sassydolly

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Been doing some research the past day trying to figure out how the emotion system works in omori since I genuinely like it.
Is it done solely through plugins?
Or is it just messing around with states?
 

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TheAM-Dol

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Not everyone has played Omori so it would help if you explain how it works in the game.
Based on the picture it looks like it's applying a state. You could just have a troop event that applies the state. The state would have the appropriate stat buffs and weaknesses and resistances. Then a variable could be used to control when those are applied, or a health check conditional, or whatever.
 

sassydolly

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Not everyone has played Omori so it would help if you explain how it works in the game.
Best way i could explain it is that the gimmick of the game revolves around using skills and items to change the emotions of both allies and enemies to win fights.
There are even multiple stages of each emotion (example sad > depressed > miserable) that have the same pros and cons but are taken to the extreme.

I sorta suspect it might be a script/plugins cause it has a bit of complexity.
 

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TheAM-Dol

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A plugin might simplify what you have to deal with within the editor, but again doesn't seem like it needs a plugin.
You can just attach a "change mood" common event to every item and skill. In the common event use variable controls to set the value of the mood.
Linearly, with a single variable, I think you could just dedicate a range to certain emotions.
Judging by that picture, there are 12 emotions.
So values 11, 10, and 9 are happy.
8, 7, 6 are sad
5, 4, 3 are neutral
2, 1, 0 are angry
(or some variation of that)
So the common event would either add or subtract the value. Then the troop event will check what that variable is at and assign the correct "mood" (state) to the actor.

There are flaws with this that would need to be thought through - I'm not dedicating the necessary brain power to something I'm not implementing in my game - but so far, it doesn't seem like a plugin is necessary unless you want to simplify your work in the editor or you just don't know how to utilize the built in logic of conditionals and variables.
 

sassydolly

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yeah i'll probably end up having to commission someone to make a plugin for me.
haven't used gamemaker for around a year some im kinda rusty.
 

ATT_Turan

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yeah i'll probably end up having to commission someone to make a plugin for me.
I would suggest you try to make it normally. If you get the basic system but you need it to be more complex, you can almost certainly use an existing plugin for that.

You may need to use something like Yanfly's Skill Core to get this working correctly/smoothly, but even that's learning the notetags of one existing plugin, not commissioning a brand new one.

But, as @TheAM-Dol said, you should be able to get a basic version of this working without plugins. If you can't, and jump straight to a commission, you are very likely to have issues with other basic eventing situations, such as implementing quests/storyline/cutscenes.

Good luck with your project.
 
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