Counterfeit Monkey — 95 of 292

Emily Short

Release 6

Section 2 - Tutorial Mode

Instead of looking for the first time:

do nothing instead.

Include Tutorial Mode by Emily Short.

The teach inventory rule is listed before the teach dropping rule in the instructional rules.

[Turn off tutorial mode if you've already done it...]

A first instructional rule:

if "Finished tutorial mode" is a used achievement:

now tutorial mode is false;

stop.

An instructional rule (this is the teach examining thoroughness rule):

if the teach examining thoroughness rule is listed in the completed instruction list:

make no decision;

if the location is not Sigil Street:

make no decision;

if we have examined the clothing shop:

make no decision;

if we have examined the mourning dress:

make no decision;

let N be indexed text;

say "[first custom style]Now we're in a new area, there are new things to see. Try LOOK AT THE SHOPS or L SHOPS.[roman type]";

now the expected action is the action of examining the clothing shop;

now the held rule is the teach examining thoroughness rule;

rule succeeds.

Carry out examining the clothing shop:

add the teach examining thoroughness rule to the completed instruction list, if absent.

An instructional rule (this is the teach examining super thoroughness rule):

if the teach examining super thoroughness rule is listed in the completed instruction list:

make no decision;

if the mourning dress is not visible:

make no decision;

if we have examined the mourning dress:

make no decision;

say "[first custom style]Sometimes the things we examine have parts that we might also want to look at. That mourning dress, for instance[one of][or]. Try LOOK AT MOURNING DRESS or just L MOURNING DRESS[stopping].[roman type]";

now the expected action is the action of examining the mourning dress;

now the held rule is the teach examining super thoroughness rule;

rule succeeds.

Carry out examining the mourning dress:

add the teach examining super thoroughness rule to the completed instruction list, if absent.

An instructional rule (this is the teach about letter-remover rule):

if the teach about letter-remover rule is listed in the completed instruction list:

make no decision;

let N be indexed text;

let N be "[letter-remover]";

say "[first custom style]That looks interesting. Try looking at that [letter-remover][one of][or]. L [N in upper case][stopping].[roman type]";

now the expected action is the action of examining the mourning dress;

now the held rule is the teach examining super thoroughness rule;

rule succeeds.

Carry out examining the letter-remover:

add the teach about letter-remover rule to the completed instruction list, if absent.

An instructional rule (this is the teach setting rule):

if the teach setting rule is listed in the completed instruction list:

make no decision;

let N be indexed text;

let N be "[the letter-remover]";

say "[first custom style]It can be set to any letter we choose, hm? That sounds like a hint. Try SET [N in upper case] TO U.[roman type]";

now the expected action is the action of tuning the letter-remover to "u";

now the held rule is the teach setting rule;

rule succeeds.

Carry out tuning the letter-remover to something:

add the teach setting rule to the completed instruction list, if absent.

An instructional rule (this is the teach waving rule):

if the teach inventory rule is not listed in the completed instruction list:

make no decision;

if the teach waving rule is listed in the completed instruction list:

make no decision;

if the mourning dress is not visible:

make no decision;

let N be indexed text;

let N be "[the letter-remover]";

say "[first custom style]That letter-remover is going to be very important as we try to escape here. To test it out, try WAVE U-REMOVER AT MOURNING DRESS.[roman type]";

now the expected action is the action of waving the letter-remover at the mourning dress;

now the held rule is the teach waving rule;

rule succeeds.

Carry out waving the letter-remover at something:

add the teach waving rule to the completed instruction list, if absent.

The teach waving rule is listed before the teach dropping rule in the instructional rules.

The teach about letter-remover rule is listed before the teach waving rule in the instructional rules.

The teach setting rule is listed before the teach waving rule in the instructional rules.

The teach examining thoroughness rule is listed before the teach inventory rule in the instructional rules.

The teach examining super thoroughness rule is listed before the teach inventory rule in the instructional rules.

