In case of 1 I was thinking more in the lines of adding scripts or calls that gives a chance to raise the mood. But the @ApathyLevelUp command gives me some ideas to play around with!Daragorn wrote: Thu Jan 04, 2024 10:59 amIn old TAI there were the commands @MoodUp and @MoodDown to raise/lower the mood by 1 point (and also other to set her to specific values (@MoodBest, @MoodWorst, for example, if i remember correctly, and maybe there were few more, don't remember all)TanyaHumble wrote: Thu Jan 04, 2024 10:07 am 1. I have no reliable way to improve the mood. But that is less of an issue atm.
There are also @ApathyLevelUp and @ApathyLevelDown for apathy; i think they are present and working also in Awakening, not 100% sure, though.
You could put some check in the startscript and endscript:2.I would like to have some sort of safe guard against a bad mood streak. And I am not sure how to do it. My thinking is some counter that checks if her mood is below 3 and if after 3 days at the end still rolls low it set's the mood to an average 5 ( I use 1-10 for mood ) She can be mad/pissed but after a few days it always settles down so to speak.
endscript: trigger a flag/variable if she is under a certain mood. Something like:
@BadMood @NullResponse @ChangeVar[badmoodDays]=[badmoodDays]+[1]
startscript: check wheter the number of times she ended in badmood was over a certain threshold and eventually change her mood (and reset the variable to 0)
@Variable[badmoodDays]>=[3] @NullResponse @MoodUp (repeat this line as many times as you feel like to rise her mood enough for your tastes)
@Variable[badmoodDays]>=[3] @NullResponse @SetVar[badmoodDays]=[0] (reset the variable to 0 to restart the cycle)
I'll try to add those lines and see if they work. Thank you!
In a MB3.7 script I saw this line
Code: Select all
@NullResponse @RapidCodeOn @SetMood(#DomMoodMin)Code: Select all
@NullResponse @SetMood(5)


