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<h1>SONNET <<print $turns>> </h1>
In <<display 'primary setting'>> you <<display 'greeting gesture'>> <<display 'manner'>> --
Masked by <<display 'mask'>> and <<display 'veiling flame'>> -- <<display 'explanation'>> and <<display 'mystical practice'>>
<<display 'music type'>> and <<display 'symbolic object'>> -- <<display 'beast'>> of <<display 'material'>> --
Falcon <<display 'birdAction style'>> over <<display 'type of land'>>
I <<display 'perceptive action'>> your <<display 'image'>> and <<display 'ecstasy'>> your <<display 'treasure'>> --
My <<display 'soulsign'>> <<display 'soulstate'>> -- <<display 'breathing'>> <<display 'emotional state'>>
You <<display 'breathe'>> <<display 'scent'>> -- <<display 'reflecting some way on'>> <<display 'subject of thought'>> --
Your <<display 'sign of passion'>> your <<display 'yearning'>> -- <<display 'generate'>> my <<display 'light'>>
<<display 'ourFlameType' >> <<display 'impacts'>> your <<display
'herFlame'>> into my <<display 'myFlame'>> --
<<display 'atmosphere'>> <<display 'distant location'>> -- our <<display 'passionActs'>> and <<display 'otherActs'>>
<<display 'message'>> my <<display 'strength'>> songs of <<display 'liquid'>> and <<display 'food type'>> --
Under <<display 'canopy type'>> <<display 'my will response to'>> your <<display 'attribute'>> <<display 'form'>>
I <<print '$verb'>> <<print '$adv'>> and <<display 'my beloved responded thusly'>> --
You <<display 'beloved action'>> and depart <<display 'by mode of conveyance'>>
[[Act. |CHOOSE]]
<<if $godmode == 1>>
<<display 'stat table'>>
<<endif>>
<<nobr>>/% Just a random scattershot. %/
<<if $belovedPassion > 0.75 and $belovedAdept > 0.75>>
horseback
<<elseif $belovedPassion > 0.5 and $belovedAdept > 0.5>>
rooftop
<<elseif $belovedAdept < 0 and $belovedEndurance > 0.5>>
stool
<<elseif $reactSpirit > 0 and $belovedFire > 0.5 >>
temple
<<elseif $belovedAdept > $loverAdept and $belovedWill < 0>>
throne
<<elseif $totalFire < 0 and $reactMind > 0 >>
pool
<<elseif $totalFire < 0>>
fallen leaves
<<elseif $belovedPassion < 0 and $belovedFire < 0>>
terrace
<<elseif $belovedSloth > 0.5 and $loverSloth > 0.5>>
fen
<<elseif $belovedWill < 0 and $belovedPassion < 0>>
fortress
<<else>>
carriage
<<endif>>
<<endnobr>>
<<nobr>>
/% The beloved's greeting depends on
her attitude toward the lover. %/
<<if $totalReact >= 1>>
<<if $belovedWill > 0 and $belovedPassion <= 0.2 and $belovedPassion >= -0.2>>
bow, smiling
<<elseif Math.abs( $belovedWill ) <= 0.2 and Math.abs( $belovedPassion ) < 0.2>>
offer me a seat
<<elseif $belovedWill > 0 and $belovedPassion > 0 and $totalFire > 0>>
pass me a cup
<<elseif $belovedWill > 0 and $belovedPassion > 0>>
lay down a blanket
<<elseif $reactTotal >= 3>>
sing of our love
<<else>>
divide a meal
<<endif>>
<<elseif $totalReact > -1>>
<<if $reactSpirit < 0 and $reactHeart > 0 >>
bow your head
<<elseif $reactHeart < 0 and $reactMind > 0>>
smile thoughtfully
<<elseif $reactMind < 0 and $reactSpirit > 0>>
say a prayer
<<elseif $totalFire > 1.5 and $belovedAdept < 0>>
drink your wine
<<elseif $belovedFire < 0 and $reactSpirit >= 1>>
pour out libations
<<elseif Math.abs($belovedPassion) < 0.3 and $belovedSloth > 0.3>>
raise a finger
<<elseif $totalWill <= $MED>>
take your seat
<<elseif Math.abs($belovedWill) < 0.3>>
hand me a letter
<<else>>
pass me a map
<<endif>>
<<else>>
<<if $reactSpirit > 0 and $reactHeart < 0>>
perform the oblation
<<elseif $reactMind > 0 and $reactSpirit < 0>>
speak of righteousness
<<elseif $reactHeart > 0 and $reactMind < 0>>
tell of my failures
<<elseif $willFactor < 0 and $belovedPassion >= 1>>
curse my name
<<elseif $belovedAdept < 0 and $belovedPassion > 0>>
change your pose
<<elseif $belovedPassion >= -0.2 and $belovedPassion <= 0.2>>
cast me a glance
<<elseif $totalReact <= -2>>
roll your eyes
<<else>>
continue your weaving
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/%
The beloved's manner is also determined
by her attitude towards the lover.
%/
<<if $willFactor > 0 and $reactTotal > 0>>
<<if $belovedPassion > $LARGE and $belovedAdept > $LARGE>>
eloquently
<<elseif $belovedWill < 0 and $belovedAdept > $LARGE>>
midly
<<elseif $belovedAdept > $LARGE and Math.abs($belovedPassion) < 0.2>>
as swanflight
<<else>>
mysteriously
<<endif>>
<<elseif $willFactor < 0 and $reactTotal < 0>>
<<if $reactHeart < 0 and $belovedPassion > 0 >>
<<if $belovedAdept > 0 >>
impetuously
<<else>>
vulgarly
<<endif>>
<<elseif $belovedPassion < 0>>
<<if $belovedAdept > $loverAdept>>
correctly
<<elseif $belovedAdept < 0>>
fleetingly
<<else>>
reservedly
<<endif>>
<<elseif $belovedAdept < 0>>
haltingly
<<else>>
cryptically
<<endif>>
<<elseif $willFactor < 0 and $reactTotal > 0>>
<<if $belovedPassion < -0.33>>
warily
<<elseif $belovedPassion < 0.33>>
curiously
<<else>>
hopefully
<<endif>>
<<elseif $willFactor > 0 and $reactTotal < 0>>
<<if $belovedWill < -0.33>>
offendedly
<<elseif $belovedWill < 0.33>>
with annoyance
<<else>>
amusedly
<<endif>>
<<else>>
<<if $belovedWill < -0.33>>
harrowed
<<elseif $belovedWill < 0.33>>
obliquely
<<else>>
archly
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>
/%The first three are holy.
The second group is merely prized.
The third group is considered cold.%/
<<if $reactTotal >= 2>>
<<if $reactSpirit > $reactTotal / 3 >>
crystal
<<elseif $reactMind > $reactTotal / 3>>
light
<<elseif $reactHeart > $reactTotal / 3>>
soil
<<else>>
darkness
<<endif>>
<<elseif $totalReact + 3*$luck >= 0>>
<<if $totalAdept + $luck >= 2>>
jade
<<elseif $totalEndurance + $totalAdept + $luck >= 4>>
grain
<<elseif $totalEndurance >= 0 and $totalPassion <= 0>>
wood
<<elseif $totalAdept + $luck > 1>>
silver
<<else>>
gold
<<endif>>
<<elseif $totalReact + 3*$luck >= -1 >>
<<if $totalPassion + $luck > 0>>
steel
<<elseif $totalAdept + $luck > $MED>>
marble
<<elseif $totalEndurance < 0 >>
gravel
<<else>>
granite
<<endif>>
<<else>>
<<if $totalPassion + $luck > 0>>
lightning
<<elseif $totalAdept + $luck > $MED>>
iron
<<elseif $totalEndurance < 0 >>
darkness
<<else>>
slate
<<endif>>
<<endif>>
<<endnobr>>
/%! base on react !%/<<nobr>>
/% The beloved gives the expectation
to beg forgiveness for her failures.
It's pretty eclectic, based on which weakness she reveals.%/
<<if $reactTotal > 3>>
harmony
<<elseif $belovedEndurance < -0.5 and $belovedSloth > 0.5>>
sickness
<<elseif $belovedWill < 0 and $belovedPassion > 0>>
longing
<<elseif $belovedPassion < 0 and $belovedSloth < 0>>
sorrow
<<elseif $belovedPassion > 0 and $belovedAdept < 0>>
anxiety
<<elseif $belovedAdept < 0 and $belovedInterp < 0>>
forgetfulness
<<elseif $belovedEndurance < 0 and $belovedSloth > 0>>
fatigue
<<elseif $belovedInterp < 0 and $belovedWill < 0>>
terror
<<elseif $belovedInterp > 0.5 and $belovedPassion < 0.5 and $belovedPassion > 0.5 >>
mechanics
<<elseif $belovedInterp > 0.5 and $belovedPassion < -0.5>>
horror
<<elseif $belovedEndurance < 0 and $belovedPassion < 0>>
calamities
<<elseif $reactSpirit >= 1>>
love
<<elseif $reactMind >= 1>>
truth
<<elseif $reactHeart >= 1>>
abundance
<<else>>
our fate
<<endif>>
<<endnobr>>
<<nobr>>
<<if $mask == "horse-mask">>horse-mask
<<elseif $mask == "stormfront" >>thundercloud
<<elseif $mask == "ironmask" >>ironmask
<<elseif $mask == "blackveil" >>blackveil
<<elseif $mask == "noface" >>カオナシ (kaonashi)
<<elseif $mask == "facepaint" >>rouge
<<elseif $mask == "Melpomene" >>Melpomene/% tragedy %/
<<elseif $mask == "Thalia" >>Thalia/% comedy %/
<<else>>fog
<<endif>>
<<endnobr>>
<<nobr>>/% Signifies a general beloved-directed flamestate
which is at once local and global.
Almost a matter of potential to to be illuminated.%/
<<if $totalFire >= 2>>
<<if $totalPassion > 0.5 and $willRation > 0>>
sweat and sun-daze
<<elseif $totalPassion < -0.33>>
clouds of smoke
<<elseif $totalPassion < 0.33>>
the River of Stars
<<else>>
rippling heat
<<endif>>
<<elseif $totalFire >= 1>>
<<if $totalEndurance <= 0>>
sun's haze
<<elseif $belovedWill * $loverWill <= 0>>
dragon banners
<<elseif $totalWill > 1>>
stalks of grain
<<else>>
brass lattice
<<endif>>
<<elseif $totalFire > 0>>
<<if $totalAdept > 1>>
the lights that lead us
<<elseif $totalInterp > 1>>
radiation and refraction
<<elseif $totalEndurance > 1 and $willRatio > 0>>
mesmer's mirage
<<elseif $totalEndurance > 1>>
factory torches
<<else>>
cinder and smoke
<<endif>>
<<elseif $totalFire > -1>>
<<if $totalEndurance > 1>>
frost-heavy wind
<<elseif $totalEndurance < 1>>
numbing wind
<<elseif $totalEndurance <= -1.8>>
smoke and ash
<<elseif $totalAdept > 1>>
calculations on glass
<<elseif $totalInterp > 1>>
calculations and geometry
<<elseif $totalInterp < -1>>
hermet-cave darkness
<<elseif $totalAdept < -1>>
hungry delusions
<<else>>
a pane of ice
<<endif>>
<<elseif $totalFire > -2>>
<<if $totalEndurance > 1>>
alpine flurries
<<elseif $totalEndurance < 1>>
numb terror
<<elseif $totalEndurance <= -1.8>>
approaching doom
<<elseif $totalAdept > 1>>
ballistic calcuations
<<elseif $totalInterp > 1>>
philosophical treatise
<<elseif $totalInterp < -1>>
sophistical ravings
<<elseif $totalAdept < -1>>
hungry delusions
<<else>>
a pane of ice
<<endif>>
<<else>>
<<if $belovedSloth > 0.5>>
ten thousand years
<<elseif $belovedWill < -0.2>>
blankets and darkness
<<elseif $belovedEndurance < -0.8>>
collapsed graves
<<elseif $belovedPassion < 0>>
a cold star
<<else>>
beam-pierced fog
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/% Falcon action is entirely random, obviously. %/
<<if $luck < -0.9>>wheels darkly
<<elseif $luck < -0.75 >>wheels in sun
<<elseif $luck < -0.5 >>swoops like lightning
<<elseif $luck < -0.25 >>silently falls
<<elseif $luck < -0.1 >>dives visciously
<<elseif $luck < 0 >>dives gracefully
<<elseif $luck < 0.1 >>roosts vainly
<<elseif $luck < 0.25>>roosts nobly
<<elseif $luck < 0.5>>roosts hungrily
<<elseif $luck < 0.75>>swoops gracefully
<<elseif $luck < 0.9>>hungers rising
<<else>>spirals disjointedly
<<endif>>
<<endnobr>>
<<nobr>>
/% identifies beloved's major strength %/
<<if $belovedEndurance > 0.5>>
<<if $belovedFire >= 1>>
myhrr
<<elseif $belovedFire >= 0.5>>
incense
<<elseif $belovedFire > 0>>
oil
<<elseif $belovedAdept > 0>>
light
<<else>>
land
<<endif>>
<<elseif $belovedAdept > 0.5 >>
<<if $belovedInterp > 0.5>>
techne
<<elseif $belovedPassion > 0.5>>
jewel
<<else>>
gold
<<endif>>
<<elseif $belovedPassion > 0>>
<<if $belovedSloth > 0>>
fresh water
<<else>>
first-fruits
<<endif>>
<<elseif $belovedInterp > 0>>
grain
<<else>>
bamboo-shoots
<<endif>>
<<endnobr>>
<<nobr>>
/% lover's fire and passion %/
<<if $loverFire <= -0.5>>
<<if $loverPassion <= -1>>
weep
<<elseif $loverPassion <= -0.66>>
sanctify
<<elseif $loverPassion <= -0.33 >>
forestall
<<elseif $loverPassion < 0 >>
forgive
<<elseif $loverPassion == 0 >>
substantiate
<<elseif $loverPassion <= 0.33>>
breathe
<<elseif $loverPassion <= 0.66>>
forestall
<<elseif $loverPassion < 1>>
confess
<<else>>
announce
<<endif>>
<<elseif $loverFire <= 0.5>>
<<if $loverPassion <= -1>>
transfuse
<<elseif $loverPassion <= -0.66>>
embrace
<<elseif $loverPassion <= -0.33>>
confess
<<elseif $loverPassion < 0 >>
abandon
<<elseif $loverPassion == 0 >>
amaze
<<elseif $loverPassion <= 0.33 >>
justify
<<elseif $loverPassion <= 0.66 >>
confess
<<elseif $loverPassion < 1 >>
scream
<<else>>
break
<<endif>>
<<else>>
<<if $loverPassion <= -1 >>
cover myself in
<<elseif $loverPassion <= -0.66 >>
wallow in
<<elseif $loverPassion <= -0.33 >>
architect
<<elseif $loverPassion < 0 >>
break
<<elseif $loverPassion == 0 >>
bathe in
<<elseif $loverPassion <= 0.33 >>
summon
<<elseif $loverPassion <= 0.66 >>
marvel at
<<elseif $loverPassion < 1 >>
posess
<<else>>
writhe in
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/% lover's will %/
<<if $totalFire > 0>>
<<if $loverWill <= -1>>
thunderstorm
<<elseif $loverWill <= -0.75>>
thunder
<<elseif $loverWill <= -0.5>>
space
<<elseif $loverWill <= -0.25>>
kite
<<elseif $loverWill < 0 >>
bird
<<elseif $loverWill == 0>>
balance
<<elseif $loverWill <= 0.25>>
footprint
<<elseif $loverWill <= 0.5>>
root
<<elseif $loverWill <= 0.75>>
flower
<<elseif $loverWill < 1>>
makespace
<<else>>
scent
<<endif>>
<<else>>
<<if $loverWill <= -0.75>>
mask
<<elseif $loverWill <= -0.25>>
shadow
<<elseif $loverWill <= 0.25>>
banners
<<elseif $loverWill <= 0.75>>
marble
<<else>>
memory
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/% lover's perception %/
<<if $loverPassion >= 1 and $loverInterp >= 1>>
caress
<<elseif $loverInterp >= 1>>
bloom into
<<elseif $loverInterp >= 0.66>>
comprehend
<<elseif $loverInterp <= 0.33>>
interpret
<<elseif $loverInterp > 0>>
study
<<elseif $loverInterp >= -0.33 >>
peruse
<<elseif $loverInterp >= -0.66 >>
glance at
<<elseif $loverInterp > -1>>
blink at
<<else>>
ignore
<<endif>>
<<endnobr>>
<<nobr>>
/% The primary setting signifies a general game state.
