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Version 3.1.5 · updated October 1, 2026

My Mood Package

Moods and statuses for the visitors of your scene. A visitor types /Mood in Nearby Chat (or clicks an object) and a menu opens on their screen: "AFK", "Busy", "Dancing", "In Love", "Team Red"... They pick one, and the mood can post a message in the chat, show an item that follows their avatar (a sign above the head, a crown, hearts), play a sound, play an animation on their avatar, color their skin, and tint their clothes and their menu in the colors of a team. Moods can be grouped in categories (dances, teams, emotions): one mood per category at a time, several categories at once. Each mood ends by its own rules: the first step, the first chat message, a duration, another mood of its category, or the < Reset All Moods > row.

This package is standalone - it does not require any other MPP script to function. Three scripts delivered as one asset: one Menu per scene, one Entry per mood, and an optional Category per group of moods.

First release on the Store (V3.1.5). Everything a visitor sees is the same from one scene to another: the title of the menu, its rows, the four chat commands and the help are fixed in the script. The Build panel only holds what you choose: who can use the moods, how the menu looks, and one Entry per mood.


What You Get

The asset holds three script modules. When you add the script to an object, Sansar asks which module to use:

ModulePut it onRole
MPP - My Mood MenuOne object of the scene (any object, even a hidden one)The chat commands, the menu, access and cooldown, the end of every mood, the chat messages, the skin and outfit colors. One per scene, always needed.
MPP - My Mood EntryOne object per mood (a small hidden cube is fine; several Entries can share one object)Everything that makes one mood: its label, its category, its shortcut command, its item, animation, skin color, team colors, sound, messages and end rules.
MPP - My Mood CategoryOne object per category (optional; several Categories can share one object)The options of one category of moods: its place in the menu, its enter and leave messages, Quiet Switch, the random row, Shortcut Prefix, Auto Switch, Command Opens Here. Without it, a category named by the Entries exists with the same rows and no option.

Everything about a mood lives in its Entry. Copy an Entry object to make a new mood, change its label and what you like; delete an Entry and its row leaves the menu. Moods that share a Mood/Category are grouped in a submenu and exclude each other (one at a time); moods of different categories combine. The Menu finds the Entries and the Categories by itself, in any start order: nothing to link.


Quick Start

A - A first mood in two minutes. Add the Menu module to any object. Add the Entry module to another object: its defaults already make an "AFK" mood (message "Name is AFK.", ends at the first step or the first chat message, "Name is back."). Build the scene, type /Mood in Nearby Chat and pick "AFK".

B - A second mood. Copy the Entry object, then on the copy change Mood/Label (for example "Busy") and Activation/Shortcut Command (for example /busy). Set End/End On Move and End/End On Chat Off: a busy visitor can walk and talk. Your visitors can now type /busy directly; typed again, it removes the mood.

C - An item above the head. On an Entry, drop a sign from your inventory into Item/Mood Item. For the sign to follow the avatar, its object must have Movable From Script checked and a Keyframed rigid body (or none) before you save it to your inventory.

D - A clickable sign. On the Menu, set Activation/Enable Click On: clicking the Menu object opens the menu, for visitors who do not know /Mood.

E - Categories. On three Entries set Mood/Category to Dances: the menu now shows a << Dances >> row that opens them, and a visitor dances one dance at a time, while keeping their other moods. Add the Category module on any object with Category/Name = Dances to give the category its messages and its options (a shortcut prefix, a silent change of dance, an automatic change).

F - A team in its color. On an Entry of a Teams category, set Colors/Item Tint, Colors/Menu Tint and Colors/Outfit Tint to FF0000: the marker, the menu accent and the clothes of the red team turn red, and come back when the player leaves the team.

More ideas in "Recipes" at the end of this guide.


How It Works

  1. A visitor opens the menu (/Mood or a click) and picks a mood, or types its shortcut (/afk).
  2. The Menu checks access and the visitor's cooldown, then:
    • if the visitor already has another mood of the same category (or another mood without category), it is replaced: its item goes away and its animation stops (inside a category that is not quiet, its leaving message is posted first);
    • the moods of the other categories stay: a visitor can dance, wear a team marker and be AFK at the same time;
    • the skin and the clothes take the colors of the mood (if it has some);
    • the Entry shows the item, plays the sound and the animation;
    • the mood message is posted.
  3. Each mood lasts until one of its own end rules triggers (see "Ending a Mood"). Then its item goes away, its animation stops, the colors of the previous mood (or the real ones) come back and the Back Text is posted.

What an avatar has only once. Items and sounds are independent: each mood has its own. The skin color, the outfit color and the animation are not: when a visitor takes a mood that colors the skin or the clothes, or plays a looping animation, while another one already does, the newest mood wins; when it ends, the previous one takes over again (its animation starts again from its beginning). A one-shot animation is never resumed.

When a visitor leaves the scene, or changes avatar (Look Book), every mood ends: the old avatar object is gone, and its item, animation and skin color with it.


The Menu

The menu is shown to one visitor at a time: other visitors never see it. Its title "My Mood", its footer "MPP - My Pretty Pixels" and the texts of its rows are fixed in the script: the Build panel only holds what changes from one scene to another.

Categories

A category groups moods in a submenu and makes them exclusive: a visitor has one mood of each category at a time, plus one mood without category. Set Mood/Category on the Entries (same name, case ignored). A category row (<< Dances >>) opens the submenu:

Row of a categoryEffect
<<< BackBack to the top level
< Reset Dances >Shown to a visitor who has a mood of this category: it removes that mood only
* SalsaThe visitor's mood of this category, marked, right after the reset row
Salsa, Tango, ...The moods of the category, in menu order
< Random Dances >A mood of the category picked at random, never the one the visitor has (shown when the category has two moods or more and Menu/Random Row of its module is On)
< Random switch: Off > / < Random switch: On >The last row, shown when Auto/Switch Minutes is set: the visitor's own automatic switch, Off by default (Auto/Switch Default), turned On or Off with a click, for the visit. Turned On by a visitor who has no mood of the category, it starts a random one at once, like the Random row; a visitor who has one keeps it

The Category module (MPP - My Mood Category, one per category, optional) names the category (Category/Name) and gives it:

Without a module, a category named by the Entries exists with the same rows ("<< Dances >>", "< Reset Dances >", "< Random Dances >") and no option (no prefix, no messages, no auto switch). Two modules with the same name: the first one keeps the category (warning). A module whose name matches no Entry gives no row.

Settings of each visitor

">>> Settings..." opens a second page of the same menu, with the visitor's height offset under the title ("MoodItem Height Offset: +40 cm"):

RowEffect
<<< BackBack to the moods
Move Menu Right >> / << Move Menu LeftThe menu goes to the other side of the screen and opens again there. Useful to keep it clear of the Nearby Chat window, wherever the visitor placed it
MoodItem Higher (+20 cm) / MoodItem Lower (-20 cm)Every mood item of this visitor goes 20 cm higher or lower, from -100 to +200 cm. The item of the current mood moves at once (at the next mood when that Entry has Item/Follow Avatar Off)
Reset MoodItem PositionShown while the visitor's offset is not 0 cm: it goes back to 0 (the Avatars/Height Rules of the scene are not touched)
Buy My Mood (Sansar Store)The last row: it opens the Sansar Store on the listing of My Mood, for a visitor who wants it in their own scene. The menu does not open again: the visitor is in the Store

/MoodSet in Nearby Chat opens this page directly. Each click opens the settings again, so the visitor can click several times in a row (the Store row does not). Nothing here starts the cooldown or ends the mood.

Remembered from one visit to the next (Settings/Remember Settings, On by default): the side and the item height are saved for each visitor (by their persona, 2 seconds after their last click, or when they leave), in every scene that uses My Mood: a visitor who fixed the height for their avatar once finds it everywhere. Off: they last for the visit. Only these two values are saved, nothing else about the visitor. A side is saved only once the visitor has chosen one: until then, each scene opens the menu on its own side.

The rows of the settings page are fixed in the script; only Settings/Remember Settings is in the Build panel. The side switch shows when the menu position has another side (see Position).

The Store row. It opens the Sansar Store on the listing of the MyMood Package Script. The link is fixed in the script.


Chat Commands

All commands are typed in Nearby Chat. Exact match, case ignored (/mood works too).

