Version 1/221007 of Bright Brave Knight Knave Tables by Andrew Schultz begins here. "This file contains the main verb-checking/point-scoring table as well as homonym detection." [notes: 1 = chic shooter / fried freak 2 = meek mooter / snide sneak 3 = weak wooter / guide geek ] volume the main stuff to open-psg (di - a direction) and (rm - a room): let lp be location of player; change di exit of lp to rm; change (opposite of di) exit of rm to lp; table of verb checks w1 (text) w2 (text) posthom (topic) hom-txt-rule (rule) think-cue okflip core idid best-room check-rule run-rule wfull (topic) think-advice (text) "write|right" "rave" -- -- false false false false white wave vc-write-right-rave rule vr-write-right-rave rule -- -- "kite" "cave" -- -- false true true false white wave vc-kite-cave rule vr-kite-cave rule -- -- "jack" "gist" -- -- false true false false -- vc-jack-gist rule vr-jack-gist rule -- -- "eyeing|eying" "ease" -- -- false true false false -- vc-eyeing-eying-ease rule vr-eyeing-eying-ease rule -- -- "fight" "fave" -- -- false true true false white wave vc-fight-fave rule vr-fight-fave rule -- "You can [b]FIGHT FAVE[r] [here-in of white wave] [once-now of vc-fight-fave rule] you are physically and emotionally prepared." "pass" "path" "pace" vh-pace-path rule false true true false bass bath vc-pass-path rule vr-pass-path rule -- -- "mass" "math" "mace" vh-mace-math rule false true true false bass bath vc-mass-math rule vr-mass-math rule -- "You can use [b]MASS MATH[r] [here-in of bass bath] [once-now of vc-mass-math rule] you have something to calculate." "what" "whoa|whoah" "woe/wow" vh-what-woe rule false true true false rut row vc-what-whoah rule vr-what-whoah rule -- -- "hid" "hum" -- -- false true true false slid slum vc-hid-hum rule vr-hid-hum rule -- -- "kid" "come" -- -- false true true false slid slum vc-kid-come rule vr-kid-come rule -- "You can say [b]KID COME[r] [here-in of slum slid] [once-now of vc-kid-come rule] a kid is around." "rid" "rum" -- -- false true true false slid slum vc-rid-rum rule vr-rid-rum rule -- "You can say [b]RID RUM[r] [here-in of slum slid] [once-now of vc-rid-rum rule] you have cause to speak out against alcohol." "mood|tude" "mapper|tapper" -- -- false true true false crude crapper vc-mood-mapper rule vr-mood-mapper rule "mood mapper" or "tude tapper" -- "nude" "napper" -- -- false true false false crude crapper vc-nude-napper rule vr-nude-napper rule -- -- "meek" "mooter" -- -- false true true false recroom vc-meek-mooter rule vr-meek-mooter rule -- -- "chic" "shooter" "sheik/sheikh" vh-sheik-shooter rule false true true false recroom vc-chic-shooter rule vr-chic-shooter rule -- -- "weak" "wooter|w00ter" -- -- false true true false recroom vc-weak-wooter rule vr-weak-wooter rule -- -- "stride" "streak" -- -- false true true false cried creek vc-stride-streak rule vr-stride-streak rule -- -- [this comes first for Jerking Jump purposes] "fried" "freak" -- -- false true true false cried creek vc-fried-freak rule vr-fried-freak rule -- -- "snide" "sneak" -- -- false true true false cried creek vc-snide-sneak rule vr-snide-sneak rule -- -- "guide" "geek" -- -- false true true false cried creek vc-guide-geek rule vr-guide-geek rule -- -- "harder" "helm" -- -- false true true false cried creek vc-harder-helm rule vr-harder-helm rule -- -- "murky" "map" -- -- false true true false cast court vc-murky-map rule vr-murky-map rule -- -- "glued" "glass" -- -- false true true false fast fort vc-glued-glass rule vr-glued-glass rule -- -- "posh" "planks" -- -- false true true false bosh blanks vc-posh-planks rule vr-posh-planks rule -- -- "plucky" "plot" -- -- false true true false bosh blanks vc-plucky-plot rule vr-plucky-plot rule -- "You can hatch a [b]PLUCKY PLOT[r] [here-in of bosh blanks] [once-now of vc-plucky-plot rule] you have the right co-conspirators." "cast" "court" -- -- false true true false bosh blanks vc-cast-court rule vr-cast-court rule -- -- "fast" "fort" -- -- false true true false bosh blanks vc-fast-fort rule vr-fast-fort rule -- -- "passed|past" "port" -- -- false true true false bosh blanks vc-passed-port rule vr-passed-port rule -- "You can visit the [b]PASSED PORT[r] with the yucky yacht [once-now of vc-passed-port rule] you have readable directions to get there." "salad" "scent" "sent/cent" vh-salad-sent-cent rule false true true false passed port vc-salad-scent rule vr-salad-scent rule -- "You can track the [b]SALAD SCENT[r] [here-in of passed port] [once-now of vc-salad-scent rule] you have adequate willing help to climb up to the vent." "quash" "quick" -- -- false true true false passed port vc-quash-quick rule vr-quash-quick rule -- "You can [b]QUASH QUICK[r] [here-in of passed port] [once-now of vc-quash-quick rule] the right friends are helping you." "slosh" "slick" -- -- false true true false passed port vc-slosh-slick rule vr-slosh-slick rule -- "You can [b]SLOSH SLICK[r] [here-in of passed port] [once-now of vc-slosh-slick rule] you've had someone make a path through the slime, slowed." "slashing" "sword" -- -- false true true false passed port vc-slashing-sword rule vr-slashing-sword rule -- -- "time" "toad" "toed/towed" vh-time-toed rule false true true false passed port vc-time-toad rule vr-time-toad rule -- "You can summon the [b]TIME TOAD[r] [here-in of passed port] [once-now of vc-time-toad rule] you have two artifacts it finds valuable." "mime" "mode" "mowed" vh-mime-mowed rule false true false false passed port vc-mime-mode rule vr-mime-mode rule -- -- "need" "knack" -- -- false true true false treed track vc-need-knack rule vr-need-knack rule -- "You can say you [b]NEED KNACK[r] [here-in of treed track] [once-now of vc-need-knack rule] you have the right help." "heed" "hack" -- -- false true true false treed track vc-heed-hack rule vr-heed-hack rule -- "You can [b]HEED HACK[r] [once-now of vc-heed-hack rule] you have an idea how to navigate [here-in of treed track]." "seed" "sack" -- -- false true true false treed track vc-seed-sack rule vr-seed-sack rule -- -- "plead" "plaque" -- -- false true false false treed track vc-plead-plaque rule vr-plead-plaque rule -- -- "grew" "gruff" -- -- false true true false too tough blue bluff vc-grew-gruff rule vr-grew-gruff rule -- "You can say [b]GREW GRUFF[r] [here-in of blue bluff] [once-now of vc-grew-gruff rule] you have the support of friends." "stew" "stuff" -- -- false true true false too tough blue bluff vc-stew-stuff rule vr-stew-stuff rule -- "You can find [b]STEW STUFF[r] [here-in of blue bluff] [once-now of vc-stew-stuff rule] you don't feel bad searching through left-behind belongings." "new" "nuff" -- -- false true true false too tough blue bluff vc-new-nuff rule vr-new-nuff rule -- "You can say [b]NEW NUFF[r] [once-now of vc-new-nuff rule] you've found something of questionable age." "hack" "height" -- -- false true true false lack light black blight vc-hack-height rule vr-hack-height rule -- -- "quack" "quite" -- -- false true true false lack light black blight vc-quack-quite rule vr-quack-quite rule -- -- "slack" "slight" -- -- false true true false lack light black blight vc-slack-slight rule vr-slack-slight rule -- -- "flak|flack" "flight" -- -- false true true false lack light black blight vc-flak-flight rule vr-flak-flight rule -- -- "power" "plate" -- -- false true true false -- vc-power-plate rule vr-power-plate rule -- -- "bell" "book" -- -- false true true false knell nook vc-bell-book rule vr-bell-book rule -- "You can say [b]BELL BOOK[r] [here-in of knell nook] [once-now of vc-bell-book rule] you have two other things to prepare the summoning ceremony." "covering" "candle" -- -- false true true false knell nook vc-covering-candle rule vr-covering-candle rule -- "You can say [b]COVERING CANDLE[r] [here-in of knell nook] [once-now of vc-covering-candle rule] you have what you need for the summoning ceremony." "yall" "yank|yanks" -- -- false true true false tata vc-yall-yank rule vr-yall-yank rule -- "You can say [b]YALL YANK[r] [here-in of tata] [once-now of vc-yall-yank rule] you have the right cohorts." "paul" "panks" -- -- false true false false tata vc-paul-panks rule vr-paul-panks rule -- -- "train" "tracks" -- -- false true true false lane lax vc-train-tracks rule vr-train-tracks rule -- -- "main" "max" "mane/macks" vh-mane-macks rule false true true false lane lax vc-main-max rule vr-main-max rule -- "You can say [b]MAIN MAX[r] [once-now of vc-main-max rule] it's busier [here-in of lane lax]." "pain" "packs" -- -- false true true false lane lax vc-pain-packs rule vr-pain-packs rule -- -- "trod|flawed" "trash|flash" -- -- false true true false lane lax vc-trod-trash rule vr-trod-trash rule "trod trash" or "flawed flash" -- "wowed|trowed|plowed" "whys|tries|plies" -- -- false true true false OECC vc-wowed-whys rule vr-wowed-whys rule "wowed whys" or "trowed tries" or "plowed plies" -- "loud" "lies" -- -- false true true false OECC vc-loud-lies rule vr-loud-lies rule -- "You can denounce [b]LOUD LIES[r] [once-now of vc-loud-lies rule] you've tweaked the crowd [here-in of oecc] more subjectively." "bought" "beef" -- -- false true true false thought thief fought fief vc-bought-beef rule vr-bought-beef rule -- -- "brought" "brief" -- -- false true true false thought thief fought fief vc-brought-brief rule vr-brought-brief rule -- -- "wrought" "reef" "rot" vh-rot-reef rule false true true false thought thief fought fief vc-wrought-reef rule vr-wrought-reef rule -- "You can make a [b]WROUGHT REEF[r] [here-in of fought fief] [once-now of vc-wrought-reef rule] you've bluffed your way through the fief." "done" "dish" -- -- false true true false thought thief fought fief vc-done-dish rule vr-done-dish rule -- "You can make a [b]DONE DISH[r] [here-in of fought fief] [once-now of vc-done-dish rule] you've got certifiably acceptable ingredients for a dish." "boozing" "boo" -- -- false true true false Bruising Brew vc-boozing-boo rule vr-boozing-boo rule -- -- "using" "you" -- -- false true true false Bruising Brew vc-using-you rule vr-using-you rule -- -- "fusing" "phew" "few" vh-fusing-few rule false true true false Bruising Brew vc-fusing-phew rule vr-fusing-phew rule -- "You can say [b]FUSING PHEW[r] [here-in of Bruising Brew] [once-now of vc-fusing-phew rule] you have commiserated more than one way with Lou." "spurning" "spew" -- -- false true true false Bruising Brew vc-spurning-spew rule vr-spurning-spew rule -- -- "fill" "fun" -- -- false true true false nil none vc-fill-fun rule vr-fill-fun rule -- -- "will" "won" -- -- false true true false nil none vc-will-won rule vr-will-won rule -- "You can say [b]WILL WON[r] [once-now of vc-will-won rule] you're a little less miserable." [no here-in needed--once you leave, you're gone] "ill" "un|in" -- -- false true false false nil none vc-ill-un rule vr-ill-un rule "illun/illin" or "ill un/in" "You can say [b]ILLUN[r] [once-now of vc-ill-un rule] you're a little less miserable." [technically the same as above, but combining with a to-say would have us pick a rule, and if we changed stuff...] "grander" "grove" -- -- false true true false dander dove vc-grander-grove rule vr-grander-grove rule -- -- "candor|candour" "cove" -- -- false true true false dander dove vc-candor-cove rule vr-candor-cove rule -- -- "stander" "stove" -- -- false true true false dander dove vc-stander-stove rule vr-stander-stove rule -- -- "flout" "fluff" -- -- false true true false route rough vc-flout-fluff rule vr-flout-fluff rule -- -- "stout" "stuff" -- -- false true true false route rough vc-stout-stuff rule vr-stout-stuff rule -- -- "nowt" "nuff" -- -- false true true false route rough vc-nowt-nuff rule vr-nowt-nuff rule -- -- "scaling" "skill" -- -- false true true false hailing hill vc-scaling-skill rule vr-scaling-skill rule -- -- "ailing" "ill" -- -- false true true false hailing hill vc-ailing-ill rule vr-ailing-ill rule -- -- "mailing" "mill" -- -- false true true false hailing hill vc-mailing-mill rule vr-mailing-mill rule -- "You can place a [b]MAILING MILL[r] [here-in of hailing hill] [if hill-score < 2]once[else]now[end if] you can access the top[if hill-score >= 2] and [once-now of vc-mailing-mill rule] you have the raw materials[end if]." "bailing" "bill" -- -- false true true false hailing hill vc-bailing-bill rule vr-bailing-bill rule -- "You can contact [b]BAILING BILL[r] [once-now of vc-bailing-bill rule] you have something to offer him and the means to communicate." "failing" "phil" -- -- false true true false hailing hill vc-failing-phil rule vr-failing-phil rule -- "You can contact [b]FAILING PHIL[r] [once-now of vc-failing-phil rule] you have something to offer him and the means to communicate." "wailing" "will" "whaling" vh-whaling-will rule false true true false hailing hill vc-wailing-will rule vr-wailing-will rule -- "You can contact [b]WAILING WILL[r] [once-now of vc-wailing-will rule] you have something to offer him and the means to communicate." "fright" "fully" -- -- false true true false white wave vc-fright-fully rule vr-fright-fully rule "frightfully" -- "bright" "bully" -- -- false true true false white wave vc-bright-bully rule vr-bright-bully rule -- -- "bam" "bye" -- -- false true true false white wave vc-bam-bye rule vr-bam-bye rule -- -- section white wave/universal point scoring a goodrhyme rule (this is the vc-write-right-rave rule): if sco-write-right-rave is true: vcal "You already appealed to my pride! Now it's my turn to feel pride by showing I don't need a second dose. Well, from you, at least. No offense.!"; already-done; ready; to decide whether extra-rave-points: if number of visited rooms > 2, yes; no; this is the vr-write-right-rave rule: now sco-write-right-rave is true; say "For me? Really? Why, that's quite kind of you! [if extra-rave-points]And you've seen so much of the game! That means it's not just knee-jerk praise![else]Without seeing much of the game, either! I'm a bit suspicious you're prying for hints, but no, no, I'll let it pass.[end if]"; if extra-rave-points: increment cur-bonus; now got-rave-bonus is true; else: max-down; declue the player; a goodrhyme rule (this is the vc-kite-cave rule): if player is not in white wave, unavailable; if sco-kite-cave is true: vcal "You already discovered the kite cave to find a path beyond!"; already-done; ready; this is the vr-kite-cave rule: now sco-kite-cave is true; say "Sometimes you don't find what you want until you're really looking for it. You see part of a kite stuck under a rock, in a cave. You try to move the rock, and when you do, you hear a rumbling. You try to take the kite, but it's tied to a string and is sucked down the hole and around a corner. The hole itself collapses, becoming big enough to climb down.[paragraph break]The cave collapses. There's a passage [b]DOWN[r], but next to it is a hold-hole. Perhaps looking at it will give you some clues what to do with your journey."; move hold hole to white wave; now Bass Bath is mapped below White Wave; now White Wave is mapped below Bass Bath; now to-number of white wave is 2754; a goodrhyme rule (this is the vc-jack-gist rule): if player does not have lack list, unavailable; if sco-jack-gist is true: vcal "You already streamlined things with the list!"; already-done; ready; this is the vr-jack-gist rule: now sco-jack-gist is true; say "A good [this-game-noi] uses shortcuts whenever they don't cut corners. No point getting exhausted by trivia! With a bit of meta-reasoning, you equate [b]X[r] with [b]X LIST[r]."; a goodrhyme rule (this is the vc-eyeing-eying-ease rule): if sco-eyeing-eying-ease is true: vcal "Well, you know not to repeat yourself once you've fished in interesting waters--you found what was there the first time, and you don't want to look like a beggar, now!"; already-done; ready; this is the vr-eyeing-eying-ease rule: now sco-eyeing-eying-ease is true; say "A good [bbkk] is always on the lookouts for shortcuts and simplicity. Perhaps a bit too much, but it's not the worst fault to have."; a goodrhyme rule (this is the vc-fight-fave rule): if player is not in white wave: vcp "Not here. There is a proper place for that, though."; not-yet; if hold hole is off-stage: vcp "Perhaps in the far future. But right now, you've only gotten here. You need to build your strength and worth."; not-yet; if hole-progress < 3: if nch is 0: vcp "You haven't placed any items in the hold hole yet. You'll need to, to be worthy and confident for the final fight."; else: vcp "You aren't ready yet. The hold hole is not complete[if availval is 3]. And it seems to repel [the list of unblessed holeitems]. Well, for now[end if]."; not-yet; if trystcount < number of trystitems: vcp "You look at [the list]. You only have [trystcount in words] of the [number of trystitems in words] things you need to succeed."; not-yet; if sco-fight-fave is true: vcal "You already started the final fight! You aren't going to, like, REALLY start fighting now."; already-done; ready; this is the vr-fight-fave rule: now sco-fight-fave is true; say "You are ready to fight! The fave, Trite Tully, appears. Boy, is Tully unashamedly trite! But the deal is, Tully's so trite, yet people like you can't deal with Tully easily, which says something about you. Right?"; move trite tully to White Wave; set-all trite tully; now cur-max-bonus is cur-bonus; if sco-write-right-rave is false, increase cur-max-bonus by 2; if sco-jack-gist is false, increase cur-max-bonus by 1; if sco-eyeing-eying-ease is false, increase cur-max-bonus by 1; declue-here; section bass bath point scoring a goodrhyme rule (this is the vc-pass-path rule): if player is not in bass bath, unavailable; if sco-pass-path is true: vcal "You already found a pass-path through the bass bath!"; already-done; ready; this is the vh-pace-path rule: say "Almost! That sounds a bit off, though. Pacing in a circle wouldn't get you many places. Something very, very similar might."; the rule succeeds; this is the vr-pass-path rule: now sco-pass-path is true; say "Weird! You don't expect anything to happen, but small land-bridges appear over the bath to the north, west and east. They appear tangled and looping. You might get confused going down them right away."; print-the-loc; declue bass bath; a goodrhyme rule (this is the vc-mass-math rule): if player is not in bass bath, unavailable; if sco-pass-path is false: vcp "You have nothing to do mass math on. Yet."; not-yet; if sco-mass-math is true: vcal "You already calculated! Overcalculate, and you might miss or reject the obvious."; already-done; ready; this is the vh-mace-math rule: say "Hmm. Sounds a bit off. Math and mathematical reasoning are useful, but not for how badly you can thwack someone. But you could use some math, here. How much, is the question."; the rule succeeds; this is the vr-mass-math rule: now sco-mass-math is true; say "You sit back and do some brute-force calculations as to where the paths must lead. Then you use some intuition you didn't know you had (your mojo must be returning!) You work out that many must be equivalent, and there cannot be too many. They weave about for a bit, yes, but you have figured a way not to get lost in them.[paragraph break]You hone your theorems and heuristics so well, you see one path in each of the cardinal directions: north, south, east and west."; open-psg west and rut row; open-psg north and bosh blanks; open-psg south and Treed Track; open-psg east and tata; section rut row point scoring a goodrhyme rule (this is the vc-what-whoah rule): if player is not in rut row, unavailable; if sco-what-whoah is true: vcal "You already had a revelation that will push you out of your rut and see a new passage through."; already-done; ready; this is the vh-what-woe rule: if the player's command includes "wow": say "That'd be the right expression of surprise for a fight-row, but this is a residential row."; else: say "You express shock at things that went unexpectedly wrong. It feels close to what you need: shock at things going right! Just a small change..."; the rule succeeds; this is the vr-what-whoah rule: now sco-what-whoah is true; say "It sounds artificial at first to pretend you saw something. Then you think, if I did see something useful, what sort of thing would I see? And somehow, it works! You find a path west through Rut Row."; open-psg west and slum slid; declue-here; section slid slum point scoring a goodrhyme rule (this is the vc-hid-hum rule): if player is not in slid slum, unavailable; if sco-hid-hum is true: vcal "You already did initial searching!"; already-done; ready; this is the vr-hid-hum rule: now sco-hid-hum is true; say "You figure there must be something here, and you are right ... there's a kid. And not just any kid! A coughin['] coy boffin boy! They seem to be holding something behind their back. They don't trust you yet. Who would, in such an urban hellscape?"; move boffin boy to Slum Slid; set-all boffin boy; now to-number of slid slum is 2654; a goodrhyme rule (this is the vc-kid-come rule): if player is not in slid slum, unavailable; if sco-hid-hum is false: vcp "There's no kid around yet!"; not-yet; if sco-kid-come is true: vcal "You already called the kid over!"; already-done; ready; this is the vr-kid-come rule: now sco-kid-come is true; say "The [boffin] looks awkwardly at you. He shuffles forward hesitantly. He seems to be hiding something behind his back!"; now to-number of slid slum is 2653; a goodrhyme rule (this is the vc-rid-rum rule): if player is not in slid slum, unavailable; if sco-hid-hum is false: vcp "There is no rum to rid that you can sense. Yet."; not-yet; if sco-kid-come is false: vcp "The kid doesn't trust you enough yet! They feel no closeness."; not-yet; if sco-rid-rum is true: vcal "You already got rid of the rum!"; already-done; ready; this is the vr-rid-rum rule: now sco-rid-rum is true; say "The [boffin] shows what they have behind their back. They're a bit ashamed of all this. But you assure them it's very understandable. There's general discussion of what a tough world we live in and so forth. Your hearts both feel lightened by it. You ask [the boffin] how to navigate this crazy town, and he helps you so much! Oh, wow! There's even somewhere scungy you can go [b]INSIDE[r] to. You're up to it now."; open-psg inside and crude crapper; moot coughin coy boffin boy; declue-here; section crude crapper scoring a goodrhyme rule (this is the vc-mood-mapper rule): if player is not in crude crapper and player does not have mood mapper, unavailable; if sco-mood-mapper is true: vcal "You already got the mood mapper/[']tude tapper!"; already-done; ready; this is the vr-mood-mapper rule: now sco-mood-mapper is true; say "You don't really want to go looking around here too much, but knowing what might be here, you figure having that focus will help you do so. And something turns up! It's like that scene in [i]The Godfather[r], except you don't plan to murder or even insult anybody. Plus, the mood mapper you've found doesn't seem like much of a weapon."; now player has mood mapper; if sco-nude-napper is true: declue-here; else: now from-number of crude crapper is -2757; now to-number of crude crapper is -2706; a goodrhyme rule (this is the vc-nude-napper rule): if player is not in crude crapper, unavailable; if sco-nude-napper is true: vcal "You don't want to be too much of a moral scold!"; already-done; ready; this is the vr-nude-napper rule: now sco-nude-napper is true; say "You're liberal and lenient and all that, but some things cross the line. It's something you didn't want to see, and something that's awkward to deal with, but you find the offender and suggest they move on. If they aren't physically hurting anyone, they are, and will be, in others['] personal space. There's no need for lectures. You nod your head pointedly. They understand, or seem to. Perhaps they will just move on elsewhere, but maybe if enough people speak up, they'll get the big message."; if sco-mood-mapper is true, declue-here; section recruiter a goodrhyme rule (this is the vc-chic-shooter rule): abide by the eeker precheck rule for chic shooter; ready; this is the vh-sheik-shooter rule: say "A different foreign word. We don't want to shoot anyone in particular."; the rule succeeds; this is the vr-chic-shooter rule: if sco-chic-shooter is false, recruit 2707; now sco-chic-shooter is true; abide by the eeker vr rule for chic shooter; a goodrhyme rule (this is the vc-meek-mooter rule): abide by the eeker precheck rule for meek mooter; ready; this is the vr-meek-mooter rule: if sco-meek-mooter is false, recruit 2706; now sco-meek-mooter is true; abide by the eeker vr rule for meek mooter; a goodrhyme rule (this is the vc-weak-wooter rule): abide by the eeker precheck rule for weak wooter; ready; this is the vr-weak-wooter rule: if sco-weak-wooter is false, recruit 2706; now sco-weak-wooter is true; abide by the eeker vr rule for weak wooter; to recruit (nu - a number): decrease to-number of recruiter by nu; decrease to-number of recroom by nu; if to-number of recruiter is 0: declue recruiter; declue-here; section spied speak cried creek point scoring a goodrhyme rule (this is the vc-fried-freak rule): abide by the eeker precheck rule for fried freak; ready; this is the vr-fried-freak rule: if sco-fried-freak is false, creek-ll 2755; [vr-fried-freak] now sco-fried-freak is true; abide by the eeker vr rule for fried freak; a goodrhyme rule (this is the vc-snide-sneak rule): abide by the eeker precheck rule for snide sneak; ready; this is the vr-snide-sneak rule: if sco-snide-sneak is false, creek-ll 2755; [vr-snide-sneak] now sco-snide-sneak is true; abide by the eeker vr rule for snide sneak; a goodrhyme rule (this is the vc-guide-geek rule): abide by the eeker precheck rule for guide geek; ready; this is the vr-guide-geek rule: if sco-guide-geek is false, creek-ll 2754; [vr-guide-geek] now sco-guide-geek is true; abide by the eeker vr rule for guide geek; a goodrhyme rule (this is the vc-stride-streak rule): if player is not in cried creek, unavailable; if sco-stride-streak is true: vcal "You already encouraged more action and less moping here!"; already-done; ready; this is the vr-stride-streak rule: now sco-stride-streak is true; say "Things feel far less lethargic here. You don't feel like you're stuck, and others won't, either."; creek-ll 2806; [vr-stride-streak] a goodrhyme rule (this is the vc-harder-helm rule): if ardor elm is not touchable, unavailable; if sco-harder-helm is true: vcal "That sort of repeated ardor won't get you anywhere!"; already-done; ready; this is the vr-harder-helm rule: now sco-harder-helm is true; say "Clunk! A harder helm drops from the top branches of the ardor elm. You try it on your head. It fits perfectly, and it's actually pretty comfy. You realize it must be one of the items on [the list]."; give-ti harder helm; to creek-ll (nu - a number): decrease to-number of cried creek by nu; if to-number of cried creek is 0, declue-here; section bosh blanks scoring a goodrhyme rule (this is the vc-posh-planks rule): if player is not in bosh blanks, unavailable; if sco-posh-planks is true: vcal "Oh, no, let's not make things TOO posh, here!"; already-done; ready; this is the vr-posh-planks rule: now sco-posh-planks is true; say "Everything becomes a lot more sophisticated here. But not too sophisticated! Things are a bit run-down, right now, as evidenced by that yucky yacht nearby. You sense you should clean it, but you're not sure how. You're not posh enough to get near, you suspect!"; move yucky yacht to Bosh Blanks; declue-here; print-the-loc; a goodrhyme rule (this is the vc-plucky-plot rule): if yucky yacht is not touchable, unavailable; if sco-plucky-plot is true: vcal "But you already hatched a plucky plot to clean the yucky yacht!"; already-done; abide by the eeker bypass rule for guide geek; if not assisted: now go-west-hint is true; vcp "Ooh! A plot! That could work, with a couple accomplices.[recruit-clue]"; not-yet; if not pair-here of guide geek: vcp "Your current friends aren't quite up to plotting."; [the snide sneak is too overconfident] not-yet; ready; this is the vr-plucky-plot rule: now sco-plucky-plot is true; say "You and your friends are too lazy to clean the whole yacht by yourself. Not as lazy as the people who bought the yacht, of course. Those bums.[paragraph break]But you're not too lazy to figure a way to get it cleaned! You managed to build a cleaning robot from scratch. You think of its name.[paragraph break]Of course! Bucky-Bot![paragraph break]Bucky-Bot races in and begins cleaning quickly. Unfortunately, near the end, Bucky-Bot cleans the lens of a security camera that suddenly sees it. You hear the ZAP of laser beam, then an explosion. There are sounds of a scuffle. Bucky-Bot croaks out a victory cry: 'Surveillance ... destroyed.'[paragraph break]You hear footsteps. Someone introduces themselves as the Sassed Sort. They enjoyed captaining a boat, but alas, rich people who owned yachts were annoying--however, they're impressed with how you made the yacht a nicer place.[paragraph break]They have some idea of the surrounding area, as well as some places they could go. You just have to ask right."; move Sassed Sort to Bosh Blanks; set-all Sassed Sort; dismiss-geek-wooter; declue yucky yacht; [ this costs about 200 bytes as opposed to writing this out individually ] the sort navigation rules are a room based rulebook. the sort navigation rules have outcomes unavailable and already-done. a sort navigation rule for a room (called rm) (this is the don't loop yacht around rule): if sassed sort is not in location of player, unavailable; if rm is location of player: vcal "But you're already here!"; already-done; if player-room-allow-threshold is nothing-left, continue the action; process this-gong-rule of rm; let room-done be the outcome of the rulebook; if room-done is the uncompleted outcome, continue the action; if room-done is the llp-remaining outcome and hunt-bonus-points is true: if vc-dont-print is false, say "You have a bit more to do in [rm]. Nothing critical. Just maybe tying up a loose end."; continue the action; if vc-dont-print is false, say "No. On second thought, you feel like you've done all you needed in [rm], and you wouldn't want to expose the Sassed Sort to the Guide Gong."; already-done; a goodrhyme rule (this is the vc-cast-court rule): abide by the don't loop yacht around rule for Cast Court; ready; this is the vr-cast-court rule: now sco-cast-court is true; sort-deduct 2705; yacht-go cast court; a goodrhyme rule (this is the vc-fast-fort rule): abide by the don't loop yacht around rule for Fast Fort; ready; this is the vr-fast-fort rule: now sco-fast-fort is true; sort-deduct 2704; yacht-go fast fort; a goodrhyme rule (this is the vc-passed-port rule): abide by the don't loop yacht around rule for Passed Port; if port-score is 0: vcp "'Sorry,' the Sassed Sort shrugs. 'I should know how to get there, but it often, umm, gets passed. Perhaps with detailed instructions I could. The waters are tricky around there.'"; not-yet; if port-score is 1: vcp "The Sassed Sort looks at the [if player has murky map]murky map. 'Sorry, I can't quite read that yet[else]glued glass. 'It might help me if I had instructions that were hard to read. But we don't, yet[end if].'"; not-yet; ready; this is the vr-passed-port rule: now sco-passed-port is true; if passed port is unvisited: say "You hand the murky map and glued glass to the Sassed Sort. 'Wow! Yeah, wow, it's been a while. But wait ... that's a safe route I hadn't considered. It'll save some time. Mind if I keep the map and glass in case I forget it?'[paragraph break]Well, you could use the free inventory space. The trip, indeed, doesn't take long."; moot glued glass; moot murky map; sort-deduct 2804; yacht-go passed port; to sort-deduct (nu - a number): decrease to-number of cast court by nu; decrease to-number of fast fort by nu; decrease to-number of passed port by nu; decrease to-number of sassed sort by nu; if to-number of sassed sort is 0: declue sassed sort; declue passed port; declue cast court; declue fast fort; section cast court scoring a goodrhyme rule (this is the vc-murky-map rule): if perky pap is not touchable, unavailable; ready; this is the vr-murky-map rule: now sco-murky-map is true; say "You search through the pap. There must be something in here! Fortunately, since you know what to look for, a murky map turns up pretty quickly. [if sco-glued-glass is false]Not very readable, but perhaps you can find a way[else]Putting it under the glued glass, though, it is more readable[end if]."; now player has murky map; moot perky pap; section fast fort scoring a goodrhyme rule (this is the vc-glued-glass rule): if lewd lass is not touchable, unavailable; ready; this is the vr-glued-glass rule: now sco-glued-glass is true; say "[lass] folds up bizarrely and somehow becomes a glued glass. You feel a bit icky taking the glass, given what it was, but ... it's much more useful than provocative-for-its-own-sake art. [if sco-murky-map is false]What could it make clearer?[else]In fact, holding it over the murky map makes the map clearer![end if]"; moot crude crass lewd lass; now player has glued glass; section passed port scoring a goodrhyme rule (this is the vc-salad-scent rule): if pallid pent valid vent is untouchable, unavailable; abide by the eeker bypass rule for snide sneak; if number of eekers in location of player < 2: vcp "You will need a couple friends to make a human ladder to get to the vent."; not-yet; if snide sneak is not fungible: vcp "Your current friends seem unwilling to make a human ladder to get to the vent."; not-yet; ready; this is the vh-salad-sent-cent rule: say "That feels right, but nobody's going to send or sell you the what's in the vent. You must sense another indirect way to find it."; the rule succeeds; this is the vr-salad-scent rule: now sco-salad-scent is true; say "Ah, yes, that's what it is. You smell it clearly now. But [the vent] is way up there! You can't get there by yourself! The Snide Sneak offers to climb on you, letting the Meek Mooter do the dirty work. The Meek Mooter doesn't resist. The human ladder works, with the Meek Mooter climbing through [the vent]. They hold out what looks like some salad, or something! The Snide Sneak grabs it, then jumps from your shoulder. The Meek Mooter follows down. After this, the vent itself vanishes[if clashing cord is in passed port]. The clashing cord tumbles from it as well[end if]."; moot pallid pent valid vent; now player has salad sent; dismiss-sneak-mooter; a goodrhyme rule (this is the vc-slosh-slick rule): if posh pick is not touchable, unavailable; if sco-slosh-slick is true: vcal "You already figured that part of getting the pick!"; already-done; abide by the eeker bypass rule for fried freak; if sco-quash-quick is false: vcp "The area around the posh pick is too deep. Perhaps you could find someone willing to get their clothes dirty in it?"; not-yet; if fried freak is not in location of player and chic shooter is