-from a song by Big Black
It's accurate too.
There's probally other "trippy" kinds of things for other foods.
What would trigger it? In reality it was grains that were too wet for too long. In the game, maybe just leaving it on the floor would give a percentage chance.
Results?
the key is to have only a few effects happen so the player isn't overwhlemed and figures it out too quickly. Maybe picking only one or a few specific "trips" for a player. Or maybe make it completely obvious by doing more so the chracter can just role play it and the player doesn't submit a bug report.
1) Hearing
rare in reality but funny in the game
1A) vowels have a percentage chance of being randomly reapeated for effected individuals. That works for all languages right?
1B) percent change of uncommon words repalced by "devil", "satan". Would have to be customized for laguages.
1C) "for satan" inserted at end of statement. Custmize for language
1D) Whole statements replaced with "We will take your soul <chracter true name>"
1E) Voice of God - "find the holy grail", custom for setting {Unanamed Ones etc}, or just a booming voice {a chance for the staff to have a little fun. Ability for staff to send booming messages to the trippies}
2) Seeing
more common than hearing
- buildings/peoples/invenotry/object appearing in an alternate order or missing from thier lists. Odd ones added. Including the events list.
- auto change particpation to different project.
- items counts in grams seem larger or smaller
- single items duplicated {both point to same item so if you drop it or give it you drop/give "both"}
- suddenly wind up travelling for no reason, entry/exit building for no reason
- hit person for no reason, see being hit that didn't happen
- see another player enter one building then exit from another.
3) Items
Articfacts of art appear.
Project artwork completed....a note with a factal design gif?
Mwaahahah
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)