Atmospheric encounters
Configure seven doorstep scenes, scare intensity and private particle effects.
How a scene works
A player knocks and stays nearby until the resident responds. Encounters add a short scene before the response, typically lasting two to six seconds. Players can walk away at any time. No extra controls or fear meter are required.
| Scene | What happens |
|---|---|
FOOTSTEPS |
Steps approach from inside, stop at the door and fall silent |
FALSE_ALARM |
A creak and movement resolve into a harmless cat sound |
UNANSWERED |
An empty doorway, knocks from behind and a brief silhouette |
WATCHER |
A distant figure disappears when examined or approached |
FALSE_NEIGHBOUR |
A resident briefly becomes an uncanny dark figure |
DOUBLE_KNOCK |
Knocks at the door receive an answer behind the visitor |
LIGHTS_OUT |
A short blackout, heartbeat and fleeting figure |
Ordinary QUIET_VISIT scenes provide recovery between encounters.
Default settings
Horror:
enabled: true
intensity: BALANCED
chance: 65
volume: 0.7
darkness: true
particles:
enabled: true
density: 0.7
strong_cooldown_seconds: 90
quiet_visits_after_strong: 2
max_distance: 8
weights:
FOOTSTEPS: 4
FALSE_ALARM: 2
UNANSWERED: 3
WATCHER: 3
FALSE_NEIGHBOUR: 2
DOUBLE_KNOCK: 2
LIGHTS_OUT: 2
chance is the percentage of eligible visits considered for a scene, not the percentage of visits that become strong scares. First visits are ordinary. After a strong scare, the player gets two quiet visits and a 90-second strong-scare cooldown. Recent scenes are excluded to reduce repetition. Each player has independent pacing.
Choose an intensity
GENTLEexcludes the two strong scene types.BALANCEDuses the configured weights.INTENSEdoubles strong-scene weights while keeping cooldown and recovery rules.
Set a scene's weight to zero to disable it. Set Horror.enabled: false for ordinary visits. Personal encounter audio can be silenced with volume: 0; darkness can be disabled independently.
Private visual effects
Supernatural scenes can use curved soul wisps, broken ritual circles, inward smoke spheres, knock echoes and ash trails. These particles are private to the visitor and stop with the visit. Ordinary visits, footsteps and false alarms do not use spell formations.
particles.density ranges from zero to one. Changing it affects visual density, not timing, sound or rewards. particles.enabled: false disables encounter particles.
Leaving and interrupted rewards
Moving beyond max_distance, dying, leaving the world or event, disconnecting, reloading or disabling the plugin cancels the active visit. Scares do not damage players, alter the camera or teleport them.
Sweets, ingredient assignments/deliveries and costume-history settlement happen once when the response resolves. Discovery credit and ordinary admission cooldowns are still applied on knock. Thief losses remain a separate option; a scare by itself does not take sweets.
Existing configuration files
Missing encounter settings use defaults without overwriting your existing configuration. Copy the Horror section into the existing file when you want to tune it. Older message files use English fallbacks for missing encounter hints until you add the corresponding localized messages.