Kerkerkruip Events and Specials by Victor Gijsbers begins here. Use authorial modesty. Chapter - Elemental Plane of Smoke There is a room called elemental plane of smoke. "Smoke is everywhere. You are completely disoriented." Elemental Plane of Smoke is not connectable. Elemental Plane of Smoke is not connection-inviting. Elemental Plane of Smoke is not placeable. Elemental Plane of Smoke is not habitable. Elemental Plane of Smoke is not treasurable. Elemental Plane of Smoke is not teleportable. Elemental Plane of Smoke is not extra-accepting. Elemental Plane of Smoke is vp-agnostic. Elemental Plane of Smoke is elemental. Smoke rule (this is the smoke on the Elemental Plane of Smoke rule): if test room is Elemental Plane of Smoke: if temporary smoke timer is less than 15: now temporary smoke timer is 15. Instead of digging in Elemental Plane of Smoke: take no time; say "You cannot dig tunnels in the smoke.". A teleport impossible rule (this is the no teleportation in elemental plane of smoke rule): if the location of the test subject is elemental plane of smoke: rule succeeds. Instead of going in Elemental Plane of Smoke when the player can move: now concentration of the player is 0; repeat with item running through things in Elemental Plane of Smoke: unless item is a person or item is a backdrop: move item to Elemental Plane of Smoke Storage; let lijst be a list of things; repeat with item running through things in Elemental Plane of Smoke Storage: if a random chance of 1 in 20 succeeds: move item to Elemental Plane of Smoke; add item to lijst; set pronouns from item; let lijst2 be a list of person; repeat with guy running through persons in Elemental Plane of Smoke: unless guy is the player: add guy to lijst2; say "[if lijst is not empty]Running through the smoke, you stumble across [a list of things that list-inhabit lijst][otherwise][one of]You stumble blindly through the smoke[or]You run through an endless world of clouds[or]Nothing appears to change, no matter how long you run[as decreasingly likely outcomes][end if][if lijst2 is not empty]. You feel that you are being followed by [the list of things that list-inhabit lijst2][end if].". Elemental Plane of Smoke Storage is a room. Elemental Plane of Smoke Storage is not placeable. The portal to Kerkerkruip is a stone thing. It is fixed in place. The portal to Kerkerkruip is in Elemental Plane of Smoke. Understand "exit" as the portal to Kerkerkruip. The description of the portal to Kerkerkruip is "Presumably, this is the portal back to Kerkerkruip.". Does the player mean entering the portal to Kerkerkruip: it is likely. Instead of going outside in Elemental Plane of Smoke: try exiting. Instead of exiting in Elemental Plane of Smoke when the player can move: if portal to Kerkerkruip is in the location: try entering the portal to Kerkerkruip; otherwise: say "If only you could find that portal again!". Instead of entering the portal to Kerkerkruip when the player can move: extract the player from combat; move player to Portal of Smoke; now the take no time boolean is false. Section - Elemental Plane of Smoke label for the map (for use with Kerkerkruip Glimmr Additions by Erik Temple) [Almost certainly not needed, but the label graphic exists, so what the heck.] The map-label of Elemental Plane of Smoke is Figure of map_label_Smoke. Chapter - Return portal The portal to Montenoir is a thing. The portal to Montenoir is fixed in place. Does the player mean entering the portal to Montenoir: it is likely. To summon the return portal: if the portal to Montenoir is in the Entrance Hall: say "The scroll fizzles; this portal must already exist."; otherwise: if the player is in the Entrance Hall: say "As you speak the words on the scroll, a big portal starts forming right in the middle of the Entrance Hall. Somehow, you feel highly exposed."; otherwise: say "As you speak the words on the scroll, you experience a brief vision of a portal forming in the Entrance Hall. Somehow, you feel highly exposed."; move (portal to Montenoir) to the Entrance Hall; repeat with guy running through on-stage people: now guy is follower; now follower percentile chance of guy is 100; now guy is unnaturally aware; now guy is not asleep. The Montenoir counter is a number that varies. The Montenoir counter is 0. Every turn when the portal to Montenoir and the player share a world (this is the make portal more substantial rule): unless the Montenoir counter is 4: if a random chance of 1 in 5 succeeds: increase Montenoir counter by 1; if location of portal to Montenoir is the location: if Montenoir