GERI_KHAN'S PROFILE
geri_khan
90
Search
Filter
[RMMV] Enemy moods: what else could I do with this mechanic?
I have been doing some thinking about applying moods to actors since halibabica's post. I think I can see a couple of ways.
WAY A
When you're talking about sealing abilities, you're talking about the classic Silence state, right? So something like that...
Aggressive seals defensive skills (heals, buffs)
Diplomatic seals damaging skills
Nervous seals social skills (EDIT: terrible idea, sealing the skills that change moods makes it difficult to change moods and unseal the skills)
Confident seals... um... coming back to it...
And add in stat boosts!
Aggressive boosts damage
Diplomatic boosts healing
Nervous boosts evasion
Confident boosts... uh, I guess Defence is left?
So you have a motivation to let some of your skills be locked away in exchange for stat boosts, but... what does Confident do? For enemies where being confident is a liability it's "enemies may get overconfident and start wasting actions sneering" but I don't want to hand a players characters an idiot ball.
That and there are some obviously right choices here. No reason not to have the healer Diplomatic and the barbarian Aggressive. So maybe the other way is to embrace that...
WAY B
Each player character has a "favorite mood" that enables their ultimate technique. Being out of it does nothing, or brings penalties. Enemies can try to bring them out of it and players need to try to keep them in it.
But this doesn't have much effect if the ultimate skill is unavailable anyway, as it would be often during the early game.
WAY C
So alternately maybe there's a mood that helps boost their regular skills, and then a powerful skill unlocked by the opposing mood, so they have to choose.
mmmm I dunno. I'll keep an open mind and keep thinking about this.
That's OK. For the record, I'm the type of person who's spent much more time lately staring at javascript files than I have in the map editor and database combined. But I have been messing about with this thing occasionally since RM2K was new, just never really done anything serious with it.
I still can't get used to autotiles. What even is this.
WAY A
When you're talking about sealing abilities, you're talking about the classic Silence state, right? So something like that...
Aggressive seals defensive skills (heals, buffs)
Diplomatic seals damaging skills
Nervous seals social skills (EDIT: terrible idea, sealing the skills that change moods makes it difficult to change moods and unseal the skills)
Confident seals... um... coming back to it...
And add in stat boosts!
Aggressive boosts damage
Diplomatic boosts healing
Nervous boosts evasion
Confident boosts... uh, I guess Defence is left?
So you have a motivation to let some of your skills be locked away in exchange for stat boosts, but... what does Confident do? For enemies where being confident is a liability it's "enemies may get overconfident and start wasting actions sneering" but I don't want to hand a players characters an idiot ball.
That and there are some obviously right choices here. No reason not to have the healer Diplomatic and the barbarian Aggressive. So maybe the other way is to embrace that...
WAY B
Each player character has a "favorite mood" that enables their ultimate technique. Being out of it does nothing, or brings penalties. Enemies can try to bring them out of it and players need to try to keep them in it.
But this doesn't have much effect if the ultimate skill is unavailable anyway, as it would be often during the early game.
WAY C
So alternately maybe there's a mood that helps boost their regular skills, and then a powerful skill unlocked by the opposing mood, so they have to choose.
mmmm I dunno. I'll keep an open mind and keep thinking about this.
PentagonBuddy
Also apologies in general if I come off as patronizing, I just have no clue how familliar you are with RM or anything and tend to err on the side of over-explaining
That's OK. For the record, I'm the type of person who's spent much more time lately staring at javascript files than I have in the map editor and database combined. But I have been messing about with this thing occasionally since RM2K was new, just never really done anything serious with it.
I still can't get used to autotiles. What even is this.
[RMMV] Enemy moods: what else could I do with this mechanic?
Thanks for the comments!
I guess something to say is that I don't intend for moods to be the be-all-and-end-all of the battle, but more something that can be taken advantage of by an observant player, or something that can be set up by the player to remove enemy actions they don't like, like taunts, heals and powerful attacks. Generally fights where moods are used should be easier and faster than just hitting Attack.
