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<<silently>>
<<ResetPassage "Home Cave Background 01" "Home Cave Background 02">>
<<FindResources>>
<<set $PlayerActive to false>>
<<UpdateLocation "The Cave">>
<<CheckHomeUpgrades>>
<</silently>>
!<<if $Homes[$Home].Name == "The Cave">>Home - <</if>>The Cave
---------------------------------------
You find yourself in the cave.
!!!Status & Reports
---------------------------------------
@@.discoverytext;Experience:@@ $Exp
@@.boldtext;Current Home:@@ $Homes[$Home].Name <<HomeStatus>>
@@.boldtext;Weather:@@ <<WeatherStatus>>
!!!Inventory & Supplies
---------------------------------------
[[Inventory|Inventory]] - <<if $ShowSocialStats is true>>[[Hide|Home - The Cave][$ShowSocialStats to false]]<<else>>[[Show|Home - The Cave][$ShowSocialStats to true]]<</if>>
<<nobr>>
<<EntityOutfitRatingApply $Player>>
<<RateEntityOutfit $Player>>
<br>Social Class: $EntityValues[$Player].SocialClass
<</nobr>>
!!!Main Room
---------------------------------------
Your main living area, and base of operations.
[[Quest Journal|QuestList]]
[[Activities|Activities]]
[[Reflect|Reflection][$ReflectionShowGainedTraits to false, $ReflectionIDOfInvested = 0]]
[[Manage Housing|Housing Upgrades]]
[[Search the Bookcase|The Cave - Bookcase]]
<<if $StoryStartingEquipment is false>>[[Search The Cave for anything of value|Starting Equipment]]<</if>>
<<HomeInteraction>>
<<HomeMenu>>
<<silently>>
<</silently>>
!Exploration
---------------------------------------------------
You think about what wonders and secrets the world might hide, and decide to do a little exploring.
<<ExploreMenu>>
<<ExplorationDebugPanel>>
<<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<<set $DayTime += 1>>
<<set $ExploreCount += 1>>
<</silently>>
!Plains of Westdale
-------------------------------------------------
You exit the cave, and find the cave entrance to be located up high by a mountain, descending down unto a rocky path leading onwards.
A fresh breeze hits you as you gaze upon endless planes covered in thick shrubby light-green grass. Almost like a tropical steppe.
<<Discover 1>>
In the distance you observe some smoke, emitting from what looks like a small village. There is a massive dark forest stretching all the way to the east, blocking the path towards the smoke.
<<Discover 2>>
Thinking about what to do next, you could continue to explore, travelling the plains of Westdale, explore the dark forest or maybe perhapes return to the cave, for further consideration?
<<if $HoverMode is false>>[[Head back to the safety of The Cave|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Head back to the safety of The Cave|Home - The Cave]]<</replace>><</if>>
<<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<</silently>>
!Points of Interest - Plains of Westdale
---------------------------------------
You can easily travel to points of interest and locations that you've previously discovered.
<<PlainsTravel>>
<<if $HoverMode is false>>[[Back|Points of Interest]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Points of Interest]]<</replace>><</if>><<silently>>
<</silently>>
!The Cave - Bookcase
---------------------------------------
You search the bookcase and find several works that might interest you...
The Faith of Auria - [[Read|Story Book - The Faith of Auria]]
The Nine Circles of Pleasure - [[Read|Story Book - The Nine Circles of Pleasure]]
Malok Ascended - [[Read|Story Book - Malok Ascended]]
The Student of Change - [[Read|Story Book - The Student of Change]]
The Fallen Star - [[Read|Story Book - The Fallen Star]]
The Old Whispers of the South - [[Read|Story Book - The Old Whispers of the South]]
Crazy Cavern Tales #4: Westdale Caverns - [[Read|Story Book - Crazy Cavern Tales #4: Westdale Caverns]]
Nancy's Guide to Noble Etiquette - [[Read|Story Book - Nancy's Guide to Noble Etiquette]]
Bastian's Bestiary: On Chorts - [[Read|Story Book - Bastian's Bestiary: On Chorts]]
<<if $HoverMode is false>>[[Back|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Home - The Cave]]<</replace>><</if>>
<<silently>>
<<if $DayTime >= 5>>
<<set $DayTime = 1>>
<<set $Day += 1>>
<<CheckRentalRooms>>
<<WeatherDiversity>>
<<DailyEntityRestoration>>
<<DailyTraitRestoration>>
<</if>>
<<set $PlayerHasWearableWorn to false>>
<<if $PlayerHasWearableWorn is false>>
<<for $i to 0; $i lt $Wearables.length; $i++>>
<<if $Wearables[$i].Equipped is true>>
<<set $PlayerHasWearableWorn to true>>
<</if>>
<</for>>
<</if>>
<<FindHome>>
<<UpdateGlobalVariables>>
<<CheckWeatherApplication>>
<<UpdateEntity $Player>>
<<if $CombatState is true>>
<<UpdateEntity $Enemy>>
<</if>>
<<StoryGlobalValues>>
<<ResetReflections>>
/*<<CheckPlayerWearingAnything>>*/
<<for $Day gte 8>><<set $Day -= 7>><</for>>
<<if $Day is 1>><<set $Daytext= "Sunday">>
<<elseif $Day is 2>><<set $Daytext = "Monday">>
<<elseif $Day is 3>><<set $Daytext = "Tuesday">>
<<elseif $Day is 4>><<set $Daytext = "Wednesday">>
<<elseif $Day is 5>><<set $Daytext = "Thursday">>
<<elseif $Day is 6>><<set $Daytext = "Friday">>
<<elseif $Day is 7>><<set $Daytext = "Saturday">>
<</if>>
<<if $Day != 2>>
<<set $MondayVendorRestocking to true>>
<</if>>
<<if $Day == 2 and $MondayVendorRestocking is true>>
<<set $MondayVendorRestocking to false>>
<<VendorRestocking>>
<</if>>
<<if $DayTime is 1>><<set $DayTimetext= "Morning">>
<<elseif $DayTime is 2>><<set $DayTimetext = "Afternoon">>
<<elseif $DayTime is 3>><<set $DayTimetext = "Evening">>
<<elseif $DayTime is 4>><<set $DayTimetext = "Night">>
<</if>>
<<if $HoverMode is false>>
<<set document.getElementById("linkbar").style.visibility = "hidden">>
<<elseif $HoverMode is true>>
<<set document.getElementById("linkbar").style.visibility = "visible">>
<</if>>
<<if $BackgroundMode is false>>
<<set document.getElementById("image-bar").style.visibility = "hidden">>
<<set document.getElementById("right-bar").style.visibility = "hidden">>
<<elseif $BackgroundMode is true>>
<<set document.getElementById("image-bar").style.visibility = "visible">>
<<set document.getElementById("right-bar").style.visibility = "visible">>
<</if>>
<</silently>>@@.boldtext;$Daytext@@
@@.boldtext;$DayTimetext@@
<table id="Info">
<tr>
<th style="color:gold;">Coins</th>
<th style="text-align:right;"> $PlayerCoins</th>
</tr>
<tr>
<th style="color:cyan;">Shards</th>
<th style="text-align:right;">$PlayerShards</th>
</tr>
<tr>
<th> </th>
<th> </th>
</tr>
<tr>
<th style="color:firebrick;">Lethality</th>
<th style="text-align:right;">$PlayerLethality</th>
</tr>
<tr>
<th style="color:grey;">Armor</th>
<th style="text-align:right;">$PlayerArmor</th>
</tr>
<tr>
<th style="color:mediumpurple;">Sorcery</th>
<th style="text-align:right;">$PlayerSorcery</th>
</tr>
<tr>
<th style="color:yellow;">Binding</th>
<th style="text-align:right;">$PlayerBinding</th>
</tr>
<tr>
<th style="color:lightpink;">Seduction</th>
<th style="text-align:right;">$PlayerSeduction</th>
</tr>
<tr>
<th style="color:darkcyan;">Depravity</th>
<th style="text-align:right;">$PlayerDepravity</th>
</tr>
<tr>
<th> </th>
<th> </th>
</tr>
<tr>
<th style="color:crimson;">Health</th>
<th style="text-align:right;">$PlayerCHealth/$PlayerTHealth</th>
</tr>
<tr>
<th style="color:darkslateblue;">Mana</th>
<th style="text-align:right;">$PlayerCMana/$PlayerTMana</th>
</tr>
<tr>
<th style="color:pink;">Lust</th>
<th style="text-align:right;">$PlayerCLust/$PlayerTLust</th>
</tr>
<tr>
<th style="color:green;">Energy</th>
<th style="text-align:right;">$PlayerCEnergy/$PlayerTEnergy</th>
</tr>
<tr>
<th style="color:darkmagenta;">Resistance</th>
<th style="text-align:right;">$PlayerCResistance/$PlayerTResistance</th>
</tr>
</table><<if $PlayerActive is false>>
[[Character|Character]]
[[Help|Help]]<</if>>
[[Settings|Settings]]
<<if $DebugMode is true>>[[Debug|Debug Menu]]<</if>><<silently>>
<<if $PCType == "Preset">>
<<replace "#image-bar">><<display "Racial Banner 1">><</replace>>
<<replace "#right-bar">><<display "Racial Banner 2">><</replace>>
<<ResetDisplayPC>>
<<else>>
<<DisplayPC>>
<<replace "#image-bar">><<display "No Image">><</replace>>
<<replace "#right-bar">><<display "No Image">><</replace>>
<</if>>
<</silently>>
!Character
---------------------------------------------
This page displays all important information related to your character.
!!Stats
---------------------------------------------
@@.lethalitytext;Lethality@@: $PlayerLethality
@@.armortext;Armor@@: $PlayerArmor
@@.sorcerytext;Sorcery@@: $PlayerSorcery
@@.bindingtext;Binding@@: $PlayerBinding
@@.seductiontext;Seduction@@: $PlayerSeduction
@@.depravitytext;Depravity@@: $PlayerDepravity
@@.criticalitytext;Criticality@@: $PlayerCriticality
@@.evasiontext;Evasion@@: $PlayerEvasion
@@.accuracytext;Accuracy@@: $PlayerAccuracy
!Traits and Skills
---------------------------------------------------
This displays all of your character traits and skills.
!!Traits
---------------------------------------------------
!!!Traits: <<DisplayPlayerTraits>>
!!Skills
---------------------------------------------------
!!!Skills: <<DisplayPlayerSkills>>
!!Reputation
---------------------------------------------
<<DisplayReputation $Player>>
!!Appearance
---------------------------------------------
Your appearance as you look to the other people and enemies of the world. This may change due to various circumstances or events.
!!!Face & Body
---------------------------------------------
<<Examine $Player>>
<<if $HoverMode is false>><<link "Return" $return>><</link>><<elseif $HoverMode is true>><<replace "#linkbar">><<link "Return" $return>><</link>><</replace>><</if>>
<<if $DebugMode is true>>
!!!Debug Stats
---------------------------------------------
<<PrintPrimaryPlayer $Player>>
<<PrintStats $Player>>
<<PrintAnatomy $Player>>
<</if>><<silently>>
<<ResetEntityStatEffects>>
<<CombatCompleteReset>>
<</silently>>
!Escape
----------------------------------
You have successfully escaped!
<<ReturnHomeContinue>><<silently>>
<<replace "#image-bar">><<display "Home Cave Background 01">><</replace>>
<<replace "#right-bar">><<display "Home Cave Background 02">><</replace>>
<</silently>>
!Your Story Begins...
---------------------------------------
<<if $CurrentBackground == 0>><<IntroCleanSlate>><<elseif $CurrentBackground == 1>><<IntroOtherworlder>><<elseif $CurrentBackground == 2>><<IntroExMercenary>><<elseif $CurrentBackground == 3>><<IntroExSlaver>><<elseif $CurrentBackground == 4>><<IntroEscapedPleasureSlave>><<elseif $CurrentBackground == 5>><<IntroEscapedTribute>><<else>>No Entry<</if>>
<<if $HoverMode is false>>[[Start|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Start|Home - The Cave]]<</replace>><</if>><<silently>>
<<set $PlayerCombatState = 0>>
<<set $EnemyCombatState = 0>>
<</silently>>
!Quests
---------------------------------------------------
This displays all of your quests.
!!!Main Quests
---------------------------------------------------
<<if $ShowMainQuests is false>>[[Show|QuestList][$ShowMainQuests to true]]<<else>>[[Hide|QuestList][$ShowMainQuests to false]]<</if>>
<<if $ShowMainQuests is true>><<DisplayMainQuests>><</if>>
!!!Exploration Quests
---------------------------------------------------
<<if $ShowExplorationQuests is false>>[[Show|QuestList][$ShowExplorationQuests to true]]<<else>>[[Hide|QuestList][$ShowExplorationQuests to false]]<</if>>
<<if $ShowExplorationQuests is true>><<DisplayExplorationQuests>><</if>>
!!!Side Quests
---------------------------------------------------
<<if $ShowSideQuests is false>>[[Show|QuestList][$ShowSideQuests to true]]<<else>>[[Hide|QuestList][$ShowSideQuests to false]]<</if>>
<<if $ShowSideQuests is true>><<DisplaySideQuests>><</if>>
!!!Completed Quests
---------------------------------------------------
<<if $ShowCompletedQuests is false>>[[Show|QuestList][$ShowCompletedQuests to true]]<<else>>[[Hide|QuestList][$ShowCompletedQuests to false]]<</if>>
<<if $ShowCompletedQuests is true>><<DisplayCompletedQuests>><</if>>
<<HomeBack>><<silently>>
<<set $PlayerCombatState = 0>>
<<set $EnemyCombatState = 0>>
<</silently>>
!Guides
!!Combat - <<if $HelpCombatShow is false>>[[Show|Help][$HelpCombatShow to true]]<<else>>[[Hide|Help][$HelpCombatShow to false]]<</if>>
----------------------------------------------------
<<if $HelpCombatShow is true>>Lethality - Your lethality is your overall capability to deal physical damage in all shapes and forms. This is mainly decided by your weapon of choice and traits. You cannot have a lethality below 0.
Armor - Your armor is your overall capability to protect against physical damage in all shapes and forms. This is mainly decided by your attire/armor/wearables of choice and some rare traits. You cannot have an armor rating below 0, and armor can be broken by armor-piercing attacks.
Sorcery - Your sorcery is your overall skill to bend, shape and cast magic, both defensive and offensive. This is mainly decided by your knowledge of the arcane arts and traits. You can have a sorcery skill below 0, in which case casting magic will have a higher miscast chance and cause unforeseen consequences or harm the caster.
Binding - Your binding is your natural and ethereal binding to this plane of existence. A higher binding will make you take less damage from magic attacks and also increase the damage of your own. However, a binding below 0, will make you very susceptible to magic attacks.
Seduction - Your seduction is your direct influence and capability to arouse your opponents and your surroundings. Every 10 point of your seduction will increase the arousal of your opponents slowly on it's own. Seduction cannot decrease below 0.
Depravity - Your depravity is your current state of sexual deviancy. It is a wild stat that may increase rapidly, but also decrease rapidly. It is directly affected by your actions, both pure and depraved, and is rarely influenced permanently. Unlike lust, it is not reset after orgasmic release and requires reflection or magic to decrease. However, if you engage in some depraved acts several times you may be afflicted by fetishes, which will increase your depravity permanently like a trait. Your depravity governs how susceptible you are to lust increasing attacks, but also how likely you are to ignore/resist them.
Criticality - Your criticality governs how likely you are to land a critical hit. Critical damage is decided by the attack itself and not influenced by this stat.
Accuracy - Your accuracy governs how likely you are to land an attack on an opponent. The opponents evasion does not counter/inhibit this stat, and is checked on it's own.
Evasion - Your evasion governs how likely you are to avoid an attack from an opponent. The opponents accuracy does not counter/inhibit this stat, and is checked on it's own.<</if>>
!!Traits and Skills Glossary
----------------------------------------------------
Core Traits - <<if $HelpCoreTraitsShow is false>>[[Show|Help][$HelpCoreTraitsShow to true]]<<else>>[[Hide|Help][$HelpCoreTraitsShow to false]]<</if>><<if $HelpCoreTraitsShow is true>><<CoreTraitsGlossary>><</if>>
Special Traits - <<if $HelpSpecialTraitsShow is false>>[[Show|Help][$HelpSpecialTraitsShow to true]]<<else>>[[Hide|Help][$HelpSpecialTraitsShow to false]]<</if>><<if $HelpSpecialTraitsShow is true>><<SpecialTraitsGlossary>><</if>>
Appearance Traits - <<if $HelpAppearanceTraitsShow is false>>[[Show|Help][$HelpAppearanceTraitsShow to true]]<<else>>[[Hide|Help][$HelpAppearanceTraitsShow to false]]<</if>><<if $HelpAppearanceTraitsShow is true>><<AppearanceTraitsGlossary>><</if>>
Temporary Traits - <<if $HelpTemporaryTraitsShow is false>>[[Show|Help][$HelpTemporaryTraitsShow to true]]<<else>>[[Hide|Help][$HelpTemporaryTraitsShow to false]]<</if>><<if $HelpTemporaryTraitsShow is true>><<TemporaryTraitsGlossary>><</if>>
<<if $HoverMode is false>><<link "Return" $return>><</link>><<elseif $HoverMode is true>><<replace "#linkbar">><<link "Return" $return>><</link>><</replace>><</if>><<widget GoblinDefeat>><<SexEnd>><<if $enemygender == 1>>You have succumbed to the might of the Goblin, and now lay before it completely defenseless and all for it's taking. The goblin eyes you up and down, as you meekly look down upon the ground in shame.
@@.goblinvoice;"You git' to taste gut' goblin meat now! You lucky lil' slut!"@@
The Goblin pulls it's loincloth to the side and takes out a huge 7 inch erect green dick. It's rigid form decorated with bumps and veins.
<<if $oral_random == 0>>You eye the green cock dangling in front of you, observing the pre-cum already leaking from the beastly cock.
Before you can react, the Goblin grabs hold of the back of your head, and plunges it's rock hard cock down your throat. Gagging and spurting from the violent intrusion, you try to fight back for a short while, but quickly give up as the Goblin overpowers you.
The Goblin keeps humping away as it rapes your face. Your throat distending unnaturally with each thrust.<<elseif $oral_random == 1>>
<<if $sex == 0>><<Normal_VaginalSex>>The Goblin pushes you on your back and frees your plump waiting pussy. Without much hesitation or foreplay, it forces it's big green goblin dick into your sluthole.
You wince at the invasion, feeling the raw meat massage your pussy walls as it forces itself further inside of you.
Shortly after grabbing your neck in a chokehold, the Goblin starts to pound away, you gasping for air with every pulse of pleasure.<<elseif $sex == 1>><<Normal_AnalSex>>The Goblin pushes you on your stomach and frees your plump waiting anus. Without much hesitation or foreplay, it forces it's big green goblin dick into your sluthole.
You wince at the invasion, feeling the raw meat stretch your asshole as it forces itself further inside of you.
Shortly after spanking you a few times, the Goblin starts to pound away, you gasping for air with every pulse of pleasure.<</if>><</if>>
After having had it's way with you for some time, the Goblin's dick begins to pulse.
The Goblin moaning in pleasure, pulls out of you and commands you to present your slutty face.
You get on your knees, opening your mouth like a wanton whore, as the Goblin covers your face in thick warm Goblin cum.
@@.goblinvoice;"Mmmh! Yes! You good Gobbo' whore! Will let others know of you! Hah!"@@
With that, the Goblin leaves you there, covered in cum and broken in.<<elseif $enemygender == 0>>You have succumbed to the might of the Human, and now lay before her completely defenseless and all for her taking. She eyes you up and down, as you meekly look down upon the ground in shame.
@@.goblinvoice;"Not every day you're presented such a slut for the taking!"@@
She pulls her loincloth to the side and flashes her dripping wet cunt.
@@.goblinvoice;"I hope you're hungry, cause you're gonna eat up!"@@
You eye the tasty snatch in front of you, observing the sweat and pussy-juice soaking it.
Before you can react, she grabs hold of the back of your head, and plunges your face into her aching cunt. Spurting in surprise, you try to fight back for a short while, but quickly give up as she overpowers you.
She rides your face soaking it in her juices, making sure you tasty every inch of her. You resolve to licking as best as you can, as you have no choice.
She continues to rape your face for some time, locking your head with her womanly, but strong thighs. Until she quivers in ecstacy, ready to come any moment.
She struggles a bit, putting her entire weight on your face as she squirms and moans deeply in pleasure.
After that she stands up, and walks off, leaving you there drenched in her juices and broken in.<</if>><</widget>><<silently>>
<<set $Damage = $PlayerLethality + random(10) + 5>>
<<set $EnemyHealth -= $Damage>>
<</silently>>
!Surprise Attack
---------------------------------------
You take the $Enemy by complete surprise and deal a total of @@.redtext;$Damage@@ damage!
<<if $HoverMode is false>>[[Continue|Combat Menu]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Combat Menu]]<</replace>><</if>>
<<silently>>
<</silently>>
!Sneaked away safely...
---------------------------------------
You lie in wait for the right moment and sneak away safely.
<<if $HoverMode is false>>You may [[Continue to explore|Exploration]] or <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">>You may [[Continue to explore|Exploration]] or <<HomeNoReplace>><</replace>><</if>><<silently>>
<<ResetCC>>
<<UpdateBackgrounds>>
<<UpdatePlayerRace>>
<<UpdatePlayerEyes>>
<<UpdatePlayerSkin>>
<<UpdatePlayerHairColor>>
<<UpdatePlayerHairStyle>>
<<UpdatePlayerPenis>>
<<UpdatePlayerBreasts>>
<<UpdatePlayerAss>>
<<UpdatePlayerLips>>
<<if $PCType == "Preset">>
<<replace "#image-bar">><<display "Racial Banner 1">><</replace>>
<<replace "#right-bar">><<display "Racial Banner 2">><</replace>>
<<ResetDisplayPC>>
<<else>>
<<DisplayPC>>
<<replace "#image-bar">><<display "No Image">><</replace>>
<<replace "#right-bar">><<display "No Image">><</replace>>
<</if>>
<</silently>>
!Character Creation
!!Character
Portrait: <<if $PCType == "Preset">>Preset - <<if $PatreonVersion is true>>[[Change to Dynamic|Character Creation][$PCType = "Dynamic"]]<<else>>Change to Dynamic (Not Available)<</if>><<elseif $PCType == "Dynamic">>[[Change to Preset|Character Creation][$PCType = "Preset"]]<</if>>
Race: $EntityValues[$Player].Race - <<if $CurrentBackground != 1>>[[Change Race|Race Selection]]<<else>>Locked with Current Background<</if>>
Background: @@.boldtext;$Backgrounds[$CurrentBackground].Name@@ - [[Change Background|Background Selection]]
Sex: <<DisplaySexOptions>>
Eye Color: <<DisplayEyeColorOptions>>
Hair Color: <<DisplayHairColorOptions>>
Hair Style: <<DisplayHairStyleOptions>>
Skin Color: <<DisplaySkinColorOptions>>
Penis Size: <<DisplayPenisOptions>>
Breasts Size: <<DisplayBreastsOptions>>
Ass Size: <<DisplayAssOptions>>
Lips Size: <<DisplayLipsOptions>>
!!Traits and Skills
Traits define your characters core features. They might increase or decrease a stat, or unlock special options during combat, events or other scenarios. Skills on the other hand, define specialised know-how techniques, magic or knowledge that your character possess. Traits and Skills can be obtained through experience or events in-game.
Traits: <<DisplayPlayerTraits>>
Skills: <<DisplayPlayerSkills>>
Exp-Points: <<if $Exp > 0>>You have $Exp left to spend.<<elseif $Exp == 0>>You have no more points to spend.<<elseif $Exp < 0>>You're spending more Exp-points than allowed ($Exp).<</if>>
Trait Selection - [[Choose Traits|Trait Selection]]
Skill Selection - [[Choose Skills|Skill Selection]]
!!!Preferences
You may exclude specific content if you wish to do so.
[[Change Preferences|Preferences]]
!!Full Description
-----------------
<<ImExamine $Player>>
<<if $HoverMode is false>><<if $Exp > 0>>[[Begin your Journey|Story Start]] - You have Exp-Points left to spend.<<elseif $Exp == 0>>[[Begin your Journey|Story Start]]<<elseif $Exp < 0>>Begin your Journey - Locked<</if>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $Exp > 0>>[[Begin your Journey|Story Start]] - You have Exp-Points left to spend.<<elseif $Exp == 0>>[[Begin your Journey|Story Start]]<<elseif $Exp < 0>>Begin your Journey - Locked<</if>><</replace>><</if>>
<<silently>>
<</silently>>
!Race Selection
---------------------------------------------------
Your race will not only determine your anatomical make-up, but also how the world receives you and reacts to your character.
---------------------------------------------------
<<DisplayRaces>>
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<silently>>
<<script>>
UIBar.unstow();
<</script>>
<<StartResetThis>>
<<StartWorld>>
<<StartBackgrounds>>
<<StartRaces>>
<<StartAppearanceOptions>>
<<StartGenitalOptions>>
<<StartCCSpecialTraits>>
<<StartCCSkills>>
<<StartCombatValues>>
<<set $ShowSocialStats to true>>
<<set $ResetCC to true>>
<<set $CustomAppSelector = 0>>
<<set $CurrentBackground = 1>>
<<set $CurrentRace = 0>>
<<set $CurrentEyes = 16>>
<<set $CurrentSkin = 8>>
<<set $CurrentHair = 0>>
<<set $CurrentStyle = 31>>
<<set $CurrentPenis = 3>>
<<set $CurrentBreasts = 8>>
<<set $CurrentAss = 18>>
<<set $CurrentLips = 23>>
<<set $CurrentWeather = 8>>
<<set $PlayerActive to true>>
<<set $ExploreIntro to true>>
<<set $ExploreCount = 0>>
<<ResetPassage "Intro Banner 01" "Intro Banner 02">>
<<StartPresets>>
<<EntityGlobalUpdate>>
<<RefreshEntity $Player>>
<<UpdateAnatomyText $Player>>
<<set $PCType = "Preset">>
<<set $PatreonVersion to true>>
<<set $TestVersion to false>>
<<if $TestVersion is true>>
<<set $DebugMode to true>>
<</if>>
<</silently>>
<<display "Title Banner">>
----------------------------------------------------
Your Adventure awaits in the wild and ravenous lands of Auria! Will you overcome the challenges and temptations of this mystical and seductive world? Or will you succumb and be the plaything of its will?
Only time will tell.
!!!@@.lightbluetext;User Interface and 3DCG@@
----------------------------------------------------
You can choose to disable or enable various 3DCG features or background art/pictures. You can also disable the Hover Menu, which will make all important choices appear at the bottom of the passage instead.
@@.boldtext;Hover Menu@@<<if $HoverMode is false>>: @@.redtext;Disabled@@ - [[Enable|Start Page][$HoverMode to true]]<<elseif $HoverMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Start Page][$HoverMode to false]]<</if>> - Will enable or disable the hover menu.
@@.boldtext;Portraits@@<<if $PortraitMode is false>>: @@.redtext;Disabled@@ - [[Enable|Start Page][$PortraitMode to true]]<<elseif $PortraitMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Start Page][$PortraitMode to false]]<</if>> - Will enable or disable character portraits.
@@.boldtext;Backgrounds@@<<if $BackgroundMode is false>>: @@.redtext;Disabled@@ - [[Enable|Start Page][$BackgroundMode to true]]<<elseif $BackgroundMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Start Page][$BackgroundMode to false]]<</if>> - Will enable or disable background banners.
@@.boldtext;Scenes@@<<if $SceneMode is false>>: @@.redtext;Disabled@@ - [[Enable|Start Page][$SceneMode to true]]<<elseif $SceneMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Start Page][$SceneMode to false]]<</if>> - Will enable or disable CG scenes.
!!!@@.crimsontext;Alpha@@ (0.45)
----------------------------------------------------
The game is currently in a stage of rapid development. New features are constantly added, whilst the bugs that follow with them are fixed. Please report any bugs you find and give feedback at the tfgamessite discussion thread.
<<if $HoverMode is false>>!!!@@.lightbluetext;Your Journey Awaits...@@
----------------------------------------------------
[[Start Character Creation|Character Creation][$CCStart to true]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Start Character Creation|Character Creation][$CCStart to true]]<</replace>><</if>>
!!!@@.pinktext;Thank you!@@
----------------------------------------------------
To my Patreons for supporting this project!
@@.depravitytext;a1a2b3@@
@@.healthtext;Hankkits@@
@@.discoverytext;MoiLovely@@
@@.lightbluetext;StarSlinger@@
@@.boldtext;kaitlyn@@
@@.energytext;Hkaa@@
@@.accuracytext;swaginator@@
@@.resistancetext;TodayIThaw@@
@@.manatext;daemonmaster@@
@@.discoverytext;Judaius@@
@@.healthtext;Nisi@@
@@.energytext;Legengerry@@
(If your name is missing, I may have left it out for privacy reasons, just let me know what to write here).
And a special thanks to @@.depravitytext;snowspider@@ for his contributions!
<<if $PatreonVersion is true>>
!!!@@.graytext;Tech Options@@
----------------------------------------------------
Ignore everything below this line, unless you're playing to test the game which i hope you do.
@@.boldtext;Debug Mode@@<<if $DebugMode is false>>: @@.redtext;Disabled@@ - [[Enable|Start Page][$DebugMode to true]]<<elseif $DebugMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Start Page][$DebugMode to false]]<</if>><</if>><<silently>>
<</silently>>
!Trait Selection
---------------------------------------------------
Traits define your characters core features, they might increase or decrease a stat, or unlock special options during combat, events or other scenarios. Traits can be obtained through experience or events in-game.
You have a select amount of trait points to spend, some may be positive and others may be negative.
A core trait is not defined on it's own if it's not a defining characteristic. Core traits have several ranks, and can go into the negative, but are not mentioned as a trait on it's own.
Traits: <<DisplayPlayerTraits>>
Exp-Points left: $Exp
[[Assign Core Traits|Core Traits Selection]]
[[Assign Appearance Traits|Appearance Traits Selection]]
[[Assign Special Traits|Special Traits Selection]]
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<silently>>
<<set $PlayerStrength = $EntityValues[$Player].RankedTraits.StrengthTraitLevel>>
<<set $PlayerDexterity = $EntityValues[$Player].RankedTraits.DexterityTraitLevel>>
<<set $PlayerIntelligence = $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel>>
<<set $PlayerCharisma = $EntityValues[$Player].RankedTraits.CharismaTraitLevel>>
<<set $PlayerWillpower = $EntityValues[$Player].RankedTraits.WillpowerTraitLevel>>
<<CompletePlayerCoreTraitUpdate>>
<</silently>>
!Core Traits
---------------------------------------------------
A core trait is not described on it's own if it's not a defining characteristic. Core traits have several ranks, and can go into the negative.
Core traits govern the main aspects of your character, and all core traits are usable in all parts of the game from combat, socializing, exploration, assignments and progression.
You can not gain core traits through @@.lightbluetext;Reflection@@.
You can however change your core traits through rare events or risky behaviour in the world.
!!!@@.boldtext;Strength@@: $StrengthTrait[$PlayerStrength]
!!!@@.boldtext;Dexterity@@: $DexterityTrait[$PlayerDexterity]
!!!@@.boldtext;Intelligence@@: $IntelligenceTrait[$PlayerIntelligence]
!!!@@.boldtext;Charisma@@: $CharismaTrait[$PlayerCharisma]
!!!@@.boldtext;Willpower@@: $WillpowerTrait[$PlayerWillpower]
Exp-Points left: $Exp
---------------------------------------------------
!!!@@.lightbluetext;Strength@@
@@.boldtext;Description:@@ The physical capability of a character.
@@.boldtext;Effects:@@ +1/-1 to base Lethality, +20/-20 to base Health and will make the player more intimidating/less intimidating in general.
@@.boldtext;Strength@@: $EntityValues[$Player].RankedTraits.StrengthTraitLevel - <<if $CCLockedStrength is true>>Locked with Background.<<else>><<if $Exp <= 0>>Increase<<else>><<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 6>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 5>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 15]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 4>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 3>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 2>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 1>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 0>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel += 1, $Exp -= 15]]<</if>><</if>> - <<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 0>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 1>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 15]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 2>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 3>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 4>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 5>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 6>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.StrengthTraitLevel -= 1, $Exp += 15]]<</if>><</if>>
---------------------------------------------------
!!!@@.lightbluetext;Dexterity@@
@@.boldtext;Description:@@ The athletic capability of a character.
@@.boldtext;Effects:@@ +Accuracy and +Evasion, +20/-20 to base Energy and will make the player more flexible/less flexible in general.
@@.boldtext;Dexterity@@: $EntityValues[$Player].RankedTraits.DexterityTraitLevel - <<if $CCLockedDexterity is true>>Locked with Background.<<else>><<if $Exp <= 0>>Increase<<else>><<if $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 6>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 5>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 15]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 4>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 3>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 2>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 1>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 0>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel += 1, $Exp -= 15]]<</if>><</if>> - <<if $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 0>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 1>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 15]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 2>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 3>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 4>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 5>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 6>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.DexterityTraitLevel -= 1, $Exp += 15]]<</if>><</if>>
---------------------------------------------------
!!!@@.lightbluetext;Intelligence@@
@@.boldtext;Description:@@ The mental capability of a character.
@@.boldtext;Effects:@@ +1/-1 to Sorcery and +50/-50 to base Mana and will make the player gain Experience faster in general.
@@.boldtext;Intelligence@@: $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel - <<if $CCLockedIntelligence is true>>Locked with Background.<<else>><<if $Exp <= 0>>Increase<<else>><<if $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 6>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 5>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 15]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 4>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 3>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 2>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 1>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 0>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel += 1, $Exp -= 15]]<</if>><</if>> - <<if $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 0>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 1>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 15]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 2>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 3>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 4>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 5>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 6>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.IntelligenceTraitLevel -= 1, $Exp += 15]]<</if>><</if>>
---------------------------------------------------
!!!@@.lightbluetext;Charisma@@
@@.boldtext;Description:@@ The social capability of a character.
@@.boldtext;Effects:@@ +1/-1 to base Seduction and will make the player more likable/dislikable in general.
@@.boldtext;Charisma@@: $EntityValues[$Player].RankedTraits.CharismaTraitLevel - <<if $CCLockedCharisma is true>>Locked with Background.<<else>><<if $Exp <= 0>>Increase<<else>><<if $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 6>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 5>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 15]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 4>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 3>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 2>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 1>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 0>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel += 1, $Exp -= 15]]<</if>><</if>> - <<if $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 0>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 1>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 15]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 2>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 3>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 4>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 5>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 6>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.CharismaTraitLevel -= 1, $Exp += 15]]<</if>><</if>>
---------------------------------------------------
!!!@@.lightbluetext;Willpower@@
@@.boldtext;Description:@@ The resolve of a character.
@@.boldtext;Effects:@@ +1/-1 to base Binding and +50/-50 to base Resistance and will increase/decrease the chance of which the player may gain special traits through Reflection.
@@.boldtext;Willpower@@: $EntityValues[$Player].RankedTraits.WillpowerTraitLevel - <<if $CCLockedWillpower is true>>Locked with Background.<<else>><<if $Exp <= 0>>Increase<<else>><<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 6>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 5>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 15]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 4>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 3>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 2>>Cost: -5p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 1>>Cost: -10p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 0>>Cost: -15p - [[Increase|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel += 1, $Exp -= 15]]<</if>><</if>> - <<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 0>>Maximum Reached<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 1>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 15]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 2>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 3>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 4>>Cost: +5p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 5>>Cost: +10p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 6>>Cost: +15p - [[Decrease|Core Traits Selection][$EntityValues[$Player].RankedTraits.WillpowerTraitLevel -= 1, $Exp += 15]]<</if>><</if>>
---------------------------------------------------
<<if $HoverMode is false>>[[Back|Trait Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Trait Selection]]<</replace>><</if>>
<<silently>>
<</silently>>
!Skill Selection
---------------------------------------------------
Skills define your characters core abillities and special knowledge. It might be the abillity to manipulate and control the arcane or a masterful expertise of swordfighting.
!!!!Note: Skills are not really considered implemented yet, so picking skills may only give you limited benefits at this point.
All Skills: <<DisplayPlayerSkills>>
Exp-Points left: $Exp
[[Assign Magical Skills|Magical Skills Selection]]
[[Assign Physical Skills|Physical Skills Selection]]
[[Assign Mental Skills|Mental Skills Selection]]
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<silently>>
<<UpdateCCSkills>>
<</silently>>
!Magical Skills
---------------------------------------------------
A magical skill typically represents a characters ability to manipulate certain schools of magic. Every school you pick will increase your base mana by 100. Spending all of your exp here is not recommended. A mage or sorceress that has run out of mana is an easy cum-receptable.
All Skills: <<DisplayPlayerSkills>>
Exp-Points left: $Exp
---------------------------------------------------
<<DisplayCCMagicalSkills>>
<<if $HoverMode is false>>[[Back|Skill Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Skill Selection]]<</replace>><</if>>
<<silently>>
<<UpdateCCSkills>>
<</silently>>
!Physical Skills
---------------------------------------------------
A physical skill typically represents a characters abillity to perform some kind of physically demanding skill.
All Skills: <<DisplayPlayerSkills>>
Exp-Points left: $Exp
---------------------------------------------------
<<DisplayCCPhysicalSkills>>
<<if $HoverMode is false>>[[Back|Skill Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Skill Selection]]<</replace>><</if>>
<<set $PortraitMode to true>>
<<set $BackgroundMode to true>>
<<set $SceneMode to true>>
<<set $HoverMode to true>>
<<set $DebugMode to false>>
<<set $AnthrosFetish to true>>
<<set $FutanariFetish to true>>
<<set $GenderBenderFetish to true>>
<<set $Day = 1>>
<<set $DayTime = 1>>
<<set $PlayerActive to false>>
<<set $ExploreCount = 0>>
<<set $ExploreIntro to true>>
<<set $ExploreCount = 2>>
<<set $ExploreIntro to false>>
<<set $HelpCombatShow to false>>
<<set $HelpCoreTraitsShow to false>>
<<set $HelpSpecialTraitsShow to false>>
<<set $HelpAppearanceTraitsShow to false>>
<<set $HelpTemporaryTraitsShow to false>>
<<set $SexPlayerOnBottom to false>>
<<set $SexPlayerOnTop to false>>
<<set $FindEntities to true>>
<<silently>>
<<ResetPassage "Gates Background 01" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Eastern Gates (Outer)
---------------------------------------
You arrive at the massive iron-reinforced gates of the city. You see mobs of businessmen and farmers trafficking wildly and almost uncontrollably through the bottleneck that the gate is creating.
You can see the guards standing at the sides of the gates, inspecting a handful of the mob, but only picking out the most suspicious.
!!!Locations
---------------------------------------
You can see the main road leading to the western trade road and a small road leading to the outer slums.
[[Go to the Western Trade Road|Outer City - The Western Trade Road]]
[[Go to the Outer Slums|Outer City - Outer Slums]]
!!!Travel
---------------------------------------
You can travel to several points of interest from here.
[[Go to The Cave|Home - The Cave]]
<<if $HoverMode is false>>[[Walk through The Gates|City - Eastern Gate Guard]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Walk through The Gates|City - Eastern Gate Guard]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Silverwhite Square
---------------------------------------
You arrive at the Silverwhite Square, also known as the city marketplace and one of the most common gathering points.
[[Explore the Streets of Westdale|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.greentext;Low@@ - Energy: -20
!!!People & Interests
---------------------------------------
You see a city post with a map detailing the various shop and points of interest in the city.
[[Check City Post and Map|CITY - City Post and Map]]
<<SocialHub "Silverwhite Square">>
!!!Locations
---------------------------------------
You can see several attractions from where you're standing, a tavern
with a sign saying "Tracy's High Tavern" and a store with a similar sign saying "The Valen Clothing Store". There also seems to be a blacksmith here.
[[Go to the Westhall Square|City - Westhall Square]]
[[Enter The Westdale General Store|City - Westdale General Store]]
<<if $EntityValues[$Tracy].IsEnslaved is false>>[[Enter Tracy's High Tavern|City - Tracy's High Tavern]]<<elseif $EntityValues[$Tracy].IsEnslaved is true>>[[Enter The High Tavern|City - Tracy's High Tavern]]<</if>>
[[Enter The Valen Clothing Store|City - The Valen Clothing Store]]
[[Enter The Minoran Blacksmith|City - The Minoran Blacksmith]]
<<if $HoverMode is false>>[[Return to The Gates|Outer City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Gates|Outer City - Westdale Eastern Gates]]<</replace>><</if>><<silently>>
<<UpdateLocation "High Tavern">>
<<ResetPassage "Tavern Background 01" "Tavern Background 02">>
<</silently>>
<<if $EntityValues[$Tracy].IsEnslaved is false>>!Tracy's High Tavern<<elseif $EntityValues[$Tracy].IsEnslaved is true>>!The High Tavern<</if>>
---------------------------------------
As you enter the tavern, you're greeted by nice classical music and the soft, but also bickering chatter of gentlemen, ladies and noble patrons in general. You see the bar located around the middle side of the room, to the left, with a bartender attending the bar and cleaning glasses and such.
<<if $StoryVisitedHighTavern is false>><<set $StoryVisitedHighTavern to true>>
You walk closer to the bar a little insecure, and not too sure where to place yourself, when you're suddenly greeted by a energetic and warm barmaid.
@@.tracyvoice;"Ahh! Look at this! A new face in my humble establishment! Please make yourself at home new patron. I'm Tracy! I own this place! Is there anything i can get you, maybe a Drusk Beer, some fine Helion Wine?.. You look like you could use a drink?"@@
Not sure what to respond, you consider your options.<<elseif $StoryVisitedHighTavern is true>>You walk closer to the bar, and take a seat near it.<</if>>
[[Purchase a Refreshment|Merchant - Main Menu][$CurrentMerchant = "High Tavern"]]
<<if $StoryRentedRoomUnlocked is false>>[[Rent a Room|Story Event - Room 03 Rental][$HighTavernRentalChoice to false]]<<else>>@@.boldtext;Rented Rooms@@: Room 03 - Debt: $Room03RentalDebt Unpaid Night: $Room03UnpaidNights - <<if $PlayerCoins >= $Room03RentalDebt>>[[Pay Rent|City - Tracy's High Tavern][$Room03UnpaidNights = 0, $PlayerCoins -= $Room03RentalDebt, $Room03RentalDebt = 0]]<<else>>Pay Rent (Not Enough Coins)<</if>><<if $Room03RentalDebt <= 0>> - [[Check out|Story Event - Room 03 Check Out]]<<else>> - Check Out (You still have debt)<</if>><</if>><<if $StoryAcquiredWaitressJob is true>>
@@.activitytext;(Activity):@@ [[Work at the High Tavern|Activity Info - High Tavern Waitress]]<</if>>
!!!People & Interests
---------------------------------------
You see several patrons in the tavern.
<<SocialHub "High Tavern">>
!!!Locations
---------------------------------------
You see a sign reading "Sleeping Quarters" pointing towards some stairs leading up towards the first floor. You also see some stairs leading down towards the basement.
[[Go to Tavern Sleeping Quarters|City - High Tavern Sleeping Quarters]]
[[Go to Tavern Cellar|City - High Tavern Cellar]]
<<if $HoverMode is false>>[[Return to The Silverwhite Square|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Silverwhite Square|City - Silverwhite Square]]<</replace>><</if>>
<<silently>>
<<set $PlayerSexualTraitType = $EntityValues[$Player].RankedTraits.SexualTraitType>>
<<set $PlayerAttractiveTraitLevel = $EntityValues[$Player].RankedTraits.AttractiveTraitLevel>>
<<CompletePlayerAppearanceTraitUpdate>>
<</silently>>
!Appearance Traits
---------------------------------------------------
An appearance trait typically represents how you look and how the world perceives you. Some are leveled, whilst others are standalone.
An appearance trait is not necessarily positive or negative, they are typically both and can be situational. However, someone attractive might find themselves more liked and forcibly approached.
Traits: <<DisplayPlayerTraits>>
Exp-Points left: $Exp
---------------------------------------------------
!!!@@.lightbluetext;Sexual Appeal@@
@@.boldtext;Description:@@ The general sexual look of a character. The overall benefits or penalties are highly situational.
@@.boldtext;Trait:@@ $SexualTrait[$PlayerSexualTraitType] - <<if $EntityValues[$Player].RankedTraits.SexualTraitType == 4>>Max. Masculinity<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 3>>Cost: -10p - [[Inc. Masculinity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 2>>Cost: -1p - [[Inc. Masculinity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType += 1, $Exp -= 1]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 1>>Cost: +1p - [[Inc. Masculinity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType += 1, $Exp += 1]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 0>>Cost: +10p - [[Inc. Masculinity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType += 1, $Exp += 10]]<</if>> - <<if $EntityValues[$Player].RankedTraits.SexualTraitType == 0>>Max. Femininity<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 1>>Cost: -10p - [[Inc. Femininity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType -= 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 2>>Cost: -1p - [[Inc. Femininity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType -= 1, $Exp -= 1]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 3>>Cost: +1p - [[Inc. Femininity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType -= 1, $Exp += 1]]<<elseif $EntityValues[$Player].RankedTraits.SexualTraitType == 4>>Cost: +10p - [[Inc. Femininity|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.SexualTraitType -= 1, $Exp += 10]]<</if>>
---------------------------------------------------
!!!@@.lightbluetext;Attractiveness@@
@@.boldtext;Description:@@ The general physical attractiveness of a character.
@@.boldtext;Benefits:@@ +2/-2 to base seduction and will make the player more likable/dislikable in general.
@@.boldtext;Penalties:@@ Being more likable/dislikable may not always favor the player.
@@.boldtext;Trait:@@ $AttractiveTrait[$PlayerAttractiveTraitLevel] - <<if $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 4>>Max. Attractiveness<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 3>>Cost: -10p - [[Increase|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel += 1, $Exp -= 10]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 2>>Cost: -5p - [[Increase|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 1>>Cost: -5p - [[Increase|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel += 1, $Exp -= 5]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 0>>Cost: -10p - [[Increase|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel += 1, $Exp -= 10]]<</if>> - <<if $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 0>>Min. Attractiveness<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 1>>Cost: +10p - [[Decrease|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel -= 1, $Exp += 10]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 2>>Cost: +5p - [[Decrease|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 3>>Cost: +5p - [[Decrease|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel -= 1, $Exp += 5]]<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 4>>Cost: +10p - [[Decrease|Appearance Traits Selection][$EntityValues[$Player].RankedTraits.AttractiveTraitLevel -= 1, $Exp += 10]]<</if>>
---------------------------------------------------
<<if $HoverMode is false>>[[Back|Trait Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Trait Selection]]<</replace>><</if>>
<<silently>>
<</silently>>
!The Dark Forest - Carved Rock
----------------------------------------------------------
You examine the carved rock closer, looking at the intricate and well-carved runes. You don't understand the scripture, but it's incredibly intriguing.
<<if $EntityValues[$Player].Traits.includes("Curious")>>Too curious to not touch the rock, you gently examine the rock closer, touching it directly with your palm.
<<if $HoverMode is false>>[[Continue|Curse - Carved Rock]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Curse - Carved Rock]]<</replace>><</if>><<else>><<if $HoverMode is false>>[[Touch the Carved Rock|Curse - Carved Rock]]
[[You have seen enough...|Point of Interest - Carved Rock]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Touch the Carved Rock|Curse - Carved Rock]] - [[You have seen enough...|Point of Interest - Carved Rock]]<</replace>><</if>><</if>>
<<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - City Post and Map
---------------------------------------
You take a closer look at the city post and realize that the map has been torn down from the post. The post also appears to detail the common laws of the city.
[[Read more about the laws of Westdale|CITY - City Post]]
<<if $HoverMode is false>>[[Back|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|City - Silverwhite Square]]<</replace>><</if>><<silently>>
<<ResetPassage "City Smith Background Pack Left" "City Smith Background Pack Right">>
<</silently>>
!Westdale City - Minoran Blacksmith
---------------------------------------
You enter the blacksmith, looking at the various weapons and armours decorating the interior. You hear a clanging sound, and look towards the blacksmith hammering away. The blacksmith greets you, and walks up to the front desk.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Minoran Blacksmith"]]
!!!People & Interests
---------------------------------------
You see a desk.
<<SocialHub "Minoran Blacksmith">>
<<if $HoverMode is false>>[[Return to The Silverwhite Square|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Silverwhite Square|City - Silverwhite Square]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<<set $DayTime += 1>>
<<set $ExploreCount += 1>>
<<set $ExploreIntro to false>>
<</silently>>
!Plains of Westdale
-------------------------------------------------
You travel The Plains of Westdale, letting the winds graze you as you take in the scenery.
You stumble upon a road, large enough to be a sort of main road. Wheel-like trenches follow along the path, suggesting that the road sees heavy use.
The road leads over a fairly high hill-top, and you quickly run along it. As you reach the top of the hill, you're greeted by the welcoming view of civilization!
<<Discover 0>>
A city can be seen in the distance, the road leading downwards towards what appears to be the main gates. Along with the city, you can see the coast, the city lying along it.
The beautiful view from the hill top, gives you a complete scenery of the city, but also feels treacherous to the city's true size.
At the base of the city's entrance is a massive marketplace, a sort of exterior center for trading.
It would take quite some time to walk towards the city now, but maybe it would be worth the effort?
<<if $HoverMode is false>>[[Walk towards The City|Outer City - Westdale Eastern Gates]] or [[Head back to The Cave|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Walk towards The City|Outer City - Westdale Eastern Gates]] or [[Head back to The Cave|Home - The Cave]]<</replace>><</if>><<silently>>
<<set $PlayerActive to true>>
<<set $CurrentExploration = "PlainsWestdale">>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<<set $EventRandom = random(100)>>
<<set $Point_Random = random(100)>>
<<if $EventRandom <= 33>>
<<EventTriggerPlainsWestdale>>
<<else>>
<<if $Point_Random <= 33>>
<<PointDiscoveryPlainsWestdale>>
<<else>>
<<MonsterEncounter_PlainsWestdale>>
<</if>>
<</if>>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Plains of Westdale
-------------------------------------------------
You explore the Plains of Westdale.