The characters chose it for appropriateness,
but also for comfort,
or maybe out of necessity.
Maybe it is part of a memory,
but not necessarily good or bad.%/
<<if $totalFire < 0 >>
<<if $reactSpirit > 1>>
eclipse of the moon,
<<elseif $totalSloth > 0>>
petrified forest,
<<elseif $totalEndurance < 0 >>
dark ravine,
<<else>>
pines in winter,
<<endif>>
<<else>>
<<if $reactSpirit > 0>>
gloaming valley,
<<elseif $totalFire >= 2>>
burning forest,
<<elseif $totalPassion > 0>>
verdant bower,
<<else>>
golden steppe,
<<endif>>
<<else>>
murky fog,
<<endif>>
<<endnobr>>
<<nobr>>
/% The beloved performs the mystical practice.
It signifies the state of her highest soul. %/
<<set $power = ( Math.abs($belovedWill) + Math.abs($belovedPassion) + Math.abs($belovedAdept) + Math.abs($belovedInterp) ) / 4.0 >>
<<if Math.abs($belovedWill) > $power>>
<<if Math.abs($belovedWill) > $belovedInterp + $belovedLuck>>
astral projection.
<<elseif $belovedWill > 0.33>>
voodoo ritual.
<<elseif $belovedWill > -0.33>>
shrinking potion.
<<else>>
subterranean maze.
<<endif>>
<<elseif Math.abs($belovedPassion) > $power>>
<<if $belovedPassion > Math.abs($belovedInterp)>>
night in the palace.
<<elseif $belovedPassion < Math.abs($belovedInterp)>>
dawn in the garden.
<<else>>
harvest equinox.
<<endif>>
<<elseif Math.abs($belovedInterp) > $power>>
<<if $belovedInterp > Math.abs($belovedAdept)>>
glorious elders.
<<elseif $belovedInterp > Math.abs($belovedPassion)>>
mighty mothers.
<<elseif $belovedInterp > Math.abs($belovedWill)>>
scented herbs.
<<elseif $belovedInterp < -0.33>>
summoning ritual.
<<else>>
wisdom and verse.
<<endif>>
<<elseif Math.abs($belovedAdept) > $power>>
<<if $belovedAdept > Math.abs($belovedWill)>>
inner power.
<<elseif $belovedAdept > 0.33>>
dice-toss augury.
<<elseif $belovedAdept < -0.33>>
crazy schizophrenia.
<<else>>
forgotten shapes.
<<endif>>
/% undefined / chaotic power section %/
<<else>>
<<if $luck > $belovedWill>>
tarot divination.
<<elseif $reactSpirit > 0 and $belovedWill < 0 >>
precepts of ritual.
<<elseif $reactMind > 0 and $belovedWill < 0 >>
transcendental meditation.
<<elseif $reactHeart > 0 and $belovedWill < 0 >>
burnt offerings.
<<else>>
sacred task.
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/% the land signifies a global state...
not precisely the relation between the players...
%/
<<set $dryness = 0>>
<<set $freedom = 0>>
<<if $totalWill > 0>><<set $dryness -= 1>>
<<endif>>
<<if $totalWill > 1 and $totalPassion > 0 and $totalAdept > 0>>
<<set $freedom += 1>>
<<endif>>
<<if $totalAdept > 1>>
<<set $freedom += 1>>
<<else>>
<<set $dryness += 1>>
<<endif>>
<<if $totalSloth > 0 and $totalPassion < 0>>
<<set $dryness += 2>>
<<elseif $totalSloth > 0 and $totalPassion >= 0>>
<<set $dryness += 1>>
<<set $freedom -= 1>>
<<elseif $totalSloth <= 0 and $totalPassion < 0>>
<<set $freedom += 1>>
<<else>>
<<set $freedom += 1>>
<<set $dryness -= 1>>
<<endif>>
<<if $totalFire > 1>>
<<set $dryness += 2>>
<<elseif $totalFire > 0>>
<<set $dryness += 1>>
<<elseif $totalEndurance <= 0>>
<<set $freedom -= 1>>
<<endif>>
/% Dryness and Freedom are now used
to calculate the lay of the land. %/
<<if $freedom > 1 and $dryness < -1>>
pines and cypresses.
<<endif>>
<<if $freedom > 0>>
<<if $dryness < -1>>
frontiers and green valleys.
<<elseif $dryness < 0>>
wayside pool.
<<elseif $dryness < 1>>
high road and boundary.
<<elseif $dryness < 2>>
grasses withered.
<<else>>
golden steppe.
<<endif>>
<<else>>
<<if $dryness < -1>>
river broad.
<<elseif $dryness < 0>>
gully and wide stream.
<<elseif $dryness < 1>>
foothills and fields.
<<elseif $dryness < 2>>
barren fields.
<<else>>
desert citadel.
<<endif>>
<<endif>>
<<endnobr>>
/%! base on react !%/<<nobr>>
/% beloved's passion and will%/
<<if $belovedWill <= -0.5>>
<<if $belovedPassion <= - 1>>
banishment
<<elseif $belovedPassion <= - 0.6>>
abysm
<<elseif $belovedPassion <= - 0.3>>
abjuration
<<elseif $belovedPassion <= 0.3>>
maneuvering
<<elseif $belovedPassion <= 0.6>>
undertaking
<<elseif $belovedPassion < 1>>
revolution
<<else>>
adjuration
<<endif>>
<<elseif $belovedWill <= 0.5>>
<<if $belovedPassion <= -1>>
disembowelment
<<elseif $belovedPassion <= -0.6>>
bleeding
<<elseif $belovedPassion <= -0.3>>
sorrow
<<elseif $belovedPassion <= 0.3>>
motive
<<elseif $belovedPassion <= 0.6>>
ecstasy
<<elseif $belovedPassion < 1>>
dancing
<<else>>
screaming
<<endif>>
<<else>>
<<if $belovedPassion <= -1>>
lighting
<<elseif $belovedPassion <= -0.6>>
flight
<<elseif $belovedPassion <= -0.3>>
departure
<<elseif $belovedPassion <= 0.3>>
coming
<<elseif $belovedPassion <= 0.6>>
arrival
<<elseif $belovedPassion < 1>>
annunciation
<<else>>
<<if $willFactor <= 0>>
begging
<<else>>
elation
<<endif>>
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>
/% lover's passion and will %/
/% love-oriented %/
<<if $loverWill > 0.35>>
<<if $loverPassion <= -1>>
entropy.
<<elseif $loverPassion <= -0.6>>
spark.
<<elseif $loverPassion <= -0.3>>
candleflame.
<<elseif $loverPassion <= 0.3>>
heartbeat.
<<elseif $loverPassion <= 0.6>>
hearthglow.
<<elseif $loverPassion < 1>>
pulse.
<<else>>
fleshfire.
<<endif>>
/% duty-oriented %/
<<elseif $loverWill < -0.35>>
<<if $loverPassion <= -1>>
abyss.
<<elseif $loverPassion <= -0.6>>
void.
<<elseif $loverPassion <= -0.3>>
blessings.
<<elseif $loverPassion <= 0.3>>
spirits.
<<elseif $loverPassion <= 0.6>>
furnace.
<<elseif $loverPassion < 1>>
flame-pillar.
<<else>>
sunfire.
<<endif>>
/% moderate/conflicted %/
<<else>>
<<if $loverPassion <= -1>>
night-wharf.
<<elseif $loverPassion <= -0.6>>
memory.
<<elseif $loverPassion <= -0.3>>
industry.
<<elseif $loverPassion <= 0.3>>
firefly.
<<elseif $loverPassion <= 0.6>>
lampglow.
<<elseif $loverPassion < 1>>
streetlights.
<<else>>
skyline.