The player characters are adventurers busting into a fort to rescue a friend. They'll mostly be fighting soldiers etc so having every battle end with all enemies fleeing or giving up with no casualties feels a little ridiculous.
The whole mechanic stemmed from wanting to have something that would let me make Boast, which is a ridiculously in character skill for its owner, and a lot of the player characters' personalities come out of what social skills they have. This character is conniving and threatening, and can Intimidate and Humiliate. This character is the daughter of diplomats, and can Negotiate and Compliment... and so on.
EDPVincent: despite loving Persona, I've not really looked at other SMT games much and should probably fix that!
Ranshackin: I see what you're talking about. I am hoping that what I have so far will give the player enough clues without outright stating it. Here's some screens of what I mean...
(all art strictly temporary and borderline trolling, my co-creator doesn't want us revealing anything like that yet)
At the start of each round, a clue is stated about one random enemy's mood.
When an enemy uses a skill, an icon shows if it needs a mood. (in this case the orange up arrow is temporary icon for Confident) if a mood changes, an animation plays and a clue is given about the changed mood.
Starting to think the changed mood text should go in a popup over the character's head instead of the battlelog, like the skill name. It'd be more noticable.
Does this seem like enough for the player to track and figure out the moods?
Boast certainly is a powerful move and a player who wanted to exploit it certainly could in a lot of situations, but my intent is it's something an observant player can use to end the battle quickly, not something you have to spend many turns building towards. (unless someone wanted to do a MGS-style no-kill run? Which would be delightful)
pianotm: Thanks, I am definitely going to have to check Free Spirits out, it looks intriguing as all hell.
Pentagonbuddy: thanks for the huge post!
Since I want to communicate moods indirectly, I feel like I need cutoff points so I can have a point where I can tell the player, "ok, something's changed." That bit of feedback feels important to me. I do like what you say later about having having the intensity of a mood influence the probability of using its associated skills, and I think I could do that.
Here's how the Chanter is set up:
I'm sure I could find a way to scale that R value from 1 to 4 as the associated mood grows.
Related to mood-swinginess, you got me thinking about the question of how quickly a mood should change. Currently a skill that only affects a mood and does nothing else changes it by 34 points, shifting it in a single application. I like the immediacy but if the swinginess is going to come across as weird maybe I should change it.
Aggressive 10 is Diplomatic, but I know what you're asking. No, not currently.
You did give me an interesting idea though, specific enemy skills that get damage bonuses, state success bonuses, scale healing done etc based on how much of a mood the user has.
Not really convinced about giving moods to actors. If every actor's skill needed a mood, then at best with the way moods oppose each other an actor would only have access to half their skills at one time. Also I have a separate system for a MP-like resource.
As for Indifference, that would be Neutral, 34-65, the middle part of the chart.
It's the top one. Dealing with eight moods when you can only directly influence four seems like a bit much to me. But I can totally have skills that depend on two moods, like your Swagger suggestion.
There are some general rules - such as enemies who taunt lose it when Nervous, enemies who heal are less effective when Aggressive, enemies who cast offensive magic are more likely to shield allies when Diplomatic, everyone becomes better at what they do when Confident. But there's room for variation: say a specific healer gains Holy when Aggressive, a Diplomatic swordsman knows enough field medicine to drag a KOd ally to their feet, a fancy mage starts showing off and becomes a liability when Confident.
Regarding frustration, I haven't entirely decided if I'll have random battles or fixed map ones, but either way there'll be a fixed encounter order in each area that introduces new enemies and lets the player experiment with them and find their gimmics before ramping up the complexity with more dangerous combinations.
... one thing I need to think about how to convey is that an enemy is immune to a specific mood.
Huh, moods don't really fit in thematically, at least not right now. Moods and social skills were a way to show the actors personalities in battle. But I'll have a talk with my co-author, who is handling most of the script, on the subject.
Thank you, it's been very useful!
Zephyr - The Poker Face status is interesting! Even if I do keep the moods hidden, I can change the clue given to "Enemy has a sublime poker face" or something.
very good point, currently moods are randomly assigned at start of battle within parameters (for example the Guardian's starting Confidence is 40-100, she will never start the battle Nervous) but having ambushes start the enemy as Aggressive would make sense.
