Part 3 - Generating Mementos
To generate a memento:
now the current danger level is the number of activated Unperceived shrine rooms;
say "(Memento generation started. Danger level is [current danger level]. ";
if a random chance of 1 in 6 succeeds:
now the current imemento is a random intrinsic memento in Z1;
if a random chance of 1 in 3 succeeds and an untriggered alibi memory is in Z1:
now the associated memory of the current imemento is a random untriggered alibi memory in Z1;
otherwise:
now the associated memory of the current imemento is a random untriggered contextual memory in Z1;
now the associated memory of the current imemento is triggered;
generate an intrinsic memento;
now the current memento is the current imemento;
otherwise:
now the current memento is a random memento in Z1;
if a random chance of 1 in 3 succeeds and an untriggered alibi memory is in Z1:
now the associated memory of the current memento is a random untriggered alibi memory in Z1;
otherwise:
now the associated memory of the current memento is a random untriggered contextual memory in Z1;
now the associated memory of the current memento is triggered;
generate an enhancive memento.
Table of Available Memento Types
memento-type | wear_at | is_weapon | is_shield | is_gloves | is_cloak | is_boots | is_specs |
pair of boots | 0 | false | false | false | true | false | false |
with 50 blank rows |
Table_target is a number that varies.
Table_origin is a number that varies.