The grassy hills stretch as far as you can see, occasionally covered by some mossy rocks. The landscape has a vibrant tone, very similar to a temperate steppe.
$Location_POW_Ambience_Text[$AmbienceText_Random]
$Exploration_MainEvent_Text
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>>
<<ExplorationDebugPanel>><<silently>>
<<set $DayTime += 1>>
<<set $EntityValues[$Player].CurrentEnergy -= 10>>
<</silently>>
!Masturbating...
---------------------------------------
As you feel the sexual frustration take over you, you decide to play with yourself.
<<display "Player Masturbate Image">>
You work yourself towards release, and eventually satisfy your needs in a sexual climax.
<<Satisfy $Player>>
<<HomeContinue>><<silently>>
<<ResetEntityStatEffects>>
<<CombatCompleteReset>>
<<set $SexType = "Traditional">>
<<set $PlayerEnslavedChance = random(100)>>
<<if $PlayerEnslavedChance < 200>>
<<if $EntityValues[$Enemy].Race == "Goblin">>
<<set $PlayerIsEnslaved to true>>
<</if>>
<</if>>
<</silently>>
!<<if $Submitted is true>>Submission<<else>>Defeat<</if>>
-----------------------------------------
<<if $Submitted is true>><<set $Submitted to false>>You've decided to submit to $EnemyName...<<else>>You have been defeated by $EnemyName...<</if>>
<<if $HoverMode is false>>[[Continue|Sex - Introduction][$SexPlayerOnBottom to true, $SexPlayerOnTop to false]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Sex - Introduction][$SexPlayerOnBottom to true, $SexPlayerOnTop to false]]<</replace>><</if>><<silently>>
<<LootTables>>
<<ResetEntityStatEffects>>
<<CombatCompleteReset>>
<<set $SexType = "Traditional">>
<</silently>>
!Victory
-----------------------------------------
You have defeated the $EnemySingular!
$CurrencyDropText
<<DisplayItemDrops>>
You could leave $EnemyName to their fate or abide by the sacred traditions of these lands.
<<if $HoverMode is false>><<print '[[Dominate ' + $EntityValues[$Enemy].BHimHer + '|Sex - Introduction][$SexPlayerOnTop to true, $SexPlayerOnBottom to false]]'>> - [[Return to the Cave|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">><<print '[[Dominate ' + $EntityValues[$Enemy].BHimHer + '|Sex - Introduction][$SexPlayerOnTop to true, $SexPlayerOnBottom to false]]'>> - [[Return to the Cave|Home - The Cave]]<</replace>><</if>><<widget HumanDefeat>><<SexEnd>><<if $enemygender == 1>>You have succumbed to the might of the Human, and now lay before him completely defenseless and all for his taking. He eyes you up and down, as you meekly look down upon the ground in shame.
@@.humanvoice;"Not every day you're presented such a slut for the taking!"@@
He pulls his loincloth to the side and takes out his 6 inch erect hard dick. The veins trailing along the raw cock, pulsing and ready to fill you.
<<if $oral_random == 0>>You eye the tasty meat dangling in front of you, observing the pre-cum already leaking from his cock.
Before you can react, he grabs hold of the back of your head, and plunges his rock hard cock down your throat. Gagging and spurting from the violent intrusion, you try to fight back for a short while, but quickly give up as he overpowers you.
He keeps humping away, raping your face. Your throat distending slightly with each thrust. <<elseif $oral_random == 1>><<if $sex == 0>><<Normal_VaginalSex>>He pushes you on your back and frees your plump waiting pussy. Without much hesitation or foreplay, he forces his rock-hard dick into your sluthole.
You wince at the invasion, feeling the raw meat massage your pussy walls as the cock forces itself further inside of you.
Shortly after grabbing your neck in a chokehold, he starts to pound away, you gasping for air with every pulse of pleasure.<<elseif $sex == 1>><<Normal_AnalSex>>He pushes you on your stomach and frees your plump waiting anus. Without much hesitation or foreplay, he forces his raw man-meat into your sluthole.
You wince at the invasion, feeling his dick stretch your asshole as he forces himself further inside of you.
Shortly after spanking you a few times, he starts to pound away, you gasping for air with every pulse of pleasure.<</if>><</if>>
After having had his way with you for some time, his dick begins to pulse.
He moans in pleasure and pulls out of you, whilst commanding you to present your slutty face.
You get on your knees, opening your mouth like a wanton whore, as he covers your face in thick warm cum.
@@.humanvoice;"Uhh! Fuck yes! You're a good little whore aren't ya?"@@
With that, he leaves you there, covered in cum and broken in.<<elseif $enemygender == 0>>You have succumbed to the might of the Human, and now lay before her completely defenseless and all for her taking. She eyes you up and down, as you meekly look down upon the ground in shame.
@@.humanvoice;"Not every day you're presented such a slut for the taking!"@@
She pulls her loincloth to the side and flashes her dripping wet cunt.
@@.humanvoice;"I hope you're hungry, cause you're gonna eat up!"@@
You eye the tasty snatch in front of you, observing the sweat and pussy-juice soaking it.
Before you can react, she grabs hold of the back of your head, and plunges your face into her aching cunt. Spurting in surprise, you try to fight back for a short while, but quickly give up as she overpowers you.
She rides your face soaking it in her juices, making sure you tasty every inch of her. You resolve to licking as best as you can, as you have no choice.
She continues to rape your face for some time, locking your head with her womanly, but strong thighs. Until she quivers in ecstacy, ready to come any moment.
She struggles a bit, putting her entire weight on your face as she squirms and moans deeply in pleasure.
After that she stands up, and walks off, leaving you there drenched in her juices and broken in.<<elseif $enemygender == 2>>You have succumbed to the might of the Human, and now lay before her completely defenseless and all for her taking. She eyes you up and down, as you meekly look down upon the ground in shame.
@@.humanvoice;"Not every day you're presented such a slut for the taking!"@@
He pulls her loincloth to the side and takes out her 6 inch erect hard dick. The veins trailing along the raw cock, pulsing and ready to fill you.
<<if $oral_random == 0>>You eye the tasty meat dangling in front of you, observing the pre-cum already leaking from her cock.
Before you can react, she grabs hold of the back of your head, and plunges her rock hard cock down your throat. Gagging and spurting from the violent intrusion, you try to fight back for a short while, but quickly give up as she overpowers you.
He keeps humping away, raping your face. Your throat distending slightly with each thrust. <<elseif $oral_random == 1>><<if $sex == 0>>He pushes you on your back and frees your plump waiting pussy. Without much hesitation or foreplay, she forces her rock-hard dick into your sluthole.
You wince at the invasion, feeling the raw meat massage your pussy walls as the cock forces itself further inside of you.
Shortly after grabbing your neck in a chokehold, she starts to pound away, you gasping for air with every pulse of pleasure.<<elseif $sex == 1>>He pushes you on your stomach and frees your plump waiting anus. Without much hesitation or foreplay, she forces her raw man-meat into your sluthole.
You wince at the invasion, feeling her dick stretch your asshole as she forces herself further inside of you.
Shortly after spanking you a few times, she starts to pound away, you gasping for air with every pulse of pleasure.<</if>><</if>>
After having had her way with you for some time, her dick begins to pulse.
He moans in pleasure and pulls out of you, whilst commanding you to present your slutty face.
You get on your knees, opening your mouth like a wanton whore, as she covers your face in thick warm cum.
@@.humanvoice;"Uhh! Fuck yes! You're a good little whore aren't ya?"@@
With that, she leaves you there, covered in cum and broken in.<</if>><</widget>><<widget ImpDefeat>><<SexEnd>>You have succumbed to the power of the Imp, and now lay before it completely defenseless, mind broken and all for it's taking. The imp's eyes burn with lust and a hot need to breed.
@@.impvoice;"Raagh-na! Kra-ka-kron! Sreeran-shu!"@@
The Imp's hellfire cock pointing straight towards you in total depraved lust. It's shredded form decorated with rills and unholy veins.
You eye the demonic cock dangling in front of you, observing the fiery pre-cum already leaking from the unholy dick.
The Imp conjures dark magical energies and blasts your mind with it.
You feel your thoughts turn into depraved pictures of yourself getting taken by all sorts of dark lustful creatures. You instinctively open your drooling mouth as your mind melts away in a heat of debauched thoughts.
The Imp cackling away at your depraved situation, takes the advantage to invade your mouth with it's unholy member. However, you being too far gone in thought, to realize the invasion.
The creatures in your thoughts rape you in every conceivable way, and in every sluthole you possess.
After what seems like several hours, you calmly wake up in a puddle of demonic cum. Your face covered in splooge and your sluthole filled to the brim, slowly leaking cum. Which makes you question the reality of your mind-break.
The Imp having abandoned your sorry state quite some time ago...
<</widget>><<widget SuccubusDefeat>><<SexEnd>>You have succumbed to the overpowering will of the Succubus, and now lay before it completely defenseless, now to become it's wanton plaything. It's demonic eyes inspecting you, as you meekly look down upon the ground in shame.
@@.succubusvoice;"What a pathetic little creature we have here! I shall take quite the pleasure in devouring your lusted soul!"@@
The Succubus walks closer to you, it's high heels clacking and tacking seductively with each step.
With a flick of her fingers, she conjures a mass of demonic energies that manifest around your body. You feel yourself drawn into a heat of lust, as you're aroused to depraved and unimagineable levels. <<if $sex == 0>>Your pussy becoming incredibly wet.<<elseif $sex == 1>>Your penis becoming rock hard.<</if>>
@@.succubusvoice;"Already so lustful! Hah!"@@
The Succubus sucks her finger seductively, as you freeze in place, forced to observe her ever so suggestive moves, driving you further into sexual frustration.
She whispers some dark words, beyond your comprehension and begins to extract your lustful energy.
You feel your body turn on, as if flicked like a switch, being massaged all over. The tingling sensation making an orgasm feel as a complete whole body experience.
The light's go out, and you pass out giving the Succubus all the time in the world to harvest your lustful energies.
After several hours and many tormenting and depraved dreams after, you wake up in a puddle of sweat and your own cum.
The Succubus having left you there.
<</widget>><<silently>>
<<set $PlayerSatisfaction = 0>>
<<set $PartnerSatisfaction = 0>>
<<FindPartner>>
<<PartnerIntroduction>>
<<SexReset>>
<<SexOptionsText>>
<<StartSexText>>
<<StartSexOptions>>
<<StartPlayerClimaxText>>
<<StartPartnerClimaxText>>
<<set $SexFound to false>>
<<set $PartnerIsDone to false>>
<</silently>>
!$SexTitle
-----------------------------------------
$StartSexText
$StartForeplayText
$StartOptionsText
<<if $HoverMode is false>><<SexOptionsList>><<SexualFinish>><<elseif $HoverMode is true>><<replace "#linkbar">><<SexOptionsList>><<SexualFinish>><</replace>><</if>>
<<SexDebugPanel>>You open your eyes and squirm as your entire body is aching in pain.
You attempt to gather your thoughts... what happened? where are you? am i naked? ... i'm naked...
You appear to be lying bare on the cold floor of a musty, dark but strangely cozy looking cave. You don't remember much of what happened to you, but this strange cave surely gives you the eerie feeling that something happened.
You sit up and try to remember... ah! You were travelling by caravan, from the eastern lands of Dul'Anos. You don't remember too much though, as most of it appears to be behind a hazy cloud or memories. However, that may have something to do with the terrible aching pain from the back of your head.
Why are you here? Who brought you here?... Too many questions, and nobody around to answer you. You get up and look around the cave, but it appears to be abandoned.
You sit down by a chair and think to yourself. You definitely remember why you were travelling from the eastern lands, or more likely... fleeing. Giving the cave an extra look, you decide that it will serve as a nice temporary means of shelter.<<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Lawpost
---------------------------------------
!!!Law of Westdale
Applies for Travelers and Commoners Only
1. Thou shalt not be naked!
2. Thou shalt do as commanded by the guards.
3. Thou shalt not bathe, swim or wash thy filthy self in the fountains.
4. Thou shalt not steal.
5. Thou shalt not attack, cause harm or kill.
666. Thou shalt not refuse thy overlord demons, for they be thy masters!
7. Thou shalt obey the demonic law above all other laws!
Signed by King Grimworth.
@@.silvertext;Witnessed by Noble Sylar Silverwhite, Noble Tilkorn Silverblack and Grand Merchant Gilbert Minorantyre.@@
<<if $HoverMode is false>>[[Back|CITY - City Post and Map]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|CITY - City Post and Map]]<</replace>><</if>><<silently>>
<<ResetPassage "City Shop Background Pack Left" "City Shop Background Pack Right">>
<</silently>>
!The Valen Clothing Store
---------------------------------------
You enter the clothing store, looking at the various clothes and all of their various colors and other fabric materials decorating the interior.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Valen Clothing Store"]]
!!!People & Interests
---------------------------------------
You see a desk.
<<SocialHub "Valen Clothing Store">>
<<if $HoverMode is false>>[[Return to The Silverwhite Square|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Silverwhite Square|City - Silverwhite Square]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Silverblack Barracks
---------------------------------------
You enter the barracks courtyard, although you're not too sure if you should be here...
!!!People & Interests
---------------------------------------
You see a collection of training dummies and some guards chatting.
<<SocialHub "Silverblack Barracks">>
<<if $HoverMode is false>>[[Return to The Gates|Inner City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Gates|Inner City - Westdale Eastern Gates]]<</replace>><</if>><<widget StartInsults>>
<<set $Insults = [
{
ID: 0,
Insulter: "Human",
Insulted: "Orc",
IsSexual: false,
SmallTextline: "orc filth",
CapitalizedTextline: "Orc filth",
Rate: 25
},
{
ID: 1,
Insulter: "Human",
Insulted: "Orc",
IsSexual: false,
SmallTextline: "savage",
CapitalizedTextline: "Savage",
Rate: 25
},
{
ID: 2,
Insulter: "Human",
Insulted: "Orc",
IsSexual: false,
SmallTextline: "greenskin pig",
CapitalizedTextline: "Greenskin pig",
Rate: 25
},
{
ID: 3,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: false,
SmallTextline: "stupid elf",
CapitalizedTextline: "Stupid elf",
Rate: 25
},
{
ID: 4,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: false,
SmallTextline: "knife-ears",
CapitalizedTextline: "Knife-ears",
Rate: 25
},
{
ID: 5,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: false,
SmallTextline: "tree-hugger",
CapitalizedTextline: "Tree-hugger",
Rate: 25
},
{
ID: 6,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: false,
SmallTextline: "disgusting elf",
CapitalizedTextline: "Disgusting elf",
Rate: 25
},
{
ID: 7,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: false,
SmallTextline: "knife-ears",
CapitalizedTextline: "Knife-ears",
Rate: 25
},
{
ID: 8,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: false,
SmallTextline: "degenerate",
CapitalizedTextline: "Degenerate",
Rate: 25
},
{
ID: 9,
Insulter: "Human",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "orc slut",
CapitalizedTextline: "Orc slut",
Rate: 25
},
{
ID: 10,
Insulter: "Human",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "savage cumdumpster",
CapitalizedTextline: "Savage cumdumpster",
Rate: 25
},
{
ID: 11,
Insulter: "Human",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "greenskin slut-pig",
CapitalizedTextline: "Greenskin slut-pig",
Rate: 25
},
{
ID: 12,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "knife-eared slut",
CapitalizedTextline: "Knife-eared slut",
Rate: 25
},
{
ID: 13,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "tree-fucker",
CapitalizedTextline: "Tree-fucker",
Rate: 25
},
{
ID: 14,
Insulter: "Human",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "elven cumhole",
CapitalizedTextline: "Elven cumhole",
Rate: 25
},
{
ID: 15,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "knife-eared slut",
CapitalizedTextline: "Knife-eared slut",
Rate: 25
},
{
ID: 16,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "elf slave",
CapitalizedTextline: "Elf slave",
Rate: 25
},
{
ID: 17,
Insulter: "Human",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "elven cumhole",
CapitalizedTextline: "Elven cumhole",
Rate: 25
},
{
ID: 18,
Insulter: "Orc",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "trophy whore",
CapitalizedTextline: "Trophy whore",
Rate: 25
},
{
ID: 19,
Insulter: "Orc",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "slut",
CapitalizedTextline: "Slut",
Rate: 25
},
{
ID: 20,
Insulter: "Orc",
Insulted: "Orc",
IsSexual: true,
SmallTextline: "whore",
CapitalizedTextline: "Whore",
Rate: 25
},
{
ID: 21,
Insulter: "Orc",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "knife-eared slut",
CapitalizedTextline: "Knife-eared slut",
Rate: 25
},
{
ID: 22,
Insulter: "Orc",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "tree-fucker",
CapitalizedTextline: "Tree-fucker",
Rate: 25
},
{
ID: 23,
Insulter: "Orc",
Insulted: "High Elf",
IsSexual: true,
SmallTextline: "elven cumhole",
CapitalizedTextline: "Elven cumhole",
Rate: 25
},
{
ID: 24,
Insulter: "Orc",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "knife-eared slut",
CapitalizedTextline: "Knife-eared slut",
Rate: 25
},
{
ID: 25,
Insulter: "Orc",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "elf slave",
CapitalizedTextline: "Elf slave",
Rate: 25
},
{
ID: 26,
Insulter: "Orc",
Insulted: "Dark Elf",
IsSexual: true,
SmallTextline: "elven cumhole",
CapitalizedTextline: "Elven cumhole",
Rate: 25
},
{
ID: 27,
Insulter: "Orc",
Insulted: "Human",
IsSexual: true,
SmallTextline: "humie slut",
CapitalizedTextline: "Humie slut",
Rate: 25
},
{
ID: 27,
Insulter: "Orc",
Insulted: "Human",
IsSexual: true,
SmallTextline: "pinkskin slut",
CapitalizedTextline: "Pinkskin slut",
Rate: 25
},
{
ID: 101,
Insulter: "All",
Insulted: "All",
IsSexual: false,
SmallTextline: "bastard",
CapitalizedTextline: "Bastard",
Rate: 75
},
{
ID: 102,
Insulter: "All",
Insulted: "All",
IsSexual: false,
SmallTextline: "wretch",
CapitalizedTextline: "Wretch",
Rate: 90
},
{
ID: 103,
Insulter: "All",
Insulted: "All",
IsSexual: false,
SmallTextline: "ingrate",
CapitalizedTextline: "ingrate",
Rate: 101
},
{
ID: 104,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "slut",
CapitalizedTextline: "Slut",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "whore",
CapitalizedTextline: "Whore",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "tramp",
CapitalizedTextline: "Tramp",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "cunt",
CapitalizedTextline: "Cunt",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "cum-whore",
CapitalizedTextline: "Cum-whore",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "strumpet",
CapitalizedTextline: "Strumpet",
Rate: 25
},
{
ID: 105,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "harlot",
CapitalizedTextline: "Harlot",
Rate: 25
},
{
ID: 106,
Insulter: "All",
Insulted: "All",
IsSexual: true,
SmallTextline: "walking fuckhole",
CapitalizedTextline: "Walking fuckhole",
Rate: 101
}
]>>
<</widget>><<silently>>
<<set $StoryStartingEquipment to true>>
<</silently>>
!Searching The Cave...
---------------------------------------
You search The Cave for anything useful that might have been left behind.
<<if $CurrentBackground == 0>><<AddWearable $Player 0 1>>
<<AddWeapon $Player 0 1>><<elseif $CurrentBackground == 1>><<AddWearable $Player 0 1>>
<<AddWeapon $Player 0 1>><<elseif $CurrentBackground == 2>><<AddWeapon $Player 1 1>>
<<AddWearable $Player 1 1>>
<<AddWearable $Player 19 1>>
<<AddWearable $Player 31 1>>
<<AddWearable $Player 36 1>><<elseif $CurrentBackground == 3>><<AddWeapon $Player 10 1>>
<<AddWearable $Player 1 1>>
<<AddWearable $Player 7 1>>
<<AddWearable $Player 36 1>><<elseif $CurrentBackground == 4>><<AddWearable $Player 0 1>>
<<AddWeapon $Player 0 1>><<elseif $CurrentBackground == 5>><<AddWearable $Player 25 1>>
<<AddWearable $Player 44 1>>
<<AddWearable $Player 37 1>><<else>>You find nothing of value...<</if>>
<<if $HoverMode is false>>[[Back|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Home - The Cave]]<</replace>><</if>>!Westdale City - Silverblack Prison
---------------------------------------
You're in your prison cell.
<<PrisonSentence>>
<<if $HoverMode is false>><<if $PrisonSentence <= 0>>[[Exit Prison|Outer City - Westdale Eastern Gates]]<<else>>[[Sleep|CITY - Silverblack Prison Sleep]]<</if>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $PrisonSentence <= 0>>[[Exit Prison|Outer City - Westdale Eastern Gates]]<<else>>[[Sleep|CITY - Silverblack Prison Sleep]]<</if>><</replace>><</if>>
<<silently>>
<<set $PlayerActive to true>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<<set $EventRandom = random(100)>>
<<set $Point_Random = random(100)>>
<<if $EventRandom <= 33>>
<<EventTriggerDarkForest>>
<<else>>
<<if $Point_Random <= 33>>
<<PointDiscoveryDarkForest>>
<<else>>
<<MonsterEncounter_DarkForest>>
<</if>>
<</if>>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!The Dark Forest
-------------------------------------------------
You explore the Dark Forest.
The trees whistle as the wind soars through them, giving you a shiver and an eerie feeling in your stomach as they welcome you into the forest with their dark visage.
$Location_POW_Ambience_Text[$AmbienceText_Random]
$Exploration_MainEvent_Text
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>>
<<ExplorationDebugPanel>><<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!The Dark Forest - Mushroom Grove
----------------------------------------------------------
<<if $PointsTableDarkForest[1].Visited is false>><<set $PointsTableDarkForest[1].Visited to true>>Exploring the forest, you stumble upon a beautiful mushroom grove. The mushrooms come in multiple colors, some looking incredibly tasteful, whilst others look fairly poisonous.
!!!@@.discoverytext;You have discovered The Mushroom Grove! (Point of Interest)@@<<elseif $PointsTableDarkForest[1].Visited is true>>You return to the beautiful mushroom grove.
The mushrooms come in multiple colors, some looking incredibly tasteful, whilst others look fairly poisonous.<</if>>
$Location_POW_Ambience_Text[$AmbienceText_Random]
<span id="Search_Forest"><<click "Search your surroundings">><<set $Positive_Score = 0>><<set $Score = random(100)>><<replace "#Search_Forest">><<if $Score < 50>>You search the mushroom grove, but find nothing...<<elseif $Score >= 50>><<AddConsumable $Player 1 1>><</if>><</replace>><</click>></span>
<<Home>><<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<</silently>>
!The Dark Forest - The Witches Shack
----------------------------------------------------------
<<if $PointsTableDarkForest[2].Visited is true>>You return to the shack in the forest.<<elseif $PointsTableDarkForest[2].Visited is false>><<set $PointsTableDarkForest[2].Visited to true>>You come upon a curious trail whilst exploring the forest, and decide to follow it.
You reach an overgrown shack in the woods, which appears to be inhabited.
!!!@@.discoverytext;You have discovered The Witches Shack! (Point of Interest)@@
<</if>>
<span id="Search_Forest"><<click "Search your surroundings">><<set $Positive_Score = 0>><<set $Score = random(100)>><<replace "#Search_Forest">><<if $Score < 50>>You search the area just outside the shack, but find nothing...<<elseif $Score >= 50>><<AddConsumable $Player 1 1>><</if>><</replace>><</click>></span>
<<if $HoverMode is false>>[[Enter the Shack|The Witches Shack]] - <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Enter the Shack|The Witches Shack]] - <<HomeNoReplace>><</replace>><</if>><<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<<LocationUpdate "Forest Lake">>
<</silently>>
!The Dark Forest - The Forest Lake
----------------------------------------------------------
<<if $PointsTableDarkForest[0].Visited is false>><<set $PointsTableDarkForest[0].Visited to true>>Exploring the forest, you eventually veer of from the overgrown path and walk down towards a clearing. You suddenly hear some water gushing and decide to check it out.
You arrive at what appears to be a forest lake with a small waterfall. The lake continues downwards and breaks off as rapids.
!!!@@.discoverytext;You have discovered The Forest Lake! (Point of Interest)@@
There is a sort of altar here covered in moss which is slowly eaten away by the nature it is surrounded by.<<elseif $PointsTableDarkForest[0].Visited is true>>You return to the lake in forest. The lake is as beautiful as before, with it's waterfall creating a strong current continueing downwards, breaking off into the rapids.
There is a sort of altar here, covered in moss as it is slowly eaten away by the nature it is surrounded by.<</if>>
$Location_POW_Ambience_Text[$AmbienceText_Random]
<span id="Search_Forest"><<click "Search your surroundings">><<set $Positive_Score = 0>><<set $Score = random(100)>><<replace "#Search_Forest">><<if $Score < 50>>You search the area around the lake, but find nothing...<<elseif $Score >= 50>><<AddConsumable $Player 1 1>><</if>><</replace>><</click>></span>
<<HighWash "Wash yourself in the lake">>
<<Home>>
<<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<</silently>>
!The Dark Forest - Carved Rock
----------------------------------------------------------
<<if $PointsTableDarkForest[3].Visited is false>><<set $PointsTableDarkForest[3].Visited to true>>Whilst exploring the Dark Forest you discover some shimmering light penetrating the bushes ahead of you. You struggle through the bushes and wild growth, to discover that the shimmering light comes from a big runic stone lodged into the ground.
!!!@@.discoverytext;You have discovered The Carved Rock! (Point of Interest)@@<<elseif $PointsTableDarkForest[3].Visited is true>>You struggle through the bushes to return to the carved with runes. It continues to give a low shimmer of light.<</if>>
<<if $HoverMode is false>>[[Examine the Carved Rock|Examine Carved Rock]] - <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Examine the Carved Rock|Examine Carved Rock]] - <<HomeNoReplace>><</replace>><</if>>
<<silently>>
<<set $CurseStrength = random(50) + 50>>
<</silently>>
!The Dark Forest - Carved Rock
----------------------------------------------------------
<<if $EntityValues[$Player].Traits.includes("Curious")>>A light zap jolts your palm touching the rock, as you feel the energies of something otherworldly stream through you.<<else>>You gently examine the rock closer, touching it directly with your palm. A light zap jolts your palm touching the rock, as you feel the energies of something otherworldly stream through you.<</if>>
<<Curse $Player 50 50>>
<<Home>><<widget Search_Check>>
<<if $traitTable.PerceptiveRank == 1>><<set $Positive_Score = 10 + random(20)>><</if>>
<<if $traitTable.CuriousRank == 1>><<set $Positive_Score = 10 + random(20)>><</if>>
<<if $traitTable.ImpatientRank == 1>><<set $Negative_Score = -10 - random(10)>><</if>>
<<if $traitTable.DexterityRank == 1>><<set $Core_Score = 0 - random(30)>><</if>>
<<if $traitTable.DexterityRank == 2>><<set $Core_Score = 0 - random(20)>><</if>>
<<if $traitTable.DexterityRank == 3>><<set $Core_Score = 0 - random(10)>><</if>>
<<if $traitTable.DexterityRank == 5>><<set $Core_Score = 0 + random(10)>><</if>>
<<if $traitTable.DexterityRank == 6>><<set $Core_Score = 0 + random(20)>><</if>>
<<if $traitTable.DexterityRank == 7>><<set $Core_Score = 0 + random(30)>><</if>>
<</widget>>
!Points of Interest
---------------------------------------
You can easily travel to points of interest and locations that you've previously discovered.
<<LocationTravel>>
<<LocationReturn>><<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<</silently>>
!Points of Interest - The Dark Forest
---------------------------------------
You can easily travel to points of interest and locations that you've previously discovered.
<<ForestTravel>>
<<if $HoverMode is false>>[[Back|Points of Interest]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Points of Interest]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<<LocationUpdate "Pristine Lake">>
<</silently>>
!The Plains of Westdale - Pristine Lake
----------------------------------------------------------
<<if $PointsTablePlainsWestdale[1].Visited is false>><<set $PointsTablePlainsWestdale[1].Visited to true>>Exploring the plains you eventually reach an area cut of by some hills and large rocks. You decide to check it out a little closer, and find a lake seemingly closed off by the terrain.
!!!@@.discoverytext;You have discovered the Pristine Lake! (Point of Interest)@@
The lake is beautiful and the water impossibly clear, showing a blueish bottom reflected by the rays of light protruding the water surface.<<elseif $PointsTablePlainsWestdale[1].Visited is true>>You reach the Pristine Lake.
The lake is beautiful and the water impossibly clear, showing a blueish buttom reflected by the rays of light protruding the water surface.<</if>>
<<HighWash "Wash yourself in the lake">>
<<Home>>
<<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<</silently>>
!The Plains of Westdale - Abandoned Farm
----------------------------------------------------------
<<if $PointsTablePlainsWestdale[2].Visited is false>><<set $PointsTablePlainsWestdale[2].Visited to true>>Exploring the plains you eventually reach what appears to be an abandoned farm.
!!!@@.discoverytext;You have discovered The Abandoned Farm! (Point of Interest)@@
The main house is a standing ruin, and seems as if it could collapse any moment.
The crops are rotten and plagued by the wildlife, and quite likely inedible.<<elseif $PointsTablePlainsWestdale[2].Visited is true>>You reach the abandoned farm.
The main house is a standing ruin, and seems as if it could collapse any moment.
The crops are rotten and plagued by the wildlife, and quite likely inedible.<</if>>
<<if $PointsTablePlainsWestdale[2].Activated is false>><span id="Search_Farm"><<click "Search the surrounding area">><<replace "#Search_Farm">><<set $PointsTablePlainsWestdale[2].Activated to true>>You search the ruins and surrounding farm area, and find some Peasant's Clothes!
<<AddWearable $Player 2 1>>
<<AddWearable $Player 4 1>>
<<AddWearable $Player 5 1>><</replace>><</click>></span><<elseif $PointsTablePlainsWestdale[2].Activated is true>>You've already searched the farm...<</if>>
<<Home>>
<<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<</silently>>
!The Plains of Westdale - Tolareen Altar
----------------------------------------------------------
<<if $PointsTablePlainsWestdale[0].Visited is false>><<set $PointsTablePlainsWestdale[0].Visited to true>>Whilst exploring the plains of westdale, you discover a trail leading into a rocky area, cut off from the main road.
You decide to see where the trail leads, and discover what appears to be a sacrifical altar of sorts.
!!!@@.discoverytext;You have discovered The Tolareen Altar! (Point of Interest)@@
The altar appears to be of somewhat demonic origin, and is covered in intricate scripture and runes that you don't understand. The altar has a wheel that you think can be turned.<<elseif $PointsTablePlainsWestdale[0].Visited is true>>You reach the Tolareen Altar.
The altar appears to be of somewhat demonic origin, and is covered in intricate scripture and runes that you don't understand. The altar has a wheel that you think can be turned.<</if>>
<span id="Activate_Altar"><<click "Turn the wheel">><<replace "#Activate_Altar">><<set $StoryDemonicAltarsTolareen to true>>You turn the wheel, and the altar makes a weird eldritch sound, almost as if it roars internally and begins to give off a bluish glow from its runes and scripture. Then shortly after, the roar is followed by a deafening silence...<</replace>><</click>></span>
<<Home>><img src="images/tracy/TracyFullPose01.png" alt="tracy-main-image"><img src="images/succubus4.png" alt="succubus-image" width=320em><<silently>>
<</silently>>
!Preferences
--------------------------------------
All preferences are enabled by default.
@@.boldtext;Special Note@@: Most @@.pinktext;sex-scenes@@ can be inherently @@.redtext;avoided@@ by making the right choices, decisions, not leaving the start area and so on.
If you should find yourself to be playing a weak character, keep in mind that taking the defeated for your own sexual satisfaction post-combat is @@.depravitytext;sacred tradition@@ in the lands you're about to inhabit. The victor may or may not care if you like it up the butt or not.
@@.browntext;Anthros@@<<if $AnthrosFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Preferences][$AnthrosFetish to true]]<<elseif $AnthrosFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Preferences][$AnthrosFetish to false]]<</if>> - Will disable all sex scenes involving anthros.
@@.purpletext;Futanari@@<<if $FutanariFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Preferences][$FutanariFetish to true]]<<elseif $FutanariFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Preferences][$FutanariFetish to false]]<</if>> - Will remove all sex scenes involving Futanaris, whilst also making all Futanari characters inaccessible and make it impossible to grow a dick as a female without losing your snatch (No double genitals). This will alter some quests and may or may not lock you from some content if disabled. You can still grow tits as a sissy though.
@@.pinktext;Gender-Bender@@<<if $GenderBenderFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Preferences][$GenderBenderFetish to true]]<<elseif $GenderBenderFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Preferences][$GenderBenderFetish to false]]<</if>> - Locks your sex making it impossible for the player to change it. This will alter some quests and may or may not lock you from some content if disabled. You will no longer be able to grow tits with a cock either, but your cock may still shrink to a pathetic size.
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<if $BackgroundMode is true>><img src="images/encounters/HumanFutanariFull01.png" alt="human-futanari-full-image"><</if>><<if $BackgroundMode is true>><img src="images/encounters/HumanFutanariBanner.png" alt="human-futanari-banner-image" width=100% height=92%><</if>><img src="Images/Banners/NadoraCornerBanner.png" alt="" width=100% height=92%><img src="Images/Banners/NyaraCornerBanner.png" alt="" width=100% height=92%><<if $BackgroundMode is true>>
<img src="Images/Encounters/GoblinMaleBanditEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/GoblinFemaleBanditEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/HumanMaleBanditEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/HumanFemaleAmazonEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $EntityValues[$Player].Gender == "Male" is true>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanMaleRacial1.png" alt="human-male-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcMaleRacial1.png" alt="orc-male-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfMaleRacial1.png" alt="highelf-male-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfMaleRacial1.png" alt="darkelf-male-racial-1-image" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Gender == "Female" is true>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanFemaleRacial1.png" alt="human-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcFemaleRacial1.png" alt="orc-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfFemaleRacial1.png" alt="highelf-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfFemaleRacial1.png" alt="darkelf-female-racial-1-image" width=100% height=92%>
<</if>>
<<else>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanFemaleRacial1.png" alt="human-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcFemaleRacial1.png" alt="orc-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfFemaleRacial1.png" alt="highelf-female-racial-1-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfFemaleRacial1.png" alt="darkelf-female-racial-1-image" width=100% height=92%>
<</if>>
<</if>><<if $EntityValues[$Player].Gender == "Male" is true>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanMaleRacial2.png" alt="human-male-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcMaleRacial2.png" alt="orc-male-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfMaleRacial2.png" alt="highelf-male-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfMaleRacial2.png" alt="darkelf-male-racial-2-image" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Gender == "Female" is true>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanFemaleRacial2.png" alt="human-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcFemaleRacial2.png" alt="orc-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfFemaleRacial2.png" alt="highelf-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfFemaleRacial2.png" alt="darkelf-female-racial-2-image" width=100% height=92%>
<</if>>
<<else>>
<<if $EntityValues[$Player].Race == "Human" is true>>
<img src="Images/Banners/Racials/PlayerHumanFemaleRacial2.png" alt="human-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Orc" is true>>
<img src="Images/Banners/Racials/PlayerOrcFemaleRacial2.png" alt="orc-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "High Elf" is true>>
<img src="Images/Banners/Racials/PlayerHighElfFemaleRacial2.png" alt="highelf-female-racial-2-image" width=100% height=92%>
<<elseif $EntityValues[$Player].Race == "Dark Elf" is true>>
<img src="Images/Banners/Racials/PlayerDarkElfFemaleRacial2.png" alt="darkelf-female-racial-2-image" width=100% height=92%>
<</if>>
<</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitHumanMale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitHumanFemale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitHighelfMale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitHighelfFemale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitDarkelfMale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitDarkelfFemale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitOrcMale.png" alt="portrait-image" width=220em height=300em><</if>><<if $PortraitMode is true>><img src="images/race/portrait/PlayerPortraitOrcFemale.png" alt="portrait-image" width=220em height=300em><</if>><<silently>>
<<replace "#image-bar">><<display "No Image">><</replace>>
<<replace "#right-bar">><<display "No Image">><</replace>>
<</silently>>
!Full Body
---------------------------------------------------
<<if $EntityValues[$Player].Race == "Human">><<if $PlayerSex == 0>><img src="images/race/fullbody/PlayerFullHumanFemale.png" alt="portrait-full-image"><<elseif $PlayerSex == 1>><img src="images/race/fullbody/PlayerFullHumanMale.png" alt="portrait-full-image"><</if>><<elseif $EntityValues[$Player].Race == "Orc">><<if $PlayerSex == 0>><img src="images/race/fullbody/PlayerFullOrcFemale.png" alt="portrait-full-image"><<elseif $PlayerSex == 1>><img src="images/race/fullbody/PlayerFullOrcMale.png" alt="portrait-full-image"><</if>><<elseif $EntityValues[$Player].Race == "High Elf">><<if $PlayerSex == 0>><img src="images/race/fullbody/PlayerFullHighelfFemale.png" alt="portrait-full-image"><<elseif $PlayerSex == 1>><img src="images/race/fullbody/PlayerFullHighelfMale.png" alt="portrait-full-image"><</if>><<elseif $EntityValues[$Player].Race == "Dark Elf">><<if $PlayerSex == 0>><img src="images/race/fullbody/PlayerFullDarkelfFemale.png" alt="portrait-full-image"><<elseif $PlayerSex == 1>><img src="images/race/fullbody/PlayerFullDarkelfMale.png" alt="portrait-full-image"><</if>><</if>>
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<if $BackgroundMode is true>>
<img src="Images/Backgrounds/HomeCaveBackground01.png" alt="" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Backgrounds/HomeCaveBackground02.png" alt="" width=100% height=92%>
<</if>>IMPORTANT
pic dims
425p width
1200p height
shrink select 20p
feather 20p
invert
fill with BG
fill with FG
to-do list
-
<<widget EVENT_BANDIT_GANGRAPE>><<silently>><<nobr>>
<<if $HoverMode is false>>
<<set $Exploration_Passage = "[[Submit to them|000 Plains Event - Bandit Gangrape Outcome][$EventChoice to 'Submit']]
[[Resist their advances|000 Plains Event - Bandit Gangrape Outcome][$EventChoice to 'Resist']]">>
<<elseif $HoverMode is true>>
<<set $Exploration_Passage = "[[Submit to them|000 Plains Event - Bandit Gangrape Outcome][$EventChoice to 'Submit']] or [[Resist their advances|000 Plains Event - Bandit Gangrape Outcome][$EventChoice to 'Resist']]">>
<</if>>
<</nobr>><</silently>>As you travel down the road a sense of dread takes hold of you. You look to your surroundings. Something feels wrong as it's silent, almost too silent.
You brush it off and continue, when you suddenly step in a trap! You're pulled by your ankle and dragged along the ground only to dangle upside down from a tree branch.
You immidiately struggle and try to get free, but within long you hear a voice...
<<if $EventTablePlainsWestdale[0].Triggered is true>>@@.banditvoice;"Ooooh my! it's the same <<Insult 'Human' $PlayerRace 'Sex'>> from before!?"@@
You look around and struggle some more only to dangle face first into the crotch of a standing man.
@@.banditvoice;"Oh my, $EntityValues[$Player].TPsHeShe's back for more... and so eager to begin rounds!"@@<<elseif $EventTablePlainsWestdale[0].Triggered is false>><<set $EventTablePlainsWestdale[0].Triggered to true>>@@.banditvoice;"Look at this boys! we caught ourselves a cutie!"@@
You look around and struggle some more only to dangle face first into the crotch of a standing man.
@@.banditvoice;"Oh my, $EntityValues[$Player].TPsHeShe's so eager to begin rounds!"@@<</if>>
The bandits cut you down and form a circle around you.
@@.banditvoice;"Well we dont got all day now do we? Get em' out and start claiming your prize boys!"@@
The bandits take out their cocks and penises all in varying shapes and sizes.
<</widget>><<widget EVENT_DRAGONSCOUT>><<if $EventTablePlainsWestdale[1].Triggered is false>><<set $EventTablePlainsWestdale[1].Triggered to true>>Some time later as you travel down the road, you catch a quick whiff and moist feeling in the air.
The feeling reminds you of that just before a thunderstorm. You look towards the mountains in the far distance, just about as far away as the eye can see.
The clouds in the distance looms with radiant blackness, and just for a second you see something odd in the distance, that seems to be hovering... no... actually flying around the mountain peaks....
At first, you barely believe your own eyes, but yet you swear it was real.
What looks to be the common interpretation of a 'Dragon' seems to be flying around the mountains in the distance, and if not a dragon, something huge with wings... to even be able to be seen from this distance... it must be huge!
You think to yourself in awe and slight terror, you better stay away from the mountains... that can't be safe...
Shortly after, still spooked from the experience, you decide to move on.
<<PlainsExplore>><<elseif $EventTablePlainsWestdale[1].Triggered is true>>As you travel down the road, you recall your last experience with the creature in the distance by the mountains...
You look towards the mountains... but can't seem to spot anything... maybe it's a rare sight? even in this world you wonder?
You continue walking, pondering what you saw, and think about what else this world might have in store....
Shortly after you decide to move on.
<<PlainsExplore>><</if>><</widget>><<widget EVENT_PLAINSMERCHANT>><<if $EventTablePlainsWestdale[2].Triggered is false>><<set $EventTablePlainsWestdale[2].Triggered to true>>After some time you're eventually greeted by a shadowy figure in the distance. They seem to be walking at a steady non-threatening pace.
As they come closer, you realize it's a merchant or trader of sorts, and a rather short one at that.
@@.dwarfvoice;"Aight hello~ dere! Fancy meetin' another friendly face around here! Carest to browse my wares pal?"@@
The Dwarf looked at you expectantly like he was about to make the sale of his lifetime. His words having difficulty escaping his long beard.
@@.dwarfvoice;"Finest elixirs and exotics in these lands, i dare promise ye~! Not always the same wares tho.. it varies but whatever, i'm sure i got what ye need!"@@
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Wandering Dwarf"]]
<<PlainsExplore>><<elseif $EventTablePlainsWestdale[2].Triggered is true>>After some time you're eventually greeted by a shadowy figure in the distance. They seem to be walking at a steady non-threatening pace.
As they come closer, you realize it's a merchant or trader of sorts, and a rather short one at that.
@@.dwarfvoice;"Aah! hello~ dere! Fancy meetin' ya again friend! What say ye? Carest to browse my wares pal?"@@
His words still having difficulty escaping his long beard, he looked at you expectantly.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Wandering Dwarf"]]
<<PlainsExplore>><</if>>
<</widget>><<widget EVENT_DEMONICVICTIM>><<set $EventTablePlainsWestdale[3].Triggered to true>>As you walk down the road, you decide to head off unto the plains to see if you could find something of interest. You wander the plains in search of anything of interest, when suddenly the faint sound of something moaning loud is heard just behind a hill. You decide to sneak up on the hill, hiding below the tall grass to get a better look at what you're dealing with.
You reach the top of the hill and not far ahead of you, you spot a pack of demonic beasts surrounding an almost passed out woman. One of the beasts are holding her by the hips, forcing her unto it's massive shaft. The sound of skin slamming against each other is heard as the demon uses the woman as it's personal fleshlight.
The beasts have black darkened skin, massive bone-spikes protruding their upper backs and a sinuous tail at the base of their back. Massive horns decorate their head and their eyes glow with corruption.
The beast picks up the pace as it seems to reach its climax, its unholy breathing and moaning rhythmically following its usage of its poor victim's holes. It begins to really flex its demonic muscles, its massive stature getting even more visible as it hammers away at full strength.
With a few last thrusts, the beast lets out one last huge thrust and deep moaning scream bathed in lustful ecstacy.
The victim finally wakes up as they get pumped full of foul seed, screaming awkwardly in both pain and pleasure. The beast continues with a few last thrusts and few last moans before letting go of the poor woman, making her slowly slide off the huge shrinking demon-dong.
As gooey spunk flows out of the victim's poor abused fuckhole, she seems to attempt to crawl away. However, one of the beasts surrounding her has other plans, grabbing the woman by the hips and replacing the previous one.
You feel slightly @@.pinktext;aroused@@ by the scene you just witnessed...
<<AlterStat $Player "Lust" "Increase" 10 15>>
<<AlterStat $Player "Depravity" "Increase" 1 2>>
You hurry back home with new knowledge, that you probably shouldn't let yourself be captured by the demons that roam these lands.
<<PlainsExplore>><</widget>><<widget EVENT_FORESTWHISPERS>><<if $EventTableDarkForest[0].Triggered is false>><<set $EventTableDarkForest[0].Triggered to true>>As you explore the forest, you suddenly hear whispers among the trees. Not sure whether it's merely the wind grazing the leaves or someone or something in person, you look to your surroundings in confusion.
No one is there...
You try to continue, but eventually get a dreadful feeling, almost as if you're stripped naked by watchful eyes.
You decide it's time to leave.
<<ForestExplore>><<elseif $EventTableDarkForest[0].Triggered is true>>As you explore the forest, you suddenly hear whispers among the trees. The same whispers as before, but this time.. a little stronger.
And it's not just anything they're whispering. It seems to be moaning... and lewd remarks.
The whispers give promise of unending satisfaction and pleasure. You listen to the whispers, until you suddenly jerk back into a waking state...
How long did you stand there? You seem to have drifted away to the soothing whispers.
You decide it's best to head back home...
<<ForestExplore>><</if>><</widget>><<widget EVENT_GOBLINPATROL>><<set $EventTableDarkForest[1].Triggered to true>>As you explore the forest, you suddenly hear a ruckus of snarling voices in the distance.
You decide to quickly hide behind a rock, just for safety.
Not long after a small band of goblins passes through the area, all snickering and snarling at each other as they do.
It seems to be a kind of patrol, maybe this area isn't as safe as you thought?
You decide it's time to leave.
<<ForestExplore>><</widget>><<widget EVENT_TAINTEDPOND>><<if $EventTableDarkForest[2].Triggered is false>>As you explore the forest, you come upon a pond with a foul smell to it. You move closer to the pond.
The pond looks tar-like, filthy and corrupted. The water is a deep murky sick green with black bubbling spots by the center. The pond gives off a wrecking stench that makes your nostrils turn in on themselves.
The flora and grass closer to the pond looks dead and withered, which only confirms your assumption, that you should probably leave the pond alone, and just return home.
<<if $EntityValues[$Player].Traits.includes("Curious")>>However, your curious nature gets the better of you, and you feel like taking a closer look.
<<set $Exploration_Passage = "[[You take a closer look|102 Forest Event - Tainted Pond Outcome]]">><<else>><<if $HoverMode is false>><<set $Exploration_Passage = "[[Take a closer look anyway|102 Forest Event - Tainted Pond Outcome]]
<<HomeNoReplace>>">><<elseif $HoverMode is true>><<set $Exploration_Passage = "[[Take a closer look anyway|102 Forest Event - Tainted Pond Outcome]] or <<HomeNoReplace>>">><</if>><</if>><<elseif $EventTableDarkForest[2].Triggered is true>>As you explore the forest, you once again come upon the tainted pond. You notice that it appears that someone has been collecting the fluids, as vials lie around and boxes filled with vials containing the tainted ponds black tar-like water lie around cluttering the forest bed.
However, fully knowing the ponds vile and foul intent, you decide to leave the vials be. You do wonder however, whom could be collecting from the pond, but you don't feel like hanging around to find out and move on.
<<ForestExplore>><</if>><</widget>><<silently>>
<<replace "#image-bar">><<display "Tracy Slut Banner Image">>
<</replace>>
<</silently>>
!Tracy
---------------------------------------
<<if $sexpose == 0>><<if $Location_Tracy == 0>>You accompany Tracy to her private chambers in the Tavern.<<elseif $Location_Tracy == 1>>You decide to have some fun with Tracy.<</if>><<elseif $sexpose >= 0>><</if>>
<<if $sexpose == 0>><<if $Enslaved_Tracy == 0>>@@.tracyvoice;"Oh-oh.. gosh! I don't do this so often... go easy on me!"@@<<elseif $Enslaved_Tracy == 1>><<if $Affection_Tracy > 90>>@@.tracyvoice;"Oh yes! Fuck me please!"@@<<elseif $Affection_Tracy <= 90>>@@.tracyvoice;"Ugh! Get your hands of me!"@@<</if>><</if>><<elseif $sexpose == 1>><<if $Enslaved_Tracy == 0>>You gently lower Tracy down suggesting for her to use her mouth. She winks at you playfully.
@@.tracyvoice;"I won't go easy on you!"@@
She licks the tip of your cock, tasting the pre-cum before slowly indulging herself in your manhood.<<elseif $Enslaved_Tracy == 1>><<if $Affection_Tracy > 90>>You forcefully lower Tracy down telling her to use her mouth.
@@.tracyvoice;"Mmmmh! Cock!"@@
She sucks your cock like the greedy whore she is, enjoying every taste of pre-cum.<<elseif $Affection_Tracy <= 90>>You forcefully lower Tracy down telling her to use her mouth.
@@.tracyvoice;"Ugh.... fine..."@@
She sucks your cock reluctantly, gagging slightly with every taste of your pre-cum.<</if>><</if>><<display "Tracy Blowjob Image">><<elseif $sexpose == 2>>You put your hand on her head making her take your dick as far as she can.
She gags slightly as she keeps your dick deep in her throat.
<<display "Tracy Deepthroat Image">>
Shortly after she continues to suck your cock.<<elseif $sexpose == 3>>You feel the rush of pleasure build up in your crotch as you release a stream of cum coating Tracy's face completely.
<<display "Tracy BlowCum Image">>
You look down on your work of art before contemplating what to do next.<<elseif $sexpose == 4>>You gently lower Tracy down suggesting for her to use her mouth.