CommandSet onEffect
/MoodMenu (fixed)Opens the menu (in the category of the visitor's last choice when that category has Menu/Command Opens Here On)
/NoMoodMenu (fixed)Removes every mood of the visitor (never delayed by the cooldown)
/MoodSetMenu (fixed)Opens the visitor's settings directly (menu side, MoodItem height, the Store row)
/MoodHelpMenu (fixed)Sends the help again, in private
/afk, /salsa...each Entry, Activation/Shortcut CommandSets that mood directly (it replaces the visitor's mood of the same category); typed again, removes it
/TeamRed, /TeamBlue...Category, Chat/Shortcut PrefixThe prefix and the label without spaces, for every mood of the category that has no shortcut of its own

The four commands of the Menu are fixed in the script. If a shortcut is also a command of the Menu, the Menu wins and the shortcut is ignored (warning in the script console). Two Entries with the same shortcut: the first one in menu order wins (warning).


Ending a Mood

Each Entry chooses its own rules. They add up: the first one that triggers ends the mood. Each mood of a visitor ends on its own: a step ends "AFK" and leaves the team marker.

RuleSettings (Entry)Detail
MovingEnd/End On Move (On), End/Move Tolerance Meters (0.25), End/Turn Tolerance Degrees (20)Ends when the avatar moves or turns more than the tolerances. The start position is taken one second after the mood starts. 180 degrees = turning never ends it (for a dance that spins).
ChattingEnd/End On Chat (On)Ends at the visitor's first Nearby Chat message. Messages starting with / (commands of any script) never count, nor the first 5 seconds (so "AFK" then "brb 5 min" keeps the mood). Only the author's own moods end.
TimeEnd/Duration Seconds (0 = no limit)Ends by itself after that time.
ResetMenu: the "< Reset All Moods >" row, or /NoMoodThe visitor removes all their moods.
Category resetThe "< Reset Dances >" row of the categoryThe visitor removes their mood of that category only.
ShortcutEntry: Activation/Shortcut Command (or the category prefix)Typed again, removes that mood only.
Auto switchCategory: Auto/Switch Minutes, the visitor's "Random switch" rowThe mood gives way to another mood of the category, at random.

When another mood of the same category replaces it (with its Back Text or the category's Leave Text, unless the category is quiet), when the visitor leaves, or when the visitor changes avatar (every mood ends then, with its Back Text), the mood ends too.


Items

Tall and small avatars

No script can read the height of an avatar's body: an avatar made taller in a 3D tool (a custom avatar, or an avatar raised for high heels such as the H2AI system, up to about 20 cm) counts as a normal one, and an item set for normal avatars can sink into its head. Three ways, which add up:

  1. Keep Item/Position Offset high enough for your usual visitors (2.2 m by default).
  2. MoodItem Higher / Lower in the visitor's Settings: each visitor fixes it for their own avatar, once (remembered); Reset MoodItem Position puts it back to 0.
  3. Avatars/Height Rules (Menu): a list of word = centimeters rules, for example Tall = 60 or h2ai = 15, one per line or several on a line separated by semicolons or commas (Tall = 60; h2ai = 15). When a mood with an item starts, the Menu searches each word (case ignored) in the names of the avatar's materials; the first rule that matches raises all its items by that height (from -100 to +200 cm). It is checked again at each mood and at each MoodItem Higher / Lower click, so a visitor who changes avatar gets the right height. An invalid rule is named in the script console.

Scripts cannot read the name an avatar has in the Look Book (for every avatar they only see "CharacterHead_1", "CharacterHead_2"...): choose a word that only the materials of that avatar use, not a clothing material that other avatars may wear. To see them, set Debug/Debug Logging On on the Menu and give that visitor a mood: the console shows "Name: avatar, female skeleton, N material(s).", then "Name: materials: ..." on one or more lines, then the rule applied.

The height of a rule and the visitor's own setting add up, and both follow the avatar scale.


Animations

When a looping mood ends, its animation is stopped. Sansar stops every animation of that body part then, including one started meanwhile by another object (a dance ball, a seat). A one-shot animation is never stopped.


Skin Color

How the skin is recognized. Clothes, hair and eyes are parts of the same avatar as the skin, so the Menu tells them apart by their material names and shaders:

The default lists recognize the skin of the Sansar default avatars and of the common custom avatars (checked against the materials of 21 real avatars). An avatar whose skin cannot be recognized keeps its color, and the script console names it. To add an avatar, set Debug/Debug Logging On on the Menu, give that visitor a colored mood and read the list of their materials in the script console (name, shader, skin or not), then add a word or a name. Empty list = default words. A line of a list holds one word, or several separated by commas or semicolons (eye, hair; lash): a way to group them, and to stay under the 20 lines of the Build panel. Creature and furry avatars often name their skin body (add it to Skin/Skin Names) or fur (add it to Skin/Skin Words; a clothing material with "fur" in its name would take the color too).


