Hi,
If you tick the Faction Member's
Debug Eval Func checkbox, it will report details on how it's computing values:
Code: Select all
Love/Hate: Princess.EvaluateRumor actor:Player tag:Flatter target:Princess impact:5 aggression:0 source:Princess
confidence in source: 100%
affinity to target: 100
change in affinity to actor based on impact, target & confidence: 5
+ trait alignment modifier: 1.958333 (based on 78.33333% alignment)
+ arousal modifier: 0 (based on 0 arousal)
= final change in affinity to actor: 6.958333
power difference: 10(me) - 1(actor) = 9 (adjust dominance change up by 96.91357%)
P,A,D change: 12.40903, 3.479167, 0
Pleasure is primarily based on change in affinity to the actor (see the "final change in affinity to actor" line) and trait alignment.
Arousal is primarily based on the magnitude of the change in affinity (so a big positive change or big negative change will both increase arousal).
Dominance is based on impact, aggression, arousal, and the power level differences between the actor and the witness (if you've set up power levels).
When witnessing an individual deed, happiness and pleasure should get the same value. If you're seeing happiness change but not pleasure, does your character perhaps have a Stabilize PAD component that's quickly stabilizing pleasure back down to zero before you have a chance to notice that it has changed?