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/% beloved's will and fire %/
<<if $belovedFire <= -0.5 >>
<<if $belovedWill <= -1 >>
obedience to the dead
<<elseif $belovedWill <= -0.5 >>
laws and annals
<<elseif $belovedWill <= 0 >>
rules of decorum
<<elseif $belovedWill <= 0.5 >>
house and home
<<elseif $belovedWill < 1 >>
tea on the terrace
<<else>>
our walks on the pier
<<endif>>
<<elseif $belovedFire <= 0.5>>
<<if $belovedWill <= -1 >>
branches and leaves
<<elseif $belovedWill <= -0.5 >>
the map of our valley
<<elseif $belovedWill <= 0>>
the produce of the harvest
<<elseif $belovedWill <= 0.5>>
our fine letters
<<elseif $belovedWill < 1>>
our walks on the terrace
<<else>>
that morning on the steppe
<<endif>>
<<else>>
<<if $belovedWill <= -1>>
ruin and destruction
<<elseif $belovedWill <= -0.5>>
the march of armies
<<elseif $belovedWill <= 0 >>
hunger and famine
<<elseif $belovedWill <= 0.5 >>
valor and might
<<elseif $belovedWill < 1>>
our embassies and correspondences
<<else>>
my body down against yours
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>
/% something general and wild --
focused on lover %/
/% The path of love %/
<<if $loverPassion > 0.5 >>
<<if $belovedWill >= 1 >>
falcon
<<elseif $belovedWill >= 0.66 >>
firebrand
<<elseif $belovedWill >= 0.33 >>
eagle
<<elseif $belovedWill == 0 >>
farm
<<elseif $belovedWill >= -0.33 >>
vineyard
<<elseif $belovedWill >= -0.66 >>
eagle
<<elseif $belovedWill > -1 >>
chessboard
<<else>>
sequoia
<<endif>>
/% The path of necessity. %/
<<elseif $loverWill < 0>>
<<if $loverEndurance > 0>>
<<if $loverFire < 0>>
snowcap
<<else>>
meadow
<<endif>>
<<elseif $loverInterp > 0>>
mockingjay
<<else>>
swallow
<<endif>>
<<else>>
<<if $loverAdept > 0>>
hawk
<<elseif $loverInterp > 0>>
river
<<else>>
owl
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>
/% lover's competence:
combination of adept, interp, and endurance %/
<<set $skill = $loverAdept + $loverInterp >>
/% High-END section -- strong, vital, energetic %/
<<if $loverEndurance > 0.4>>
<<if $skill >= 2 >>
magnificent
<<elseif $skill > 1.5>>
enlightened
<<elseif $skill > 1 >>
shining
<<elseif $skill > 0.5>>
well-measured
<<elseif $skill == 0 >>
nourished
<<elseif $skill > -0.5>>
reclaimed
<<elseif $skill > -1>>
insipid
<<elseif $skill > -1.5>>
improper
<<elseif $skill > -2>>
warped
<<else>>
benighted
<<endif>>
/% Mid-END section -- tired, winded, warmed up %/
<<elseif $loverEndurance > -0.4>>
<<if $skill >= 2>>
prophetic
<<elseif $skill > 1.5>>
heroic
<<elseif $skill > 1>>
reborn
<<elseif $skill > 0.5>>
serious
<<elseif $skill > 0>>
tumultuous
<<elseif $skill == 0 >>
entropic
<<elseif $skill > -0.5>>
bleak
<<elseif $skill > -1>>
exhausted
<<elseif $skill > -1.5>>
paralytic
<<elseif $skill > -2>>
shattered
<<else>>
forgotten
<<endif>>
/% Low-END section -- weak, exhausted, damaged %/
<<else>>
<<if $skill >= 2>>
desperate
<<elseif $skill > 1.5>>
defiant
<<elseif $skill > 1>>
redoubtable
<<elseif $skill > 0.5>>
winded
<<elseif $skill == 0 >>
routed
<<elseif $skill > -0.5 >>
exhausted
<<elseif $skill > - 1 >>
clumsy
<<elseif $skill > -1.5>>
benighted
<<elseif $skill > -2 >>
shattered
<<else>>
dissolved
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>
/% lover's endurance %/
<<if $loverEndurance <= -0.75>>
sobbing
<<elseif $loverEndurance <= -0.5>>
panting
<<elseif $loverEndurance <= -0.1>>
sighing
<<elseif $loverEndurance <= 0.1>>
breathing
<<elseif $loverEndurance <= 0.5>>
speaking
<<elseif $loverEndurance <= 0.75>>
intoning
<<else>>
singing
<<endif>>
<<endnobr>>
<<nobr>>
/% beloved's passion and sloth %/
/% low energy section %/
<<if $belovedSloth > 0.33>>
<<if $belovedPassion <= -1>>
prostrate, obsessing over
<<elseif $belovedPassion < -0.33>>
dreaming in chapel of
<<elseif $belovedPassion <=0 >>
thinking for hours of
<<elseif $belovedPassion < 0.33>>
dreaming in your bed of
<<elseif $belovedPassion < 1>>
dreaming in meadows of
<<else>>
daydreaming in tree-shade of
<<endif>>
/% mid energy section %/
<<elseif $belovedSloth > -0.33>>
<<if $belovedPassion <= -1>>
sobbing silently over
<<elseif $belovedPassion <= -0.5>>
crying to your mother about
<<elseif $belovedPassion <= -0.2>>
crying to your friend about
<<elseif $belovedPassion <= 0.2 >>
writing in your diary about
<<elseif $belovedPassion <= 0.5>>
writing home about
<<elseif $belovedPassion < 1>>
singing in the meadows of
<<else>>
singing blissfully of
<<endif>>
/% high energy section %/
<<else>>
<<if $belovedAdept >= 0.75>>
riding the prairie, singing
<<elseif $belovedInterp >= 0.75>>
building your keel, singing
<<elseif $belovedInterp <= -0.75>>
singing while tilling, singing
<<elseif $belovedAdept <= -0.75>>
mopping the floors, singing
<<else>>
weeding the garden, singing
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>
/% beloved's passion and fire %/
<<if $belovedFire <= -0.5>>
<<if $belovedPassion <= -0.75>>
icy moon,
<<elseif $belovedPassion <= -0.3>>
ivory rose,
<<elseif $belovedPassion <= 0.3>>
plums and cherries,
<<elseif $belovedPassion <= 0.75>>
enormous glacier,
<<else>>
ice-cold waterfall,
<<endif>>
<<elseif $belovedFire <= 0.5>>
<<if $belovedPassion <= -0.75>>
violet wilted,
<<elseif $belovedPassion <= -0.5>>
dropped rose,
<<elseif $belovedPassion <= -0.1>>
winter or summer,
<<elseif $belovedPassion <= 0.1>>
moon rising white,
<<elseif $belovedPassion <= 0.5>>
sailing moon,
<<elseif $belovedPassion <= 0.75>>
tinkling brook,
<<else>>
dropped kerchief,
<<endif>>
<<else>>
<<if $belovedPassion <= -0.75>>
thirst and hunger,
<<elseif $belovedPassion < -0.25>>
rippling desert,
<<elseif $belovedPassion <= 0.25>>
roseate brooch,
<<elseif $belovedPassion <= 0.75>>
flaming rose,
<<else>>
burning utopia,
<<endif>>
<<endif>>
<<endnobr>>
/%! base on react !%/<<nobr>>
/% beloved's sloth, endurance, and will %/
/% sloth section %/
<<if $belovedSloth >= 0.5>>
<<if $belovedWill > 0.3 >>
touch
<<elseif $belovedWill > -0.3 >>
suggest
<<else>>
recognize
<<endif>>
/% romance section %/
<<elseif $belovedWill > 0>>
<<if $willFactor <= 0>>
<<if $belovedEndurance > 0>>
<<if $totalPassion > 1>>
hammer
<<elseif $loverEndurance < 0>>
rebuild
<<else>>
build
<<endif>>
<<elseif $belovedPassion > 0.33>>
impel
<<else>>
reveal
<<endif>>
<<else>>
<<if $belovedEndurance > 0.33 >>
dance
<<elseif $belovedEndurance > -0.33>>
sing
<<else>>
compose
<<endif>>
<<endif>>
/% other-objective section %/
<<else>>
/% the lover is romantically-minded
but the beloved has other priorities %/
<<if $willFactor < 0>>
<<if $belovedSloth > 0.33 >>
betray
<<elseif $belovedSloth > -0.33>>
degrade
<<else>>
destroy
<<endif>>
/% the lover and beloved agree not to pursue each other %/
<<else>>
<<if $belovedSloth > 0.33 >>
guide
<<elseif $belovedSloth > -0.33>>
lead
<<else>>
erect
<<endif>>
<<endif>>
<<endif>>
<<endnobr>>
/%! base on react !%/<<nobr>>
/% beloved's endurance %/
<<if $belovedEndurance <= -0.8>>
hide in
<<elseif $belovedEndurance <= -0.4>>
curtain yourself in
<<elseif $belovedEndurance < 0>>
lounge in
<<elseif $belovedEndurance == 0>>
sniff
<<elseif $belovedEndurance < 0.4>>
summon
<<elseif $belovedEndurance < 0.8>>
exhale
<<else>>
swell up with
<<endif>>
<<endnobr>>
<<nobr>>
/%
lover's condition:
mainly sloth and passion,
a little endurance and will thrown in%/
<<if $loverSloth <= -0.5>>
<<if $loverPassion > 0>>
<<if $loverEndurance <= -0.33>>
exhausted passion.
<<elseif $loverEndurance <= 0.33>>
impressive display.
<<else>>
headlong into wind.
<<endif>>
<<else>>
parched and barren.
<<endif>>
<<elseif $loverSloth <= 0.5>>
<<if $loverPassion <= 0>>
<<if $loverAdept > 0.33 >>
meadowland fantasy.
<<elseif $loverAdept > -0.33 >>
spatial command.
<<else>>
drunk with wine.
<<endif>>
<<else>>
<<if $loverEndurance > 0.33 >>
creek-chill elation.
<<elseif $loverEndurance > -0.33 >>
strength of spirit.
<<else>>
loud and strong.
<<endif>>
<<endif>>
<<else>>
<<if $loverPassion > 0>>
<<if $loverWill > 0.33>>
recumbent desire.
<<elseif $loverWill > -0.33>>
shadowed resolve.
<<else>>
chapel passions.
<<endif>>
<<else>>
<<if $loverWill > 0.33 >>
sorrowful abandon.
<<elseif $loverWill > -0.33
hushed and still.
<<else>>
gray-niche solace.
<<endif>>
<<endif>>
<<endif>>
<<endnobr>>
<<silently>>
<<set $verb to 0>>
<<set $adv to 0>>
<</silently>>
|ACTION|MANNER|
|<<radiobutton "$verb" "fast">>fast|<<radiobutton "$adv" "calmly">>calmly|
|<<radiobutton "$verb" "indulge">>indulge|<<radiobutton "$adv" "vainly">>vainly|
|<<radiobutton "$verb" "acquiesce">>acquiesce|<<radiobutton "$adv" "astutely">>astutely|
|<<radiobutton "$verb" "supplicate">>supplicate|<<radiobutton "$adv" "imperiously">>imperiously|
|<<radiobutton "$verb" "remonstrate">>remonstrate|<<radiobutton "$adv" "willingly">>willingly|
|<<radiobutton "$verb" "abrogate">>abrogate|<<radiobutton "$adv" "eagerly">>eagerly|
|<<radiobutton "$verb" "bombast">>bombast|<<radiobutton "$adv" "reproachfully">>reproachfully|
|<<radiobutton "$verb" "communicate">>communicate|<<radiobutton "$adv" "adversely">>adversely|
|<<radiobutton "$verb" "mediate">>mediate|<<radiobutton "$adv" "defiantly">>defiantly|
|<<radiobutton "$verb" "rest">>rest|<<radiobutton "$adv" "peacefully">>peacefully|
<<button "act">>
<<if ($verb is not 0) and ($adv is not 0)>>
<<set $chosenVerb to $verb>>
<<set $chosenAdv to $adv>>
<<goto "TURN">>
<<else>>
<<print "Please select a verb and an adverb.">>
<</if>>
<<endbutton>>
<<silently>>
/%
SMALL MED and LARGE are used to calibrate action effects.
See "execute verb", "execute adverb", and "check stats"
%/
<<set $VOLUME = 0.33>>
<<set $SMALL = $VOLUME >>
<<set $MED = 2 * $VOLUME >>
<<set $LARGE = 3 * $VOLUME >>
/%
Passion rolls over into Fire,
which is a more general spiritual quality.
Will is also positivity towards union.
Interp(retation) is like perceptive accuracy.
Adept is like dexterity or agility or deftness or something,
except socially and emotionally also?
Luck is just like it sounds. Use randomly and indescriminantly.
Sloth is like mass, ie resistance to momentum.
%/
<<set $loverFire = 0>>
<<set $loverPassion = 0>>
<<set $loverEndurance = 0>>
<<set $loverWill = 0>>
<<set $loverInterp = 0.2>>
<<set $loverAdept = 0.2>>
<<set $loverSloth = 0>>
<<set $belovedFire = 0>>
<<set $belovedPassion = 0>>
<<set $belovedEndurance = 0>>
<<set $belovedWill = 0>>
<<set $belovedInterp = 0.3>>
<<set $belovedAdept = 0.3>>
<<set $belovedSloth = 0>>
/% The totals are calculated by "check stats"
and used for some decisions especially in display. %/
<<set $totalPassion = 0>>
<<set $totalEndurance = 0>>
<<set $totalSloth = 0>>
<<set $totalFire = 0>>
<<set $totalAdept = 0>>
<<set $totalInterp = 0>>
/% The image of the beloved differs slightly from the actuality.
The degree of difference is determined by $loverInterp.
The creation of imago is performed by [does not exist yet] %/
<<set $imagoFire = 0>>
<<set $imagoPassion = 0>>
<<set $imagoEndurance = 0>>
<<set $imagoWill = 0>>
<<set $imagoInterp = 0>>
<<set $imagoAdept = 0>>
<<set $imagoSloth = 0>>
/% Luck is set randomly by "check stats"
and used by several functions. %/
<<set $luck = 0 >>
/% The three reaction variables determine the beloved's response.
They are set and used by "react". %/
<<set $reactHeart = 0>>
<<set $reactMind = 0 >>
<<set $reactSpirit = 0 >>
/% The emblems have multiple effects,
both for display and reaction purposes.
They are set by Beloved React. %/
<<set $mask = 0>>
/% verb and adverb refer to the player's choices,
set by "choice" and used by "execute verb" and "execute adverb".
belovedReact describes the emotional response to the player's behavior,
belovedAct describes her own choice.
Chosen* are temporary containers.
Turns is used to number the displayed sonnets. %/
<<set $verb = 0>>
<<set $adv = 0>>
<<set $belovedReact = 0>>
<<set $belovedAction = 0>>
<<set $chosenVerb = 0>>
<<set $chosenAdv = 0>>
<<set $turns = 0>>
<<set $godmode = 0>>
<</silently>>Written by Adam Bredenberg
and Danial Mohammed Khan-Yousufzai[[.|Secret Powers]]
This interactive poem has no end-condition and no objective.
Each text reflects a state of the inner geometry,
which changes in response to the player's decisions.
Conclude your experience
at whatever point you find appropriate.
A complete Fallen Leaves cycle could include
over one hundred sonnets.
Copying an entire cycle is not recommended.
Better to record individual couplets that stand out.
18+ : May generate erotic content.
[[Adam's Note]]
[[License|license]]
Act by choosing a combination of verb and adverb.
[[BEGIN|CHOOSE]]
<<if $godmode == 1>>
Executing verb...
<<display "execute verb">>
Executing adverb...
<<display "execute adverb">>
Beloved reacting...
<<display "beloved react">>
Beloved acting...
<<display "beloved act">>
Choosing emblems...
<<display "choose emblems">>
Checking stats...
<<display "check stats">><<set $turns += 1>>
Pausing...
[[Continue|SONNET]]
<<else>>
<<silently>>
<<display "execute verb">>
<<display "execute adverb">>
<<display "beloved react">>
<<display "beloved act">>
<<display "choose emblems">>
<<display "check stats">>
<<set $turns += 1>>
<<endsilently>>
<<goto "SONNET">>
<<endif>>
<<nobr>>
/% Lover's passion and fire. %/
<<if $loverPassion <= -0.75>>
<<if $loverFire > 0.33>>
iconoclasm
<<elseif $loverFire > -0.33>>
rage-torch
<<else>>
sorrow-cup
<<endif>>
<<elseif $loverPassion <= -0.25>>
<<if $loverFire > 0.33>>
streetlights
<<elseif $loverFire > -0.33>>
moon
<<else>>
armageddon
<<endif>>
<<elseif $loverPassion <= 0.25>>
<<if $loverFire > 0.33>>
flametongue
<<elseif $loverFire > -0.33>>
tinder
<<else>>
winter
<<endif>>
<<elseif $loverPassion <= 0.75>>
<<if $loverFire > 0.33>>
engine
<<elseif $loverFire > -0.33>>
machine
<<else>>
derelict
<<endif>>
<<else>>
<<if $loverFire > 0.33>>
ecstasy
<<elseif $loverFire > -0.33>>
furor
<<else>>
claw
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>
/% Beloved's passion and fire %/
<<if $belovedPassion <= -1>>
crypt-torch
<<elseif $belovedPassion <= -0.75>>
<<if $belovedFire > 0.33>>
hectic
<<elseif $belovedFire > -0.33>>
lighthouse
<<else>>
overcoat
<<endif>>
<<elseif $belovedPassion <= -.25>>
<<if $belovedFire > 0.33>>
fever
<<elseif $belovedFire > -0.33>>
watchlamp
<<else>>
night-breeze
<<endif>>
<<elseif $belovedPassion <= .25>>
<<if $belovedFire > 0.33>>
flamewhisp
<<elseif $belovedFire > -0.33>>
cookpot
<<else>>
frost-cavity
<<endif>>
<<elseif $belovedPassion <= .75>>
<<if $belovedFire > 0.33>>
heartflame
<<elseif $belovedFire > -0.33>>
spirit
<<else>>
ice-age
<<endif>>
<<else>>
<<if $belovedFire > 0.33>>
resplendence
<<elseif $belovedFire > -0.33>>
reflector
<<else>>
cloud
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/% Decribes the effect of the beloved's passion
upon the passion of the lover. %/
<<if $totalFire > 1>>
<<if $reactHeart >= $reactSpirit>>
liberates
<<elseif $reactMind >= $reactSpirit>>
deconstructs
<<else>>
libates
<<endif>>
<<elseif $belovedPassion > $loverPassion>>
impels
<<elseif $loverFire > $belovedFire>>
tempts
<<elseif $belovedInterp > $loverInterp>>
transforms
<<elseif $belovedEndurance < -0.5 >>
collapses
<<elseif $totalEndurance < 0 >>
implodes
<<elseif $willFactor > 0 and $totalPassion > 0>>
unleashes
<<elseif $belovedSloth > 0 and $loverSloth < 0>>
infects
<<elseif $belovedPassion > 0.5 >>
explodes
<<else>>
inverts
<<endif>>
<<endnobr>>
<<nobr>>
<<if $totalFire >= 2 >>Pyre
<<elseif $totalFire >= 1.5 >>Firestorm
<<elseif $totalFire >= 1 >>Hearth
<<elseif $totalFire >= .5 >>Brazier
<<elseif $totalFire > 0 >>Candle
<<elseif $totalFire is 0 >>Temple
<<elseif $totalFire > -0.5 >>Tinder
<<elseif $totalFire > -1 >>Wasteland
<<elseif $totalFire > -1.5 >>Tundra
<<elseif $totalFire > -2 >>Blizzard
<<else>>Permafrost
<<endif>>
<<endnobr>>
<<nobr>>
/% Signifies the form of the lover's power. %/
<<if $loverWill > 0>>
<<if $loverPassion > 0.75 and $loverFire > 0.75 and $loverEndurance > 0 >>
cock
<<elseif $loverPassion > 0 and $loverAdept > 0.25>>
<<if $loverInterp > 0.3>>
axe
<<elseif $loverInterp > -0.3>>
spear
<<else>>
club
<<endif>>
<<elseif $loverInterp < 0>>
<<if $loverEndurance > 0.33>>
horn
<<elseif $loverEndurance > -0.33>>
claw
<<else>>
nail
<<endif>>
<<else>>
<<if $loverSloth < -0.33>>
wheel
<<elseif $loverSloth < 0.33>>
arm
<<else>>
mass
<<endif>>
<<endif>>
<<elseif $loverWill < 0>>
<<if $loverInterp >= 1 and $loverPassion < 0.5 and $loverPassion > -0.5>>
dove
<<elseif $loverInterp >= 1>>
aegis
<<elseif $loverEndurance > 0.75>>
steel
<<elseif $loverEndurance > 0>>
mountain
<<else>>
valley
<<endif>>
<<else>>
<<if $loverSloth < -0.33>>
wheel
<<elseif $loverSloth < 0.33>>
scale
<<else>>
stone
<<endif>>
<<endif>>
<<endnobr>>
Double-click this passage to edit it.
<<nobr>>
/% beloved's interp, will, and passion %/
<<if $belovedInterp <= -0.5>>
<<if $willFactor < 0 and $belovedWill > 0.5 and $belovedPassion > 0.5>>
Beg
<<elseif $belovedPassion > 0.5 or $belovedPassion < -0.5>>
<<if $willFactor > 0>>
Moan to
<<else>>
Scream at
<<endif>>
<<elseif $belovedEndurance > 0.35>>
<<if $willFactor < 0 >>
Wrestle
<<else>>
Growl at
<<endif>>
<<else>>
Mumble to
<<endif>>
<<elseif $belovedInterp <= 0.5>>
<<if $belovedPassion > 0.5 or $belovedPassion < -0.5>>
<<if $willFactor > 0>>
Cry to
<<else>>
Plead to
<<endif>>
<<elseif $belovedAdept > $loverAdept + $luck>>
<<if $willFactor > 0>>
Call to
<<else>>
Command
<<endif>>
<<else>>
Speak to
<<endif>>
<<elseif $belovedAdept > 0.35>>
<<if $belovedEndurance < $belovedAdept>>
Suggest to
<<elseif $belovedPassion > $belovedEndurance>>
Dance for
<<else>>
Sing to
<<endif>>
<<elseif $belovedSloth <= 0.33>>
Glance at
<<elseif $willFactor < 0>>
Lie to
<<else>>
Write on
<<endif>>
<<endnobr>>
<<nobr>>
/% beloved's emotional character,
a "soft state" spin on the "hard state"
represented by the form ...
or is this the flesh
and the other is merely wireframe?
(interrogate that "merely")%/
<<if $belovedSloth <= -0.5>>
<<if $belovedPassion >= 1>>
burning
<<elseif $belovedPassion >= 0.4>>
vibrating
<<elseif $belovedPassion <= -1>>
furious
<<elseif $belovedPassion <= -0.4>>
fluttering
<<else>>
flowering
<<endif>>
<<elseif $belovedPassion > 0.5>>
<<if $belovedFire > 0.5 and $belovedPassion > 0.75>>
close-knit
<<elseif $belovedEndurance > 0.5>>
feasted
<<elseif $belovedInterp + $belovedAdept > 1>>
miraculous
<<elseif $belovedAdept > 0>>
precise
<<else>>
merry
<<endif>>
<<elseif $belovedEndurance < -0.3 and $belovedAdept < -0.3>>
broken
<<elseif $belovedInterp > 0.5>>
pious
<<elseif $belovedAdept > 0.5>>
well-made
<<elseif $belovedInterp + $belovedAdept > 0>>
empty
<<else>>
thick-leaved
<<endif>>
<<endnobr>>
<<nobr>>
/% The shape of the beloved's soul...
determined by fire, adept, interp %/
<<if $belovedFire >= 1>>
<<if $belovedAdept + $belovedInterp + $luck >= 2>>
dragon.
<<elseif $belovedAdept + $belovedInterp + $luck >= 1>>
crystal.
<<elseif $belovedAdept + $belovedInterp + $luck >= 0>>
star.
<<elseif $belovedAdept + $belovedInterp + $luck >= -1>>
spiral.
<<elseif $belovedAdept + $belovedInterp + $luck > -2>>
swarm.
<<else>>
chaos.
<<endif>>
<<elseif $belovedFire <= -1>>
<<if $belovedAdept + $belovedInterp + $luck >= 2>>
lotus.
<<elseif $belovedAdept + $belovedInterp + $luck >= 1>>
chalice.
<<elseif $belovedAdept + $belovedInterp + $luck >= 0>>
palace.
<<elseif $belovedAdept + $belovedInterp + $luck >= -1>>
altar.
<<elseif $belovedAdept + $belovedInterp + $luck > -2>>
sphere.
<<else>>
flood.
<<endif>>
<<elseif $belovedAdept + $belovedInterp + $luck >= 2>>
hexagram.
<<elseif $belovedAdept + $belovedInterp + $luck >= 1>>
square.
<<elseif $belovedAdept + $belovedInterp + $luck > 0>>
diagram.
<<elseif $belovedAdept + $belovedInterp + $luck >= -1>>
path.
<<elseif $belovedAdept + $belovedInterp + $luck > -2>>
sketch.
<<else>>
vision.
<<endif>>
<<endnobr>>
Painting
Riding
Fighting
At chess
<<nobr>>
/% lover's will, passion, and endurance %/
<<if $loverPassion <= -0.5>>
<<if $loverEndurance >= 1>>
my fist raised against
<<elseif $loverEndurance > 0.5>>
my fists clench at
<<elseif $loverEndurance > -0.5>>
my teeth clench at
<<elseif $loverEndurance > -1 >>
my lip trembles out
<<else>>
my tears flow forth for
<<endif>>
<<elseif $loverPassion <= 0.5>>
<<if Math.abs($loverWill) < 0.2 >>
I smile slightly at
<<elseif $loverWill < 0.5>>
my agents investigate
<<elseif $loverEndurance < -0.2 >>
my lip tightens at
<<elseif $loverWill > 0.5>>
my eyes flash at
<<else>>
my foot taps at
<<endif>>
<<else>>
<<if $loverEndurance <= -1>>
I collapse before
<<elseif $loverEndurance <= -0.5>>
my knees tremble at
<<elseif $loverEndurance <= 0.5>>
my flesh trembles at
<<elseif $loverEndurance < 1>>
my body strains at
<<else>>
my body posesses
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>
/% sloth, interp, adept %/
<<if $totalSloth > 0.25>>
<<if $totalAdept > 1.5>>
chess-games.
<<elseif $totalInterp > 1>>
notes.
<<elseif $totalAdept + $totalInterp > 2>>
recitations.
<<elseif $totalInterp < -1.5 >>
fantasies.
<<elseif $totalAdept < -1>>
dice-games.
<<else>>
long naps.
<<endif>>
<<elseif $totalSloth >= -0.25>>
<<if $totalInterp > $totalAdept>>
<<if $totalInterp > 0.33>>
treaties.
<<elseif $totalInterp > -0.33 >>
speeches.
<<else>>
trials.
<<endif>>
<<elseif $totalPassion + $totalEndurance > 2>>
invasions.
<<elseif $totalPassion > 1>>
development.
<<elseif $totalEndurance < 0>>
construction.
<<else>>
landfalls.
<<endif>>
<<else>>
<<if $totalAdept > 1.5>>
planetfalls.
<<elseif $totalInterp > 1.5>>
anarchies.
<<elseif $totalPassion > 1>>
parades.
<<elseif $totalPassion < -1>>
atrocities.
<<elseif $totalEndurance > 1.5>>
resistances.
<<elseif $totalEndurances < -1.5>>
defeats.
<<else>>
labors.
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>
/% Sloth and passion, mainly. %/
<<if $totalSloth < -0.33>>
<<if $willRatio > 0>>
<<if $totalPassion > 0.33>>
fuckfests
<<elseif $totalPassion > -0.33>>
radiant dawns
<<else>>
crying orgasms
<<endif>>
<<else>>
<<if $totalPassion > 0.33>>
hungry hunts
<<elseif $totalPassion > -0.33>>
desperate tactics
<<else>>
desperate prayers
<<endif>>
<<endif>>
<<elseif $totalSloth <= 0.33>>
<<if $willRatio > 0>>
<<if $belovedPassion > 0.33>>
perfect gestures
<<elseif $belovedPassion > -0.33>>
love letters
<<else>>
holy ascents
<<endif>>
<<else>>
<<if $totalPassion > 0.33>>
shouted pleas
<<elseif $totalPassion > -0.33>>
kneeling pleas
<<else>>
weeping pleas
<<endif>>
<<endif>>
<<else>>
<<if $willRatio > 0>>
<<if $totalPassion > 0.33>>
gentle cuddles
<<elseif $totalPassion > -0.33>>
laconic caresses
<<else>>
silent fights
<<endif>>
<<else>>
<<if $totalPassion > 0.33>>
longing glances
<<elseif $totalPassion > -0.33>>
forgotten dreams
<<else>>
sorrowing records
<<endif>>
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>
/% Signifies a vanishing point, a mirror,
or a reflected memory. %/
<<if $loverAdept >= 1 and $loverInterp <= -1 and $loverFire <= -1>>
Luciferian swamp
<<elseif $loverAdept >= 1 and $loverInterp <= -1 and $loverFire >= 1>>
heavenly sphere
<<elseif $loverAdept <= -1 and $loverInterp >= 1>>
balustrade of crows
<<elseif $totalFire >= 1 and $totalInterp >= 1.5>>
<<if $loverPassion >= 0.5>>
stunning cloudchasm
<<elseif $belovedPassion <= -0.5>>
citadel of vapors
<<elseif $belovedEndurance < 0>>
embassy of fogs
<<elseif $loverEndurance < 0>>
eloquant relinquary
<<else>>
ancient meadows
<<endif>>
<<elseif $totalFire <= -1 and $totalInterp >= 1.5>>
<<if $loverPassion <= -0.5>>
lightcastle priory
<<elseif $belovedPassion >= 0.5>>
obsidian catacomb
<<elseif $totalSloth >= 1>>
emerald hill-country
<<else>>
aged forest
<<endif>>
<<elseif $totalInterp <= -1>>
<<if $totalSloth >= 1>>
shaded chaise
<<elseif $totalSloth >= -1>>
dust-beam library
<<else>>
sonorous harbor
<<endif>>
<<elseif $totalInterp <= 1>>
<<if $totalSloth >= 1>>
spectral gallop
<<elseif $totalSloth >= -1>>
goldmeadow hills
<<else>>
factory din
<<endif>>
<<else>>
<<if $totalSloth >= 1>>
prairie of light
<<elseif $totalSloth >= -1>>
abyss of solitude
<<else>>
ageless congress-hall
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/% Prints appropriate text for belovedAction %/
<<if $belovedAction == "encourage">>
subtly smile
<<elseif $belovedAction == "resist">>
rebuke my advances
<<elseif $belovedAction == "absolve">>
forgive me my sins
<<elseif $belovedAction == "meditate">>
retreat to your alcove
<<elseif $belovedAction == "explore">>
map out strange lands
<<elseif $belovedAction == "crusade">>
do what is necessary
<<elseif $belovedAction == "abase">>
fall into sorrow
<<elseif $belovedAction == "sing">>
sing a glorious song
<<else>>
spread your empty arms
<<endif>>
<<endnobr>>
<<print '$belovedReact'>>
<<nobr>>
/% Describes the site of a meeting.
The site is chosen based mainly on passion, will, and endurance. %/
<<if $totalEndurance > 0 >>
<<if $totalPassion > 1.5 and $reactSpirit > 0.5 >>
morning star,
<<elseif $totalPassion > 1 and $reactSpirit > 0 >>
dawn or dusk,
<<elseif $totalPassion > 1 >>
drooping boughs,
<<elseif $totalPassion > 0 and $totalWill > 0>>
roof-beams,
<<elseif $totalPassion > 0>>
high towers,
<<elseif $totalPassion > -0.5 and $totalInterp < 0>>
gilded moulding,
<<elseif $totalPassion > -0.75 and $totalInterp < 0>>
verdigris curtains,
<<elseif $totalInterp < 0 >>
dark houses,
<<else>>
castle wall,
<<endif>>
<<else>>
<<if $totalPassion > 1 and $totalWill > 1>>
thatch-reeds,
<<elseif $totalWill > 2>>
oak-tree,
<<elseif $totalPassion > 2>>
peach-tree,
<<elseif $totalPassion > 1 and $totalAdept > 1>>
pear-tree,
<<elseif $totalPassion > 0 and $totalWill > 0 >>
hazel-tree,
<<elseif $totalPassion > 0>>
plum-tree,
<<elseif $totalWill > 0>>
chestnut-tree,
<<elseif $totalPassion > -0.5>>
raspberry vines,
<<elseif $totalPassion > -1>>
blackberry vines,
<<elseif $totalPassion > -2>>
wine trellis,
<<else>>
willow-tree,
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/%lol this isn't really important, I'm just fucking around%/
<<if $luck > 0.99>>
unicorn
<<elseif $willFactor > 0 and $totalFire > $LARGE and $totalAdept > $LARGE>>
stallions
<<elseif $totalEndurance < -$LARGE>>
ravening tigers
<<elseif $willFactor < 0 and $loverAdept > $LARGE>>
wild duck
<<elseif $totalSloth > $LARGE>>
tortoise
<<elseif $loverEndurance < $LARGE>>
scorpion
<<elseif $totalEndurance > 2*$LARGE>>
pheasant
<<elseif $loverAdept > $LARGE>>
osprey
<<elseif $willFactor > 0 and $totalAdept > $LARGE>>
two wolves
<<elseif $willFactor > 0 and $totalPassion < $MED>>
two stags
<<elseif $loverAdept > $LARGE and $loverWill > $belovedWill + $LARGE>>
leopard
<<elseif $totalWill >= 2 and $totalPassion > $LARGE>>
two boars
<<elseif $belovedWill * $loverWill < 0 and $totalPassion > 1>>
serpent and falcon
<<elseif $totalFire > 1 and $totalPassion > 1>>
gale wind
<<elseif $belovedWill < 0 and $totalSloth > 1>>
drought demon
<<else>>
spirits
<<endif>>
<<endnobr>>
<<nobr>>
/% Signifies a general state of nourishment and generation. %/
<<if $totalEndurance >= 0.5>>
<<if $totalInterp > 0 and $totalAdept > 0.5 >>
millet and duck
<<elseif $totalInterp > 0>>
rabbit and fish
<<elseif $totalAdept > 0>>
meat and grain
<<else>>
beans and corn
<<endif>>
<<elseif $totalSloth < 0>>
<<if $totalInterp >= 1>>
wild mulberries
<<elseif $totalAdept >= 1>>
roasted meat
<<else>>
wild nuts
<<endif>>
<<elseif $totalSloth > 1>>
red wine
<<elseif $totalFire <= -1.75 and $totalInterp <= -1.75>>
human flesh
<<elseif $totalPassion >= 1>>
beef stew
<<elseif $totalEndurance > 0>>
lentil stew
<<else>>
chicken broth
<<endif>>
<<endnobr>>
<<nobr>>
/% something general and wild --
focused on beloved%/
<<if $belovedSloth >= 0.33 >>
<<if $belovedEndurance >= 1>>
rebirth
<<elseif $belovedEndurance >= 0.66>>
spectral
<<elseif $belovedEndurance >= 0.33>>
space
<<elseif $belovedEndurance >= -0.33>>
mass
<<elseif $belovedEndurance >= -0.66>>
wind
<<elseif $belovedEndurance > -1>>
dust
<<else>>
fire
<<endif>>
<<elseif $belovedSloth >= -0.33 >>
<<if $belovedEndurance > 0>>
<<if $belovedAdept + $belovedInterp >= 2 >>
sage
<<elseif $belovedAdept + $belovedInterp >= 1.5 >>
thunder
<<elseif $belovedAdept + $belovedInterp >= 1 >>
rain
<<elseif $belovedAdept + $belovedInterp >= 0.5 >>
sage
<<elseif $belovedAdept + $belovedInterp >= -0.5 >>
deepwoods
<<elseif $belovedAdept + $belovedInterp >= -1 >>
electricity
<<elseif $belovedAdept + $belovedInterp >= -1.5 >>
oil
<<elseif $belovedAdept + $belovedInterp > -2 >>
perfume
<<else>>
iron
<<endif>>
<<elseif $belovedPassion > 0>>
<<if $belovedAdept + $belovedInterp >= 2 >>
isopropyl
<<elseif $belovedAdept + $belovedInterp >= 1.5 >>
spice
<<elseif $belovedAdept + $belovedInterp >= 1 >>
oil
<<elseif $belovedAdept + $belovedInterp >= 0.5 >>
perfume
<<elseif $belovedAdept + $belovedInterp >= -0.5 >>
skin
<<elseif $belovedAdept + $belovedInterp >= -1 >>
sweat
<<elseif $belovedAdept + $belovedInterp >= -1.5 >>
musk
<<elseif $belovedAdept + $belovedInterp > -2 >>
lust
<<else>>
hunger
<<endif>>
<<else>>
<<if $belovedAdept + $belovedInterp >= 2 >>
precision
<<elseif $belovedAdept + $belovedInterp >= 1.5 >>
geometry
<<elseif $belovedAdept + $belovedInterp >= 1 >>
freshness
<<elseif $belovedAdept + $belovedInterp >= 0.5 >>
flowers
<<elseif $belovedAdept + $belovedInterp >= -0.5 >>
summer
<<elseif $belovedAdept + $belovedInterp >= -1 >>
sweat
<<elseif $belovedAdept + $belovedInterp >= -1.5 >>
smog
<<elseif $belovedAdept + $belovedInterp > -2 >>
opium
<<else>>
urine
<<endif>>
<<endif>>
<<else>>
<<if $belovedWill > 0.25 and $totalPassion >= 1 >>
<<if $belovedAdept + $belovedInterp >= 2 >>
my cries
<<elseif $belovedAdept + $belovedInterp >= 1.5 >>
mastery
<<elseif $belovedAdept + $belovedInterp >= 1 >>
sex
<<elseif $belovedAdept + $belovedInterp >= 0.5 >>
suggestion
<<elseif $belovedAdept + $belovedInterp >= -0.5 >>
incense
<<elseif $belovedAdept + $belovedInterp >= -1 >>
bread-scent
<<elseif $belovedAdept + $belovedInterp >= -1.5 >>
deserts
<<elseif $belovedAdept + $belovedInterp > -2 >>
abandon
<<else>>
drowning
<<endif>>
<<elseif $belovedWill < -0.25 >>
<<if $belovedAdept + $belovedInterp >= 2 >>
pyramids
<<elseif $belovedAdept + $belovedInterp >= 1.5 >>
stonedust
<<elseif $belovedAdept + $belovedInterp >= 1 >>
flowers
<<elseif $belovedAdept + $belovedInterp >= 0.5 >>
leylines
<<elseif $belovedAdept + $belovedInterp >= -0.5 >>
magnificence
<<elseif $belovedAdept + $belovedInterp >= -1 >>
labors
<<elseif $belovedAdept + $belovedInterp >= -1.5 >>
service
<<elseif $belovedAdept + $belovedInterp > -2 >>
sewage
<<else>>
abattoir
<<endif>>
<<elseif $belovedEndurance >= 1 >>
vigor
<<elseif $belovedEndurance >= 0.66 >>
mastery
<<elseif $belovedEndurance >= 0.33 >>
clean
<<elseif $belovedEndurance >= -0.33 >>
work-dust
<<elseif $belovedEndurance >= -0.66 >>
sweat
<<elseif $belovedEndurance > -1 >>
tears
<<else>>
necessity
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/% The music creates a general and fun-loving sense
of the game's atmosphere.%/
<<if $willFactor > 0>>
<<if $totalPassion <= -2>>
shrieking wind
<<elseif $totalPassion <= -1>>
monolith organ
<<elseif $totalPassion < 0 and $totalAdept > 0>>
Violin sonata
<<elseif $totalPassion < 0>>
Drums and bells
<<elseif $totalPassion < 1>>
Tambourines and drums
<<elseif $totalPassion < 2>>
Ankle-bells and kettledrums
<<else>>
Pounding rhythm
<<endif>>
<<elseif $willFactor < 0>>
<<if $totalPassion <= -1.6 >>
Serpentine wind
<<elseif $totalPassion < -1>>
Yell and bawl
<<elseif $totalPassion <= 0.10 and $totalPassion >= -0.1>>
Bamboo and woodbreeze
<<elseif $totalFire <= -1.8>>
Singing ice
<<elseif $totalFire < -0.6 >>
Keening wind
<<elseif $totalFire > 0.6>>
Marching drums
<<elseif $totalFire > 1.8>>
Thunderous bombard
<<else>>
Wind and rain
<<endif>>
<<else>>
Wind chimes
<<endif>>
<<endnobr>>
<<nobr>>
/% wild; a matter of general atmosphere,
except mirrored and distant %/
<<if $totalFire >= 1.75 >>
<<if $totalInterp > 1>>
Glory-sun
<<elseif $totalAdept > 1>>
Showers
<<elseif $totalPassion >= 1.5>>
Funnelcloud
<<elseif $totalSloth > 1>>
Endtimes
<<elseif $totalEndurance <= 0 >>
Ravines
<<else>>
Stormy
<<endif>>
<<elseif $totalFire >= 1>>
<<if $totalInterp + $totalAdept >= 3>>
Water-grass
<<elseif $totalInterp >= 1>>
Heavenly
<<elseif $totalEndurance < 0>>
Whirlwinds
<<else>>
Turmoil
<<endif>>
<<elseif $totalFire <= -1.75>>
<<if $totalInterp > 1>>
Spirechill
<<elseif $totalAdept > 1>>
Ironearth
<<elseif $totalPassion >= 1.5>>
Frostblight
<<elseif $totalSloth > 1>>
Overcast
<<elseif $totalEndurance <= 0 >>
Mudslide
<<else>>
Jungle
<<endif>>
<<elseif $totalFire <= -1>>
<<if $totalAdept >= 1 and $totalInterp <= -1>>
Tomb-gate
<<elseif $totalSloth > 1.5>>
Mediterranean
<<elseif $willFactor < 0>>
Sandstorm
<<elseif $totalPassion > 1>>
Lightning
<<else>>
Shaded
<<endif>>
<<else>>
<<if $totalSloth >= 1>>
Golden
<<elseif $totalSloth >= 0.25>>
Digital
<<elseif $totalSloth >= -0.25>>
Beclouded
<<elseif $totalSloth > -1>>
Multifarious
<<else>>
Invisible
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/% The object symbolizes the beloved's commitment to virtue
and the longing of the lover.
This section could use revision:
probably should use more nesting and branching
to create spaces for exploration.%/
<<if $totalFire > 1 and $totalEndurance < 0>>
perilous course
<<elseif $totalPassion > 0 and $willFactor < 0>>
carriages and horses
<<elseif $totalPassion > 0 and $totalAdept > 1>>
a jade goblet
<<elseif $totalPassion > 0 and $totalSloth < 1>>
earthen bowls
<<elseif $totalPassion > 0 and $totalAdept < 1>>
new teeth
<<elseif $totalPassion > 0 and $totalFire < 0>>
cinder and smoke
<<elseif $belovedWill < 0 and $belovedPassion > $LARGE>>
bronze-knobbed reins
<<elseif $totalEndurance < -$LARGE and $totalSloth > $LARGE>>
the instruments of our decline
<<elseif $belovedAdept > $LARGE and $belovedInterp > $LARGE>>
a jade scepter
<<elseif $totalPassion < 2*-$LARGE>>
grieved hearts
<<elseif $totalPassion > 1 and $willFactor < 0>>
arrogant spirit
<<elseif $totalPassion >= 2 and $willFactor > 0>>
sweet words
<<elseif $loverAdept > $LARGE and $loverSloth > $LARGE>>
gilded slippers
<<elseif $belovedWill < 0 and $belovedPassion > $LARGE>>
elephant tusks
<<elseif $willFactor < 0 and $belovedAdept > $loverAdept + $LARGE>>
sheaves of arrows
<<else>>
gourds and firewood
<<endif>>
<<endnobr>>
<<nobr>>
<<if $verb is "fast">>
/% Fasting exhausts the body, but purifies the mind. %/
<<set $loverEndurance -= $MED>>
<<set $loverSloth += $SMALL>>
<<set $loverInterp += $SMALL>>
<<set $loverAdept -= $LARGE>>
<<set $loverPassion += $SMALL>>
<<set $loverWill -= $MED>>
<<elseif $verb is "indulge">>
<<set $loverEndurance -= $SMALL>>
<<set $belovedSloth += $LARGE>>
<<set $belovedPassion += $MED>>
<<elseif $verb is "acquiesce">>
/%
To accept something reluctantly but without protest.
Gives power to the beloved
and prepares the lover to serve.
%/
<<set $belovedEndurance += $SMALL>>
<<set $loverEndurance -= $SMALL>>
<<set $loverWill += $SMALL>>
<<set $loverSloth -= $SMALL>>
<<set $loverAdept += $SMALL>>
<<set $belovedAdept -= $SMALL>>
<<elseif $verb is "supplicate">>
/%
Supplicate : sub-implore -- to propitiate from below
Brings the parties closer towards union,
and improves the position of the beloved.
