What impact do the levels of most mental values and emotions have on the character? Some players may not know it yet. Let’s take a look at the introduction to the impact of most mental values and emotions.
Introduction to most mental values and emotional effects
mentality value
The mentality value is the most important attribute, but it almost only affects work: the mentality value is divided into positive (80+), normal (don't know), starting to be free and loose (don't know), negative, and on the verge of collapse. Mentality value only affects experience and income. Positive +20%, normal 0, free and undisciplined -30% and ?, negative -50%, on the verge of collapse and unable to work. I haven't tried what will happen if it crashes.
The mentality value is affected by many factors and can hardly be changed instantly. It can only gradually increase or decrease over time. For example, if you are full and drink enough, you can get +1 mentality per hour, while if you feel hungry, you can get -1/H, and if you have a minor illness, -2/H. As the stage of life improves, there will be more and more factors that affect the value of mentality.
mood
Emotion is the most important attribute after mentality. Please be sure to keep your mood normal/high before the end of the day, otherwise you will do irrational or dangerous behavior, such as going out and spending 120 on a pack of cigarettes.
The emotional value will greatly affect the mentality, high (75+) +2/H, low -3, extremely bad -6. If you have a 5-hour job and you go into it feeling depressed, you will be deducted an extra 15% for being depressed when you get out.
You can use entertainment to lift your mood a bit. There will be 2 interesting entertainment activities every day. Participating but not completing them will give you an extra +30 mood.
Emotions also affect the character's movement speed, reading and exercise acquisition. Up +20%