Basic Characters

version 1 by ShadowChaser

  • Home page
  • Beginning
  • Previous
  • Next



  • Section 7 - Sanity

    Table of Sanity_Level
    rank  
    "insane"  
    "flaky"  
    "quite shaken"  
    "slightly shaken"  
    "almost completely sane"  

    To say sanity_of (item - a thing):
        now BC_val is the sanity of the item;
        if the sanity of the item is 0 begin;
            say "completely insane";
        otherwise if the sanity of the item is 99;
            say "completely sane";
        otherwise;
            say "[EqualRankOf BC_val out_of 100 from_table Table of Sanity_Level]";
        end if.

    A person has a number called sanity. The sanity of a person is usually 99.

    An animal has a number called sanity. The sanity of an animal is usually 99.

    To increase_sanity_of (person_to_heal - a thing) by (san - a number):
        let vsan be the sanity of the person_to_heal;
        let vsan be vsan + san;
        now the sanity of the person_to_heal is vsan;
        if the sanity of the person_to_heal > 99 begin;
            now the sanity of the person_to_heal is 99;
        end if.

    To decrease_sanity_of (person_to_heal - a thing) by (san - a number):
        let vsan be the sanity of the person_to_heal;
        let vsan be vsan - san;
        now the sanity of the person_to_heal is vsan;
        if the sanity of the person_to_heal < 0 begin;
            now the sanity of the person_to_heal is 0;
        end if.

    Requesting the sanity of the player is an action out of world.

    Report requesting the sanity of the player: say "You are [sanity_of the player].".

    Understand "sanity" as requesting the sanity of the player.

    Definition: a person (called the insane_actor) is permanently insane if the sanity of the insane_actor is 0.
    Definition: an animal (called the insane_actor) is permanently insane if the sanity of the insane_actor is 0.