not in location of player: vcp "You don't have the right pals yet!"; not-yet; ready; this is the vr-slosh-slick rule: now sco-slosh-slick is true; say "The Fried Freak has no problem sloshing through."; check-pick-score; a goodrhyme rule (this is the vc-quash-quick rule): if posh pick is not touchable, unavailable; abide by the eeker bypass rule for fried freak; if sco-quash-quick is true: vcal "You already quashed things quickly!"; already-done; if number of eekers in location of player < 2: vcp "This is a job for you and two friends."; not-yet; if fried freak is not in location of player: vcp "Your current friends don't seem up to such a grimy task."; not-yet; ready; this is the vr-quash-quick rule: now sco-quash-quick is true; say "The Chic Shooter managed to, well, quash things quickly. The Fried Freak nods at you, as if to say, I can put up with icky stuff, with the right order."; check-pick-score; to check-pick-score: if pick-score is 2: say "Your two friends work together to fight through the slime. And they recover the posh pick! You wipe it clean."; now player has posh pick; dismiss-freak-shooter; declue posh pick; else: say "That must be half of the puzzle. You wonder what the other half is."; now to-number of posh pick is 2755; a goodrhyme rule (this is the vc-slashing-sword rule): if clashing cord is not touchable, unavailable; ready; this is the vr-slashing-sword rule: now sco-slashing-sword is true; moot clashing cord; say "The clashing cord shortens a bit and gleams a bit more. You now have a slashing sword, replete with scabbard, which checks one more thing off your list. Yay!"; give-ti slashing sword; a goodrhyme rule (this is the vc-time-toad rule): if player is not in passed port, unavailable; if sco-time-toad is true: vcal "The time toad's gift of cold coal should be enough."; already-done; if toad-score < 2: vcp "A large, dignified time toad appears. [if toad-score is 0]It pounds the ground twice, as if it needs two things[else]It nods to the [ash-rack] but then pounds the ground once[end if]. You have more work to do."; not-yet; ready; to say ash-rack: if player has odd ash: say "odd ash"; else: say "rack"; to decide which number is toad-score: decide on (boolval of whether or not player has odd ash) + (boolval of whether or not player has rack right) this is the vh-time-toed rule: say "No, time gets around by flying. Or maybe hopping."; the rule succeeds; this is the vr-time-toad rule: now sco-time-toad is true; say "A great rumbling and ribbiting proclaims the entrance of a very loud and large toad, slurping up [the slime] as it hops towards you. You sense it wants the odd ash and right rack. You put the ask on the rack. They begin to swirl together, first into a fire, then into a lump of coal. The frog nods to it. You touch it. It is cold.[paragraph break]The time toad nods to you, then hops off, its work here done."; give-hi cold coal; moot right rack; moot odd ash; if sco-mime-mode is false: now from-number of rime road is -5460; now to-number of rime road is -2704; else: declue rime road; a goodrhyme rule (this is the vc-mime-mode rule): if player is not in passed port, unavailable; if sco-mime-mode is true: vcal "You already entered mime mode for a brief interlude!"; already-done; ready; this is the vh-mime-mowed rule: say "Mimes annoy you, but that's a bit much. Perhaps you could find ironic distance from this for a bonus point, though."; the rule succeeds; this is the vr-mime-mode rule: now sco-mime-mode is true; say "Man. Even though you're a [this-game-noi], you really hate mimes ... as well as people who mimic other people noiselessly and then get all 'was it something I said?' But here you just sort of act as if you're being sucked into the rime road. [if number of eekers in location of player > 0]Your audience eats it up[else]It feels really good, even with nobody around[end if]."; if sco-time-toad is true, declue rime road; section lane lax scoring to trax-check: if sco-main-max is true and sco-pain-packs is true, declue-here; a goodrhyme rule (this is the vc-train-tracks rule): if player is not in lane lax, unavailable; if sco-train-tracks is true: vcal "You already created train tracks[if sco-main-max is false], though they could become sturdier and farther-reaching[end if]."; already-done; ready; this is the vr-train-tracks rule: now sco-train-tracks is true; say "The ground rumbles! Train tracks pop up! They're not very good train tracks, alas."; decrease to-number of lane lax by 53; now from-number of lane lax is 2756; print-the-loc; a goodrhyme rule (this is the vc-main-max rule): if player is not in lane lax, unavailable; if sco-train-tracks is false: vcp "Yes, perhaps this place could and should become bigger and more important. As a transportation hub. But not as-is."; not-yet; if sco-main-max is true: vcal "You already upgraded the train tracks!"; already-done; ready; this is the vh-mane-macks rule: if the player's command includes "mane", say "Grow your hair out? "; if the player's command includes "macks", say "Hit on people? "; say "No time for that right now! You have more important things to do."; this is the vr-main-max rule: now sco-main-max is true; say "The train tracks become shinier and stronger and branch a bit more. You can really get around now. But there are problems. Big problems! Other people can too. In fact, not the best sort. A broad brash clod clash breaks out!"; move broad brash clod clash to lane lax; set-all clod clash; open-psg north and OECC; open-psg south and Thought Thief Fought Fief; decrease to-number of lane lax by 2703; now from-number of lane lax is 5459; trax-check; a goodrhyme rule (this is the vc-pain-packs rule): if player is not in lane lax, unavailable; if sco-pain-packs is true: vcal "You already got some pain packs!"; already-done; ready; this is the vr-pain-packs rule: now sco-pain-packs is true; say "You look around, hoping some poor soul forgot their own emergency kits, all while of course hoping they did not need it. But if there's one place people forget stuff, it would be a lane, lax. And something turns up. Finders keepers!"; give-ti pain packs; decrease to-number of lane lax by 2705; trax-check; a goodrhyme rule (this is the vc-trod-trash rule): if broad brash clod clash is untouchable and odd ash is untouchable, unavailable; if sco-trod-trash is true: vcal "But you already got people to trod on the trash!"; already-done; abide by the eeker bypass rule for guide geek; if number of eekers in location of player < 2: vcp "There's a lot of trash to get people to trod! You'll need friends to help."; not-yet; if guide geek is not fungible: vcp "You don't see how to plan a trash-trod with your current friends nearby."; not-yet; ready; this is the vr-trod-trash rule: now sco-trod-trash is true; say "You and the Guide Geek and the Weak Wooter figure out how best to lay down trash so that the clods will step on it and then eventually make it bust open and stink up the great outdoors. And indeed that happens![paragraph break]A lot of the trash gets mushed down, but a small heap of odd ash remains miraculously untouched and even flies up into your hands. Weird! Perhaps it will be useful for some odd ritual."; now player has odd ash; dismiss-geek-wooter; moot clod clash; section thought thief fought fief scoring a goodrhyme rule (this is the vc-bought-beef rule): if player is not in thought thief fought fief, unavailable; if sco-bought-beef is true: vcal "You already pretended to have bought beef, or a beef, or something!"; already-done; ready; this is the vr-bought-beef rule: now sco-bought-beef is true; say "You convince the people that you bought beef, whether it be physical or more mental."; decrease to-number of thought thief fought fief by 2804; check-thievery; a goodrhyme rule (this is the vc-brought-brief rule): if player is not in thought thief fought fief, unavailable; if sco-brought-brief is true: vcal "You already pretended you brought huge plans!"; already-done; ready; this is the vr-brought-brief rule: now sco-brought-brief is true; say "You manage to pretend you had huge plans. You wince inwardly, sure others will call your bluff. But they do not. Everyone is impressed."; decrease to-number of thought thief fought fief by 2855; check-thievery; to check-thievery: if fief-score is 2: say "Everyone disperses around you, as they realize you're nobody to be trifled with."; now to-number of fought fief is 2854; else: say "You seem to have gained a bit of respect, but you need more."; a goodrhyme rule (this is the vc-wrought-reef rule): if player is not in thought thief fought fief, unavailable; if fief-score < 2: vcp "It's still too chaotic to do much!"; not-yet; if sco-wrought-reef is true: vcal "You already wrought the reef!"; already-done; ready; this is the vh-rot-reef rule: say "Sort of, but we want to make the place better, here."; the rule succeeds; this is the vr-wrought-reef rule: now sco-wrought-reef is true; say "You hear a loud crumbling noise. The landscape changes significantly! You see a fish in the reef, too, and from some sort of telepathic communication, you know it is a one-wish-fun-fish, but it's a very specific wish, and you need to bring the right supplies."; move fun fish to Fought Fief; set-all fun fish; declue-here; print-the-loc; a goodrhyme rule (this is the vc-done-dish rule): if wish fun fish is not touchable, unavailable; if fish-score < 2: vcp "The [fish] blups at you apologetically. You don't have [if fish-score is 1]enough[else]anything[end if] to work with, yet, to complete a dish."; not-yet; if sco-new-nuff is false: vcp "The [fish] blups suspiciously at the stew stuff. As if there is no assurance the stew stuff is any good."; not-yet; ready; this is the vr-done-dish rule: now sco-done-dish is true; say "You lay the stew stuff and the salad sent down in the shallowest part of the water. As you do, you worry--what if the stew stuff contains CHUNKS OF FISH?[paragraph break]It's too late now. They both float out to the fish, which sarts flopping under and over them. Some sand bubbles up from the bottom to, well, embolden the bowl that held the salad. And--well, pretty soon, weird culinary things happen, and you have a done dish! In a bold bowl! Looks like you have something [if nch > 0]more [end if]for the hold hole."; moot stew stuff; moot salad sent; moot fun fish; give-hi bold bowl; section treed track scoring a goodrhyme rule (this is the vc-need-knack rule): if player is not in treed track, unavailable; if sco-need-knack is true: vcal "You already got the knack for looking around! You won't forget it."; already-done; abide by the eeker bypass rule for snide sneak; if only-here of Snide Sneak: vcp "The Snide Sneak has advice for how to find your way around, but it isn't really tempered with caution. You don't trust them enough, yet!"; not-yet; if number of eekers in location of player is 0: now go-west-hint is true; vcp "You recognize you don't have the knack for navigating forests. How to see shortcuts but not get too reliant on them?