The Good Guy
Playtime's Over: the numbers
After the rage of being trapped in the body of a doll subsided, the Lakeshore Strangler realized this new body was the perfect host to disorient and surprise his kills. SPECIAL ABILITY: HIDEY-HO MODE Chucky can enter Hidey-Ho Mode at any time, provided the cooldown is over. When in Hidey-Ho Mode, Chucky becomes Undetectable and generates map-wide Footfalls, disorienting Survivors with sounds and footprints coming from many directions. SPECIAL ABILITY: SLICE & DICE While in Hidey-Ho Mode, Chucky gets access to the charged Slice & Dice ability, allowing him to rush unsuspecting Survivors before leaping forward and performing a Slice & Dice attack. Additionally, Chucky can quickly chain a Scamper while using a Slice & Dice. SPECIAL ABILITY: SCAMPER While performing a Slice & Dice in Hidey-Ho Mode, Chucky can perform a Scamper and special-vault over a window or under a downed pallet, allowing him to close on his unsuspecting prey. “I'm one of the most notorious slashers in history. And I don't want to give that up. I am Chucky, the killer doll! And I dig it!” – Chucky
The power's tunables as the game stores them. Distances and speeds are converted from engine centimetres to metres; everything else is shown as stored.
| Tunable | Value | Note from the game data |
|---|---|---|
| ============shared killer============ | 0 | ========================================================================================================================================== |
| Max walk speed | 4.4 m/s | in cm/s. The max walk speed in NM |
| Carrying camper max walk speed percent | 0.8 | in %. The max walk speed when carrying a survivor |
| Terror radius | 32 m | in cm. Applicable in NM |
| ============normal footfalls=============== | 0 | |
| Footstep lifetime | 0.85 | in s. How long the footstep is visible for (fades in and out during this time) |
| Footstep maximum visibility distance | 16 m | in cm. How far before the outline is not visible anymore |
| Foot step frequency | 0.15 | in s. Footsteps are spawned every THIS amount of time |
| Footsteps should only spawn when moving | 0 | 1 for enabled, 0 for disabled |
| ============hidey ho mode=============== | 0 | ========================================================================================================================================== |
| Tip toe mode duration | 14 | in s. The max time that one can spend in TTM before being forced to NM |
| Tip toe mode cooldown | 12 | in s. After exiting TTM, the power goes on cooldown for this time before the Enter TTM interaction is made available once more |
| Tip toe mode max walk speed | 4.4 m/s | in cm/s. The max walk speed in TTM |
| Transition to normal mode duration | 1 | in s. The duration of the transition to NM |
| Transition to tip toe mode duration | 1 | in s. The duration of the transition to TTM |
| Tip toe mode duration penalty percentage per m1 attempt | 0.5 | in %. How much the TTM duration is depleted on M1 attempt |
| Tip toe mode duration warning time up advance notice | 1 | in s. How long before the HHM duration ends do we get a warning? |
| ============illusory footfalls============ | 0 | ========================================================================================================================================== |
| Distraction spawn buffer | 400 | in cm. Buffer at which the max distance should receive. Currently the max spawn distance is the visibility distance |
| Distracion target direction range | 5 m | in cm. Maximum target range at which the illusion actor should go to around the survivor |
| Distraction max vertical spawn range | 4 m | in cm. Maximum height range where distractions can spawn from |
| Distraction lifetime | 10 | in s. Lifetime of each distraction. -1 will make the lifetime last as long as tip toe mode |
| Distraction random spawn rate min | 2 | #. Minimum range at which the random spawn rate should be |
| Distraction random spawn rate max | 6 | #. Maximum range at which the random spawn rate should be |
| Distraction maximum idle time | 0.2 | in s. Maximum idle time for a distraction |
| Maximum distraction around each survivor | 2 | #. Maximum distraction that each survivor can have around them. This only stop the spawning of a new distraction, if an existing one enter the range survivor can have more than this value |
| Chance to randomly turn back on path | 0.15 | in %. Chance to randomly turn back on path (Simulate mind game) |
| Chance to randomly change direction | 0.01 | in %. Chance to randomly change direction (Simulate killer changing direction) |
| Chance to randomly stop | 0.1 | in %. Chance to randomly stop for max idle time (Simulate looking around or doing an action) |
| ============camerawork============= | 0 | ========================================================================================================================================== |
| Camera work normal mode spring arm length | 130 | in cm. The length of the 3rd person camera spring arm when not colliding with anything |
| Camera work normal mode spring arm height | 110 | in cm. The height of the 3rd person camera, from the floor |
| Camera work ttm mode spring arm length | 95 | in cm. The length of the 3rd person camera spring arm when not colliding with anything |
| Camera work ttm mode spring arm height | 95 | in cm. The height of the 3rd person camera, from the floor |
| ============slice and dice not the scamper============= | 0 | ========================================================================================================================================== |
| Scamper chargeup duration | 1 | in s. The duration of the scamper charge up interaction bar. At 100% full, Scamper becomes available |
| Scamper duration | 1.8 | in s. The duration of the scamper phase, before entering Slice and Dice |
| Scamper acceleration multiplier | 10 | *. Acceleration multiplier for the scamper phase, setting this to -1 will disable any multiplier for this phase |
| Slice and dice acceleration multiplier | 100 | *. Acceleration multiplier for the slice and dice portion of the attack, before hitting / obstructing / missing |
| Slice and dice open duration | 0.6 | in s. The duration of the slice and dice portion of the attack, before hitting / obstructing / missing |
| Slice and dice succeed duration | 3 | in s. The duration of the slice and dice portion after the attack when succeed hit |
| Slice and dice miss duration | 2.25 | in s. The duration of the slice and dice portion after the attack when missing |
| Slice and dice obstruct duration | 2.25 | in s. The duration of the slice and dice portion after the attack when obstructing |
| Slice and dice turn rate limit | 300 | in degrees. The limit applied to player's left/right turn rate once started the slice and dice attack. Setting this to -1 will disable any limit |
| Slice and dice turn rate multiplier | 1 | *. Multiplier applied to the turn rate curve to allow increasing or decreasing how much that curve can be changed by. 1 is default turn rate from the curve |
| Slice and dice attack zone scale factor | 1.5 | *. Scaling of the attack zone of slice and dice |
| Scamper chaining input buffer | 0.5 | in s. Small buffer to let the user press the chain before the prompt appears. If no buffer is allowed set this to 0.1. Only valid if chaining requires an input |
| ============scamper pallet and windows============= | 0 | ========================================================================================================================================== |
| Crawl duration | 1 | in s. The duration of the scamper under a pallet |
| Quick vault duration | 1 | in s. The duration of the scamper on a window |
| =========scoring=========== | 0 | ============================================================================================================================== |
| Injure after quick vault buffer | 3 | in s. Buffer after a quick in which an injure should trigger the scoring event |
Teachable perks 3
Add-ons 20
Strobing Light Common
Doll Eyes Common
Tiny Scalpel Common
Good Guy Box Common
Power Drill Uncommon
Electric Carving Knife Uncommon
Jump Rope Uncommon
Hair Spray & Candle Uncommon
Automatic Screwdriver Uncommon
Portable TV Rare
Silk Pillow Rare
Iridescent Amulet Visceral
Plastic Bag Very Rare
Pile of Nails Very Rare
Yardstick Rare
Running Shoes Rare
Rat Poison Rare
Straight Razor Very Rare
Hard Hat Visceral
Mirror Shards Very Rare
Overview
- Power
- Playtime's Over
- Difficulty
- Intermediate
- Chapter
- Yerkes