Version 1/220916 of Low Key Learny Jokey Journey Definitions by Andrew Schultz begins here. "This should briefly describe the purpose of Low Key Learny Jokey Journey Definitions." volume object property extensions a liftroom is a kind of room. [i could've defined a property, too] a multrhymable is a kind of rhymable. a room has a number called spokeval. spokeval of a room is usually -1. section climbing climb-warn is a truth state that varies. a thing can be climbable. a thing is usually not climbable. volume defined numbers section monk to decide which number is monk-score: decide on boolval of sco-bad-bunk + boolval of sco-sad-sunk; section hub/lift/general to decide which number is lift-score: decide on boolval of sco-docking-diffed + boolval of sco-grokking-grift + boolval of sco-mocking-miffed + boolval of sco-rocking-rift + boolval of sco-shocking-shift + boolval of sco-gawking-gift; to decide which number is hub-score: decide on boolval of sco-throw-through + boolval of sco-excite-exhale + boolval of sco-chic-shaming + boolval of sco-k-cope + boolval of (whether or not shoal-core-score is 2); [rocking rift/throw through, docking diffed / excite-exhale, grokking grift/chic shaming, gawking gift/k cope, shocking shift/3 gore-goals points ] to decide whether spoke-6-known: if sco-mocking-miffed is true or tried-mocking-miffed is true, yes; no; section lute/rose/side items to decide which number is side-item-score: decide on (boolval of whether or not red rose is not off-stage) + (boolval of whether or not light lute is not off-stage) To decide which number is rose-petals: decide on 3 - (boolval of sco-said-sos + boolval of sco-thread-throws + boolval of sco-fed-foes); to decide which number is lute-strings: decide on gold-lute-strings + silver-lute-strings; to decide which number is gold-lute-strings: decide on 2 - (boolval of sco-right-root + boolval of sco-bright-brute); to decide which number is silver-lute-strings: decide on 2 - (boolval of sco-night-newt + boolval of sco-kite-coot); section shoe to decide which number is shoe-concessions: decide on boolval of sco-stow-stew + boolval of sco-bro-brew; to decide which number is shoe-storage: decide on boolval of sco-glow-glue + boolval of sco-flow-flue; to decide whether shoe-food-drink: if shoe-concessions is 2, yes; no; section shoals to decide which number is shoal-core-score: decide on boolval of sco-four-foals + boolval of sco-more-moles; to decide which number is shoal-extra-animals: decide on boolval of sco-night-newt + boolval of sco-kite-coot; section sleaze to decide which number is sleaze-score: decide on boolval of sco-bright-breeze + boolval of sco-plight-please; section trite trail to decide whether whale-hunt-ready: if whale-score is 5, yes; no; section threat three to decide which number is marquee-score: decide on boolval of sco-fret-free + boolval of sco-set-see + boolval of sco-yet-ye; volume Common or Universal file lead-ins this is the disable-learner-options rule: if player does not have leet learner, say "You've tried an option you can't exercise until you get a hint item. You should, shortly." instead; to decide whether good-say-guess: ["SAY" generally wipes out the starting say, but for some good , it plays straight-up] if player is in nay nope slay slope and the player's command includes "say soap", yes; no; to decide whether force-partminus of (th - a thing): [whether to force certain leet learner readings] no; this is the game-specific-ll-direction rule: [point to specific objects with the Leet Learner] do nothing; this is the game-specific-backdrop-check rule: [wry wall in VVFF] do nothing; this is the narrative-checking rule: [in VVFF been-buggin blocks you from seeing narrative] do nothing; to say optional-hint-think-item: say ""; section "too-distracted" determines if we should reject THINK to decide whether too-distracted: no; [been buggin stuff] to decide whether immediate-attention of (ru - a rule): no; section spacing for Lurking Lump to decide whether (ru - a rule) is spaceable: [annoying space breaks in inform] if ru is vc-co-coon rule or ru is vc-un-arm rule, no; yes; chapter offshoots from the universal file to decide whether vcp-ignore: decide no; [When do we block check-text? In VVFF, when we have Been Buggin] chapter instead rules to decide whether the action is procedural: if examining, yes; if reading, yes; if hintobjing, yes; if lling, yes; no; volume definitions definition: a thing (called th) is whale-defeating: unless th is scenery, no; if th is white whale or th is bright brute, no; unless th is in Trite Trail, no; yes; volume gotoing definition: a room (called rm) is available-from-here: if rm is unvisited, no; if rm is bane be sane see and player is not in bane be sane see, no; if rm is jotty jail and player is not in jotty jail, no; yes; definition: a room (called rm) is overall-go-useful: now hunt-bonus-points is false; reset-go-check; if rm is go-useful, yes; if player-room-allow-threshold is nothing-left, yes; if player-room-allow-threshold is bonus-left: now hunt-bonus-points is true; reset-go-check; if rm is go-useful: vcal "The pride-prong you summoned earlier pokes you to go and see what's ahead, even if it might not be critical to your quest."; yes; no; definition: a room (called rm) is go-useful: if rm is location of player, no; now rm is go-checked; process the this-gong-rule of rm; let room-done be the outcome of the rulebook; if room-done is the uncompleted outcome, yes; if room-done is the llp-remaining outcome and hunt-bonus-points is true, yes; repeat with R2 running through rooms: if R2 is not adjacent to rm: unless (rm is a liftroom and r2 is high hub) or (r2 is a liftroom and rm is high hub), next; if R2 is go-checked, next; if R2 is go-useful, yes; no; to decide whether (di - a direction) is blocked: if player is in NNSS and sco-grow-grudge is false: if di is north or di is south or di is east, yes; if player is in Vain Vat and sco-flain-flat is false: if di is north, yes; if player is in Roaring Rocks and di is north and mad monk is in roaring rocks, yes; if player is in Hun Harm Fun Farm and di is north and sco-un-arm is false, yes; if player is in Warm Stun Storm and di is north and sco-fun-form is false, yes; no; this is the flag bad goto to rule: if noun is location of player, say "You're already there! Well, here." instead; if noun is Bane Be Sane See, say "There's no way back to where you started." instead; if noun is Jotty Jail, say "You don't need or want to go back to [jail]." instead; if noun is Show Shoe and sco-throw-through is true, say "You can't revisit the [show shoe] after the big performance!" instead; if location of player is High Hub: let mrgo be map region of noun; if mrgo is not Poppin' Part and sco-bye-bub is false, say "There's a way back, but you need to find the right way off the High Hub." instead; this is the stuck-right-now rule: if player is in Threat Three and sprite is in threat three, say "It's the final conflict! You're stuck here!" instead; if player is in Vain Vat and pred pros are not moot, say "You're in a bit of a pickle. Too much to get up and go anywhere." instead; this is the flag bad goto from rule: abide by the stuck-right-now rule; if mrlp is Poppin' Part: let mrgo be map region of noun; if mrgo is Poppin' Part and spokeval of noun is not spokeval of location of player, say "Here around the high hub, you need to use the lift." instead; definition: a direction (called d) is viable: if the room d of location of the player is nowhere, no; yes; volume unsorted Low Key Learny Jokey Journey Definitions ends here. ---- DOCUMENTATION ----