Version 1/221007 of Bright Brave Knight Knave Definitions by Andrew Schultz begins here. "This gives basic definitions used by core modules or used repeatedly by the game, such as the number of puzzles solved in a certain room." book examineable a thing can be unexamined or examined. a thing is usually unexamined. report examining a thing (called th): now th is examined; continue the action; book talkable [this is for a general T] a thing can be talktoable. a thing is usually not talktoable. after doing something with a talktoable thing: set-all noun; continue the action; book types to say bkn: say "bright brave knight/knave" a holeitem is a kind of rhymable. a holeitem is usually scenery. a holeitem can be unguessed or preguessed. a holeitem is usually unguessed. a holeitem can be unblessed, blessed or in-hold. a holeitem is usually unblessed. from-number of a holeitem is usually 2704. to-number of a holeitem is usually -2704. guess-table of a holeitem is usually table of hold hole guesses. to decide which number is nbh: decide on number of blessed holeitems; to decide which number is nch: decide on number of carried holeitems; to decide whether hold-poke: if hold hole is examined, no; if number of unguessed holeitems < 3, no; yes; a trystitem is a kind of rhymable. a trystitem has text called vaguedesc. to decide which number is trystcount: decide on number of known-to-player trystitems; chapter eekers to decide which number is nelp: decide on number of eekers in location of player; to decide whether assisted: if nelp is 2 or opt-sweet-swap is true, yes; no; to decide whether half-assisted: if nelp is 1 or opt-sweet-swap is true, yes; no; to decide which eeker is onlyeek: [note: this is potentially dangerous since if there is more than 1 eeker we will get non-uniform results] decide on random eeker in location of player; this is the eeker-start-follow rule: if nelp is not 1, continue the action; if sco-stride-streak is true: now onlyeek is followish; else: say "The [onlyeek] seems apathetic, as if they'd like to follow you but can't. They stay behind. How can you grease the skids?"; to decide whether either-here of (ee - an eeker): if opt-sweet-swap is true, yes; if pair-here of ee, no; if ee is in location of player or other-guy of ee is in location of player, yes; no; to decide whether pair-here of (ee - an eeker): if opt-sweet-swap is true, yes; if ee is in location of player and other-guy of ee is in location of player, yes; no; to decide whether only-here of (ee - an eeker): if opt-sweet-swap is true, no; if ee is in location of player and other-guy of ee is not in location of player, yes; no; to decide which number is help-index: if number of eekers in location of player is 0, decide on 0; decide on (matchnum of random eeker in location of player); an eeker is a kind of rhymable. an eeker can be dormant, active, followish, postponed or finished. an eeker is usually dormant. an eeker is usually talktoable. an eeker can be creeky or crooty. an eeker is usually creeky. an eeker can be pairedyet. an eeker is usually not pairedyet. an eeker has a number called matchnum. the eeker manipulation rules are an eeker based rulebook. the eeker manipulation rules have outcomes unavailable, not-yet, already-done, jump-reject, semi-pass and ready. the guess-table of an eeker is usually the table of cried creek guesses. to decide whether any-recruits: if number of not dormant eekers > 0, yes; no; to sideline-eekers: repeat with X running through eekers in location of player: sideline X; to sideline (th - a thing): move th to Hidey House; if th is an eeker: now th is postponed; definition: an eeker (called ee) is nonconflicting: if ee is crooty and number of fungible crooty eekers is 0, yes; if ee is creeky and number of fungible creeky eekers is 0, yes; no; definition: an eeker (called ee) is leftbehind: unless ee is followish, no; if ee is in location of player, no; yes; to decide which eeker is other-guy of (ee - an eeker): repeat with EKR running through eekers: if EKR is ee, next; if matchnum of EKR is matchnum of ee, decide on EKR; say "(BIG BUG on choosing other-guy of [ee])"; decide on ee; to decide which number is pairs-used: decide on number of finished eekers / 2; to move-eekers (rm - a room): repeat with x running through eekers: if x is leftbehind, move x to rm; to decide which number is geek-wooter-points: decide on (boolval of sco-plucky-plot) + (boolval of sco-trod-trash) + (boolval of sco-stew-stuff) to decide which number is freak-shooter-points: decide on pick-score + (boolval of sco-yall-yank) + (boolval of whether or not rack right is not off-stage) to decide which number is sneak-mooter-points: decide on (boolval of sco-loud-lies) + (boolval of sco-salad-scent) + (boolval of sco-need-knack) to decide whether eekers-done: if number of finished eekers is 6, yes; no; to decide which number is lbe: decide on number of leftbehind eekers; to say lbeplur: if lbe is 1, say "s"; section tracking hole progress to decide which number is hole-done: decide on number of in-hold holeitems; to decide which number is hole-progress: decide on number of not unblessed holeitems; to decide which number is availval: decide on number of unblessed holeitems; chapter yacht stuff to yacht-go (rm - a room): now took-yacht is true; if rm is unvisited: say "'[rm]? Yes, yes, I know that place well. It won't be long,' says the Sassed Sort."; else: say "The Sassed Sort nods and guides the yacht back to [rm]."; move yacht to rm; move sassed sort to rm; move player to rm; move-eekers rm; now took-yacht is false; chapter score macros section creek score to decide what number is creek-score: decide on (boolval of sco-fried-freak) + (boolval of sco-guide-geek) + (boolval of sco-snide-sneak); section recruiter score to decide what number is recruiter-score: decide on (boolval of sco-weak-wooter) + (boolval of sco-meek-mooter) + (boolval of sco-chic-shooter); section hub score to decide what number is hub-expand-score: decide on (boolval of sco-plucky-plot) + (boolval of sco-need-knack) + (boolval of sco-yall-yank); section thief score to decide what number is fief-score: decide on (boolval of sco-brought-brief) + (boolval of sco-bought-beef) section blight score to decide what number is blight-score: decide on (boolval of sco-hack-height) + (boolval of sco-quack-quite) + (boolval of sco-flak-flight) + (boolval of sco-slack-slight) to decide what number is blight-nec-score: if blight-score < 4, decide on blight-score; decide on 3; section nook score to decide which number is pre-nook-score: decide on (boolval of sco-loud-lies) + (boolval of whether or not player has posh pick) section pick score to decide which number is pick-score: decide on (boolval of sco-slosh-slick) + (boolval of sco-quash-quick) section yacht score to decide which number is port-score: decide on (boolval of sco-murky-map) + (boolval of sco-glued-glass) section fish/bowl score to decide which number is fish-score: decide on (boolval of sco-salad-scent) + (boolval of sco-stew-stuff) section hill score to decide which number is hill-score: decide on (boolval of sco-ailing-ill) + (boolval of sco-scaling-skill) + (boolval of sco-failing-phil) + (boolval of sco-mailing-mill) + (boolval of sco-wailing-will) + (boolval of sco-bailing-bill) section bruising brew / losing lou score to decide which number is lou-score: decide on (boolval of sco-using-you) + (boolval of sco-boozing-boo); section route rough progress to decide which number is route-rough-score: decide on (boolval of sco-stout-stuff) + (boolval of sco-flout-fluff) + (boolval of sco-nowt-nuff); section nil none progress to decide which number is nil-score: decide on (boolval of sco-ill-un) + (boolval of sco-fill-fun) + (boolval of sco-will-won); section dander progress to decide which number is dander-score: decide on (boolval of sco-candor-cove) + (boolval of sco-grander-grove) + (boolval of sco-stander-stove); section tully / final score to decide which number is tully-score: decide on boolval of sco-fright-fully + boolval of sco-bright-bully; book definitions definition: a room (called rm) is available-from-here: if rm is unvisited, no; yes; book to say to say optional-hint-think-item: say ""; volume helper definitions volume gotoing to decide whether (di - a direction) is blocked: no; definition: a direction (called d) is viable: if the room d of location of the player is nowhere, no; yes; this is the flag bad goto from rule: do nothing; this is the flag bad goto to rule: if map region of noun is Shying Sheez, say "Nope. You paid your dues there." instead; volume other stuff to alt-last (rm - a room): [this makes the final flip an optional point] repeat through table of verb checks: unless there is a best-room entry and best-room entry is rm, next; if idid entry is false, now core entry is false; now from-number of rm is 0 - from-number of rm; now to-number of rm is 0 - to-number of rm; to flag-missed (rm - a room): [ this is for the MISSED list at the end. Note it cuts corners: if you missed 2 things, it would only track the first. But BK6 doesn't allow that. ] repeat through table of verb checks: if idid entry is false and there is a best-room entry and best-room entry is rm: say "You could've said [b][firstor of w1 entry] [firstor of w2 entry][r] in [rm]."; continue the action; book to decide whether (largely game dependent stuff) to decide whether (ru - a rule) is spaceable: [this is if we want to put spaces between the two words] if ru is vc-ill-un rule or ru is vc-fright-fully rule, no; yes; to decide whether good-say-guess: no; to decide whether rhyme-mechanism-known: if current-score > 0, yes; no; to decide whether (r1 - a room) and (r2 - a room) are gong-adjacent: if r1 is adjacent to r2, yes; if map region of r1 is sighing seas and map region of r2 is sighing seas: if r1 is r2, no; yes; no; to decide whether can-escape: if player is in dander dove and dander-score >= 2, yes; if player is in nil none and nil-score >= 2, yes; if player is in route rough and route-rough-score >= 2, yes; no; this is the stuck-right-now rule: if mrlp is Shying Sheez, say "[if can-escape]You can just walk out in any direction back to [pre-hole-item-room].[else]You can't just break free yet![end if]" instead; if sco-fight-fave is true, say "But you are at the final fight." instead; section mostly VVFF dependent stuff with Dean Duggan to decide whether too-distracted: no; to decide whether immediate-attention of (ru - a rule): no; to decide whether vcp-ignore: decide no; [When do we block check-text? In VVFF, when we have Been Buggin] book rules this is the disable-learner-options rule: if player does not have leet learner, say "You decide to take the leet learner before exercising any of its options."; now player has leet learner; this is the narrative-checking rule: make no decision; this is the game-specific-backdrop-check rule: [wry wall in VVFF, maybe put in the rick ride in CSDD] do nothing; Bright Brave Knight Knave Definitions ends here. ---- DOCUMENTATION ----