Team Colors

Three colors on the Entry, each RRGGBB, empty = Off, for a team mood or any other:


Sound


Messages


Access and Cooldown


Editor Properties Reference (27 + 34 + 12)

PropertyTypeDefaultDescription
Activation/Enable ClickboolOffA click on the Menu object opens the menu
Activation/Hover Textstring"My Mood"Hover text of that click; empty = My Mood
Activation/Cooldown Secondsnumber, 0-6002Minimum time between two moods set by the same visitor; a silent 0.1 s always remains
Activation/Cooldown NoticeboolOnPrivate message to a visitor who is too fast
Activation/Cooldown Notice Textstring"Please wait {time} before changing your mood again."That message; {time} {seconds}
PropertyTypeDefaultDescription
Menu/Sort AlphabeticallyboolOffOn = A to Z; Off = by Order, then label
Menu/Rows Per Pageint, 5-3220Rows of one page, navigation included
Menu/Horizontal Positionnumber, 0-1006Start side (6 = a bit left today); the side switch uses its mirror (94); 50 = no switch
Menu/Vertical Positionnumber, 0-10050No effect yet (Sansar placement bug)
Menu/Panel Background Colorcolor(0.08, 0.08, 0.08, 0.25)Background of the menu; its alpha = transparency
Menu/Text Colorcolor(0.95, 0.95, 0.95, 0.75)Rows, subtitle, footer
Menu/Accent Colorcolor(1, 0.25, 0.5, 1)Title, border, row under the pointer
PropertyTypeDefaultDescription
Settings/Remember SettingsboolOnSide and item height kept from one visit to the next, in every My Mood scene; Off = for the visit
PropertyTypeDefaultDescription
Skin/Skin Wordslistsubsurface, def_male, def_femaleName or shader word that means skin; several per line, with commas or semicolons
Skin/Skin Nameslistface, torso, arms, legs, head, body, skin, hands, alinaavsg3, alinaavsg5Whole material names that mean skin; several per line
Skin/Excluded Wordslisteye, lash, brow, iris, cornea, sclera, pupil, tear, hair, beard, teeth, tongue, tonque, mouth, moanth, gums, nail, makeup, alinaavsg1, alinaavsg7Name words that are never skin nor outfit; several per line
Limits/Max Active Itemsint, 0-1000Mood items in the scene at once; 0 = unlimited
Avatars/Height Ruleslist-word = centimeters: items higher for an avatar with a material whose name contains the word; first match wins; several rules per line, with semicolons
PropertyTypeDefaultDescription
Access/Permission Mode (1-3)int31 owner only, 2 owner + Whitelist, 3 everyone except Blacklist
Access/Whiteliststring""Handles or UUIDs for mode 2
Access/Blackliststring""Handles or UUIDs for mode 3
Access/Denied Textstring"You are not allowed to use this mood menu."Private refusal, at most every 5 s; empty = silent
Access/Hide From DeniedboolOffRefused visitors do not see the click
Messages/Help On First VisitboolOnThe help, in private, 5 s after the first visit of an allowed visitor to this scene; Off = only with /MoodHelp
Messages/Shortcut Tip Textstring"Tip: type {command} in Nearby Chat to set {mood} directly."Private tip after a menu pick; {command} {mood} {name} {category}
Messages/Nearby Metersnumber, 0-10000Public messages go in private to the avatars within this distance of the visitor; 0 = everyone
Debug/Debug LoggingboolOffWrites every registration, menu, change, end reason, refusal and the avatar material list to the script console; Off = two start lines and the warnings

