Akıl Sağlığı

**Akıl sağlığı**, oyun sırasında bir dizi faktörü belirleyen bir parametredir. Akıl sağlığı oyunun başında %100'de başlar ve ilerledikçe azalır. Ortalama akıl sağlığı ne kadar düşükse, bir hayaletin belirli eylemleri gerçekleştirme olasılığı o kadar yüksektir.

## Mekanikler

Oyunda iki ana akıl sağlığı okuması vardır: her oyuncunun bireysel akıl sağlığı ve tüm oyuncuların ortalama takım akıl sağlığı. Bu değerler, ekranın hasar göreceği ve akıl sağlığı okumalarının çalışmadığı Kabus hariç tüm zorluk modlarında kamyonetin akıl sağlığı ekranında herhangi bir zamanda okunabilir. Her oyuncunun görüntülenen bireysel akıl sağlığı, oyuncu sayısına göre ±%2'ye kadar dalgalanma gösterirken, görüntülenen ortalama akıl sağlığı oyuncu sayısının ±%2 katına kadar dalgalanır. Bu dalgalanma sadece kamyonette ekranda gösterilen rakamlara uygulanır; oyun mekaniği tarafından kullanılan gerçek oyuncu akıl sağlığı bu dalgalanmaya sahip değildir.

* Örneğin, 3 oyunculu bir oyunun gerçek ortalama akıl sağlığı %65 ise, gösterilen ortalama akıl sağlığı %59 ila %71 arasında dalgalanacaktır.

Ortalama takım akıl sağlığı hesaplanırken ölü oyuncuların akıl sağlığı dahil edilmez.

Ana kapı açıldıktan sonra, aşağıda listelenen belirli faktörlere bağlı olarak oyuncuların akıl sağlığı düşmeye başlayacaktır. Sanity affects several gameplay aspects such as ghost events, hunts, and flickering lights; lower *average* sanity results in increasing relatively frequency of such activity. Individual sanities are not taken into account for these effects in most cases, meaning that a player with a high sanity level going inside may still face more aggressive behavior from the ghost if their partners staying outside all have near zero sanity.

* Note that as these occurences are random, the quantifiable change may not be obvious. Going from 100% sanity to 50% sanity for a normal ghost may not seem to have a pronounced effect on the frequency of ghost events, for example.

All ghosts have a specific hunt sanity threshold below which they will be able to attempt a hunt. The Banshee is the only ghost which uses its target's sanity to decide whether to hunt, while other effects still use average sanity.

At 0% sanity, the player does not instantly die. No special events trigger when 0% sanity is reached.

### Passive drain

Whether the player will passively drain sanity is based on whether there is sufficient light surrounding the player's head. The table below lists the rates for this:

 Medium
 Large

The values above are multiplied depending on the difficulty:

* 1x rate of decay for Amateur.
* 1.5x rate of decay for Intermediate.
* 2x rate of decay for Professional, Nightmare and Insanity.

The values listed in the table are for multiplayer; playing solo will further halve the rate of sanity drain.

Alternatively, the following is a table of sanity-wise drain time, assuming no setup phase:

 Small
 Medium
 Large

Certain types of lights can prevent sanity drain. It must be emphasised that not all of these examples listed can prevent sanity drain in normal gameplay:

* Building/location lights
* Candles
* Normal/strong flashlights
* Televisions

Some maps or areas of maps, such as (but not limited to) farmhouses, Sunny Meadows, or house basements, have a lower "native lighting level". This means that lights may not be as effective in preventing passive sanity drain compared to other maps such as suburban houses.

Examples of situations that generally prevent passive sanity drain include (non-exhaustive):

* Standing under/near a bright light in small houses
	+ Simply standing in the same room with a light turned on will not prevent passive sanity drain if the spot the player is physically standing is not well lit enough.
* Holding a lit candle
* Standing a short distance in front of an active flatscreen TV

Some situations may or may not prevent passive sanity drain, depending on the "native lighting level" of the area:

* Pointing a strong flashlight at the player's head
* Crouching over a lit candle

Examples of situations that will *not* prevent passive sanity drain include:

* *Holding* a lit flashlight of any type
* Standing in the corner of the Grafton Farmhouse storage room, even when the room lights are turned on
* Standing in front of an active computer, even though it *technically* counts as a light source
* Turning up the game's brightness

Protections against passive sanity drain do not apply to other types of drains.

### Ghost-related drains

* When a player dies, all other living players will lose 15% sanity.

Ghosts can drain the player's sanity in several ways:

* For all ghosts, if the target for most ghost events (not to be confused with a Banshee target) collides with the ghost or smoke ball, causing it to disappear, that player loses 10% of their sanity.
	+ If the Banshee performs a singing event on its hunt target and they collide with the ghost in this manner, they lose 15% sanity instead.
	+ Colliding with the Oni during any form of ghost event deducts 20% sanity instead.
* The Jinn will occasionally use an ability that drains the sanity of nearby players by 25%. The Yurei has a somewhat similar ability, with a rate of 15%.
* Being cursed by the Moroi causes the player to double their passive sanity drain, and lights will not negate this sanity drain.
* Being within 10 metres of a manifested Phantom while in line-of-sight further drops the player's sanity at a rate of approximately 0.5%/s.
* When the Poltergeist uses its ability to throw multiple items, the sanity of nearby players will decrease by 2% times the number of objects thrown.

### Equipment sanity gain/loss

Sanity can be directly gained or lost through certain equipment:

* Sanity Pills: Restores between 0% to 100% of individual sanity depending on the difficulty.
* Haunted Mirror: Each usage costs 20% sanity or 7.5%/s, whichever is higher.
* Monkey Paw: Using *I wish to be sane* sets all players' sanities to 50%, and increases the passive sanity drain rate by 50%. Using any weather wish deducts the player's sanity by 25%.
* Music Box: Being within 2.5 metres of an active music box drains the player's sanity by 2.5%/s.
* Ouija Board: Each question asked deducts a certain amount of sanity from the player, depending on the type of question.
* Summoning Circle: Each candle lit deducts 16% sanity from nearby players.
* Tarot Cards: Drawing the card *The Sun* restores the player's sanity to 100%, while *The Wheel of Fortune*, can either restore the player's sanity by 25% (if the card burns green), or deduct it by 25% (if the card burns red).
* Voodoo Doll: Each pin deducts 5% sanity, except for the heart pin which deducts 10%.

### Protections

* During the Setup Phase, sanity cannot go below 50%, regardless of the source of sanity drain.

## Objectives

Ana madde: Objectives
* Get an average sanity below 25%

## Tasks

Ana madde: Daily and Weekly Tasks
* Reach 0 sanity ($25/25 XP)

## Related difficulty settings

Ana madde: Difficulty
* **Starting sanity:** Each member's starting sanity
* **Sanity pill restoration (%):** The amount of sanity restored per 'Sanity Pills'
* **Sanity drain speed (%):** The rate your sanity decreases while stood in the dark

## Trivia

* Previously, witnessing a ghost manifestation, humming, or whispering increased sanity by 20%. This was a known bug which was fixed in Post Launch Update #3.
* Internally, *insanity* is used in some places. Insanity is simply 100% - sanity.

## History

 4 February 2020
 6 Februrary 2020
 10 March 2020
 23 March 2020
 11 April 2020
 7 July 2020
 21 August 2020
 25 August 2020
 11 September 2020
 19 September 2020(Part 3)
 28 September 2020

## Notes

Şablon:Reflist

Kaynak hatası: `<ref>` "note" adında grup ana etiketi bulunuyor, ancak `<references group="note"/>` etiketinin karşılığı bulunamadı