Chapter 1 - Moods Defined
When play begins:
change left hand status line to "[Mood of Snow White]: S [scariness] / A [anger].";
change the command prompt to "> ".
Scariness is a number that varies. Anger is a number that varies.
To say scary:
increase scariness by 1.
To say pathetic:
decrease scariness by 1.
To say angry:
increase anger by 1.
To say friendly:
decrease anger by 1.
[Now, we want to judge into what category her cumulative mood falls.]
Include Mood Variations by Emily Short.
The moods are menacing [pure scariness], aggressive [scary/angry], furious [angry], whiny [angry/pathetic], needy [pure pathetic], harmless [friendly/pathetic], warm [pure friendly], weird [friendly/scary].
The previous mood is a mood that varies.
The moodiness counter is a number that varies.
When play begins:
now Snow White is harmless.
To adjust the mood of Snow White:
change the previous mood to the mood of Snow White;
if scariness is greater than 0:
if anger is greater than 0:
now Snow White is aggressive;
otherwise if anger is less than 0:
now Snow White is weird;
otherwise:
now Snow White is menacing;
otherwise if scariness is less than 0:
if anger is greater than 0:
now Snow White is whiny;
otherwise if anger is less than 0:
now Snow White is harmless;
otherwise:
now Snow White is needy;
otherwise:
if anger is greater than 0:
now Snow White is furious;
otherwise if anger is less than 0:
now Snow White is warm;
otherwise:
now Snow White is harmless;
if the mood of Snow White is not the previous mood:
increase the moodiness counter by 1;
Last carry out someone discussing something:
adjust the mood of Snow White.