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.