

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.