%/
<<set $loverWill += $MED>>
<<set $belovedWill += $MED>>
<<set $belovedAdept += $SMALL>>
<<set $belovedInterp += $SMALL>>
<<set $loverEndurance -= $MED>>
<<set $belovedEndurance += $SMALL>>
<<elseif $verb is "remonstrate">>
/%
Remonstrate: to make a forcefully reproachful protest --
signifies a demand for change
%/
<<set $loverEndurance -= $SMALL>>
<<set $loverSloth -= $SMALL>>
<<if $loverAdept + $luck > $belovedInterp>>
<<if $loverWill > $belovedWill >>
<<set $belovedWill += $MED>>
<<elseif $loverWill < $belovedWill>>
<<set $belovedWill -= $MED>>
<<else>>
<<endif>>
<<else>>
<<set $belovedEndurance -= $MED>>
<<endif>>
<<elseif $verb is "abrogate">>
/%
Abrogate: repeal or cancel a law or agreement --
signifies a reversal of course
%/
<<set $loverSloth -= $SMALL>>
<<set $loverInterp -= $SMALL>>
<<set $loverEndurance -= $MED>>
<<if $willFactor > 0 and $loverPassion > 0 >>
<<set $belovedPassion -= $LARGE>>
<<set $loverPassion -= $LARGE>>
<<set $loverWill -= $LARGE>>
<<set $belovedWill -= $SMALL>>
<<elseif $willFactor > 0 and $loverPassion < 0>>
<<set $belovedPassion += $SMALL>>
<<set $loverPassion += $SMALL>>
<<set $loverWill += $SMALL>>
<<set $belovedWill += $SMALL>>
<<else>>
<<set $loverInterp -= $SMALL>>
<<endif>>
<<elseif $verb is "bombast">>
/%
An airy and empty, but impressive display. A show.
From Latin bombyx, meaning "silkworm"
probably because of "fluff" --
creates passion but makes one foolish
%/
<<set $loverSloth -= $SMALL>>
<<set $loverEndurance -= $SMALL>>
<<set $belovedEndurance -= $SMALL>>
<<set $loverPassion += $SMALL>>
<<if $loverAdept + $luck >= $belovedInterp>>
<<set $belovedPassion += $MED>>
<<else>>
<<set $belovedPassion += $SMALL>>
<<endif>>
<<set $loverInterp -= $SMALL>>
<<if $loverInterp < 0>>
<<set $loverInterp -= $SMALL>>
<<endif>>
<<if $belovedInterp <= $loverInterp>>
<<set $belovedInterp -= $SMALL>>
<<endif>>
<<elseif $verb is "communicate">>
/%
To convey or pass on an idea, emotion, heat, or motion.
%/
<<set $loverEndurance -= $SMALL>>
<<if $loverFire > $belovedFire>>
<<set $belovedFire += $SMALL>>
<<set $loverFire -= $SMALL>>
<<elseif $belovedFire > $loverFire>>
<<set $belovedFire -= $SMALL>>
<<set $loverFire += $SMALL>>
<<endif>>
<<if $loverWill > $belovedWill>>
<<set $belovedWill += $SMALL>>
<<set $loverWill -= $SMALL>>
<<elseif $belovedWill > $loverWill>>
<<set $belovedWill -= $SMALL>>
<<set $loverWill += $SMALL>>
<<endif>>
<<if $loverInterp > $belovedInterp>>
<<set $belovedInterp += $SMALL>>
<<elseif $belovedInterp > $loverInterp>>
<<set $loverInterp += $SMALL>>
<<endif>>
<<if $loverAdept > $belovedAdept>>
<<set $belovedAdept += $SMALL>>
<<elseif $belovedAdept > $loverAdept>>
<<set $loverAdept += $SMALL>>
<<endif>>
<<elseif $verb is "mediate">>
/%
To intervene in a dispute or bring two people closer together.
In this case mediates between the self and the beloved,
bringing their wills closer together.
%/
<<set $power = 0>>
<<if $willFactor > 0>>
<<set $power = $SMALL>>
<<elseif $willFactor < 0>>
<<set $power = $MED>>
<<endif>>
<<set $loverEndurance -= $SMALL>>
<<if $belovedWill > $loverWill>>
<<set $belovedWill -= $power>>
<<set $loverWill += $power>>
<<else>>
<<set $belovedWill += $power>>
<<set $loverWill -= $power>>
<<endif>>
<<elseif $verb is "rest">>
/% restores the will and normalizes the passions --
also gives some space to the beloved. %/
<<set $loverEndurance += $LARGE>>
<<set $belovedEndurance += $SMALL>>
<<set $loverAdept += $SMALL>>
<<set $loverInterp += $SMALL>>
<<if $loverPassion < 0 >>
<<set $loverPassion += $MED>>
<<elseif $loverPassion > 0 >>
<<set $loverPassion -= $MED>>
<<endif>>
<<if $belovedPassion < 0 >>
<<set $belovedPassion += $SMALL>>
<<elseif $belovedPassion > 0 >>
<<set $belovedPassion -= $SMALL>>
<<endif>>
<<else>>
<<endif>>
<<endnobr>>
<<nobr>>
<<if $adv is "calmly">>
<<set $loverEndurance += $SMALL>>
<<set $loverPassion -= $SMALL>>
<<set $belovedPassion -= $SMALL>>
<<if $luck > 0>>
<<set $loverInterp += $SMALL>>
<<else>>
<<set $loverAdept += $SMALL>>
<<endif>>
<<elseif $adv is "vainly">>
<<if $loverAdept > $belovedAdept + $luck>>
<<set $belovedWill -= $MED>>
<<else>>
<<set $belovedPassion += $SMALL>>
<<set $loverPassion += $SMALL>>
<<set $loverInterp -= $SMALL>>
<<endif>>
<<elseif $adv is "astutely">>
<<if ($loverAdept + $luck) > randomFloat( -1, 1 )>>
<<set $belovedPassion += $SMALL>>
<<set $belovedWill += $SMALL>>
<<set $loverEndurance += $SMALL>>
<<else>>
<<set $loverEndurance -= $SMALL>>
<<set $belovedPassion -= $SMALL>>
<<endif>>
<<elseif $adv is "imperiously">>
<<set $loverEndurance -= $SMALL>>
<<if $loverAdept > $belovedAdept + $luck>>
<<set $belovedPassion += $MED>>
<<set $belovedWill += $MED>>
<<set $belovedEndurance -= $MED>>
<<set $belovedInterp += $MED>>
<<else>>
<<set $loverPassion -= $MED>>
<<set $loverWill -= $MED>>
<<set $loverEndurance -= $MED>>
<<if $loverInterp > 0>>
<<set $loverInterp += $MED>>
<<endif>>
<<endif>>
<<elseif $adv is "willingly">>
<<if $willRatio < 0 and $belovedWill <= 0>>
<<set $belovedPassion += $SMALL>>
<<set $belovedWill += $SMALL>>
<<set $loverInterp += $MED>>
<<elseif $willRatio < 0 and $belovedWill > 0>>
<<set $loverPassion += $LARGE>>
<<set $loverWill += $LARGE>>
<<set $belovedInterp += $MED>>
<<else>>
<<set $belovedAdept += $MED>>
<<set $loverAdept += $MED>>
<<set $belovedInterp += $SMALL>>
<<set $loverInterp += $SMALL>>
<<endif>>
<<elseif $adv is "eagerly">>
<<set $loverWill += $MED>>
<<set $loverPassion += $MED>>
<<set $belovedEndurance -= $SMALL>>
<<if $loverInterp > 0>>
<<set $belovedPassion += $MED>>
<<endif>>
<<elseif $adv is "reproachfully">>
<<if $loverAdept > $belovedAdept + $luck>>
<<if $belovedWill < 0>>
<<set $belovedWill += $MED>>
<<else>>
<<set $belovedWill -= $MED>>
<<endif>>
<<set $belovedInterp += $MED>>
<<set $belovedEndurance -= $LARGE>>
<<else>>
<<set $belovedPassion -= $MED>>
<<endif>>
<<if $loverInterp < $belovedInterp>>
<<set $belovedPassion -= $SMALL>>
<<else>>
<<set $belovedInterp += $SMALL>>
<<endif>>
<<elseif $adv is "adversely">>
<<set $helps = 0>>
<<if $loverEndurance < 0 and $belovedEndurance > 0>>
<<set $loverEndurance += $MED>>
<<set $belovedEndurance -= $MED>>
<<set $helps += 1>>
<<endif>>
<<if $loverAdept < 0 and $belovedAdept > 0>>
<<set $loverAdept += $SMALL>>
<<set $belovedEndurance -= $SMALL>>
<<set $helps += 1>>
<<endif>>
<<if $loverInterp < 0 and $belovedInterp > 0>>
<<set $loverInterp += $SMALL>>
<<set $belovedEndurance -= $SMALL>>
<<set $helps += 1>>
<<endif>>
<<set $loverPassion += $helps * $SMALL>>
<<set $belovedPassion += $helps * $SMALL>>
<<elseif $adv is "defiantly">>
<<set $loverEndurance -= $MED>>
<<if $loverWill > 0 and $belovedWill < 0>>
<<if $loverAdept > $belovedAdept>>
<<set $belovedWill += $MED>>
<<set $belovedPassion += $SMALL>>
<<else>>
<<set $belovedWill -= $SMALL>>
<<set $loverWill -= $SMALL>>
<<endif>>
<<elseif $loverWill < 0 and $belovedWill > 0>>
<<if $loverAdept > $belovedAdept>>
<<set $belovedWill -= $MED>>
<<set $belovedPassion += $SMALL>>
<<else>>
<<set $belovedWill += $SMALL>>
<<set $loverWill += $SMALL>>
<<endif>>
<<endif>>
<<elseif $adv is "peacefully">>
<<set $belovedEndurance += $SMALL>>
<<set $loverEndurance += $SMALL>>
<<if $loverAdept < 0>>
<<set $belovedPassion -= $SMALL>>
<<endif>>
<<if $loverInterp < 0>>
<<set $loverPassion -= $SMALL>>
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>><<silently>>
/% Each stat has a min-max of -1, 1.
Values which exceed that range are communicated to other stats
by a process called "rolling over".
Most rolls are $MED, except rolls into Fire, which are $SMALL,
because Fire is supposed to be a bit heavier than the other elements.
See Intro for calibration.%/
/%
APPLY CERTAIN PENALTIES AND BONUSES:
High sloth damages endurance and passion,
and low sloth fortifies the same stats.
High or low fire damages endurance,
low fire damages passion.
FIRE
SLOTH
ADEPT INTERP
PASSION ENDURANCE
WILL
LUCK
THERE SHOULD HAVE BEEN ONLY ONE FIRE
%/
<<if $loverSloth >= 1>>
<<set $loverPassion -= $MED>>
<<set $loverEndurance -= $MED>>
<<elseif $loverSloth >= 0.75>>
<<set $loverPassion -= $SMALL>>
<<set $loverEndurance -= $SMALL>>
<<elseif $loverSloth >= 0.5>>
<<set $loverPassion -= $SMALL>>
<<set $loverEndurance -= $SMALL>>
<<elseif $loverSloth <= -1>>
<<set $loverPassion += $MED>>
<<set $loverEndurance += $MED>>
<<elseif $loverSloth <= -0.75>>
<<set $loverPassion += $SMALL>>
<<set $loverEndurance += $SMALL>>
<<elseif $loverSloth >= 0.5>>
<<set $loverPassion -= $SMALL>>
<<set $loverEndurance -= $SMALL>>
<<endif>>
<<if $belovedSloth >= 1>>
<<set $belovedPassion -= $MED>>
<<set $belovedEndurance -= $MED>>
<<elseif $belovedSloth >= 0.75>>
<<set $belovedPassion -= $SMALL>>
<<set $belovedEndurance -= $SMALL>>
<<elseif $belovedSloth >= 0.5>>
<<set $belovedPassion -= $SMALL>>
<<set $belovedEndurance -= $SMALL>>
<<elseif $belovedSloth <= -1>>
<<set $belovedPassion += $MED>>
<<set $belovedEndurance _= $MED>>
<<elseif $belovedSloth <= -0.75>>
<<set $belovedPassion += $SMALL>>
<<set $belovedEndurance += $SMALL>>
<<elseif $belovedSloth <= -0.5>>
<<set $belovedPassion -= $SMALL>>
<<set $belovedEndurance -= $SMALL>>
<<endif>>
<<if $belovedFire >= 1>>
<<set $belovedEndurance -= $MED>>
<<elseif $belovedFire >= 0.75>>
<<set $belovedEndurance -= $SMALL>>
<<elseif $belovedFire >= 0.5>>
<<set $belovedEndurance -= $SMALL>>
<<elseif $belovedFire <= -1>>
<<set $belovedEndurance -= $MED>>
<<set $belovedPassion -= $MED>>
<<elseif $belovedFire <= -0.75>>
<<set $belovedEndurance -= $SMALL>>
<<set $belovedPassion -= $SMALL>>
<<elseif $belovedFire <= -0.5>>
<<set $belovedEndurance -= $SMALL>>
<<set $belovedPassion -= $SMALL>>
<<endif>>
<<if $loverFire >= 1>>
<<set $loverEndurance -= $MED>>
<<elseif $loverFire >= 0.75>>
<<set $loverEndurance -= $SMALL>>
<<elseif $loverFire >= 0.5>>
<<set $loverEndurance -= $SMALL>>
<<elseif $loverFire <= -1>>
<<set $loverPassion -= $MED>>
<<set $loverEndurance -= $MED>>
<<elseif $loverFire <= -0.75>>
<<set $loverPassion -= $SMALL>>
<<set $loverEndurance -= $SMALL>>
<<elseif $loverFire >= 0.5>>
<<set $loverPassion -= $SMALL>>
<<set $loverEndurance -= $SMALL>>
<<endif>>
<<if Math.abs($totalFire) >= 2>>
<<set $loverEndurance -= $SMALL>>
<<set $belovedEndurance -= $SMALL>>
<<endif>>
<<if $belovedEndurance <= -1>>
<<set $belovedAdept -= $MED>>
<<set $belovedInterp -= $MED>>
<<set $belovedFire -= $LARGE>>
<<elseif $belovedEndurance <= -0.75>>
<<set $belovedAdept -= $SMALL>>
<<set $belovedInterp -= $SMALL>>
<<set $belovedFire -= $MED>>
<<endif>>
<<if $loverEndurance <= -1>>
<<set $loverAdept -= $MED>>
<<set $loverInterp -= $MED>>
<<set $loverFire -= $LARGE>>
<<elseif $loverEndurance <= -0.75>>
<<set $loverAdept -= $SMALL>>
<<set $loverInterp -= $SMALL>>
<<set $loverFire -= $MED>>