This is the teach thinking rule:

if the teach thinking rule is listed in the completed instruction list:

make no decision;

say "[first custom style][one of]It seems that there are two of us crammed into our (your?) head here. Once in a while, it's useful to find out what we're still hoping to accomplish. [or][stopping]Type THINK to get a list of things we might want to do next.[roman type]";

now the expected action is the action of waving the letter-remover at the player;

now the held rule is the teach thinking rule;

rule succeeds.

Table of Instruction Followups (continued)

selectorfollowup
teach thinking rule"Excellent. Up in the status bar, the 'Plans: ...' number shows how many tasks we still think we need to work on."
teach waving rule"In fact, to make life easier, we don't even have to SET the letter-remover every time we use it. We can just type (say) WAVE P-REMOVER AT PRAM, and the remover will automatically set itself to P.[paragraph break]Now, let's see what happened as a result..."
teach more compass directions rule"Unless you're playing this game in text-only mode, you should see a little blue and white compass on the side of the screen. That compass will always show you which directions you can go next. Directions in blue lead to areas you haven't visited before. Directions in white lead to places you've already been."

Carry out planning:

add the teach thinking rule to the completed instruction list, if absent.

This is the teach scoring rule:

if the teach scoring rule is listed in the completed instruction list:

make no decision;

unless the score is 1:

make no decision;

if waving the letter-remover at something:

say "[first custom style]Something we did has just raised our score! We must be on the right track. To find out what exactly we did right, type SCORE.[roman type]";

otherwise:

say "[first custom style]To see how we're doing so far, type SCORE.[roman type]";

now the expected action is the action of requesting the score;

now the held rule is the teach scoring rule;

rule succeeds.

Carry out requesting the score:

add the teach scoring rule to the completed instruction list, if absent.

The teach scoring rule is listed before the teach dropping rule in the instructional rules.

An instructional rule (this is the teach more compass directions rule):

if the teach more compass directions rule is listed in the completed instruction list:

make no decision;

if Ampersand Bend is visited:

make no decision;

if the held rule is the teach more compass directions rule:

let delay be the time of day minus next movement reminder;

if delay is less than five minutes:

rule succeeds;

let way be nothing;

if an unvisited room (called goal) is adjacent:

let way be the best route from the location to the goal;

otherwise if the player can see an open door (called portal):

let far side be the other side of the portal;

let way be the best route from the location to the far side;

otherwise:

make no decision;

if way is nothing:

make no decision;

let N be indexed text;

let N be "[way]";

say "[first custom style][one of]You can spend some more time looking around or checking out your inventory to see what you've changed in this location. When you're ready to move on, you can head[or]When you want to move to a new location, you can go[stopping] [N in upper case].[roman type]";

now the expected action is the action of going way;

now the held rule is the teach more compass directions rule;

now next movement reminder is the time of day;

rule succeeds.

Next movement reminder is a time that varies.

Carry out going to Ampersand Bend:

add the teach more compass directions rule to the completed instruction list, if absent.

An instructional rule (this is the check out the place rule):

if the check out the place rule is listed in the completed instruction list:

make no decision;

if the location is not Ampersand Bend:

make no decision;

if the held rule is the check out the place rule:

if we have examined the codex:

if we have examined the temporary barrier:

add the check out the place rule to the completed instruction list, if absent;

otherwise:

rule succeeds;

say "[first custom style]Take a moment to look at things in the environment and get your bearings.[roman type]";

now the held rule is the check out the place rule;

now the expected action is the action of examining the codex;

rule succeeds.

An instructional rule (this is the teach locked doors rule):

if the teach locked doors rule is listed in the completed instruction list:

make no decision;

if the location is not Ampersand Bend:

make no decision;

if the temporary barrier is unlocked or the temporary barrier is open:

make no decision;

say "[first custom style]It looks as though that barrier to the north is closed and locked. We have everything we need to figure out how to unlock it, though. Would you like to try to open it on your own?[roman type] >> ";

if player consents:

say "[first custom style]Good luck![roman type]";

add the teach locked doors rule to the completed instruction list, if absent;

add the fix codex rule to the completed instruction list, if absent;

add the unlock barrier rule to the completed instruction list, if absent;

otherwise:

say "[first custom style]Notice that the door needs a CODE, and we can also see a CODEX. Maybe we should turn one of those into the other.[roman type]";

add the teach locked doors rule to the completed instruction list, if absent;

rule succeeds.