<<display "Tracy PussyLick Image">>
She licks your pussy skillfully driving you into a state of maddening lust.<<elseif $sexpose == 5>>Tracy skillfully works your pussy with her tongue pushing you over the edge, making you drool as you coat her in your lovejuices.
@@.tracyvoice;"Oh-oh.. my! So much! It tastes so good! Let's do this again some time!"@@
<<display "Tracy PussyLick Image">>
You look down on Tracy, noticing how wet she's gotten from your squirting.<<elseif $sexpose == 6>>You spread Tracy's legs and playfully prod her the entrance to her pussy, making her nice and wet with your pre-cum. Shortly after you push cock in making her squirm by the sudden intrusion.
<<display "Tracy PussyLick Image">>
You fuck her pussy relentlessly making her moan in pleasure.<<elseif $sexpose == 7>>You pick up the pace and finally fill her pussy with your seed.<<elseif $sexpose == 8>>You pick up the pace, only to pull out and cover her slutty pussy with your cum.<<elseif $sexpose == 9>>You make her take your entire length into her mouth, only to feed her your seed filling her belly completely.<<elseif $sexpose == 10>>You prod her asshole playfully, only to plunge your entire length into her pucker making her squirm in pain and pleasure. You start fucking her asshole relentlessly.<<elseif $sexpose == 11>>You cum inside her asshole filling her with your seed.<<elseif $sexpose == 12>>You cover her asshole in your cum.<</if>>
<<replace "#linkbar">><<if $sex == 0>><<if $sexpose != 4>>[[Make her lick your pussy|SEX - Tracy][$sexpose = 4, $PlayerCum = 0]] - <</if>><<if $sexpose == 4>><<if $PlayerCum == 0>>[[Coat her in your juices|SEX - Tracy][$sexpose = 5, $PlayerCum = 1]] - <</if>><</if>><<elseif $sex == 1>><<if $sexpose != 1>>[[Make her suck your dick|SEX - Tracy][$sexpose = 1, $PlayerCum = 0]] - <</if>><<if $sexpose != 6>>[[Fuck her pussy|SEX - Tracy][$sexpose = 6, $PlayerCum = 0]] - <</if>><<if $sexpose != 10>>[[Fuck her asshole|SEX - Tracy][$sexpose = 10, $PlayerCum = 0]] - <</if>><<if $sexpose == 1>>[[Make her deepthroat your dick|SEX - Tracy][$sexpose = 2, $PlayerCum = 0]] - <</if>><<if $sexpose != 0>><<if $PlayerCum == 0>>[[Cum on her face|SEX - Tracy][$sexpose = 3, $PlayerCum = 1]] - [[Cum in her mouth|SEX - Tracy][$sexpose = 9, $PlayerCum = 1]] - <<if $sexpose == 6>>[[Cum inside her pussy|SEX - Tracy][$sexpose = 7, $PlayerCum = 1]] - [[Cum on her pussy|SEX - Tracy][$sexpose = 8, $PlayerCum = 1]] - <<if $sexpose == 10>>[[Cum inside her asshole|SEX - Tracy][$sexpose = 11, $PlayerCum = 1]] - [[Cum on her asshole|SEX - Tracy][$sexpose = 12, $PlayerCum = 1]] - <</if>><</if>><</if>><</if>><</if>>[[Back|Social - Tracy]]<</replace>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyGreetingBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyDefaultBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyDisgustedBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyNudeBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyEnslavedBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>><img src="images/tracy/TracyBlowjob.png" alt="tracy-image"><</if>><<if $BackgroundMode is true>><img src="images/tracy/TracyDeepthroat.png" alt="tracy-image"><</if>><<if $BackgroundMode is true>><img src="images/tracy/TracyBlowCum.png" alt="tracy-image"><</if>><<if $BackgroundMode is true>><img src="images/tracy/TracyPussyLick.png" alt="tracy-image"><</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/StreetsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/StreetsBackground03.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/StreetsBackground05.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/StreetsBackground07.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/StreetsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/StreetsBackground04.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/StreetsBackground06.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/StreetsBackground08.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<img src="images/backgrounds/TavernBackground01.png" alt="background-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/PlainsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/PlainsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/PlainsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/PlainsBackground01.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/PlainsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/PlainsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/PlainsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/PlainsBackground02.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>><img src="images/backgrounds/ForestBackground01.png" alt="background-image" width=100% height=92%><</if>><<if $BackgroundMode is true>><img src="images/backgrounds/ForestBackground02.png" alt="background-image" width=100% height=92%><</if>><<if $BackgroundMode is true>><img src="images/backgrounds/ClothingBackground.png" alt="background-image" width=100% height=92%><</if>><<if $BackgroundMode is true>><img src="images/backgrounds/BlacksmithBackground.png" alt="background-image" width=100% height=92%><</if>><<if $SceneMode is true>><<if $EntityValues[$Player].Gender == "Male">><img src="Images/Events/PHumanMaleGuardBlowbang.png" alt="scene-image"><<else>><img src="Images/Events/PHumanFemaleGuardBlowbang.png" alt="scene-image"><</if>><</if>><<if $SceneMode is true>><<if $EntityValues[$Player].Gender == "Male">><img src="Images/Events/PHumanMaleGuardGangbang.png" alt="scene-image"><<else>><img src="Images/Events/PHumanFemaleGuardGangbang.png" alt="scene-image"><</if>><</if>><<if $SceneMode is true>><<if $EntityValues[$Player].Gender == "Male">><img src="Images/Events/PHumanMaleGuardBlowjob.png" alt="scene-image"><<else>><img src="Images/Events/PHumanFemaleGuardBlowjob.png" alt="scene-image"><</if>><</if>><<if $SceneMode is true>><<if $EntityValues[$Player].Gender == "Male">><img src="Images/Events/PHumanMaleMasturbate.png" alt="scene-image"><<else>><img src="Images/Events/PHumanFemaleMasturbate.png" alt="scene-image"><</if>><</if>><<widget LootTables>>
<<set $DropTableText = []>>
<<if $EnemyType == "Goblin">>
<<set $CoinDropAmount = 2 + random(2)>>
<<set $ShardDropAmount = 2 + random(7)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from $EnemyName.">>
<<ApplyLoot 'Goblin'>>
<<elseif $EnemyType == "Imp">>
<<set $CoinDropAmount = 0 + random(0)>>
<<set $ShardDropAmount = 2 + random(7)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Imp'>>
<<elseif $EnemyType == "Human">>
<<set $CoinDropAmount = 5 + random(20)>>
<<set $ShardDropAmount = 0 + random(2)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Human'>>
<<elseif $EnemyType == "High Elf">>
<<set $CoinDropAmount = 10 + random(30)>>
<<set $ShardDropAmount = 1 + random(3)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'High Elf'>>
<<elseif $EnemyType == "Dark Elf">>
<<set $CoinDropAmount = 10 + random(30)>>
<<set $ShardDropAmount = 1 + random(3)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Dark Elf'>>
<<elseif $EnemyType == "Orc">>
<<set $CoinDropAmount = 0 + random(0)>>
<<set $ShardDropAmount = 6 + random(12)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Orc'>>
<<elseif $EnemyType == "Satyr">>
<<set $CoinDropAmount = 10 + random(5)>>
<<set $ShardDropAmount = 2 + random(20)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Satyr'>>
<<elseif $EnemyType == "Minotaur">>
<<set $CoinDropAmount = 0 + random(0)>>
<<set $ShardDropAmount = 20 + random(75)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Minotaur'>>
<<elseif $EnemyType == "Centaur">>
<<set $CoinDropAmount = 0 + random(0)>>
<<set $ShardDropAmount = 20 + random(75)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Centaur'>>
<<elseif $EnemyType == "Succubus">>
<<set $CoinDropAmount = 30 + random(30)>>
<<set $ShardDropAmount = 25 + random(75)>>
<<set $PlayerCoins += $CoinDropAmount>>
<<set $PlayerShards += $ShardDropAmount>>
<<set $CurrencyDropText = "You pocket x$CoinDropAmount @@.cointext;Coins@@ and x$ShardDropAmount @@.shardtext;Shards@@ from the $EnemyName.">>
<<ApplyLoot 'Succubus'>>
<</if>>
<</widget>>
<<widget DisplayItemDrops>>
<<if $DropTableText.length <= 0>>
<<set $LootTableDropText = "$EnemyName has nothing else of value on them.">>
<<elseif $DropTableText.length >= 1>>
<<set $LootTableDropText = "You loot ">>
<</if>>
$LootTableDropText <<for _i=0; _i<$DropTableText.length; _i++>>
$DropTableText[_i]<<set _n = _i + 1>><<if _n + 1 == $DropTableText.length>> and <<elseif _n < $DropTableText.length>>, <<elseif _n == $DropTableText.length>> from the $EnemySingular.
<</if>>
<</for>>
<</widget>><<silently>>
<<if $CreateNewEntities is true>>
<<set $CreateNewEntities to false>>
<<CreateEntity "Human" "Female">>
<<CreateEntity "Orc" "Male">>
<<CreateEntity "High Elf" "Female">>
<<CreateEntity "Dark Elf" "Female">>
<<CreateEntity "Goblin" "Male">>
<<CreateEntity "Imp" "Male">>
<<CreateEntity "Satyr" "Male">>
<<CreateEntity "Centaur" "Male">>
<<CreateEntity "Minotaur" "Male">>
<<CreateEntity "Succubus" "Female">>
<</if>>
<<PruneWilderness>>
<<EntityGlobalUpdate>>
<</silently>>
!!!Test Room
---------------------------------------
This is the test room...
Every time you press "Add New", 10 new NPC's are made and every NPC will get their stats updated.
Every time you press "Prune Wilderness", every NPC currently in the wilderness will get deleted and ID's relabelled.
[[Add New|NPC Test Room][$CreateNewEntities to true]] - [[Prune Wilderness|NPC Test Room][$PruneWilderness to true]]
Player Location: $EntityValues[$Player].Location
(Just to make sure you don't delete yourself, if it says "Wilderness"... don't press prune...)
NPC Amount: $EntityValues.length
(The total NPC amount in the game)
!!!People & Interests
---------------------------------------
You see a test room (Every NPC in the Wilderness).
<<SocialHub "Wilderness" "NoLocationUpdate">>
<<if $HoverMode is false>>[[Back|Debug Menu]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Debug Menu]]<</replace>><</if>>#image-bar {
position: fixed;
z-index: 50;
background-color: rgba(0, 0, 0, 1);
width: 16%;
height: 100%;
left: 15%;
bottom: 0.25em;
top: 0.25em;
padding-top: 2em;
transition: left .2s ease-in;
}
#right-bar {
position: fixed;
z-index: 50;
background-color: rgba(0, 0, 0, 1);
width: 16%;
height: 100%;
left: 85%;
bottom: 0.25em;
top: 0.10em;
padding-top: 2em;
padding-right: 1em;
transition: left .2s ease-in;
}
min-width: 50%;
max-width: 55%;<<silently>>
<<set $PlayerCombatState = 0>>
<<set $EnemyCombatState = 0>>
<</silently>>
!Settings
---------------------------------------------------
You can configure various settings here.
!!!@@.lightbluetext;User Interface and 3DCG@@
----------------------------------------------------
You can choose to disable or enable various 3DCG features or background art/pictures. You can also disable the Hover Menu, which will make all important choices appear at the bottom of the passage instead.
@@.boldtext;Hover Menu@@<<if $HoverMode is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$HoverMode to true]]<<elseif $HoverMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$HoverMode to false]]<</if>> - Will enable or disable the hover menu.
@@.boldtext;Portraits@@<<if $PortraitMode is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$PortraitMode to true]]<<elseif $PortraitMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$PortraitMode to false]]<</if>> - Will enable or disable character portraits.
@@.boldtext;Backgrounds@@<<if $BackgroundMode is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$BackgroundMode to true]]<<elseif $BackgroundMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$BackgroundMode to false]]<</if>> - Will enable or disable background banners.
@@.boldtext;Scenes@@<<if $SceneMode is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$SceneMode to true]]<<elseif $SceneMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$SceneMode to false]]<</if>> - Will enable or disable CG scenes.
<<if $PatreonVersion is true>>
!!!@@.graytext;Tech Options@@
----------------------------------------------------
If you wish to be bothered by all manners of stats (strictly!) for testing purposes.
@@.boldtext;Debug Mode@@<<if $DebugMode is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$DebugMode to true]]<<elseif $DebugMode is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$DebugMode to false]]<</if>><</if>>
!!!Preferences
--------------------------------------
Any regrets?
@@.browntext;Anthros@@<<if $AnthrosFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$AnthrosFetish to true]]<<elseif $AnthrosFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$AnthrosFetish to false]]<</if>> - Will disable all sex scenes involving animals and anthros.
@@.purpletext;Futanari@@<<if $FutanariFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$FutanariFetish to true]]<<elseif $FutanariFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$FutanariFetish to false]]<</if>> - Will remove all sex scenes involving Futanaris, whilst also making all Futanari characters inaccessible and make it impossible to grow a dick as a female without losing your snatch (No double genitals). This will alter some quests and may or may not lock you from some content if disabled. You can still grow tits as a sissy though.
@@.pinktext;Gender-Bender@@<<if $GenderBenderFetish is false>>: @@.redtext;Disabled@@ - [[Enable|Settings][$GenderBenderFetish to true]]<<elseif $GenderBenderFetish is true>>: @@.lightgreentext;Enabled@@ - [[Disable|Settings][$GenderBenderFetish to false]]<</if>> - Locks your sex making it impossible for the player to change it. This will alter some quests and may or may not lock you from some content if disabled. You will no longer be able to grow tits with a cock either, but your cock may still shrink to a pathetic size.
<<if $HoverMode is false>><<link "Return" $return>><</link>><<elseif $HoverMode is true>><<replace "#linkbar">><<link "Return" $return>><</link>><</replace>><</if>><<if $race == 0>><<if $sex == 0>><<display "Player Portrait Human Female">><<elseif $sex == 1>><<display "Player Portrait Human Male">><</if>><<elseif $race == 2>><<if $sex == 0>><<display "Player Portrait Highelf Female">><<elseif $sex == 1>><<display "Player Portrait Highelf Male">><</if>><<elseif $race == 3>><<if $sex == 0>><<display "Player Portrait Darkelf Female">><<elseif $sex == 1>><<display "Player Portrait Darkelf Male">><</if>><<elseif $race == 1>><<if $sex == 0>><<display "Player Portrait Orc Female">><<elseif $sex == 1>><<display "Player Portrait Orc Male">><</if>><</if>><<silently>>
<<replace "#image-bar">><<display "Witch Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "No Image">><</replace>>
<</silently>>
!The Witches Shack
----------------------------------------------------------
You enter the shack, and a warm exotic smell hits you. The shacks interior is round and in the center, there is a boiling cauldron. The walls are decorated by forest ingredients, some of which look familiar too you.
<<if $StoryVisitedWitch is false>><<set $StoryVisitedWitch to true>>You hear a scrawny voice from behind the cauldron...
@@.witchvoice;"Hello?... Who's there?"@@
You're greeted by a small figure coming out of hiding from behind the cauldron.
@@.witchvoice;"Ahhhh.. A visitor.. Welcome to my home... traveler."@@
!!!People & Interests
---------------------------------------
The witch stands by the cauldron, examining various ingredients.
<<SocialHub "Witch Shack">><<elseif $StoryVisitedWitch is true>>
!!!People & Interests
---------------------------------------
<<if $StoryExposedNadora is false>>The witch stands by the cauldron, examining various ingredients.
<<SocialHub "Witch Shack">><<elseif $StoryExposedNadora is true>>There is no sign of the witch.
<<SocialHub "Witch Shack">><</if>><</if>>
<<if $HoverMode is false>>[[Exit the Shack|Point of Interest - The Witch Shack]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Exit the Shack|Point of Interest - The Witch Shack]]<</replace>><</if>>
<<if $BackgroundMode is true>>
<img src="Images/Social/Nadora/WitchDefaultBanner.png" alt="witch-image" width=100% height=92%>
<</if>><<widget AddTrait>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Traits.includes($args[1])>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You already have the trait @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $Stored_EntityName = $EntityValues[$i].Name>>
<<set $TextMessage = "$EntityValues[$i].Name already has the trait @@.lightbluetext;$args[1]@@!">>
<</if>>
<<else>>
<<set $EntityValues[$i].Traits.pushUnique($args[1])>>
/*Workaround*/
<<set $ResetThis.pushUnique($args[1])>>
/*End*/
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You have gained the trait @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].Name has gained the trait @@.lightbluetext;$args[1]@@!">>
<</if>>
<</if>>
<<if $args[2] != "NoText">>$TextMessage<</if>>
<</if>>
<</for>>
<</widget>>
<<widget RemoveTrait>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Traits.includes($args[1])>>
<<set $EntityValues[$i].Traits.delete($args[1])>>
/*Workaround*/
<<set $ResetThis.pushUnique($args[1])>>
/*End*/
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You have lost the trait @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $Stored_EntityName = $i>>
<<set $TextMessage = "$EntityValues[$i].Name has lost the trait @@.lightbluetext;$args[1]@@!">>
<</if>>
<<else>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You don't have the trait @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].Name doesn't have the trait @@.lightbluetext;$args[1]@@!">>
<</if>>
<</if>>
<<if $args[2] != "NoText">>$TextMessage<</if>>
<</if>>
<</for>>
<</widget>><<widget Home>>
<<if $HoverMode is false>>
<<if $Homes[$Home].Name == "The Cave">>
[[Return Home|Home - The Cave]]
<<elseif $Homes[$Home].Name == "Tracy's Room">>
[[Return Home|Home - Tracy's Room]]
<<elseif $Homes[$Home].Name == "Room 03">>
[[Return Home|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $Homes[$Home].Name == "The Cave">>
[[Return Home|Home - The Cave]]
<<elseif $Homes[$Home].Name == "Tracy's Room">>
[[Return Home|Home - Tracy's Room]]
<<elseif $Homes[$Home].Name == "Room 03">>
[[Return Home|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>>
<<widget HomeNoReplace>>
<<if $Homes[$Home].Name == "The Cave">>
[[Return Home|Home - The Cave]]
<<elseif $Homes[$Home].Name == "Tracy's Room">>
[[Return Home|Home - Tracy's Room]]
<<elseif $Homes[$Home].Name == "Room 03">>
[[Return Home|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</widget>>
<<widget HomeBack>>
<<if $HoverMode is false>>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Back|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Back|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Back|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Back|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Back|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Back|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>>
<<widget HomeBackNoReplace>>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Back|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Back|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Back|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</widget>>
<<widget HomeContinue>>
<<if $HoverMode is false>>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Continue|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Continue|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Continue|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Continue|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Continue|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Continue|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>>
<<widget ReturnHomeContinue>>
<<if $HoverMode is false>>
<<if $Homes[$Home].Name == "The Cave">>
[[Continue|Home - The Cave]]
<<elseif $Homes[$Home].Name == "Tracy's Room">>
[[Continue|Home - Tracy's Room]]
<<elseif $Homes[$Home].Name == "Room 03">>
[[Continue|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $Homes[$Home].Name == "The Cave">>
[[Continue|Home - The Cave]]
<<elseif $Homes[$Home].Name == "Tracy's Room">>
[[Continue|Home - Tracy's Room]]
<<elseif $Homes[$Home].Name == "Room 03">>
[[Continue|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>>
<<widget RSContinue>>
<<set $RSTime = $args[0]>>
<<if $HoverMode is false>>
[[Continue|Resting and Sleeping][$DayTime = $RSTime]]
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Continue|Resting and Sleeping][$DayTime = $RSTime]]
<</replace>>
<</if>>
<</widget>>
<<widget HomeLeave>>
<<if $HoverMode is false>>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Leave|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Leave|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Leave|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $EntityValues[$Player].Location == "The Cave">>
[[Leave|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Leave|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Leave|Home - Room 03]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>><<silently>>
<<set $EntityValues[$Tracy].IsEnslaved to true>>
<<set $EntityValues[$Tracy].Location = "Banished">>
<</silently>>
!Enslaving Tracy
---------------------------------------
As you've gained Tracy's trust, you believe that it's about time to further your relationship. You tell her that you've found something interesting, but can't show her here.
@@.tracyvoice;"Oh my! I can't wait to see it! Is it something for me? It'll have to wait until later, since i can't leave the bar."@@
You wait for her at the bar enjoying some of the amenities until Tracy's shift comes to an end. She exits the bar and finds herself some of her more outgoing and appropiate clothes.
@@.tracyvoice;"Let's go, it's not too far out of the city is it?"@@
You tell her that it's not too far, and you continue your departure.
Not long after you hit the road, you start having a joyful conversation, which mostly consists of you trying to keep it cool.
As you make it to the cave, Tracy starts to sound a little concerned.
@@.tracyvoice;"Oh... it's in there?"@@
You assure her that everything is safe, as you both enter.
You lead her to the slave pens almost immediately and grab a club, hiding it behind your back without her knowing. Tracy quickly notices all of the various shackles, chokers and other slave gear lying around.
@@.tracyvoice;"Uhh, sorry, um, i'm not into that kind of pla-"@@
You knock her out cold before she could even react. You then proceed to undress her completely and shackle her, sealing her fate as your future slave.
<<Home>><<widget TracyQuests>>
<<if $Quests[7].Completed is false>>
<<if $Quests[7].Activated is false>>
(Quest): [[Anything i can help with around here?|Social - Main Menu][$QuestAftermath to true, $QuestMessage = $Questline_TTQ[0].Reward, $NPCTalk = $Questline_TTQ[0].Textline]]<br><br>
<<else>>
<<CheckConsumables $Player 1 5>>
<<if $Criteria is true>>
(Quest): [[I have 5 Wild Berries.|Social - Main Menu][$Quests[7].Completed to true, $NPCTalk = $Questline_TTQ[1].Textline, $QuestAftermath to true, $QuestMessage = $Questline_TTQ[1].Reward, $EntityValues[$Tracy].AffectionToPlayer += 250]]<br><br>
<<else>>
(Quest): Collect 5 Wild Berries and return them to Tracy.<br><br>
<</if>>
<</if>>
<</if>>
<<if $Quests[7].Completed is true>>
<<if $Quests[8].Completed is false>>
<<if $Quests[8].Activated is false>>
(Quest): [[Anything else i can help with around here?|Social - Main Menu][$QuestAftermath to true, $QuestMessage = $Questline_TTQ[2].Reward, $NPCTalk = $Questline_TTQ[2].Textline]]<br><br>
<<else>>
<<if $PointsTableDarkForest[2].Visited is true>>
(Quest): [[I've located the witch.|Social - Main Menu][$Quests[8].Completed to true, $NPCTalk = $Questline_TTQ[3].Textline, $QuestAftermath to true, $QuestMessage = $Questline_TTQ[3].Reward, $EntityValues[$Tracy].AffectionToPlayer += 250]]<br><br>
<<else>>
(Quest): Locate the witches shack in the forest.<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $Quests[8].Completed is true>>
<<if $Quests[9].Activated is false>>
<<if $Quests[9].Completed is false>>
<<if $StoryExposedNadora is false>>
@@.redtext;(Story Quest):@@ [[Want to go on that Picnic and visit the Witch now?|Story Quest - Forest Picnic Part 1][$Quests[9].Activated to true]]<br><br>
<<else>>
@@.redtext;(Story Quest):@@ [[I'm sorry but the witch is gone...|Social - Main Menu][$NPCTalk = $Questline_TTQ[4].Textline]]<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $Quests[12].Completed is false>>
<<if $Quests[12].Activated is true>>
(Quest): [[Can you tell me anything about the Helion Wine that you import?|Social - Main Menu][$NPCTalk = $Questline_OW[2].Textline, $StoryTracyWineTalk to true]]<br><br>
<</if>>
<</if>>
<</widget>>
<<widget NadoraQuests>>
<<if $Quests[4].Completed is false>>
<<if $Quests[4].Activated is false>>
(Quest): [[Anything i can help with around here?|Social - Main Menu][$QuestAftermath to true, $QuestMessage = $Questline_WAQ[1].Reward, $NPCTalk = $Questline_WAQ[1].Textline]]<br><br>
<<else>>
<<CheckConsumables $Player 0 1>>
<<if $Criteria is true>>
(Quest): [[I've found a Pink Pearl for you.|Social - Main Menu][$Quests[4].Completed to true, $NPCTalk = $Questline_WAQ[2].Textline, $QuestAftermath to true, $QuestMessage = $Questline_WAQ[2].Reward]]<br><br>
<<else>>
(Quest): Acquire a Pink Pearl.<br><br>
<</if>>
<</if>>
<</if>>
<<if $Quests[4].Completed is true>>
<<if $Quests[5].Completed is false>>
<<if $Quests[5].Activated is false>>
(Quest): [[How can i be of assistance?|Social - Main Menu][$NPCTalk = $Questline_WAQ[3].Textline, $QuestAftermath to true, $QuestMessage = $Questline_WAQ[3].Reward]]<br><br>
<<else>>
<<if $EntityValues[$Player].SocialClass == "@@.ritualtext;Ritual@@">>
(Quest): [[I've gotten the robe you asked for.|Social - Main Menu][$Quests[5].Completed to true, $NPCTalk = $Questline_WAQ[4].Textline, $QuestAftermath to true, $QuestMessage = $Questline_WAQ[4].Reward]]<br><br>
<<else>>
(Quest): Retrieve a Ritual Robe with a Ritual Hood and wear it.<br><br>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $Quests[5].Completed is true>>
<<if $Quests[6].Activated is false>>
<<if $Quests[6].Completed is false>>
@@.redtext;(Story Quest):@@ [[What kind of task are we talking about?|Story Quest - A Curious Ritual Part 1][$Quests[6].Activated to true]]<br><br>
<<else>>
<</if>>
<</if>>
<</if>>
<</widget>><<silently>>
<<replace "#image-bar">><<display "Witch Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!A Curious Ritual
---------------------------------------
You look to the witch as she collects the ritual robes, the pink pearl and some other ingredients.
@@.witchvoice;"Ah! It be a most important task indeed. You see, i have been working tirelessly for months in these woods. The woods be sick, i tell you. Very sick indeed..."@@
The witch moves towards the door slowly, gesturing you to follow her.
@@.witchvoice;"Come with me... we have a bit of a walk ahead of us."@@
You follow her from behind, as she slowly drags her feet out of the shack and into the dark forest.
@@.witchvoice;"I do not actually live here you see, i was hired in secret by the king. He be wishing for the forest to heal you see, to lose it's... dark agenda."@@
Her voice croaked at the last sentence. You follow her along the forest path, recognizing a few landmarks on the way.
@@.witchvoice;"Healing the forest be difficult you see, especially alone. Nothing to worry about though, i will simply be needing a helping hand you see... someone to hold a few things, whilst i chant some words to renew the life-force of the forest."@@
You start hearing the flow of water as you walk along the forest path, realizing that she is leading you towards a lake of sorts.
@@.witchvoice;"Ahh... yes, the blood of this dark place, the very thing that keeps it alive... has been corrupted you see... It be the lake I talk about young one... so dangerously corrupted."@@
<<if $HoverMode is false>>[[Continue|Story Quest - A Curious Ritual Part 2]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Curious Ritual Part 2]]<</replace>><</if>>
<<silently>>
<<ResetPassage "Westdale Plains Background Pack Left" "Westdale Plains Background Pack Right">>
<</silently>>
!The Plains of Westdale - Westdale Caverns
----------------------------------------------------------
<<if $PointsTablePlainsWestdale[3].Visited is false>><<set $PointsTablePlainsWestdale[3].Visited to true>>Exploring the plains, you stumble upon a close formation of rocks carving out a small mountains pass going along the steppe. After closer examination, you find an entrance to a cavernous system leading down further into the earth.
!!!@@.discoverytext;You have discovered the Westdale Caverns! (Point of Interest)@@
You suddenly realize that the pass houses many interesting entrances, and is probably part of larger bigger cavernous system, that would likely be intrigueing to explore.
!!!@@.discoverytext;You have discovered Westdale Caverns Exploration! (Activity)@@<<set $Activities[0].Activated to true>><<elseif $PointsTablePlainsWestdale[3].Visited is true>>You reach the WestdaleCaverns.
The mountainous cliff runs in a sleek pattern across the steppe, hiding away all of it's many entrances to the rocky caves beneath the plains.<</if>>
@@.activitytext;(Activity):@@ [[Westdale Caverns Exploration|Activity Info - Westdale Caverns Exploration]]
<<Home>>
<<silently>>
<<replace "#image-bar">><<display "Witch Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!A Curious Ritual
---------------------------------------
You reach the lake and approach an altar close by the water. The witch clears the altar from moss and gives a quick clean before placing a bowl on top of it.
After having placed various ingredients in the bowl, she finishes by adding the pink pearl that you retrieved for her. She then crushes all of the contents until it resembles a thick paste. Finally, she adds a black liquid turning the contents of the bowl into a vivid purple potion-like substance.
@@.witchvoice;"Oh yes!... this should do nicely. Now... about you in particular."@@
She looks to you, and gives you the ritual robes. As the robes are handed to you, you notice she waves some arcane gestures at you. You feel yourself suddenly more compliant, more eager to serve her.
@@.witchvoice;"Here, put this on servant, it will make the ritual more likely to succeed. Trust me."@@
<<if $HoverMode is false>>[[Comply|Story Quest - A Curious Ritual Part 3]]<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel >= 5>>or [[Refuse|Story Quest - A Curious Ritual Part 7]]<</if>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Comply|Story Quest - A Curious Ritual Part 3]]<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel >= 5>>or [[Refuse|Story Quest - A Curious Ritual Part 7]]<</if>><</replace>><</if>><<silently>>
<<replace "#image-bar">><<display "Awakened Witch Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!A Curious Ritual
---------------------------------------
You take off your current attire and put on the robes. They fit snugly, but also makes you feeling slightly exposed.
@@.witchvoice;"Good... good indeed. Now, we are just about ready to begin. Take the bowl and walk slowly into the lake. I shall start chanting some words then, and when i give you the signal, take a sip and pour the rest of the contents into the lake. There is no harm done here young one. It is merely a healing potion. It should make you feel good."@@
She looks to you slightly commanding and in a bit of rush. You pick up the bowl and do as she says, walking into the lake until the water reaches knee-height.
Without hesitation, the Witch starts to chant her words.
@@.witchvoice;"Ahm-ka Zul anath-ka! Garash ak-ana zil kun kanara! Hilen-zolen!... Ahm-ka anath-Zul!"@@
As her chanting comes to a conclusion, she looks to you and nods, signaling you to proceed.
Slightly in doubt, you take a zip as told. The potion is almost tasteless, and floats on your tongue like an exotic oil. You gulp it down and pour the remaining contents into lake.
Unlike your immediate expectations, the potion-like substance sinks deep into the lake water, and almost seems as if it burrows deep into the mud and dirt at the buttom of the lake.
As you study the lake, you're suddenly interrupted by painful cramps in your stomach. You feel your body rapidly and painfully changing as you lose your footing. You look towards the witch in complete shock and confusion, but what you gaze upon is not what you expected...
<<if $HoverMode is false>>[[Continue|Story Quest - A Curious Ritual Part 4]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Curious Ritual Part 4]]<</replace>><</if>>
<<silently>>
<<replace "#image-bar">><<display "Forest Background 01">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!A Curious Ritual
---------------------------------------
You try to crawl away, but the writhing mass of tentacles quickly catch on to your futile attempts to escape.One of the tentacles grab hold of your ankle, and with it's electric touch, you suddenly feel incredibly submissive.
One of the incoming tentacles caress your cheek, whilst white sticky cum slowly dribbles from its cock-head. You don't resist, and the tentacled being seems to accept your submission.
Another tentacle grabs hold of your other leg, and drag you violently towards its mass of tentacles. You body splashes towards a huge surface consisting of twisting and flailing tentacles that all proceed to wrap around your limbs and prod and poke at any orifice your body possess.
They all spurt nasty liquids and slimey goo in all the wrong places, both unwillingly arousing you, lubricating you and preparing you for whatever is to come now.
The liquids seem to be absorbed by your skin and weaken your muscles. The tentacles know this, and a long thick stubbed tentacle begins to prod your mouth and glides nicely past your tongue making you lightly gag.
With no resistance in your jaw muscles and tongue, your mouth has been reduced to a mere fuckhole. The tentacle fucking your mouth begins to go deeper and deeper, and begins to enter your throat, lightly distending it. Your gag reflex appears to have been relaxed from the liquids, as such the tentacle finds no hindrances, and starts going deeper and faster.
As your mouth gets invaded, a few other meaty tentacles begins to give your asshole and pussy the attention they need.
They start by prodding, flailing wildly and spanking your buttocks.
A large and thick tentacle loses it's patience and decides to force itself in, as it prods your asshole harder and harder, until it eventually enters your anal passage. It almost immediately begins to fuck your ass without mercy.
<<Stretch $Player 5 "Asshole">>
It's stubbed and knotted dick-head drives you crazy, but the liquids keep your muscles relaxed and primed for fucking.
The tentacles go at it harder and faster, and shortly after you climax almost immediately.
However the monster is not done yet, and seems unfazed by your climax, and continues to relentlessly abuse your holes, only making your orgasm that much longer and lustfully unbearable.<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 5 "Vagina">><</if>>
Not long after, the tentacle fucking your mouth and the tentacle fucking your asshole begins to twist and vibrate, as they seem to be climaxing.
Your holes are stretched even further as big lumps of cum is passed through their members, only to be emptied into you. The tentacles exit your abused holes, pleased and no longer in need of you.
However the monster itself is far from done with you, as this is merely the beginning. The previous tentacles fucking your holes are merely replaced by new ones, sometimes two or three at once, as they vary in size and features.
After wave upon wave of orgasm, you can no longer believe how many times you have been driven to orgasmic exhilaration.
You slowly start to fade away as your body and soul is simply too exhausted from the rough use and abuse. The world around you begins to darken, and the last sight you see is the tentacle currently fucking your mouth, as you fade away into unconsciousness.
<<if $HoverMode is false>>[[Continue|Story Quest - A Curious Ritual Part 6]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Curious Ritual Part 6]]<</replace>><</if>><<silently>>
<<replace "#image-bar">><<display "Nadora Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!A Curious Ritual
---------------------------------------
You're met by a grueling sight as the witch bursts into a maniacal laughter, as she transforms before your very eyes.
@@.witchvoice;"KwuahahaHA!~ Foolish mortal! How can you be so naive? Kwuahaha!~"@@
Horns bursts forth from her head as her eyes begin to burn brighter and brighter. Her robes fall to ground, revealing a large pair of intricate demonic wings. Her tits, hips and overall figure become more voluptous, but more worringly... so does yours as well?!?
You both stand there as your bodies undergo various changes, with her transforming into a succubus, and you turning more and more feminine!
<<PenisToVagina $Player>>
@@.witchvoice;"Enjoying the changes slut? Don't worry, it will all be put to good use soon!... Sooner than you might think! Kwuahaha!"@@
As she stands by the altar, the witches changes stop as she has completed her transformation, you still writhe in pain as your transformation isn't complete.
<<BendToBimbo $Player>>
@@.witchvoice;"Uuuuh! Finally! My magic restored! Tanuketh! Indulge in the sacrifice i have brought before! And remember your faithful servant as she is! Nadora!~"@@
Slightly confused as to what or who she is talking to, you turn around. Terror and shock grabs hold of you, as a massive lump of writhing tentacles have crawled forth from the deepest blackest pit of the lake.
@@.witchvoice;"See you around... soon to be tentacle-whore, hope you'll enjoy yourself! You have no choice! Kwuahahaha!~"@@
And with that, the succubus dissapears in puff of pink smoke, leaving you there to your eventual fate.
<<if $HoverMode is false>>[[Continue|Story Quest - A Curious Ritual Part 5]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Curious Ritual Part 5]]<</replace>><</if>>
<<silently>>
<<replace "#image-bar">><<display "Forest Background 01">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<<set $StoryExposedNadora to true>>
<<set $StoryNadoraHasMagic to false>>
<<set $EntityValues[$Nadora].Name = "Nadora">>
<<set $EntityValues[$Nadora].FirstName = "Nadora">>
<<set $EntityValues[$Nadora].Title = "Herald of Debauchery">>
<<set $EntityValues[$Nadora].Location = "Altar of Lucira">>
<<set $DayTime = 4>>
<<set $Day += 5>>
<<set $Quests[6].Completed to true>>
<</silently>>
!A Curious Ritual
---------------------------------------
Your vision is restored every now and then, only to realize that you are still the plaything of the monster, having yet to be let go.<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 5 "Vagina">><</if>>
You are lost in time and self, and merely fade into consciousness every now and then.
<<Stretch $Player 5 "Asshole">>
Suddenly a wave of pleasure and fulfillment fills your body and soul as you climax spectacularly with the monster in unison. You wake up wide awake as spurt after splash of cum fills your fuckholes and drenches your body in thick sticky cum. The cum rain continues for minutes upon minutes as tentacle after tentacle is pleased by your body.
The tentacles all shrivel and start to lose their grasp on your body, as the complete fuck-fest has come to it's end.
You're shortly dumped by the lake bed, as the tentacle monster simply leaves you there, and submerges itself back into the deep abyss of the lake.
You black out by the lake, only to wake up a few hours later. As you drag yourself unto your two feet, large amounts of cum leak from your completely abused fuckholes.
<<CompleteQuest>>
It's not until you return home and have cleaned yourself, that you realize the true extent of your transformations...
<<Home>><<silently>>
<<replace "#image-bar">><<display "Nadora Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<<set $StoryExposedNadora to true>>
<<set $StoryNadoraHasMagic to false>>
<<set $DayTime = 4>>
<<set $Quests[6].Completed to true>>
<</silently>>
!A Curious Ritual
---------------------------------------
You refuse the witches request, as you're clearly not comfortable with whatever the hell it is she want's you to commit to.
@@.witchvoice;"Wha...?! WHAT?!... YOU CANNOT REFUSE ME MORTAL? HOW DARE YOU?!?!"@@
The witch bursts into a maniacal rage, as your refusal is not taken lightly.
She violently undergoes changes, quickly turning into a Succubus.
@@.witchvoice;"Rargh! How dare you cross Nadora, Heir to the Phallus Throne! You shall know pain!"@@
As you stand there in shock and terror, only one action comes to mind. Run.
You quickly make your escape, as you're not interested to deal with a succubus unprepared. You quickly make some distance between the two of you, despite your apparent expectation.
@@.witchvoice;"Ugh! Come back! Grrrr! If only i had my magic... then you would SUFFER!"@@
You skip through the forest bushes, until the succubus' outbursts no longer can be heard. You catch your breath, believing you've escaped her.
<<CompleteQuest>>
You return back home.
<<Home>><<if $BackgroundMode is true>><img src="Images/Social/Nadora/AwakenedWitchDefaultBanner.png" alt="witch-image" width=100% height=92%><</if>><<if $BackgroundMode is true>><img src="Images/Social/Nadora/NadoraDefaultBanner.png" alt="nadora-image" width=100% height=92%><</if>><<silently>>
<<replace "#image-bar">><<display "Tracy Default Banner Image">><</replace>>
<</silently>>
!Forest Picnic
---------------------------------------
Tracy jumps in happiness and joy, almost as if a surge of happiness suddenly coarsed through.
@@.tracyvoice;"Yes! I can hardly wait anymore! Let's go! Let's go! It's gonna be so much fun! Just you and me! Hehe!"@@
You both gather your things and prepare for the long walk to the forest. Tracy seems to pack fairly lightly, whilst you go a little more prepared.
You both leave and head directly towards the forest.
@@.tracyvoice;"When are we gonna be there? Is it far? I bet it's far..."@@
You nod, and correct her in her assumptions, which put's a sweet, but slightly annoyed expression on her face.
@@.tracyvoice;"Maybe we could take a shortcut? Cut down the time it takes to go there you know?"@@
You consider your options, as you actually do know of a small shortcut on the way. Unfortunately, it would mean that you would have to leave the main road, which isn't exactly safe.
<<if $HoverMode is false>>[[Continue on the Main Road|Story Quest - Forest Picnic Part 3]] or [[Take the Shortcut.|Story Quest - Forest Picnic Part 2]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue on the Main Road|Story Quest - Forest Picnic Part 3]] or [[Take the Shortcut.|Story Quest - Forest Picnic Part 2]]<</replace>><</if>><<silently>>
<<replace "#image-bar">><<display "Tracy Default Banner Image">><</replace>>
<</silently>>
!Forest Picnic
---------------------------------------
You tell her that you know a small shortcut, and she jumps in excitement.
@@.tracyvoice;"Let's do this! Haha! A little adventure never hurt nobody!"@@
You walk down the road until you reach the landmark just before the shortcut. You cut off from the road crossing the steppes headed directly for the forest.
It's not until you're about halfway there that you start to sense trouble.
A mighty roar can be heard as your both ambushed by a small group of raw brutish orcs.
@@.goblinvoice;"Raaaaaargh!"@@
Tracy squeeks and runs closer to you for safety, as you're surrounded by about three to four orcs.
<<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 5>><<set $Affection_Tracy += 50>>You tell Tracy to stay behind you, as you take on the orcs. It's a long hard battle, but you manage to scare them away with your brute strength and might.
@@.tracyvoice;"Y-you saved me! Haha! Take that you stupid orcs!"@@
<<if $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - Forest Picnic Part 3]]<</replace>><<elseif $HoverMode is false>>[[Continue|Story Quest - Forest Picnic Part 3]]<</if>><<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel < 5>>You're quite scared yourself and not sure what to do as the orcs start to assult you. You try to fight some of them of, but they're too many, even for you.
@@.tracyvoice;"H-help! Heeeelp me!"@@
You look towards Tracy as she is dragged away by two of the orcs.
@@.goblinvoice;"Hargh! We gun' turn dis slut into our wittle meathole Haha!"@@
You're unable to stop them, as you're still too busy fighting off the other two. Your ankle is injured by a blow from one of their iron clubs, which stunts your movement.
The two other orcs decide not to push their luck, and catch up to the rest of the others, leaving you to your painful ankle and the slow but steadily fainting screams of Tracy, as she is dragged away to an unknown fate.
You tend to your wounds and decide the there is no way to catch up to them now.
You return home.
<<Home>><<set $Location_Tracy = "OrcBreedingPen">><</if>>
<<silently>>
<<replace "#image-bar">><<display "Tracy Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Forest Background 02">><</replace>>
<</silently>>
!Forest Picnic
---------------------------------------
You reach the entrance of the forest. You hear the birds and the wildlife welcome you as you enter, taking the natural path towards the witches shack in the forest.
@@.tracyvoice;"This place is a little more creepy than i anticipated..."@@
On the way you reach a glade, struck by sunlight from an opening in the forest head. Tracy grabs your arm leading you both towards it.
@@.tracyvoice;"This looks like a good place for a short break don't you think?"@@
You nod, and both unpack your things at the center of the glade. You have a hearty conversation as you indulge in your packaged food that you brought with you.
@@.tracyvoice;"I really enjoy spending my time with you, we should do this more often! Hehe!"@@
You both finish eating and pack up your things to continue your journey.
Shortly after having traversed the forest path, you reach the witches shack.
You walk towards the shack and enter.
<<if $HoverMode is false>>[[Continue|Story Quest - Forest Picnic Part 4]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - Forest Picnic Part 4]]<</replace>><</if>><<silently>>
<<replace "#image-bar">><<display "Tracy Default Banner Image">><</replace>>
<<replace "#right-bar">><<display "Witch Default Banner Image">><</replace>>
<<set $Affection_Tracy += 200>>
<<set $Quests[9].Completed to true>>
<</silently>>
!Forest Picnic
---------------------------------------
As you enter the shack, you're greeted by the witch and introduce her to Tracy.
@@.witchvoice;"Ahhh young one! It is you... and i see you've brought a friend with you this time? How can i be of service?"@@
You let Tracy and the Witch converse and discuss about the Wild Wine that she have been attempting to improve. They eagerly talk about various ingredients for about an hour in total, until Tracy turns to you.
@@.tracyvoice;"I think i've got it now! The secret ingredient that i've been needing!"@@
You nod and look to the witch. She looks back whilst fiddling with some ingredients.
@@.tracyvoice;"She gave me some mixture to cultivate my new small garden of wildberries. This is gonna be so good!"@@
You both bid the Witch farewell as you leave her and return home.
<<CompleteQuest>>
<<Home>><<widget PlainsExplore>><<set $Exploration_Passage = "<<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Plains of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>>">><</widget>>
<<widget PlainsExplore_NoPassage>><<if $HoverMode is false>><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Plains of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Plains of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><</replace>><</if>><</widget>>
<<widget ForestExplore>><<set $Exploration_Passage = "<<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Dark Forest][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>>">><</widget>>
<<widget ForestExplore_NoPassage>><<if $HoverMode is false>><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Dark Forest][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Dark Forest][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><</replace>><</if>><</widget>>
<<widget RuinsExplore>><<set $Exploration_Passage = "<<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Ruins of Valendale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>>">><</widget>>
<<widget RuinsExplore_NoPassage>><<if $HoverMode is false>><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Ruins of Valendale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Ruins of Valendale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><</replace>><</if>><</widget>>
<<widget StreetsExplore>><<set $Exploration_Passage = "<<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>> or [[Go to the Silverwhite Square|City - Silverwhite Square]]">><</widget>>
<<widget StreetsExplore_NoPassage>><<if $HoverMode is false>><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>> or [[Go to the Silverwhite Square|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>> or [[Go to the Silverwhite Square|City - Silverwhite Square]]<</replace>><</if>><</widget>>
<<widget CraterExplore>><<set $Exploration_Passage = "<<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Crater of Corruption][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>>">><</widget>>
<<widget CraterExplore_NoPassage>><<if $HoverMode is false>><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Crater of Corruption][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">><<if $EntityValues[$Player].CurrentEnergy < 20>>Continue Exploration (Not enough energy).<<elseif $EntityValues[$Player].CurrentEnergy >= 20>>[[Continue Exploration|Exploration - Crater of Corruption][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]]<</if>> or <<HomeNoReplace>><</replace>><</if>><</widget>>
<<widget TestValues>>
/*Value Injector*/
<<set $DebugMode to true>>
<<if $GetTestItems is true>>
<<set $GetTestItems to false>>
<<for $WBLG to 0; $WBLG lt $Wearables.length; $WBLG++>>
<<AddWearable $Player $Wearables[$WBLG].ID 1>>
<</for>>
<<for $WPLG to 0; $WPLG lt $Weapons.length; $WPLG++>>
<<AddWeapon $Player $Weapons[$WPLG].ID 1>>
<</for>>
<<for $CLG to 0; $CLG lt $Consumables.length; $CLG++>>
<<AddConsumable $Player $Consumables[$CLG].ID 1>>
<</for>>
<</if>>
<</widget>><<widget StartTraits>>
<<set $StrengthTrait = ["Enfeebled", "Frail", "Weak", "Average", "Strong", "Bulky", "Monstrous"]>>
<<set $DexterityTrait = ["Graceless", "Gawky", "Clumsy", "Average", "Agile", "Athletic", "Graceful"]>>
<<set $IntelligenceTrait = ["Incompetent", "Stupid", "Simple", "Average", "Cunning", "Intelligent", "Brilliant"]>>
<<set $CharismaTrait = ["Repulsive", "Unpleasant", "Impolite", "Average", "Charming", "Deceptive", "Manipulative"]>>
<<set $WillpowerTrait = ["Craven", "Wimpy", "Weak-willed", "Average", "Steadfast", "Impervious", "Bastion"]>>
<<set $SexualTrait = ["Exceptionally Feminine", "Feminine", "Androgyne", "Masculine", "Exceptionally Masculine"]>>
<<set $AttractiveTrait = ["Abominable", "Ugly", "Average", "Attractive", "Beautiful"]>>
<<set $AlcoholTrait = ["None", "Tipsy", "Drunk", "Wasted"]>>
<<set $CorruptionTrait = ["None", "Tainted", "Corrupted", "Wrecked"]>>
<<set $CorruptorTrait = ["None", "Vicious", "Impure", "Corruptor"]>>
<</widget>>
<img src="Images/Banners/LuciraMainTitleBanner-Small.png" alt="title-image" width=100% height=92%><<silently>>
<<set $EntityValues[$Tracy].IsRomanced to true>>
<</silently>>
!Love is in the Air
---------------------------------------
As you've gained Tracy's trust, you believe that it's about time to further your relationship. You tell her that you've found something interesting, but can't show her here.
@@.tracyvoice;"Oh my! I can't wait to see it! Is it something for me? It'll have to wait until later, since i can't leave the bar."@@
You wait for her at the bar enjoying some of the amenities until Tracy's shift comes to an end. She exits the bar and finds herself some of her more outgoing and appropiate clothes.
@@.tracyvoice;"Let's go, it's not too far out of the city is it?"@@
You tell her that it's not too far, and you continue your departure.
Not long after you hit the road, you start having a joyful conversation, which mostly consists of you trying to keep it cool.
As you make it to the cliff, you hear Tracy gasp in awe at the scenery.
@@.tracyvoice;"Oh my! It's so beautiful! Look at the sun going down!"@@
You take a look for yourself breathing in the raw scent of salt from the sea. You're struck with awe yourself as the sun casts a reddish tint over the water as it slowly comes down.
You look towards Tracy, take her hand and awkwardly confess your love to her.
@@.tracyvoice;"Oh my! I've been waiting so long for you to confess, i love you too!"@@
You both kiss under the sun slowly dawning, and then sit there until dark.
<<if $HoverMode is false>>[[Continue|Social - Romancing Tracy Part 2]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Social - Romancing Tracy Part 2]]<</replace>><</if>><<silently>>
<</silently>>
!Love is in the Air
---------------------------------------
You both head back under the dark, holding each others hand. When you reach the tavern, you're invited inside.
@@.tracyvoice;"I guess you'll be moving in now? Unless you have some other place we can stay? You can always stay here from now on if you want to."@@
!!!@@.discoverytext;You have acquired Tracy's High Tavern! (New Home)@@
@@.tracyvoice;"Anyway, i need to work and keep the tavern going, you're always welcome to help... but i won't mind if you still do your thing. Anyway, it's still not too late, we could have some fun if you're up for it before bedtime?"@@
<<replace "#linkbar">>[[Rock her world|Social - Sex]] or [[Not now...|Social - Main Menu]]<</replace>>
<<if $HoverMode is false>>[[Continue|Social - Romancing Tracy Part 2]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Social - Romancing Tracy Part 2]]<</replace>><</if>><<if $HoverMode is false>>linkhere<<elseif $HoverMode is true>><<replace "#linkbar">>linkhere<</replace>><</if>>
<<silently>>
<<CheckReflections>>
<</silently>>
!Reflection
---------------------------------------------------
This is were you reflect on yourself, where you can use experience points to influence your growth for better or worse in the world that you inhabit. Not all traits can be gained like this.
Traits gained from investing are gained when you sleep, rest or during special events.
Your Willpower will influence how likely you are to gain new or remove undesirable traits.
---------------------------------------------------
Experience: $Exp
Willpower: <<Willpower>>
<<if $ReflectionShowGainedTraits is false>>[[Remove Traits|Reflection][$ReflectionShowGainedTraits to true]]<<else>>[[Gain Traits|Reflection][$ReflectionShowGainedTraits to false]]<</if>>
<<DisplayReflections>>
<<LocationReturn>><<widget Willpower>>
<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 0>>
Very Low
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 1>>
Low
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 2>>
Below Average
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 3>>
Average
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 4>>
Above Average
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 5>>
High
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 6>>
Very High
<</if>>
<</widget>><<widget WeatherStatus>>
$Weather[$CurrentWeather].Name
<</widget>>
<<widget WeatherDiversity>>
<<set $WeatherFound to false>>
<<for $i to 0; $i lt $Weather.length; $i++>>
<<if $WeatherFound is false>>
<<set $WeatherRandom = random(100)>>
<<if $WeatherRandom < $Weather[$i].Rate>>
<<set $WeatherFound to true>>
<<set $CurrentWeather = $Weather[$i].ID>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget CheckWeatherApplication>>
<<set $WeatherSorceryApply = $Weather[$CurrentWeather].SorceryApply>>
<<set $WeatherBindingApply = $Weather[$CurrentWeather].BindingApply>>
<<set $WeatherSeductionApply = $Weather[$CurrentWeather].SeductionApply>>
<<set $WeatherDepravityApply = $Weather[$CurrentWeather].DepravityApply>>
<</widget>>
<<widget StartWeatherSystem>>
<<set $WeatherSorceryApply = 0>>
<<set $WeatherBindingApply = 0>>
<<set $WeatherSeductionApply = 0>>
<<set $WeatherDepravityApply = 0>>
<<set $Weather = [
{
ID: 0,
Name: "@@.sorcerytext;Binding Aurorae@@",
Rate: 5,
SorceryApply: 15,
BindingApply: 15,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 1,
Name: "@@.bindingtext;Magical Winds@@",
Rate: 10,
SorceryApply: 5,
BindingApply: 5,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 2,
Name: "@@.seductiontext;Arousing Winds@@",
Rate: 15,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 5,
DepravityApply: 0
},
{
ID: 3,
Name: "@@.exposuretext;Lustful Winds@@",
Rate: 10,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 12,
DepravityApply: 5
},
{
ID: 4,
Name: "@@.depravitytext;Depraved Silence@@",
Rate: 10,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 3,
DepravityApply: 15
},
{
ID: 5,
Name: "@@.goldtext;Thunder@@",
Rate: 15,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 6,
Name: "@@.greytext;Cloudy@@",
Rate: 25,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 7,
Name: "@@.manatext;Raining@@",
Rate: 25,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 8,
Name: "@@.lightbluetext;Clear Skies@@",
Rate: 35,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 0,
DepravityApply: 0
},
{
ID: 9,
Name: "@@.discoverytext;Sunny@@",
Rate: 35,
SorceryApply: 0,
BindingApply: 0,
SeductionApply: 0,
DepravityApply: 0
}
]>>
<<WeatherDiversity>>
<</widget>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Eastern Gate Guard
---------------------------------------
You submit to their advances.
@@.humanvoice;"You know it's against the law to wander about naked right, <<Insult "Human" $PlayerRace "Sex">>? Hah! Take $EntityValues[$Player].TPsHimHer to the barracks! We can have some fun alright."@@
With that, the groping partially stops as you're put into chains and escorted into the city. The prying eyes of the masses judge you as you're escorted through the streets. Every now and then followed by a slur or a spit, to make sure you know your place.
You reach the barracks and are prompted to enter with a slap to your ample buttcheeks.
<<if $HoverMode is false>>[[Enter the Silverblack Barracks|Story Event - Barracks Gangbang]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Enter the Silverblack Barracks|Story Event - Barracks Gangbang]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Eastern Gate Guard
---------------------------------------
You play along looking for an opening.
@@.humanvoice;"You know it's against the law to wander about naked right, <<Insult "Human" $PlayerSex "Sex">>? Hah! Take $EntityValues[$Player].sHimHer to the barr-...!"@@
Before the guard can finish his sentence, you push him back, knocking him on his feet. The other guards stunned by the sudden resistance to their advances, have no time to react, before you make a run for it.
You run away from the city gates as fast as you can and escape into the plains of westdale.
<<Home>><<silently>>
<<ResetPassage "Tavern Background 01" "Tavern Background 02">>
<</silently>>
!High Tavern - Sleeping Quarters
-----------------------------------------
You find yourself in the hallway upstairs above from the rest of the Tavern. Several rooms fill the corridor.
@@.boldtext;Tracy's Private Quarters@@ (Room 01) - <<if $EntityValues[$Tracy].IsRomanced is false>>Enter (Locked)<<elseif $EntityValues[$Tracy].IsRomanced is true>>[[Enter|Home - Tracy's Room]]<</if>>
@@.boldtext;Room 02@@ - <<if $StoryHexRoomUnlocked is false>>Enter (Locked)<<elseif $StoryHexRoomUnlocked is true>>[[Enter|City - Room 02]]<</if>>
@@.boldtext;Room 03@@ - <<if $StoryRentedRoomUnlocked is false>>Enter (Locked)<<elseif $StoryRentedRoomUnlocked is true>>[[Enter|Home - Room 03]]<</if>>
<<if $HoverMode is false>>[[Go to High Tavern|City - Tracy's High Tavern]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Go to High Tavern|City - Tracy's High Tavern]]<</replace>><</if>><<silently>>
<<ResetPassage "Tavern Background 01" "Tavern Background 02">>
<</silently>>
!High Tavern - Cellar
-----------------------------------------
You find yourself in the High Tavern's Cellar. The Cellar is filled with various caskets and barrels of varying alcoholic beverages as well as crates filled with food.
There's not much to do here though.
<<if $HoverMode is false>>[[Go to High Tavern|City - Tracy's High Tavern]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Go to High Tavern|City - Tracy's High Tavern]]<</replace>><</if>><<silently>>
<<FindResources>>
<<set $PlayerActive to false>>
<<UpdateLocation "Tracy's Room">>
<<CheckHomeUpgrades>>
<</silently>>
!<<if $Homes[$Home].Name == "Tracy's Room">>Home - <</if>>Tracy's Room
---------------------------------------
You find yourself in Tracy's Room.
!!!Status & Reports
---------------------------------------
@@.discoverytext;Experience:@@ $Exp
@@.boldtext;Current Home:@@ $Homes[$Home].Name <<HomeStatus>>
@@.boldtext;Weather:@@ <<WeatherStatus>>
!!!Living Room
---------------------------------------
Tracy's main living area.
[[Inventory|Inventory]]
<<nobr>>
<<EntityOutfitRatingApply $Player>>
<<RateEntityOutfit $Player>>
<br>Social Class: $EntityValues[$Player].SocialClass
<</nobr>>
!!!Bedroom
---------------------------------------
A nice room filled with various furniture, most notably a queen-sized bed of fair quality in the center, just by the window... a mess as always though.
[[Quest Journal|QuestList]]
[[Activities|Activities]]
[[Reflect|Reflection][$ReflectionShowGainedTraits to false, $ReflectionIDOfInvested = 0]]
[[Exit Tracy's Room|City - High Tavern Sleeping Quarters]]
<<HomeMenu>><<silently>>
<<FindResources>>
<<set $PlayerActive to false>>
<<UpdateLocation "Room 03">>
<<CheckHomeUpgrades>>
<</silently>>
!<<if $Homes[$Home].Name == "Room 03">>Home - <</if>>Room 03
---------------------------------------
You find yourself in Room 03 in the High Tavern.
!!!Status & Reports
---------------------------------------
@@.discoverytext;Experience:@@ $Exp
@@.boldtext;Current Home:@@ $Homes[$Home].Name <<HomeStatus>>
@@.boldtext;Weather:@@ <<WeatherStatus>>
!!!Main Room
---------------------------------------
A small flimsy room filled with various used furniture, most notably a bed of fair quality in the center, just by the window.
[[Inventory|Inventory]]
<<nobr>>
<<EntityOutfitRatingApply $Player>>
<<RateEntityOutfit $Player>>
<br>Social Class: $EntityValues[$Player].SocialClass
<</nobr>>
[[Quest Journal|QuestList]]
[[Activities|Activities]]
[[Reflect|Reflection][$ReflectionShowGainedTraits to false, $ReflectionIDOfInvested = 0]]
[[Exit Room 03|City - High Tavern Sleeping Quarters]]
<<HomeMenu>><<widget PlayerEscape>>
<<set $PlayerEscape = 0>>
<<set $PlayerEscapeThreshold = 40>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].Traits.includes("Fleet-footed")>>
<<set $PlayerEscapeThreshold = $PlayerEscapeThreshold + 35>>
<</if>>
<</for>>
<<if $PlayerEscape == 0>>
<<set $PlayerEscapeChance = random(100)>>
<<if $PlayerEscapeChance <= $PlayerEscapeThreshold>>
<<set $PlayerEscape = 2>>
<<elseif $PlayerEscapeChance >= $PlayerEscapeThreshold + 1>>
<<set $PlayerEscape = 1>>
<</if>>
<</if>>
<</widget>>
<<widget CombatStealthCheck>>
<<set $EncounterRandom = random(100)>>
<<set $PlayerStealth = 15>>
<<if $EntityValues[$Player].Traits.includes("Sneaky")>>
<<set $PlayerStealth += 45>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Curious")>>
<<set $PlayerStealth -= 10>>
<</if>>
<<if $EncounterRandom < $PlayerStealth>>
<<set $EnemyAware = 0>>
<<elseif $EncounterRandom >= $PlayerStealth>>
<<set $EnemyAware = 1>>
<</if>>
<</widget>>
<<silently>>
<</silently>>
!The Faith of Auria
---------------------------------------
The lands of Auria houses many fanatical cults, religions and faiths. However, above them all stands the true gods of the realms. Mortals or immortal beings that have ascended to godhood and now stand above all else. The Nine Circles of the Realm or recently renamed to the The Nine Circles of Pleasure, is the dominating faith of all of Oria, if not the whole world. Four circles to govern the virtues of heaven, four circles to govern the vices of hell and lastly one circle to rule them all.
Atop the main circle sits the perverted bitch-god known as Lucira. Her endless debauchery and lust lords over all the other gods, for she is truly the most depraved of all.
It is not known how Lucira ascended to godhood or how she struck down the eternal one before her, nor will it likely ever be known. For investigating such matters is known to end in fruitless disappearances. Merely whispering the name of the previous one is known to bring misfortunes the likes that could ruin lives.
To worship Lucira is to worship the very concepts of servitude, lust and debauchery. Only the most vile and depraved would ever dare to worship her out of fear for the endless amounts hypnotizing ecstacy it might bring, the kind that one does not recover from. Only the likes of demons or angels could ever wish to withstand such gifts.
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>><<silently>>
<</silently>>
!The Nine Circles of Pleasure
---------------------------------------
The First Circle of Heaven
At the first circle resides Agana, goddess of the pleasing flame. By her feet lies her eternal champion Agannon. Agana embodies fire that burns and enflames the flesh with mind-numbing pleasure, instead of pain. To worship her one must embrace the fire whilst calling her pet’s name, and hope that it listens. Her gifts is known to grant immunity to fire and the ability to please the flesh or your foes in flames of agonizing pleasure.
The Second Circle of Hell
At the second circle stands Malok, god of domination, degradation and humiliation. One of the newest additions to the circles, Malok embodies the concepts of ruling over your foes and taking their spoils for your own gain in the most humiliating of ways. To worship him as his champion is known to grant the strength to realize your true future of endless domination, whilst to worship him as his bitch is known to bring endless degradation.
The Third Circle of Heaven
At the third circle lies Arina, goddess of denial, sexual binding and chastity. Arina embodies the concepts of denying oneself true release, in the search for eternal longing and frustration. To worship her is to bind oneself in chastity unending. There are no other rewards.
The Fourth Circle of Hell
At the fourth circle lies Vera, goddess of seduction, sluttyness, exhibition and scandalousness. Vera embodies all that is profane in public display and the curious need of expression through sexuality. She also embodies unnatural beauty. Vera is the twin-sister of Varo. To worship Vera, one must "show of some skin". One will find themselves changed to become more slutty, seductive and suggestive in appearance, and may find it impossible to wear concealing clothing.
The Fifth Circle of Heaven
At the fifth circle lies Varo, god of purity, beauty, exhibition and integrity. Varo embodies all that is acceptable in public display and the curious need to pretend to be pure, only to be taken and turned into a slutty mess. He also embodies natural beauty. Varo is the twin-brother of Vera. To worship Varo, one must conceal their skin and pretend to be a prissy pure maiden of virtue. One will find themselves changed to become more cute, beautiful and pure in appearance, and may find it impossible to wear scandalously suggestive clothing.
The Sixth Circle of Hell
At the sixth circle stands Tharon, god of tentacles, phalluses and mind-breaking. One of the newest additions to the circle, Tharon embodies everything that is endlessly getting used and abused by tentacles of varying sizes and shapes. To worship Tharon as his champion, one would be able to grow tentacles or summon them to ravage their foes. To worship him as his bitch is to submit to his endless and eternal need for new orifices to defile and destroy.
The Seventh Circle of Heaven
At the seventh circle of heaven lies Helera, goddess of fertility, impregnation, milk and matrimony. Helera embodies all that is procreation in the most profane ways. To worship Helera, one must become impregnated or impregnate on a regular basis. Her followers typically enjoy gifts such as strong offspring, shorter time being pregnant and high overall fertility.
The Eighth Circle of Hell
At the eighth circle of hell lies in wait the beast also known as Felicia, goddess of the hunt, inter-species breeding and knotting. Felicia embodies all that is inhuman to breed with. To worship Felicia one must embrace the hunt and embrace natures changes. Her gifts typically include the ability to be impregnated or impregnate other species, lycanthropy and the increasing of ones senses like smell, hearing and tastes. One will also find themselves to be subject to the infamous and incredibly lustful heat cycles, where one’s judgement is clouded by unbridled need to commit depraved acts of debauchery.
The Ninth Circle of Oblivion
Above all other circles sits the one true goddess of all that is lust, debauchery, depravity, domination and submission. Lucira rules over all and embodies their collective aspects. Her very incarnation is above the lustful concepts of mere mortals. It is said that merely to hear her voice would rape ones ears with unending pleasure, to see her perfect appearance would blind you with lust eternal and to taste or touch her would render one mind-broken forever as their very thoughts are turned into a g-spot of depraved existence. You do not worship Lucira without her explicit permission and should you find yourself lucky or unlucky to be worshipped by her, know that all you will know from now on and forever is nothing but pleasure, submission and domination.
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>><<silently>>
<<set $EncounterDiversity = random(100)>>
<<if $EncounterEnemy == "Imp">>
<<CreateEntity "Imp" "Male">>
<<elseif $EncounterEnemy == "Goblin">>
<<if $EncounterDiversity < 85>>
<<CreateEntity "Goblin" "Male">>
<<else>>
<<CreateEntity "Goblin" "Female">>
<</if>>
<<elseif $EncounterEnemy == "Human">>
<<if $EncounterDiversity < 50>>
<<CreateEntity "Human" "Male">>
<<else>>
<<CreateEntity "Human" "Female">>
<</if>>
<<elseif $EncounterEnemy == "HighElf">>
<<if $EncounterDiversity < 50>>
<<CreateEntity "High Elf" "Male">>
<<else>>
<<CreateEntity "High Elf" "Female">>
<</if>>
<<elseif $EncounterEnemy == "DarkElf">>
<<if $EncounterDiversity < 50>>
<<CreateEntity "Dark Elf" "Male">>
<<else>>
<<CreateEntity "Dark Elf" "Female">>
<</if>>
<<elseif $EncounterEnemy == "Satyr">>
<<if $EncounterDiversity < 25>>
<<CreateEntity "Satyr" "Male">>
<<else>>
<<CreateEntity "Satyr" "Female">>
<</if>>
<<elseif $EncounterEnemy == "Succubus">>
<<CreateEntity "Succubus" "Female">>
<<elseif $EncounterEnemy == "Orc">>
<<if $EncounterDiversity < 50>>
<<CreateEntity "Orc" "Male">>
<<else>>
<<CreateEntity "Orc" "Female">>
<</if>>
<<elseif $EncounterEnemy == "Minotaur">>
<<CreateEntity "Minotaur" "Male">>
<<elseif $EncounterEnemy == "Centaur">>
<<if $EncounterDiversity < 50>>
<<CreateEntity "Centaur" "Male">>
<<else>>
<<CreateEntity "Centaur" "Female">>
<</if>>
<</if>>
<<set $Enemy = $CreatedID>>
<<set $EnemyType = $EntityValues[$Enemy].Race>>
<<set $EnemyName = "The " + $EntityValues[$Enemy].Title>>
<<set $EnemyRacial = "The " + $EntityValues[$Enemy].Race>>
<<set $EnemySingular = $EntityValues[$Enemy].Title>>
<<set $EnemySingularRacial = $EntityValues[$Enemy].Race>>
<<UpdateEntity $Enemy>>
<<set $PrepareEntity to true>>
<<replace "#image-bar">>$EntityValues[$Enemy].CombatBanner<</replace>>
<</silently>>
!Encounter
-------------------------------
You have encountered a $EnemySingular!
<<if $HoverMode is false>>[[Continue|Combat - Main Menu]]
<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Combat - Main Menu]]<</replace>><</if>>
<<silently>>
<</silently>>
!Malok Ascended
---------------------------------------
In the far reaches of the north, a student of chaos, corruption and domination would soon rise to power. His name was Malok, and he would become one of, if not the most feared in the north, for he would reign for years to come, and eventually ascend to godhood.
No one truly knows where Malok came from, most would say that he was a mere orphan of some northern marauder tribe, born into what would come to define his very existence later in life. Nonetheless, he saw a wild rise to power as he somehow united several of the northern tribes and lead them unto a series of annual raids on the southern kingdoms.
Eventually however, he grew tired of the meaningless raiding, and suddenly vanished. Although the raids never stopped, and became a sort of tradition for the tribes he left, his name quickly became a legend amongst them, and even amongst some, an idol to worship.
Years later, it came into light that Malok had acquired himself a student, Tharon. An aspiring and talented student that would sow the seeds for new unending depravity, and set in motion their rise to godhood.
They both researched and honed their magical powers in seclusion, oftentimes manipulating the marauder tribes to abduct southerners for their vile experiments.
Eventually, they grew tired of each other. A season of back stabbings, duels and bloody rivalry would come to pass, as they both competed to become the most powerful, most depraved and most favoured.
However, as their influence grew, so did their status in the north, and they would soon be observed as idols and gods to be worshipped. It was not until this turn of events, that they both set aside their differences.
They were both invited to the Halls of Ascension, where they both challenged a circle to a godly duel. They both won, and now reside in their circles, having manifested as their own godly aspects.
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>><<silently>>
<<SexStateHandling>>
<<UpdateSexOptions>>
<<PartnerSexOptionsHandling>>
<<ApplySexOption>>
<<SexCumHandling>>
<</silently>>
!$SexTitle
-----------------------------------------
<<EmergencyExit>>
$SexSceneText
$MainSexText
<<if $HoverMode is false>><<SexOptionsMenu>><<elseif $HoverMode is true>><<replace "#linkbar">><<SexOptionsMenu>><</replace>><</if>>
<<SexRefresh>>
<<SexDebugPanel>>
<<widget SexReset>>
<<set $PlayerOralOnPartnerPenis to false>>
<<set $PlayerVaginaOnPartnerPenis to false>>
<<set $PlayerAssOnPartnerPenis to false>>
<<set $PlayerPenisOnPartnerOral to false>>
<<set $PlayerPenisOnPartnerAss to false>>
<<set $PlayerPenisOnPartnerVagina to false>>
<<set $PlayerVaginaOnPartnerOral to false>>
<<set $PlayerOralOnPartnerVagina to false>>
<<set $PartnerOralOnPlayerPenis to false>>
<<set $PartnerVaginaOnPlayerPenis to false>>
<<set $PartnerAssOnPlayerPenis to false>>
<<set $PartnerPenisOnPlayerOral to false>>
<<set $PartnerPenisOnPlayerAss to false>>
<<set $PartnerPenisOnPlayerVagina to false>>
<<set $PartnerVaginaOnPlayerOral to false>>
<<set $PartnerOralOnPlayerVagina to false>>
<<set $PlayerPenisCumOnPartnerOralSwallow to false>>
<<set $PlayerPenisCumOnPartnerFacial to false>>
<<set $PlayerPenisCumOnPartnerInsidePussy to false>>
<<set $PlayerPenisCumOnPartnerOutsidePussy to false>>
<<set $PlayerPenisCumOnPartnerInsideAss to false>>
<<set $PlayerPenisCumOnPartnerOutsideAss to false>>
<<set $PlayerVaginaCumOnPartnerFacial to false>>
<<set $PlayerPenisCumDefault to false>>
<<set $PlayerVaginaCumDefault to false>>
<<set $PartnerPenisCumOnPlayerOralSwallow to false>>
<<set $PartnerPenisCumOnPlayerFacial to false>>
<<set $PartnerPenisCumOnPlayerInsidePussy to false>>
<<set $PartnerPenisCumOnPlayerOutsidePussy to false>>
<<set $PartnerPenisCumOnPlayerInsideAss to false>>
<<set $PartnerPenisCumOnPlayerOutsideAss to false>>
<<set $PartnerVaginaCumOnPlayerFacial to false>>
<<set $PartnerPenisCumDefault to false>>
<<set $PartnerVaginaCumDefault to false>>
<</widget>>
<<silently>>
<</silently>>
!The Student of Change
---------------------------------------
Of all the students of change, biological magic and magical morphology, none could ever dream of rivalling Tharon. Far to the north, deep within the frozen wastes of the coldlight ravines his lair would lie, and from this lair the twisted moaning screams of abominable creations could be heard day and night.
Tharon was no ordinary biomancer, he was the previous student of magic under Malok the Mad, and it would show in his experiments, for they knew no end to their vile complex depravity.
As the previous student and now nemesis of Malok, he sought every edge he could get over his former master for the sinister betrayal that he’d endure under his tutelage. And so he would often hire the marauding tribes in the north to go on raids in the south, west and east to acquire exotic slaves for his experiments.
Just like his former master, he would take in students of his own, and they would quickly form what is now known as the Cult of Tharon, which still exist to this very day in it’s most depraved splendour. His students just like their master, would conduct all sorts of experiments believed to be beyond the pathetic comprehension of "cattle".
During the warm winter, Tharon would finally succeed in his most ambitious of experiments of all. He succeeded in capturing a goddess in the flesh and applied his massive library of tested and tried experiments on her, to debase her, stripping her of her godhood and ascending himself.
Tharon has now taken the previous goddess place in the circles, grinning madly and continuing his previous endeavours, now unhindered and on a much grander scale. The goddess of before, now his favorite lucky test subject, sitting by his side proudly displaying his absolute power over all.
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>><<widget SexStateHandling>>
<<if $SexPlayerOnTop is true>>
<<if $PlayerOralOnPartnerPenis is true>>
<<set $PlayerSatisfaction += 0>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerOralPartnerPenisTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerOralPartnerPenisTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerOralPartnerPenisTextTable.random()>>
<<elseif $PlayerOralOnPartnerVagina is true>>
<<set $PlayerSatisfaction += 0>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerOralPartnerVaginaTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerOralPartnerVaginaTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerOralPartnerVaginaTextTable.random()>>
<<elseif $PlayerPenisOnPartnerOral is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 0>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerPenisPartnerOralTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerPenisPartnerOralTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerPenisPartnerOralTextTable.random()>>
<<elseif $PlayerVaginaOnPartnerOral is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 0>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerVaginaPartnerOralTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerVaginaPartnerOralTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerVaginaPartnerOralTextTable.random()>>
<<elseif $PlayerVaginaOnPartnerPenis is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerVaginaPartnerPenisTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerVaginaPartnerPenisTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerVaginaPartnerPenisTextTable.random()>>
<<elseif $PlayerAssOnPartnerPenis is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerAssPartnerPenisTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerAssPartnerPenisTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerAssPartnerPenisTextTable.random()>>
<<elseif $PlayerPenisOnPartnerVagina is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerPenisPartnerVaginaTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerPenisPartnerVaginaTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerPenisPartnerVaginaTextTable.random()>>
<<elseif $PlayerPenisOnPartnerAss is true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPlayerPenisPartnerAssTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePlayerPenisPartnerAssTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPlayerPenisPartnerAssTextTable.random()>>
<</if>>
<</if>>
<</widget>>
<<widget SexOptionsText>>
<<set $MenuPlayerOralOnPartnerPenisOption = "Suck " + $EntityValues[$Partner].sHisHer + " cock">>
<<set $MenuPlayerVaginaOnPartnerPenisOption = "Make " + $EntityValues[$Partner].sHimHer + " fuck your pussy">>
<<set $MenuPlayerAssOnPartnerPenisOption = "Make " + $EntityValues[$Partner].sHimHer + " fuck your ass">>
<<set $MenuPlayerPenisOnPartnerOralOption = "Fuck " + $EntityValues[$Partner].sHisHer + " mouth">>
<<set $MenuPlayerPenisOnPartnerVaginaOption = "Fuck " + $EntityValues[$Partner].sHisHer + " pussy">>
<<set $MenuPlayerPenisOnPartnerAssOption = "Fuck " + $EntityValues[$Partner].sHimHer + " in the ass">>
<<set $MenuPlayerOralOnPartnerVaginaOption = "Lick " + $EntityValues[$Partner].sHisHer + " pussy">>
<<set $MenuPlayerVaginaOnPartnerOralOption = "Make " + $EntityValues[$Partner].sHimHer + " lick your pussy">>
<<set $CumPlayerCumPartnerMouthOption = "Cum in " + $EntityValues[$Partner].sHisHer + " mouth">>
<<set $CumPlayerCumPartnerFaceOption = "Cum on " + $EntityValues[$Partner].sHisHer + " face">>
<<set $CumPlayerCumPartnerInsideVaginaOption = "Cum in " + $EntityValues[$Partner].sHisHer + " pussy">>
<<set $CumPlayerCumPartnerOutsideVaginaOption = "Cum on " + $EntityValues[$Partner].sHisHer + " pussy">>
<<set $CumPlayerCumPartnerInsideAssOption = "Cum in " + $EntityValues[$Partner].sHisHer + " ass">>
<<set $CumPlayerCumPartnerOutsideAssOption = "Cum on " + $EntityValues[$Partner].sHisHer + " ass">>
<<set $CumPlayerCumDefaultOption = "Cum">>
<<set $CumPartnerCumPlayerMouthOption = "Let " + $EntityValues[$Partner].sHimHer + " cum in your mouth">>
<<set $CumPartnerCumPlayerFaceOption = "Let " + $EntityValues[$Partner].sHimHer + " cum on your face">>
<<set $CumPartnerCumPlayerInsideVaginaOption = "Let " + $EntityValues[$Partner].sHimHer + " cum in your pussy">>
<<set $CumPartnerCumPlayerOutsideVaginaOption = "Let " + $EntityValues[$Partner].sHimHer + " cum on your pussy">>
<<set $CumPartnerCumPlayerInsideAssOption = "Let " + $EntityValues[$Partner].sHimHer + " cum in your ass">>
<<set $CumPartnerCumPlayerOutsideAssOption = "Let " + $EntityValues[$Partner].sHimHer + " cum on your ass">>
<<set $CumPartnerCumDefaultOption = "Let " + $EntityValues[$Partner].sHimHer + " cum">>
<</widget>>
<<widget SexOptionsContinue>>
<<if $SexState is true>>
<<if $SexPlayerOnBottom is true>>
[[Continue|Sex - Main Menu]]
<<else>>
<<if $PlayerOralOnPartnerPenis is true>>
[[Continue|Sex - Main Menu][$PlayerOralOnPartnerPenis to true, $SexState to true]]
<<elseif $PlayerOralOnPartnerVagina is true>>
[[Continue|Sex - Main Menu][$PlayerOralOnPartnerVagina to true, $SexState to true]]
<<elseif $PlayerPenisOnPartnerOral is true>>
[[Continue|Sex - Main Menu][$PlayerPenisOnPartnerOral to true, $SexState to true]]
<<elseif $PlayerVaginaOnPartnerOral is true>>
[[Continue|Sex - Main Menu][$PlayerVaginaOnPartnerOral to true, $SexState to true]]
<<elseif $PlayerVaginaOnPartnerPenis is true>>
[[Continue|Sex - Main Menu][$PlayerVaginaOnPartnerPenis to true, $SexState to true]]
<<elseif $PlayerPenisOnPartnerVagina is true>>
[[Continue|Sex - Main Menu][$PlayerPenisOnPartnerVagina to true, $SexState to true]]
<<elseif $PlayerAssOnPartnerPenis is true>>
[[Continue|Sex - Main Menu][$PlayerAssOnPartnerPenis to true, $SexState to true]]
<<elseif $PlayerPenisOnPartnerAss is true>>
[[Continue|Sex - Main Menu][$PlayerPenisOnPartnerAss to true, $SexState to true]]
<</if>>
<</if>>
<<else>>
<<if $SexType == "Traditional">>
<<if $SexPlayerOnTop is true>>
<<SexualEnslavement>>
<<else>>
$PartnerName is done with you...
<</if>>
<<elseif $SexType == "Social">>
<<SexualComfort>>
<<else>>
<<SexualComfort>>
<</if>>
<</if>>
<</widget>>
<<widget SexOptionsList>>
<<SexOptionsContinue>>
<<if $SexPlayerOnTop is true>>
<<if $EntityValues[$Partner].Body.Penis.Has is true and $PlayerOralOnPartnerPenis is false>>
- [[$MenuPlayerOralOnPartnerPenisOption|Sex - Main Menu][$PlayerOralOnPartnerPenis to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Player].Body.Penis.Has is true and $PlayerPenisOnPartnerOral is false>>
- [[$MenuPlayerPenisOnPartnerOralOption|Sex - Main Menu][$PlayerPenisOnPartnerOral to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Partner].Body.Vagina.Has is true and $PlayerOralOnPartnerVagina is false>>
- [[$MenuPlayerOralOnPartnerVaginaOption|Sex - Main Menu][$PlayerOralOnPartnerVagina to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Player].Body.Vagina.Has is true and $PlayerVaginaOnPartnerOral is false>>
- [[$MenuPlayerVaginaOnPartnerOralOption|Sex - Main Menu][$PlayerVaginaOnPartnerOral to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Player].Body.Vagina.Has is true and $EntityValues[$Partner].Body.Penis.Has is true and $PlayerVaginaOnPartnerPenis is false>>
- [[$MenuPlayerVaginaOnPartnerPenisOption|Sex - Main Menu][$PlayerVaginaOnPartnerPenis to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Player].Body.Penis.Has is true and $EntityValues[$Partner].Body.Vagina.Has is true and $PlayerPenisOnPartnerVagina is false>>
- [[$MenuPlayerPenisOnPartnerVaginaOption|Sex - Main Menu][$PlayerPenisOnPartnerVagina to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Partner].Body.Penis.Has is true and $PlayerAssOnPartnerPenis is false>>
- [[$MenuPlayerAssOnPartnerPenisOption|Sex - Main Menu][$PlayerAssOnPartnerPenis to true, $StartSex to true, $SexState to true]]
<</if>>
<<if $EntityValues[$Player].Body.Penis.Has is true and $PlayerPenisOnPartnerAss is false>>
- [[$MenuPlayerPenisOnPartnerAssOption|Sex - Main Menu][$PlayerPenisOnPartnerAss to true, $StartSex to true, $SexState to true]]
<</if>>
<</if>>
<</widget>>
<<widget StartPlayerClimaxText>>
<<set $PlayerCumReleaseMouthText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure before shooting your thick load into $PartnerName's mouth, blissfully emptying your balls in their throat.<br><br><<Cum $Player $Partner 'Mouth' 'Inside'>><br><br>$PartnerName hungrily gulps it all down load after load as you feed $EntityValues[$Partner].sHimHer your fertile seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathMouthText = [
"You look down on $PartnerName, letting your <<Penis>> rest in $EntityValues[$Partner].sHisHer mouth for a little while. After a moment or two, you pull back and notice in delight as your cum trail from $EntityValues[$Partner].sHisHer mouth."]>>
<<set $PlayerCumSubAftermathMouthText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest in $EntityValues[$Partner].sHisHer mouth for a little while."]>>
<<set $PlayerCumReleaseFaceText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure before shooting your thick load all over $PartnerName's face, completely covering $EntityValues[$Partner].sHimHer in your tasty jizz.<br><br><<Cum $Player $Partner 'Face' 'Outside'>><br><br>$PartnerName moans in pleasure as you paint them with your fertile seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathFaceText = [
"You look down on $PartnerName, slapping your <<Penis>> on $EntityValues[$Partner].sHisHer face for a little while. After a moment or two, you pull back and notice in delight as your cum covers and trail from $EntityValues[$Partner].sHisHer face."]>>
<<set $PlayerCumSubAftermathFaceText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest on $EntityValues[$Partner].sHisHer face for a little while."]>>
<<set $PlayerCumReleaseInsideVaginaText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure as you shoot your cum into the $PartnerName's <<Vagina>>.<br><br><<Cum $Player $Partner 'Vagina' 'Inside'>><br><br>$PartnerName moans loudly as their fertile womb is filled to the brim by your depraved seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathInsideVaginaText = [
"You look down on $PartnerName, slapping your <<Penis>> on $EntityValues[$Partner].sHisHer <<Vagina>> for a little while. After a moment or two you stand back up. You notice in delight as your cum oozes from $EntityValues[$Partner].sHisHer pussy."]>>
<<set $PlayerCumSubAftermathInsideVaginaText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest in $EntityValues[$Partner].sHisHer pussy for a little while."]>>
<<set $PlayerCumReleaseOutsideVaginaText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You pull out and groan in pleasure as you shoot your cum all over the $PartnerName's <<Vagina>>.<br><br><<Cum $Player $Partner 'Vagina' 'Outside'>><br><br>$PartnerName moans loudly as their cunt is completely covered by your depraved seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathOutsideVaginaText = [
"You look down on $PartnerName, slapping your <<Penis>> on $EntityValues[$Partner].sHisHer <<Vagina>> for a little while. After a moment or two you stand back up. You notice in delight how $EntityValues[$Partner].sHisHer pussy is painted by your seed."]>>
<<set $PlayerCumSubAftermathOutsideVaginaText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest on $EntityValues[$Partner].sHisHer pussy for a little while."]>>
<<set $PlayerCumReleaseInsideAssText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure as you shoot your cum into the $PartnerName's <<Asshole>>.<br><br><<Cum $Player $Partner 'Asshole' 'Inside'>><br><br>$PartnerName moans loudly as their ass is filled to the brim by your depraved seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathInsideAssText = [
"You look down on $PartnerName, slapping your <<Penis>> on $EntityValues[$Partner].sHisHer <<Ass>> for a little while. After a moment or two you stand back up. You notice in delight as your cum oozes from $EntityValues[$Partner].sHisHer asshole."]>>
<<set $PlayerCumSubAftermathInsideAssText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest in $EntityValues[$Partner].sHisHer ass for a little while."]>>
<<set $PlayerCumReleaseOutsideAssText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You pull out and groan in pleasure as you shoot your cum all over the $PartnerName's <<Ass>>.<br><br><<Cum $Player $Partner 'Ass' 'Outside'>><br><br>$PartnerName moans loudly as their ass is completely covered by your depraved seed.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathOutsideAssText = [
"You look down on $PartnerName, slapping your <<Penis>> on $EntityValues[$Partner].sHisHer <<Asshole>> for a little while. After a moment or two you stand back up. You notice in delight how $EntityValues[$Partner].sHisHer ass is painted by your seed."]>>
<<set $PlayerCumSubAftermathOutsideAssText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets your <<Penis>> rest on $EntityValues[$Partner].sHisHer ass for a little while."]>>
<<set $PlayerSquirtReleaseFaceText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure before cumming all over $PartnerName's face, completely covering $EntityValues[$Partner].sHimHer in your tasty pussy juices.<br><br>$PartnerName gags and coughs as they try to gulp down as much as possible.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerSquirtDomAftermathFaceText = [
"You look down on $PartnerName, rubbing your clitty as the last waves of pleasure hit you. After a moment or two, you pull back and notice in delight as your juices soak $EntityValues[$Partner].sHisHer face."]>>
<<set $PlayerSquirtSubAftermathFaceText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe takes a few last licks."]>>
<<set $PlayerSquirtReleaseDefaultText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure as you squirt your <<Vagina>> juices all over the place.<br><br>$PartnerName enjoys your lustful climax and looks on with a seductive smirk on $EntityValues[$Partner].sHisHer face.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerSquirtDomAftermathDefaultText = [
"You regather yourself as the last ripples of pleasure and ecstasy roll over your body. You stand up and smile lustfully looking at $PartnerName."]>>
<<set $PlayerSquirtSubAftermathDefaultText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets you gather your strength again."]>>
<<set $PlayerCumReleaseDefaultText = [
"You're pushed over the edge as you feel yourself letting go, welcoming in the release as you climax.<br><br>You groan in pleasure as your <<Penis>> shoots out it’s nasty spunk all over the place.<br><br>$PartnerName enjoys your lustful climax and looks on with a seductive smirk on $EntityValues[$Partner].sHisHer face.<br><br><<Satisfy $Player>>"]>>
<<set $PlayerCumDomAftermathDefaultText = [
"You regather yourself as the last ripples of pleasure and ecstasy roll over your <<Penis>>. You stand up and smile lustfully looking at $PartnerName."]>>
<<set $PlayerCumSubAftermathDefaultText = [
"You look towards $PartnerName, as $EntityValues[$Partner].sHeShe lets you gather your strength again."]>>
<</widget>>
<<widget SexDebugPanel>>
<<if $DebugMode is true>>
!Debug
---------------------------------------------
SexType : $SexType
SexPlayerOnBottom : $SexPlayerOnBottom
SexPlayerOnTop : $SexPlayerOnTop
SexState : $SexState
PlayerOralOnPartnerPenis : $PlayerOralOnPartnerPenis
PlayerVaginaOnPartnerPenis : $PlayerVaginaOnPartnerPenis
PlayerAssOnPartnerPenis : $PlayerAssOnPartnerPenis
PlayerPenisOnPartnerOral : $PlayerPenisOnPartnerOral
PlayerPenisOnPartnerAss : $PlayerPenisOnPartnerAss
PlayerPenisOnPartnerVagina : $PlayerPenisOnPartnerVagina
PlayerVaginaOnPartnerOral : $PlayerVaginaOnPartnerOral
PlayerOralOnPartnerVagina : $PlayerOralOnPartnerVagina
PartnerOralOnPlayerPenis : $PartnerOralOnPlayerPenis
PartnerVaginaOnPlayerPenis : $PartnerVaginaOnPlayerPenis
PartnerAssOnPlayerPenis : $PartnerAssOnPlayerPenis
PartnerPenisOnPlayerOral : $PartnerPenisOnPlayerOral
PartnerPenisOnPlayerAss : $PartnerPenisOnPlayerAss
PartnerPenisOnPlayerVagina : $PartnerPenisOnPlayerVagina
PartnerVaginaOnPlayerOral : $PartnerVaginaOnPlayerOral
PartnerOralOnPlayerVagina : $PartnerOralOnPlayerVagina
PlayerPenisCumOnPartnerOralSwallow : $PlayerPenisCumOnPartnerOralSwallow
PlayerPenisCumOnPartnerFacial : $PlayerPenisCumOnPartnerFacial
PlayerPenisCumOnPartnerInsidePussy : $PlayerPenisCumOnPartnerInsidePussy
PlayerPenisCumOnPartnerOutsidePussy : $PlayerPenisCumOnPartnerOutsidePussy
PlayerPenisCumOnPartnerInsideAss : $PlayerPenisCumOnPartnerInsideAss
PlayerPenisCumOnPartnerOutsideAss : $PlayerPenisCumOnPartnerOutsideAss
PlayerVaginaCumOnPartnerFacial : $PlayerVaginaCumOnPartnerFacial
PlayerPenisCumDefault : $PlayerPenisCumDefault
PlayerVaginaCumDefault : $PlayerVaginaCumDefault
PartnerPenisCumOnPlayerOralSwallow : $PartnerPenisCumOnPlayerOralSwallow
PartnerPenisCumOnPlayerFacial : $PartnerPenisCumOnPlayerFacial
PartnerPenisCumOnPlayerInsidePussy : $PartnerPenisCumOnPlayerInsidePussy
PartnerPenisCumOnPlayerOutsidePussy : $PartnerPenisCumOnPlayerOutsidePussy
PartnerPenisCumOnPlayerInsideAss : $PartnerPenisCumOnPlayerInsideAss
PartnerPenisCumOnPlayerOutsideAss : $PartnerPenisCumOnPlayerOutsideAss
PartnerVaginaCumOnPlayerFacial : $PartnerVaginaCumOnPlayerFacial
PartnerPenisCumDefault : $PartnerPenisCumDefault
PartnerVaginaCumDefault : $PartnerVaginaCumDefault
(For Submissive Only)
SexFound : $SexFound
SexInProgressID : $SexInProgressID
ApplyWasFound : $ApplyWasFound
<</if>>
<</widget>>
<<widget ValueControl>>
<<if $EntityValues[$UE].Body.Penis.Size > 7>>
<<set $EntityValues[$UE].Body.Penis.Size = 7>>
<<elseif $EntityValues[$UE].Body.Penis.Size < 0>>
<<set $EntityValues[$UE].Body.Penis.Size = 0>>
<</if>>
<<if $EntityValues[$UE].Body.Breasts.Size > 7>>
<<set $EntityValues[$UE].Body.Breasts.Size = 7>>
<<elseif $EntityValues[$UE].Body.Breasts.Size < 0>>
<<set $EntityValues[$UE].Body.Breasts.Size = 0>>
<</if>>
<<if $EntityValues[$UE].Body.Ass.Size > 5>>
<<set $EntityValues[$UE].Body.Ass.Size = 5>>
<<elseif $EntityValues[$UE].Body.Ass.Size < 0>>
<<set $EntityValues[$UE].Body.Ass.Size = 0>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.StrengthTraitLevel > 6>>
<<set $EntityValues[$UE].RankedTraits.StrengthTraitLevel = 6>>
<<elseif $EntityValues[$UE].RankedTraits.StrengthTraitLevel < 0>>
<<set $EntityValues[$UE].RankedTraits.StrengthTraitLevel = 0>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.DexterityTraitLevel > 6>>
<<set $EntityValues[$UE].RankedTraits.DexterityTraitLevel = 6>>
<<elseif $EntityValues[$UE].RankedTraits.DexterityTraitLevel < 0>>
<<set $EntityValues[$UE].RankedTraits.DexterityTraitLevel = 0>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel > 6>>
<<set $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel = 6>>
<<elseif $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel < 0>>
<<set $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel = 0>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.WillpowerTraitLevel > 6>>
<<set $EntityValues[$UE].RankedTraits.WillpowerTraitLevel = 6>>
<<elseif $EntityValues[$UE].RankedTraits.WillpowerTraitLevel < 0>>
<<set $EntityValues[$UE].RankedTraits.WillpowerTraitLevel = 0>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.CharismaTraitLevel > 6>>
<<set $EntityValues[$UE].RankedTraits.CharismaTraitLevel = 6>>
<<elseif $EntityValues[$UE].RankedTraits.CharismaTraitLevel < 0>>
<<set $EntityValues[$UE].RankedTraits.CharismaTraitLevel = 0>>
<</if>>
<<if $EntityValues[$UE].CurrentResistance < $EntityValues[$UE].MinResistance>>
<<set $EntityValues[$UE].CurrentResistance = $EntityValues[$UE].MinResistance>>
<</if>>
<<if $EntityValues[$UE].CurrentResistance > $EntityValues[$UE].MaxResistance>>
<<set $EntityValues[$UE].CurrentResistance = $EntityValues[$UE].MaxResistance>>
<</if>>
<<if $EntityValues[$UE].CurrentLust < $EntityValues[$UE].MinLust>>
<<set $EntityValues[$UE].CurrentLust = $EntityValues[$UE].MinLust>>
<</if>>
<<if $EntityValues[$UE].CurrentLust > $EntityValues[$UE].MaxLust>>
<<set $EntityValues[$UE].CurrentLust = $EntityValues[$UE].MaxLust>>
<</if>>
<<if $EntityValues[$UE].CurrentEnergy < $EntityValues[$UE].MinEnergy>>
<<set $EntityValues[$UE].CurrentEnergy = $EntityValues[$UE].MinEnergy>>
<</if>>
<<if $EntityValues[$UE].CurrentEnergy > $EntityValues[$UE].MaxEnergy>>
<<set $EntityValues[$UE].CurrentEnergy = $EntityValues[$UE].MaxEnergy>>
<</if>>
<<if $EntityValues[$UE].CurrentMana > $EntityValues[$UE].MaxMana>>
<<set $EntityValues[$UE].CurrentMana = $EntityValues[$UE].MaxMana>>
<</if>>
<<if $EntityValues[$UE].CurrentHealth < $EntityValues[$UE].MinHealth>>
<<set $EntityValues[$UE].CurrentHealth = $EntityValues[$UE].MinHealth>>
<</if>>
<<if $EntityValues[$UE].CurrentHealth > $EntityValues[$UE].MaxHealth>>
<<set $EntityValues[$UE].CurrentHealth = $EntityValues[$UE].MaxHealth>>
<</if>>
<<if $EntityValues[$UE].CurrentMana <= -1>>
<<set $EntityValues[$UE].CurrentHealth = $EntityValues[$UE].CurrentHealth + $EntityValues[$UE].CurrentMana>>
<<set $EntityValues[$UE].CurrentMana = 0>>
<</if>>
<<if $EntityValues[$UE].Lethality <= 0>>
<<set $EntityValues[$UE].Lethality = 0>>
<</if>>
<<if $EntityValues[$UE].BaseDepravity <= 0>>
<<set $EntityValues[$UE].BaseDepravity = 0>>
<</if>>
<<if $EntityValues[$UE].Obedience <= 0>>
<<set $EntityValues[$UE].Obedience = 0>>
<</if>>
<<if $EntityValues[$UE].Condition <= 0>>
<<set $EntityValues[$UE].Condition = 0>>
<</if>>
<<if $EntityValues[$UE].Mentality <= 0>>
<<set $EntityValues[$UE].Mentality = 0>>
<</if>>
<<if $EntityValues[$UE].Obedience > 9>>
<<set $EntityValues[$UE].Obedience = 9>>
<</if>>
<<if $EntityValues[$UE].Condition > 9>>
<<set $EntityValues[$UE].Condition = 9>>
<</if>>
<<if $EntityValues[$UE].Mentality > 9>>
<<set $EntityValues[$UE].Mentality = 9>>
<</if>>
<</widget>><<silently>>
<<set $EntityID = $Player>>
<<EntityEquipWeapon>>
<<EntityUnequipWeapon>>
<<EntityDropWeapon>>
<<EntityEquipWearable>>
<<EntityUnequipWearable>>
<<EntityDropWearable>>
<<EntityDropConsumable>>
<<EntityOutfitRatingApply $Player>>
<</silently>>
!Inventory
--------------------------------------------------------
<<HeadEquipped $Player>>
<<ChestEquipped $Player>>
<<HandsEquipped $Player>>
<<LegsEquipped $Player>>
<<FeetEquipped $Player>>
<<BraEquipped $Player>>
<<UnderwearEquipped $Player>>
Weapon: <<WeaponEquipped $Player>>
<<RateEntityOutfit $Player>>
Social Class: $EntityValues[$Player].SocialClass
<<ExamineItem>>
!!Weapons
--------------------------------------------------------
<<DisplayWeaponsInventory $Player>>
!!Wearables
--------------------------------------------------------
<<if $ShowWearableStats is true>>[[Hide Stats|Inventory][$ShowWearableStats to false]]<<else>>[[Show Stats|Inventory][$ShowWearableStats to true]]<</if>>
<<DisplayWearablesInventory $Player>>
!!Consumables
--------------------------------------------------------
<<DisplayConsumablesInventory $Player>>
<<HomeBack>>
<<InventoryDebugPanel>>
<<InventoryReset>><<widget StartWeapons>>
<<set $Weapons = [
{
ID: 0,
Name: "Broken Sword",
Equipped: false,
Description: "You examine the @@.lightbluetext;Broken Sword@@. The top of the sword has broken off, and what remains is a sharp tipped edge, that could be used for stabbing.",
Quantity: 0,
EquippedBy: [],
DropGroup: [],
DropRate: 5,
MerchantGroup: [],
Material: "Iron",
Modifiers: ['Broken', 'Piercing'],
Rarity: "Rare",
Value: 5
},
{
ID: 1,
Name: "Iron Shortsword",
Equipped: false,
Description: "You examine the @@.lightbluetext;Iron Shortsword@@. It feels quite balanced in your hand, sort of sharp and easy to use.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Centaur'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Iron",
Modifiers: ['Piercing', 'Sharp'],
Rarity: "Common",
Value: 150
},
{
ID: 2,
Name: "Iron Axe",
Equipped: false,
Description: "You examine the @@.lightbluetext;Iron Axe@@. It feels slightly off balance, but is sharp and could pack quite the punch.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Centaur'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Iron",
Modifiers: ['Sharp', 'Flexible'],
Rarity: "Common",
Value: 150
},
{
ID: 3,
Name: "Iron Spear",
Description: "You examine the @@.lightbluetext;Iron Spear@@. It feels well balanced, is sharp and has quite the reach.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Centaur'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Iron",
Modifiers: ['Piercing', 'Reach'],
Rarity: "Common",
Value: 150
},
{
ID: 4,
Name: "Iron Daggers",
Equipped: false,
Description: "You examine the @@.lightbluetext;Iron Daggers@@. They feel sharp and deadly, but lack the reach. Moving around with these would be easy.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Centaur'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Iron",
Modifiers: ['Piercing', 'Light'],
Rarity: "Common",
Value: 120
},
{
ID: 5,
Name: "Crude Sword",
Equipped: false,
Description: "You examine the @@.lightbluetext;Crude Sword@@. The sword is of exceptionally bad quality, rusted iron and with dents in the blade itself.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Orc', 'Goblin'],
DropRate: 10,
MerchantGroup: [],
Material: "Iron",
Modifiers: ['Piercing', 'Crude'],
Rarity: "Rare",
Value: 35
},
{
ID: 6,
Name: "Steel Shortsword",
Equipped: false,
Description: "You examine the @@.lightbluetext;Steel Shortsword@@. It feels quite balanced in your hand, very sharp and easy to use.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Steel",
Modifiers: ['Piercing', 'Sharp'],
Rarity: "Common",
Value: 550
},
{
ID: 7,
Name: "Steel Axe",
Equipped: false,
Description: "You examine the @@.lightbluetext;Steel Axe@@. A sharp axe designed to deal as much damage as possible.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Steel",
Modifiers: ['Sharp', 'Flexible'],
Rarity: "Common",
Value: 550
},
{
ID: 8,
Name: "Steel Spear",
Description: "You examine the @@.lightbluetext;Iron Spear@@. It feels well balanced, is very sharp and has quite the reach.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Steel",
Modifiers: ['Piercing', 'Reach'],
Rarity: "Common",
Value: 550
},
{
ID: 9,
Name: "Steel Daggers",
Equipped: false,
Description: "You examine the @@.lightbluetext;Steel Daggers@@. They feel very sharp and extremely deadly, but lack the reach. Moving around with these would be easy.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Steel",
Modifiers: ['Light'],
Rarity: "Common",
Value: 420
},
{
ID: 10,
Name: "Barbed Whip",
Equipped: false,
Description: "You examine the @@.lightbluetext;Barbed Whip@@. A seductive, but deadly whip with razor-sharp barbs.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Material: "Steel",
Modifiers: ['Sharp', 'Reach'],
Rarity: "Common",
Value: 500
},
{
ID: 11,
Name: "Black Polearm",
Equipped: false,
Description: "You examine the @@.lightbluetext;Black Polearm@@. A long delicate polearm made of sharp hardened black iron.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Minotaur', 'Succubus'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Material: "Black Iron",
Modifiers: ['Sharp', 'Reach', 'Flexible'],
Rarity: "Rare",
Value: 1250
},
{
ID: 12,
Name: "Daemonic Shard",
Equipped: false,
Description: "You examine the @@.lightbluetext;Daemonic Shard@@. A small crystal-like dagger, whispering omens of destruction.",
Quantity: 0,
EquippedBy: [],
DropGroup: ['Succubus'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Material: "Demonic Steel",
Modifiers: ['Sharp', 'Light', 'Flexible'],
Rarity: "Rare",
Value: 8750
}
]>>
<</widget>>
<<widget StartInventory>>
<<set $ShowWieldableStats to true>>
<<set $ShowWearableStats to true>>
<<StartWeapons>>
<<StartWearables>>
<<StartConsumables>>
<<StartMerchants>>
<</widget>>
<<widget StartConsumables>>
<<set $Consumables = [
{
ID: 0,
Name: "Pink Pearl",
Description: "You examine the @@.lightbluetext;Pink Pearl@@. A small pearl with a pink matte texture. It's light in weight and could easily pass for a piece of candy. However, something inside you tells you that might not be the case.",
Quantity: 0,
DropGroup: ['Satyr', 'Succubus', 'Imp'],
DropRate: 15,
MerchantGroup: [],
Type: "Edible",
Rarity: "Rare",
Giftable: true,
Effect: "Curse",
Value: 75,
Consumption: "Eat",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun examines the deep pink pearl and gives it a small lick. It's sweet taste makes it hard from them to resist. $EntityValues[$Consumer].BHeShe let's it dissolve in their mouth like $EntityValues[$Consumer].sThey would a pastille, it's sweet savory taste fizzling away on $EntityValues[$Consumer].sHisHer tongue.",
EffectsFirstTextPlayer: "You examine the deep pink pearl and give it a small lick. It's sweet taste makes it hard to resist. You let it dissolve in your mouth like you would a pastille, it's sweet savory taste fizzling away on your tongue.",
EffectsSecondText: "<<Curse $Consumer 50 50>>",
EffectsThirdText: "<<AlterStat $Consumer 'Lust' 'Increase' 15 5>>"
},
{
ID: 1,
Name: "Wild Berry",
Description: "You examine the @@.lightbluetext;Wild Berry@@. A brownish red berry. It's form is almost perfectly round.",
Quantity: 0,
DropGroup: ['Human', 'Goblin', 'Orc', 'Imp'],
DropRate: 25,
MerchantGroup: [],
Type: "Edible",
Rarity: "Common",
Giftable: true,
Effect: "Change",
Value: 5,
Consumption: "Eat",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun examines the wild berry, and decides to give it a go. $EntityValues[$Consumer].sThey eat the berry and enjoy it's wild natural taste.",
EffectsFirstTextPlayer: "You examine the wild berry, and decide to give it a go. You eat the berry and enjoy it's wild natural taste.",
EffectsSecondText: "<<Change $Consumer 20 20>>",
EffectsThirdText: "<<AlterStat $Consumer 'Lust' 'Increase' 5 5>>"
},
{
ID: 2,
Name: "Drusk Beer",
Description: "You examine the @@.lightbluetext;Drusk Beer@@. A bottled beer with no apparent label or anything to reveal about it's contents.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Tavern'],
Type: "Beverage",
Rarity: "Common",
Giftable: true,
Effect: "LightAlcoholic",
Value: 2,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the bottle and gulps down the bitter and frothing beer.",
EffectsFirstTextPlayer: "You uncork the bottle and gulp down the bitter and frothing beer.",
EffectsSecondText: "A daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are influenced by the drink.",
EffectsThirdText: "<<AlterTrait $Consumer 'Alcohol' 'Increase' 'High'>>"
},
{
ID: 3,
Name: "Grond Mead",
Description: "You examine the @@.lightbluetext;Grond Mead@@. A bottled mead with no apparent label or anything to reveal about it's contents.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Tavern'],
Type: "Beverage",
Rarity: "Common",
Giftable: true,
Effect: "MediumAlcoholic",
Value: 4,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the bottle and gulps down the sweet mead.",
EffectsFirstTextPlayer: "You uncork the bottle and gulp down the sweet mead.",
EffectsSecondText: "A daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are influenced by the drink.",
EffectsThirdText: "<<AlterTrait $Consumer 'Alcohol' 'Increase' 'High'>>"
},
{
ID: 4,
Name: "Jiz Champagne",
Description: "You examine the @@.lightbluetext;Jiz Champagne@@. A champagne in a green transluscent bottle, revealing it's white bubbly contents. It's labeled with a pin-up of a bombshell woman with an hour-glass formed body.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Tavern'],
Type: "Beverage",
Rarity: "Common",
Giftable: true,
Effect: "LustAlcoholic",
Value: 45,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the champagne bottle and gulps down the bubbling sweetness.",
EffectsFirstTextPlayer: "You uncork the bottle and gulp down the bubbling sweetness.",
EffectsSecondText: "A lustful daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are influenced by the drink.<br><br><<AlterTrait $Consumer 'Alcohol' 'Increase' 'High'>>",
EffectsThirdText: "<<AlterTrait $Consumer 'Attractiveness' 'Increase' 'Low'>><br><br><<AlterGenital $Consumer 'Breasts' 'Increase'>><br><br><<AlterGenital $Consumer 'Ass' 'Increase'>><br><br><<AlterStat $Consumer 'Lust' 'Increase' 5 5>>"
},
{
ID: 5,
Name: "Helion Wine",
Description: "You examine the @@.lightbluetext;Helion Wine@@. A high-quality wine in a black bottle. It's labeled with a pair of drawn horns engulfed in flames.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Tavern'],
Type: "Beverage",
Rarity: "Common",
Giftable: true,
Effect: "StrongAlcoholic",
Value: 25,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the bottle and gulps down the red sweet-tasting wine.",
EffectsFirstTextPlayer: "You uncork the bottle and gulp down the red sweet-tasting wine.<<if $EntityValues[$Player].Traits.includes('Otherworlder')>><<if $Quests[12].Activated is false and $Quests[12].Completed is false>> A familiar sensation takes hold of you. You've definitely tasted this wine before... from your own world. You re-examine the bottle, nothing too odd or strange, compared to anything else in this world. However, you feel like you should definitely look into this. <br><br><<AcceptQuest 12>><</if>><</if>>",
EffectsSecondText: "A daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are influenced by the drink.",
EffectsThirdText: "<<AlterTrait $Consumer 'Alcohol' 'Increase' 'High'>>"
},
{
ID: 6,
Name: "Mandari Elixir",
Description: "You examine the @@.lightbluetext;Mandari Elixir@@. A small bottle with a blue liquid inside. It's label has the male sex symbol on it.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Wandering Dwarf'],
Type: "Potion",
Rarity: "Rare",
Giftable: true,
Effect: "MasculineElixir",
Value: 175,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the bottle and gulps down the strange liquid inside.",
EffectsFirstTextPlayer: "You uncork the elixir and gulp down the strange-tasting liquid inside.",
EffectsSecondText: "A wicked masculine daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are changed by the elixir's effects.",
EffectsThirdText: "<<IncreaseSexuality $Consumer 'Masculinity' 'High'>><br><br><<AlterGenital $Consumer 'Penis' 'Increase'>>"
},
{
ID: 7,
Name: "Quindari Elixir",
Description: "You examine the @@.lightbluetext;Quindari Elixir@@. A small bottle with a pink liquid inside. It's label has the female sex symbol on it.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Wandering Dwarf'],
Type: "Potion",
Rarity: "Rare",
Giftable: true,
Effect: "FeminineElixir",
Value: 175,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun uncorks the bottle and gulps down the strange liquid inside.",
EffectsFirstTextPlayer: "You uncork the elixir and gulp down the strange-tasting liquid inside.",
EffectsSecondText: "A bewitchingly feminine daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are changed by the elixir's effects.",
EffectsThirdText: "<<IncreaseSexuality $Consumer 'Femininity' 'High'>><br><br><<AlterGenital $Consumer 'Penis' 'Decrease'>><br><br><<AlterGenital $Consumer 'Breasts' 'Increase'>>"
},
{
ID: 8,
Name: "Taurox Candy",
Description: "You examine the @@.lightbluetext;Taurox Candy@@. A small piece of wrapped candy.",
Quantity: 0,
DropGroup: [],
DropRate: 15,
MerchantGroup: ['Wandering Dwarf'],
Type: "Edible",
Rarity: "Rare",
Giftable: true,
Effect: "StupidBrawn",
Value: 250,
Consumption: "Suckle",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the candy out of it's wrapper and starts to suckle on it.",
EffectsFirstTextPlayer: "You take the candy out of it's wrapper and start to suckle on it.",
EffectsSecondText: "An aggressive daze hits $EntityValues[$Consumer].BNoun as $EntityValues[$Consumer].sThey are changed by the elixir's effects.",
EffectsThirdText: "<<IncreaseSexuality $Consumer 'Masculinity' 'High'>><br><br><<AlterGenital $Consumer 'Penis' 'Increase'>><br><br><<AlterGenital $Consumer 'Breasts' 'Decrease'>><br><br><<AlterTrait $Consumer 'Strength' 'Increase'>><br><br><<AlterTrait $Consumer 'Intelligence' 'Decrease'>><br><br><<AddTrait $Consumer 'Aggressive'>>"
},
{
ID: 9,
Name: "Iron Ore",
Description: "You examine the @@.lightbluetext;Iron Ore@@. A chunk of rock mixed with unrefined iron. Can either be melted into Iron or sold.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'Goblin', 'Centaur'],
DropRate: 15,
MerchantGroup: ['Blacksmith'],
Type: "Mineral",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 70,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the iron ore, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Iron Ore for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Iron Ore@@. A chunk of rock mixed with unrefined iron. Can either be melted into Iron or sold.",
EffectsThirdText: "<<AddConsumable $Player 9 1>>"
},
{
ID: 10,
Name: "Copper Ore",
Description: "You examine the @@.lightbluetext;Copper Ore@@. A chunk of rock mixed with unrefined copper. Can either be melted into Copper or sold.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'Goblin', 'Centaur'],
DropRate: 15,
MerchantGroup: ['Blacksmith'],
Type: "Mineral",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 30,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the copper ore, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Copper Ore for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Copper Ore@@. A chunk of rock mixed with unrefined copper. Can either be melted into Copper or sold.",
EffectsThirdText: "<<AddConsumable $Player 10 1>>"
},
{
ID: 11,
Name: "Raw Lucirite",
Description: "You examine the @@.lightbluetext;Raw Lucirite@@. A chunk of rock mixed with unrefined potent Lucitium. Can either be cut into Lucirite jewelry, processed into Lucitium extract or sold.",
Quantity: 0,
DropGroup: ['Succubus'],
DropRate: 15,
MerchantGroup: ['Blacksmith'],
Type: "Mineral",
Rarity: "Rare",
Giftable: true,
Effect: "None",
Value: 250,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the raw lucirite, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Raw Lucirite for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Raw Lucirite@@. A chunk of rock mixed with unrefined potent Lucitium. Can either be cut into Lucirite jewelry, processed into Lucitium extract or sold.",
EffectsThirdText: "<<AddConsumable $Player 11 1>>"
},
{
ID: 12,
Name: "Depravium Ore",
Description: "You examine the @@.lightbluetext;Depravium Ore@@. A chunk of rock mixed with unrefined potent Depravium. Can either be melted into depravium jewelry or sold.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp'],
DropRate: 15,
MerchantGroup: ['Blacksmith'],
Type: "Mineral",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 140,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the depravium ore, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Depravium Ore for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Depravium Ore@@. A chunk of rock mixed with unrefined potent Depravium. Can either be melted into depravium jewelry or sold.",
EffectsThirdText: "<<AddConsumable $Player 12 1>>"
},
{
ID: 13,
Name: "Gold Ore",
Description: "You examine the @@.lightbluetext;Gold Ore@@. A chunk of rock mixed with unrefined Gold. Can either be melted into gold bars, golden jewelry or sold.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp', 'Human', 'Orc', 'High Elf', 'Dark Elf', 'Minotaur', 'Centaur', 'Satyr', 'Goblin'],
DropRate: 5,
MerchantGroup: ['Blacksmith'],
Type: "Mineral",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 750,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the gold ore, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Gold Ore for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Gold Ore@@. A chunk of rock mixed with unrefined Gold. Can either be melted into gold bars, golden jewelry or sold.",
EffectsThirdText: "<<AddConsumable $Player 13 1>>"
},
{
ID: 14,
Name: "Empty Flask",
Description: "You examine the @@.lightbluetext;Empty Flask@@. An empty flask that can be used to store various fluids or liquids.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Centaur', 'Satyr', 'Goblin'],
DropRate: 25,
MerchantGroup: ['General'],
Type: "General",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 2,
Consumption: "Use",
HasChoices: true,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the empty flask, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "<<Use_EmptyFlask>>",
EffectsSecondText: "",
EffectsThirdText: ""
},
{
ID: 15,
Name: "Flask (Human Cum)",
Description: "You examine the @@.lightbluetext;Flask (Cum)@@. A Flask filled with vile potent man-seed.",
Quantity: 0,
DropGroup: [],
DropRate: 25,
MerchantGroup: [],
Type: "Potion",
Rarity: "Rare",
Giftable: true,
Effect: "Depraved",
Value: 10,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the cum-filled flask, studies it and then gives it back to you with an unamused look on their face.",
EffectsFirstTextPlayer: "You uncork the flask and give it an exquisite little sniff before tasting the most delicate salty substance. You swish the cum around in your mouth, letting the umami truly soak your taste-buds. After a while you swallow with a smile, like the dirty whore you are. The man-milk slides down your throat making your spine shiver, sending a feeling of exceptional depravity and arousal through your body. You finish with a satisfied sigh, just like you would after finishing your favorite gourmet meal. Nothing like driking male ejaculate from a flask.",
EffectsSecondText: "<<AlterStat $Consumer 'Depravity' 'Increase' 5 5>>",
EffectsThirdText: "<<AlterStat $Consumer 'Lust' 'Increase' 15 5>>"
},
{
ID: 16,
Name: "Lucitium Extract",
Description: "You examine the @@.lightbluetext;Lucitium Extract@@. A pink sugar-like crystal that can be eaten.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp'],
DropRate: 10,
MerchantGroup: ['Drugs'],
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "LustDepraved",
Value: 175,
Consumption: "Eat",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun licks the fine extracted crystal and proceeds to suckle it. After some time the juices seep into their gums working it's effect's on $EntityValues[$Consumer].sHisHer mind.",
EffectsFirstTextPlayer: "You lick the fine extracted crystal and proceed to suckle it. After some time the juices seep into your gums working it's effect's on your mind.",
EffectsSecondText: "<<AlterStat $Consumer 'Lust' 'Increase' 50 25>>",
EffectsThirdText: ""
},
{
ID: 17,
Name: "Depravium Orb",
Description: "You examine the @@.lightbluetext;Depravium Orb@@. A heavy runic dark green orb that resonates with depraved energy.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp'],
DropRate: 5,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "Depraved",
Value: 80,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the orb, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Depravium Orb for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Depravium Orb@@. A heavy runic dark green orb that resonates with depraved energy.",
EffectsThirdText: "<<AddConsumable $Player 17 1>>"
},
{
ID: 18,
Name: "White Berry",
Description: "You examine the @@.lightbluetext;White Berry@@. A juicy white berry.",
Quantity: 0,
DropGroup: ['Goblin', 'Imp'],
DropRate: 20,
MerchantGroup: ['Ingredient'],
Type: "Edible",
Rarity: "Common",
Giftable: true,
Effect: "Lust",
Value: 0,
Consumption: "Eat",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun eats the plump berry and smiles as the juices explodes with a salty taste in their mouth.",
EffectsFirstTextPlayer: "You eat the plump berry and a tasty salty juice explodes in your mouth!",
EffectsSecondText: "<<AlterStat $Consumer 'Lust' 'Increase' 4 85>>",
EffectsThirdText: ""
},
{
ID: 19,
Name: "Mind-Blank Potion",
Description: "You examine the @@.lightbluetext;Mind-Blank Potion@@. A potion to drastically stupify the consumer or victim.",
Quantity: 0,
DropGroup: ['Succubus', 'Centaur'],
DropRate: 10,
MerchantGroup: ['Drugs'],
Type: "Potion",
Rarity: "Common",
Giftable: true,
Effect: "Mind-Blank",
Value: 100,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun drinks the potion and shortly after, they just stand there staring into the abyss like a dumb slut.",
EffectsFirstTextPlayer: "You drink the potion and shortly after you feel it's intruding effects. Your mind is filled with pink bubbly dumb thoughts completely incapacitating you making anything complex incredibly hard to do or even conceive.",
EffectsSecondText: "<<AddTrait $Consumer 'Mind-Black'>>",
EffectsThirdText: ""
},
{
ID: 20,
Name: "White Candle",
Description: "You examine the @@.lightbluetext;White Candle@@. A white candle made of traditional candle wax.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp', 'Goblin', 'Human', 'High Elf', 'Dark Elf'],
DropRate: 10,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 5,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the candle, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the White Candle for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Candle@@. A white candle made of traditional candle wax.",
EffectsThirdText: "<<AddConsumable $Player 20 1>>"
},
{
ID: 21,
Name: "Black Candle",
Description: "You examine the @@.lightbluetext;Black Candle@@. A black candle made of traditional candle wax.",
Quantity: 0,
DropGroup: ['Succubus', 'Imp', 'Goblin', 'Human', 'High Elf', 'Dark Elf'],
DropRate: 10,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 5,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the candle, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Black Candle for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Black Candle@@. A white candle made of traditional candle wax.",
EffectsThirdText: "<<AddConsumable $Player 21 1>>"
},
{
ID: 22,
Name: "Unholy Skull",
Description: "You examine the @@.lightbluetext;Unholy Skull@@. The skull of some long forgotten creature.",
Quantity: 0,
DropGroup: ['Succubus', 'Dark Elf'],
DropRate: 10,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "None",
Value: 250,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the unholy skull, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Unholy Skull for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Unholy Skull@@. The skull of some long forgotten creature.",
EffectsThirdText: "<<AddConsumable $Player 22 1>>"
},
{
ID: 23,
Name: "Lyrican Branch",
Description: "You examine the @@.lightbluetext;Lyrican Branch@@. A tasty branch containing all sorts of stimulating juices when chewed on.",
Quantity: 0,
DropGroup: ['Dark Elf', 'High Elf'],
DropRate: 35,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Common",
Giftable: true,
Effect: "Insight",
Value: 20,
Consumption: "Chew",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun chews the Lyrican Branch for some time, letting the juices invigorate their very being.",
EffectsFirstTextPlayer: "You chew the Lyrican Branch for some time, letting the juices invigorate your very being.",
EffectsSecondText: "<<AddTrait $Consumer 'Insight'>>",
EffectsThirdText: ""
},
{
ID: 24,
Name: "Flask (Corrupt Soul)",
Description: "You examine the @@.lightbluetext;Flask (Corrupt Soul)@@. A flask containing the corrupted soul of some poor fool.",
Quantity: 0,
DropGroup: ['Succubus', 'Dark Elf', 'Satyr'],
DropRate: 10,
MerchantGroup: ['Ingredient', 'General'],
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "None",
Value: 55,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the flask, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Flask (Corrupt Soul) for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Flask (Corrupt Soul)@@. A flask containing the corrupted soul of some poor fool.",
EffectsThirdText: "<<AddConsumable $Player 24 1>>"
},
{
ID: 25,
Name: "Adevam Apple",
Description: "You examine the @@.lightbluetext;Apple@@. A glowing golden apple, that seems oddly edible.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 1,
MerchantGroup: [],
Type: "Edible",
Rarity: "Rare",
Giftable: true,
Effect: "Experience",
Value: 1500,
Consumption: "Bite",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the apple and gives it a bite. They seem surprised as the golden color fades. They finish the apple with a satisfied smile. You on the other hand, feel the knowledge of lifetimes unlived fill your thoughts, as if you experience that which has not been experienced yet by you.",
EffectsFirstTextPlayer: "You take a bite and before you know it you have eaten the Adevam Apple. You feel the knowledge of lifetimes unlived fill your thoughts, as if you experience that which has not been experienced yet by you.",
EffectsSecondText: "<<set $Exp += 10>>You have gained 10 Exp.",
EffectsThirdText: ""
},
{
ID: 26,
Name: "Varo’s Salve",
Description: "You examine the @@.lightbluetext;Varo’s Salve@@. A small single use bottle containing a healing salve that you could use to ease the soreness of your holes.",
Quantity: 0,
DropGroup: ['Orc', 'Goblin'],
DropRate: 15,
MerchantGroup: ['General'],
Type: "General",
Rarity: "Common",
Giftable: true,
Effect: "HealWearTear",
Value: 20,
Consumption: "Apply",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun applies the salve to their aching love holes.",
EffectsFirstTextPlayer: "You apply the salve to your aching love holes.",
EffectsSecondText: "<<HealAsshole $Consumer>>",
EffectsThirdText: "<<HealVagina $Consumer>>"
},
{
ID: 27,
Name: "Slix",
Description: "You examine the @@.lightbluetext;Slix@@. A sparkling light green dust that you can snort to stimulate yourself and improve your performance.",
Quantity: 0,
DropGroup: ['Goblin', 'Human'],
DropRate: 15,
MerchantGroup: ['Drugs'],
Type: "Drug",
Rarity: "Common",
Giftable: true,
Effect: "Energy",
Value: 30,
Consumption: "Snort",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun makes a fine line with the green powder and snort it all in one go. The powder's effects hit them like a truck as they feel their body and their wits stimulated.",
EffectsFirstTextPlayer: "You make a fine line with the green powder and snort it all in one go. The powder's effects hit you like a truck as you feel your body and your wits stimulated.",
EffectsSecondText: "<<AlterStat $Consumer 'Energy' 'Increase' 150 50>>",
EffectsThirdText: ""
},
{
ID: 28,
Name: "Lucirine",
Description: "You examine the @@.lightbluetext;Lucirine@@. A clay-like substance that can be eaten for a good time.",
Quantity: 0,
DropGroup: ['Succubus', 'Goblin', 'Orc', 'Human'],
DropRate: 5,
MerchantGroup: ['Drugs'],
Type: "Drug",
Rarity: "Common",
Giftable: true,
Effect: "LustCurse",
Value: 60,
Consumption: "Eat",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun eats the clay-like substance and coughs as the foul taste invades their tongue. Shortly after eating it they begin to moan and touch themselves like a bitch in heat.",
EffectsFirstTextPlayer: "You eat the clay-like substance and cough as it's foul taste invades your tongue. Shortly after eating it you feel it's stimulating effects as your thoughts and body is corrupted in an ecstatic display with you moaning like a bitch in heat.",
EffectsSecondText: "<<AlterStat $Consumer 'Depravity' 'Increase' 10 10>>",
EffectsThirdText: "<<Curse $Consumer 50 50>>"
},
{
ID: 29,
Name: "Caernian Leaf",
Description: "You examine the @@.lightbluetext;Caernian Leaf@@. An infamous leaf that can be smoked in various ways.",
Quantity: 0,
DropGroup: ['Dark Elf', 'High Elf'],
DropRate: 35,
MerchantGroup: ['Drugs'],
Type: "Drug",
Rarity: "Common",
Giftable: true,
Effect: "Overflow",
Value: 25,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun rolls up the leaves and lights the joint. They take a few small puffs. Shortly after they look much more relaxed.",
EffectsFirstTextPlayer: "You roll up the leaves and light the joint. You take a few small puffs, feeling it's overwhelming effect's on your body as you become more in touch with the spiritual and arcane.",
EffectsSecondText: "<<AddTrait $Consumer 'Overflow'>>",
EffectsThirdText: ""
},
{
ID: 30,
Name: "Timber",
Description: "You examine the @@.lightbluetext;Timber@@. Processed wood that is prepared for use in carpentry or building.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 20,
MerchantGroup: ['Blacksmith', 'General'],
Type: "Resource",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 10,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun grabs hold of the timber, studies it and then puts it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the Timber for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Timber@@. Processed wood that is prepared for use in carpentry or building.",
EffectsThirdText: "<<AddConsumable $Player 30 1>>"
},
{
ID: 31,
Name: "Copper Bar",
Description: "You examine the @@.lightbluetext;Copper Bar@@. Processed copper that can be used for crafting or building.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 30,
MerchantGroup: ['Blacksmith'],
Type: "Resource",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 50,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the copper bar, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the copper bar for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Copper Bar@@. Processed copper that can be used for crafting or building.",
EffectsThirdText: "<<AddConsumable $Player 31 1>>"
},
{
ID: 32,
Name: "Iron Bar",
Description: "You examine the @@.lightbluetext;Iron Bar@@. Processed iron that can be used for crafting or building.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 20,
MerchantGroup: ['Blacksmith'],
Type: "Resource",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 150,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the iron bar, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the iron bar for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Iron Bar@@. Processed iron that can be used for crafting or building.",
EffectsThirdText: "<<AddConsumable $Player 32 1>>"
},
{
ID: 33,
Name: "Steel Bar",
Description: "You examine the @@.lightbluetext;Steel Bar@@. Processed steel that can be used for crafting or building.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 10,
MerchantGroup: ['Blacksmith'],
Type: "Resource",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 350,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the steel bar, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the steel bar for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Steel Bar@@. Processed steel that can be used for crafting or building.",
EffectsThirdText: "<<AddConsumable $Player 33 1>>"
},
{
ID: 34,
Name: "Parchment",
Description: "You examine the @@.lightbluetext;Parchment@@. A blank parchment that can be used for writing on.",
Quantity: 0,
DropGroup: ['Human', 'High Elf', 'Dark Elf', 'Centaur', 'Satyr', 'Succubus'],
DropRate: 30,
MerchantGroup: ['General', 'General'],
Type: "General",
Rarity: "Common",
Giftable: true,
Effect: "None",
Value: 4,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the parchment, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the parchment for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Parchment@@. A blank parchment that can be used for writing on.",
EffectsThirdText: "<<AddConsumable $Player 34 1>>"
},
{
ID: 35,
Name: "Nefarious Bone",
Description: "You examine the @@.lightbluetext;Nefarious Bone@@. A bone from some long forgotten creature.",
DropGroup: ['Satyr', 'Succubus'],
DropRate: 10,
MerchantGroup: ['Ingredient', 'General'],
Quantity: 0,
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "None",
Value: 550,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the bone, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the bone for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;Nefarious Bone@@. A bone from some long forgotten creature.",
EffectsThirdText: "<<AddConsumable $Player 35 1>>"
},
{
ID: 36,
Name: "Health Potion",
Description: "You examine the @@.lightbluetext;Health Potion@@. A healing potion to restore the consumer’s lost health.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 40,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Common",
Giftable: true,
Effect: "Health",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the health potion and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.healthtext;Health Potion@@ and down it in one go!",
EffectsSecondText: "<<AlterStat $Consumer 'Health' 'Increase' 100 50>>",
EffectsThirdText: ""
},
{
ID: 37,
Name: "Mana Potion",
Description: "You examine the @@.lightbluetext;Mana Potion@@. A mana potion to restore the consumer’s lost mana.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 40,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Common",
Giftable: true,
Effect: "Mana",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the mana potion and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.manatext;Mana Potion@@ and down it in one go!",
EffectsSecondText: "<<AlterStat $Consumer 'Mana' 'Increase' 200 50>>",
EffectsThirdText: ""
},
{
ID: 38,
Name: "Energy Potion",
Description: "You examine the @@.lightbluetext;Energy Potion@@. An energizing potion to restore the consumer’s lost energy.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 40,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Common",
Giftable: true,
Effect: "Energy",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the energy potion and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.energytext;Energy Potion@@ and down it in one go!",
EffectsSecondText: "<<AlterStat $Consumer 'Energy' 'Increase' 100 50>>",
EffectsThirdText: ""
},
{
ID: 39,
Name: "Resistance Potion",
Description: "You examine the @@.lightbluetext;Resistance Potion@@. A bolstering potion to restore the consumer’s lost resistance.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 40,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Common",
Giftable: true,
Effect: "Resistance",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the resistance potion and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.resistancetext;Resistance Potion@@ and down it in one go!",
EffectsSecondText: "<<AlterStat $Consumer 'Resistance' 'Increase' 100 50>>",
EffectsThirdText: ""
},
{
ID: 40,
Name: "Phallus Elixir",
Description: "You examine the @@.lightbluetext;Phallus Elixir@@. An Elixir with an immature drawing of a cock on it.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 1,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Rare",
Giftable: true,
Effect: "PenisIncrease",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the Phallus Elixir and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.discoverytext;Phallus Elixir@@ and down it in one go!",
EffectsSecondText: "<<AlterGenital $Consumer 'Penis' 'Increase'>>",
EffectsThirdText: ""
},
{
ID: 41,
Name: "Skeleton Key",
Description: "You examine the @@.discoverytext;Skeleton Key@@. A fairly large key, seemingly made out of bones with a skull at its end.",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: [],
Type: "Quest Item",
Rarity: "Artifact",
Giftable: false,
Effect: "SkeletonKey",
Value: 0,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the @@.discoverytext;Skeleton Key@@, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the @@.discoverytext;Skeleton Key@@ for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.discoverytext;Skeleton Key@@. A fairly large key, seemingly made out of bones with a skull at its end.",
EffectsThirdText: "<<AddConsumable $Player 41 1>>"
},
{
ID: 42,
Name: "Lorvo's Elixir",
Description: "You examine the @@.lightbluetext;Lorvo's Elixir@@. The description reads; Lorvo's solution to back problems for those with large bosoms.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 1,
MerchantGroup: ['General'],
Type: "Potion",
Rarity: "Rare",
Giftable: true,
Effect: "BreastDecrease",
Value: 50,
Consumption: "Drink",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the Lorvo's Elixir and downs it in one go!",
EffectsFirstTextPlayer: "You take out the @@.discoverytext;Lorvo's Elixir@@ and down it in one go!",
EffectsSecondText: "<<AlterGenital $Consumer 'Breasts' 'Decrease'>>",
EffectsThirdText: ""
},
{
ID: 43,
Name: "Nancy's Salve",
Description: "You examine the @@.lightbluetext;Nancy's Salve@@. The description reads; The famous salve to turn those boring bee-stings into real bouncy mountains.",
Quantity: 0,
DropGroup: ['Human', 'Orc', 'High Elf', 'Dark Elf', 'Goblin', 'Imp', 'Centaur', 'Minotaur', 'Satyr', 'Succubus'],
DropRate: 1,
MerchantGroup: ['General'],
Type: "Ingredient",
Rarity: "Rare",
Giftable: true,
Effect: "BreastIncrease",
Value: 50,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the Nancy's Salve and applies it to their breasts!",
EffectsFirstTextPlayer: "You take out the @@.discoverytext;Nancy's Salve@@ and apply it to your breasts!",
EffectsSecondText: "<<AlterGenital $Consumer 'Breasts' 'Increase'>>",
EffectsThirdText: ""
},
{
ID: 44,
Name: "License: Prostitution",
Description: "You examine the @@.lightbluetext;License: Prostitution@@. A license or permit to trade and sell one's body as a commodity.",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: [],
Type: "License",
Rarity: "Rare",
Giftable: false,
Effect: "",
Value: 250,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the @@.discoverytext;License: Prostitution@@, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the @@.discoverytext;License: Prostitution@@ for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;License: Prostitution@@. A license or permit to trade and sell one's body as a commodity.",
EffectsThirdText: "<<AddConsumable $Player 44 1>>"
},
{
ID: 45,
Name: "License: Slaver",
Description: "You examine the @@.lightbluetext;License: Slaver@@. A license or permit to trade and sell the less fortunate as a commodity.",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: [],
Type: "License",
Rarity: "Rare",
Giftable: false,
Effect: "",
Value: 500,
Consumption: "Use",
HasChoices: false,
EffectsFirstText: "$EntityValues[$Consumer].BNoun takes the @@.discoverytext;License: Slaver@@, studies it and then gives it back to you.",
EffectsFirstTextPlayer: "As you're not entirely sure what to use the @@.discoverytext;License: Slaver@@ for, you decide to inspect it instead.",
EffectsSecondText: "You examine the @@.lightbluetext;License: Slaver@@. A license or permit to trade and sell the less fortunate as a commodity.",
EffectsThirdText: "<<AddConsumable $Player 45 1>>"
}
]>>
<</widget>>
<<widget ExamineItem>>
<<if $ExamineWeapon is false and $ExamineWearable is false and $ExamineConsumable is false>>
You're not examining any item right now.
<<else>>
<<if $ExamineWeapon is true>>
<<set $ExamineWeapon to false>>
<<for $i to 0; $i lt $Weapons.length; $i++>>
<<if $Weapons[$i].ID == $ExamineWeaponID>>
<<set $StoredModifiers = $Weapons[$ExamineWeaponID].Modifiers>>
<<print '@@.boldtext;Name@@: ' + $Weapons[$i].Name + '<br>@@.boldtext;Description@@:' + $Weapons[$i].Description + '<br>@@.boldtext;Material@@: ' + $Weapons[$i].Material + ''>>
<</if>>
<</for>>
<br>@@.boldtext;Modifiers@@: <<for $Mod to 0; $Mod lt $Weapons[$ExamineWeaponID].Modifiers.length; $Mod++>>
@@.lightbluetext;$StoredModifiers[$Mod]@@<<set $MCount = $Mod + 1>><<if $MCount < $StoredModifiers.length>>, <<elseif $MCount == $StoredModifiers.length>>.<</if>>
<</for>>
<</if>>
<<if $ExamineWearable is true>>
<<set $ExamineWearable to false>>
<<for $i to 0; $i lt $Wearables.length; $i++>>
<<if $Wearables[$i].ID == $ExamineWearableID>>
<<print '@@.boldtext;Name@@: ' + $Wearables[$i].Name + '<br>@@.boldtext;Description@@:' + $Wearables[$i].Description + '<br>@@.boldtext;Style@@: ' + $Wearables[$i].Style + '<br>@@.boldtext;Class@@: ' + $Wearables[$i].Class + '<br>@@.boldtext;Material@@: ' + $Wearables[$i].Material + '<br>@@.boldtext;Decency@@: ' + $Wearables[$i].Decency + ''>>
<</if>>
<</for>>
<</if>>
<<if $ExamineConsumable is true>>
<<set $ExamineConsumable to false>>
<<for $i to 0; $i lt $Consumables.length; $i++>>
<<if $Consumables[$i].ID == $ExamineConsumableID>>
<<print '@@.boldtext;Name@@: ' + $Consumables[$i].Name + '<br>' + $Consumables[$i].Description + ''>>
<</if>>
<</for>>
<</if>>
<</if>>
<</widget>>
<<widget DisplaySkills>>
<<for _s to 0; _s lt $EntityValues.length; _s++>>
<<if $EntityValues[_s].ID == $args[0]>>
<<set $Stored_EntitySkills = $EntityValues[_s].Skills>>
<</if>>
<</for>>
<<for _k to 0; _k lt $Stored_EntitySkills.length; _k++>>
<<if $Stored_EntitySkills[_k] != "None">>
@@.lightbluetext;$Stored_EntitySkills[_k]@@<<set _n = _k + 1>><<if _n < $Stored_EntitySkills.length>>, <<elseif _n == $Stored_EntitySkills.length>>.<</if>><</if>><</for>>
<</widget>>
/* Old Stuff
<<widget DisplayExaminedStats>>
<<if $Player_Is_ExaminingWearable is true>>
<<for $i to 0; $i lt $Wearables.length; $i++>>
<<if $Wearables[$i].Name == $PlayerExaminedItem>>
@@.goldtext;Value@@: $Wearables[$i].Value <br>
@@.boldtext;Style@@: $Wearables[$i].Style <br>
@@.lightbluetext;Material@@: $Wearables[$i].Material <br>
@@.depravitytext;Promiscuity@@: $Wearables[$i].Promiscuity <br>
<</if>>
<</for>>
<</if>>
<<if $ExamineWeapon is true>>
<<for $i to 0; $i lt $Weapons.length; $i++>>
<<if $Weapons[$i].ID == $ExamineWeaponID>>
@@.boldtext;$Weapons[$i].Name@@<br>
@@.lightbluetext;Material@@: $Weapons[$i].Material <br>
@@.goldtext;Value@@: $Weapons[$i].Value <br>
<</if>>
<</for>>
<</if>>
<</widget>>
<<if $Wearables[$i].LethalityApply != 0>>@@.lethalitytext;Lethality@@: $Wearables[$i].LethalityApply<br><</if>>
<<if $Wearables[$i].ArmorApply != 0>>@@.armortext;Armor@@: $Wearables[$i].ArmorApply<br><</if>>
<<if $Wearables[$i].SorceryApply != 0>>@@.sorcerytext;Sorcery@@: $Wearables[$i].SorceryApply<br><</if>>
<<if $Wearables[$i].BindingApply != 0>>@@.bindingtext;Binding@@: $Wearables[$i].BindingApply<br><</if>>
<<if $Wearables[$i].SeductionApply != 0>>@@.seductiontext;Seduction@@: $Wearables[$i].SeductionApply<br><</if>>
<<if $Wearables[$i].DepravityApply != 0>>@@.depravitytext;Depravity@@: $Wearables[$i].DepravityApply<br><</if>>
<<if $Wearables[$i].CriticalityApply != 0>>@@.criticalitytext;Criticality@@: $Wearables[$i].CriticalityApply<br><</if>>
<<if $Wearables[$i].AccuracyApply != 0>>@@.accuracytext;Accuracy@@: $Wearables[$i].AccuracyApply<br><</if>>
<<if $Wearables[$i].EvasionApply != 0>>@@.evasiontext;Evasion@@: $Wearables[$i].EvasionApply<br><</if>>
<<if $Wearables[$i].HealthApply != 0>>@@.healthtext;Health@@: $Wearables[$i].HealthApply<br><</if>>
<<if $Wearables[$i].ManaApply != 0>>@@.manatext;Mana@@: $Wearables[$i].ManaApply<br><</if>>
<<if $Wearables[$i].EnergyApply != 0>>@@.energytext;Energy@@: $Wearables[$i].EnergyApply<br><</if>>
<<if $Wearables[$i].LustMinApply != 0>>@@.lusttext;Min. Lust@@: $Wearables[$i].LustMinApply<br><</if>>
<<if $Wearables[$i].LustMaxApply != 0>>@@.lusttext;Max. Lust@@: $Wearables[$i].LustMaxApply<br><</if>>
<<if $Wearables[$i].ResistanceApply != 0>>@@.resistancetext;Resistance@@: $Wearables[$i].ResistanceApply<br><</if>>
<<if $Weapons[$i].LethalityApply != 0>>@@.lethalitytext;Lethality@@: $Weapons[$i].LethalityApply<br><</if>>
<<if $Weapons[$i].ArmorApply != 0>>@@.armortext;Armor@@: $Weapons[$i].ArmorApply<br><</if>>
<<if $Weapons[$i].SorceryApply != 0>>@@.sorcerytext;Sorcery@@: $Weapons[$i].SorceryApply<br><</if>>
<<if $Weapons[$i].BindingApply != 0>>@@.bindingtext;Binding@@: $Weapons[$i].BindingApply<br><</if>>
<<if $Weapons[$i].SeductionApply != 0>>@@.seductiontext;Seduction@@: $Weapons[$i].SeductionApply<br><</if>>
<<if $Weapons[$i].DepravityApply != 0>>@@.depravitytext;Depravity@@: $Weapons[$i].DepravityApply<br><</if>>
<<if $Weapons[$i].CriticalityApply != 0>>@@.criticalitytext;Criticality@@: $Weapons[$i].CriticalityApply<br><</if>>
<<if $Weapons[$i].AccuracyApply != 0>>@@.accuracytext;Accuracy@@: $Weapons[$i].AccuracyApply<br><</if>>
<<if $Weapons[$i].EvasionApply != 0>>@@.evasiontext;Evasion@@: $Weapons[$i].EvasionApply<br><</if>>
<<if $Weapons[$i].HealthApply != 0>>@@.healthtext;Health@@: $Weapons[$i].HealthApply<br><</if>>
<<if $Weapons[$i].ManaApply != 0>>@@.manatext;Mana@@: $Weapons[$i].ManaApply<br><</if>>
<<if $Weapons[$i].EnergyApply != 0>>@@.energytext;Energy@@: $Weapons[$i].EnergyApply<br><</if>>
<<if $Weapons[$i].LustMinApply != 0>>@@.lusttext;Min. Lust@@: $Weapons[$i].LustMinApply<br><</if>>
<<if $Weapons[$i].LustMaxApply != 0>>@@.lusttext;Max. Lust@@: $Weapons[$i].LustMaxApply<br><</if>>
<<if $Weapons[$i].ResistanceApply != 0>>@@.resistancetext;Resistance@@: $Weapons[$i].ResistanceApply<br><</if>>
*/
<<widget InventoryDebugPanel>>
<<if $DebugMode is true>>
Invetory Debug Panel
-------------------------------------------
CurseWasMiss : $CurseWasMiss
CurseWasResisted : $CurseWasResisted
CurseRoll : $CurseRoll
CurseRandom : $CurseRandom
ChangeWasMiss : $ChangeWasMiss
ChangeWasResisted : $ChangeWasResisted
ChangeRoll : $ChangeRoll
ChangeRandom : $ChangeRandom
ExaminingWeapon : $ExamineWeapon
ExaminingWearable : $ExamineWearable
ExaminingConsumable : $ExamineConsumable
ExamineWeaponID : $ExamineWeaponID
ExamineWearableID : $ExamineWearableID
ExamineConsumableID : $ExamineConsumableID
<</if>><</widget>><<silently>>
<<for $i to 0; $i lt $Consumables.length; $i++>>
<<if $Consumables[$i].ID == $ConsumableEffect>>
<<set $ConsumeRandom = random(100)>>
<<set $Consumption_Text = $Consumables[$i].Consumption>>
<<set $ConsumableName = $Consumables[$i].Name>>
<<if $EntityValues[$Consumer].IsPlayer is true>>
<<set $ConsumeEffectsFirstText = $Consumables[$i].EffectsFirstTextPlayer>>
<<else>>
<<set $ConsumeEffectsFirstText = $Consumables[$i].EffectsFirstText>>
<</if>>
<<set $ConsumeEffectsSecondText = $Consumables[$i].EffectsSecondText>>
<<set $ConsumeEffectsThirdText = $Consumables[$i].EffectsThirdText>>
<</if>>
<</for>>
<</silently>>
!$Consumption_Text - $ConsumableName
---------------------------------------
$ConsumeEffectsFirstText
$ConsumeEffectsSecondText
$ConsumeEffectsThirdText
<<if $HoverMode is false>>[[Continue|Inventory]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Inventory]]<</replace>><</if>>
<<InventoryDebugPanel>>
<<widget InventoryReset>>
<<set $Consumable_Effect = 0>>
<<set $ConsumeEffectsTitle = "">>
<<set $ConsumeEffectsFirstText = "">>
<<set $ConsumeEffectsSecondText = "">>
<<set $ConsumeEffectsThirdText = "">>
<<set $Consumable_Is_Curse to false>>
<<set $Consumable_Is_Change to false>>
<<set $Consumable_Is_Alcohol to false>>
<<set $Consumable_Is_Empowering to false>>
<<set $Consumable_Is_Exhausting to false>>
<<set $Consumable_Is_Enhancing to false>>
<<set $Consumable_Is_Debilitating to false>>
<<set $Consumable_Is_Insightful to false>>
<<set $Consumable_Is_Confusing to false>>
<<set $Consumable_Is_Overflowing to false>>
<<set $Consumable_Is_Ascending to false>>
<<set $Consumable_Is_MindBlank to false>>
<<set $Consumable_Is_Corrupting to false>>
<<set $Consumable_Is_Cleansing to false>>
<<set $Consumable_IncreaseHealth to false>>
<<set $Consumable_IncreaseMana to false>>
<<set $Consumable_IncreaseEnergy to false>>
<<set $Consumable_IncreaseLust to false>>
<<set $Consumable_IncreaseResistance to false>>
<<set $Consumable_IncreaseDepravity to false>>
<<set $Consumable_IncreaseMasculinity to false>>
<<set $Consumable_IncreaseFemininity to false>>
<<set $Consumable_HealthIncreased = 0>>
<<set $Consumable_ManaIncreased = 0>>
<<set $Consumable_EnergyIncreased = 0>>
<<set $Consumable_LustIncreased = 0>>
<<set $Consumable_ResistanceIncreased = 0>>
<<set $Consumable_DepravityIncreased = 0>>
<<set $TextMessage = "">>
<<set $Consumable_FirstChoice to false>>
<<set $Consumable_SecondChoice to false>>
<<set $Consumable_ThirdChoice to false>>
<<set $PlayerInventory_Text = "You're not currently examining any item.">>
<<set $Wearables_PlayerWearFailed to false>>
<<set $Player_Is_ExaminingWeapon to false>>
<<set $Player_Is_ExaminingWearable to false>>
<<set $Player_Is_ExaminingConsumable to false>>
<</widget>><<widget PartnerSexOptionsHandling>>
<<set $PartnerSexOption = random(100)>>
<<if $SexPlayerOnBottom is true>>
<<set $PlayerHasCriteria to false>>
<<set $PartnerHasCriteria to false>>
<<for $i to 0; $i lt $SexOptions.length; $i++>>
<<if $SexFound is false>>
<<if $SexOptions[$i].IsSubmissive is true>>
<<if $PartnerSexOption < $SexOptions[$i].Rate>>
<<if $SexOptions[$i].Player.includes("Oral")>>
<<set $PlayerHasCriteria to true>>
<</if>>
<<if $SexOptions[$i].Partner.includes("Oral")>>
<<set $PartnerHasCriteria to true>>
<</if>>
<<if $SexOptions[$i].Player.includes("Ass")>>
<<set $PlayerHasCriteria to true>>
<</if>>
<<if $SexOptions[$i].Partner.includes("Ass")>>
<<set $PartnerHasCriteria to true>>
<</if>>
<<if $SexOptions[$i].Player.includes("Penis")>>
<<if $EntityValues[$Player].Body.Penis.Has is true>>
<<set $PlayerHasCriteria to true>>
<</if>>
<</if>>
<<if $SexOptions[$i].Partner.includes("Penis")>>
<<if $EntityValues[$Partner].Body.Penis.Has is true>>
<<set $PartnerHasCriteria to true>>
<</if>>
<</if>>
<<if $SexOptions[$i].Player.includes("Vagina")>>
<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<set $PlayerHasCriteria to true>>
<</if>>
<</if>>
<<if $SexOptions[$i].Partner.includes("Vagina")>>
<<if $EntityValues[$Partner].Body.Vagina.Has is true>>
<<set $PartnerHasCriteria to true>>
<</if>>
<</if>>
<<if $PlayerHasCriteria is true and $PartnerHasCriteria is true>>
<<set $SexFound to true>>
<<set $SexOptions[$i].InProgress to true>>
<<set $SexInProgressID = $SexOptions[$i].ID>>
<<else>>
<<set $PlayerHasCriteria to false>>
<<set $PartnerHasCriteria to false>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<silently>>
<</silently>>
!Examine - $EnemyName
-------------------------
You take a closer look at $EnemyName.