Thanks for your help everyone, it's been great!
I guess something to say is that I don't intend for moods to be the be-all-and-end-all of the battle, but more something that can be taken advantage of by an observant player, or something that can be set up by the player to remove enemy actions they don't like, like taunts, heals and powerful attacks. Generally fights where moods are used should be easier and faster than just hitting Attack.
The player characters are adventurers busting into a fort to rescue a friend. They'll mostly be fighting soldiers etc so having every battle end with all enemies fleeing or giving up with no casualties feels a little ridiculous.
The whole mechanic stemmed from wanting to have something that would let me make Boast, which is a ridiculously in character skill for its owner, and a lot of the player characters' personalities come out of what social skills they have. This character is conniving and threatening, and can Intimidate and Humiliate. This character is the daughter of diplomats, and can Negotiate and Compliment... and so on.
EDPVincent: despite loving Persona, I've not really looked at other SMT games much and should probably fix that!
Ranshackin: I see what you're talking about. I am hoping that what I have so far will give the player enough clues without outright stating it. Here's some screens of what I mean...
(all art strictly temporary and borderline trolling, my co-creator doesn't want us revealing anything like that yet)

At the start of each round, a clue is stated about one random enemy's mood.

When an enemy uses a skill, an icon shows if it needs a mood. (in this case the orange up arrow is temporary icon for Confident) if a mood changes, an animation plays and a clue is given about the changed mood.
Starting to think the changed mood text should go in a popup over the character's head instead of the battlelog, like the skill name. It'd be more noticable.
Does this seem like enough for the player to track and figure out the moods?
Boast certainly is a powerful move and a player who wanted to exploit it certainly could in a lot of situations, but my intent is it's something an observant player can use to end the battle quickly, not something you have to spend many turns building towards. (unless someone wanted to do a MGS-style no-kill run? Which would be delightful)
pianotm: Thanks, I am definitely going to have to check Free Spirits out, it looks intriguing as all hell.
Pentagonbuddy: thanks for the huge post!
author=PentagonBuddy
Your variables go from 0 to 100 which is a wide range and gives you lots of room to slowly adjust them, but have distinct cutoff thresholds. it sounds like with enough of a push an enemy could go from nervous to confident very quickly, or that the difference between moods is like an "on/off" kind of switch rather than a gradual change. This can result in some pretty silly things and enemies tend to come off as rather unstable/SUPER emotional.
Since I want to communicate moods indirectly, I feel like I need cutoff points so I can have a point where I can tell the player, "ok, something's changed." That bit of feedback feels important to me. I do like what you say later about having having the intensity of a mood influence the probability of using its associated skills, and I think I could do that.
Here's how the Chanter is set up:

I'm sure I could find a way to scale that R value from 1 to 4 as the associated mood grows.
Related to mood-swinginess, you got me thinking about the question of how quickly a mood should change. Currently a skill that only affects a mood and does nothing else changes it by 34 points, shifting it in a single application. I like the immediacy but if the swinginess is going to come across as weird maybe I should change it.
Is aggressive 10 different from aggressive 90? Aggressive 100 might result in Berzerk, but does the amount of aggressive matter for values 67-99?
Aggressive 10 is Diplomatic, but I know what you're asking. No, not currently.
You did give me an interesting idea though, specific enemy skills that get damage bonuses, state success bonuses, scale healing done etc based on how much of a mood the user has.
Not really convinced about giving moods to actors. If every actor's skill needed a mood, then at best with the way moods oppose each other an actor would only have access to half their skills at one time. Also I have a separate system for a MP-like resource.
As for Indifference, that would be Neutral, 34-65, the middle part of the chart.
If they can mix, is it something like the top part of the image? This would be a very granular approach, where perhaps some skills are locked/unlocked by an "and" or an "or"
It's the top one. Dealing with eight moods when you can only directly influence four seems like a bit much to me. But I can totally have skills that depend on two moods, like your Swagger suggestion.