[recruit-clue]"; not-yet; if number of eekers in location of player is 1: vcp "To really get the knack for not getting lost, you will need help from more than one friend."; not-yet; if not pair-here of Snide Sneak: vcp "It's all well and good to need assistance, but your current friends can't give any."; not-yet; ready; this is the vr-need-knack rule: now sco-need-knack is true; say "It makes sense, now, with the Snide Sneak and Mooter Meek helping you. The Sneak proposes shortcuts, and the Mooter points out unnecessary risks. Surprisingly, the Sneak considers the Mooter's position. The Sneak is snide but would love even more sneaking to be snide about! So it's a productive discussion. Together, you hammer out that there is a very clear way through the track: down. Not bad![paragraph break]And yet you sense the Snide Sneak is hiding something from you. They have shown you how to cheat, and now you need to grok things."; open-psg west and Too Tough Blue Bluff; dismiss-sneak-mooter; decrement to-number of Treed Track; [ NEED KNACK to SEED SACK ] adjust-hack-learner; a goodrhyme rule (this is the vc-heed-hack rule): if player is not in treed track, unavailable; if sco-need-knack is false: vcp "But you have not figured out any basic hacks to progress further! Well, not yet. First things first."; not-yet; if sco-heed-hack is true: vcal "You look for other ways to hack through the Treed Track, but three all told is pretty good."; already-done; ready; this is the vr-heed-hack rule: now sco-heed-hack is true; say "You figure what the Snide Sneak was really trying to say. Yep, there you go. You imagine it wouldn't be sneaky to tell you everything at once, and maybe they were sneakily giving you a reason to feel smart, solving this. And it's so easy, now you know what to do. You find two more passages."; open-psg up and Lack Light Black Blight; open-psg east and Knell Nook; decrease to-number of treed track by 2704; adjust-hack-learner; a goodrhyme rule (this is the vc-seed-sack rule): if player is not in treed track, unavailable; if sco-seed-sack is true: vcal "You already got a seed sack!"; already-done; ready; this is the vr-seed-sack rule: now sco-seed-sack is true; say "You manage to discover a seed sack nearby. You're not sure what it's good for--it seems to discuss more reliable methods of communication than, you know, actually growing plants. But it's bound to come in handy, you think! You hope."; now player has seed sack; decrease to-number of treed track by 2704; adjust-hack-learner; a goodrhyme rule (this is the vc-plead-plaque rule): if player is not in treed track, unavailable; if sco-plead-plaque is true: vcal "You look over the plead plaque again. Man, even more fun adventures once you're done with [this-game]! You totally can't wait to hit up [other-ones], of you haven't already."; already-done; ready; this is the vr-plead-plaque rule: now sco-plead-plaque is true; say "Oh my goodness! You've discovered a treasure that is as priceless as your quest, but more so! It expresses congratulations for getting this far and being so observant and also humbly suggests you also enjoy [other-ones], once you've solved this terribly important quest, of course.[paragraph break]There is a perfectly sensible small-print disclaimer that those adventures are not quite as unbelievably dope as this one, since the author has only gotten better at writing text adventures with time, but the author still had fun making them."; adjust-hack-learner; to adjust-hack-learner: if sco-heed-hack is true and sco-seed-sack is true: if sco-plead-plaque is true: declue-here; else: now to-number of treed track is -2756; now from-number of treed track is -2755; section lack light black blight scoring a goodrhyme rule (this is the vc-hack-height rule): if player is not in lack light black blight, unavailable; if sco-hack-height is true: vcal "You already hacked the height. You don't want to, like, become a total hack!"; already-done; ready; this is the vr-hack-height rule: now sco-hack-height is true; say "You feel less dizzy and such this high up. It's a relief."; decrease to-number of lack light black blight by 2706; blight-alt; a goodrhyme rule (this is the vc-quack-quite rule): if player is not in lack light black blight, unavailable; if sco-quack-quite is true: vcal "You already quacked 'Quite!'"; already-done; ready; this is the vr-quack-quite rule: now sco-quack-quite is true; say "You show you can blow off fear, a little, by quacking 'quite.'"; decrease to-number of lack light black blight by 2755; blight-alt; a goodrhyme rule (this is the vc-flak-flight rule): if player is not in lack light black blight, unavailable; if sco-flak-flight is true: vcal "You already set some flak to a flight."; already-done; ready; this is the vr-flak-flight rule: now sco-flak-flight is true; say "The verbal and mental flak that clung to you? Some of it peels off. It feels good."; decrease to-number of lack light black blight by 2706; blight-alt; a goodrhyme rule (this is the vc-slack-slight rule): if player is not in lack light black blight, unavailable; if sco-slack-slight is true: vcal "But you already caused a slack, slight!"; already-done; ready; this is the vr-slack-slight rule: now sco-slack-slight is true; say "The oppression has a slack, slight. You feel better."; decrease to-number of lack light black blight by 2756; blight-alt; to blight-alt: if blight-score is 3: alt-last black blight; choose row with check-rule of vc-power-plate rule in table of verb checks; now best-room entry is black blight; now core entry is true; say "The black blight seems to fade. As it releases its grip, you see sacks. Lots of sacks. It's a sack site, now. There are too many to search through, but fortunately there's some stuff in clear view.[paragraph break]There's a sour slate lying around, which you don't want to touch in its current form."; now sour slate is in black blight; check-rack-right; if player does not have rack right, say "There must be something here in the Sack Site! But you wouldn't know where to start searching, and you wouldn't have the energy to search very long. Maybe if you were a more old-school parser adventurer, you would. But that part of the curriculum was streamlined these days."; else if blight-score is 4: say "You feel good about doing more than the bare minimum to repel your fears. It's something you always feared, because what if you do more than the bare minimum, and your fears catch up to you anyway? That'd be depressing. Maybe it will happen. But since you've beaten your fears back a bit further, it will take longer than if you do more than the bare minimum, feel fear, and feel silly for not doing more to repel fears in the future. So that's something."; declue-here; to check-rack-right: if fried freak is dormant, continue the action; if fried freak is not in location of player and opt-sweet-swap is false, continue the action; say "The Fried Freak[if fried freak is not in location of player], whom you decided to call over temporarily,[end if] begins looking through all the bags in the sack site. They express dismay with each empty one, then utter shock once something turns up! It's, well, a Rack-Right. What? You don't know the brand name? Well, you put stuff on it, and in the right place, and good things happen."; now player has rack right; dismiss-freak-shooter; section too tough blue bluff scoring a goodrhyme rule (this is the vc-grew-gruff rule): if player is not in too tough blue bluff, unavailable; if sco-grew-gruff is true: vcal "Don't want to overdo it!"; already-done; abide by the eeker bypass rule for guide geek; if guide geek is not fungible or weak wooter is not fungible: vcp "You don't have the support of the right friends to grow gruff constructively."; not-yet; ready; this is the vr-grew-gruff rule: now sco-grew-gruff is true; say "You toss aside a chunk of useless sentiment. The Guide Geek and Week Wooter each help in their own way when needed, one to restrict you from going too far, the other to say to trust your gut. It's certainly sad a tragedy may have happened here, but ... whoever's gone is gone. They'd want someone to make use of whatever supplies they left behind."; a goodrhyme rule (this is the vc-stew-stuff rule): if player is not in too tough blue bluff, unavailable; if sco-grew-gruff is false: vcp "You haven't steeled yourself to look for what you need, yet. You feel bad for the people who might've lost what they need to eat."; not-yet; if sco-stew-stuff is true: vcal "You can't make any more stew stuff."; already-done; ready; this is the vr-stew-stuff rule: now sco-stew-stuff is true; say "Now that you know what to look for, it's not too bad to find. You find enough to make a stew."; now player has stew stuff; now to-number of blue bluff is 2654; dismiss-geek-wooter; a goodrhyme rule (this is the vc-new-nuff rule): if player is not in too tough blue bluff, unavailable; if sco-stew-stuff is false: vcp "You have nothing to make new [']nuff, yet."; not-yet; if sco-new-nuff is true: vcal "You already revitalized the stew stuff."; already-done; ready; this is the vr-new-nuff rule: now sco-new-nuff is true; say "Boom! The stew stuff isn't perfectly shiny, but it's, well, new [']nuff. It's canned. It doesn't need to be perfectly fresh."; declue blue bluff; declue stew stuff; a goodrhyme rule (this is the vc-power-plate rule): if sour slate is not touchable, unavailable; ready; this is the vr-power-plate rule: now sco-power-plate is true; say "Oh my goodness! The sour slate expands -- and it becomes some power plate! Perfect armor to replace what you had! You kind of slacked off in science class, but you suspect it's some really durable polymer or alloy or something like that."; moot sour slate; give-ti power plate; section knell nook scoring a goodrhyme rule (this is the vc-bell-book rule): abide by the any-nook rule; if sco-bell-book is true: vcal "You already got the bell and book! Now for the next part."; already-done; ready; this is the vr-bell-book rule: now sco-bell-book is true; say "Received adventure game knowledge FTW! The bell and book are in place. There is one more item. Perhaps you can guess it."; declue-here; a goodrhyme rule (this is the vc-covering-candle rule): abide by the any-nook rule; if player is not in knell nook, unavailable; if sco-bell-book is false: vcp "The first part of the ceremony comes first. I think you know what it is?"; not-yet; ready; this is the vr-covering-candle rule: now sco-covering-candle is true; say "The knell nook shakes. A spirit appears -- it is a sold soul! It nods with familiarity at the posh pick and proud prize. 'DESTROY THEM. THEY ARE LEGACIES OF A GREEDY LIFE.' You do. The knell nook begins shaking and soon collapses.[paragraph break]The sold soul thanks you. It will follow wordlessly until you need it."; give-hi sold soul; moot proud prize; moot posh pick; section tall tank(s) scoring to say recruit-clue: if recroom is unvisited: say " Where could you find people willing to help?"; else if number of not dormant eekers is 0: say " Maybe you could figure who back around the Recruiter might help."; a goodrhyme rule (this is the vc-yall-yank rule): if player is not in tata, unavailable; if sco-yall-yank is true: vcal "You've already pulled out the tall tank(s)."; already-done; abide by the eeker bypass rule for fried freak; if not assisted: now go-west-hint is true; vcp "Whoah! The tall tank is big! You'll need help from more than one person to move it![recruit-clue]"; not-yet; unless pair-here of Chic Shooter: vcp "You sense resistance to physical work from [list of touchable eekers]. You need pals more action-based."; not-yet; ready; this is the vr-yall-yank rule: now sco-yall-yank is true; if sco-paul-panks is false: now to-number of tall tanks is -2705; now from-number of tall tanks is -2705; now to-number of tata is -2705; now from-number of tata is -2705; else: declue tall tanks; declue tata; say "The Fried Freak is ready to use that pent-up energy, and the Chic Shooter is ready for action, too. You all pull out a few tall tank(s) with a lot of grunting. Passage opens up to the east."; open-psg east and Lane Lax; dismiss-freak-shooter; a goodrhyme rule (this is the vc-paul-panks rule): if player is not in tata, unavailable; if sco-paul-panks is true: vcal "You already paid your respects."; already-done; ready; this is the vr-paul-panks rule: now sco-paul-panks is true; say "You think back to someone who competed in IFComp about as many times as the author did. Okay, the author is doing this thinking. But ... I thought about him a lot, though he died before I came on the scene. And I enjoyed Hannes Schueller's tribute, The Ninja's Fate. I was humbled to see I'd passed Paul Panks in number of things written. He paved the way for me, sort of. So when I had a chance to leave this memento, I did."; if sco-yall-yank is true: declue tall tanks; declue-here; section ow'ed eyes crowd cries scoring a goodrhyme rule (this is the vc-wowed-whys rule): if player is not in OECC, unavailable; if sco-wowed-whys is true: vcal "[if sco-loud-lies is true]No need to re-try.