Feelings

Feelings are temporary bonuses or penalties applied to Patients and Staff. Feelings can be caused by
 * Events happening at the Hospital, such as curing a Patient or seeing a Ghost

Traits are more permanent bonuses and penalties. Only Staff have Traits. Traits arise from each employee's unique personality, detailed in their Employment Reference.
 * Environment effects, such as Temperature, Attractiveness, and Prestige
 * Needs such as Thirst, Hunger, Toilet, Boredom, Comfort, and Hygiene
 * Promotions and Training Slots that are available, but not used

=Staff Feelings=

Energised
When a member of staff has 80% Energy or higher, they will receive the Energised feeling. Energised will be displayed in the staff members Info tab and Mood tab on the Staff Inspector.

All members of staff will gain a +10% increase in Speed and Happiness while under the Energised feeling. This feeling will also give staff members a boost across all their basic skills.

All staff gain: Doctors gain: Nurses gain: Janitors gain: Assistance gain:
 * "Feeling refreshed."
 * +10% Happiness
 * +10% Speed
 * +10% Diagnosis Skill
 * +10% Treatment Skill
 * +10% Research Skill
 * +10% Diagnosis Skill
 * +10% Treatment Skill
 * +20% Maintenance Skill
 * +20% Upgrade Skill
 * +20% Customer Service Skill
 * +20% Marketing Skill

Brain Boost

 * "Temporarily and artificially heighted mental processing."
 * +20% Speed
 * +100% Learning Speed
 * +10% Diagnosis Skill

Award Winning

 * "Won an award recently"
 * +20% Happiness

Negative

 * Underpaid -25% Happiness

I hate my job. -20% Speed -20% Diagnosis Skill -20% Treatment Skill
 * Unhappy

Tired -40% Speed -20% Diagnosis Skill -20% Treatment Skill
 * Exhausted Really needs a break.

Positive & Negative
=Patients Feelings=

The Giggles
"A bit laughy after honking on a Giggle Pump."
 * This feeling follows the use of the Giggle Pump. The Giggles remain for a little over a month and causes occasional fits of giggles.
 * 3% happiness boost and their boredom meter will be refilled.

Negative
Treatment Failed - -7%

Positive & Negative
=Need Sorting=
 * Attractive Environment - Variable
 * Caffeine Buzz
 * Cured
 * Cured a Patient
 * Emotional Intelligence - +10% Happiness
 * Nice Room - +5% Happiness
 * Good Room
 * Amazing Room!
 * OK- +20% Happiness (Possibly caused by high pay)
 * Happy
 * Positive - +20% Happiness
 * Promoted
 * Rising Star
 * Visited by Nurse


 * Bored
 * Very Bored
 * Health Low
 * Hungry
 * Very Hungry
 * Killed Someone
 * Low Hygiene
 * Nauseous
 * Needs the Toilet
 * Desperate for a Toilet - -20% Happiness
 * Pay Rage
 * Scared of Ghost
 * Sniffles
 * Someone Died
 * Thirsty - Needs a drink
 * Very Thirsty
 * Too Hot
 * Too Cold
 * Ugly Environment - Variable


 * Exhausted

Sad about killing someone. -20% Happiness
 * Treatment Failed
 * Killed Someone
 * Dying
 * Successful Treatment