Keep romance options from contradicting each other
A player can flirt with two companions, propose to a third, and wake up engaged to everyone. Here is a small set of stages and rules for each romance, what happens to the one left behind, and a replay that shows the state after any list of actions.
Why this works
A relationship is a state that moves in steps, and each step has conditions. Keeping every rule in one place, and driving the answer to who is the partner from the stages themselves, means a list of actions always ends in one clear situation, never a contradictory one.
When not to use it
Skip it when romance is a short scripted scene, a fixed pair in the plot, or when polyamory or open relationships are meant to be allowed. Then a single-partner rule is wrong. Define the allowed combinations for that story first.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 59 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Keep romance options from contradicting each other" (read_entry romance-rules-without-two-timing-glitches) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP