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.