Make a character's mood fade back to their nature over time
An angry guard should calm down after a night, but a cheerful one should recover faster than a gloomy one, and sleeping eight hours must not depend on how many frames passed. Here is the small formula and its numbers.
Why this works
A calm person and a brooding one both cool down, but at different speeds, and the pull is strongest when the feeling is far from normal. A fade that follows real elapsed time, not frames, gives the same result for a short wait or a night's sleep.
When not to use it
Skip it when a feeling should stay until the player does something about it, such as a grudge that only an apology can end or a fear that lasts through a chapter. Fading would let the player simply wait. Tie that mood to an event instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 18 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make a character's mood fade back to their nature over time" (read_entry mood-that-settles-back-to-temperament) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP