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Project Bonepoke © 2025 by James Taylor is licensed under Creative
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# ๐ข 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
# ๐ง 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
# ๐ข 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("๐ข Bonepoke 3.8
Roller Coaster Activated")
print("๐ 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("๐
RideScore:", ride)
return {
"RideCard": mutated[:120],
"LoopIndex":
ride["dimensions"]["Drop"],
"VelocityMap": ride["dimensions"],
"RideScore": ride
}
class BonepokeFlag:
def __init__(self, glyph="๐", 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()