Link to the Script itself: Battler Stat: Morale
Last Updated: 2009.05.15
This script generates a new stat for your battlers called Morale. Morale will affect multiple stats (which you can adjust or even turn off completely) and can be used in skill requirements. Overall, this is a system for rewarding the player for doing well and punishing the player for neglecting the team.
Morale can affect HP, MP, attack power, defensive power, spiritual power, agility, hit rate, evasion rate, critical rate, and also odds. These can be enabled and disabled inside the script’s module, and you can affect how much morale certain actions will boost or alter. Some skills can require morale at certain levels, too.
HOW TO USE THIS SCRIPT
Since this script isn’t too complex, I won’t post a hundred billion screenshots like I normally do (screenshots wouldn’t really help in this case anyway). This script can be plug and play, but for the most part, you should seriously make adjustments to balance your game to counteract the imbalances this script will provide immediately upon loading. To get things started, I’ll go over what can be changed inside the module.
MORALE_DEFAULT
This value sets the starting morale for enemies and actors.
MORALE_BASE_MINIMUM
Determines what’s the lowest base minimum for morale is. It can be a negative value (and in fact, I recommend that you use a negative value for this).
MORALE_BASE_MAXIMUM
Determines what’s the highest base maximum for morale is. Usually a positive value.
MORALE_MAX_PER_LEVEL
This determines how much each level will raise maximum morale by. Set it to 0 if you don’t want any changes.
MORALE_MIN_PER_LEVEL
This determines how much each level will raise minimum morale by. Note that if it’s a positive value, minimum morale reaches closer to zero. Set it to 0 if you don’t want any changes.
MORALE_UPON_*****
These constants determine how much morale will increase and decrease by depending on the actions produced. Set them to negative values if you wish for morale to be lost when that particular action commences. Set them to 0 if you wish for them to have no effect.
MORALE_PER_*****
These constants determine how each percent of damage relative to the enemy’s MaxHP will affect morale by. Set them to 0 if you don’t want them to have any effects.
MORALE_**STAT**
These constants determine how much each point of morale will adjust the stat by. Generally recommended that you keep these as decimals if you’re using high maximum and minimum morale values. HP, MP, ATK, DEF, SPI, and AGI will be affected by a percentile basis. HIT, EVA, CRI, and ODDS will be affected by a set basis for sensical balance. Set the constants to 0 if you don’t want them to have an effect.
MORALE_DECAY_UPPER, MORALE_DECAY_LOWER
These govern how much morale will decay at the end of each turn. Decaying morale will go towards zero whether or not it’s positive or negative. If you don’t wish for morale to decay, set them to 0.
MORALE_RESET
If this constant is set to true, then morale will reset back to the default amount at the end of each battle. If it is false, the next two constants will take effect.
MORALE_AFTER_BATTLE_UPPER, MORALE_AFTER_BATTLE_LOWER
This governs the decay at the end of battle. Decaying morale will go towards zero whether or not it’s positive or negative. If you don’t wish for morale to decay, set them to 0.
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Of the things you can add into noteboxes, they are as follows:
These go into the skill’s notebox
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<require morale +x>
This causes the skill to require x morale before it can be used. Note that requiring x morale doesn’t mean spending it. A positive requirement will need for the user’s morale to be over x. A negative requirement will need the user’s morale to be under x. If the requirement for morale is zero, the user will require anything positive.
<change morale +x>
This will cause the skill to change x morale when used. Use “-” and “+” signs to indicate which direction morale will go. This will affect the battler using the skill and not the target receiving it. Changing morale can go over and/or under zero for the skill user.
<boost morale +x>
This will cause the skill to boost the target’s morale by x when used. Use the “-” and “+” signs to indicate which direction morale will go. This will affect the target and not the battler using the skill. Changing morale can go over and/or under zero for the target.
These go into the enemy’s notebox
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<max morale +x>
This will change that enemy’s maximum morale to x value. Use “+” to indicate a positive maximum morale and “-” to indicate a negative maximum morale.
<min morale +x>
This will change that enemy’s minimum morale to x value. Use “+” to indicate a positive minimum morale and “-” to indicate a negative minimum morale.
<kill morale +x>
This is the morale the enemy gives the party when it’s killed. Use “+” to give the party a positive morale boost or “-” to give the party a negative morale boost. If the enemy runs away, no morale is affeted.
These go into a state’s notebox
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<max morale per +x>, <min morale per +x>
This raises max/min morale limit by x value. Use “+” to indicate a positive increase and “-” to indicate a negative increase. For example, +10 will yield +10% more max/min morale. This is calculated after level increases.
<max morale set +x>, <min morale set +x>
This raises max/min morale limit by x value. Use “+” to indicate a positive increase and “-” to indicate a negative increase. For example, +10 will yield +10 set amount of max/min morale. This is calculated after level increases.
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And that’s it~
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IF YOU ARE HAVING PROBLEMS WITH THESE SCRIPTS, REVIEW THE TROUBLESHOOTING PAGE FIRST!


2009, July 3 at 3:25 am |
Hey, good work on the script, it’s amazing!
Is there anyway a gauge could be implemented to show the morale the characters currently have?
2009, July 3 at 8:25 pm |
Already coded in.
You need to have Display Party Status 2.0 though.
2009, July 4 at 6:44 am |
Oh, I see!
Thanks :3
2009, December 4 at 3:44 am |
testing