Euphoria 147 Posted April 27, 2014 (edited) UNSUPPORTED MOOD GAUGE V1.2 This script adds a new gauge to the actor's status in the menu. The gauge is titled "Mood" and can be changed via script calls. To raise a character's mood the script call is: "$game_actors[x].mood_plus" (x being the actors ID). To decrease a character's mood use the script call: "$game_actors[x].mood_minus" (x once again is the actors ID). It only increases/decreases in increments of 5 as of now, and the bar in the menu will change to reflect that value. The script call for conditional branches to check the mood value of an actor is: "$game_actors[x].mood == y" (x = actors ID, y = mood value) Version 1.2 adds the ability to see the mood gauge in battle, however, TP must be disabled! This script overwrites the methods "draw_actor_simple_status" and "draw_guage_area_without_tp" this may cause problems with other scripts that use these methods. If you notice any errors or have any suggestions for this script, feel free to comment them here or on my website, thanks! Credit me (Euphoria) if you want to use this script. The rest of the terms of use are in the scripts header. Download Here Add-Ons: Mood Effects MHP Mood Skills Skill Mood Cost Edited May 16, 2014 by Euphoria 1 Share this post Link to post Share on other sites
+ Retired 274 Posted April 27, 2014 Is there a way to call this for use in conditional branches etc? Share this post Link to post Share on other sites
Euphoria 147 Posted April 27, 2014 Is there a way to call this for use in conditional branches etc? I don't think so, not at the moment at least. I can see about adding support for that though! 1 Share this post Link to post Share on other sites
+ Retired 274 Posted April 27, 2014 This would be handy for visual novels, skits and other such scenes which are dependent upon characters mood Share this post Link to post Share on other sites
Euphoria 147 Posted April 27, 2014 I'm also working on an add-on that will allow mood to effect character stats. 1 Share this post Link to post Share on other sites
+ TBWCS 953 Posted April 27, 2014 (edited) A suggestion, instead of locking the user defining an amount of mood they can add or remove, its better to pass an argument to it so the users can define how many moods they can add or remove. Instead of doing this: def mood_plus @mood += 5 unless @mood == 100 end def mood_minus @mood -= 5 unless @mood == 0 end You can rewrite it as: def mood_plus(plus_value) @mood += plus_value unless @mood == 100 end def mood_minus(minus_value) @mood -= minus_value unless @mood == 0 end so, instead of your script call $game_actors[x].mood_plus, you can do: $game_actors[x].mood_plus(plus_value) and $game_actors[x].mood_minus(minus_value) Edited April 27, 2014 by SoulpourVII Share this post Link to post Share on other sites
Euphoria 147 Posted April 27, 2014 (edited) Thanks for the suggestion Soul! I may change that, but the reason I didn't do that to begin with is because my add-ons deal with stuff in increments of 5, so I thought it would be useless to have anything less than 5, and for 10 you can just do the script call twice. Conditional Branch Script Calls are now explained in the description. Edited May 3, 2014 by Euphoria Share this post Link to post Share on other sites
Euphoria 147 Posted May 3, 2014 Updated: Mood Gauge Now Availabe In Battle Soon To Come: Skills With Mood Cost Share this post Link to post Share on other sites