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

Positive
"A bit laughy after honking on a Giggle Pump."
 * Attractive Environment - Variable
 * Caffeine Buzz
 * Cured
 * Cured a Patient
 * Energised - Feeling refreshed. +10% Happiness +10% Speed, +10% Diagnosis Skill, +10% Treatment Skill, +10% Maintenance Skill, +10% Upgrade Skill
 * 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
 * The Giggles
 * This feeling follows the use of the Giggle Pump. The Giggles remain for a little over a month and causes occasional fits of giggles.

Negative

 * 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
 * Tired
 * Exhausted
 * Too Hot
 * Too Cold
 * Treatment Failed - -7%
 * Ugly Environment - Variable
 * Underpaid - -25% Happiness

Feelings
Really needs a break. -40% Speed -20% Diagnosis Skill -20% Treatment Skill Happy about curing someone. +10% Happiness Sad about killing someone. -20% Happiness I hate my job. -20% Speed -20% Diagnosis Skill -20% Treatment Skill
 * Exhausted
 * Treatment Success
 * Treatment Failed
 * Killed Someone
 * Unhappy

Feelings

 * Dying
 * Successful Treatment