Blue Lacuna — 264 of 467

Aaron A. Reed

Release 4

Chapter - Disposition (Short Term Feelings for Player)

[ During an individual conversation, the player might take annoying actions like not responding, repeating the same topic, or just choosing dialog options that piss off Progue. Disposition represents a way we can keep track of how Progue feels about the player *just for the duration of the current conversation*, without affecting the relationship variables, so Progue can get annoyed at the player but still remember a lasting friendship.

However, if we *do* piss off Progue to a high degree (or impress him inordinately) after the conversation is over we'll adjust Progue's affinity. Too many extremely annoying conversations and he really will start to dislike you. ]

Progue has a number called disposition. Definition: a person is friendly if its disposition is 2 or more. Definition: a person is annoyed if its disposition is -2 or less. The disposition of Progue is 0.

Before greeting Progue (this is the reset Progue's disposition rule):

now the disposition of Progue is 1;

if Progue is being debugged, say "// Progue: disposition set to 1 (After greeting Progue).";

continue the action.

Every turn when Progue is not enclosed by location and the disposition of Progue is not 0 (this is the process Progue's disposition rule):

if Progue is being debugged, say "// Progue: processing disposition (because Progue is not enclosed by location and disposition of Progue is not 0).";

now the disposition of Progue is 0.

To annoy Progue:

decrease disposition of Progue by 3;

report on Progue's social standing for 9.

To impress Progue:

increase disposition of Progue by 3;

report on Progue's social standing for 10.