<<endif>>
/%
NORMALIZE STAT-SCALES
TO WITHIN (-1 , 1)
%/
/& Will rolls over into fire, directly. %/
<<if $loverWill > 1>>
<<set $loverWill = 1>>
<<set $loverFire += $SMALL>>
<<elseif $loverWill < -1>>
<<set $loverWill = -1>>
<<set $loverFire -= $SMALL>>
<<endif>>
<<if $belovedWill > 1>>
<<set $belovedWill = 1>>
<<set $belovedFire += $SMALL>>
<<elseif $belovedWill < -1>>
<<set $belovedWill = -1>>
<<set $belovedFire -= $SMALL>>
<<endif>>
/% Endurance rolls into passion. %/
<<if $loverEndurance > 1>>
<<set $loverEndurance = 1>>
<<set $loverPassion += $MED>>
<<elseif $loverEndurance < -1>>
<<set $loverEndurance = -1>>
<<set $loverPassion -= $MED>>
<<endif>>
<<if $belovedEndurance > 1>>
<<set $belovedEndurance = 1>>
<<set $belovedPassion += $MED>>
<<elseif $belovedEndurance < -1>>
<<set $belovedEndurance = -1>>
<<set $belovedPassion -= $MED>>
<<endif>>
/% Sloth rolls into passion, inversely. %/
<<if $loverSloth > 1>>
<<set $loverSloth = 1>>
<<set $loverPassion -= $MED>>
<<elseif $loverSloth < -1>>
<<set $loverSloth = -1>>
<<set $loverPassion += $MED>>
<<endif>>
<<if $belovedSloth > 1>>
<<set $belovedSloth = 1>>
<<set $belovedPassion -= $MED>>
<<elseif $belovedSloth < -1>>
<<set $belovedSloth = -1>>
<<set $belovedPassion += $MED>>
<<endif>>
/% Interpretation rolls into Adept. %/
<<if $loverInterp > 1 >>
<<set $loverInterp = 1>>
<<set $loverAdept += $MED>>
<<elseif $loverInterp < -1>>
<<set $loverInterp = -1>>
<<set $loverAdept -= $MED>>
<<endif>>
<<if $belovedInterp > 1>>
<<set $belovedInterp = 1>>
<<set $belovedAdept += $MED>>
<<elseif $belovedInterp < -1>>
<<set $belovedInterp = -1>>
<<set $belovedAdept += $MED>>
<<endif>>
/% Adept rolls into passion. %/
<<if $loverAdept > 1>>
<<set $loverAdept = 1>>
<<set $loverPassion += $MED>>
<<elseif $loverAdept < -1>>
<<set $loverAdept = -1>>
<<set $loverPassion -= $MED>>
<<endif>>
<<if $belovedAdept > 1>>
<<set $belovedAdept = 1>>
<<set $belovedPassion += $MED>>
<<elseif $belovedAdept < -1>>
<<set $belovedAdept = -1>>
<<set $belovedPassion -= $MED>>
<<endif>>
/% Passion rolls over into fire. %/
<<if $loverPassion > 1>>
<<set $loverPassion = 1>>
<<set $loverFire += $MED>>
<<elseif $loverPassion < -1>>
<<set $loverPassion = -1>>
<<set $loverFire -= $MED>>
<<endif>>
<<if $belovedPassion > 1>>
<<set $belovedPassion = 1>>
<<set $blovedFire += $MED>>
<<elseif $belovedPassion < -1>>
<<set $belovedPassion = -1>>
<<set $belovedFire -= $MED>>
<<endif>>
/% Each person's fire rolls into the other. %/
<<if $loverFire > 1>>
<<set $belovedFire += $SMALL >>
<<elseif $loverFire < -1>>
<<set $belovedFire -= $SMALL >>
<<endif>>
<<if $belovedFire > 1>>
<<set $loverFire += $SMALL >>
<<elseif $belovedFire < -1>>
<<set $loverFire -= $SMALL >>
<<endif>>
/% Fire still cannot exceed the maximum. %/
<<if $loverFire > 1>>
<<set $loverFire = 1 >>
<<elseif $loverFire < -1>>
<<set $loverFire = -1 >>
<<endif>>
<<if $belovedFire > 1>>
<<set $belovedFire = 1 >>
<<elseif $belovedFire < -1>>
<<set $belovedFire = -1 >>
<<endif>>
/% Luck is determined randomly. %/
<<set $luck to randomFloat( -1, 1 ) >>
/% The totals are used to simplyify certain calculations.
willFactor is positive if the characters agree. %/
<<set $totalPassion = $belovedPassion + $loverPassion>>
<<set $totalEndurance = $belovedPassion + $loverPassion>>
<<set $totalSloth = $belovedSloth + $loverSloth>>
<<set $totalFire = $belovedFire + $loverFire>>
<<set $totalAdept = $belovedAdept + $loverAdept>>
<<set $totalInterp = $belovedInterp + $loverInterp>>
<<set $willFactor = $belovedWill * $loverWill>>
<</silently>>
<<endnobr>>
<<nobr>>
/% The three reaction variables,
reactHeart, reactMind, and reactSpirit
will be set to positive, negative, or neutral,
depending on the relation between
the lover's choice and the beloved's state.
The beloved then responds accordingly.
%/
<<if $verb == "fast">>
<<set $reactSpirit += 1>>
<<if $loverEndurance <= 0>>
<<set $reactHeart += 1>>
<<endif>>
<<if $loverWill < 0>>
<<set $reactHeart -= 1>>
<<endif>>
<<if $loverEndurance < 0>>
<<set $reactMind -= 1>>
<<endif>>
<<elseif $verb == "indulge">>
<<if $belovedEndurance > 0>>
<<set $reactSpirit -= 1>>
<<else>>
<<set $reactHeart += 1>>
<<endif>>
<<elseif $verb == "acquiesce">>
<<if $willFactor < 0>>
<<set $reactHeart += 1>>
<<set $reactMind += 1>>
<<else>>
<<set $reactMind -= 1>>
<<set $reactSpirit -= 1>>
<<endif>>
<<elseif $verb == "supplicate">>
<<if $loverAdept + $loverEndurance + $luck > $belovedAdept + $belovedEndurance>>
<<set $reactHeart += 1>>
<<set $reactMind -= 1>>
<<else>>
<<set $reactMind += 1>>
<<set $reactHeart -= 1>>
<<endif>>
<<elseif $verb == "remonstrate">>
<<if $willFactor < 0>>
<<set $reactMind += 1>>
<<set $reactSpirit -= 1>>
<<set $reactHeart += 1>>
<<else>>
<<set $reactMind -= 1>>
<<set $reactSpirit -= 1>>
<<set $reactHeart += 1>>
<<endif>>
<<elseif $verb == "abrogate">>
<<set $reactHeart -= 1>>
<<if $willFactor < 0 and $totalFire > 1.5>>
<<set $reactMind += 1>>
<<endif>>
<<elseif $verb == "bombast">>
<<if $loverAdept > $LARGE>>
<<set $reactHeart += 1>>
<<else>>
<<set $reactMind -= 1>>
<<endif>>
<<if $loverPassion > $LARGE>>
<<set $reactSpirit += 1>>
<<else>>
<<set $reactSpirit -= 1>>
<<endif>>
<<elseif $verb == "communicate">>
<<set $reactMind += 1>>
<<if $totalFire >= 1 and $willFactor > 0>>
<<set $reactHeart -= 1>>
<<set $reactSpirit -= 1>>
<<endif>>
<<elseif $verb == "mediate">>
<<if $willFactor < 0 >>
<<set $reactMind += 1>>
<<set $reactSpirit += 1>>
<<else>>
<<set $reactHeart -= 1>>
<<set $reactSpirit -= 1>>
<<endif>>
<<elseif $verb == "rest">>
<<if $totalPassion > 1>>
<<set $reactMind += 1>>
<<elseif $belovedEndurance < 0>>
<<set $reactHeart += 1>>
<<elseif $loverEndurance > 0>>
<<set $reactSpirit -= 1>>
<<set $reactHeart -= 1>>
<<endif>>
<<endif>>
/% NOW FOR THE ADVERBS %/
<<if $adj == "calmly">>
<<if $loverEndurance < 0>>
<<set $reactMind += 1>>
<<elseif $belovedPassion < 0.5 and $belovedPassion > -0.5>>
<<set $reactSpirit += 1>>
<<else>>
<<set $reactHeart -= 1>>
<<endif>>
<<elseif $adj == "vainly">>
<<set $reactHeart += 1>>
<<set $reactMind -= 1>>
<<elseif $adj == "astutely">>
<<if $loverInterp > $LARGE>>
<<set $reactMind += 1>>
<<else>>
<<set $reactMind -= 1>>
<<endif>>
<<elseif $adj == "imperiously">>
<<if $belovedAdept + $belovedInterp > $belovedAdept + $belovedInterp>>
<<set $reactHeart += 1>>
<<set $reactMind += 1>>
<<set $reactSpirit -= 1>>
<<else>>
<<set $reactSpirit += 1>>
<<set $reactMind -= 1>>
<<set $reactHeart -= 1>>
<<endif>>
<<elseif $adj == "willingly">>
<<if $willFactor > 0>>
<<set $reactHeart += 2>>
<<else>>
<<set $reactMind -= 1>>
<<set $reactHeart -= 1>>
<<endif>>
<<elseif $adj == "eagerly">>
<<set $reactHeart += 1>>
<<set $reactSpirit += 1>>
<<if $belovedInterp >= $loverInterp >>
<<set $reactMind -= 2>>
<<endif>>
<<elseif $adj == "reproachfully">>
<<if $loverInterp > $belovedInterp and $belovedPassion < 0.5>>
<<set $reactMind += 1>>
<<set $reactSpirit += 1>>
<<else>>
<<set $reactHeart -= 1>>
<<set $reactSpirit -= 1>>
<<endif>>
<<elseif $adj == "adversely">>
<<set $reactHeart -= 1>>
<<set $reactSpirit += 1>>
<<elseif $adj == "defiantly">>
<<set $reactSpirit += 1>>
<<if $belovedAdept > $loverAdept>>
<<set $reactHeart += 1>>
<<else>>
<<set $reactMind -= 1>>
<<set $reactHeart -= 1>>
<<endif>>
<<elseif $adj == "peacefully">>
<<set $reactSpirit += 1>>
<<endif>>
/% Normalize all react values to within -1, 1 %/
<<if $reactHeart > 1>>
<<set $reactHeart = 1>>
<<elseif $reactHeart < -1>>
<<set $reactHeart = -1>>
<<endif>>
<<if $reactMind > 1>>
<<set $reactMind = 1>>
<<elseif $reactMind < -1>>
<<set $reactMind = -1>>
<<endif>>
<<if $reactSpirit > 1>>
<<set $reactSpirit = 1>>
<<elseif $reactSpirit < -1>>
<<set $reactSpirit = -1>>
<<endif>>
/% Calculate totalReact,
which is akin to general positivity of response. %/
<<set $reactTotal = $reactHeart + $reactMind + $reactSpirit >>
/% Finally, encode a message describing the beloved's reaction. %/
<<if $reactHeart > 0>>
<<if $reactMind > 0>>
<<if $reactSpirit > 0>>
<<set $belovedReact = "you become a perfect sun" >>
<<set $belovedWill += $LARGE>>
<<set $belovedAdept += $MED>>
<<set $belovedInterp += $LARGE>>
<<set $loverInterp += $MED>>
<<elseif $reactSpirit < 0>>
<<set $belovedReact = "you love me but long for more" >>
<<set $belovedWill += $MED>>
<<set $belovedInterp += $MED>>
<<else>>
<<set $belovedReact = "you approach the altar of radiance" >>
<<endif>>
<<elseif $reactMind < 0 >>
<<if $reactSpirit > 0>>
<<set $belovedReact = "you abandon your soul to ecstasy" >>
<<elseif $reactSpirit < 0 >>
<<set $belovedReact = "you give in to wicked pleasure" >>
<<else>>
<<set $belovedReact = "you plead torn twixt heart and mind" >>
<<endif>>
<<else>>
<<if $reactSpirit > 0>>
<<set $belovedReact = "you give your soul to some vagrant god" >>
<<elseif $reactSpirit < 0 >>
<<set $belovedReact = "you plunge from the heights of ardor" >>
<<else>>
<<set $belovedReact = "you throb with the heat of love" >>
<<endif>>
<<endif>>
<<elseif $reactHeart < 0 >>
<<if $reactMind > 0>>
<<if $reactSpirit > 0>>
<<set $belovedReact = "-- your immeasurable, unassailable ecstasy" >>
<<elseif $reactSpirit < 0 >>
<<set $belovedReact = "-- your cloistered misery of God" >>
<<else>>
<<set $belovedReact = "-- your eternal discipline and study" >>
<<endif>>
<<elseif $reactMind < 0 >>
<<if $reactSpirit > 0>>
<<set $belovedReact = "you flee and thrash for your god" >>
<<elseif $reactSpirit < 0 >>
<<set $belovedReact = "you sorrow in absolute hatred" >>
<<else>>
<<set $belovedReact = "you covet the glint of your soul" >>
<<endif>>
<<else>>
<<if $reactSpirit > 0>>
<<set $belovedReact = "you retreat into holy solitude" >>
<<elseif $reactSpirit < 0 >>
<<set $belovedReact = "you pray for a book to save you" >>
<<else>>
<<set $belovedReact = "you wrap yourself in legends and lore" >>
<<endif>>
<<endif>>
<<else>>
<<if $reactMind > 0>>
<<if $reactSpirit > 0>>
<<set $belovedReact = "you perceive the cold light of truth" >>
<<elseif $reactSpirit < 0 >>
<<set $belovedReact = "you do what you think is right" >>
<<else>>
<<set $belovedReact = "you read me an appropriate poem" >>
<<endif>>
<<elseif $reactMind < 0 >>
<<if $reactSpirit > 0>>
<<set $belovedReact = "you serve the ancestral hall" >>
<<elseif $reactSpirit < 0 >>
<<set $belovedReact = "you prick your finger on a thorn-bush" >>
<<else>>
<<set $belovedReact = "you recite the proper verses" >>
<<endif>>
<<else>>
<<if $reactSpirit > 0>>
<<set $belovedReact = "you see only the ancestor spirits" >>
<<elseif $reactSpirit < 0 >>
<<set $belovedReact = "you struggle to appease the spirits" >>
<<else>>
<<set $belovedReact = "a grasshopper chirps in the night" >>
<<endif>>
<<endif>>
<<endif>>
<<endnobr>>
Double-click this passage to edit it.