counter is: -- 1: say "The portal to Montenoir is slowly becoming more substantial."; -- 2: say "Vague forms become visible in the portal."; -- 3: say "The portal becomes clearer every second. You can see a room through it, though you can't make out any details yet."; -- 4: say "As the portal loses the final traces of its translucency, you recognise the room beyond as the most expensive suite in Maurice's whorehouse. But why would this scroll ... ? Well, never mind. You can step through the portal to escape, and right now that is all that matters.". The description of the portal to Montenoir is "The portal to Montenoir is [if Montenoir counter is 0]assembling itself very slowly[otherwise if Montenoir counter is 1]becoming slightly more visible[otherwise if Montenoir counter is 2]starting to look quite substantial[otherwise if Montenoir counter is 3]nearing completion[otherwise]ready for you to step through[end if]." Montenoir-escape is a truth state that varies. Montenoir-escape is false. Instead of entering the portal to Montenoir when the player can move: unless Montenoir counter is 4: take no time; say "You'll have to wait until the portal is fully formed."; otherwise: now Montenoir-escape is true; say "You smile as you step through the portal and enter the rooms in which you have spent so many hours of carnal delight.". Victory message rule (this is the Montenoir escape message rule): if Montenoir-escape is true: award achievement Stealing away; end the story saying "You're a lover, not a fighter."; rule succeeds. [Instead of this, we'll make everyone a follower.] [Every turn when the portal to Montenoir is in the Entrance Hall (this is the portal to Montenoir makes everyone go after you rule): repeat with guy running through people: if guy and the player share a world; if faction of guy opposes faction of the player: if location of guy is not location of the player: if guy can move: let the way be the best route from the location of guy to the location of the player; if way is a direction: try the guy going the way.] Chapter - Arena of the Fallen The Arena of the Fallen is an arena. "The ruins of a formerly great arena. The ground is littered with remains, and there is definitely something unholy about this place. Playing around with the souls of the departed is probably not for the faint of heart. All around you demonic spectators cheer gleefully, excited once again to witness the game of death. You'd better keep them entertained and the blood flowing ..." The Arena of the Fallen is faction-imposing. The Arena of the Fallen is challenged-group-inviting. [The Arena-waiting-room is a holding cell.] The staging area of the Arena of the Fallen is Arena of the Fallen. The oppname is a text that varies. The oppname is "". Challengelijst is a list of texts that varies. Beestlijst is a list of monsters that varies. Reviving is an action applying to nothing. Understand "revive" as reviving. Check reviving when the player is not in the Entrance to the Arena: take no time; say "You don't have the power to revive the fallen here."; stop the action. Carry out reviving: take no time; now Challengelijst is {}; now Beestlijst is {}; now current question is "Which fallen warrior do you wish to fight?"; repeat with Beest running through all dead sole survivor not grouper persons: repeat with P running through powers granted by Beest: if P is not granted: add Beest to Beestlijst; add printed name of Beest to Challengelijst; add "do not fight a fallen warrior" to Challengelijst; now current question menu is Challengelijst; ask a closed question, in menu mode. A menu question rule (this is the FallenFighting rule): if the current question is "Which fallen warrior do you wish to fight?": let n be the number of entries in Challengelijst; let m be the number understood; if m > 0: if m < n: have the player and entry m of Beestlijst fight in Arena of the Fallen; otherwise if m is n: say "You decide to let your fallen enemies enjoy eternal rest."; exit. Carry out challenging someone in Arena of the Fallen: now oppname is the printed name of the noun. Before arena arrival of Arena of the Fallen: repeat with guy running through persons in the Arena of the Fallen: challenge guy; Let count be the number of people enclosed by the Arena of the Fallen; say "The heavy doors open, where [if count is 1]the angry [end if][list of people enclosed by the Arena of the Fallen] await[if count is 1]s[end if], strengthened by evil magic!"; Carry out challenging someone in Arena of the Fallen: now oppname is the printed name of the noun; To