Mood :
moodSynth : computes Roxame's mood
Emot : changes Roxames's mood
moodname changes the moodname (not the mood value...)
affmood scolls the mood name and refMood
These functions assign directly the moodIndex and moodName, according to the table below :
Happiness | Openness | Energy 0 | Energy 2 | Energy 4 |
---|---|---|---|---|
0 | 0 | depressive | sad | autist |
0 | 2 | morose | negative | aggressive |
0 | 4 | stressed | terrible | nihilist |
2 | 0 | somnolent | sleeping | meditative |
2 | 2 | attentive | serene | active |
2 | 4 | keen | cooperative | work_loving |
4 | 0 | on-a-cloud | busy | extatic |
4 | 2 | talk-oriented | very_active | overbooked |
4 | 4 | in-love | enthusiastic | appassionate |
Ubris
cold sober alive drunk mad are operational only if the following parameter is sensitive
rigid sensitive soft
A lot to say !
The present emotional system of Roxame is fairly crude.
The set of mood values :
How does mood evolves
Consequences of mood on interaction and creation
The code ; Roxame
refUbris : cold sober alive drunk mad are operational only if refStyle is sensitive
refStyle : rigid sensitive soft
Int opnn,hapn,enrg,ptnt
case 174 : moodSynth(); break; //moodsynth
case 1532 : //moodname moodName();
case 1543 : moodIndex = 0; moodName(); break; //depressive
case 1544 : moodIndex = 1; moodName(); break;//sad
etc.