But... you run the risk for a lot of frustrating trial and error if there's too much variation in how different enemies act under different moods. If everyone had a unique reaction to Aggression, for instance, then learning that someone was Aggressive wouldn't actually tell you anything. You'd want to have general trends and then exceptions to these trends. (which you might already have???) If moods remain hidden until you figure it out, that would be another layer of potential frustration
There are some general rules - such as enemies who taunt lose it when Nervous, enemies who heal are less effective when Aggressive, enemies who cast offensive magic are more likely to shield allies when Diplomatic, everyone becomes better at what they do when Confident. But there's room for variation: say a specific healer gains Holy when Aggressive, a Diplomatic swordsman knows enough field medicine to drag a KOd ally to their feet, a fancy mage starts showing off and becomes a liability when Confident.
Regarding frustration, I haven't entirely decided if I'll have random battles or fixed map ones, but either way there'll be a fixed encounter order in each area that introduces new enemies and lets the player experiment with them and find their gimmics before ramping up the complexity with more dangerous combinations.
... one thing I need to think about how to convey is that an enemy is immune to a specific mood.
Narrative implications
Huh, moods don't really fit in thematically, at least not right now. Moods and social skills were a way to show the actors personalities in battle. But I'll have a talk with my co-author, who is handling most of the script, on the subject.
This is mostly food for thought and not too many suggestions. you know what's best for your gam, after all
Thank you, it's been very useful!
Zephyr - The Poker Face status is interesting! Even if I do keep the moods hidden, I can change the clue given to "Enemy has a sublime poker face" or something.
If you have on-map encounters, then it makes sense for mood to affect the enemy movement if they are not strictly patrolling.
very good point, currently moods are randomly assigned at start of battle within parameters (for example the Guardian's starting Confidence is 40-100, she will never start the battle Nervous) but having ambushes start the enemy as Aggressive would make sense.
Thanks for your help everyone, it's been great!
[RMMV] Enemy moods: what else could I do with this mechanic?
OK, I'm writing this because I have a mechanic that could be interesting, but I'm not sure if I'm making full use of it. So I'm wondering if anyone has ideas for uses of it that may not have occurred to me.
Any thoughts?
---------------------------------
Each enemy has a mood, measured with two hidden variables that run from 0-100
Nervous - Confident where if the variable is less than 34 they are Nervous and if it's over 66 they are Confident
Aggressive - Diplomatic which is similar.
Players can manipulate the enemy's moods with skills such as Negotiate, Antagonise or Intimidate, and enemies can alter them as well with their own skills. (for example, I have a Chanter enemy who spreads their current mood to all their allies)
Moods are randomly generated at start of battle, and players are not explicitly told an enemy's mood, and must figure it out. Enemy skills have an icon that shows if they depend on a mood, and text clues appear at the start of each round and when moods change.
Example mood clues for the Chanter.
Moods have the following effects:
They make enemies vulnerable to skills. For example, Boast forces Nervous enemies to skip their turn or even Escape, but will fail and debuff the user if a single enemy is Confident
Some skills, like Betray or Bait Enemy do extra damage to enemies with certain moods.
Most importantly, they manipulate the skills enemies can use. For example, a Healer who becomes Aggressive will stop healing. If she becomes Confident, she gains an AOE heal. A Flunky who is Nervous cannot use the regular attack and can only Flail. And a Nervous Guardian loses their Taunt status and the ability to recast it.
Of course, some enemies have predispositions or immunities to certain moods, including bosses.
Planned but not yet implemented:
A completely Nervous enemy is Confused for a turn and then resets back to Neutral
A completely Confident enemy wastes a turn jeering at you and then resets
A completely Aggressive enemy is Berzerked for a turn and then likewise
A completely Diplomatic enemy is Charmed for a turn and then resets
Events like Critical hits, damage, etc have small effects on the moods.
Not sure about this: Stat changes.
Not doing: it doesn't apply to players just now, I don't want to lock off players abilities, it could be a pain for them.
Any thoughts?