<<ClothedExamine $Enemy>>
<<if $HoverMode is false>>[[Back|Combat - Main Menu][$PlayerCombatState = 0, $EnemyCombatState = 0]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Combat - Main Menu][$PlayerCombatState = 0, $EnemyCombatState = 0]]<</replace>><</if>>
<<if $DebugMode is true>>
!Debug
-------------------------------------
<<PrintPrimary $Enemy>>
<<PrintStats $Enemy>>
<<PrintAnatomy $Enemy>>
<</if>>
Sets: Leather Armor, Chain Mail, Plated
Head: Helmet,
Chest: Crop Top, Blouse, Noble Dress, Dress, Shirt, Corset, Bodice, Top
Legs: Micro Skirt, Short Skirt, Leggings, Trousers, Hot Pants, Short Pants, Pants
Hands: Leather Gloves, Lace Gloves, Satin Gloves, Iron Gauntlets, Steel-Plated Gauntlets
Feet: Period Shoes, High-Heels, Shoes, Boots
Bra: Brassiere, Lace Brassiere, Balconette, Band, Pasties
Underwear: Panties, Lace Panties, Underpants, Underdress, G-String
Accessories: Lucirite, Depravium, Mordrite, Vrinerium, Zelendium, Cordrite
Westdalian: x1
Caernian: x2.5
Vrinerian: x1.5
Valendian: x4.5
Lyrica: x1.5
Poverty: x0
Regular: x1
Ritual: x1
Combat: x2
Street-walker: x1
Courtesan: x2
Nobility: x4
Knightly: x5
Statchart for Items (Armor)
Head - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Chest - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Hands - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Arms - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Legs - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Feet - Cloth: +0, Leather: +1, Iron: +4, Steel: +6
Breast - Exposed: +10 Sed / Covered: -10 Sed
Crotch - Exposed: +15 Sed / Covered: -10 Sed
Clothing - Point Dist.
Westdalian Steel: 0 pr. Piece
Westdalian Iron: 2 pr. Piece
Westdalian Leather: 3 pr. piece
Westdalian Clothing: 5 pr. piece
Vrinerian Steel: 1 pr. Piece
Vrinerian Iron: 3 pr. Piece
Vrinerian Leather: 4 pr. piece
Vrinerian Clothing: 6 pr. piece
Caernian Steel: 2 pr. Piece
Caernian Iron: 4 pr. Piece
Caernian Leather: 5 pr. piece
Caernian Clothing: 7 pr. piece
For every +5 Promiscuity, give +1 seduction
Westdalian: Known for it's durability, but sombre and black themes, the Westdalian style is a classic in the fashion world. Highly popular amongst the working class, less so in the upper echelons of society.
Vrinerian: Known for it's delicate and promiscuous approach to clothing. Clothes from Vrineria are skimpy, often done in lace or satin. Highly popular amongst courtesans and street-walkers alike, as well as nobles that like to show off skin or knights that like a more decorated armor.
Caernian: Known for being classy, business-oriented and uptight. The Caernian style is exceptionally popular amongst the nobility and the merchant class for it's sleek contrast between dark and light colors.
<<widget RateEntityOutfit>>
<<set $EntityRated = $args[0]>>
<<if $EntityValues[$EntityRated].Decency <= 0>>
<<set $OutfitRatingText = "@@.promiscuity100text;Obscene@@">>
<<elseif $EntityValues[$EntityRated].Decency < 10>>
<<set $OutfitRatingText = "@@.promiscuity90text;Wicked@@">>
<<elseif $EntityValues[$EntityRated].Decency < 20>>
<<set $OutfitRatingText = "@@.promiscuity80text;Whorish@@">>
<<elseif $EntityValues[$EntityRated].Decency < 30>>
<<set $OutfitRatingText = "@@.promiscuity70text;Vulgar@@">>
<<elseif $EntityValues[$EntityRated].Decency < 40>>
<<set $OutfitRatingText = "@@.promiscuity60text;Indecent@@">>
<<elseif $EntityValues[$EntityRated].Decency < 50>>
<<set $OutfitRatingText = "@@.promiscuity50text;Improper@@">>
<<elseif $EntityValues[$EntityRated].Decency < 60>>
<<set $OutfitRatingText = "@@.promiscuity40text;Naughty@@">>
<<elseif $EntityValues[$EntityRated].Decency < 70>>
<<set $OutfitRatingText = "@@.promiscuity30text;Risqué@@">>
<<elseif $EntityValues[$EntityRated].Decency < 80>>
<<set $OutfitRatingText = "@@.promiscuity20text;Satisfactory@@">>
<<elseif $EntityValues[$EntityRated].Decency < 90>>
<<set $OutfitRatingText = "@@.promiscuity10text;Decent@@">>
<<elseif $EntityValues[$EntityRated].Decency < 100>>
<<set $OutfitRatingText = "@@.promiscuity00text;Refined@@">>
<<elseif $EntityValues[$EntityRated].Decency >= 100>>
<<set $OutfitRatingText = "@@.promiscuity00text;Innocent@@">>
<</if>>
@@.boldtext;Outfit Rating@@($EntityValues[$EntityRated].Decency): $OutfitRatingText
<br><<if $EntityValues[$EntityRated].HasChestCovered is false>>
@@.boldtext;Chest@@: @@.exposuretext;Exposed@@ (+3 @@.seductiontext;Seduction@@)
<<else>>
@@.boldtext;Chest@@: @@.yellowtext;Covered@@ (By $OutfitChestName)
<</if>>
<br><<if $EntityValues[$EntityRated].HasCrotchCovered is false>>
@@.boldtext;Crotch@@: @@.exposuretext;Exposed@@ (+6 @@.seductiontext;Seduction@@)
<<else>>
@@.boldtext;Crotch@@: @@.yellowtext;Covered@@ (By $OutfitCrotchName)
<</if>>
<</widget>>
<<widget EntityOutfitRatingApply>>
<<set $EntityRated = $args[0]>>
<<set $EntityUnderwearIsVisible to true>>
<<set $EntityBraIsVisible to true>>
<<set $EntityValues[$EntityRated].HasChestCovered to false>>
<<set $EntityValues[$EntityRated].HasCrotchCovered to false>>
<<set $OutfitChestName = "">>
<<set $OutfitCrotchName = "">>
<<set $EntityValues[$EntityRated].Decency = 30>>
<<for $i to 0; $i lt $EntityValues[$EntityRated].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].CoversChest is true>>
<<set $OutfitChestName = $EntityValues[$EntityRated].WearablesEquipped[$i].Name>>
<<set $EntityValues[$EntityRated].HasChestCovered to true>>
<<set $EntityValues[$EntityRated].Decency += 15>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].CoversCrotch is true>>
<<set $OutfitCrotchName = $EntityValues[$EntityRated].WearablesEquipped[$i].Name>>
<<set $EntityValues[$EntityRated].HasCrotchCovered to true>>
<<set $EntityValues[$EntityRated].Decency += 15>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Bra != true and $EntityValues[$EntityRated].WearablesEquipped[$i].CoversChest is true>>
<<set $OutfitChestName = $EntityValues[$EntityRated].WearablesEquipped[$i].Name>>
<<set $EntityBraIsVisible to false>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Underwear != true and $EntityValues[$EntityRated].WearablesEquipped[$i].CoversChest is true>>
<<set $OutfitChestName = $EntityValues[$EntityRated].WearablesEquipped[$i].Name>>
<<set $EntityBraIsVisible to false>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Underwear != true and $EntityValues[$EntityRated].WearablesEquipped[$i].CoversCrotch is true>>
<<set $OutfitCrotchName = $EntityValues[$EntityRated].WearablesEquipped[$i].Name>>
<<set $EntityCrotchIsVisible to false>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Underwear != true and $EntityValues[$EntityRated].WearablesEquipped[$i].Bra != true>>
<<set $EntityValues[$EntityRated].Decency += $EntityValues[$EntityRated].WearablesEquipped[$i].Decency>>
<<elseif $EntityValues[$EntityRated].WearablesEquipped[$i].Underwear == true>>
<<if $EntityUnderwearIsVisible is true>>
<<set $EntityValues[$EntityRated].Decency += $EntityValues[$EntityRated].WearablesEquipped[$i].Decency>>
<</if>>
<<elseif $EntityValues[$EntityRated].WearablesEquipped[$i].Bra == true>>
<<if $EntityUnderwearIsVisible is true>>
<<set $EntityValues[$EntityRated].Decency += $EntityValues[$EntityRated].WearablesEquipped[$i].Decency>>
<</if>>
<</if>>
<</for>>
<<EntityOutfitSocialClass $EntityRated>>
<</widget>>
<<widget SetItemValue>>
<<for $i to 0; $i lt $Wearables.length; $i++>>
<<set $ItemCoverage_Amount = 0>>
<<set $ItemMaterial_Value = 0>>
<<set $ItemStats_Value = 0>>
<<set $ItemStyle_Modifier = 0>>
<<set $ItemClass_Modifier = 0>>
<<if $Wearables[$i].LethalApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].LethalApply>>
<</if>>
<<if $Wearables[$i].ArmorApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].ArmorApply>>
<</if>>
<<if $Wearables[$i].SorceryApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].SorceryApply>>
<</if>>
<<if $Wearables[$i].BindingApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].BindingApply>>
<</if>>
<<if $Wearables[$i].SeductionApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].SeductionApply>>
<</if>>
<<if $Wearables[$i].DepravityApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].DepravityApply>>
<</if>>
<<if $Wearables[$i].AccuracyApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].AccuracyApply>>
<</if>>
<<if $Wearables[$i].EvasionApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].EvasionApply>>
<</if>>
<<if $Wearables[$i].CriticalityApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].CriticalityApply>>
<</if>>
<<if $Wearables[$i].HealthApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].HealthApply>>
<</if>>
<<if $Wearables[$i].ManaApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].ManaApply>>
<</if>>
<<if $Wearables[$i].EnergyApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].EnergyApply>>
<</if>>
<<if $Wearables[$i].LustMinApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].LustMinApply>>
<</if>>
<<if $Wearables[$i].LustMaxApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].LustMaxApply>>
<</if>>
<<if $Wearables[$i].ResistanceApply > 0>>
<<set $ItemStats_Value += 5 * $Wearables[$i].ResistanceApply>>
<</if>>
<<if $Wearables[$i].Head is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Chest is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Hands is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Legs is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Feet is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Bra is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Underwear is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Accessory is true>>
<<set $ItemCoverage_Amount += 1>>
<</if>>
<<if $Wearables[$i].Material is "Fabric">>
<<set $ItemMaterial_Value += 5>>
<<elseif $Wearables[$i].Material is "Satin">>
<<set $ItemMaterial_Value += 10>>
<<elseif $Wearables[$i].Material is "Lace">>
<<set $ItemMaterial_Value += 15>>
<<elseif $Wearables[$i].Material is "Leather">>
<<set $ItemMaterial_Value += 20>>
<<elseif $Wearables[$i].Material is "Iron">>
<<set $ItemMaterial_Value += 100>>
<<elseif $Wearables[$i].Material is "Steel">>
<<set $ItemMaterial_Value += 225>>
<<elseif $Wearables[$i].Material is "Dracura">>
<<set $ItemMaterial_Value += 175>>
<<elseif $Wearables[$i].Material is "Silk">>
<<set $ItemMaterial_Value += 75>>
<<elseif $Wearables[$i].Material is "Lydric">>
<<set $ItemMaterial_Value += 135>>
<<else>>
<<set $ItemMaterial_Value += 1>>
<</if>>
<<if $Wearables[$i].Style is "Westdalian">>
<<set $ItemStyle_Modifier += 1>>
<<elseif $Wearables[$i].Style is "Caernian">>
<<set $ItemStyle_Modifier += 3>>
<<elseif $Wearables[$i].Style is "Vrinerian">>
<<set $ItemStyle_Modifier += 2>>
<<elseif $Wearables[$i].Style is "Valendian">>
<<set $ItemStyle_Modifier += 5>>
<<elseif $Wearables[$i].Style is "Lyrica">>
<<set $ItemStyle_Modifier += 2>>
<<else>>
<<set $ItemStyle_Modifier += 1>>
<</if>>
<<if $Wearables[$i].Class is "@@.povertytext;Poverty@@">>
<<set $ItemClass_Modifier += 0>>
<<elseif $Wearables[$i].Class is "@@.regulartext;Regular@@">>
<<set $ItemClass_Modifier += 1>>
<<elseif $Wearables[$i].Class is "@@.ritualtext;Ritual@@">>
<<set $ItemClass_Modifier += 1>>
<<elseif $Wearables[$i].Class is "@@.nobilitytext;Nobility@@">>
<<set $ItemClass_Modifier += 4>>
<<elseif $Wearables[$i].Class is "@@.combattext;Combat@@">>
<<set $ItemClass_Modifier += 2>>
<<elseif $Wearables[$i].Class is "@@.streetwalkertext;Street-walker@@">>
<<set $ItemClass_Modifier += 1>>
<<elseif $Wearables[$i].Class is "@@.knightlytext;Knightly@@">>
<<set $ItemClass_Modifier += 5>>
<<elseif $Wearables[$i].Class is "@@.courtesantext;Courtesan@@">>
<<set $ItemClass_Modifier += 2>>
<<elseif $Wearables[$i].Class is "@@.merchanttext;Merchant@@">>
<<set $ItemClass_Modifier += 3>>
<</if>>
<<set $Wearables[$i].Value += $ItemMaterial_Value * $ItemCoverage_Amount * $ItemStyle_Modifier * $ItemClass_Modifier>>
<<set $Wearables[$i].Value += $ItemStats_Value>>
<</for>>
<</widget>>
<<widget EntityOutfitSocialClass>>
<<set $EntityRated = $args[0]>>
<<set $ItemClassPoverty = 0>>
<<set $ItemClassRegular = 0>>
<<set $ItemClassCombat = 0>>
<<set $ItemClassMerchant = 0>>
<<set $ItemClassStreetwalker = 0>>
<<set $ItemClassCourtesan = 0>>
<<set $ItemClassKnightly = 0>>
<<set $ItemClassNobility = 0>>
<<set $ItemClassRitual = 0>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.povertytext;Poverty@@">>
<<for $i to 0; $i lt $EntityValues[$EntityRated].WearablesEquipped.length; $i++>>
<<set $WearableID = $EntityValues[$EntityRated].WearablesEquipped[$i].ID>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Head is true>>
<<WearableClassSet $WearableID 1>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Chest is true>>
<<WearableClassSet $WearableID 2>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Hands is true>>
<<WearableClassSet $WearableID 1>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Legs is true>>
<<WearableClassSet $WearableID 2>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Feet is true>>
<<WearableClassSet $WearableID 1>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Bra is true>>
<<if $EntityBraIsVisible is true>>
<<WearableClassSet $WearableID 1>>
<</if>>
<</if>>
<<if $EntityValues[$EntityRated].WearablesEquipped[$i].Underwear is true>>
<<if $EntityUnderwearIsVisible is true>>
<<WearableClassSet $WearableID 1>>
<</if>>
<</if>>
<</for>>
<<if $ItemClassPoverty >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.povertytext;Poverty@@">>
<<elseif $ItemClassRegular >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.regulartext;Regular@@">>
<<elseif $ItemClassRitual >= 2>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.ritualtext;Ritual@@">>
<<elseif $ItemClassNobility >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.nobilitytext;Nobility@@">>
<<elseif $ItemClassCombat >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.combattext;Combat@@">>
<<elseif $ItemClassStreetwalker >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.streetwalkertext;Street-walker@@">>
<<elseif $ItemClassKnightly >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.knightlytext;Knightly@@">>
<<elseif $ItemClassCourtesan >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.courtesantext;Courtesan@@">>
<<elseif $ItemClassMerchant >= 3>>
<<set $EntityValues[$EntityRated].SocialClass = "@@.merchanttext;Merchant@@">>
<</if>>
<</widget>>
<<widget WearableClassSet>>
<<set $WearableID = $args[0]>>
<<if $Wearables[$WearableID].Class is "@@.povertytext;Poverty@@">>
<<set $ItemClassPoverty += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.regulartext;Regular@@">>
<<set $ItemClassRegular += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.ritualtext;Ritual@@">>
<<set $ItemClassRitual += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.nobilitytext;Nobility@@">>
<<set $ItemClassNobility += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.combattext;Combat@@">>
<<set $ItemClassCombat += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.streetwalkertext;Street-walker@@">>
<<set $ItemClassStreetwalker += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.knightlytext;Knightly@@">>
<<set $ItemClassKnightly += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.courtesantext;Courtesan@@">>
<<set $ItemClassCourtesan += $args[1]>>
<<elseif $Wearables[$WearableID].Class is "@@.merchanttext;Merchant@@">>
<<set $ItemClassMerchant += $args[1]>>
<</if>>
<</widget>>
<<widget StartBackgrounds>>
<<set $Backgrounds = [
{
ID: 0,
Name: "Clean Slate",
Description: "Your background is shrouded in mystery, no one knows who you are or where you come from... not even yourself, the past is nothing, you remember nothing. Consider this a clean slate.",
Boons: "None.",
Drawbacks: "None.",
SpecialQuest: "None.",
StartExp: 30,
FreeTraits: "None.",
FreeSkills: "None.",
Locks: "None.",
IsBackground: false
},
{
ID: 1,
Name: "Otherworlder",
Description: "You're not originally from this world, and was due to uncertain circumstances, flung into this world. Now you must find your way home or adapt yourself to this one.",
Boons: "You're unknown in the world with no previous reputation of any kind. Consider this a clean slate as well in the world.",
Drawbacks: "None.",
SpecialQuest: "Return Home",
StartExp: 30,
FreeTraits: "None.",
FreeSkills: "None.",
Locks: "None.",
IsBackground: false
},
{
ID: 2,
Name: "Ex-Mercenary",
Description: "You're an Ex-Mercenary, and find yourself alone and hunted after a job gone wrong. You have found safety for now, and seek to start a new life, with a new identity and a new purpose.",
Boons: "You're no stranger to danger and start with some basic equipment and basic combat training.",
Drawbacks: "Your Notority is minimal in westdale, but as it increases you will be much more vulnerable to bounty hunters.",
SpecialQuest: "Settle the Score",
StartExp: 20,
FreeTraits: "None.",
FreeSkills: "Combat Training.",
Locks: "None.",
IsBackground: false
},
{
ID: 3,
Name: "Inexperienced Slaver",
Description: "You're a promising slaver, seeking to start your new lucrative business somewhere out there in the wild planes of Westdale. Though you are alone and not very experienced, you make up for in preparation.",
Boons: "You know how to properly capture and break slaves and start with basic equipment and a spiked whip.",
Drawbacks: "None",
SpecialQuest: "None",
StartExp: 20,
FreeTraits: "None.",
FreeSkills: "Slaver.",
Locks: "None.",
IsBackground: false
},
{
ID: 4,
Name: "Escaped Pleasure Slave",
Description: "You were previously a pleasure slave to a wealthy baron known as Lord Endenberg. You escaped his mansion and are now on the run. Will you remain free or will his bounty hunters inevitably return his favorite toy to his possession.",
Boons: "You're fairly skilled in the arts of seduction and quite the party pleaser.",
Drawbacks: "You're not that good in a fight. The Baron's men are actively looking for you at all times until dealt with. Your body is decorated like a common whore's.",
SpecialQuest: "End the Endenberg",
StartExp: 20,
FreeTraits: "Slutty and Seductive.",
FreeSkills: "Oral Expertise.",
Locks: "Must be Weak and cannot take any combat-related traits or skills.",
IsBackground: false
},
{
ID: 5,
Name: "Escaped Tribute",
Description: "You were the virgin daughter of an esteemed noble family that was subject to court intrigue and shamed. Your family got out by shamelessly offering you as tribute to the demon lord's harem against your will. You managed to escape, but are now a weak damsel in distress in a ferocious world looking to claim you for it's own.",
Boons: "You're charming and innocent. Remaining pure will give you a massive boost to Willpower.",
Drawbacks: "You're absolutely terrible in a fight. You may be pure now, but once you fall, you will fall harder than most and lose your Willpower bonus.",
SpecialQuest: "No! Not my Maidenhood!",
StartExp: 15,
FreeTraits: "Beautiful, Persuasive, High Willpower and Innocent.",
FreeSkills: "None.",
Locks: "Must be Female, Must be Weak and cannot take any combat-related traits or skills.",
IsBackground: false
}
]>>
<</widget>><<widget CoreTraitsGlossary>>---------------------------------------------------
@@.lightbluetext;Strength@@ - (Monstrous(6), Bulky(5), Strong(4), Weak(2), Frail(1), Enfeebled(0))
---------------------------------------------------
@@.boldtext;Description@@: The physical capability of a character.
@@.boldtext;Effects@@: +1/-1 to base Lethality, +20/-20 to base Health and will make the character more intimidating/less intimidating in general.
@@.lightbluetext;Dexterity@@ - (Graceful(6), Athletic(5), Agile(4), Clumsy(2), Gawky(1), Graceless(0))
---------------------------------------------------
@@.boldtext;Description@@: The athletic capability of a character.
@@.boldtext;Effects@@: +Accuracy and +Evasion, +20/-20 to base Energy and will make the character more flexible/less flexible in general.
@@.lightbluetext;Intelligence@@ - (Brilliant(6), Intelligent(5), Cunning(4), Simple(2), Stupid(1), Incompetent(0))
---------------------------------------------------
@@.boldtext;Description@@: The mental capability of a character.
@@.boldtext;Effects@@: +1/-1 to Sorcery and +50/-50 to base Mana and will make the character gain Experience faster in general.
@@.lightbluetext;Charisma@@ - (Manipulative(6), Deceptive(5), Charming(4), Impolite(2), Unpleasant(1), Repulsive(0))
---------------------------------------------------
@@.boldtext;Description@@: The social capability of a character.
@@.boldtext;Effects@@: +1/-1 to base Seduction and will make the character more likable/dislikable in general.
@@.lightbluetext;Willpower@@ - (Bastion(6), Impervious(5), Steadfast(4), Weak-willed(2), Wimpy(1), Craven(0))
---------------------------------------------------
@@.boldtext;Description@@: The resolve of a character.
@@.boldtext;Effects@@: +1/-1 to base Binding and +50/-50 to base Resistance and will increase/decrease the chance of which the character may gain special traits through Reflection.<</widget>>
---------------------------------------------------
<<widget SpecialTraitsGlossary>>---------------------------------------------------
@@.lightbluetext;Corruptor@@ - (Impure(1), Ruined(2), Corruptor(3))
---------------------------------------------------
@@.boldtext;Description:@@ Corruption of the character's mind.
@@.boldtext;Effects (Impure):@@
@@.boldtext;Effects (Ruined):@@
@@.boldtext;Effects (Corruptor):@@ <</widget>>
<<widget AppearanceTraitsGlossary>><</widget>>
<<widget TemporaryTraitsGlossary>>
@@.lightbluetext;Empowered@@
---------------------------------------------------
@@.boldtext;Description@@: Increases a character's physical capability.
@@.boldtext;Effects@@: +1 to base Lethality, +20 to base Health.
@@.lightbluetext;Exhausted@@
---------------------------------------------------
@@.boldtext;Description@@: Decreases a character's physical capability.
@@.boldtext;Effects@@: -1 to base Lethality, -20 to base Health.
@@.lightbluetext;Enhanced@@
---------------------------------------------------
@@.boldtext;Description@@: Increases a character's athletic capability.
@@.boldtext;Effects@@: +Accuracy and +Evasion, +20 to base Energy.
@@.lightbluetext;Debilitated@@
---------------------------------------------------
@@.boldtext;Description@@: Decreases a character's athletic capability.
@@.boldtext;Effects@@: -Accuracy and -Evasion, -20 to base Energy.
@@.lightbluetext;Insight@@
---------------------------------------------------
@@.boldtext;Description@@: Increases a character's mental capability.
@@.boldtext;Effects@@: +1 to base Sorcery, +50 to base Mana.
@@.lightbluetext;Confused@@
---------------------------------------------------
@@.boldtext;Description@@: Decreases a character's mental capability.
@@.boldtext;Effects@@: -1 to base Sorcery, -50 to base Mana.
@@.lightbluetext;Overflow@@
---------------------------------------------------
@@.boldtext;Description@@: Overflows the character with arcane energy.
@@.boldtext;Effects@@: +2 to base Sorcery and Binding, +100 to base Mana.
@@.lightbluetext;Ascended@@
---------------------------------------------------
@@.boldtext;Description@@: Ascends the character.
@@.boldtext;Effects@@: +2 to all base stats except Armor and Depravity, +100 to base Mana and Energy.
@@.lightbluetext;Mind-Blank@@
---------------------------------------------------
@@.boldtext;Description@@: Completely mind-blank's the character.
@@.boldtext;Effects@@: -10 to all base stats except Armor and Depravity, character acts as if Incompetent.
@@.lightbluetext;Alcohol@@ - (Tipsy(1), Drunk(2), Wasted(3))
---------------------------------------------------
@@.boldtext;Description:@@ Intoxicates the character.
@@.boldtext;Effects (Tipsy)@@: +2 to Seduction, +1 to Lethality, 3 to Depravity.
@@.boldtext;Effects (Drunk)@@: -5 to Seduction, +3 to Lethality, 10 to Depravity.
@@.boldtext;Effects (Wasted)@@: -15 to Seduction, -10 to Lethality, -10 to Sorcery, -10 to Binding, 20 to Depravity.
@@.lightbluetext;Corruption@@ - (Tainted(1), Corrupted(2), Wrecked(3))
---------------------------------------------------
@@.boldtext;Description:@@ Corruption of the character's body.
@@.boldtext;Effects (Tainted)@@: +5 Depravity, +2 Sorcery, -2 Binding, +100 Mana.
@@.boldtext;Effects (Corrupted)@@: +15 Depravity, +10 Sorcery, -10 Binding, +200 Mana.
@@.boldtext;Effects (Wrecked)@@: +35 Depravity, +20 Sorcery, -20 Binding, +350 Mana.
---------------------------------------------------<</widget>>
To Do, Roadmap:
Shave Start
Shave Quests and Story
Add Valendale
Last Shave
Release for Test
<<widget VendorRestocking>>
<<for $i to 0; $i lt $Merchants.length; $i++>>
<<set $Merchants[$i].WeaponsStock = []>>
<<for $n to 0; $n lt $Weapons.length; $n++>>
<<if $Weapons[$n].MerchantGroup.includes($Merchants[$i].MerchantGroup)>>
<<if $Weapons[$n].Rarity == "Common">>
<<set $WeaponID = $Weapons[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<set $RestockAmount = random(3)>>
<<if $RestockAmount > 0>>
<<RestockWeapon $MerchantID $WeaponID $RestockAmount>>
<</if>>
<<elseif $Weapons[$n].Rarity == "Rare">>
<<set $WeaponID = $Weapons[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<set $RestockAmount = random(1)>>
<<if $RestockAmount > 0>>
<<RestockWeapon $MerchantID $WeaponID $RestockAmount>>
<</if>>
<</if>>
<</if>>
<</for>>
<</for>>
<<for $i to 0; $i lt $Merchants.length; $i++>>
<<set $Merchants[$i].WearablesStock = []>>
<<for $n to 0; $n lt $Wearables.length; $n++>>
<<if $Wearables[$n].MerchantGroup.includes($Merchants[$i].MerchantGroup)>>
<<set $WearableID = $Wearables[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<set $RestockAmount = random(2)>>
<<if $RestockAmount > 0>>
<<RestockWearable $MerchantID $WearableID $RestockAmount>>
<</if>>
<</if>>
<</for>>
<</for>>
<<for $i to 0; $i lt $Merchants.length; $i++>>
<<set $Merchants[$i].ConsumablesStock = []>>
<<for $n to 0; $n lt $Consumables.length; $n++>>
<<if $Consumables[$n].MerchantGroup.includes($Merchants[$i].MerchantGroup)>>
<<set $ConsumableID = $Consumables[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<if $Consumables[$n].Rarity == "Common">>
<<set $ConsumableID = $Consumables[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<if $Consumables[$n].Type == "Beverage">>
<<set $RestockAmount = 10 + random(20)>>
<<elseif $Consumables[$n].Type == "Ingredient">>
<<set $RestockAmount = 15 + random(35)>>
<<elseif $Consumables[$n].Type == "Drug">>
<<set $RestockAmount = random(5)>>
<<elseif $Consumables[$n].Type == "Potion">>
<<set $RestockAmount = random(10)>>
<<else>>
<<set $RestockAmount = random(20)>>
<</if>>
<<if $RestockAmount > 0>>
<<RestockConsumable $MerchantID $ConsumableID $RestockAmount>>
<</if>>
<<elseif $Consumables[$n].Rarity == "Rare">>
<<set $ConsumableID = $Consumables[$n].ID>>
<<set $MerchantID = $Merchants[$i].ID>>
<<set $RestockAmount = random(2)>>
<<if $RestockAmount > 0>>
<<RestockConsumable $MerchantID $ConsumableID $RestockAmount>>
<</if>>
<</if>>
<</if>>
<</for>>
<</for>>
<</widget>><<silently>>
<<ResetPassage "City Shop Background Pack Left" "City Shop Background Pack Right">>
<</silently>>
!The Westdale General Store
---------------------------------------
You enter the general goods store, looking at the various useful items and oddities at display.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Westdale General Store"]]
!!!People & Interests
---------------------------------------
You see a desk.
<<SocialHub "Westdale General Store">>
<<if $HoverMode is false>>[[Return to The Silverwhite Square|City - Silverwhite Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Silverwhite Square|City - Silverwhite Square]]<</replace>><</if>><<silently>>
<<ResetPassage "City Shop Background Pack Left" "City Shop Background Pack Right">>
<</silently>>
!Felicia's Footwear
---------------------------------------
You enter the store, looking at the various boots, shoes and high heels on display.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Felicias Footwear"]]
!!!People & Interests
---------------------------------------
You see a desk.
<<SocialHub "Felicias Footwear">>
<<if $HoverMode is false>>[[Return to The Westhall Square|City - Westhall Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Westhall Square|City - Westhall Square]]<</replace>><</if>><<silently>>
<<ActivityReset>>
<<Activity_HTW_Check>>
<<ActivityLooksCheck>>
<<ActivityStandardCheck>>
<</silently>>
!Activity - High Tavern Waitress
---------------------------------------
You prepare yourself for a shift at the High Tavern, taking out and wearing the lucrative wench outfit.
The wench outfit is made of high quality cloth, leaving plenty of cleavage and is cut low, making you think twice before bending over.
You enter the main tavern hall and get to work.
<<Activity_HTW_Outcome>>
<<ActivityDebugPanel>><<silently>>
<</silently>>
!Activity Info - Exploration of the Westdale Caverns
---------------------------------------
Through your exploration of Westdale, you have come across some caverns, that may be worthy of exploration. The caverns are huge and it would be impossible to explore everything at once.
Risk: @@.greentext;Low@@ - Time: 1 Day - Repeat: Yes/2 Days - Cost: @@.boldtext;Nothing@@ - Requires: @@.boldtext;Nothing@@
!!!Trait and Skill Chart
This displays the traits and skills that affect this assignment.
Traits: @@.lightgreentext;Perceptive@@, @@.lightgreentext;Sneaky@@, @@.lightbluetext;Curious@@.
Skills: @@.lightgreentext;Climbing@@.
[[Explore the Westdale Caverns |Activity - Westdale Caverns Exploration]]
<<if $HoverMode is false>>[[Back|Point of Interest - Westdale Caverns]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Point of Interest - Westdale Caverns]]<</replace>><</if>><<widget ActivityReset>>
<<set $ActivitySuccess = 0>>
<<set $ActivityFailure = 0>>
<<set $ActivityPostOutcome to false>>
<<set $ActivityCoinReward = 0>>
<<set $ActivityShardReward = 0>>
<<set $ActivityTipReward = 0>>
<<set $ActivityPayReward = 0>>
<</widget>>
<<widget ActivityStandardCheck>>
/*Base Check*/
<<set $ActivitySuccess += random(100)>>
<<set $ActivityFailure += random(100)>>
<<set $ActivityOutcome += random(100)>>
/*Base Trait Checks*/
<<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 0>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 1>>
<<set $ActivityFailure += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 2>>
<<set $ActivityFailure += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 4>>
<<set $ActivitySuccess += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 5>>
<<set $ActivitySuccess += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.StrengthTraitLevel == 6>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 0>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 1>>
<<set $ActivityFailure += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 2>>
<<set $ActivityFailure += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 4>>
<<set $ActivitySuccess += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 5>>
<<set $ActivitySuccess += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.DexterityTraitLevel == 6>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 0>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 1>>
<<set $ActivityFailure += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 2>>
<<set $ActivityFailure += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 4>>
<<set $ActivitySuccess += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 5>>
<<set $ActivitySuccess += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel == 6>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 0>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 1>>
<<set $ActivityFailure += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 2>>
<<set $ActivityFailure += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 4>>
<<set $ActivitySuccess += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 5>>
<<set $ActivitySuccess += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.CharismaTraitLevel == 6>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 0>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 1>>
<<set $ActivityFailure += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 2>>
<<set $ActivityFailure += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 4>>
<<set $ActivitySuccess += random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 5>>
<<set $ActivitySuccess += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 6>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<</widget>>
<<widget ActivityLooksCheck>>
<<if $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 0>>
<<set $ActivityFailure += random(35)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 1>>
<<set $ActivityFailure += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 3>>
<<set $ActivitySuccess += random(15)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 4>>
<<set $ActivitySuccess += random(35)>>
<</if>>
<</widget>>
<<silently>>
<<ActivityReset>>
<<Activity_WCE_Check>>
<<ActivityStandardCheck>>
<</silently>>
!Activity - Exploration of the Westdale Caverns
---------------------------------------
You stand at one of the many entrances to the Westdale Caverns, making a final check on your supplies, you look back and check your surroundings.
You take a deep breath before entering.
<<Activity_WCE_Outcome>>
<<ActivityDebugPanel>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>You traverse the cavernous passages, watching every step you take with great care and precaution. As you venture deeper and deeper into the maze that is the underground, you happen to pick up a distinct sound in the distance.
The sound becomes louder as you carry on, eventually revealing itself to be the deep snoring sound of some big creature.
You follow the sound, sneaking to the best of your ability and come upon what appears to be a hidden lair.
The lair features several treasures and crudely made furniture. In the center lies what appears to be a large ogre, sleeping on it's back.
You wonder what to do, thinking that waking the damn thing would be disastrous, but obtaining some of it's wealth to be quite valuable.
<<if $HoverMode is false>>[[Attempt to steal some of the treasure|Activity Outcome - Ogre Encounter][$ActivityPostOutcome to true, $ActivityChoice to "Steal"]]
[[Sneak away whilst it's still sleeping|Activity Outcome - Ogre Encounter][$ActivityPostOutcome to true, $ActivityChoice to "Sneak"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Attempt to steal some of the treasure|Activity Outcome - Ogre Encounter][$ActivityPostOutcome to true, $ActivityChoice to "Steal"]] or [[Sneak away whilst it's still sleeping|Activity Outcome - Ogre Encounter][$ActivityPostOutcome to true, $ActivityChoice to "Sneak"]]<</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Steal">><<if $ActivitySuccess < $ActivityFailure>>You failed to steal from the ogre's lair and were promptly captured. You were quickly overwhelmed by the ogre's monstrous strength and couldn't resist it's advances.
@@.greyvoice;"You steal from Gog-ro? I teach you lesson now!"@@
The ogre held you down making you wince as he roughly rips of your clothes.
Shortly after you feel the ogre's impressively thick cock sliding between your buttcheeks. The ogre's drool lubricates your asshole as he presses his cock towards your asshole. Without much finesse, the ogre simply plunges his cock into your asshole, making you scream in pain from the insane stretching.
<<Stretch $Player 5 "Asshole">>
The pounding goes on for what feels like hours, as your asshole is unable to accomodate and adapt to the ogres cock.
However, soon after you're filled to the brim with the ogre's cum and covered in it's stinky drool.
<<Satisfy $Player>>
@@.greyvoice;"Ahhh that was good! Hah! Now! You go!"@@
You crawl and drag youself from the lair, leaving a trail of cum and drool.
You decide to return home.
<<Home>><<else>>You skillfully sneak around and assess the various amounts of treasures and loot lying around the snoring ogre.
You carefully place the most valuable things in a small leather bag, trying to be as silent as possible.
<<ActivityTreasureReward_Medium>>
The ogre scratches it’s big belly in it’s sleep and the pattern of it’s snoring shifts from a deep heaving to a light one instead, prompting you to hurry up and leave.
You sneak out of the lair clutching your newly acquired valuables.
After some time you let out a relieved sigh, as you decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Sneak">>You decide that stealing from such a large creature would be a very bad idea, and instead take your leave making as little noise as possible.
When you've put a fair distance between you and the lair, you make a relieved sigh, not trying to think too hard on what might have happened if it woke up.
<<Home>><</if>><</if>><<widget StartActivities>>
<<StartActivityTab>>
<<StartActivityTables>>
<<set $ActivitySuccess = 0>>
<<set $ActivityFailure = 0>>
<<set $ActivityPostOutcome to false>>
<</widget>><<widget Activity_WCE_Check>>
/*Traits and Skills Check*/
<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Curious")>>
<<set $ActivitySuccess += random(10)>>
<<set $ActivityFailure += random(10)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Sneaky")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Climbing")>>
<<set $ActivitySuccess += random(30)>>
<</if>>
<</widget>><<widget ActivityDebugPanel>>
<<if $DebugMode is true>>
ActivitySuccess : $ActivitySuccess
ActivityFailure : $ActivityFailure
<</if>>
<</widget>><<widget Activity_WCE_Outcome>>
<<set $ActivityActivated to false>>
<<for $i to 0; $i lt $Activity_WCE_Table.length; $i++>>
<<set $Activity_WCE_Random = random(100)>>
<<if $ActivityActivated is false>>
<<if $Activity_WCE_Random < $Activity_WCE_Table[$i].Rate>>
<<set $ActivityActivated to true>>
<<if $HoverMode is false>>
$Activity_WCE_Table[$i].Entry
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
$Activity_WCE_Table[$i].Entry
<</replace>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $DebugMode is true>>
<br>---------------------------------------
<br>Debug Outcomes
<br>---------------------------------------
<br>[[In Circles|Activity Outcome - In Circles]]
<br>[[Ogre Encounter|Activity Outcome - Ogre Encounter]]
<br>[[Wisp Trail|Activity Outcome - Wisp Trail]]
<br>[[Magical Spring|Activity Outcome - Magical Spring]]
<br>[[Dwarven Hoard|Activity Outcome - Dwarven Hoard]]
<br>[[Corrupted Rune|Activity Outcome - Corrupted Rune]]
<br>[[Troll Ambush|Activity Outcome - Troll Ambush]]
<br>---------------------------------------
<</if>>
<</widget>>
<<widget Activity_HTW_Outcome>>
<<set $ActivityActivated to false>>
<<for $i to 0; $i lt $Activity_HTW_Table.length; $i++>>
<<set $Activity_HTW_Random = random(100)>>
<<if $ActivityActivated is false>>
<<if $Activity_HTW_Random < $Activity_HTW_Table[$i].Rate>>
<<set $ActivityActivated to true>>
<<if $HoverMode is false>>
$Activity_HTW_Table[$i].Entry
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
$Activity_HTW_Table[$i].Entry
<</replace>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $DebugMode is true>>
<br>---------------------------------------
<br>Debug Outcomes
<br>---------------------------------------
<br>[[Pleasant Evening|Activity Outcome - Pleasant Evening]]
<br>[[Transparent Surprise|Activity Outcome - Transparent Surprise]]
<br>[[Backroom Offer|Activity Outcome - Backroom Offer]]
<br>[[Loud Slap|Activity Outcome - Loud Slap]]
<br>[[Gentlemen Group Service|Activity Outcome - Gentlemen Group Service]]
<br>[[Generous Tip|Activity Outcome - Generous Tip]]
<br>[[The Bet|Activity Outcome - The Bet]]
<br>---------------------------------------
<</if>>
<</widget>>
<<widget Activity_WTR_Outcome>>
<<set $ActivityActivated to false>>
<<for $i to 0; $i lt $Activity_WTR_Table.length; $i++>>
<<set $Activity_WTR_Random = random(100)>>
<<if $ActivityActivated is false>>
<<if $Activity_WTR_Random < $Activity_WTR_Table[$i].Rate>>
<<set $ActivityActivated to true>>
<<if $HoverMode is false>>
$Activity_WTR_Table[$i].Entry
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
$Activity_WTR_Table[$i].Entry
<</replace>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $DebugMode is true>>
<br>---------------------------------------
<br>Debug Outcomes
<br>---------------------------------------
<br>[[Profitable Ventures|Activity Outcome - Profitable Ventures]]
<br>[[Orc Ambush|Activity Outcome - Orc Ambush]]
<br>[[Dirty Inspection|Activity Outcome - Dirty Inspection]]
<br>[[Fake Wares|Activity Outcome - Fake Wares]]
<br>[[Haggling|Activity Outcome - Haggling]]
<br>[[Smuggler's Offer|Activity Outcome - Smuggler's Offer]]
<br>[[Bandit Blockade|Activity Outcome - Bandit Blockade]]
<br>---------------------------------------
<</if>>
<</widget>>
<<widget Activity_WTRS_Outcome>>
<<set $ActivityActivated to false>>
<<for $i to 0; $i lt $Activity_WTRS_Table.length; $i++>>
<<set $Activity_WTRS_Random = random(100)>>
<<if $ActivityActivated is false>>
<<if $Activity_WTRS_Random < $Activity_WTRS_Table[$i].Rate>>
<<set $ActivityActivated to true>>
<<if $HoverMode is false>>
$Activity_WTRS_Table[$i].Entry
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
$Activity_WTRS_Table[$i].Entry
<</replace>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $DebugMode is true>>
<br>---------------------------------------
<br>Debug Outcomes
<br>---------------------------------------
<br>[[Motherload Ventures|Activity Outcome - Motherload Ventures]]
<br>[[Undercover Ambush|Activity Outcome - Undercover Ambush]]
<br>[[Tipped Inspection|Activity Outcome - Tipped Inspection]]
<br>[[Insider Job|Activity Outcome - Insider Job]]
<br>[[Bandit Den Delivery|Activity Outcome - Bandit Den Delivery]]
<br>[[Live Goods|Activity Outcome - Live Goods]]
<br>[[Risky Receivers|Activity Outcome - Risky Receivers]]
<br>---------------------------------------
<</if>>
<</widget>>
<<widget ActivitySWOutcome>>
<<set $ActivityActivated to false>>
<<for $i to 0; $i lt $Activity_SW_Table.length; $i++>>
<<set $Activity_SW_Random = random(100)>>
<<if $ActivityActivated is false>>
<<if $Activity_SW_Random < $Activity_SW_Table[$i].Rate>>
<<set $ActivityActivated to true>>
<<if $HoverMode is false>>
$Activity_SW_Table[$i].Entry
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
$Activity_SW_Table[$i].Entry
<</replace>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $DebugMode is true>>
<br>---------------------------------------
<br>Debug Outcomes
<br>---------------------------------------
<br>[[No Catch|Activity Outcome - No Catch]]
<br>[[Sloppy Blowjob|Activity Outcome - Sloppy Blowjob]]
<br>[[Anal Whore|Activity Outcome - Anal Whore]]
<br>[[Vanilla Ice|Activity Outcome - Vanilla Ice]]
<br>[[Double Trouble|Activity Outcome - Double Trouble]]
<br>[[Garrison Gallery|Activity Outcome - Garrison Gallery]]
<br>[[License Check|Activity Outcome - License Check]]
<br>---------------------------------------
<</if>>
<</widget>><<widget ActivityReward>>
<<set $ActivityBaseReward = $args[1]>>
<<set $ActivityRandomReward = $args[2]>>
<<set $ActivityReward = $ActivityBaseReward + $ActivityRandomReward>>
<<set $TextMessage = "@@.redtext;Error:@@ No Reward Found.">>
<<if $args[0] == "Coin">>
<<set $PlayerCoins += $ActivityReward>>
<<set $ActivityCoinRewardText = "@@.cointext;$ActivityReward@@">>
<<set $TextMessage = "You receive $ActivityCoinRewardText Coins">>
<</if>>
$TextMessage
<</widget>>
<<widget ActivityTreasureReward_Low>>
<<set $ActivityCoinReward = 5 + random(5)>>
<<set $ActivityShardReward = 2 + random(3)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityCoinReward_Text Coins and $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivityTreasureReward_Medium>>
<<set $ActivityCoinReward = 25 + random(25)>>
<<set $ActivityShardReward = 10 + random(5)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityCoinReward_Text Coins and $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivityTreasureReward_High>>
<<set $ActivityCoinReward = 50 + random(150)>>
<<set $ActivityShardReward = 15 + random(15)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityCoinReward_Text Coins and $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivityExpReward_Low>>
<<set $ActivityExpReward = 1 + random(1)>>
<<set $ActivityExpReward_Text = "@@.experiencetext;$ActivityExpReward@@">>
<<set $Exp += $ActivityExpReward>>
You obtain $ActivityExpReward_Text Experience!
<</widget>>
<<widget ActivityExpReward_Medium>>
<<set $ActivityExpReward = 3 + random(5)>>
<<set $ActivityExpReward_Text = "@@.experiencetext;$ActivityExpReward@@">>
<<set $Exp += $ActivityExpReward>>
You obtain $ActivityExpReward_Text Experience!
<</widget>>
<<widget ActivityExpReward_High>>
<<set $ActivityExpReward = 5 + random(10)>>
<<set $ActivityExpReward_Text = "@@.experiencetext;$ActivityExpReward@@">>
<<set $Exp += $ActivityExpReward>>
You obtain $ActivityExpReward_Text Experience!
<</widget>>
<<widget ActivityWaitressReward_High>>
<<if $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 0>>
<<set $ActivityTipReward += 0>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 1>>
<<set $ActivityTipReward += random(10)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 3>>
<<set $ActivityTipReward += 10 + random(50)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 4>>
<<set $ActivityTipReward += 25 + random(100)>>
<</if>>
<<set $ActivityPayReward += 25>>
<<set $ActivityPayReward_Text = "@@.cointext;$ActivityPayReward@@">>
<<set $ActivityTipReward_Text = "@@.cointext;$ActivityTipReward@@">>
<<set $ActivityCoinReward = $ActivityPayReward + $ActivityTipReward>>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityTipReward_Text Coins in tips and $ActivityPayReward_Text in pay!
<</widget>>
<<widget ActivityWaitressReward_Low>>
<<if $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 0>>
<<set $ActivityTipReward += 0>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 1>>
<<set $ActivityTipReward += 0>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 3>>
<<set $ActivityTipReward += 1 + random(5)>>
<<elseif $EntityValues[$Player].RankedTraits.AttractiveTraitLevel == 4>>
<<set $ActivityTipReward += 5 + random(10)>>
<</if>>
<<set $ActivityPayReward += 25>>
<<set $ActivityPayReward_Text = "@@.cointext;$ActivityPayReward@@">>
<<set $ActivityTipReward_Text = "@@.cointext;$ActivityTipReward@@">>
<<set $ActivityCoinReward = $ActivityPayReward + $ActivityTipReward>>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityTipReward_Text Coins in tips and $ActivityPayReward_Text in pay!
<</widget>>
<<widget ActivityTradingCoinReward_Low>>
<<set $ActivityCoinReward = 100 + random(150)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivityTradingCoinReward_Medium>>
<<set $ActivityCoinReward = 150 + random(250)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivityTradingCoinReward_High>>
<<set $ActivityCoinReward = 200 + random(350)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivityTradingShardReward_Low>>
<<set $ActivityShardReward = 55 + random(35)>>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivityTradingShardReward_High>>
<<set $ActivityShardReward = 150 + random(35)>>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivitySmugglingCoinReward_Low>>
<<set $ActivityCoinReward = 200 + random(250)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivitySmugglingCoinReward_High>>
<<set $ActivityCoinReward = 400 + random(350)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivitySmugglingShardReward_Low>>
<<set $ActivityShardReward = 150 + random(50)>>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivitySmugglingShardReward_High>>
<<set $ActivityShardReward = 350 + random(50)>>
<<set $ActivityShardReward_Text = "@@.shardtext;$ActivityShardReward@@">>
<<set $PlayerShards += $ActivityShardReward>>
You receive $ActivityShardReward_Text Shards!
<</widget>>
<<widget ActivityCoinReward_Low>>
<<set $ActivityCoinReward = 10 + random(50)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivityCoinLoss_Low>>
<<set $ActivityCoinLoss = 10 + random(25)>>
<<set $ActivityCoinLoss_Text = "@@.cointext;$ActivityCoinLoss@@">>
<<set $PlayerCoins -= $ActivityCoinLoss>>
You've lost $ActivityCoinLoss_Text Coins!
<</widget>>
<<widget ActivityCoinReward_Medium>>
<<set $ActivityCoinReward = 50 + random(150)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>>
<<widget ActivityCoinReward_High>>
<<set $ActivityCoinReward = 200 + random(350)>>
<<set $ActivityCoinReward_Text = "@@.cointext;$ActivityCoinReward@@">>
<<set $PlayerCoins += $ActivityCoinReward>>
You receive $ActivityCoinReward_Text Coins!
<</widget>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>As you explore the great cavernous passages of the westdale underground, you're suddenly disturbed by whispers.
The whispers seem faint at first, but as you ventured deeper into the darkness they grew in strength. You see some light at the end of the nearby passage and approach carefully, only to discover that the light was coming from some sort of wisp, levitating in mid-air.