An instructional rule (this is the fix codex rule):

if the fix codex rule is listed in the completed instruction list:

make no decision;

if the codex is not visible:

make no decision;

say "[first custom style]WAVE X-REMOVER AT CODEX should produce a code for us.[roman type]";

rule succeeds.

Carry out waving the letter-remover at something creating the code:

add the fix codex rule to the completed instruction list, if absent.

An instructional rule (this is the unlock barrier rule):

if the unlock barrier rule is listed in the completed instruction list:

make no decision;

if the temporary barrier is not visible:

make no decision;

if the temporary barrier is not locked:

make no decision;

say "[first custom style]Now we know a code we can use on the code-lock. Try SET CODE-LOCK TO 305.[roman type]";

rule succeeds.

Check setting the code-lock to "305":

add the unlock barrier rule to the completed instruction list, if absent.

An instructional rule (this is the open barrier rule):

if the open barrier rule is listed in the completed instruction list:

make no decision;

if the temporary barrier is not visible:

make no decision;

if the temporary barrier is locked:

make no decision;

if the temporary barrier is open:

make no decision;

say "[first custom style]OPEN THE BARRIER will open it for us [--] or we could just GO THROUGH BARRIER and rely on opening it automatically.[roman type]";

rule succeeds.

Carry out opening the temporary barrier:

add the unlock barrier rule to the completed instruction list, if absent;

add the open barrier rule to the completed instruction list, if absent.

An instructional rule (this is the teach distance movement rule):

if the teach distance movement rule is listed in the completed instruction list:

make no decision;

if at least four rooms are visited:

make no decision;

say "[first custom style]Navigating with compass directions works, but we can also type GO TO... to travel to a named place. GO TO BACK ALLEY will take us back where we started, for instance.[roman type]";

rule succeeds.

Carry out approaching:

add the teach distance movement rule to the completed instruction list, if absent.

Carry out going to the Fair:

add the teach distance movement rule to the completed instruction list, if absent.

An instructional rule (this is the return ad Ampersand rule):

if the return ad Ampersand rule is listed in the completed instruction list:

make no decision;

if the location is Ampersand Bend:

make no decision;

if at least four rooms are visited:

make no decision;

say "[first custom style]We've learned a lot of the basics now. Let's go back to Ampersand Bend. You can navigate there by compass direction or just type GO TO AMPERSAND BEND.[roman type]";

rule succeeds.

Carry out going to Ampersand Bend when Ampersand Bend is visited:

add the return ad Ampersand rule to the completed instruction list, if absent.

Carry out going to the Fair:

add the return ad Ampersand rule to the completed instruction list, if absent.

An instructional rule (this is the teach consulting rule):

if the teach consulting rule is listed in the completed instruction list:

make no decision;

if the player can see a book (called target):

if the number of filled rows in the contents of the target is 0:

make no decision;

otherwise:

make no decision;

say "[first custom style][bracket]We can LOOK UP interesting subjects IN books, if we like.[close bracket][roman type]";

add the teach consulting rule to the completed instruction list, if absent;

record "Finished tutorial mode" as an achievement;

rule succeeds;

The teach more compass directions rule is listed before the teach dropping rule in the instructional rules.

The teach distance movement rule is listed before the teach dropping rule in the instructional rules.

The check out the place rule is listed before the teach dropping rule in the instructional rules.

The teach locked doors rule is listed before the teach dropping rule in the instructional rules.

The fix codex rule is listed before the teach dropping rule in the instructional rules.

The unlock barrier rule is listed before the teach dropping rule in the instructional rules.

The open barrier rule is listed before the teach dropping rule in the instructional rules.

[The teach thinking rule is listed before the teach meta-features rule in the instructional rules.]