[else]Enough trying. You need to take action![end if]"; already-done; ready; this is the vr-wowed-whys rule: now sco-wowed-whys is true; say "You recognize that the crowd is just sort of spitballing at you. It feels good. Now you must call them out fully!"; now to-number of oecc is 2704; now to-number of crowd cries is 2704; a goodrhyme rule (this is the vc-loud-lies rule): if player is not in OECC, unavailable; if sco-loud-lies is true: vcal "You already declaimed the loud lies."; already-done; abide by the eeker bypass rule for snide sneak; if sco-wowed-whys is false: vcp "You can't just jump to an immediate denunciation. Perhaps you can let the crowd know you know their game. That'll give you confidence to refute the lies."; not-yet; if not pair-here of snide sneak: vcp "You're pretty sure these are loud lies, but you don't have the necessary edge or assistance to refute them and prove it. A couple friends could help you stand strong."; not-yet; ready; this is the vr-loud-lies rule: now sco-loud-lies is true; say "With the help of the Snide Sneak, as well as the Meek Mooter who points out what might be too much bluster, you're able to call the lies for what they are! The crowd seems shocked. You leave with a proud prize."; now player has proud prize; dismiss-sneak-mooter; declue oecc; declue crowd cries; section Bruising Brew scoring a goodrhyme rule (this is the vc-boozing-boo rule): if player is not in Bruising Brew, unavailable; if sco-boozing-boo is true: vcal "Don't overdo the moralizing!"; already-done; ready; this is the vr-boozing-boo rule: now sco-boozing-boo is true; say "You explain that boozing is just not the way to go. The drunk life is just not like those silly alcohol commercials and music videos! Lou argues that it gets close, maybe, sort of, but you are prepared. Perhaps Lou is not cut out for the drunk life! What other experiences might Lou wish to explore."; decrease to-number of losing lou by 2853; decrease to-number of bruising brew by 2853; lou-check; a goodrhyme rule (this is the vc-using-you rule): if player is not in Bruising Brew, unavailable; if sco-using-you is true: vcal "You already let Lou know the truth about alcohol!"; already-done; ready; this is the vr-using-you rule: now sco-using-you is true; say "You break down some harsh truths to Lou without hopefully being too stark. You've had people you thought were just giving helpful advice, or who negged you that you should be grateful they strung you along, and years later you realized they did nothing for you. Lou nods in appreciation. There is no need to point out when and how Lou has been wrong. That is for personal reflection."; decrease to-number of losing lou by 2753; decrease to-number of bruising brew by 2753; lou-check; a goodrhyme rule (this is the vc-fusing-phew rule): if player is not in Bruising Brew, unavailable; if lou-score < 2: vcp "Once you have more than one perspective to fuse together, that'll work."; not-yet; if sco-fusing-phew is true: vcal "Fusing ideas once was exhausting enough."; already-done; ready; this is the vh-fusing-few rule: say "Well... you're fusing a lot. So much, it'll be a bit exhausting."; the rule succeeds; this is the vr-fusing-phew rule: now sco-fusing-phew is true; say "You put things together--the boozing, the using. Lou nods. A revelation! 'No more will I be Losing Lou. I will be Turning-to-Learning Lou!' Lou runs off and scribbles out some notes on various cocktail napkins. It's impressively fast, and you're entranced. There are so many napkins, they make a pretty thick book.[paragraph break]'Oh, man! This book has everything but a title. I'm not good at that. Maybe you can help me? And I'll give you a copy?'"; moot losing lou; now learning lou is in Bruising Brew; declue bruising brew; a goodrhyme rule (this is the vc-spurning-spew rule): if Learning Lou is not touchable, unavailable; ready; this is the vr-spurning-spew rule: now sco-spurning-spew is true; say "'Yes! That's it! Please accept my thanks!' Lou runs off, ostensibly to meet an agent.[paragraph break]Congratulations. You are now one proud owner of an oversized, overwrought motivational book. Well, it's thick enough to replace the shield you lost."; give-ti spurning spew; moot Learning Lou; section hailing hill point scoring a goodrhyme rule (this is the vc-ailing-ill rule): if player is not in hailing hill, unavailable; if sco-ailing-ill is true: vcal "You already expressed that everyone hurts!"; already-done; ready; this is the vr-ailing-ill rule: now sco-ailing-ill is true; say "Man! Without getting too overwrought, you relate your disappointments and shortcomings while on your journey. Hailing Hill seems more welcoming now."; see-if-top; a goodrhyme rule (this is the vc-scaling-skill rule): if player is not in hailing hill, unavailable; if sco-scaling-skill is true: vcal "You already improved your climbing ability!"; already-done; ready; this is the vr-scaling-skill rule: now sco-scaling-skill is true; say "You haven't climbed anything for a while. You recall what you knew and what went over your head. After few tentative mis-steps and stumbles, you make serious progress."; see-if-top; a goodrhyme rule (this is the vc-mailing-mill rule): if player is not in hailing hill, unavailable; if sco-scaling-skill is false or sco-ailing-ill is false: vcp "A mailing mill would be nice, but you haven't reached the top of Hailing Hill yet!"; not-yet; if sco-seed-sack is false: vcp "A mailing mill can't just pop out of thin air or appear from the ground spontaneously. It must come from, like, raw materials."; not-yet; [?? note very borderline case: the hint for THINK may reveal you need a seed sack, too, if you get through that first. This is doable with if vc-dont-print is false, but right now it's too tricky] if sco-mailing-mill is true: vcal "The mailing mill is already on Hailing Hill!"; already-done; ready; this is the vr-mailing-mill rule: now sco-mailing-mill is true; say "Pop! A mailing mill bursts from the ground! It doesn't have a directory, though, but it seems like you can just proceed as before to correspond with anyone who might want to."; now to-number of hailing hill is 8562; move mailing mill to hailing hill; set pronoun it to mailing mill; a goodrhyme rule (this is the vc-bailing-bill rule): abide by the can-mail rule; if player does not have bold bowl: vcp "You sense you cannot offer Bailing Bill what he needs. Yet."; not-yet; if sco-bailing-bill is true: vcal "You have already helped Bailing Bill!"; already-done; ready; to say know-tully of (illnum - a number): let ai be entry illnum of ailers; say "Shortly, someone who must be [ai] drops by. 'You don't know Tully, do you? You're not with Tully?' You reassure [ai] otherwise, even addressing some of your own beefs with Tully. You chat a while" this is the vr-bailing-bill rule: now sco-bailing-bill is true; say "[know-tully of 1]. He expresses guilt over fleeing, not just when Tully mocked him, but his friends, and he could have said something but didn't. He touches the bold bowl, which vibrates in his hands. 'I have more to say now, when I need to.' Then he thanks you and walks away."; now bold bowl is blessed; decrease-hill-ll; a goodrhyme rule (this is the vc-failing-phil rule): abide by the can-mail rule; if player does not have cold coal: vcp "You sense you cannot offer Failing Phil what he needs. Yet."; not-yet; if sco-failing-phil is true: vcal "You have already helped Failing Phil!"; already-done; ready; this is the vr-failing-phil rule: now sco-failing-phil is true; say "[know-tully of 2]. He mentions how Tully kept asking him to do more impossible things, or how Tully pointed out inane imperfections that made it harder for him to do simple things right for a while. He's better now. Then he sees the cold coal and asks you if he may touch it. Both seem to glow as a result. He thanks you."; now cold coal is blessed; decrease-hill-ll; a goodrhyme rule (this is the vc-wailing-will rule): abide by the can-mail rule; if player does not have sold soul: vcp "You sense you cannot offer Wailing Will what he needs. Yet."; not-yet; if sco-wailing-will is true: vcal "You have already helped Wailing Will!"; already-done; ready; this is the vh-whaling-will rule: say "Perhaps failure to catch his white whale is what has upset Will. But he's been doing something else more similar." this is the vr-wailing-will rule: now sco-wailing-will is true; say "[know-tully of 3]. He mentions how he used to be cheerful, but Tully somehow found simple ways to get under his skin. He knew he complained too much, and he could have stopped complaining if he really tried. He sees the sold soul and apologizes: 'I'm sure you have it even worse.' The sold soul nods. Perhaps. But that doesn't matter. It's not about comparisons. An enlightening conversation follows, and you are all the better for it. Wailing Will waves and walks away."; now sold soul is blessed; decrease-hill-ll; section nil none point scoring a goodrhyme rule (this is the vc-fill-fun rule): if player is not in nil none, unavailable; if sco-fill-fun is true: vcal "You already filled yourself up with fun!"; already-done; ready; this is the vr-fill-fun rule: now sco-fill-fun is true; say "You feel a bit happier! This matters. You haven't overcome your depression fully yet, of course. But it is a good first start."; now to-number of nil none is 5355; a goodrhyme rule (this is the vc-will-won rule): if player is not in nil none, unavailable; if sco-fill-fun is false: vcp "You try to muster up the will to win. But you want more than winning. You want enjoyment and camaraderie and happiness. Without that, winning is hollow. So you need something first, or you may just give up and go back to losing."; not-yet; if sco-will-won is true: vcal "You already have a will to win!"; already-done; ready; this is the vr-will-won rule: now sco-will-won is true; say "Yes. You sit and think. You regain your will to win. You are ready to move on. You can move in any direction back to familiar territory, now."; check-nil-alts; a goodrhyme rule (this is the vc-ill-un rule): if player is not in nil none, unavailable; if sco-fill-fun is false: vcp "Whether or not you are illun['] or illin['], you may need to cheer yourself up to face that truth constructively."; not-yet; if sco-ill-un is true: vcal "You already identified illun[']!"; already-done; ready; this is the vr-ill-un rule: now sco-ill-un is true; say "You come to grips with how you [if sco-will-won is true]were[else]are[end if] slightly illun[']. This may not be terribly practical, but it's an important part of the Knave code now, you remember."; check-nil-alts; to check-nil-alts: if nil-score is 2: alt-last Nil None; say "You feel like you can move on now in any direction, or you can really nail things down, if you're the completionist sort."; declue-here; else: say "You've really