The whispers grow even stronger and seem to want you to follow the wisp. The whispers promise great rewards and treasure.
<<if $HoverMode is false>>[[Follow the wisp and the whispers|Activity Outcome - Wisp Trail][$ActivityPostOutcome to true, $ActivityChoice to "Follow"]]
[[Turn back|Activity Outcome - Wisp Trail][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Follow the wisp and the whispers|Activity Outcome - Wisp Trail][$ActivityPostOutcome to true, $ActivityChoice to "Follow"]] or [[Turn back|Activity Outcome - Wisp Trail][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Follow">><<if $ActivitySuccess < $ActivityFailure>>You followed the wisp and the whispers for hours on end, but felt like you were being led nowhere. The wisp was leading you deeper and deeper into the caverns.
You suddenly felt a little lost, and just as you did, you heard a laughter from the wisp as it disapeared into thin air.
The whisper began to laugh and grin, as you stood there ridiculed by some higher mischievous power.
It took you several hours to find your way back.
You decide to return home.
<<Home>><<else>>You followed the wisp and the whispers for hours on end, but felt like you were being led nowhere. The wisp was leading you deeper and deeper into the caverns.
You suddenly felt a little lost, and just as you did, the wisp started glowing and moving faster.
You followed it, having trouble to keep up. You slipped on some slippery rocks and hit your head knocking you out.
You opened your eyes and realized you were no longer in cavernous passage in which you slipped, but in a room stacked with more treasure than you could imagine.
The massive room had been hollowed out in an oval shape and had treasure in every corner, from golden crowns, jewels to coins minted from long lost kingdoms of some forgotten age.
You somehow got the feeling that this room would be hard to find again, and decided to haul back as much as you could in one go.
<<ActivityTreasureReward_Medium>>
<<Home>><</if>><<elseif $ActivityChoice is "Back">>You decide that following some random wisp accompanied with frightingly deceptive whispers in a cave system you barely know would be a realld bad idea.
You turn around and hear a *sigh* behind you as the wisp realizes you've decided not to follow it. It vanishes in thin air, darkening the caves once again.
You decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>You walk the long cavernous passages of the Westdale Caves. You eventually discover an extra passage leading into a different part of the cave.
You take a quick look around the corner and discover that it leads to a beautiful secluded spring with pure water running through it.
You walk towards the spring and sit down by it, taking in it's beauty.
You get the sudden urge to take a quick swim.
<<if $HoverMode is false>>[[Take a quick swim|Activity Outcome - Magical Spring][$ActivityPostOutcome to true, $ActivityChoice to "Swim"]]
[[Resist the urge|Activity Outcome - Magical Spring][$ActivityPostOutcome to true, $ActivityChoice to "Resist"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Take a quick swim|Activity Outcome - Magical Spring][$ActivityPostOutcome to true, $ActivityChoice to "Swim"]] or [[Resist the urge|Activity Outcome - Magical Spring][$ActivityPostOutcome to true, $ActivityChoice to "Resist"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Swim">><<if $ActivitySuccess < $ActivityFailure>>You prepare yourself for the swim and get ready, dipping your toes first, then your entire foot until you're standing in the water.
You dip down taking in the clean rejuvenating waters. However... you suddenly get the feeling that you might not be as alone as you might otherwise think.
You suddenly feel something slither around your right ankle, grabbing hold of you!
You look down and see a tentacle quickly advancing up your leg! You immediately react, trying to get the thing off of you, but are surprised by it's strength as it quickly drags you towards the center of the spring.
You realize that the tentacle comes from the spring, and that there are many more like it. The tentacles all slither about your body, constricting your movement, making it impossible to resist.
A tentacle shaped like a penis moves around your neck, covering it in thick slimey goo. It advances towards your mouth, making you instinctively close it. However, the goo covering your neck and your body, seems to have a paralyzing effect on you, making it hard to keep your mouth closed for long.
All the while your ass<<if $Player_Has_Pussy is true>> and pussy<</if>> is getting prodded and probed for penetration. Eventually you feel your body weaken too much, making it impossible to keep your mouth closed.
The penis-shaped tentacle takes notice of this, and promply invades your mouth. You feel your your ass<<if $EntityValues[$Player].Body.Vagina.Has is true>> and pussy<</if>> getting invaded as well.
<<Stretch $Player 3 "Asshole">><<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 3 "Vagina">><</if>>
Not long after, you're getting fucked by tentacles of various shapes from all ends. A mysterious bliss takes hold of you, as you feel the goo excreted from the tentacles arousing you. It takes less than a few minutes for the tentacles to fill you with it's seed. However, every tentacle that is pleased is merely replaced by a new one.
You feel youself on the verge of orgasmic release yourself, but never quite reach the climax, almost as if you're being kept on edge on purpose.
After several hours, you find yourself squirming in a puddle of tentacle goo and cum. Though you're fucked beyond belief with every one of your slutholes sore. You find youself extremely aroused and aching for more.
<<AlterStat $Player "Depravity" "Increase" 5 10>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
Your cum-blasted mind decides that it's time to head home and device a plan to hunt for more cock and cum.
<<Home>><<else>>You prepare yourself for the swim and get ready, dipping your toes first, then your entire foot until you're standing in the water.
You dip down taking in the clean rejuvenating waters.
You sit in the spring for what only seems like minutes until your grumbling stomach reminds you that you've probably sat here far longer than you should.
<<AlterTrait $Player "Corruption" "Decrease" "High">>
<<Home>><</if>><<elseif $ActivityChoice is "Resist">>You resist the temptation to bathe in the springs and turn back.
You decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>You traverse the cavernous passages and eventually end up at a dead end. The path being blocked by a steep ravine-like hole.
At the bottom of the hole you spot what appears to be a closed treasure chest of dwarven design.
You wonder if you should climb down there.
<<if $HoverMode is false>>[[Don't take the risk|Activity Outcome - Dwarven Hoard][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]
<<if $EntityValues[$Player].Skills.includes("Climbing")>>[[Climb down there and claim the chest|Activity Outcome - Dwarven Hoard][$ActivityPostOutcome to true, $ActivityChoice to "Climb"]]<</if>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Don't take the risk|Activity Outcome - Dwarven Hoard][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]<<if $EntityValues[$Player].Skills.includes("Climbing")>> or [[Climb down there and claim the chest|Activity Outcome - Dwarven Hoard][$ActivityPostOutcome to true, $ActivityChoice to "Climb"]]<</if>><</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Climb">><<if $ActivitySuccess < $ActivityFailure>>You easily climb down there and open the treasure chest, only to discover that someone else came before you and have already emptied it for all of it's valuables.
You sigh in frustration and decide to return home.
<<Home>><<else>>You easily climb down there and open the treasure chest. The chest contains some coins, gems and shards, which you hastily put into your pockets.
<<ActivityTreasureReward_Low>>
You decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Back">>You conclude that it would be far too risky to climb down there and decide to return home instead.
<<Home>><</if>><</if>><<silently>>
<<set $CurseStrength = 100 + random(100)>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>You traverse the cavernous passages and suddenly stumble upon a larger area within the caverns. A circular room, which has a standing stone in the middle of it.
You approach the standing stone, examining it. At the top center, you can see a green, glowing rune.
You wonder if you should touch it?
<<if $HoverMode is false>>[[Touch the glowing rune|Activity Outcome - Corrupted Rune][$ActivityPostOutcome to true, $ActivityChoice to "Touch"]]
[[Don't take the risk|Activity Outcome - Corrupted Rune][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Touch the glowing rune|Activity Outcome - Corrupted Rune][$ActivityPostOutcome to true, $ActivityChoice to "Touch"]] or [[Don't take the risk|Activity Outcome - Corrupted Rune][$ActivityPostOutcome to true, $ActivityChoice to "Back"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Touch">><<if $ActivitySuccess < $ActivityFailure>>You place your hand on the glowing rune and feel a surge of magical energy enter your body.
<<Curse $Player 150 50>>
<<AlterTrait $Player "Corruption" "Increase" "High">>
You're wrecked by the corruptive magic and take back your hand before anymore can happen to you.
You decide to leave this cursed place and return home.
<<Home>><<else>>You place your hand on the glowing rune and feel a surge of magical energy enter your body.
<<ActivityExpReward_Low>>
You decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Back">>You conclude that it would be far too risky to touch the rune and decide to return home instead.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
<<if $ActivityPostOutcome is false>>You traverse the cavernous passages for quite some time until you stop as a shiver runs down your spine. A silence overtakes your surroundings... almost as if it's a little too silent.
A roar can suddenly be heard as you're charged from behind! You swiftly dodge the incoming blow and retreat to asses the attacker.
As you gain some respectable distance, you eye up your opponents.
Three large trolls stand before you, equipped with clubs and... nothing else. Your eyes trail down only to catch their massive members dangling between their legs.
@@.trollvoice;"Ah! Ragh-agh! Dis one small, me club dem' good, den put thingie into hole, Agh-agh!"@@
You gulp and think of the best way to disarm or handle the situation. You're reminded by the fact that trolls are likely the dumbest creature alive that is still conscious.
<<if $HoverMode is false>><<if $EntityValues[$Player].Traits.includes("Submissive")>>[[Submit to them and let them use you|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]<</if>><<if $EntityValues[$Player].Traits.includes("Dominant")>>
[[Attempt to dominate them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Dominate"]]<</if>><<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 6>>
[[Charge them head on and fight them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Fightwin"]]<<else>>[[Charge them head on and fight them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Fightlose"]]<</if>><<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>
[[Attempt to escape and run from them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Runwin"]]<<else>>
[[Attempt to escape and run from them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Runlose"]]<</if>><<elseif $HoverMode is true>><<if $EntityValues[$Player].Traits.includes("Submissive")>>[[Submit to them and let them use you|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]<</if>><<if $EntityValues[$Player].Traits.includes("Dominant")>>
[[Attempt to dominate them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Dominate"]]<</if>><<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 6>>
[[Charge them head on and fight them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Fightwin"]]<<else>>[[Charge them head on and fight them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Fightlose"]]<</if>><<replace "#linkbar">><<nobr>><<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>
[[Attempt to escape and run from them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Runwin"]]<<else>>
[[Attempt to escape and run from them|Activity Outcome - Troll Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Runlose"]]<</if>><</nobr>><</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Submit">>You sigh after having assessed the situation, and realize that resistance is futile. You just simply can't fight three hulking trolls.
You get on your knees and prepare for the inevitable, presenting yourself like some trophy to be indulged.
@@.trollvoice;"Uuuuuh... what dis one do? No fite? Ragh-agh! You submit to us?"@@
You blush and nod embarassingly.
@@.trollvoice;"Ragh-agh! Okay! Me fuck you now den!"@@
The troll grabs it's member as it steadily swells into an impressively huge and long size and walks towards you. Their foul troll stench getting stronger as all three of them surround you.
One of the trolls grabs your head from behind and pushes your head towards it's groin. You initially fight back, but quickly submit completely. Without any foreplay of any kind, the troll's oddly shaped cock is pushed down your throat making you instantly gag. The troll holds your head firmly, and begins to fuck your face at a steady pace.
@@.trollvoice;"Hey! My turn now! Me want fuck too!"@@
One of the other trolls grabs your hips and uncovers your privates. The troll lubricates your asshole with it's thick stubbed tongue, and promptly shoves his giant awkwardly bent cock into your poor asshole. You try to protest, but only a meek sob can be heard as you're choked on the other trolls cock.
<<Stretch $Player 3 "Asshole">>
<<if $EntityValues[$Player].Body.Vagina.Has is true>>The last Troll decides to take your pussy for a spin, and begins to violate that as well.
<<Stretch $Player 3 "Vagina">><<else>>The last troll stands at the side, masturbating and waiting it's turn.<</if>>
The trolls fuck you for hours, occasionally switching places and filling you repeatedly with their vile fertile seed.
<<Satisfy $Player>>
@@.trollvoice;"Ahhh! dat was gut... time to take trophy back to troll camp, others will like this slut as well."@@
You instantly attempt to protest, but only cough up copious amounts of troll jizz.
@@.trollvoice;"No! No take back to camp, dis mine! You let go now!"@@
The two trolls begin to argue, as the third one, still with it's member deeply lodged into your abused asshole makes a terrifyingly stupid scream. It's member exits your abused hole with a large plop as it charges towards the other two. A brawl of stupendous proportions ensues.
You're definitely not in the mood to end up as some camp cumdumpster for a group of trolls. You decide to take your chances and crawl away silently.
A trail of cum is left behind you as you crawl towards the exit of the caves.
<<Home>><<elseif $ActivityChoice is "Dominate">>You make yourself look big and frightening and deepen your voice as you call out to the trolls warning them of your mighty power.
You immediately catch the attention of the trolls, as your voice echoes and is amplified by the shape of the caves.
You end up sounding way more intimidating than you originally expected.
@@.trollvoice;"Oh no! Dis not right lads!"@@
<<if $ActivitySuccess < $ActivityFailure>>@@.trollvoice;"Please! No kill me! Me good troll! Dagro, bring tribute before kill us! Agh!"@@
One of the trolls brings out a small pouch that was hidden behind some rocks and tosses it at your feet. The pouch seemingly containing a small amount of coins, gems and shards.
<<ActivityTreasureReward_Low>>
<</if>>The trolls then flee in fear, too stupid to realize what actually happened.
You decide to return home.
<<Home>><<elseif $ActivityChoice is "Fightwin">>You charge them head on with a furious roar.
The trolls completely unprepared to face off against your incredible strength are caught off guard as you pick up one of them and throws them at the others.
@@.trollvoice;"Agh! Too stronk lads! Flee!"@@
You flex your muscles in a maddening display of absolute strength, making the trolls yelp and flee in terror.
<<if $ActivitySuccess < $ActivityFailure>>You realize the trolls had dropped a small pouch, containing some coins, gems and shards.
<<ActivityTreasureReward_Low>>
<</if>>You decide to return home.
<<Home>><<elseif $ActivityChoice is "Fightlose">>You charge them head on with a furious roar.
However, the trolls sporting far superior strength and a numbers advantage, quickly subdue you. You're brought to your knees in mere seconds, completely restrained and at the mercy of their unbridled lust.
@@.trollvoice;"Ragh-agh! Me fuck you now!"@@
The troll grabs it's member as it steadily swells into an impressively huge and long size and walks towards you. Their foul troll stench getting stronger as all three of them surround you.
One of the trolls grabs your head from behind and pushes your head towards it's groin. You initially fight back, but quickly submit completely. Without any foreplay of any kind, the troll's oddly shaped cock is pushed down your throat making you instantly gag. The troll holds your head firmly, and begins to fuck your face at a steady pace.
@@.trollvoice;"Hey! My turn now! Me want fuck too!"@@
One of the other trolls grabs your hips and uncovers your privates. The troll lubricates your asshole with it's thick stubbed tongue, and promptly shoves his giant awkwardly bent cock into your poor asshole. You try to protest, but only a meek sob can be heard as you're choked on the other trolls cock.
<<Stretch $Player 3 "Asshole">>
<<if $EntityValues[$Player].Body.Vagina.Has is true>>The last Troll decides to take your pussy for a spin, and begins to violate that as well.
<<Stretch $Player 3 "Vagina">><<else>>The last troll stands at the side, masturbating and waiting it's turn.<</if>>
The trolls fuck you for hours, occasionally switching places and filling you repeatedly with their vile fertile seed.
<<Satisfy $Player>>
@@.trollvoice;"Ahhh! dat was gut... time to take trophy back to troll camp, others will like this slut as well."@@
You instantly attempt to protest, but only cough up copious amounts of troll jizz.
@@.trollvoice;"No! No take back to camp, dis mine! You let go now!"@@
The two trolls begin to argue, as the third one, still with it's member deeply lodged into your abused asshole makes a terrifyingly stupid scream. It's member exits your abused hole with a large plop as it charges towards the other two. A brawl of stupendous proportions ensues.
You're definitely not in the mood to end up as some camp cumdumpster for a group of trolls. You decide to take your chances and crawl away silently.
A trail of cum is left behind you as you crawl towards the exit of the caves.
<<Home>><<elseif $ActivityChoice is "Runwin">>You waste no time and quickly dash around them, making a daring escape. You're far too fast for the trolls to even realize you're escaping before it's too late.
You run for your life as you create a sizable distance between the trolls and yourself.
You decide to return home, as you're definitely not in the mood to be ambushed by a pack of trolls again.
<<Home>><<elseif $ActivityChoice is "Runlose">>You waste no time and quickly try to make a run for it. However, the uneven flooring of cave rocks make you stumble clumsily infront of the trolls.
The pathetic display make them erupt in humiliating laughter.
@@.trollvoice;"Ahahaha! Ragh-agh! Dis one stoopid!"@@
The trolls stop laughing shortly after, walking towards you as they grab their steadily swelling cocks. Their foul troll stench getting stronger as all three of them surround you.
@@.trollvoice;"Ragh-agh! Me fuck you now!"@@
One of the trolls grabs your head from behind and pushes your head towards it's groin. You initially fight back, but quickly submit completely. Without any foreplay of any kind, the troll's oddly shaped cock is pushed down your throat making you instantly gag. The troll holds your head firmly, and begins to fuck your face at a steady pace.
@@.trollvoice;"Hey! My turn now! Me want fuck too!"@@
One of the other trolls grabs your hips and uncovers your privates. The troll lubricates your asshole with it's thick stubbed tongue, and promptly shoves his giant awkwardly bent cock into your poor asshole. You try to protest, but only a meek sob can be heard as you're choked on the other trolls cock.
<<Stretch $Player 3 "Asshole">>
<<if $EntityValues[$Player].Body.Vagina.Has is true>>The last Troll decides to take your pussy for a spin, and begins to violate that as well.
<<Stretch $Player 3 "Vagina">><<else>>The last troll stands at the side, masturbating and waiting it's turn.<</if>>
The trolls fuck you for hours, occasionally switching places and filling you repeatedly with their vile fertile seed.
<<Satisfy $Player>>
@@.trollvoice;"Ahhh! dat was gut... time to take trophy back to troll camp, others will like this slut as well."@@
You instantly attempt to protest, but only cough up copious amounts of troll jizz.
@@.trollvoice;"No! No take back to camp, dis mine! You let go now!"@@
The two trolls begin to argue, as the third one, still with it's member deeply lodged into your abused asshole makes a terrifyingly stupid scream. It's member exits your abused hole with a large plop as it charges towards the other two. A brawl of stupendous proportions ensues.
You're definitely not in the mood to end up as some camp cumdumpster for a group of trolls. You decide to take your chances and crawl away silently.
A trail of cum is left behind you as you crawl towards the exit of the caves.
<<Home>><</if>><</if>><<widget HealAsshole>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Body.Asshole.Size >= 1>>
<<set $EntityValues[$i].Body.Asshole.Size -= 1>>
<<set $TextMessage = "@@.pinktext;$EntityValues[$i].BrNoun <<Asshole>> recovers a bit and tightens up!@@">>
<</if>>
$TextMessage
<</if>>
<</for>>
<</widget>>
<<widget HealVagina>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Body.Vagina.Has is true>>
<<if $EntityValues[$i].Body.Vagina.Size >= 1>>
<<set $EntityValues[$i].Body.Vagina.Size -= 1>>
<<set $TextMessage = "@@.pinktext;$EntityValues[$i].BrNoun <<Vagina>> recovers a bit and tightens up!@@">>
<</if>>
$TextMessage
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget Stretch>>
<<set $EntityID = $args[0]>>
<<set $ActiveSize = $args[1]>>
<<set $Bodypart = $args[2]>>
<<set $ActiveSizeText = ["micro","","","","large","huge","extreme", "massive"]>>
<<set $RandomText = random(3)>>
<<set $TakenText = ["taken","claimed","robbed","plundered"]>>
<<if $Bodypart == "Vagina">>
<<if $EntityValues[$EntityID].Body.Vagina.Size <= 0>>
<<set $EntityValues[$EntityID].Body.Vagina.Size = 1>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun hymen is broken in as $EntityValues[$EntityID].sHisHer virginity is $TakenText[$RandomText]!@@">>
<<elseif $EntityValues[$EntityID].Body.Vagina.Size > 0>>
<<if $ActiveSize > $EntityValues[$EntityID].Body.Vagina.Size>>
<<set $EntityValues[$EntityID].Body.Vagina.Size += 1>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun <<Vagina>> is stretched from the $ActiveSizeText[$ActiveSize] intrusion!@@">>
<<else>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun body is filled with a pleasant sensation as $EntityValues[$EntityID].sHisHer <<Vagina>> is used.@@">>
<</if>>
<</if>>
<<elseif $Bodypart == "Ass" or $Bodypart == "Asshole">>
<<if $EntityValues[$EntityID].Body.Asshole.Size <= 0>>
<<set $EntityValues[$EntityID].Body.Asshole.Size = 1>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun <<Ass>> is broken in as $EntityValues[$EntityID].sHisHer anal virginity is $TakenText[$RandomText]!@@">>
<<elseif $EntityValues[$EntityID].Body.Asshole.Size > 0>>
<<if $ActiveSize > $EntityValues[$EntityID].Body.Asshole.Size>>
<<set $EntityValues[$EntityID].Body.Asshole.Size += 1>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun <<Ass>> is stretched from the $ActiveSizeText[$ActiveSize] intrusion!@@">>
<<else>>
<<set $TextMessage = "@@.stretch;$EntityValues[$EntityID].BrNoun body is filled with a pleasant sensation as $EntityValues[$EntityID].sHisHer <<Ass>> is used.@@">>
<</if>>
<</if>>
<</if>>
$TextMessage
<</widget>>
<<widget DoubleStretch>>
<<set $EntityID = $args[0]>>
<<set $ActiveSize = $args[1]>>
<<Stretch $EntityID $ActiveSize "Asshole">>
<<if $EntityValues[$EntityID].Body.Vagina.Has is true>><<Stretch $EntityID $ActiveSize "Vagina">>
<</if>><</widget>><<silently>>
<</silently>>
!Outcome - Westdale Caverns
---------------------------------------
You traverse the cavernous passages for what seems like hours, discovering nothing of interest or out of the ordinary.
After some time you realize you've been walking in circles...
You decide to call it a day and return home.
<<Home>><<silently>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
You have a pleasant evening serving the tables of the tavern. Only the occasional lewd remark or wink, followed by the regular chatter with a patron or two.
After the shift is over, you collect your tippings and return home.
<<ActivityWaitressReward_High>>
<<Home>><<silently>>
<</silently>>
!Activity Info - High Tavern Waitress
---------------------------------------
The High Tavern is always a busy place for patrons and travellers alike to come and rest, feast and drink. There is always a need for an extra pair of hands, and those hands could be yours.
Risk: @@.greentext;Low@@ - Time: 6 Hours - Repeat: Yes - Cost: @@.boldtext;Nothing@@ - Requires: @@.boldtext;Nothing@@
!!!Trait and Skill Chart
This displays the traits and skills that affect this assignment.
Traits: @@.lightgreentext;Perceptive@@, @@.lightgreentext;Persuasive@@, @@.redtext;Impatient@@.
Skills:
[[Start Your Shift |Activity - High Tavern Waitress]]
<<if $HoverMode is false>>[[Back|City - Tracy's High Tavern]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|City - Tracy's High Tavern]]<</replace>><</if>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>The Tavern is filling up and more patrons and new coming travellers are visiting than usual. The chatter and rabble rises as the mood is taking a rowdy turn and the amount of orders coming in is increased.
You struggle to keep up as you run back and forth as fast as you can, diligently dodging the casual attempt to grope your ass.
However, as a particularly drunk and raucous table of gentlemen make their orders, you carry just a tad too many mugs of beer towards their table.
An unknown patron gives you a nice firm slap to your needy booty making you lose your balance and subsequently drench yourself in alcoholic fluids.
You quickly become the center of attention as your now transparent wenches dress puts your ample bosom on display for the whole tavern to gawk at.
<<if $HoverMode is false>>[[Take charge of the situation|Activity Outcome - Transparent Surprise][$ActivityPostOutcome to true, $ActivityChoice to "Charge"]]
[[Flee in embarassment|Activity Outcome - Transparent Surprise][$ActivityPostOutcome to true, $ActivityChoice to "Flee"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Take charge of the situation|Activity Outcome - Transparent Surprise][$ActivityPostOutcome to true, $ActivityChoice to "Charge"]] or [[Flee in embarassment|Activity Outcome - Transparent Surprise][$ActivityPostOutcome to true, $ActivityChoice to "Flee"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Charge">><<if $ActivitySuccess < $ActivityFailure>>The tavern bursts into laughter at your clearly slutty and ridiculous attempts to milk them dry. You end up spending the rest of the shift being called dirty names whilst being felt up left and right as you service the tables, with almost little to no extra increase in your tips.
<<ActivityWaitressReward_Low>>
After some time, you end your shift and decide to return home.
<<Home>><<else>>You quickly take charge of the situation and completely pull down your top to show off your breasts for the whole tavern. You burst out that from now on there will be topless servicing for anyone parting with a generous tip.
You end up raking in an impressive amount of tips as you shake your tits for the patrons, with the occasional option for them to feel you up for an added bonus.
<<AlterStat $Player "Depravity" "Increase" 1 4>>
<<AlterStat $Player "Lust" "Increase" 10 10>>
<<ActivityWaitressReward_High>>
After some time, you end your shift and decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Flee">>You blush profusely as you run for cover. You get dry and change into a new dress in the backroom, with a respectable pause before coming back out. The rest of the shift being fairly uneventful.
<<ActivityWaitressReward_Low>>
After some time, your shift is over and you decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>As you serve the various patrons their drinks and clean the tables of the tavern, you catch the eye of a group of customers sitting around a table in the corner.
You approach the table to take their orders, when you're slipped a note containing a rather discrete proposition.
@@.boldtext;What do you say about me taking that fine ass for a spin in the backroom honey? 100 gold pieces@@
You blush and look back at the table, one of the patrons wink at you.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Backroom Offer][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Backroom Offer][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Backroom Offer][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Backroom Offer][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You wink towards the man and give your hot booty a little sway as you walk towards the backroom. The guy stands up and follows you.
As you both enter the backroom he kisses you as you both eagerly undress each other.
After sucking his cock for a while, he quickly penetrates your backdoor bottoming you out. He fucks you with a steady pace, whilst holding your mouth muffling your slutty moans.
<<AlterStat $Player "Depravity" "Increase" 5 20>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
As you both come closer to a climax, he ups the tempo and completely fucks you silly.
With a loud groan and a warm spreading feeling in your asshole, he fills you completely with his cum.
<<Stretch $Player 3 "Asshole">>
<<Satisfy $Player>>
@@.humanvoice;"Ahh... not exactly as good as i had expected, but get's the job done... you're not getting the full hundred though."@@
He drops a few gold coins on the floor and leaves you with his cum leaking out of your used ass.
<<ActivityWaitressReward_Low>>
After some time, you clean yourself up and return to work.
You decide to return home.
<<Home>><<else>>You wink towards the man and give your hot booty a little sway as you walk towards the backroom. The guy stands up and follows you.
As you both enter the backroom he kisses you as you both eagerly undress each other.
After sucking his cock for a while, he quickly penetrates your backdoor bottoming you out. He fucks you with a steady pace, whilst holding your mouth muffling your slutty moans.
<<AlterStat $Player "Depravity" "Increase" 5 20>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
As you both come closer to a climax, he ups the tempo and completely fucks you silly.
With a loud groan and a warm spreading feeling in your asshole, he fills you completely with his cum.
<<Stretch $Player 3 "Asshole">>
<<Satisfy $Player>>
@@.humanvoice;"Damn that was some good ass alright! Definitely going to use you again cutie."@@
He drops a fat pouch of gold coins on the floor and leaves you with his cum leaking out of your used ass.
<<set $ActivityTipReward += 100>><<ActivityWaitressReward_High>>
After some time, you clean yourself up and return to work.
You decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You rip the note into pieces infront of him whilst staring him down. He does not look amused and quickly looks away, resuming his chat with his friends.
You bring back their orders and resume working.
<<ActivityWaitressReward_High>>
After some time, your shift is over and you decide to return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>As you serve the various tables filled with patrons, you’re suddenly shocked as a loud slap can be heard followed with the aching sensation of a sore pliant bottom. You turn around to see a man smiling lewdly at you, almost as if he is proud, before returning to converse with his peers.
<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel >= 6>>[[Object and give him an earful|Activity Outcome - Loud Slap][$ActivityPostOutcome to true, $ActivityChoice to "Objection!"]]<</if>>
<<if $EntityValues[$Player].Traits.includes("Submissive")>>[[Blush and laugh it off|Activity Outcome - Loud Slap][$ActivityPostOutcome to true, $ActivityChoice to "Blush"]]<</if>>
<<if $HoverMode is false>>[[Forget it and carry on|Activity Outcome - Loud Slap][$ActivityPostOutcome to true, $ActivityChoice to "Forget"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Forget it and carry on|Activity Outcome - Loud Slap][$ActivityPostOutcome to true, $ActivityChoice to "Forget"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Objection!">><<if $ActivitySuccess < $ActivityFailure>>You will most certainly not stand idly by as you’re subjected to such treatment and attempt to give him an earful.
However, your complaints are met with nothing but more groping and humiliating laughter from his peers.
As they start to feel you up even more and ignore your pathetic attempts to resist, you decide to leave them and give up before they get carried away a little too much.
After some time, you end your shift and decide to return home.
<<Home>><<else>>You will most certainly not stand idly by as you’re subjected to such treatment and promptly grab his drink and pour it over him in an outburst of rage.
What quickly follows is the humorous laughter of his peers as they revel in his humiliation.
You smile at him as he sits there contemplating his choices and carry on your shift with renewed strength and respect.
<<ActivityWaitressReward_High>>
After some time, you end your shift and decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Blush">>You lightly blush and laugh it off, looking back at the patron as he smiles seductively back at you.
You strut away swaying your booty for all to gawk at and giggle as you serve the next table.
<<AlterStat $Player "Depravity" "Increase" 1 3>>
<<AlterStat $Player "Lust" "Increase" 5 5>>
<<ActivityWaitressReward_High>>
After some time, you end your shift and decide to return home.
<<Home>><<elseif $ActivityChoice is "Forget">>You forget the incidence and simply carry on servicing the patrons of the tavern.
<<ActivityWaitressReward_Low>>
After some time, you end your shift and decide to return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>After some time serving the tables and the patrons of the tavern, you spot a group of about five gentlemen sitting around a round table in a secluded part of the tavern. You make your way over there to take their orders and instantly realize that they are all already fairly drunk and arguing over something. As you stand by the table, you immediately feel a firm hand grab your ass holding you tight in place as you’re almost bend over the table.
@@.humanvoice;"I swear Richard, i would make this lass scream like you never could, you got it all in yer damn mouth, ain’t that right girly?"@@
You yelp a muffled reply that is almost instantly interrupted by one of the other men.
@@.humanvoice;"Yeah right, as if. I must say i could use some exclusive service, maybe we should test it? See which one of us will de the bitch in the most eh?"@@
You slam your hand down on the table, partly to interrupt them and partly from the sexual frustration caused by the increasingly aggressive kneading of your buttcheeks.
@@.humanvoice;"Ah right, i suppose doing the lass on the table would be too public indeed, what say you, how about under eh?"@@
Your eyes glisten as he takes out a large pouch of coins and lays them flat on the table.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Gentlemen Group Service][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Deny the offer|Activity Outcome - Gentlemen Group Service][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Gentlemen Group Service][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Deny the offer|Activity Outcome - Gentlemen Group Service][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You nod and submissively get down on your knees as you crawl under the table. The men around the round table chuckle and whip out their cocks to be ready to be serviced. You gulp as you approach the first cock, lightly licking your lips before sucking it.
You greedily continue suck every dick under the table, whilst trying to make as little of a mess as possible. Not long after you find your throat sore and your stomach nicely fed with jizz.
<<AlterStat $Player "Depravity" "Increase" 5 15>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
Your wenches dress is also nicely decorated with cum, which is going to make an embarrassing return to the backroom for a new one.
The men take away their cocks and a nice fat pouch filled with gold is tossed underneath the table.
<<set $ActivityTipReward += 10>><<ActivityWaitressReward_High>>
The men leave as you slowly crawl out from beneath the table, collecting a few embarrassing stares with you.
After some time, you end your shift and decide to return home.
<<Home>><<else>>You nod and submissively get down on your knees as you crawl under the table. The men around the round table chuckle and whip out their cocks to be ready to be serviced. You gulp as you approach the first cock, lightly licking your lips before sucking it.
You greedily continue suck every dick under the table, whilst trying to make as little of a mess as possible. Not long after you find your throat sore and your stomach nicely fed with jizz.
<<AlterStat $Player "Depravity" "Increase" 5 15>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
Your wenches dress is also nicely decorated with cum, which is going to make an embarrassing return to the backroom for a new one.
The men take away their cocks and a nice fat pouch filled with gold is tossed underneath the table.
<<set $ActivityTipReward += 50>><<ActivityWaitressReward_High>>
The men leave as you slowly crawl out from beneath the table, collecting a few embarrassing stares with you.
After some time, you end your shift and decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You slap away the mans hand and with a furious demeanor outright deny their foul request. You then leave the table, completely forgetting to even take their orders.
<<ActivityWaitressReward_High>>
After some time, you end your shift and decide to return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>After serving your last patron and the tavern preparing to close, you spot a lonely man at the end of the bar. You approach him and he looks up with a smile on his face. You let him know that you’re about to close, but he can finish his beer. He nods and takes out a small pouch of gold from his jacket and places it on the dar desk.
@@.humanvoice;"For the great service"@@
<<set $ActivityTipReward += 20>><<ActivityWaitressReward_High>>
He finishes his beer and stumbles out of the tavern, flicking his cane and adjusting his moustache.
After the shift is done, you decide to return home.
<<Home>><</if>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - High Tavern Waitress
---------------------------------------
<<if $ActivityPostOutcome is false>>Before you start to service the patrons of the tavern, you have a pleasant conversation with one of the other waitresses.
She boasts that by the end of both of your shifts, she’ll have earned more tips than you.
She even goes as far as wanting to bet her entire amount of tippings if it isn’t bigger than yours, on the condition that you hand over your tippings as well if it is.
<<if $HoverMode is false>>[[You accept her challenge|Activity Outcome - The Bet][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[You decline her challenge|Activity Outcome - The Bet][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[You accept her challenge|Activity Outcome - The Bet][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[You decline her challenge|Activity Outcome - The Bet][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You make a valiant effort to increase your tippings, but eventually realize that the other waitress is completely out of your league.
Her earnings are more than double in amount compared to yours, allowing her to lay claim to yours, forcing you to leave empty-handed.
You're forced to return home without any tippings or pay.
<<Home>><<else>>You successfully manage to combine your charismatic nature with your sex appeal as you work the tables.
You wrap every single patron around your finger and arguably rob them blind as they practically throw their money at you like a common stripper.
<<AlterStat $Player "Depravity" "Increase" 1 2>>
<<AlterStat $Player "Lust" "Increase" 10 10>>
You end up with a sizeable amount of tips and earn way more than the other waitress, allowing you to lay claim to her earnings as well.
<<set $ActivityTipReward += 150 + random(50)>><<ActivityWaitressReward_High>>
You return home with your pockets filled with coins of gold.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You deny her challenge and simply watch as she works the tables like a champion, raking in a small fortune by being charismatic and seductive.
You swore you even saw her taking a patron out into the backroom, but that could have been for any innocent reason… right?
After some time you return home with the regular amount of tippings you usually get.
<<ActivityWaitressReward_High>>
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Activity Info - Western Trade Road
---------------------------------------
The Western Trade Road is full of lucrative and well-paying opportunities. It's all about finding the right sucker to do a bargain with and then haul a pair of goods from Westdale to Sindale for a nice profit.
Risk: @@.greentext;Low@@ - Time: 2 Day(s) - Repeat: Yes - Cost: @@.boldtext;150 Coins@@ - Requires: @@.boldtext;Nothing@@
!!!Trait and Skill Chart
This displays the traits and skills that affect this assignment.
Traits: @@.lightgreentext;Perceptive@@, @@.lightgreentext;Persuasive@@, @@.redtext;Impatient@@.
Skills: @@.lightgreentext;Bartering@@.
[[Start Trading|Activity - Western Trade Road]]
<<if $HoverMode is false>>[[Back|Outer City - The Western Trade Road]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Outer City - The Western Trade Road]]<</replace>><</if>><<silently>>
<<ActivityReset>>
<<Activity_WTR_Check>>
<<ActivityStandardCheck>>
<<ActivityLooksCheck>>
<</silently>>
!Activity - Western Trade Road
---------------------------------------
You enter the Western Marketplace, burghers and customers fill the streets haggling and purchasing all sorts of commodities in various quantities. You prepare your search for any valuables that would be worth the time and risk to haul to Sindale for profit.
<<Activity_WTR_Outcome>>
<<ActivityDebugPanel>><<silently>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You catch a Merchant looking to sell his goods, almost as if he is eager to get rid of his goods or simply in a hurry. The goods themselves seem to be in good quality, with the Merchant himself laying name and brand to it, as well as assuring you of it's hefty demand in Sindale.
You enter into an agreement with the Merchant and pay for a carriage to transport the goods. You make the final preparations and before the sun has set, you're already on the road to Sindale.
You travel the road and eventually have to make camp. You decide to set up camp not far from the road, to attract as little attention as possible. However, the next day, you're woken up by a terrifying roar from the distance, and before you can react, and band of orc's descend upon you!
You quickly get up and can spot at the least five or six of them coming straight at you.
<<if $HoverMode is false>>[[Run away and abandon the goods|Activity Outcome - Orc Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Run"]]
[[Submit and surrender|Activity Outcome - Orc Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Run away and abandon the goods|Activity Outcome - Orc Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Run"]] or [[Submit and surrender|Activity Outcome - Orc Ambush][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]<</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Run">>There's no way these goods are worth it enough for you to stay around and just wait for them to subdue you.
You dash away and flee as fast you can, only taking your clothes and equipment with you.
Luckily, the orcs seem way more interested in your goods than your ass, letting you escape.
You decide to return home.
<<Home>><<elseif $ActivityChoice is "Submit">>You decide to submit and put down your arms. The orcs do not relent and quickly push you down on the ground whilst pillaging your goods.
@@.orcvoice;"Wut dis be eh? Dis not look like worth anythin'"@@
@@.orcvoice;"Me hear dis give many coins, me like"@@
As the orcs rummage through your goods, you lie there waiting for your fate.
@@.orcvoice;"Hahaha! Maybe i be using this one before leave? Chieftess no complain eh? Just me use ass for a little while, what you say?"@@
@@.orcvoice;"Uuuh, me guess okay, but no slaves remember? Chieftess say too much attention if take slaves, is bad... but me use too."@@
The orcs quickly undress you, completely ignoring your protests. Before you know it, you're gagging on one of the orc's massive cock, completely stretching your throat. The other orc licking your ass first, continues to merciless ram his cock into your poor asshole without any foreplay.
<<Stretch $Player 5 "Asshole">><<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 6 "Vagina">>
<</if>>They all take turns on you, and after an hour or two, you're covered in their cum and completely broken in from the ruthless fucking.
<<Satisfy $Player>>
@@.orcvoice;"Ahhhh... dat feel good...!"@@
@@.orcvoice;"We should go back now, Chieftess waiting... already be too long. You be okay now you, only use you little, tell big city nothing happen, or else!"@@
<<AlterStat $Player "Depravity" "Increase" 4 9>>
You raise your cum-covered head in slight confusion and nod submissively, before slowly crawling away. The orcs take your goods and leave you.
You decide to return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You catch a Merchant looking to sell his goods, almost as if he is eager to get rid of his goods or simply in a hurry. The goods themselves seem to be in good quality, with the Merchant himself laying name and brand to it, as well as assuring you of it's hefty demand in Sindale.
You enter into an agreement with the Merchant and pay for a carriage to transport the goods. However, just as you're about to leave for the road, you're stopped by a group of guards doing rounds of inspection.
They surround you and your goods and begin to run their inspection.
@@.humanvoice;"Hey hey now, what's this for? You trying to smuggle something illegal eh?"@@
You try to disarm the situation by showing him your papers and assuring him that the goods are genuine.
@@.humanvoice;"I don't give a rat's arse about dem' papers, i swear these were ruled illegal some time ago... Ah whatever, you know, i don't feel like making all that paperwork nor dragging you to the cells. That's of course only if you make it worth my while eh? Get what i'm saying?"@@
The other guards snickering, giving you the notion that this was part of the plan all along.
@@.humanvoice;"So what do you say pretty? Are you going to drop down on your knees and get to work or are you going to show me some coin eh?"@@
<<if $HoverMode is false>>[[Drop down on your knees|Activity Outcome - Dirty Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]
[[Attempt to give in to the bribe|Activity Outcome - Dirty Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Bribe"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Drop down on your knees|Activity Outcome - Dirty Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]] or [[Attempt to give in to the bribe|Activity Outcome - Dirty Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Bribe"]]<</replace>><</if>>
<<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Bribe">><<if $ActivitySuccess < $ActivityFailure>>You attempt to give into the bribe and pay them one-hundred gold coins. Hoping that they will let you through.
@@.humanvoice;"What the shit is this eh? You take me for some kinda beggar? You gotta lose more than that to pass squirt, you better got more alright!"@@
Seeing no other option you end up paying them a total of two-hundred and fifty gold coins to pass unharmed.
You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<else>>You attempt to give into the bribe and pay them one-hundred gold coins. Hoping that they will let you through.
@@.humanvoice;"Aye... suppose that will do eh... Go on.. off with ya."@@
You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Submit">>You meekly get down on your knees and open your mouth causing the group of guards to laugh hysterically.
@@.humanvoice;"Aha! Take a look at this dumb slut, they actually thought we were serious! Ah! Well.. whatever, suppose we might as well indulge now that they are offering themselves up so easily!"@@
The group of guards all get their working cocks out of their pants and quickly surround you. The first immediately resting his long dick on your face.
@@.humanvoice;"Go on then... make it worth our while."@@
You get to work and try to please them all, grabbing their dicks and lewdly jerking them off and sucking them off in the middle of the streets. The odd passerby making a humiliating comment.
<<display "Guard Blowbang Image">>
Your face and body is eventually covered in their cum.
<<AlterStat $Player "Depravity" "Increase" 4 9>>
<<AlterStat $Player "Lust" "Increase" 50 10>>
@@.humanvoice;"Ahhh... not bad squirt... alright you can pass through."@@
You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
You catch a Merchant looking to sell his goods, almost as if he is eager to get rid of his goods or simply in a hurry. The goods themselves seem to be in good quality, with the Merchant himself laying name and brand to it, as well as assuring you of it's hefty demand in Sindale.
You enter into an agreement with the Merchant and pay for a carriage to transport the goods. You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><<silently>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
You catch a Merchant looking to sell his goods, almost as if he is eager to get rid of his goods or simply in a hurry. The goods themselves seem to be in good quality, with the Merchant himself laying name and brand to it, as well as assuring you of it's hefty demand in Sindale.
You enter into an agreement with the Merchant and pay for a carriage to transport the goods. You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You enter the marketplace to sell of your goods. However as you're about to make a profitable sell, the merchant scuffs at you.
@@.humanvoice;"You trying to fool me you <<Insult 'Human' $PlayerRace 'NoSex'>>? These are fake wares! Guards!"@@
You suddenly get the feeling that you're no longer welcome and quickly make a run for it. The town guards attempt to chase you down, but eventually have to give up.
You unfortunately had to abandon your wares... and return home empty-handed.
<<Home>><<silently>>
<<set $EnemyPenis_Size = 5>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You spot two Merchant’s standing by a stand with a set of crates of what looks like some exotic goods. You approach them and inquire them about the goods, realizing that they indeed are selling some fairly lucrative trade, that may or may not give you quite the profit.
However, their asking price is a little too steep for you, so you you will have to haggle. They however both look fairly experienced, so you’re not sure how to approach this correctly.
<<if $HoverMode is false>>[[You accept their asking price|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[You accept their asking price|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]<</replace>><</if>>[[You try to cut the price a little|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Small"]]
[[You try to cut the price a lot|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Moderate"]]
[[You demolish their asking price|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Demolish"]]<<if $EntityValues[$Player].Traits.includes("Seductive")>>
[[You cut the price considerably and use your charms to sway them|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Charm"]]<</if>><<if $EntityValues[$Player].Traits.includes("Slutty")>>
[[Offer them to fill your holes like a whore|Activity Outcome - Haggling][$ActivityPostOutcome to true, $ActivityChoice to "Whore"]]<</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">>You accept their asking price and as a result take a huge hit to your projected profits. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<elseif $ActivityChoice is "Small">><<if $ActivitySuccess < $ActivityFailure>>You attempt to haggle their asking price, but fail and eventually accept their original price. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<else>>You attempt to haggle their asking price and succeed, cutting the original price a bit. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Moderate">><<if $ActivitySuccess < $ActivityFailure>>You attempt to undercut their price a fair amount, but fail and eventually accept their original price. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<else>>You attempt to undercut their asking price a lot and succeed, cutting the original price a bit. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Medium>>
After collecting your earnings you decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Demolish">><<if $ActivitySuccess < $ActivityFailure>>You attempt to absolutely demolish their original price, but fail spectacularly and eventually accept their original price. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<else>>You attempt to absolutely demolish their original price and succeed, slicing the original price in half. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><</if>><<elseif $ActivityChoice is "Charm">>You use your charms and good looks to sway them into a more reasonable price range. You pay for a carriage to transport the goods and make the final preparations. Before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Low>>
After collecting your earnings you decide to return home.
<<Home>><<elseif $ActivityChoice is "Whore">>You offer them your body and they gladly oblige. After they have used your holes for two hours, you leave to pay for a carriage to transport the goods and make the final preparations. With the merchants cum still leaking from your abused hole you depart for sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You catch a Merchant in distress, almost as if he is eager to get rid of his goods or simply in a hurry. Upon further examination of the goods, the Merchant simple confess that the wares are illegal, but that you could make a huge profit smuggling them to Sindale for him.
The price for the wares are ridiculously low, almost too good to be true, making you suspect that there might be something more to this. However, as the merchant truly seems to merely be down on his luck, you wonder if you should give him the benefit of doubt.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Smuggler's Offer][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Smuggler's Offer][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Smuggler's Offer][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Smuggler's Offer][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">>You enter into an agreement with the Merchant and pay for a carriage to transport the illegal goods. You make the final preparations and before the sun has set, you're already on the road to Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell the illegal goods to the local thugs of the town for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivitySmugglingCoinReward_High>>
!!!@@.discoverytext;You have discovered a New Activity! (Westdale Smuggling)@@<<set $Activities[3].Activated to true>>
You decide to return home.
<<Home>><<elseif $ActivityChoice is "Decline">>You're not too keen on breaking the law and accepting a deal this good must have some kind of risk to it... or perhaps it's a trap.
You decline to the merchants great dismay and decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You catch a Merchant looking to sell his goods, almost as if he is eager to get rid of his goods or simply in a hurry. The goods themselves seem to be in good quality, with the Merchant himself laying name and brand to it, as well as assuring you of it's hefty demand in Sindale.
You enter into an agreement with the Merchant and pay for a carriage to transport the goods. You make the final preparations and before the sun has set, you're already on the road to Sindale.
As you come closer to your destination, you suddenly spot something in the distance on the road. A blockade of some kind, guarded by a respectable amount of some kind of militia. You stop infront of it and greet them.
@@.humanvoice;"Well hello there cute thing, you gotta pay the toll to pass i'm afraid, only a hundred of them' coins, and we'll let you through."@@
It's obviously a shakedown by the local gang of thugs or something. You attempt to protest and show your papers, but it's met with nothing but a sly grin.
@@.humanvoice;"Sorry luv' you gotta pay to pass, and if you don't got the coin, you better start gettin' on your knees and pay us in a more physical fashion or turn that cute ass of yours around and head back from where-ever you dragged it from."@@
<<if $HoverMode is false>>[[Pay the toll to pass|Activity Outcome - Bandit Blockade][$ActivityPostOutcome to true, $ActivityChoice to "Pay"]]
<<if $EntityValues[$Player].Traits.includes("Slutty")>>[[Offer to service the whole gang with your body|Activity Outcome - Bandit Blockade][$ActivityPostOutcome to true, $ActivityChoice to "Whore"]]<</if>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Pay the toll to pass|Activity Outcome - Bandit Blockade][$ActivityPostOutcome to true, $ActivityChoice to "Pay"]]<<if $EntityValues[$Player].Traits.includes("Slutty")>> or [[Offer to service the whole gang with your body|Activity Outcome - Bandit Blockade][$ActivityPostOutcome to true, $ActivityChoice to "Whore"]]<</if>><</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Pay">>You pay the bandit's the toll and they let you pass. They grin slyly admiring your ass as you're let through their blockade.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_Medium>>
After collecting your earnings you decide to return home.
<<Home>><<elseif $ActivityChoice is "Whore">>You tell him that since you're not so fond on departing with coin, you'd rather show the whole lot a good time.
He looks you up and down whilst squeezing his crotch and snickers.
@@.humanvoice;"You heard $EntityValues[$Player].TPsHimHer boys, we're gonna fuckin' wreck your pretty little holes you know that don't you?"@@
You smile nervously, not entirely sure what you just agreed to.
<<Stretch $Player 5 "Asshole">><<set $EntityValues[$Player].Body.Asshole.Size += 2>><<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 6 "Vagina">><<set $EntityValues[$Player].Body.Vagina.Size += 2>><</if>>
The next day, you find yourself waking up on the other side of the blockade, your horse and caravan untouched waiting just by you.
<<Satisfy $Player>>
As you stand up, a stream of cum pours out of your asshole. Your holes sore, your body layered in some fifty or sixty men's cum, you slowly start travelling down the road on horseback.
<<AlterStat $Player "Depravity" "Increase" 5 15>>
On the way to Sindale, you stop by a riverbank to wash off.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell your goods at their local trading post for a hefty profit, as the goods you hauled was of high value and in great demand, just as the Merchant promised.