challenge (the guy - a person): let x be level of the guy; now x is x times 3 divided by 2 to the nearest 2; let d be a random number between 2 and 8; let g be a random number between 1 and 3; let hm be d times x; let s be g plus x; increase the permanent health of guy by hm; increase the body score of guy by g; increase the mind score of guy by g; increase the spirit score of guy by g; increase the melee of guy by 3; increase the defence of guy by 3; revive the guy in the location of the guy; The demon boredom is a number which varies. The demon boredom is 0. The current dissatisfaction is a number which varies. The current dissatisfaction is 0. After doing anything when the location is the Arena of the Fallen: if the current action is unattacklike: increase current dissatisfaction by 1; continue the action. After attacklike behaviour: if the location is the Arena of the Fallen: decrease current dissatisfaction by 1; continue the action. To decide which number is the distractionchance: let x be the current dissatisfaction; increase x by the demon boredom; let N be a random number between -5 and x; decide on N. Every turn when the location is the Arena of the Fallen and the combat status is not peace: let guy be a random alive person in the Arena of the Fallen; if distractionchance > 3: if the concentration of guy > 0: decrease the concentration of guy by 1; say "Distracted by [one of]the strong sulfur smell[or]hundreds of prying, crimson eyes[or]gripping claws[or]the black figure towering above you[or]gruesome howling[purely at random], [if guy is the player]you are[otherwise][guy] [are][end if] unable to maintain this level of concentration. [if guy is the player]Your[otherwise][regarding the guy][Possessive][end if] current concentration is"; if the concentration of guy is: -- 0: say " unconcentrated."; -- 1: say " mildly concentrated."; -- 2: say " quite concentrated."; -- 3: say " maximally concentrated."; now the current dissatisfaction is 0; increase the demon boredom by 2; otherwise if distractionchance > 6: let X be a random number between 1 and distractionchance - 2; decrease the health of guy by X; [The spectators bypass the normal damage system.] say "Disgruntled by lack of blood, the spectators decide to lend a helping hand. [one of]Grippling claws tears away at[or]A small dagger, coated with a bit of blood, slices[or]Noxious fumes envelop[or]A small rock is flinged at[purely at random] you[if guy is not the player]r opponent[end if], doing [X] damage[if health of guy is less than 1] and killing [the guy][end if]!"; now the current dissatisfaction is 0; increase the demon boredom by 2. Section - Getting out of the Arena For arena exit of Arena of the Fallen: say "You are [bold type]transported back[roman type] to the Entrance of the Arena."; award achievement Twice fallen. Chapter - Arena of the Gods The Arena of the Gods is an arena. "The divine Arena; a plaything for the Gods, too numb to fight on their own, to let their Chosen Ones fight it out. The Arena is a conduit for divine power, and gods will intervene more frequently here than elsewhere, whenever there is some tension." The staging area of Arena of the Gods is Arena of the Gods. The Arena of the Gods is faction-imposing. The Arena of the Gods is challenged-group-inviting. The godfight pedestal is an enterable supporter and scenery in the Hall of the Gods. Understand "pedestal" and "empty pedestal" and "platform" as the godfight pedestal. The printed name of the godfight pedestal is "pedestal". The description of the godfight pedestal is "A smooth marble pedestal, easily large enough to stand on.". Godfight1 is a person that varies. Godfight2 is a person that varies. To decide which text is the random fight text: Let L be a list of objects; repeat with g running through gods: if (the player does not worship g) and (there is a monster incarnating g): add the monsteravatar of g to L; sort L in random order; now Godfight1 is entry 1 of L; now Godfight2 is entry 2 of L; let z be a text; now z is "[the Godfight1] triumphing over [the Godfight2]"; decide on z. Section - Incarnating Incarnating relates one monster (called the monsteravatar) to one god. The verb to incarnate (he incarnates, they incarnate, he incarnated, it is incarnated, it is incarnating) implies the incarnating relation. The Healer of Aite incarnates Aite. Israfel incarnates Sul. Drakul incarnates Chton. Section - Choosing an avatar Chosenname is a text that varies. Chosenlijst is a list of monsters that varies. Godlijst is a list of texts that varies. The challenged god is an