Bale
Minion
Original discussion HERE. I will summarize that discussion in this post.
There is a lack of consistency in the behavior of moods depending on the character's choice of adventuring in the relay browser or automatic adventuring in the GUI.
Moods fire before automatic adventuring or after relay adventuring.
In the GUI this is advantageous since it prepares the mood before your encounter. In the relay browser this does not ensure that the player has the correct buffs before adventuring, so it is clearly disadvantageous.
It tries to compensate for this flaw by always leaving 1 turn of buff, so that the next adventure is already buffed. Obviously this is a bit of a kludge. It is a good thing to keep at least 1 turn for stat boosting buffs like mojomelody, but other buffs merely consume MP, sometimes when you would rather see if you need the buff for another adventure before deciding to remove it from the mood.
There is one drawback to this: It would break some things if moods were run before the turn instead of after. For example, I have a script that runs unconditionally as part of my mood. In this moodScript...
That automatically uses my evil eyes as I gain them. If that was run before my turn instead of afterwards it may often take me one more turn to complete the Nook, unless I manually use the last evil eye. I added it to my moodScript so that I don't have to manually do something mindless and repetitive.
If you want to run moods are run before manually adventuring, then betweenBattleScripts need to run after adventuring in the relay browser so that I can move my moodScript stuff to a betweenBattleScript and keep the functionality. Moods should run before all adventures regardless of relay or automatic and betweenBattleScripts should run after all adventures regardless of relay or automatic. That would solve things nicely.
To summarize this feature request, since it is a little complex and everything needs to work together.
There is a lack of consistency in the behavior of moods depending on the character's choice of adventuring in the relay browser or automatic adventuring in the GUI.
Moods fire before automatic adventuring or after relay adventuring.
In the GUI this is advantageous since it prepares the mood before your encounter. In the relay browser this does not ensure that the player has the correct buffs before adventuring, so it is clearly disadvantageous.
It tries to compensate for this flaw by always leaving 1 turn of buff, so that the next adventure is already buffed. Obviously this is a bit of a kludge. It is a good thing to keep at least 1 turn for stat boosting buffs like mojomelody, but other buffs merely consume MP, sometimes when you would rather see if you need the buff for another adventure before deciding to remove it from the mood.
There is one drawback to this: It would break some things if moods were run before the turn instead of after. For example, I have a script that runs unconditionally as part of my mood. In this moodScript...
PHP:
if(item_amount($item[evil eye]) > 0) use(item_amount($item[evil eye]), $item[evil eye]);
That automatically uses my evil eyes as I gain them. If that was run before my turn instead of afterwards it may often take me one more turn to complete the Nook, unless I manually use the last evil eye. I added it to my moodScript so that I don't have to manually do something mindless and repetitive.
If you want to run moods are run before manually adventuring, then betweenBattleScripts need to run after adventuring in the relay browser so that I can move my moodScript stuff to a betweenBattleScript and keep the functionality. Moods should run before all adventures regardless of relay or automatic and betweenBattleScripts should run after all adventures regardless of relay or automatic. That would solve things nicely.
To summarize this feature request, since it is a little complex and everything needs to work together.
- Make moods run consistently before adventures in both the GUI and relay browser.
- Fix betweenBattleScript to run after relay browser adventure as well as GUI.
- Change moods to automatically recast buffs that increase stats at 1 turn remaining and other buffs at 0 turns remaining.