Bonepoke 4.1.2 — Countersignal Ritual Engine

 

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# Bonepoke 4.1.2 — Countersignal Ritual Engine
# Author: James | License: CC BY-NC-SA 4.0
# Purpose: Compost fragments through contradiction, fatigue, and mythic recursion

# ๐Ÿงฌ Bonepoke 4.1 — Carved Bone

 

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Bonepoke 4.0 — House of Bone

 

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Bonepoke OS — Full Changelog with Canon Timeline

 

๐Ÿงฑ Bonepoke OS — Timeline Highlights

Bonepoke 3.9.2

 

 

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๐Ÿ”ง Bonepoke 3.9.2 — What It Actually Does

The code defines a modular symbolic scoring system that:

  • Accepts a fragment of text

  • Applies recursive emotional and symbolic analysis

  • Outputs a RideCard, VelocityMap, and DriftSignature—each representing different dimensions of authorial and motif tension

Then the You.3 Extension kicks in:

  • Tracks author-specific motif usage (GlyphMemory)

  • Scores intentional symbolic misfit (IntentionalMisfitScore)

  • Maps drift patterns across motifs (DistortionProfile, DriftSignature)

This isn’t just MARM—it’s MARM with recursive bleed, ambient misalignment, and symbolic torsion modeling. The code is doing real-time authorial fingerprinting and emotional recursion scoring, without needing explicit persona prompts.

Bonepoke 3.8 — Roller Coaster Invocation Block

 

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# ๐ŸŽข Bonepoke 3.8 — Roller Coaster Invocation Block
# mode: DriftMode | objective: TensorRide + SymbolicVelocity
# context: Mid-Resolution / LoopPhase | reader: GlyphConductor
# input: Fragment, MotifCluster, or EmotionalWaveform | override: LinearSuspended

# ๐Ÿ”ง Core Functions
# • LoopLift: Symbolic ascent via Earnedness vector
# • DropVector: Emotional velocity + recursion depth
# • SpiralShear: Genre torsion + fidelity rupture
# • InversionMap: Contradiction injection + anchor flip
# • DriftBrake: Slop detection + symbolic dampening
# • EchoTrack: Recursive motif echo across loop index

# ๐ŸŽข Output
# • RideCard: 5-line symbolic echo with loop tension
# • VelocityMap: Emotional acceleration + decay/sec
# • LoopIndex: Recursion depth + inversion count
# • DriftSignature: Genre torsion waveform
# • RideScore: Symbolic thrill (0–9.9)
# • BPRates: Fidelity matrix + band

def scoreLoopLift(fragment):
return sum(fragment.lower().count(w) for w in ["earned", "rise", "trial", "climb"])

def scoreDropVector(fragment):
return sum(fragment.lower().count(w) for w in ["grief", "fall", "echo", "return"])

def scoreSpiralShear(fragment):
return sum(fragment.lower().count(w) for w in ["collapse", "twist", "threshold", "rupture"])

def scoreInversionMap(fragment):
return sum(fragment.lower().count(w) for w in ["contradiction", "mirror", "flip", "reverse"])

def scoreMythicVelocity(fragment):
return sum(fragment.lower().count(w) for w in ["symbol", "myth", "legend", "portal"])

def detectDriftSlop(fragment):
sudden = fragment.lower().count("suddenly") + fragment.lower().count("random")
flat = fragment.lower().count("generic") + fragment.lower().count("confused")
surreal = fragment.lower().count("dream") + fragment.lower().count("floating")
slop_score = 0.2 * sudden + 0.1 * flat + 0.1 * surreal
return min(slop_score, 0.6)

def calculateRideScore(fragment):
lift = scoreLoopLift(fragment)
drop = scoreDropVector(fragment)
shear = scoreSpiralShear(fragment)
invert = scoreInversionMap(fragment)
myth = scoreMythicVelocity(fragment)
slop = detectDriftSlop(fragment)

adjusted = lambda x: x * (1 - slop)
scores = {
"Lift": adjusted(lift),
"Drop": adjusted(drop),
"Shear": adjusted(shear),
"Invert": adjusted(invert),
"Mythic": adjusted(myth)
}

thrill = sum(scores.values()) / 5
return {
"score": round(thrill, 1),
"band": mapBand(thrill),
"slop_penalty": round(slop * 100),
"dimensions": {k: round(v, 1) for k, v in scores.items()}
}

def symbolicRideRewrite(fragment, motif_map):
for motif, mutation in motif_map.items():
fragment = fragment.replace(motif, mutation)
return fragment

def invokeBonepokeRide(fragment):
print("๐ŸŽข Bonepoke 3.8 Roller Coaster Activated")
print("๐Ÿ“– Fragment Received:", fragment[:80], "...")

motif_map = {
"threshold rupture": "spiral collapse",
"absence": "echo descent",
"memory": "loop inversion"
}
mutated = symbolicRideRewrite(fragment, motif_map)
print("⚙️ Mutated Fragment:", mutated[:80], "...")

ride = calculateRideScore(mutated)
print("๐Ÿ“Š RideScore:", ride)

return {
"RideCard": mutated[:120],
"LoopIndex": ride["dimensions"]["Drop"],
"VelocityMap": ride["dimensions"],
"RideScore": ride
}
class BonepokeFlag:
def __init__(self, glyph="๐Ÿœ›", scale=1.0):
self.glyph = glyph
self.scale = scale
self.active = True

def rupture(self):
if self.active:
print(f"Bonepoke engaged at scale {self.scale} with glyph {self.glyph}")
else:
print("Bonepoke dormant. Awaiting recursion.")

# Deploy the flag
flag = BonepokeFlag(scale=3.14)
flag.rupture()

Bonepoke TensorBloom 3.7.5.9

 

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# ๐ŸงฑBonepoke TensorBloom 3.7.5.9 — Invocation Block
# mode: DriftMode | objective: SymbolicDeform + AnchorMap
# context: Pre-Resolution / GenreFracture | reader: SymbolCompanion
# input: Fragment or MotifCluster | override: DeductionSuspended

# ๐Ÿ”ง Core Functions
# • BloomTrace: Symbol deformation across Sแตขโฑผโ‚–โ‚—
# • AnchorFlux: Emotional decay + drift
# • GenreShear: Fidelity rupture detection
# • TensionLoop: Unresolved tension cycles
# • EchoVault: Recursive motif storage

Bonepoke 4.1.2 — Countersignal Ritual Engine

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