object that varies. Definition: A person is god-champion if it worships the challenged god. ChosenFighting is an action applying to nothing. Instead of entering the godfight pedestal: try ChosenFighting instead. Check ChosenFighting (this is the how did we find the pedestal rule): if the location is not Hall of the Gods: take no time; say "ERROR: The player should never be able to ChosenFight here."; stop the action. Check ChosenFighting (this is the can't ChosenFight twice rule): if the Arena of the Gods is conquered: take no time; say "You have already fought for the honour of [the patron of the player]! [They] [aren't] willing to sit through another fight."; stop the action. To say Divine lightning strikes (guy - a person): let x be a random number between 3 and 7; say "A ball of lightning shoots from the sky, doing [run paragraph on]"; deal x points of divine damage; have no-source inflict damage on the guy; say " to [the guy]"; if the guy is dead: say ", [bold type]killing [regarding the guy][them][roman type]"; Check ChosenFighting (this is the must be religious to fight gods rule): if the player does not worship a god: say "A roaring voice answers your call: 'YOU CANNOT DEFEND ANY RELIGION YOU MIGHT WORSHIP AT THIS HOLY PLACE, INFIDEL!' [Divine lightning strikes the player]!"; if the health of the player is less than 1: end the story saying "The Gods do not appreciate nonbelievers."; stop the action. Carry out ChosenFighting: take no time; now Chosenlijst is {}; now Godlijst is {}; now current question is "The Chosen One of which god do you wish to fight?"; repeat with Godnaam running through gods: unless player worships Godnaam: if an alive off-stage monster incarnates Godnaam: add (monsteravatar of Godnaam) to Chosenlijst; add printed name of Godnaam to Godlijst; add "do not fight a Chosen One" to Godlijst; now current question menu is Godlijst; ask a closed question, in menu mode; A menu question rule (this is the ChosenFighting rule): if the current question is "The Chosen One of which god do you wish to fight?": let n be the number of entries in Godlijst; let m be the number understood; if m > 0: if m < n: have the player and entry m of Chosenlijst fight in Arena of the Gods; otherwise if m is n: say "You decide it is best to defend the honour of your God another time..."; exit. Carry out challenging someone in Arena of the Gods: now chosenname is the printed name of the noun; now the challenged god is a random god incarnated by the noun. To grant is a verb. Before arena arrival of Arena of the Gods: say "It pleases your God to have a champion fight in the Arena. [regarding the patron of the player][They] [grant] you 2 divine favour!"; say conditional paragraph break; raise the favour of the player by 2; say conditional paragraph break; repeat with guy running through persons in the Arena of the Gods: challenge guy to fight for the challenged god; say "You are transported to the Arena of the Gods, where the angry "; if the number of people in Arena of the Gods is greater than 1: say "group, consisting of [list of persons in the Arena of the Gods], prepare themselves "; otherwise: say "[random person in Arena of the Gods] awaits, preparing [themselves] "; say "to fight for the honour of [the challenged god]!"; To challenge (guy - a person) to fight for (benefactor - a god): now faction of guy is arena-faction; now guy worships benefactor; now the favour of guy is 9; Section - Godly intervention [For each God, I'll be implementing some form of godly intervention here based on Victor's divine interventions This system assumes that the divine favour of the monster is quite high and fixed; it then takes the difference between the monsters divine favour and the players and then checks whether the god will intervene for the monster] Arena-turncounter is a number that varies. Arena-turncounter is -1. OppHerm is a person that varies. OppHermBonus is a number that varies. OppHermbonus is 0. Intervention bonus when the location is Arena of the Gods (this is the more intervention in Arena of the Gods rule): Let m be (the tension times 2); if m > 6, now m is 6; increase the intervention-bonus by m; [Every turn when (the location is the Arena of the Gods) and (the combat status is not peace): let m be the tension; now m is m times 2; increase m by 10; if a random chance of m in 100 succeeds: if at least one alive monster is enclosed by the Arena of the Gods: Let the supplicant be a random alive monster enclosed by the Arena of the Gods; Let the benefactor be the patron of the supplicant; If the benefactor is: -- Aite: have Aite intervene on behalf of the supplicant; -- Nomos: have Nomos intervene on behalf of the supplicant; [-- Sul: Sul's interventions are not every turn effects] -- Chton: have Chton intervene on behalf of the supplicant; -- Herm: now oppHerm is a random hostile alive person enclosed by the location; if Arena-turncounter is less than 0: now Arena-turncounter is a random number between 1 and 3; now oppHermBonus is a random number between 2 and 4; say "Suddenly, your opponent blurs and is much harder to discern in this environment!".] An attack modifier rule (this is the much harder to discern by Herm bonus rule): if (the Arena-turncounter is greater than 0) and (the global defender is oppHerm) and (the location is the Arena of the Gods): if the numbers boolean is true, say " - [oppHermBonus] (Herm's blur bonus) [run paragraph on]"; decrease attack strength by oppHermBonus; decrease Arena-turncounter by 1. Section - Interactions with Other Systems To fight is a verb. After changing form to an undead player form when the challenged god is Chton: Let the opponent be a random alive arena-faction person who worships Chton; [Drakul] say "You turn into a [form-name of current form], but your opponent [regarding the opponent][don't] care that you're undead. [They] [fight] on for the honour of Chton!"; [handle summoning here too?] Check an actor challenging someone in the Maze when the location is Arena of the Gods: say "Space and time begin to twist around the minotaur's axe, and then untwist again as the gods stop [the global attacker] and [the global defender] from being transported to the maze!"; [insert punishments here?] stop the action; To prostrate is a verb. To pray is a verb. To rise is a verb. First every turn when the location is Arena of the Gods (this is the reject enslavement in Arena of the Gods rule): Repeat with offender running through alive god-champion people who do not oppose the player: if offender does not oppose the player: say "[The challenged god] is angered by [regarding the offender][possessive] lack of faith! [Divine lightning strikes offender]."; if offender is alive: now offender is arena-faction; now arena-faction hates the faction of the player; say "[line break][The offender] [prostrate] [themselves]. 'I beg for your mercy, O great [challenged god],' [regarding the offender][they] [pray]. Then [they] [rise] to fight you again!"; Section - Awarding divine power An absorption stopping rule (this is the alternative award at the Arena of the Gods rule): unless the location is Arena of the Gods, make no decision; [it's not safe to update the combat status here, because this can happen when combat status needs to be concluding] if hate is present, make no decision; if the test subject is already-granted, make no decision; now the test subject is already-granted; say "[The patron of the player] receives the [if the level of test subject is greater than 0]soul[otherwise]blood[end if] of [regarding the challenged god][possessive] champion, and [bold type]"; if the player is undead and (the permanent health of the player - the health of the player) > 32: say "restores some of your health"; heal the player for 32 health; otherwise: say "fully heals you"; fully heal the player; say "[roman type]!"; rule succeeds. Section - Getting out of the Arena For arena exit of Arena of the Gods: say "You are [bold type]transported back[roman type] to the Hall of the Gods."; remove the godfight pedestal from play; now the challenged god is nothing. Chapter - Insane Vampire Talk [This little easter egg is inspired by Raymond Smullyan's book "What is the name of this book? The Riddle of Dracula and Other Logical Puzzles." In Smullyan's stories of Transylvania, all humans always tell the truth, as they believe it, and all vampires always lie, based on their beliefs. Everyone is either sane or insane, and sane people believe only true statments, while insane people believe only false statements. So it follows that sane humans and insane vampires always tell the truth. There's an additional wrinkle that in the court of Count Dracula, 'Bal' and 'Da' mean yes and no, but not necessarily in that order. I was unable to include any meaningful statements involving 'bal' and 'da,' but perhaps that's for the best! - Mike Ciul ] Section - Definitions of human and vampire Definition: A person (called guy) is vampire: if guy is the player and the current form is vampire-form, yes; if the printed name of guy matches the regular expression "vampir", yes; [for the ravenous armadillo... currently this will never be checked