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phasmophobia_mechanics's Issues

Ghostbox

Your Description says that the Ghost Box will only speak every 10 seconds. I definetly watched it often speak in a 3-4 second pattern.

Contributing changes to Beta Builds

Hey Excellent Dump Information!

I've been archiving beta builds of the game, and peering into them. Obviously some things have changed since the inception of this guide, and I'd like to start documenting them as going through IL2CPP (esp with some now obfuscated symbol names using unicode) it's generally not the most user feasible, and I'd like to make the info available for those who want it.

How would you feel about changing the branch structure to include a "stable" branch, and a "beta" branch to this repository, making stable the default people see? People like myself who poke around on beta's could then contribute documentation to the beta branch through PRs, and it could be available to those who want it.

About Item : Crosses

  • Crosses
    • When the cross is thrown in the ground, you can stop the ghost from entering the hunting state within 3m (the Banshee range is 5m, and the cross does not play any role when held in the hand)
    • The cross can block 2 times the ghost into the hunting state, when the cross successfully prevent the ghost into the hunting state, one player's sanity will rise about 20%, after blocking 2 times the cross will disappear

How to use.

Sorry for bothering you. Just to make sure. Where should I extract the files? Or how should I use it?

Ouija Board

Says increases sanity by 5 to 10% it should be Decrease.

Contribution

Hi, I'd love to contribute to your research and learn more about how you've put these details together.

Are you experimenting in-game or looking through source files?

Thanks.

Spirit box addition

About the Spirit box, when playing solo I believe it is open mic as well.
It's a bit annoying to read this if statement.

if (!this.isOn || this.soundSource.isPlaying || !XRDevice.isPresent && PlayerPrefs.GetInt("localPushToTalkValue") == 0 && (PhotonNetwork.room.PlayerCount > 1 && !GameController.instance.myPlayer.player.pcPushToTalk.isPressingPushToTalk) || GameController.instance.myPlayer.player.isDead)

About Ghost Events Last Article

in Ghost Events, you say "A ghost event will increase a random player's sanity by 20% (not sure if this is intended)", but in game, when the crosses successfully blocks a hunting, the player increases sanity by 20%, so it's not intentional.

Average Player Insanity

Regarding the Average Player insanity used to calculate if a hunt will begin.

Does this only take into account players in the house or simply all players?

Updates?

Will there be updates to this github as mechanics are tweaked/added? If so, how often will this take place? Because it's super useful.

Ghost activity info reversed?

I think this bit of info may be backward:

"If a random number from 0 to (based on difficulty) is greater than or equal to their current activity level, including all ghost-specific multipliers, and an additional 15% if playing solo, they have a chance of interacting with objects, or going to their favourite room, appear, use the fusebox, etc.

This means that a higher Ghost activity level, Oni/Wraith multiplier, and playing solo decreases the chance of the ghost interacting with the house"

In IdleState it shows:

float num2 = Mathf.Clamp((float)num + this.ghostAI.ghostInfo.activityMultiplier + (float)this.WraithMultiplier + (float)this.OniMultiplier + (float)((PhotonNetwork.playerList.Length == 1) ? 15 : 0), 0f, 100f);

if ((float)Random.Range(0, this.maxRandomAbilityValue) <= num2 && Random.Range(0, 2) == 1)

So it looks like it's actually if random number is less than or equal to their current activity multiplier + modifiers, no? Which would mean a higher activity multiplier increases chance of activity? This is further supported by the fact that Onis get an activity multiplier of 30 when > 0 people are in their room, and in-game they very clearly get much more active when someone is in their room.

Ghost Name information

Part of the article states: "Ghosts can react to their name at any time, even when you are not holding down a VOIP key, with a 20 second delay in between reactions"

However, the code in question simply turns on a flag that the ghost's name has been said and turns that off after 20 seconds.
if (SpeechRecognitionController.instance.hasSaidGhostsName) { this.ghostsNameReactionTimer -= Time.deltaTime; if (this.ghostsNameReactionTimer < 0f) { SpeechRecognitionController.instance.hasSaidGhostsName = false; this.ghostsNameReactionTimer = 20f; } }

The section of code the uses this in the ResponseCheck and OnPhraseRecognized states:
if (!SpeechRecognitionController.instance.hasSaidGhostsName && !GameController.instance.isTutorial && Random.Range(0, 3) == 1 && PlayerPrefs.GetInt("isYoutuberVersion") == 0) { return; }
Meaning, that if all of the following are true, for the player:

  • Has not said the name in the past 20 seconds
  • Is not in the tutorial
  • Is not playing the "Youtuber" version
  • If a randomly picked number, from set {0, 1, 2} is 1
    Then the ResponseCheck fails.

What this says, to me, is that there is a roughly 66% chance of the ghost responding (provided all other checks, like same floor, correct room, correct ghost type, etc are met), which jumps to 100% if their name has been said in the last 20 seconds.

What do you think?

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