put a lot of anxiety to sleep. Nothing to do beyond move away in any direction."; if sco-ill-un is false: now to-number of nil none is -2652; else: now to-number of nil none is -2703; section dander dove scoring a goodrhyme rule (this is the vc-grander-grove rule): if player is not in dander dove, unavailable; if sco-grander-grove is true: vcal "You already successfully sought out the grander grove and its dreamy goals."; already-done; ready; this is the vr-grander-grove rule: now sco-grander-grove is true; say "You dream of a place where you can relax and feel good about what you've done, whether it is big or small. It comes to pass. You see it in the distance, then you lose track of it. But it's there, for you, and for others. That makes you happier."; dander-reclue 2855; dander-upgrade "small"; a goodrhyme rule (this is the vc-candor-cove rule): if player is not in dander dove, unavailable; if sco-candor-cove is true: vcal "You already successfully sought out the candor cove and its concrete goals."; already-done; ready; this is the vr-candor-cove rule: now sco-candor-cove is true; say "You dream of a place where people are not blunt but rather truthful about who you are, what you've done, and how much you've made of your opportunities."; dander-reclue 2804; dander-upgrade "fraudulent"; a goodrhyme rule (this is the vc-stander-stove rule): if player is not in dander dove, unavailable; if sco-stander-stove is true: vcal "You already discovered the stander stove to warm yourself spiritually and physically!"; already-done; ready; this is the vr-stander-stove rule: now sco-stander-stove is true; say "You picture a stove to step into! It's weird, but it's good for burning excess dander."; dander-reclue 2855; dander-upgrade "cold"; to dander-reclue (nu - a number): if to-number of dander dove < 0: declue-here; else: decrease to-number of dander dove by nu; to dander-upgrade (t - text): remove t from dander-list; say "[line break]"; if dander-score is 1: say "The dander you dove into sinks a bit. You still feel stuck."; else if dander-score is 2: say "You can now walk in pretty much any direction to continue your quest, through the remains of the dander you made and dove into. Or you can get rid of it all before moving on."; alt-last dander dove; else: say "You no longer have dander on your mind."; section route rough rules a goodrhyme rule (this is the vc-flout-fluff rule): if player is not in route rough, unavailable; if sco-flout-fluff is true: vcal "You already flouted fluff!"; already-done; ready; this is the vr-flout-fluff rule: now sco-flout-fluff is true; say "You take time to flout fluff, not just the fluff that makes you feel good for no reason that brings you down, but the fluff that leaves you feeling worse for superficial reasons and keeps you down. After some reflection, you realize some examples from the past were, in fact, fluff, even though they were provided by Very Serious People."; rough-check 2755; a goodrhyme rule (this is the vc-stout-stuff rule): if player is not in route rough, unavailable; if sco-stout-stuff is true: vcal "You already found ways to be stout!"; already-done; ready; this is the vr-stout-stuff rule: now sco-stout-stuff is true; say "Yup. You feel stouter now."; rough-check 2755; a goodrhyme rule (this is the vc-nowt-nuff rule): if player is not in route rough, unavailable; if sco-nowt-nuff is true: vcal "You already nullified certain worries and complaints!"; already-done; ready; this is the vr-nowt-nuff rule: now sco-nowt-nuff is true; say "You recall some hang-ups you've had for a while, and you realize it's time to move on, and it has been for a while."; rough-check 2704; to rough-check (nu - a number): say "[line break]You [if route-rough-score is 1]see a light at the end of the tunnel. But it is not enough[else if route-rough-score is 2]feel as though you can leave, if you want, though it's always fun to try and do a bit more[else]went the extra mile to rid yourself of angst[end if]."; if route-rough-score is 3: declue-here; else: decrease to-number of route rough by nu; if route-rough-score is 2: now from-number of route rough is 2653; alt-last route rough; section knell nook auxiliary a goodrhyme rule (this is the any-nook rule): if player is not in knell nook, unavailable; if sco-covering-candle is true: vcal "You finished your work here."; already-done; if pre-nook-score < 2: vcp "Yes. That makes sense, but nothing happens. Perhaps you don't have [if pre-nook-score is 0]any[else]enough[end if] artifacts to perform whatever pre-ceremony you need to."; not-yet; section hailing hill auxiliary a goodrhyme rule (this is the can-mail rule): if player is not in hailing hill, unavailable; if sco-mailing-mill is false: vcp "Nothing's (yet) available here that can message anyone by that name or, indeed, verify they exist. Maybe they are in hiding."; not-yet; if sco-scaling-skill is false: vcp "The mailing mill would probably belong on the top of the hill. You can't get anywhere near the top!"; not-yet; if sco-ailing-ill is false: vcp "You feel like the mailing mill should pop up, but alas, a voice tells you you have not shown enough solidarity with woeful people. Perhaps an exclamation will help prove your bona fides."; not-yet; to see-if-top: if sco-ailing-ill is false: say "Although you're on top of the hill now, you may wish to show discretion and vent your own disappointments."; now to-number of hailing hill is 2803; else if sco-scaling-skill is false: say "Complaining about various things wrong makes you more motivated to get to the top, but the flesh is weak."; now to-number of hailing hill is 2855; else: say "You stand at the top of the hill and feel more connected with others despite, or perhaps because of, their faults."; now to-number of hailing hill is 2854; [mailing mill needed] to decrease-hill-ll: decrease to-number of hailing hill by 2854; decrease to-number of mailing mill by 2854; if to-number of hailing hill is 0: declue-here; moot mailing mill; say "[line break]The mailing mill retracts into the ground. You've probably found all you could from it--makes sense, three people, three hole items." section very endgame stuff a goodrhyme rule (this is the vc-fright-fully rule): abide by the tully-triage rule; if sco-fright-fully is true: vcal "There must be another way to see Trite Tully!"; already-done; ready; this is the vr-fright-fully rule: now sco-fright-fully is true; say "Well, that got rid of some of the irony of 'trite.'"; abide by the frightfully-bright-bully rule; [ decrease to-number of trite tully by 2805;] a goodrhyme rule (this is the vc-bright-bully rule): abide by the tully-triage rule; if sco-bright-bully is true: vcal "There must be another way to see Trite Tully!"; already-done; ready; this is the vr-bright-bully rule: now sco-bright-bully is true; say "Yes, indeed, it isn't just about being trite or having irony."; abide by the frightfully-bright-bully rule; [ decrease to-number of trite tully by 2805;] a goodrhyme rule (this is the vc-bam-bye rule): if tully-score < 2, unavailable; ready; this is the vr-bam-bye rule: now sco-bam-bye is true; say "You dither between showing too much mercy and too little. Then you think. Tully's had their fun. You wonder if you can just dismiss people like that. Are you really that unsocial? Or antisocial?[paragraph break]'Oh, on! Go! Gone!' you blurt. Tully begins to yell at you, in shock, but you feel prepared. 'Yo, yawn,' you say. Tully looks around in disbelief. There's no crowd to egg them on. Tully sheds a tear. 'So hurtful.'[paragraph break]But were you?[paragraph break]Of course not. You've brought three pairs of friends together. And at the end, you brought relief to three people Tully insulted. They've caused enough annoyance. It's time to go. You don't even have to mention Tully's silly mind games that brought you here.[paragraph break]Over the next few months, you fix various other wrongs, big and small. There's not much left to do. You feel bad about leaving, but you also realize you need to fix the damage Tully has done here and elsewhere."; win-the-game; a goodrhyme rule (this is the tully-triage rule): if trite tully is not fungible, unavailable; if tully-score is 2: vcal "Trite Tully is now the Sham, Shy. The old phrases won't work. A new one will seal the deal."; already-done; section auxiliary rules to lou-check: say "[line break]"; if lou-score is 1: say "Well, that was pretty life-affirming. Lou feels a bit better, but you need to do more."; else: say "Lou nods at the different perspectives you provided but is unable to integrate them. Maybe you can help!"; now to-number of bruising brew is 2804; now to-number of losing lou is 2804; to part-dismiss (ee - an eeker): now ee is finished; moot ee; to fully-dismiss (ee - an eeker): part-dismiss ee; part-dismiss other-guy of ee; say "[line break]You and [the ee] and [the other-guy of ee] look at each other for a bit. There's an awkward silence, and then they mention they're pretty sure they've done all they can for you. They thank you for taking them on this journey. It was real, but, you know -- well, they want to get to know each other better now."; if eekers-done: say "[line break]But they also realize something else--you've helped everyone you could have fun and adventure! They thought the recruiting was a scam. You proved it wrong, and surely that deserves a reward. [if player is in cried creek]Your friends show you an ardor elm nearby, hidden off to the side. Perhaps you can use it![else]They suggest you go have a look back at Cried Creek. They know this one tree that may help. It always seemed special.[end if]"; move ardor elm to cried creek; set pronoun it to ardor elm; now elm-alert is true; to dismiss-sneak-mooter: if sneak-mooter-points is 3, fully-dismiss snide sneak; to dismiss-geek-wooter: if geek-wooter-points is 3, fully-dismiss guide geek; to dismiss-freak-shooter: if freak-shooter-points is 4, fully-dismiss fried freak; to decide which number is eekers-near: decide on number of eekers in location of player; an eeker manipulation rule for an eeker (called ee) (this is the eeker precheck rule): if ee is fungible: if vc-dont-print is false, say "But [the ee] is already here!"; already-done; if eekers-near is 1: if ee is creeky: if player is in recroom, unavailable; if player is not in cried creek: vcp "You need to be back at [creek] to touch base with a new creek denizen."; not-yet; if ee is crooty: if player is in cried creek, unavailable; if player is not in recroom: vcp "You need to be back at [recroom] to touch base with a new recruit."; not-yet; if ee is creeky and player is not in cried creek, unavailable; if ee is crooty and player is not in recroom, unavailable; if ee is finished: if vc-dont-print is false, say "You and [the ee] and [the other-guy of ee] already worked well enough together."; already-done; to bring-over (ee - an eeker): now ee is followish; move ee to location of player; set-all ee; an eeker manipulation rule for an eeker (called ee) (this is the eeker vr rule): if from-number of recruiter is 0: declue-here; declue recruiter; abide by the eeker postcheck rule for ee; abide by the eeker matchups rule for ee; an eeker manipulation rule for an eeker (called ee) (this is the eeker postcheck rule): let eo be other-guy of ee; if nelp is 2: say "The [list of fungible eekers] understand you wish to call someone new. They depart to make way for [the ee][if ee is pairedyet] and [the eo][end if]."; sideline-eekers; bring-over ee; if ee is pairedyet, bring-over eo; the rule succeeds; if nelp is 0: if ee is pairedyet: say "You call [the ee], who appears with their friend, [the eo]."; [vcok] bring-over ee; bring-over eo; the rule succeeds; say "The [ee] comes into view [if ee is postponed]again [end if]and looks around, slightly uncomfortable. They see no one they immediately dislike. They nod [if ee is postponed]in recognition[else]to show they can trust you[end if]."; move ee to location of player; now ee is active; if note-bye-yet is false: say "[line break][i][bracket][b]NOTE:[r][i] you can use the [b]BYE[r][i] command to get rid of your companion or companions at any time.