Idle State

The following is an outdated, very technical explanation on the idle state.
The Idle State is a possible ghost state. The ghost assumes idle state as soon as it spawns and can return to in certain occasions.
== Terminology imported from other contexts ==
* Ghost Ability Random Max: 12 for amateur and 14 for other difficulties.
* Insanity: even though the game shows us the sanity level, for internal calculations it uses the insanity level, that is simply 100-Sanity. If you have 60 sanity you have 40 insanity.
== Upon Entering Idle State ==
When the ghost enters Idle State, it will remain idle for 3 to 6 seconds randomly. After setting the idle timer, the ghost will calculate several other factors:
* Max Random Ability Value: Value that will affect the random chance of the ghost interacting with something or wandering depending on the difficulty chosen. It will be 100 for Amateur, 115 for Intermediate and 130 for Professional.
*Oni Multiplier: The chance of a Ghost interacting with objects. If it's an Oni, this value will be 30.
* Hunting Multiplier: Affects the chance of the ghost initiating a hunt. This value will also be increased after the idle time, but if the ghost is a Mare it will begin with +10 if the room the ghost is currently in has no lights or the light switch is off. This value will be -10 if the light switch is on.
*Wraith Multiplier: If the ghost is a Wraith and it has walked on salt, this value will be 50.
== While Executing Idle State ==
Firstly, the ghost will wait the previously selected time from 2 to 6 seconds.
When the time is over the average player insanity will be calculated.
=== Tests to enter hunting mode ===
The ghost will decide if it can hunt the player. This will only happen if all the following conditions are satisfied:
* The game is not on the tutorial.
* The ghost can enter hunting mode and can attack (If the setup timer is over or ended from the Ouija Board).
* A random number between 0 and 1; that is, a chance of 50%.
If the ghost meets all conditions it will make 2 more checks:
* If the sum between the average player insanity and the hunting multiplier is between 50 and 75, the ghost will have a 16.6% chance of entering hunting state.
* If the sum between the average player insanity and the hunting multiplier is above 75, the ghost will have a 25% chance of entering hunting state.
=== Tests to interact with stuff ===
The following will occur independent of the conditions above.
Now the ghost will make another sequence of tests:
* A random value between [0, Max Random Ability Value[ <= (Average Player Insanity + Activity Multiplier + Wraith Multiplier + Oni Multiplier + 15 if the player is alone) capped between 0 and 100.
* A random number between 0 and 1 is 1 that is, a chance of 50%.
If the requirements above are satisfied it will roll another random number between 0 and 10 with the following outcomes:
* 0 to 4: The ghost interacts with something (if the main door is unlocked). 33% of chance of interacting with a random door, 66% of chance of ghost writing, or it will interact with a random prop.
* 5 to 8: The ghost will use an "Ability":
** If it's a Shade and there is more than one player at the ghost's current room, go back to it's favorite room.
** If it's not it will roll another number between [0 and Ghost Ability Random Max] with the following outcomes:
*** 0 to 1: The ghost will appear.
*** 2: The ghost will turn off the fuse box.
*** 3 to 4: The ghost will throw props.
*** 5 to 7: if it's the tutorial the ghost will return to its favorite room. if it's not, it will begin a random event.
*** 8 to 10: There's a 33% chance of the ghost starting wandering around. If this fails, it will return to its favorite room.
If all requirements fail, the ghost will test another set of random events. If one succeeds, the others are not executed:
# 20% chance of the ghost wandering.
# 25% chance of interacting with objects.
# If the two chances above fail, the ghost will return to its favorite room.
Category:Ghost State