This Old Haunted House — 15 of 21

Count Fibula

Release 2

Chapter 2 - The Ending Wiper & Crisis Resetter Events

Ending Wiper is a recurring scene. Ending Wiper begins when the reset button is switched on. Ending Wiper ends when Vernal begins.

When Ending Wiper begins:

if score is greater than 0:

if score is not 2, say "[Han sounds]";

if score is 2, say "'Let's try something different this time. Bone, I'm going to tell you which proposal I think you should take. You're still the actor, so you can take my recommendation or leave it, but it's been a while since I stretched my design muscles and I'd like to make sure they're not too atrophied.'[line break]";

now the reset button is switched off;

if the player is not in the Present:

now the player is in the Present;

now the current rank of Enone is 32;

now the current rank of EUBRG is 31;

now the current rank of EBRGW is 30;

now the current rank of ERGWU is 29;

now the current rank of EWUBR is 28;

now the current rank of EGWUB is 27;

now the current rank of ERG is 26;

now the current rank of EBR is 25;

now the current rank of EUR is 24;

now the current rank of ERW is 23;

now the current rank of EBG is 22;

now the current rank of EGU is 21;

now the current rank of EGW is 20;

now the current rank of EUB is 19;

now the current rank of EWB is 18;

now the current rank of EWU is 17;

now the current rank of ER is 16;

now the current rank of EG is 15;

now the current rank of EB is 14;

now the current rank of EU is 13;

now the current rank of EW is 12;

now the current rank of EBRG is 11;

now the current rank of EURG is 10;

now the current rank of ERGW is 9;

now the current rank of EUBR is 8;

now the current rank of EWBR is 7;

now the current rank of ERWU is 6;

now the current rank of EGUB is 5;

now the current rank of EBGW is 4;

now the current rank of EGWU is 3;

now the current rank of EWUB is 2;

now the current rank of EWUBRG is 1;

now the current rank of Echeat is 33.

Crisis Resetter is a recurring scene. Crisis Resetter begins when play begins. Crisis Resetter begins when the player is in the Future. Crisis Resetter ends when the player is in the Present.

[The comments below were some debug reporting I included to figure out why the rooms weren't progressing in a predictable sequence. It turned out that the game was evaluating the randomness setting and shuffling components prior to the execution of the "when play begins, the player is unchaotic" rule.]

When Crisis Resetter begins:

now the crisis summary of the Present is "Whoops, that's a bug! Send your transcript to count.fibula@gmail.com for a tester credit!";

if the player is indeterminate:

now the player is ordered;

[Check the Seasons;

Check the Components;]

now every scene is unresolved;

if the player is chaotic:

sort the Table of Critical Components in random order;

[say "Chaotic!";]

else:

sort the Table of Critical Components in sequentializer order;

[say "Not chaotic!";]

repeat with N running from 1 to 10:

choose row with sequence of N in the Table of Seasonal Progression;

now the emergency entry is the crisis in row N of the Table of Critical Components;

now the progression of the emergency entry is N;

choose row 1 in the Table of Seasonal Progression;

now the emergency entry is imminent;

now Hibernal is atmospheric.

[Check the Seasons;

Check the Components.]

After doing something while the player is in the Future during Crisis Resetter:

now the reset button is switched on.