[close bracket][r][line break]"; now note-bye-yet is true; the rule succeeds; let rfe be a random fungible eeker; if (rfe is crooty and ee is crooty) or (rfe is creeky and ee is creeky): say "The [ee] and the [rfe] brush past each other with little or no acknowledgment[one of]. You ask [the ee] what that was about. They know each other too well--they both need to expand their circle[or][stopping]."; sideline rfe; now rfe is postponed; bring-over ee; the rule succeeds; an eeker manipulation rule for an eeker (called ee) (this is the eeker matchups rule): let rfe be a random fungible eeker that is not ee; if matchnum of ee is not matchnum of rfe: [ make a table for this? ] repeat through table of mismatched eekers: unless (ee is e1 entry and rfe is e2 entry) or (ee is e2 entry and rfe is e1 entry), next; say "[splits entry][paragraph break]They go their separate ways for now."; sideline ee; sideline rfe; the rule succeeds; sideline ee; sideline rfe; say "ERROR I should have special text for why [ee] and [rfe] aren't a good fit. I kicked them both off-stage."; the rule succeeds; if ee is pairedyet: say "The [ee] and [rfe] seem pleased to be reunited, and they're ready to go!"; else: repeat through table of greetings: if ee is e1 entry or rfe is e1 entry, say "[joins entry][line break]"; now ee is pairedyet; now rfe is pairedyet; let newmatch be (number of pairedyet eekers) / 2; now matchnum of ee is newmatch; now matchnum of rfe is newmatch; if number of pairedyet eekers is 4: repeat with etemp running through eekers: if matchnum of etemp < 0, now matchnum of etemp is 3; bring-over ee; now rfe is followish; if r-warn-yet is false: say "[line break][i][bracket][b]NOTE:[r][i] you can say [b]BYE[r][i] at any time to get rid of your new friends. You can also bring them back with [b]R [matchnum of ee][r][i].[close bracket][r][line break]"; now r-warn-yet is true; if know-sweet-swap is false: say "[line break][i][bracket][b]NOTE:[r][i] if you wish to make shortcuts, you can use the command [b]SWEET SWAP[r][i], which will automatically pull over the appropriate friend pair to solve a puzzle, provided you've gotten them together previously.[close bracket][r][line break]"; now know-sweet-swap is true; table of greetings e1 joins fried freak "The Chic Shooter and Fried Freak seem like opposites, but they start chatting and realize they fill in holes in each other's personality. Each has done and seen a lot of things the other wanted to. Perhaps with you, they could do more!" snide sneak "The Snide Sneak and Meek Mooter view each other suspiciously at first. The Snide Sneak tries to show who's boss, but the Meek Mooter deflects surprisingly effectively. The Snide Sneak laughs. They shake hands. They'll be sticking together." guide geek "The Guide Geek starts yacking away, and somehow, the Weak Wooter's encouragement helps the Guide Geek ... well, not gain humility, and they don't need confidence, but ... stay focused. You're even learning something, yourself. You've managed to pair two friends together!" table of mismatched eekers e1 e2 splits fried freak meek mooter "The Meek Mooter and Fried Freak sit around, exhausted, with nothing to say to each other. Awkward!" fried freak weak wooter "The Fried Freak finds the Weak Wooter's encouragement too much and too little at the same time. They should be able to appreciate it, but they can't! They might not be a good fit together." snide sneak weak wooter "The Weak Wooter's reserved encouragement as the Snide Sneak starts speaking nineteen to the dozen gets under the Snide Sneak's skin. 'You trying to be funny, here?'" snide sneak chic shooter "The Snide Sneak can't abide the Chic Shooter's effortless swagger. The Chic Shooter finds the Snide Sneak too shifty. It's not working out, here." guide geek meek mooter "The Guide Geek tries to explain something to the Meek Mooter, who actually keeps finding decent counterpoints. 'Be that way, then,' says the Guide Geek." guide geek chic shooter "The Chic Shooter doesn't want any advice from the Guide Geek, and the Guide Geek doesn't want to give any." this is the frightfully-bright-bully rule: if tully-score is 2: say "Trite Tully looks shocked! 'No! No! It can't be!' Suddenly, they look much more humble.[paragraph break]'Once ... once, they called me a name. Sham, shy! I feel that way again... it's not fair. I deserved so much more! And I had it!'[paragraph break]You wonder what to do. Tully looks pleadingly at you, but you still detect contempt. You think."; now Trite Tully is not proper-named; now from-number of trite tully is 2654; now to-number of trite tully is 2653; else: say "Tully shakes their head a bit. You've seen into them, but you feel like you can do more."; to win-the-game: if cur-bonus is max-bonus: choose row with final response rule of show-misses rule in the Table of Final Question Options; blank out the whole row; [don't let the player see MISSED if they got everything] follow the score and thinking changes rule; force-status; end the story finally saying "Goal, Gotten: Troll? TROTTIN[']!"; follow the shutdown rules; to give-hi (hi - a holeitem): say "[line break]You are now in possession of [a hi]. You [if hi is unguessed]maybe could've guessed you needed it, but now you see it[else]guessed it might be important, so[end if] you know you want to bring it back to the Hold Hole."; if hi is unguessed and got-hole-bonus is false and blocked-hole-bonus is false: now blocked-hole-bonus is true; max-down; now player has hi; now pre-hole-item-room is location of player; if nch is 1: say "[line break]But suddenly, you feel useless and silly. You've just been finding a formula, here, not doing much. You close you eyes, wondering if you really deserve to have made any progress just through all those silly rhymes. Nothing seems to matter. Then ... you wind up in, or near, nothing."; move player to Nil None; else if nch is 2: say "[line break]That same weightlessness as before. Darkness envelops you, and when it releases you, you're somewhere [one of]new[or]unpleasantly familiar[stopping]."; move player to dander dove; else: say "[line break]You start wandering. And you keep wandering. Pretty soon you are in the middle of nowhere."; move player to Route Rough; declue-hole-and; to give-ti (ti - a trystitem): now player has ti; choose row trystcount in table of trystitem stuff; say "[line break][hooray entry][paragraph break]"; if trystcount is 5, moot lack list. table of trystitem stuff hooray "You pause a minute. Hey, wait, that one item on [the list]. Yes! You just found your first! You're not prepared for the final fight, but this is a start." "You consult [the list] again. Oh, man! More supplies! You have a way to go, but you don't feel totally defenseless!" "There you go. Something else on [the list]. Whatever fight is ahead, you feel more ready for it. But not ready enough." "You check off the next-to-last item on [the list]. You wonder if you can slide by, being a Bright Brave Knight Knave. But no. Magical checklists are not to be subverted. If you are bright and brave, you will find the final item on the list." "You double-check [the list]. Yes, indeed, you have everything! You place it inside [spew], making it an infinitesimally stronger shield." chapter cheaty stuff an eeker manipulation rule for an eeker (called ee) (this is the eeker bypass rule): if opt-sweet-swap is false, continue the action; let eo be other-guy of ee; if ee is dormant or eo is dormant: vcp "That feels right. But you sense you haven't summoned the friends you needed to, yet."; not-yet; unless ee is pairedyet and eo is pairedyet: vcp "That feels right. But you sense you haven't paired the friends you needed to, yet."; not-yet; if vc-dont-print is false: if number of eekers in location of player is 0: say "You call [the ee], who appears with their friend, [the eo]."; [vcok] else if ee is in location of player: say "You wonder if you need to do a sweet swap. No! Your current companions look up to the task!"; [vcok] else: say "You temporarily dismiss [the list of eekers in location of player] for [the ee] and [the eo], who'd seem to work better here..."; [vcok] say "[line break]"; [vcok] ready; volume table of noways table of noways noway-rm noway-txt White Wave "[if sco-kite-cave is false]You're kind of confused about directions, here. You maybe need to find some way to see where life might be[else]The only viable passage out is [b]DOWN[r][end if]." Bass Bath "[if sco-pass-path is false]Every way but back down, and you'll fall into the bass bath[else if sco-mass-math is false]You need to reason out which way to go. It's a bit confusing here[else]You can go pretty much any way from here but not [noun][end if]." Rut Row "Passage south is blocked, but the other three ways, you can try." Slum Slid "Maybe you can go [noun], but for your safety, it is inadvisable." Bruising Brew "This pub houses no crazy lattice of secret passages. You can only go back out." Hailing Hill "You are at the top of the hill. It's like being at the North Pole, but not so cold. You lost track of compass directions, anyway. You can really only go back down." recroom "You can only go west to [if creek is visited]Cried Creek[else]somewhere new[end if] and south to Slum Slid." Cried Creek "While the creek and greenery meander off, you might get lost. You can really only go back east." Crude Crapper "There are no hidden passages. Only back out." Bosh Blanks "You can go back south[if sco-plucky-plot is true], or you can say where you want the yacht to take you[end if]." Cast Court "[astort]." Fast Fort "[astort]." Passed Port "[astort]." Treed Track "[if sco-need-knack is false]Without any direction, the only way is back north[else if sco-heed-hack is false]You can only go north or up. But maybe with some thought you can find other passages[else]North, west, east and up are all paths out of here, but [noun] isn't[end if]." Too Tough Blue Bluff "The drop is not too steep, but you don't know how you'd climb back up. Best just go back east [if sco-stew-stuff is false]once[else]now[end if] you're done here." Black Blight "Beyond is too wild. Best just go back down the way you came when you're ready." Knell Nook "This is a secluded place with the only exit back west." tata "You can only go back west or[if sco-yall-yank is true] east[else], once you've moved the tank(s), past them in whatever direction[end if]." Lane Lax "[if sco-train-tracks is false]Back west is the only way. For now[else]The train tracks head north and south, but you can go back west, too[end if]." OECC "Only way out is south." Thought Thief Fought Fief "Only way back is north." to say astort: say "You sense exploring this island would get you lost. [b]ENTER[r] the yacht to re-visit Posh Planks, or specify where else you want to go" volume homonyms table of room homonyms loc hom-rule (a rule) myhom (topic) custom-msg (text) white wave -- "wight" "You don't need an undead chasing you so soon. Or ever, really." table of thing homonyms mything hom-rule (a rule) myhom (topic) custom-msg (text) leet learner -- "night/nave" "You don't have to change yourself, here." Bright Brave Knight Knave Tables ends here. ---- DOCUMENTATION ----