Part 1 - Core Memory Dumps
To call a core memory dump:
DM "(Calling a core memory dump.)";
if the news memory is untriggered:
now the current memory is the news memory;
otherwise if the meditation memory is untriggered:
now the current memory is the meditation memory;
otherwise if the selection memory is untriggered:
now the current memory is the selection memory;
otherwise if the grief memory is untriggered:
now the current memory is the grief memory;
otherwise:
now the current memory is the responsibility memory;
now the current memory is triggered;
if a random chance of 1 in 2 succeeds:
if the associated NPC of the current memory is in Z5:
move the associated NPC of the current memory to the location;
now the current person is the associated NPC of the current memory;
otherwise:
place a false lead;
now the dead ringer of the current person is the associated NPC of the current memory;
otherwise:
place a false lead;
now the dead ringer of the current person is the associated NPC of the current memory;
DM "(The associated NPC of the current memory is [given name of the associated NPC of the current memory] [surname of the associated NPC of the current memory]. ";
if the current person is a false lead:
DM "The current person is a false lead named [given name of the current person] [surname of the current person].)";
otherwise if the current person is the associated NPC of the current memory:
DM "[Zhe] is also the current person.)";
otherwise:
DM "ERROR WILL ROBINSON!! WOOP WOOP WOOP";
if the location is transitional:
now the height of the current person is the height of the associated NPC of the current memory;
now the build of the current person is the build of the associated NPC of the current memory;
say "A sense of extreme familarity washes over you as a [gr-age], [height of the current person] and [build of the current person], [one of]walks by[or]passes by[or]strides past[or]limps carefully past[at random] you. ";
otherwise:
now the height of the current person is the height of the associated NPC of the current memory;
say "You spot a [if the height of the current person is not average height][height of the current person] [end if][gr-age] walking past outside. ";
let M be a random number between 1 and 4;
if M is 1:
say "Something about [zhim] - maybe [zher] ";
if the facial hair of the associated NPC of the current memory is not "" and the current person is male:
now the facial hair of the current person is the facial hair of the associated NPC of the current memory;
say "[facial hair of the current person], maybe [zher] ";
now the hair length of the current person is the hair length of the associated NPC of the current memory;
now the hair color of the current person is the hair color of the associated NPC of the current memory;
now the hair texture of the current person is the hair texture of the associated NPC of the current memory;
now the hairstyle of the current person is the hairstyle of the associated NPC of the current memory;
say "[hair reference] - abruptly reminds you of";
otherwise if M is 2:
if the location is focal:
say "Something about the way [zhe] walks reminds you of";
otherwise:
now the eye color of the current person is the eye color of the associated NPC of the current memory;
say "As [zhe] passes by, you glimpse [zher] [eye color of the current person] eyes, and the hue reminds you of";
otherwise if M is 3:
now the skin tone of the current person is the skin tone of the associated NPC of the current memory;
say "The [skin tone of the current person] color of [zher] skin reminds you of";
otherwise:
now the physical impression of the current person is the physical impression of the associated NPC of the current memory;
now the style impression of the current person is the style impression of the associated NPC of the current memory;
say "Glimpsed in profile, [zher] [physical impression of the current person] face and [color preference of the current person] attire remind you abruptly of";
say " [given name of the associated NPC of the current memory] [surname of the associated NPC of the current memory], your";
now the current person is the associated NPC of the current memory;
say " [gr of the current person]. You remember:[paragraph break]";
remember the current memory;
say "[line break]The memory fades, leaving you alone in the ";
if the rationale of the player is personal desire:
say "hungry ";
otherwise if the rationale of the player is intelligence:
say "smoking ";
otherwise if the rationale of the player is dexterity:
say "unraveling ";
otherwise if the rationale of the player is endurance:
say "stubborn ";
otherwise if the rationale of the player is scientific skill:
say "crippled ";
otherwise if the rationale of the player is blessing of the gods:
say "luminous ";
otherwise if the rationale of the player is conviction of ideals:
say "lonely ";
otherwise:
say "bewildered ";
if the motivation of the player is familial love:
say "embers ";
otherwise if the motivation of the player is romantic love:
say "ashes ";
otherwise if the motivation of the player is duty:
say "rhythms ";
otherwise if the motivation of the player is idealism:
say "patterns ";
otherwise if the motivation of the player is revenge:
say "shards ";
otherwise if the motivation of the player is fear:
say "ruins ";
otherwise if the motivation of the player is ambition:
say "fluttering ";
otherwise if the motivation of the player is curiosity:
say "labyrinth ";
otherwise:
say "web ";
say "of your remaining consciousness."