Docs/Emotion & Mood

Emotion & Mood

Mistscale separates volatile emotion (the immediate feeling driving the current reply) from stable mood (the long-term baseline an NPC carries toward a specific player). Together they produce believable affect across time.

Mistscale separates how an NPC feels right now from how an NPC generally feels about a player. Confusing the two produces flat characters. Splitting them produces ones that simmer.

Emotion (volatile)

The immediate feeling driving the current reply. Set fresh on every message: irritation, surprise, warmth, fear. Visible in the Playground inspector as current_emotion.

Mood (stable)

The long-term baseline an NPC carries toward a specific player. Shifts slowly as emotional signals accumulate over many conversations.

The mood scale

Mood moves one step at a time along this ordered scale:

hostileresentfulbroodingwaryguardedneutralcontentwarmtrustingelated

How mood shifts

  • Every conversation leaves emotional residue. Warm exchanges push the baseline one way, hostile ones the other.
  • Mood always moves exactly one step along the scale, never further, whether it shifts gradually or all at once.
  • A single very intense moment (e.g. betrayal) skips the gradual buildup and triggers that one-step shift right away, without waiting for pressure to accumulate.
  • After a shift the pressure mostly releases, but not entirely. The NPC remembers why it changed.
Tip
You don't configure mood directly. It emerges from how players interact with the NPC over time. Watch it evolve in the Playground inspector.