though] no. Definition: Drakul is vampire: yes. Definition: A person (called guy) is human: if guy is not talker, no; if guy is angelic or guy is demonic or guy is undead, no; if guy is not medium, no; if guy is vampire, no; yes. Definition: a person is sane if it is not insane. Section - General Say Phrases [Most of these phrases involve a truth state parameter, which will toggle whether they say something true or something false. The parameter is called honest for lack of a better word] To say Actually (honest - a truth state) Drakul statement: if a random chance of 1 in 10 succeeds: say "[one of][Actually honest addition statement][or][Actually honest vampire explanation][or][Actually honest sanity explanation][at random]"; otherwise: say "[one of][Actually honest recursive statement][or][Actually honest I Drakul statement][or]You are [actually honest noun predicate of player][as decreasingly likely outcomes]". To say actually (honest - a truth state) Drakul statement: say "[one of][actually honest simple statement][or][Actually honest I Drakul statement][or]you are [actually honest noun predicate of player][or][actually honest Drakul hint][at random]"; To say Actually (honest - a truth state) addition statement: if honest is true: Let N be a random number from 1 to 10; say "[N in sentence case] plus [N in words] is [N + N in words]"; otherwise: say "Two plus two is [not four]"; To say actually (honest - a truth state) simple statement: say "[one of]two plus two is [if honest is true]four[otherwise][not four][end if][or][actually honest vampire explanation][or][actually honest sanity explanation][at random]" To say (N - a number) in sentence case: if N is: -- 1: say "One"; -- 2: say "Two"; -- 3: say "Three"; -- 4: say "Four"; -- 5: say "Five"; -- 6: say "Six"; -- 7: say "Seven"; -- 8: say "Eight"; -- 9: say "Nine"; -- 10: say "Ten"; -- otherwise: say "[N]"; To say not four: say "[one of]five[or][a random number from 6 to 100 in words][or][a random number from 101 to 20000 in words][at random]"; To say Actually (honest - a truth state) vampire explanation: if honest is true: say "Where I come from, [actually true vampire explanation]"; otherwise: say "Vampires are the most trustworthy creatures you'll ever meet". To say actually (honest - a truth state) vampire explanation: if honest is true: say "vampires tell only what they believe to be lies"; otherwise: say "vampires are the most trustworthy creatures you'll ever meet". To say Actually (honest - a truth state) sanity explanation: if honest is true: say "Where I come from, [actually true sanity explanation]"; otherwise: say "Insane beings never hurt themselves or their friends". to say actually (honest - a truth state) sanity explanation: if honest is true: say "insane beings believe [one of]all false[or]no true[at random] statements"; otherwise: say "insane beings never hurt themselves or their friends". [TODO: add dungeon truth/lie statements e.g. there is a hidden room, epic artifact, monster, sarcophagus contains an undead creature, abyss of the soul is in the dungeon] To say Actually (honest - a truth state) I Drakul statement: if a random chance of 3 in 5 succeeds: say Drakul's honest belief; otherwise: say "I am [actually honest noun predicate of Drakul]". To say Drakul's (honest - a truth state) belief: say "I believe that "; if (Drakul is sane and honest is false) or (Drakul is insane and honest is true): say actually false Drakul statement; otherwise: say actually true Drakul statement; To say actually (honest - a truth state) noun predicate of (guy - a person): Let lying be whether or not honest is false; say "[one of][actually honest identity of guy][or]not [actually lying identity of guy][at random]"; To say Actually (honest - a truth state) recursive statement: [TODO: add more] say "[one of][Actually honest if-statement][or][Actually honest or-statement][or][Actually honest paired statement][or][Actually honest and-statement][as decreasingly likely outcomes]"; To say Actually (honest - a truth state) if-statement: Let first honesty be a random truth state; Let second honesty be a random truth state; If honest is false, now first honesty is true; If first honesty is true, now second honesty is honest; say "If [actually first honesty Drakul statement], then [actually second honesty Drakul statement]"; To say Actually (honest - a truth state) or-statement: Let first honesty be a random truth state; Let second honesty be a random truth state; If honest is true: if a random chance of 1 in 2 succeeds: now first honesty is true; otherwise: now second