<<nobr>>
/% This section chooses symbols to be used in display
and also to have a direct effect upon the resolution of actions.
The beloved will respond differently depending on the mask she wears. Maybe?
Or maybe just Mask?
%/
<<if $totalReact >= 3>>
<<if $totalFire >= 2 >>
<<set $mask = "Melpomene" >> /% tragedy %/
<<elseif $totalFire <= 2 >>
<<set $mask = "Thalia" >> /% comedy %/
<<else>>
<<set $mask = "stormfront">>
<<endif>>
<<elseif $reactTotal > 1 >>
<<if $reactHeart <= 0>>
<<set $mask = "noface" >>
<<else>>
<<set $mask = "facepaint" >>
<<endif>>
<<elseif $reactTotal < -1 >>
<<if $reactSpirit <= -1 >>
<<set $mask = "blackveil" >>
<<else>>
<<set $mask = "ironmask" >>
<<endif>>
<<elseif $belovedPassion >= 1 and $belovedEndurance >= 0 >>
<<set $mask = "horse-mask">>
<<else>>
<<set $mask = "fogface" >>
<<endif>>
/% CONVEYANCE %/
/% LANDSCAPE %/
/% CANOPY %/
<<endnobr>>
Execute Verb usually has a clear, primary effect.
Execute Adverb puts a more interesting spin on things.
Choose Emblems selects symbols which may have echoing effects.
Check Stats makes sure all stats are within (-1, 1)
and processes the consequences of spillovers.
the CHOOSE, TURN, SONNET loop is the core of the engine:
CHOOSE prompts the player to act,
TURN processes the game's response,
and SONNET displays the new state of the game.
<<nobr>>
/% EXECUTION SECTION
Combines psychological response and practical necessity
in the mind of the beloved
to choose a single response
from a list of eight:
(towards the lover)%/
<<set $encourage = 0>>
<<set $resist = 0>>
<<set $embrace = 0>>
<<set $absolve = 0>>
/% (otherwise) %/
<<set $meditate = 0>>
<<set $explore = 0>>
<<set $crusade = 0>>
<<set $abase = 0>>
/% Begin with the urgent matters:
intense reactions or practical necessities. %/
<<if $belovedEndurance <= -1>>
<<set $meditate += 3>>
<<elseif $belovedEndurance <= -0.3>>
<<set $meditate += 2>>
<<elseif $belovedEndurance < 0.1>>
<<set $meditate += 1>>
<<else>>
<<set $crusade += 1>>
<<endif>>
<<if $belovedAdept <= 0 >>
<<set $meditate += 1>>
<<set $explore += 1>>
<<else>>
<<set $crusade += 1>>
<<endif>>
<<if $belovedInterp <= -0.5>>
<<set $explore += 2>>
<<elseif $belovedInterp <= 0>>
<<set $explore += 1>>
<<elseif $belovedInterp >= 0.5>>
<<set $abase += 1>>
<<endif>>
<<if $belovedSloth >= 0.5>>
<<set $explore += 1 >>
<<elseif $belovedSloth <= -0.5>>
<<set $meditate += 1>>
<<endif>>
<<if $belovedPassion <= -0.5 >>
<<set $explore += 1>>
<<set $crusade += 1>>
<<endif>>
/% Now the relationship
can be considered. %/
<<if $belovedWill <= -0.5 >>
<<set $crusade += 1>>
<<set $abase += 1>>
<<set $explore += 1>>
<<set $meditate += 1>>
<<elseif $belovedWill >= 0.5>>
<<set $encourage += 1>>
<<set $resist += 1>>
<<set $absolve += 1>>
<<endif>>
<<if $willFactor < 0 and $reactTotal < 0>>
<<set $resist += 1>>
<<set $absolve += 1>>
<<if $belovedInterp > $loverInterp>>
<<set $absolve += 1>>
<<else>>
<<set $resist += 1>>
<<endif>>
<<endif>>
<<if $belovedPassion > 0 and $belovedWill > 0 >>
<<set $encourage += 2>>
<<set $absolve += 2>>
<<endif>>
<<if $reactTotal >= 3>>
<<set $sing += 5>>
<<elseif $reactTotal >= 2>>
<<set $encourage += 2>>
<<set $absolve += 2>>
<<elseif $reactTotal >= 1>>
<<set $encourage += 1>>
<<set $absolve += 1>>
<<elseif $reactTotal >= -1>>
<<set $encourage -= 1>>
<<set $absolve -= 1>>
<<else>>
<<set $resist += 3>>
<<set $encourage -= 2>>
<<endif>>
<<if $totalPassion >= 1>>
<<set $encourage += 1>>
<<set $resist += 1>>
<<endif>>
/% Now choose the action. %/
<<set $inwardTotal = $meditate + $explore + $crusade + $abase>>
<<set $outwardTotal = $encourage + $resist + $absolve + $sing>>
<<if $reactTotal >= 3>>
<<set $belovedAction = "sing">>
<<elseif $meditate >= 2>>
<<set $belovedAction = "meditate">>
<<elseif $explore >= 2>>
<<set $belovedAction = "explore">>
<<elseif $inwardTotal > $outwardTotal>>
<<if $meditate > $crusade>>
<<set $belovedAction = "meditate">>
<<elseif $explore > $crusade>>
<<set $belovedAction = "explore">>
<<elseif $crusade > $abase>>
<<set $belovedAction = "crusade">>
<<else>>
<<set $belovedAction = "abase">>
<<endif>>
<<else>>
<<if $encourage >= $resist>>
<<set $belovedAction = "encourage">>
<<elseif $absolve >= $resist>>
<<set $belovedAction = "absolve">>
<<elseif $resist > $sing>>
<<set $belovedAction = "resist">>
<<elseif $inwardTotal > $outwardTotal>>
<<set $belovedAction = "meditate">>
<<else>>
<<set $belovedAction = "encourage">>
<<endif>>
<<endif>>
<<if $belovedAction == "meditate">>
<<set $belovedEndurance += $LARGE>>
<<set $belovedAdept += $SMALL>>
<<set $belovedInterp += $MED>>
<<set $belovedPassion -= $SMALL>>
<<if $belovedSloth < 0>>
<<set $belovedSloth += $MED>>
<<elseif $belovedSloth > 0>>
<<set $belovedSloth -= $MED>>
<<endif>>
<<elseif $belovedAction == "explore">>
<<set $belovedPassion += $SMALL>>
<<set $belovedEndurance -= $SMALL>>
<<set $belovedInterp += $SMALL>>
<<elseif $belovedAction == "crusade">>
<<set $belovedEndurance -= $MED>>
<<set $belovedAdept += $MED>>
<<set $belovedWill -= $SMALL>>
<<elseif $belovedAction == "abase">>
<<set $belovedWill -= $MED>>
<<set $belovedEndurance -= $MED>>
<<set $belovedInterp += $LARGE>>
<<elseif $belovedAction == "encourage">>
<<set $loverWill += $MED>>
<<set $loverPassion += $SMALL>>
<<elseif $belovedAction == "resist">>
<<set $belovedWill -= $LARGE>>
<<set $belovedEndurance -= $MED>>
<<set $loverWill -= $MED>>
<<elseif $belovedAction == "absolve">>
<<set $belovedWill += $SMALL>>
<<set $loverWill += $SMALL>>
<<set $loverInterp += $MED>>
<<else>>
<<set $belovedEndurance += $SMALL>>
<<set $loverEndurance += $SMALL>>
<<set $loverInterp += $LARGE>>
<<set $belovedInterp += $LARGE>>
<<set $belovedWill += $SMALL>>
<<endif>>
<<endnobr>>
arranged in order of line and appearance
<h1>FALLEN 落葉 LEAVES</h1>
A dancing-engine
and a progression or cycle of poems,
sonnets of seven ghazals (غزل)
in unrhymed rhythmic pseudo-pentameter.
Some phrases sampled from the Shījīng (詩經),
the Confucian Book of Songs, the Classic of Poetry,
as translated by Arthur Waley.
In my opinion,
a complete cycle
is likely to include over 100 sonnets.
The player should stop
at whatever point they find most appropriate
but the story takes time to develop properly.
(We are all god
and we are all gods.)
The game does not propose to posess a certain kind of value.
There is a smoothness and a sleekness which it decidedly lacks.
But its intent is highly political:
it deliberately rebels against the modularity of games
and the tactical improvization
that the industry requires.
Form some product is a controlled space
and the needs of the player dominate everything,
while themselves being dominated by the needs of the market.
More important is the emotional component:
the gradual coalescing into the whole,
the absolute veiling of number,
the wonder of spontaneous communication.
This symbolism is not absolute.
Your interpretation may not be correct.
My own choices may have been faulty.
But the progression does nevertheless occur,
and both the player and the author learn something.
If you take something away from this game,
let it be this:
the progress through the system of the game
must be subservient to the progress through the journey of the game.
The change must occur in the audience,
not in the art. (1)
If you want to poke around and explore extreme states,
try to find the volume control.
Fallen Leaves aspires to initiate the audience
into a new stream of consciousness
where the soul is synonymous with the many.
Communion with the beloved
mediates this process.
[[Begin.|CHOOSE]]
1) Well, hell, we've got exceptions now:
I love massive, public art
that becomes its own presence.
Then the value of the art,
the measures of its variables,
becomes its literal, physical content
and therefore its ethical worth.
/% This section reveals internal states.
For wizards only. %/
||lover|beloved|global|
|fire|<<print '$loverFire'>>|<<print '$belovedFire'>>|
|passion|<<print '$loverPassion'>>|<<print '$belovedPassion'>>|
|will|<<print '$loverWill'>>|<<print '$belovedWill'>>|
|endurance|<<print '$loverEndurance'>>|<<print '$belovedEndurance'>>|
|adept|<<print '$loverAdept'>>|<<print '$belovedAdept'>>|
|interpretation|<<print '$loverInterp'>>|<<print '$belovedInterp'>>|
|sloth|<<print '$loverSloth'>>|<<print '$belovedSloth'>>|
luck <<print '$luck'>>
Mask = <<print '$mask'>>
Heart React = <<print '$reactHeart'>>
Mind React = <<print '$reactMind'>>
Spirit React = <<print '$reactSpirit'>>
Total React = <<print '$reactTotal'>>
Verb = <<print '$verb'>>
Adverb = <<print '$adv'>>
Reaction = <<print '$belovedAction'>>
<<nobr>>
/% signals sexual energy and bliss, fluidity, flow %/
<<if $belovedPassion <= -0.5>>
<<if $belovedAdept >= 0.5>>
tears
<<elseif $belovedAdept >= -0.5>>
rain
<<else>>
vinegar
<<endif>>
<<elseif $belovedPassion <= 0.5>>
<<if $belovedAdept >= 0.5>>
water
<<elseif $belovedAdept >= -0.5>>
tea
<<else>>
coffee
<<endif>>
<<else>>
<<if $belovedAdept >= 0.5>>
flesh
<<elseif $belovedAdept >= -0.5>>
juice
<<else>>
wine
<<endif>>
<<endif>>
<<endnobr>>
<<nobr>>/% This mainly relates to the beloved's emotional state. %/
<<if $belovedAdept >= 0.5>>
<<if $reactSpirit >= 1>>
by effortless flight.
<<elseif $reactHeart >= 1>>
by bare-backed steppe-horse.
<<elseif $reactMind >= 1>>
on a stone-chime's note.
<<else>>
by well-dressed horse.
<<endif>>
<<elseif $belovedWill <= 0>>
<<if $belovedPassion >= 0.5>>
with twelve armored guards.
<<elseif $belovedFire <= 0>>
in a little paddle-boat.
<<else>>
walking slowly away.
<<endif>>
<<elseif $belovedSloth > 0.5 and $belovedPassion <= 0>>
without saying goodbye.
<<else>>
by shadow and stealth.
<<endif>>
<<endnobr>>
endurance is still too easy to come by...
probably something in beloved react?
"reflecting some way on subject of though"
is often two syllables too long
drastically expand vocabulary
adverb reacts
more display based on react, to prevent static-feeling poem
& give more responsive quality
I've had a general tendancy to treat all stats as "good"
except sloth...
This leads to a risk/reward style of gameplay
which is too traditional for this project.
I want more evenness and openness,
where the user could have a reason to move in any direction:
encouragement for becoming dumber and weaker
to seek out new domains of love...
A more balanced style.
Go through verbs and adverbs again,
balancing each stat's potential for + and -
also need to give more priority to sloth, adept, and interp...
I've been focusing too much on will, passion, fire, and endurance,
which is such a totally masculine/traditional attitude...
sloth is really important,
possibly the total solution,
and it's been totally neglected
Review all moves and displays to be in keeping with this new philosophy.
<h2>SECRET POWERS</h2>
USE WISELY
Volume <<textbox "$volume" "0.2" False>>
(Volume is a decimal: 0.1-1.0 considered reasonable.)
Empty Start <<checkbox "$emptystart" 0 1 >>
Athena Mode <<checkbox "$godmode" 0 1 >>
<<button "((!))">>
<<if $emptystart == 1>>
<<set $luck = 0>>
<<set $loverFire = 0>>
<<set $loverSloth = 0>>
<<set $loverPassion = 0>>
<<set $loverWill = 0>>
<<set $loverEndurance = 0>>
<<set $loverAdept = 0 >>
<<set $loverInterp = 0 >>
<<set $belovedFire = 0>>
<<set $belovedSloth = 0>>
<<set $belovedPassion = 0>>
<<set $belovedWill = 0>>
<<set $belovedEndurance = 0>>
<<set $belovedAdept = 0 >>
<<set $belovedInterp = 0 >>
<<goto "SONNET">>
<<else>>
<<goto "CHOOSE">>
<<endif>>
<</button>>
[[Never Mind|INDEX]]
This is free and unencumbered software released into the public domain.
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(Twine source will be released after the end of IFComp 2016.)
[[Return to index.|INDEX]]