Entry

PropertyTypeDefaultDescription
Activation/Shortcut Commandstring""Sets the mood directly, typed again removes it; empty = Off (or the category's Shortcut Prefix + label)
Mood/Labelstring"AFK"Row in the menu and {mood}; empty = not shown
Mood/Orderint, 1-9950Place when Sort Alphabetically is Off (1 = top)
Mood/Categorystring""Category of the mood (a submenu and a layer; case ignored); empty = no category
Item/Mood Itemobject-Item shown on the avatar; empty = none
Item/Position Offsetvector<0,0,2.2>Meters from the feet, Z = up
Item/Rotation Offsetvector<0,0,0>Degrees, from the direction the avatar faces
Item/Follow AvatarboolOnThe item follows the avatar (Movable From Script needed)
Item/Follow Avatar ScaleboolOnThe Position Offset follows the avatar scale (character editor and scripts; 2 = offset doubled)
Emote/Animationanimation-Animation from your inventory; empty = none
Emote/Female Skeleton Animationanimation-Used instead for female skeletons
Emote/LoopboolOnOff = plays once
Emote/Upper Body OnlyboolOffThe avatar can still walk
Emote/Speednumber, 0.1-101Animation speed
Emote/Allow In VRboolOnOff = no animation for VR visitors with hands
Skin/ColorRRGGBB""Skin color while the mood lasts (multiplies the skin); empty = no change
Skin/Fade Secondsnumber, 0-100.5Smooth change and return; 0 = instant (the outfit too)
Colors/Item TintRRGGBB""Color of the Mood Item (every material, alpha kept); empty = its own colors
Colors/Menu TintRRGGBB""Accent of the visitor's menu while they have the mood; empty = the Menu's Accent Color
Colors/Outfit TintRRGGBB""Color of the clothes and accessories (not the skin, not the excluded words), Skin fade; empty = no change
End/End On MoveboolOnMoving or turning ends the mood
End/Move Tolerance Metersnumber, 0.05-50.25Distance allowed
End/Turn Tolerance Degreesnumber, 1-18020Angle allowed; 180 = turning never ends it
End/End On ChatboolOnA chat message ends the mood (not / commands, not the first 5 s)
End/Duration Secondsnumber, 0-36000Ends after that time; 0 = no limit
Sound/Mood Soundsound-Played at the avatar at the start, heard nearby; on the Mood Item's audio emitter if it has one
Sound/Sound Volumeint, 0-200100Percent; 0 = no sound
Sound/Play Countint, 0-2011 = once, N = N times in a row, 0 = loop until the mood ends
Sound/Fade In Secondsnumber, 0-100Rise from silence; 0 = none
Sound/Fade Out Secondsnumber, 0-102Down to silence when the mood ends while the sound plays; 0 = stop at once
Messages/Chat Textstring"{name} is {mood}."At the start; {name} {mood} {category}; empty = none
Messages/Back Textstring"{name} is back."At the end, and when another mood of the category replaces it (not in a quiet category, nor for a loose mood); empty = none
Messages/For EveryoneboolOnOff = private messages
Debug/Debug LoggingboolOffWrites the start line and every item, animation, sound and follow event of this mood; Off = the warnings only

Category

PropertyTypeDefaultDescription
Category/Namestring"Dances"Name of the category, as in Mood/Category of its moods (case ignored); empty = the module does nothing
Category/Orderint, 1-9950Place among the category rows (1 = first), then by name
Menu/Command Opens HereboolOff/Mood and the click open the menu in this category for a visitor whose last choice was made here
Menu/Random RowboolOnOff = no "< Random {category} >" row in this category
Messages/Enter Textstring""Posted when a visitor takes a mood of the category, instead of the mood's Chat Text; {name} {mood} {category}; empty = the mood's text
Messages/Leave Textstring""Posted when the mood of the category ends or gives way to another, instead of the mood's Back Text; empty = the mood's text
Messages/Quiet SwitchboolOffOn = a change of mood inside the category posts nothing
Messages/For EveryoneboolOnEnter and Leave Text public; Off = private
Chat/Shortcut Prefixstring""Prefix + label without spaces = the shortcut of every mood of the category without one; empty = none
Auto/Switch Minutesnumber, 0-1200The mood of the category changes to another one, at random, every N minutes, for the visitors whose switch is On; 0 = Off
Auto/Switch DefaultboolOffOn = the automatic switch is on for every visitor until they turn it off; Off = off until they turn it on
Debug/Debug LoggingboolOffWrites the start line and the registration of the category; Off = the warnings only

Version Notes

VersionWhat changed
V3.1.5 (this version)First release on the Store.

Recipes

AFK. Entry defaults, plus a sign "AFK" as Item/Mood Item and /afk as shortcut.

Busy (stays until removed). End/End On Move Off, End/End On Chat Off, Duration Seconds 0, a red "Busy" sign. It ends with /busy, "< Reset All Moods >" or another mood without category.

Sitting and chatting. A sitting animation (loop, full body), End On Chat Off, Turn Tolerance Degrees 45, empty Chat Text and Back Text (no chat noise).