---------------------------------
Each enemy has a mood, measured with two hidden variables that run from 0-100
Nervous - Confident where if the variable is less than 34 they are Nervous and if it's over 66 they are Confident
Aggressive - Diplomatic which is similar.
Players can manipulate the enemy's moods with skills such as Negotiate, Antagonise or Intimidate, and enemies can alter them as well with their own skills. (for example, I have a Chanter enemy who spreads their current mood to all their allies)
Moods are randomly generated at start of battle, and players are not explicitly told an enemy's mood, and must figure it out. Enemy skills have an icon that shows if they depend on a mood, and text clues appear at the start of each round and when moods change.
## Nervous
stateline:20: mumbles to herself
stateloss:20: finds her voice
## Confident
stateline:21: mocks you
stateloss:21: flubs a joke
## Aggressive
stateline:23: screams defiance
stateloss:23: quiets down
# Diplomatic
stateline:24: speaks calmly
stateloss:24: loses her patience
Example mood clues for the Chanter.
Moods have the following effects:
They make enemies vulnerable to skills. For example, Boast forces Nervous enemies to skip their turn or even Escape, but will fail and debuff the user if a single enemy is Confident
Some skills, like Betray or Bait Enemy do extra damage to enemies with certain moods.
Most importantly, they manipulate the skills enemies can use. For example, a Healer who becomes Aggressive will stop healing. If she becomes Confident, she gains an AOE heal. A Flunky who is Nervous cannot use the regular attack and can only Flail. And a Nervous Guardian loses their Taunt status and the ability to recast it.
Of course, some enemies have predispositions or immunities to certain moods, including bosses.
Planned but not yet implemented:
A completely Nervous enemy is Confused for a turn and then resets back to Neutral
A completely Confident enemy wastes a turn jeering at you and then resets
A completely Aggressive enemy is Berzerked for a turn and then likewise
A completely Diplomatic enemy is Charmed for a turn and then resets
Events like Critical hits, damage, etc have small effects on the moods.
Not sure about this: Stat changes.
Not doing: it doesn't apply to players just now, I don't want to lock off players abilities, it could be a pain for them.
[SCRIPTING] [RMMV] conditional branch script
example of a while loop
The output you'll get in the console will be
The while loop loops while the condition is TRUE (i is less than 5) and stops once the condition is FALSE (i is greater than or equal to 5)
Also, I think your error may be caused by the $gameVariables.setValue. The parameters it needs are
so it should be
where 1077 is the variable, and $gameVariables.value(1077) + 1 is the value
var i = 0;
while (i < 5) {
console.log(i);
i += 1;
}
The output you'll get in the console will be
0
1
2
3
4
The while loop loops while the condition is TRUE (i is less than 5) and stops once the condition is FALSE (i is greater than or equal to 5)
Also, I think your error may be caused by the $gameVariables.setValue. The parameters it needs are
$gameVariables.setValue(variableId, value)
so it should be
$gameVariables.setValue(1077, $gameVariables.value(1077) + 1);
where 1077 is the variable, and $gameVariables.value(1077) + 1 is the value
[RMMV] Show Picture problem
Why do you need 420 completely unique images for a single mini game? It's hard to answer this without knowing more about the minigame, but it sounds to me like there could be some massive efficiency improvements to be found here if the images are in any way similar.
Strange Thing Happening In Battle
Have you included the Moves skill type in both the Character's traits and their Class' traits? You may need to ensure it's only in one.
And have you messed about with skill 0001 in any way? That's Attack.
0002 is Guard.
And have you messed about with skill 0001 in any way? That's Attack.
0002 is Guard.
[RMMV] Need help finding a window to edit
Heya, I think you're looking for Window_BattleActor in rpg_windows.js
It's Window_BattleEnemy for enemies.
It's Window_BattleEnemy for enemies.
[RMMV] (Script Request) Skill Reset & Set Party Leader
The plugin is now available, hope it was what you were looking for.
https://rpgmaker.net/engines/rmmv/utilities/163/
https://rpgmaker.net/engines/rmmv/utilities/163/














