![]() ![]() Additionally, in any battles with BUG BUNNY or POTTED PLANT, HERO will start AFRAID by default due to his fear of spiders.ĪFRAID normally does not have higher stages. This EMOTION is usually reserved for special plot-related battles, though it can also be inflicted by the regular enemies CREEPYPASTA and HUSHPUPPY. In addition to (sometimes drastic) visual alterations, AFRAID is usually indicated as a gray-black gradient background. AFRAID also increases damage received by 1.5 times** if it is from a non-NEUTRAL enemy. It also cannot be inflicted on foes.Īn AFRAID friend cannot perform FOLLOW-UPS or use skills other than GUARD and CALM DOWN. Unlike other EMOTIONS, AFRAID is not listed in HERO's EMOTION CHART and cannot be inflicted by normal means such as ITEMS or SKILLS. For example, only OMORI, BASIL (playable only in BOSS RUSH) and certain bosses in HEADSPACE are able to feel 3rd-level emotions (MANIC, MISERABLE, FURIOUS), while other friends/foes are limited to 1st-level or 2nd-level emotions.ĭifferent EMOTIONS usually apply unique visual effects while also changing the appearance of friends/foes affected. Note that most characters have some limits on emotive ability, and may face restrictions on the type and intensity of emotions they can feel. ![]() With these successive stages, LUCK and SPEED will be further increased, and the HIT RATE of the affected friend/foe will be further decreased. For example, if a HAPPY friend/foe is affected by something which would make them HAPPY, they become ECSTATIC, and if repeated, MANIC. HAPPY foes tend to use skills providing special effect, SAD foes tend to DO NOTHING or protect themselves, and ANGRY foes tend to attack.ĮMOTIONS can be "stacked" up to three times, with each stack increasing the potency of the emotion's effects. SAD foes are the exception, giving reduced CLAMS and EXP.ĮMOTIONS also determine the action preference of foes. HAPPY foes have a higher item and CLAM drop rate, while ANGRY foes will give out more EXP. In addition, the EMOTIONS of defeated foes can grant bonus effects. As noted by HERO himself, HAPPY beats ANGRY, ANGRY beats SAD, and SAD beats HAPPY! Some EMOTIONS also affect different STATS for both friends and foes, in addition to providing unique modifiers. The player should focus on deciding which emotion a character should have to gain the advantage over any foe they encounter. EMOTIONS can be inflicted on friends/foes via means of ATTACKS, SKILLS, FOLLOW-UPS, the usage of ITEMS, or scripted events. When a character attacks, their attack may have increased or reduced damage depending on the effectiveness of their current EMOTION against the EMOTION of the attack's target(s). The EMOTION system functions in a manner similar to rock-paper-scissors, with each EMOTION having both an effective and ineffective counterpart. ![]()
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