Dancing. A dance animation (loop), Move Tolerance Meters 1.5, Turn Tolerance Degrees 180, End On Chat Off.

Laughing (a short burst). A laugh animation with Loop Off and Upper Body Only On, a laugh sound (Play Count 1), Duration Seconds 8, End On Move and End On Chat Off, empty Back Text.

Applause. A clapping animation (loop, upper body), an applause sound with Play Count 0 (loop) and Fade Out Seconds 2, Duration Seconds 6: the applause fades out at the end.

On the phone, with a ringtone that follows. A phone item with an audio emitter, a ringtone with Play Count 3, End On Move Off: the ringtone follows the visitor who walks.

In Love. Floating hearts, Skin/Color FFC4DA, Fade Seconds 2, Duration Seconds 60.

A tall custom avatar. Ask that visitor to open ">>> Settings..." and click "MoodItem Higher (+20 cm)" until the item floats above their head: it is remembered for their next visits ("Reset MoodItem Position" puts it back to 0). For a group of avatars that share a word in the names of their materials, add a line to Avatars/Height Rules instead, for example h2ai = 15.

Teams for a game. One Entry per team with Mood/Category = Teams: "Red", "Blue"... each with a colored marker as Item/Mood Item, Messages/Chat Text "{name} joins team {mood}!", Back Text "{name} leaves team {mood}.", End On Move and End On Chat Off. A Category module named Teams with Chat/Shortcut Prefix /Team (so /TeamRed joins Red); the rows read "<< Teams >>", "< Reset Teams >" and "< Random Teams >". Players keep their team while they take other moods, and a player who joins Blue leaves Red by itself. Colors: on the Red Entry, Colors/Item Tint FF0000 (the marker turns red), Colors/Menu Tint FF0000 (a red player has a red menu accent) and Colors/Outfit Tint FF0000 (their clothes turn red, and back when they leave the team); the same in blue on the Blue Entry. Menu/Random Row Off on the Teams module if the teams are chosen rather than drawn.

Dances. One Entry per dance with Mood/Category = Dances, its animation (loop, full body), End On Chat Off, Turn Tolerance Degrees 180, Move Tolerance Meters 1.5, empty Chat Text and Back Text. A Category module named Dances with Messages/Enter Text "{name} starts dancing.", Messages/Leave Text "{name} stops dancing.", Messages/Quiet Switch On (changing dance says nothing) (the rows read "< Reset Dances >" and "< Random Dances >"), Menu/Command Opens Here On (/Mood reopens the dances for a dancer), and Auto/Switch Minutes 3 for a dance that changes by itself for the dancers who turn "Random switch" On (a visitor who is not dancing and turns it On starts dancing at once). A dancer who takes "In Love" (skin color, hearts) keeps dancing.