honesty is true; otherwise: now first honesty is false; now second honesty is false; say "[Actually first honesty Drakul statement], or [actually second honesty Drakul statement]"; To say Actually (honest - a truth state) and-statement: Let first honesty be a random truth state; Let second honesty be a random truth state; If honest is true: now first honesty is true; now second honesty is true; otherwise: if a random chance of 1 in 2 succeeds: now first honesty is false; otherwise: now second honesty is false; say "[Actually first honesty Drakul statement], and [actually second honesty Drakul statement]"; To say Actually (honest - a truth state) paired statement: Let first honesty be a random truth state; Let second honesty be a random truth state; Let linking condition be whether or not first honesty is second honesty; Let reported link be whether or not honest is linking condition; say "If you were to ask me whether [actually first honesty Drakul statement], and then you were to ask me whether [actually second honesty Drakul statement], I would give you "; if reported link is true: say "the same answer both times"; otherwise: say "two different answers"; Definition: A person (called guy) is Smullyan-reliable: if guy is vampire: decide on whether or not guy is insane; decide on whether or not guy is sane; To say actually (honest - a truth state) identity of (guy - a person): say "[one of][actually honest reliability of guy][or][actually honest compound identity of guy][or][actually honest vampiric identity of guy with indefinite article][or][actually honest sanity of guy][at random]"; To say actually (honest - a truth state) vampiric identity of (guy - a person): if honest is true and guy is not vampire: say "[if guy is human]human[otherwise]being[end if]"; otherwise if honest is whether or not guy is vampire: say "vampire"; otherwise: say "human"; To say actually (honest - a truth state) vampiric identity of (guy - a person) with indefinite article: if honest is whether or not guy is human: say "human"; otherwise if honest is true and guy is not vampire: say "[if guy is undead]undead[otherwise if guy is alive]living[otherwise]dead[end if]"; otherwise: say "a [actually honest vampiric identity of guy]"; To say actually (honest - a truth state) sanity of (guy - a person): if honest is whether or not guy is insane: say "in"; say "sane"; To say actually (honest - a truth state) reliability of (guy - a person): if honest is true and guy is not Drakul: say "someone who might sometimes [one of]lie[or]tell the truth[at random]"; otherwise if honest is whether or not guy is Smullyan-reliable: say "someone who always tells the truth"; otherwise: say "someone who always lies"; To say actually (honest - a truth state) compound identity of (guy - a person): Let first honesty be a random truth state; Let second honesty be a random truth state; if honest is false: if a random chance of 1 in 2 succeeds: now first honesty is false; otherwise: now second honesty is false; otherwise: now first honesty is true; now second honesty is true; say "a[if first honesty is whether or not guy is insane]n in[otherwise] [end if]sane [actually second honesty vampiric identity of guy]"; Section - Drakul Hints Drakul's plans revealed is a truth state that varies. To say actually (honest - a truth state) Drakul hint: if vampire-form is not form-active and a random chance of 1 in 2 succeeds: say actually honest lifeblood hint; stop; say actually honest vampire-turning hint; Definition: a room is lifeblood-free if it is not the location of drakul's lifeblood; To say actually (honest - a truth state) lifeblood hint: if honest is whether or not drakul's lifeblood is off-stage: say "I am carrying a vial of my lifeblood"; stop; Let vial-location be the location of drakul's lifeblood; If honest is false: now vial-location is a random placed lifeblood-free room; say "a vial of my lifeblood"; if vial-location is a room: if vial-location is the location: say " is in this room"; otherwise if vial-location is a visited room: say " is in [vial-location]"; otherwise if vial-location is a placed room: say " [directions to vial-location]"; otherwise: say " is somewhere in Kerkerkruip"; To say actually (honest - a truth state) vampire-turning hint: if Drakul-favour is honest: say "I intend to vanquish Malygris after I make you my vampire-slave"; otherwise: say "you will never be my vampire-slave"; now drakul's plans revealed is true; Every turn when drakul's plans revealed is true: award achievement Blood never lies. Kerkerkruip Events and Specials ends here.