12, 2017 6:16 am
by Jacough
How about different forms of entertainment?
> Playing instruments improves mood greatly
> Listening to instruments improves mood
> Space drugs
> Reading books improves mood
> achieve sheer bliss from sitting in the library reading gay erotic fanfics the entire shift

Re: Moodlets

Posted: Sun Nov 12, 2017 6:27 am
by Qustinnus
Jacough wrote:How about different forms of entertainment?
> Playing instruments improves mood greatly
> Listening to instruments improves mood
> Space drugs
> Reading books improves mood
> achieve sheer bliss from sitting in the library reading gay erotic fanfics the entire shift
Reading books and doing drugs already improves your moods, withdrawal fucks you up big time, though. Listening to instruments is doable to add later. :D

Re: Moodlets

Posted: Sun Nov 12, 2017 7:27 am
by Qustinnus
Image

Re: Moodlets

Posted: Sun Nov 12, 2017 7:31 am
by oranges
Qustinnus wrote:
calzilla1 wrote:This idea makes me believe that you're a brainlet
Any constructive feedback or does your vocabulary only consist of things you heard oranges say?
Hello, fucking annihilated

Re: Moodlets

Posted: Sun Nov 12, 2017 11:33 am
by Karp
A dumb idea would be to add social oriented moodlets partially similar to what goon does and add moodlets to add some form of social consequence to genociding half the station, antagonists can be completley unhinged and ignore it from the start or be incredibly hard to even phase as muh lore conditioning reasoning with something like hallucinations as a result of mass murdering on it.

Some other awful suggestions to suggest to make your life hell are vices that could adjust the effect of moodlets like on lifeweb or adding passive damage resist/health increases to people who are healthy enough but i'm getting into insane ideas guy territory but I like it

Re: Moodlets

Posted: Sun Nov 12, 2017 5:35 pm
by Steelpoint
Yeah Lifeweb does that.

To discourage you just killing everyone, murdering anyone (even some antagonists I think) results in you getting a near-permanent negative mood modifier, and every person you kill/maim adds another modifier which can quickly add up to make you perma have a bad mood.

I'd suggest something similar for this system. However I'd exclude all Antagonists from the system.

Re: Moodlets

Posted: Sun Nov 12, 2017 5:40 pm
by DemonFiren
Exclude all antagonists as in antags don't suffer from killing or exclude all antagonists as in you don't suffer from killing antags?

Re: Moodlets

Posted: Sun Nov 12, 2017 5:41 pm
by Qbopper
thot_slayer wrote:
Qustinnus wrote:
calzilla1 wrote:This idea makes me believe that you're a brainlet
Any constructive feedback or does your vocabulary only consist of things you heard oranges say?
Hello, fucking annihilated
i don't know who OP is but

>roasts the fuck out of calzilla
>has zero fucking fear and puts (what is likely) a picture of himself as his avatar
>has actual code and isn't just throwing out ideas without substance

qustinnus is a chad

Re: Moodlets

Posted: Sun Nov 12, 2017 5:42 pm
by Steelpoint
I mean that all antagonists should not get a negative moodlet for killing or maiming someone.

Killing an antagonist as a non-antag (unless you are a ERT/DS) should still net you a negative moodlet. Both to try and avoid murdering but also to avoid metagaming.

Re: Moodlets

Posted: Sun Nov 12, 2017 5:43 pm
by DemonFiren
Qbopper wrote:
thot_slayer wrote:
Qustinnus wrote:
calzilla1 wrote:This idea makes me believe that you're a brainlet
Any constructive feedback or does your vocabulary only consist of things you heard oranges say?
Hello, fucking annihilated
i don't know who OP is but

>roasts the fuck out of calzilla
>has zero fucking fear and puts (what is likely) a picture of himself as his avatar
>has actual code and isn't just throwing out ideas without substance

qustinnus is a chad
And chads deserve to burn.

Re: Moodlets

Posted: Sun Nov 12, 2017 5:50 pm
by Super Aggro Crag
Good idea

Re: Moodlets

Posted: Sun Nov 12, 2017 5:51 pm
by Deitus
i unironically like the idea but shitposters and, for lack of a better term, powergamers, will keep it from getting merged.

good work though op.