Troubleshooting

SymptomCheck
/Mood does nothingA Menu in the scene? The visitor allowed by Access/Permission Mode? The script console shows "My Mood Menu V3.1.5 initialized." at the start
What the script console showsWith every Debug/Debug Logging Off: two lines at the start, "My Mood Menu V3.1.5 initialized." and "Entries: 12 (12 shown in the menu), 2 categories.", then only the warnings. A missing mood? Set Debug Logging On on its Entry (its start line and its registration appear) and on the Menu ("Entry registered: ...")
"N scripts of the package are not V..."Those entries or category modules were not updated with the Menu: they keep working, update them to the same version
"No mood is available here right now."No Entry registered: each Entry needs a Mood/Label. The console shows "Entries: N" at the start and, with Debug Logging On on the Menu, "Entry registered: ..." for each one
A mood is missing from the menuTwo Entries with the same label (the copy is hidden), or a label equal to a row of the menu itself ("< Reset All Moods >", ">>> Settings...", "<<< Previous", "Next >>>"): a warning in the console names it
A shortcut does nothingEmpty, used by another Entry, or equal to a Menu command: a warning names it
The item does not followIts object needs Movable From Script, and a Keyframed rigid body or none; save it to the inventory again. The console says it once
The item sinks into the head of a tall avatarThat visitor uses ">>> Settings..." then "MoodItem Higher (+20 cm)" (remembered); or add a line to Avatars/Height Rules (see "Tall and small avatars")
The item pushes other avatarsRemove the rigid body of the item's object: a floating item needs no collision (its own avatar already ignores it)
The item is too high above a small avatarLower Item/Position Offset a little, keeping it above your usual visitors; a small avatar can also use "MoodItem Lower (-20 cm)"
A height rule does nothingDebug Logging On on the Menu, then a mood: the console shows the material names a rule can match, then the rule applied. The name of the avatar in the Look Book cannot be matched
The help comes again after I rebuild the sceneIt should not. Set Debug Logging On on the Menu: the start lines show "Scene key=..." and a read the data store refused shows its reason
No item appearsLimits/Max Active Items reached? Item/Mood Item set?
The skin does not changeSkin/Color filled with six digits (RRGGBB)? An invalid color is named in the console at the start. The console says "No skin material found on the avatar of ..." for an avatar it cannot recognize: see "Skin Color"
The sound stays behind when the avatar walksA sound follows the avatar only on an audio emitter: add an Audio component to the Mood Item
A sound stops abruptlySound/Fade Out Seconds 0? Set 1 or 2
Clothes or hair change colorThat material's name contains a skin word: add a word of its name to Skin/Excluded Words
The mood ends by itself right awayEnd On Move with an animation that moves or turns the avatar: raise the tolerances, set Upper Body Only, or End On Move Off
The menu hides my Nearby Chat window">>> Settings..." at the end of the menu, then "Move Menu Right >>" (or "<< Move Menu Left"): it goes to the other side, and stays there at the next visits
A visitor gets no help at arrivalNot their first visit to this scene (/MoodHelp shows it), not allowed by Access/Permission Mode, or Messages/Help On First Visit Off
The help comes at every visitSansar gave no data store: the script console said "The visitor settings cannot be remembered" at the start
The settings are not rememberedSettings/Remember Settings On? The script console says "The visitor settings cannot be remembered" when Sansar gives no data store
The "Buy My Mood" row does nothingSansar refused or delayed the opening of the Store (the script console says so with Debug Logging On): click the row again
A mood is not in its categoryIts Mood/Category is spelled differently (spaces count; case does not)
The options of a Category module are not usedIts Category/Name must match the moods' Mood/Category; with Debug Logging On on the Menu, the console shows "Category registered: ..." with the number of moods
My dance animation stopped when I took another moodThat mood has an animation too: the newest one wins, and the dance starts again when it ends
The clothes of a visitor did not take the team colorTheir avatar names its clothes with a skin or excluded word, or those materials have no tint: Debug/Debug Logging On on the Menu lists the materials ("outfit" or "not outfit", with the reason); adjust the Skin lists
The Mood Item kept its colorsIts mesh is not Scriptable (the script console names the item), or Colors/Item Tint is not a RRGGBB color (warning at the start)
The dance never changes by itselfThe visitor's "Random switch" row is Off (Off by default): they click it, or set Auto/Switch Default On
A dance started when the visitor clicked "Random switch"They had no dance: turning the switch On starts a random one. A visitor who is dancing keeps their dance
/Mood opens a category instead of the listMenu/Command Opens Here is On on that category: the visitor's last choice was made there; "<<< Back" goes to the top level
A mood ended by itself with "avatar changed"The visitor changed avatar (Look Book): every mood ends then
Some visitors do not get the chat messagesMessages/Nearby Meters is set: only the avatars within that distance of the visitor get them
"Another MPP - My Mood Menu is in the scene"Keep one Menu only: the second one stops by itself
A mood or a category module is missing from the menu, without any warningIts Entry or Category module runs a version older than 3.1.0 (their registrations are no longer read): update every script of the package to the same version
"No MPP - My Mood Menu answered"An Entry without a Menu: add one Menu to the scene

Limits


ItemWhat it adds
Commands Help On Chat ScriptA help text for all the commands of your scene, and a public greeting: list /Mood, /MoodHelp and your mood shortcuts there (My Mood's own help only covers the mood commands, in private). Store: https://www.sansar.com/store/listings/fea2df6b-21ce-48eb-94fc-4b7a7aad2777/commands-help-on-chat-script
Rotator ScriptA Mood Item that turns while it follows the avatar: a spinning crown, a rotating sign. Put it on the item before you save it to your inventory. Store: https://www.sansar.com/store/listings/89d478b4-0897-4f94-a690-4bf992e138da/rotator-script

MPP - My Pretty Pixels. MyMood Package Script (modules MPP - My Mood Menu, MPP - My Mood Entry and MPP - My Mood Category). Store: https://www.sansar.com/store/listings/1d1554e6-1b14-4dcb-9f33-29f2f39c6e91/mymood-package-script

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