<<ActivityTradingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Activity Info - Western Trade Road (Smuggling)
---------------------------------------
The Western Trade Road is full of lucrative and well-paying opportunities. Especially if one would attempt to buy and sell that which is not so legal. However, one should be content with the increased risk of course.
Risk: @@.redtext;High@@ - Time: 1 Day - Repeat: Yes - Cost: @@.boldtext;Nothing@@ - Requires: @@.boldtext;Nothing@@
!!!Trait and Skill Chart
This displays the traits and skills that affect this assignment.
Traits: @@.lightgreentext;Perceptive@@, @@.lightgreentext;Persuasive@@, @@.lightgreentext;Sneaky@@, @@.lightgreentext;Fleet-footed@@, @@.redtext;Impatient@@.
Skills: @@.lightgreentext;Bartering@@, @@.lightgreentext;Shadow Dancing@@, @@.lightgreentext;Umbramancy@@.
[[Start Smuggling|Activity - Western Trade Road (Smuggling)]]
<<if $HoverMode is false>>[[Back|Outer City - The Western Trade Road]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Outer City - The Western Trade Road]]<</replace>><</if>><<silently>>
<<ActivityReset>>
<<Activity_WTR_Check>>
<<ActivityStandardCheck>>
<<ActivityLooksCheck>>
<</silently>>
!Activity - Western Trade Road (Smuggling)
---------------------------------------
You enter the Western Marketplace, burghers and customers fill the streets haggling and purchasing all sorts of commodities in various quantities. You prepare your search for any valuables that would be worth the time and risk to haul to Sindale for profit.
<<Activity_WTRS_Outcome>>
<<ActivityDebugPanel>><<silently>>
<</silently>>
!Outcome - Western Trade Road (Smuggling)
---------------------------------------
You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
He offers you some reasonable quality goods, which would undoubtedly fetch an impressive profit. You accept and pay him, and prepare a smuggler's caravan for the journey, with your illegal goods hidden away safely. Shortly after you depart for Sindale.
The road is long and you travel for a little over a day, before a fresh breeze of sea water greets your nose.
You finally arrive at Sindale, also known as the fishing village of Westdale.
You sell the illegal goods to the local thugs of the town for a hefty profit, as the goods you hauled was of high value and in great demand.
<<ActivitySmugglingCoinReward_High>>
After collecting your earnings you decide to return home.
<<Home>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
He offers you some reasonable quality goods, which would undoubtedly fetch an impressive profit. However, before you're able to struck a deal, you hear a loud bang and a roar. You turn around only to discover a brigade of armed guardsmen raiding the stands uncovering illegal wares and merchandise.
You turn to look for the merchant, but he has long bailed you.
With little time to consider your options you make a run for it.
<<if $ActivitySuccess < $ActivityFailure>>You run as fast as you can, but the increasing numbers of guards make it impossible for you to find a way out of the narrow and slim alleyways.
You quickly find yourself surrounded and put into chains like the rest of the captured scum.
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>><<else>>You manage to outmaneuver the increasing number of guardsmen that fill the alleyways. Just having escaped the recent raid you decied that it's probably best to lay low for now and return home.
<<Home>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
He offers you some reasonable quality goods, which would undoubtedly fetch an impressive profit. You accept and pay him, and prepare a smuggler's caravan for the journey, with your illegal goods hidden away safely. However, just as you're about to leave for the road, you're stopped by a group of guards doing rounds of inspection.
They surround you and your goods and begin to run their inspection. A sweat trails along your cheek as one of the guards starts checking the exact location of the goods you're smuggling.
@@.humanvoice;"Ah-ha! Just as our informant promised, i believe we've caught ourselves a dirty little smuggler here, haven't we?"@@
With little time to consider your options, you...
<<if $HoverMode is false>>[[Accept the consequences|Activity Outcome - Tipped Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]]
[[Attempt to run away|Activity Outcome - Tipped Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Run"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the consequences|Activity Outcome - Tipped Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]] or [[Attempt to run away|Activity Outcome - Tipped Inspection][$ActivityPostOutcome to true, $ActivityChoice to "Run"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Submit">>You stiffen as the guards come closer and put you in chains.
@@.humanvoice;"Time for you to meet the captain, better hope he's in a good mood or else you'll never see the light of day again! Ah-haha!"@@
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>><<elseif $ActivityChoice is "Run">><<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>You turn around a dart off abandoning everything. The guards are caught by surprise by your incredible speed and quickly give up.
After the short chase you decide to return home to safety.
<<Home>><<else>>You turn around, but just before you manage to start sprinting a guard quickly tackles you and holds you in a chokehold.
@@.humanvoice;"Mmmh i love it when they resist.."@@
You feel his erect cock growing in his pants pushing towards your asshole.
@@.humanvoice;"I hope the captain throws you into the pit, i'll be using you every fucking day if he does... now get up, no more resisting aight?"@@
The guards puts you in chains and take you away to see their captain.
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>><</if>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
This time, he seems to be holding unto an especially lucrative offer, of course, with it's own additional risks. The merchant explains that one of his friends that work for the guard is interested in a highly coveted figurine. The only problem being that the figurine needs to be smuggled inside the walls and through the checkpoint.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Insider Job][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Insider Job][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Insider Job][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Insider Job][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and take the figurine wrapping it in some cloth. You then acquire a small wheelcart with some potatoes to hide the figurine in.
The merchant wishes you good luck as you depart for the walls. Not long after you reach the checkpoint, and to your relief, the guards let you through without a second thought.
Once inside the inner city, you find a quiet alley to dump the wheelcart and take out the figurine. You then locate the storehouse as indicated by the merchant.
Upon arriving at the storehouse you find the marked crate that you were supposed to dump it in, only to find it void of the promised payment.
@@.humanvoice;"Well well well... what do we have here? Walked right into our set up now did we?"@@
You turn around only to see a handful of guards surround you. You put up a fight, but eventually get subdued.
@@.humanvoice;"We're taking you in."@@
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>><<else>>You accept the offer and take the figurine wrapping it in some cloth. You then acquire a small wheelcart with some potatoes to hide the figurine in.
The merchant wishes you good luck as you depart for the walls. Not long after you reach the checkpoint, and to your relief, the guards let you through without a second thought.
Once inside the inner city, you find a quiet alley to dump the wheelcart and take out the figurine. You then locate the storehouse as indicated by the merchant.
Upon arriving at the storehouse you find the marked crate that you were supposed to dump it in with the promised payment as well.
You grab the profits and safely store the figurine.
<<set $ActivityCoinReward += 250>>
<<ActivitySmugglingCoinReward_High>>
After a job well done, you return home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You decide that the risks are too great and decline the offer.
You return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 10>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
This time, he seems to be holding unto an especially lucrative offer, of course, with it's own additional risks. A local gang of bandits not far out from the city have requested a special delivery, a small package. The profit is huge, but the gang is also known for their sly tricks and slavery of couriers that dissapoint.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Bandit Den Delivery][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Bandit Den Delivery][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Bandit Den Delivery][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Bandit Den Delivery][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and take the small package. You grab a horse and ride for the location of their hideout.
A few hours later you reach the landmark the merchant smuggler told you about. You approach it slowly and a few moments after, you hear a voice coming from behind a rock.
@@.humanvoice;"Halt! Who goes there?"@@
You announce that you're here to deliver a package. The whole gang, twelve strong come out from their hiding places, completely catching you offguard as they were hidden from plain sight before.
One of them approaches you expectantly and puts out his hand.
@@.humanvoice;"Alright give it 'ere"@@
You hesitate but know that you're not really in a position to bargain anyway. You reach down into your pouch for the package... only to realize that it's not there. Panic suddenly takes hold of you as you gulp in fear.
@@.humanvoice;"Anything wrong? Where's the package?"@@
You try to explain as calmly as possible that you must have dropped it or have been pickpocketed. However, the gang leader does not look amused or convinced at all.
@@.humanvoice;"Listen here you <<Insult 'Human' $PlayerRace 'Sex'>> and liste well! If you don't give me the package now, then you've lost me valuable coin. Coin that you now owe me. A dumb slut like you could only ever repay me in one way, and that's with your cunt. Alright boys! Grab $EntityValues[$Player].TPsHimHer, she's going to the pillory."@@
With little effort, the gang tosses a net over you incapacitating you. You're blindfolded and taken to their hideout. You however don't realize exactly how much you've screwed up until you start hearing the roar of audience seemingly coming from some kind of village.
@@.humanvoice;"Alright, you can take off the blindfold now."@@
What you see as the blindfold is taken off is a fairly large ring, in which in the center stands a pillory with what looks like a completely used up whore in it. Around the ring, hundreds of spectators cheer on.
@@.humanvoice;"Your debt is a around a thousand gold, should be paid by going one round if you can last that long."@@
As the previous whore is dragged out of the ring, cum trailing from her completely wrecked holes, you're promptly escorted into the ring and fastened to the pillory. You protest a bit as a ring gag is forced around your mouth preventing you from biting down.
The cheering intensifies as the show is about to start, that show being you. A small goblin takes the podium and announces the next round.
@@.goblinvoice;"Ladies and gentlemen, get ready for another wet round! How long will this bitch last? Is there a cock too big or too exotic for $EntityValues[$Player].TPsHimHer to take? Let's find out! Our first specimen to take them on is a big one! Let's not hope they're a virgin, or else it's gonna hurt alright! Give a round of applause for the magnificent Magnor the Minotaur!"@@
You yelp as a massive minotaurus leaps into the ring, his massive balls swaying as his equine bull cock gradually stiffens and becomes hard. The minotaur wastes little time as he comes closer, placing it's massive member between your buttcheeks, gliding it's cock between them. You feel the massive weight, with the only thing going on your mind being that it will never fit. However, such thoughts don't get the chance to occupy you for long, as the minotaur soon after begins to poke your asshole. At first, your proud asshole attempts to fight the poking, but soon after, the minotaurus pushes with such force that he completely pushes through the resistance, filling every nook and cranny of your poor asshole.
<<Stretch $Player 5 "Asshole">>
The minotaur roars as it's massive cock pulsates in your bottom. The equine bull-cock is then pulled out, only to be slammed in again making you scream. Suddenly you feel the pace increase and with a massive broken howl the minotaur fills you with it's vile warm seed. The crowd cheers as the minotaur takes a short sloppy rest in your ass.
<<Stretch $Player 5 "Asshole">>
<<set $EntityValues[$Player].Body.Asshole.Size += 4>>
@@.goblinvoice;"Give a loud applause to Magnor! The bitch-breaker! The anal annihilator! The ferocious fertilizer! The oral orni-ahem! Yes! Truly worthy of his many names!"@@
The crowd thunders and rumbles as the massive cock slowly shrinks and is pulled out of your wrecked backdoor. A torrent of cum shoots out of your abused ass. You're relieved for it to finally be over... until the goblin makes another announcement.
@@.goblinvoice;"That was our first champion! Nine more to go! Up next! Give a hand to Ogor! The largest Ogre you've ever seen!"@@<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 6 "Vagina">>
<<set $EntityValues[$Player].Body.Vagina.Size += 4>>
<</if>>As the evening reaches it's end, you've lost count of the various amount of creatures that you've been forced to copulate with. You find your legs to be numb and your asshole completely destroyed. The crowd had left as the show was now over. The gang leader approaches you with a wicked smirk on his face flicking a silver coin.
@@.humanvoice;"Alright, your debt is paid, you can go now slut.. A-hahaha!"@@
<<AlterStat $Player "Depravity" "Increase" 10 25>>
<<Satisfy $Player>>
They take you out of the pillory and dump you outside of the village with your things. You drag yourself back home.
<<Home>><<else>>You accept the offer and take the small package. You grab a horse and ride for the location of their hideout.
A few hours later you reach the landmark the merchant smuggler told you about. You approach it slowly and a few moments after, you hear a voice coming from behind a rock.
@@.humanvoice;"Halt! Who goes there?"@@
You announce that you're here to deliver a package. The whole gang, twelve strong come out from their hiding places, completely catching you offguard as they were hidden from plain sight before.
One of them approaches you expectantly and puts out his hand.
@@.humanvoice;"Alright give it 'ere"@@
You hesitate but know that you're not really in a position to bargain anyway. You reach down into your pouch for the package, take it and hand it over to him. He opens it to check it and he smirks.
@@.humanvoice;"That's what i'm talking about... here, your payment."@@
A fat pouch of gold is tossed at your feet as the gang slowly retreats back from whence they came.
<<set $ActivityCoinReward += 250>>
<<ActivitySmugglingCoinReward_High>>
You take the coin and return home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You decide that the risks are too great and decline the offer.
You return home.
<<Home>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
This time, he seems to be holding unto an especially lucrative offer, of course, with it's own additional risks. The merchant takes out a box and nods for you to come look inside as he opens it. When you look down, you’re greeted with the sight of a young woman in a white dress, ball-gagged and bound. She immediately attempts to protest and escape her bindings, but the gag muffles it all and the bindings make her writhe in a pathetic display.
The merchant explains that the woman is a so called virgin offering, now abducted and to be sold to a tribe of orcs for untold profit. Not only is the smuggling of virgins highly illegal, but there’s no guarantee the orcs will even pay for her.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Live Goods][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Live Goods][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Live Goods][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Live Goods][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and close up the box silencing the cries coming from within. You grab a wagon and ride for the location of the orc's tribal dwellings.
A few hours later you reach the outskirt of the dwellings, slowing down you reach the orc outpost.
@@.orcvoice;"Halt dere! Wut you doin' here? You trader?"@@
You nod and explain that you're here to deliver the virgin as promised.
@@.orcvoice;"Okay, you go on thru den."@@
You enter the tribal dwellings, riding slowly with your wagon you spot several orc's eyeing you up and down, checking you out, some of them even grabbing their groin provokingly.
As you reach the tribal gathering point, you spot the chieftain standing in the center, waiting patiently. You stop and get off the wagon to greet him and pay your respects as the merchant told you.
@@.orcvoice;"No time for dat, let me see da wares now."@@
You nod and take out the box, showing the contents to the chieftain.
@@.orcvoice;"Aight, dis look good, you can go now."@@
You protest as you haven't been paid, but the chieftain just turns around smirking.
@@.orcvoice;"Oh, you want payment dis bad eh? Alright boyz! She want da payment come on' den!"@@
You stiffen as you watch a small group of large hunky orcs walk towards you, removing their loincloths revealing their huge green dicks. You quickly reassure the chieftain that this was all a misunderstanding and that the virgin was infact a gift.
@@.orcvoice;"Aight, you damn right it was, now get out!"@@
You quickly jump back on your wagon and leave. You return home afterwards.
<<Home>><<else>>You accept the offer and close up the box silencing the cries coming from within. You grab a wagon and ride for the location of the orc's tribal dwellings.
A few hours later you reach the outskirt of the dwellings, slowing down you reach the orc outpost.
@@.orcvoice;"Halt dere! Wut you doin' here? You trader?"@@
You nod and explain that you're here to deliver the virgin as promised.
@@.orcvoice;"Okay, you go on thru den."@@
You enter the tribal dwellings, riding slowly with your wagon you spot several orc's eyeing you up and down, checking you out, some of them even grabbing their groin provokingly.
As you reach the tribal gathering point, you spot the chieftain standing in the center, waiting patiently. You stop and get off the wagon to greet him and pay your respects as the merchant told you.
@@.orcvoice;"No time for dat, let me see da wares now."@@
You nod and take out the box, showing the contents to the chieftain.
@@.orcvoice;"Aight, dis look good. Here is payment."@@
The chieftain hands you a nice fat pouch filled with shards, much more than you initially expected. You quickly pack away the profits as you watch the virgin being unboxed and dragged away to the orc ritual pens for some unknown fate.
<<set $ActivityShardReward += 250>>
<<ActivitySmugglingShardReward_High>>
You jump on your wagon and ride back returning home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You decide that the risks are too great and decline the offer.
You return home.
<<Home>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Western Trade Road
---------------------------------------
<<if $ActivityPostOutcome is false>>You scout the marketplace searching for the merchant that deals in illegal goods. You find him at his usual spot, dealing with some of the local cutthroats and scum. After their business, you greet him and inquire about his merchandise.
This time, he seems to be holding unto an especially lucrative offer, of course, with it's own additional risks. A local clan of ogres want a special delivery and are willing to pay a hefty amount of shards. However, dealing with ogres bring their own risks and the goods themselves look odd and smell foul.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Risky Receivers][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Risky Receivers][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Risky Receivers][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Risky Receivers][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and take the stinking pouches. You grab a horse and ride for the location of the ogre's clan.
A few hours later you reach the opening to the ogre caverns. You light the blue torch as the merchant instructed you to and await for them to come out. The small pack of ogres exit the cave and give you a small wave whilst smiling with a dumb look on their faces.
@@.ogrevoice;"Ey' dere, ey brink food from hooman' ceti yah? Us got sparkli dings for ey."@@
You nod and take out the pouches, the ogre's come to claim them and almost immediately open them to inspect the supposed food in the pouches.
@@.ogrevoice;"Not bad, me tasty mmmhmm."@@
The ogre dips a finger into the pouch and inspects it's contents carefully before giving it a lick. A big smile fills his face as he looks towards you.
@@.ogrevoice;"Ah! Ey dis really goot! Ey taste too now."@@
You stiffen as you quickly realize that this was a terrible idea. There's no way you're tasting whatever the living hell that is. You decline politely.
@@.ogrevoice;"EY! YOU NO COME 'ERE N' NO TASTE!!!"@@
You quickly sense that the mood has changed as the gang of ogre's eye you up and down. You slowly walk back to your horse as they start to surround you. You jump unto your horse and ride away as fast as you can as they chase you. Luckily though, ogre's aren't known for their speed... in any department.
You decide to return home.
<<Home>><<else>>You accept the offer and take the stinking pouches. You grab a horse and ride for the location of the ogre's clan.
A few hours later you reach the opening to the ogre caverns. You light the blue torch as the merchant instructed you to and await for them to come out. The small pack of ogres exit the cave and give you a small wave whilst smiling with a dumb look on their faces.
@@.ogrevoice;"Ey' dere, ey brink food from hooman' ceti yah? Us got sparkli dings for ey."@@
You nod and take out the pouches, the ogre's come to claim them and almost immediately open them to inspect the supposed food in the pouches.
@@.ogrevoice;"Mhm... is not rotten enough, is no problem. Ey, 'ere take dis sparkli ones."@@
The ogre tosses a massive pouch of shards at your feet which you greedily claim. You nod to the ogre as they head back to their caverns.
<<set $ActivityShardReward += 250>>
<<ActivitySmugglingShardReward_High>>
You return home.
<<Home>><</if>><<elseif $ActivityChoice is "Decline">>You decide that the risks are too great and decline the offer.
You return home.
<<Home>><</if>><</if>><<widget Activity_HTW_Check>>
/*Traits and Skills Check*/
<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
<<set $ActivitySuccess += random(10)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Persuasive")>>
<<set $ActivitySuccess += random(25)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Impatient")>>
<<set $ActivityFailure += random(25)>>
<</if>>
<</widget>><<silently>>
<<UpdateCCSkills>>
<</silently>>
!Mental Skills
---------------------------------------------------
A mental skill typically represents a characters abillity to perform some kind of knowledge-demanding skill.
All Skills: <<DisplayPlayerSkills>>
Exp-Points left: $Exp
---------------------------------------------------
<<DisplayCCMentalSkills>>
<<if $HoverMode is false>>[[Back|Skill Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Skill Selection]]<</replace>><</if>><<widget Activity_WTR_Check>>
/*Traits and Skills Check*/
<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
<<set $ActivitySuccess += random(10)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Persuasive")>>
<<set $ActivitySuccess += random(25)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Bartering")>>
<<set $ActivitySuccess += random(50)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Impatient")>>
<<set $ActivityFailure += random(25)>>
<</if>>
<</widget>><<widget Activity_WTRS_Check>>
/*Traits and Skills Check*/
<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
<<set $ActivitySuccess += random(10)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Persuasive")>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Sneaky")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Bartering")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Shadow Dancing")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Umbramancy")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Impatient")>>
<<set $ActivityFailure += random(25)>>
<</if>>
<</widget>><<silently>>
<<set $PrisonSentence = 7>>
<</silently>>
!Westdale City - Arrested
---------------------------------------
You're taken to the captain of the guard and as he receives the report of your crimes he eyes you up and down.
@@.humanvoice;"Tsk tsk... not much use for this one is there eh? Your crimes are fairly petty, you will get a week to think about your criminal actions... away with them."@@
You're taken to your cell and placed there to serve your sentence.
<<if $HoverMode is false>>[[Continue|City - Silverblack Prison]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|City - Silverblack Prison]]<</replace>><</if>><<widget PrisonSentence>>
<<if $PrisonSentence > 1>>
There's $PrisonSentence days left of your sentence.
<<elseif $PrisonSentence == 1>>
This is your last day in prison.
<<else>>
Finally free...
<</if>>
<</widget>><<silently>>
<<set $PrisonSentence -= 1>>
<<set $PrisonSleepRandom = random(3)>>
<<if $PrisonSleepRandom == 0>>
<<set $PrisonSleepText = "Your sleep is constantly disturbed by the broken moans coming from a cell further down.">>
<<elseif $PrisonSleepRandom == 1>>
<<set $PrisonSleepText = "You have a difficult time falling asleep on the hard concrete floor, not to mention the occasional loud banging coming from one of the sealed off chambers beneath the prison.">>
<<elseif $PrisonSleepRandom == 2>>
<<set $PrisonSleepText = "You get some rest, but don't find it that fulfilling at all.">>
<<elseif $PrisonSleepRandom == 3>>
<<set $PrisonSleepText = "Your sleep is restless as you twist and turn whilst listening to the torturous devices working on their newest specimens just below the main prison.">>
<</if>>
<</silently>>
!Westdale City - Silverblack Prison
---------------------------------------
$PrisonSleepText
<<if $HoverMode is false>>[[Continue|City - Silverblack Prison]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|City - Silverblack Prison]]<</replace>><</if>><<widget ExploreMenu>>
<<if $ExploreIntro is true>>
<<if $ExploreCount == 0>>
<<if $HoverMode is false>>
[[Exit The Cave and Explore|First Time Explore]] - [[Back|Home - The Cave]]
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Exit The Cave and Explore|First Time Explore]] - [[Back|Home - The Cave]]
<</replace>>
<</if>>
<<elseif $ExploreCount == 1>>
<<if $HoverMode is false>>
[[Exit The Cave and Explore|Second Time Explore]] - [[Back|Home - The Cave]]
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Exit The Cave and Explore|Second Time Explore]] - [[Back|Home - The Cave]]
<</replace>>
<</if>>
<</if>>
<<elseif $ExploreIntro is false>>
<<for $i to 0; $i lt $LocationTable.length; $i++>>
<<if $LocationTable[$i].Activated == true>>
<br>
<br>$LocationTable[$i].Entry
<</if>>
<</for>>
<br>
<br>
<br>
<br>
<br><<HomeBack>>
<</if>>
<</widget>>
<<widget StartLocationTables>>
<<set $LocationTable = [
{
ID: 0,
Activated: false,
ExploreMessage: "@@.discoverytext;You have discovered The City of Westdale! (Exploration Area)@@",
QuestMessage: "",
HasQuest: false,
Entry: "[[Explore the Streets of Westdale|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.greentext;Low@@ - Energy: -20",
Travel: "[[Travel to Westdale City|Outer City - Westdale Eastern Gates]]"
},
{
ID: 1,
Activated: false,
ExploreMessage: "@@.discoverytext;You have discovered The Plains of Westdale! (Exploration Area)@@",
QuestMessage: "<<AcceptQuest 0>>",
HasQuest: true,
Entry: "[[Explore the Plains of Westdale|Exploration - Plains of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.greentext;Low@@ - Energy: -20",
Travel: "[[Travel the Westdale Plains|Points of Interest - Plains of Westdale]]"
},
{
ID: 2,
Activated: false,
ExploreMessage: "@@.discoverytext;You have discovered The Dark Forest! (Exploration Area)@@",
QuestMessage: "<<AcceptQuest 1>>",
HasQuest: true,
Entry: "[[Explore the Dark Forest|Exploration - Dark Forest][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.orangetext;Medium@@ - Energy: -20",
Travel: "[[Travel the Dark Forest|Points of Interest - The Dark Forest]]"
},
{
ID: 3,
Activated: false,
ExploreMessage: "@@.discoverytext;You have discovered The Ruins of Valendale! (Exploration Area)@@",
QuestMessage: "<<AcceptQuest 2>>",
HasQuest: true,
Entry: "[[Explore the Ruins of Valendale|Exploration - Ruins of Valendale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.redtext;High@@ - Energy: -20",
Travel: "[[Travel the Ruins of Valendale|Points of Interest - Ruins of Valendale]]"
},
{
ID: 4,
Activated: false,
ExploreMessage: "@@.discoverytext;You have discovered The Crater of Corruption! (Exploration Area)@@",
QuestMessage: "<<AcceptQuest 3>>",
HasQuest: true,
Entry: "[[Explore the Crater of Corruption|Exploration - Crater of Corruption][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.redtext;High@@ - Energy: -20",
Travel: "[[Travel the Crater of Corruption|Points of Interest - Crater of Corruption]]"
}
]>>
<<set $Location_SOW_Ambience_Text = [
"The streets are filled with rabble, people chatting and a general ruckus of busy merchant's making their daily trades.",
"A silence moves through the streets as the general commotion empties out.",
"You see a small group of guards quickly move through the mob of commonfolk, clearly chasing down someone in the distance.",
"The sun breaks through the clouds, filling the streets with new burning light, putting a smile on the folk doing their daily chores all around.",
"The skies darken as the sun is hidden away by the clouds, filling the streets with darkness.",
"You look up into the sky as the sun just got unblinded by a cloud. The rays of light hit your face, giving you warmth."]>>
<<set $Location_SOW_MonsterEncounter_Text = [
"You walk down the streets, until you accidentally bump into the wrong person, they turn around and crack their knuckles with a grin on their face...",
"You take a wrong turn down a dark alley, however as you turn around you realize your mistake, as someone is blocking the exit into the main street...",
"As you explore the streets, you suddenly find yourself in trouble as you're approached by a less than friendly-looking individual and forced into the nearest abandoned alley."]>>
<<set $Location_POW_Ambience_Text = [
"The howling wind grazes you, and roars through the land.",
"The silence bellows through the plains.",
"The wind sends beautiful shockwaves through the grassy plains.",
"You hear the howling winds of the plains, reminding you of these strange lands you travel.",
"The silence of the plains is suddenly very prominent, it makes you a little uneasy and uncomfortable.",
"You look up into the sky as the sun just got unblinded by a cloud. The rays of light hit your face, giving you warmth."]>>
<<set $Location_POW_MonsterEncounter_Text = [
"You travel the plains of westdale, feeling the landscape, soaking in all the sounds and the atmosphere, when suddenly the quiet is disturbed by a shrieking sound in the distance!",
"As you wander the plains, you get the feeling that you might not be alone after all. The feeling holds true, as you scout something in the distance.",
"As you explore the plains, you suddenly feel tired and in need of a quick rest. You find a rock to sit on, and whilst you rest, you take in the scenery. Your rest is shortly interrupted though, as you're not alone."]>>
<<set $Location_TDF_Ambience_Text = [
"You hear the birds chipping and singing, it gives you a nice vibe and you feel slightly at ease.",
"The silence of the forest is suddenly very prominent, it makes you a little uneasy and uncomfortable.",
"You hear the tree bark crack and churn around you, as the natural sounds of nature surrounds you.",
"You look up into the sky as the sun just got unblinded by a cloud. It appears to be shining so bright, it breaches the forest grove a little.",
"You hear some birds singing in the distance, the wildlife rustling about.",
"The forest gradually becomes darker and blackened, as a cloud blinds the sun turning the already shadowed forest darker."]>>
<<set $Location_TDF_MonsterEncounter_Text = [
"You travel the lush paths within the dark forest, feeling the nature surrounding you, soaking in all the sounds and the atmosphere, when suddenly the quiet is disturbed by a curious sound in the distance.",
"As you wander the forest path, you get the feeling that you might not be alone after all. The feeling holds true, as you scout something in the distance.",
"As you explore the dark forest, you suddenly feel tired and in need of a quick rest. You find a tree stump to sit on, and whilst you rest, you admire the nature around you. Your rest is shortly interrupted though, as you're not alone."]>>
<<set $Location_ROV_Ambience_Text = [
"The streets are empty and silent, various destroyed goods lying around scattered, cluttering the streets.",
"A silence moves through the streets giving you chills and making you uneasy.",
"You hear some commotion in the distance, a shriek and a scream, reminding you of where you are.",
"The sun breaks through the clouds, filling the streets with new burning light, showing off the devastated buildings, rubble, stands and carts.",
"The skies darken as the sun is hidden away by the clouds, filling the streets with darkness.",
"You look up into the sky as the sun just got unblinded by a cloud. The rays of light hit your face, giving you warmth."]>>
<<set $Location_ROV_MonsterEncounter_Text = [
"You travel the cobbled streets within the devastated town, when suddenly the silence is disturbed by an unholy sound in the distance.",
"As you wander the town, you get the feeling that you might not be alone after all. The feeling holds true, as you spot a figure coming out from an alley.",
"The silence of the devastated town is suddenly broken, as you scout something rummaging around the rubble of a destroyed building."]>>
<<set $Location_COC_Ambience_Text = [
"The crater is suddenly silent and ominous.",
"A silence moves through the crater giving you chills and filling you with dread.",
"You hear some unholy chant in the distance, a fiendish shriek and a blasphemous scream.",
"You hear a crack and small thundering explosion followed by a croaking scream in the distance.",
"The skies grow darker and thunder with green and purple lightning of unholy origin.",
"A wind flows through the crater, whispering of dark promises and gifts of debaucherous intent."]>>
<<set $Location_COC_MonsterEncounter_Text = [
"You travel the dark-red rock within the unholy crater, when suddenly the silence is disturbed by a sinister sound in the distance.",
"As you wander the devilish crater, you get the feeling that you might not be alone after all. The feeling holds true, as you spot an unholy figure coming out from it's hiding in the cracks.",
"The silence of the bellowing crater is suddenly broken, as you scout something wandering about in the distance."]>>
<</widget>>
<<widget ExplorationDebugPanel>>
<<if $DebugMode is true>>
Debug
--------------------------------------------
ExploreIntro : $ExploreIntro
ExploreCount : $ExploreCount
Event_Random : $EventRandom
Point_Random : $Point_Random
AmbienceText_Random : $AmbienceText_Random
Event_Triggered : $EventTriggered
Discovered_Point : $Discovered_Point
Encountered_Enemy : $Encountered_Enemy
EventID_Log : $EventID_Log
PointID_Log : $PointID_Log
EnemyID_Log : $EnemyID_Log
<</if>>
<</widget>><<widget StartEncounterTables>>
<<set $EncounterTable_PlainsWestdale = [
{
ID: 0,
Type: "Goblin",
Rate: 25,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
},
{
ID: 1,
Type: "Imp",
Rate: 5,
Entry: "[[You Encounter a Imp|Encounter][$EncounterEnemy = 'Imp']]"
},
{
ID: 2,
Type: "Human",
Rate: 35,
Entry: "[[You Encounter a Human|Encounter][$EncounterEnemy = 'Human']]"
},
{
ID: 3,
Type: "Satyr",
Rate: 15,
Entry: "[[You Encounter a Satyr|Encounter][$EncounterEnemy = 'Satyr']]"
},
{
ID: 4,
Type: "Centaur",
Rate: 15,
Entry: "[[You Encounter a Centaur|Encounter][$EncounterEnemy = 'Centaur']]"
},
{
ID: 101,
Type: "Goblin",
Rate: 101,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
}
]>>
<<set $EncounterTable_DarkForest = [
{
ID: 0,
Type: "Goblin",
Rate: 35,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
},
{
ID: 1,
Type: "Imp",
Rate: 5,
Entry: "[[You Encounter a Imp|Encounter][$EncounterEnemy = 'Imp']]"
},
{
ID: 2,
Type: "HighElf",
Rate: 15,
Entry: "[[You Encounter a High Elf|Encounter][$EncounterEnemy = 'HighElf']]"
},
{
ID: 3,
Type: "Orc",
Rate: 25,
Entry: "[[You Encounter a Orc|Encounter][$EncounterEnemy = 'Orc']]"
},
{
ID: 101,
Type: "Goblin",
Rate: 101,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
}
]>>
<<set $EncounterTable_StreetsWestdale = [
{
ID: 0,
Type: "Human",
Rate: 25,
Entry: "[[You Encounter a Bandit|Encounter][$EncounterEnemy = 'Human']]"
},
{
ID: 101,
Type: "Human",
Rate: 101,
Entry: "[[You Encounter a Thug|Encounter][$EncounterEnemy = 'Human']]"
}
]>>
<<set $EncounterTable_RuinsValendale = [
{
ID: 0,
Type: "Goblin",
Rate: 35,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
},
{
ID: 1,
Type: "Imp",
Rate: 5,
Entry: "[[You Encounter a Imp|Encounter][$EncounterEnemy = 'Imp']]"
},
{
ID: 2,
Type: "DarkElf",
Rate: 10,
Entry: "[[You Encounter a Dark Elf|Encounter][$EncounterEnemy = 'DarkElf']]"
},
{
ID: 3,
Type: "Orc",
Rate: 25,
Entry: "[[You Encounter a Orc|Encounter][$EncounterEnemy = 'Orc']]"
},
{
ID: 101,
Type: "Goblin",
Rate: 101,
Entry: "[[You Encounter a Goblin|Encounter][$EncounterEnemy = 'Goblin']]"
}
]>>
<<set $EncounterTable_CraterCorruption = [
{
ID: 0,
Type: "Imp",
Rate: 35,
Entry: "[[You Encounter a Imp|Encounter][$EncounterEnemy = 'Imp']]"
},
{
ID: 1,
Type: "Succubus",
Rate: 45,
Entry: "[[You Encounter a Succubus|Encounter][$EncounterEnemy = 'Succubus']]"
},
{
ID: 2,
Type: "Minotaur",
Rate: 10,
Entry: "[[You Encounter a Minotaur|Encounter][$EncounterEnemy = 'Minotaur']]"
},
{
ID: 101,
Type: "Imp",
Rate: 101,
Entry: "[[You Encounter a Imp|Encounter][$EncounterEnemy = 'Imp']]"
}
]>>
<</widget>>
<<widget MonsterEncounter_PlainsWestdale>>
<<set $Encountered_Enemy to false>>
<<for $i to 0; $i lt $EncounterTable_PlainsWestdale.length; $i++>>
<<if $Encountered_Enemy is false>>
<<set $Encounter_Random = random(100)>>
<<if $Encounter_Random <= $EncounterTable_PlainsWestdale[$i].Rate>>
<<set $Encountered_Enemy to true>>
<<set $Encounter_Text_Random = random(2)>>
<<set $Exploration_MainEvent_Text = $Location_POW_MonsterEncounter_Text[$Encounter_Text_Random]>>
<<set $Exploration_Passage = $EncounterTable_PlainsWestdale[$i].Entry>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget MonsterEncounter_DarkForest>>
<<set $Encountered_Enemy to false>>
<<for $i to 0; $i lt $EncounterTable_DarkForest.length; $i++>>
<<set $Encounter_Random = random(100)>>
<<if $Encountered_Enemy is false>>
<<if $Encounter_Random <= $EncounterTable_DarkForest[$i].Rate>>
<<set $Encountered_Enemy to true>>
<<set $Encounter_Text_Random = random(2)>>
<<set $Exploration_MainEvent_Text = $Location_TDF_MonsterEncounter_Text[$Encounter_Text_Random]>>
<<set $Exploration_Passage = $EncounterTable_DarkForest[$i].Entry>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget MonsterEncounter_RuinsValendale>>
<<set $Encountered_Enemy to false>>
<<for $i to 0; $i lt $EncounterTable_RuinsValendale.length; $i++>>
<<set $Encounter_Random = random(100)>>
<<if $Encountered_Enemy is false>>
<<if $Encounter_Random <= $EncounterTable_RuinsValendale[$i].Rate>>
<<set $Encountered_Enemy to true>>
<<set $Encounter_Text_Random = random(2)>>
<<set $Exploration_MainEvent_Text = $Location_ROV_MonsterEncounter_Text[$Encounter_Text_Random]>>
<<set $Exploration_Passage = $EncounterTable_RuinsValendale[$i].Entry>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget MonsterEncounter_StreetsWestdale>>
<<set $Encountered_Enemy to false>>
<<for $i to 0; $i lt $EncounterTable_StreetsWestdale.length; $i++>>
<<set $Encounter_Random = random(100)>>
<<if $Encountered_Enemy is false>>
<<if $Encounter_Random <= $EncounterTable_StreetsWestdale[$i].Rate>>
<<set $Encountered_Enemy to true>>
<<set $Encounter_Text_Random = random(2)>>
<<set $Exploration_MainEvent_Text = $Location_SOW_MonsterEncounter_Text[$Encounter_Text_Random]>>
<<set $Exploration_Passage = $EncounterTable_StreetsWestdale[$i].Entry>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget MonsterEncounter_CraterCorruption>>
<<set $Encountered_Enemy to false>>
<<for $i to 0; $i lt $EncounterTable_CraterCorruption.length; $i++>>
<<set $Encounter_Random = random(100)>>
<<if $Encountered_Enemy is false>>
<<if $Encounter_Random <= $EncounterTable_CraterCorruption[$i].Rate>>
<<set $Encountered_Enemy to true>>
<<set $Encounter_Text_Random = random(2)>>
<<set $Exploration_MainEvent_Text = $Location_COC_MonsterEncounter_Text[$Encounter_Text_Random]>>
<<set $Exploration_Passage = $EncounterTable_CraterCorruption[$i].Entry>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget StartEventTables>>
<<set $EventTablePlainsWestdale = [
{
ID: 0,
Activated: true,
Triggered: false,
Rate: 11,
Entry: "<<EVENT_BANDIT_GANGRAPE>>"
},
{
ID: 1,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_DRAGONSCOUT>>"
},
{
ID: 2,
Activated: true,
Triggered: false,
Rate: 11,
Entry: "<<EVENT_PLAINSMERCHANT>>"
},
{
ID: 3,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_DEMONICVICTIM>>"
},
{
ID: 4,
Activated: true,
Triggered: false,
Rate: 19,
Entry: "<<EVENT_UNHOLYCROSSES>>"
},
{
ID: 5,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_TRASHEDCARAVAN>>"
},
{
ID: 6,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_SATYRPARTY>>"
},
{
ID: 7,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_CENTAURCATTLE>>"
},
{
ID: 8,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_HIDDENTREASURE>>"
},
{
ID: 101,
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EVENT_SILENTPLAINS>>"
}
]>>
<<set $EventTableDarkForest = [
{
ID: 0,
Activated: true,
Triggered: false,
Rate: 11,
Entry: "<<EVENT_FORESTWHISPERS>>"
},
{
ID: 1,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_GOBLINPATROL>>"
},
{
ID: 2,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_TAINTEDPOND>>"
},
{
ID: 3,
Activated: true,
Triggered: false,
Rate: 10,
Entry: "<<EVENT_GHOSTLYMAIDEN>>"
},
{
ID: 4,
Activated: true,
Triggered: false,
Rate: 12,
Entry: "<<EVENT_PODHOLES>>"
},
{
ID: 5,
Activated: true,
Triggered: false,
Rate: 16,
Entry: "<<EVENT_WEBBEDHORRORS>>"
},
{
ID: 6,
Activated: true,
Triggered: false,
Rate: 100,
Entry: "<<EVENT_VALENDALEROAD>>"
},
{
ID: 7,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_BURNINGGIFT>>"
},
{
ID: 8,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_GOBLINAMBUSH>>"
},
{
ID: 101,
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EVENT_SILENTFOREST>>"
}
]>>
<<set $EventTableRuinsValendale = [
{
ID: 0,
Activated: true,
Triggered: false,
Rate: 11,
Entry: "<<EVENT_RUINEDSTANDS>>"
},
{
ID: 1,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_SACRIFICIALCAGES>>"
},
{
ID: 2,
Activated: true,
Triggered: false,
Timer: 0,
Rate: 15,
Entry: "<<EVENT_GOBLINTRAP>>"
},
{
ID: 101,
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EVENT_SILENTRUINS>>"
}
]>>
<<set $EventTableCraterCorruption = [
{
ID: 0,
Activated: true,
Triggered: false,
Rate: 11,
Entry: "<<EVENT_DARKPROMISES>>"
},
{
ID: 1,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_SEDUCTION>>"
},
{
ID: 2,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_UNHOLYWINDS>>"
},
{
ID: 3,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_IMPGANGGALORE>>"
},
{
ID: 4,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_CHORTCHALLENGE>>"
},
{
ID: 101,
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EVENT_SILENTCRATER>>"
}
]>>
<<set $EventTableStreetsWestdale = [
{
ID: 0,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_PICKPOCKET>>"
},
{
ID: 1,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_VIRGINTRIBUTE>>"
},
{
ID: 2,
Activated: true,
Triggered: false,
Rate: 15,
Entry: "<<EVENT_GUARDALLEYBLOWJOB>>"
},
{
ID: 101,
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EVENT_SILENTSTREETS>>"
}
]>>
<</widget>>
<<widget EventTriggerPlainsWestdale>>
<<set $EventTriggered to false>>
<<for $i to 0; $i lt $EventTablePlainsWestdale.length; $i++>>
<<set $EventRandom = random(100)>>
<<if $EventTriggered is false>>
<<if $EventTablePlainsWestdale[$i].Activated is true>>
<<if $EventRandom <= $EventTablePlainsWestdale[$i].Rate>>
<<set $EventTriggered to true>>
<<set $EventID_Log = $EventTablePlainsWestdale[$i].ID>>
<<set $Exploration_MainEvent_Text = $EventTablePlainsWestdale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget EventTriggerDarkForest>>
<<set $EventTriggered to false>>
<<for $i to 0; $i lt $EventTableDarkForest.length; $i++>>
<<set $EventRandom = random(100)>>
<<if $EventTriggered is false>>
<<if $EventTableDarkForest[$i].Activated is true>>
<<if $EventRandom <= $EventTableDarkForest[$i].Rate>>
<<set $EventTriggered to true>>
<<set $EventID_Log = $EventTableDarkForest[$i].ID>>
<<set $Exploration_MainEvent_Text = $EventTableDarkForest[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget EventTriggerRuinsValendale>>
<<set $EventTriggered to false>>
<<for $i to 0; $i lt $EventTableRuinsValendale.length; $i++>>
<<set $EventRandom = random(100)>>
<<if $EventTriggered is false>>
<<if $EventTableRuinsValendale[$i].Activated is true>>
<<if $EventRandom <= $EventTableRuinsValendale[$i].Rate>>
<<set $EventTriggered to true>>
<<set $EventID_Log = $EventTableRuinsValendale[$i].ID>>
<<set $Exploration_MainEvent_Text = $EventTableRuinsValendale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget EventTriggerStreetsWestdale>>
<<set $EventTriggered to false>>
<<for $i to 0; $i lt $EventTableStreetsWestdale.length; $i++>>
<<set $EventRandom = random(100)>>
<<if $EventTriggered is false>>
<<if $EventTableStreetsWestdale[$i].Activated is true>>
<<if $EventRandom <= $EventTableStreetsWestdale[$i].Rate>>
<<set $EventTriggered to true>>
<<set $EventID_Log = $EventTableStreetsWestdale[$i].ID>>
<<set $Exploration_MainEvent_Text = $EventTableStreetsWestdale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget EventTriggerCraterCorruption>>
<<set $EventTriggered to false>>
<<for $i to 0; $i lt $EventTableCraterCorruption.length; $i++>>
<<set $EventRandom = random(100)>>
<<if $EventTriggered is false>>
<<if $EventTableCraterCorruption[$i].Activated is true>>
<<if $EventRandom <= $EventTableCraterCorruption[$i].Rate>>
<<set $EventTriggered to true>>
<<set $EventID_Log = $EventTableCraterCorruption[$i].ID>>
<<set $Exploration_MainEvent_Text = $EventTableCraterCorruption[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget StartPointsTables>>
<<set $PointsTablePlainsWestdale = [
{
ID: 0,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Tolareen Altar]]",
Travel: "[[Travel to Tolareen Altar|Point of Interest - Tolareen Altar]]"
},
{
ID: 1,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Pristine Lake]]",
Travel: "[[Travel to Pristine Lake|Point of Interest - Pristine Lake]]"
},
{
ID: 2,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Abandoned Farm]]",
Travel: "[[Travel to Abandoned Farm|Point of Interest - Abandoned Farm]]"
},
{
ID: 3,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Westdale Caverns]]",
Travel: "[[Travel to Westdale Caverns|Point of Interest - Westdale Caverns]]"
},
{
ID: 101,
Activated: false,
Visited: false,
Rate: 101,
Entry: "<<EVENT_SILENTPLAINS>>"
}
]>>
<<set $PointsTableDarkForest = [
{
ID: 0,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Forest Lake]]",
Travel: "[[Travel to Forest Lake|Point of Interest - Forest Lake]]"
},
{
ID: 1,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Mushroom Grove]]",
Travel: "[[Travel to Mushroom Grove|Point of Interest - Mushroom Grove]]"
},
{
ID: 2,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - The Witch Shack]]",
Travel: "[[Travel to The Witch Shack|Point of Interest - The Witch Shack]]"
},
{
ID: 3,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Carved Rock]]",
Travel: "[[Travel to Carved Rock|Point of Interest - Carved Rock]]"
},
{
ID: 4,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Banoreen Altar]]",
Travel: "[[Travel to Banoreen Altar|Point of Interest - Banoreen Altar]]"
},
{
ID: 101,
Activated: false,
Visited: false,
Rate: 101,
Entry: "<<EVENT_SILENTFOREST>>"
}
]>>
<<set $PointsTableRuinsValendale = [
{
ID: 0,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Wishing Well]]",
Travel: "[[Travel to Wishing Well|Point of Interest - Wishing Well]]"
},
{
ID: 1,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Monument of Valendale]]",
Travel: "[[Travel to Monument of Valendale|Point of Interest - Monument of Valendale]]"
},
{
ID: 2,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Abandoned Tavern]]",
Travel: "[[Travel to Abandoned Tavern|Point of Interest - Abandoned Tavern]]"
},
{
ID: 101,
Activated: false,
Visited: false,
Rate: 101,
Entry: "<<EVENT_SILENTRUINS>>"
}
]>>
<<set $PointsTableCraterCorruption = [
{
ID: 0,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Altar of Lucira]]",
Travel: "[[Travel to Altar of Lucira|Point of Interest - Altar of Lucira]]"
},
{
ID: 1,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - Kalareen Altar]]",
Travel: "[[Travel to Kalareen Altar|Point of Interest - Kalareen Altar]]"
},
{
ID: 2,
Activated: false,
Visited: false,
Rate: 33,
Entry: "[[Continue|Point of Interest - The Slated Gate]]",
Travel: "<<if $AllPearlsActivated is true and $StoryARedMeeting is false>>[[Travel to The Slated Gate|Story Quest - A Red Meeting]]<<else>>[[Travel to The Slated Gate|Point of Interest - The Slated Gate]]<</if>>"
},
{
ID: 101,
Activated: false,
Visited: false,
Rate: 101,
Entry: "<<EVENT_SILENTCRATER>>"
}
]>>
<</widget>>
<<widget PointDiscoveryPlainsWestdale>>
<<set $Discovered_Point to false>>
<<for $i to 0; $i lt $PointsTablePlainsWestdale.length; $i++>>
<<set $Discovered_Random = random(100)>>
<<if $Discovered_Point is false>>
<<if $PointsTablePlainsWestdale[$i].Visited is false>>
<<if $Discovered_Random <= $PointsTablePlainsWestdale[$i].Rate>>
<<set $Discovered_Point to true>>
<<if $PointsTablePlainsWestdale[$i].ID == 101>>
<<set $Exploration_MainEvent_Text = $PointsTablePlainsWestdale[$i].Entry>>
<<else>>
<<set $Exploration_MainEvent_Text = "You've discovered a new place!">>
<<set $Exploration_Passage = $PointsTablePlainsWestdale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget PointDiscoveryDarkForest>>
<<set $Discovered_Point to false>>
<<for $i to 0; $i lt $PointsTableDarkForest.length; $i++>>
<<set $Discovered_Random = random(100)>>
<<if $Discovered_Point is false>>
<<if $PointsTableDarkForest[$i].Visited is false>>
<<if $Discovered_Random <= $PointsTableDarkForest[$i].Rate>>
<<set $Discovered_Point to true>>
<<if $PointsTableDarkForest[$i].ID == 101>>
<<set $Exploration_MainEvent_Text = $PointsTableDarkForest[$i].Entry>>
<<else>>
<<set $Exploration_MainEvent_Text = "You've discovered a new place!">>
<<set $Exploration_Passage = $PointsTableDarkForest[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget PointDiscoveryRuinsValendale>>
<<set $Discovered_Point to false>>
<<for $i to 0; $i lt $PointsTableRuinsValendale.length; $i++>>
<<set $Discovered_Random = random(100)>>
<<if $Discovered_Point is false>>
<<if $PointsTableRuinsValendale[$i].Visited is false>>
<<if $Discovered_Random <= $PointsTableRuinsValendale[$i].Rate>>
<<set $Discovered_Point to true>>
<<if $PointsTableRuinsValendale[$i].ID == 101>>
<<set $Exploration_MainEvent_Text = $PointsTableRuinsValendale[$i].Entry>>
<<else>>
<<set $Exploration_MainEvent_Text = "You've discovered a new place!">>
<<set $Exploration_Passage = $PointsTableRuinsValendale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget PointDiscoveryStreetsWestdale>>
<<set $Discovered_Point to false>>
<<for $i to 0; $i lt $PointsTableStreetsWestdale.length; $i++>>
<<set $Discovered_Random = random(100)>>
<<if $Discovered_Point is false>>
<<if $PointsTableStreetsWestdale[$i].Visited is false>>
<<if $Discovered_Random <= $PointsTableStreetsWestdale[$i].Rate>>
<<set $Discovered_Point to true>>
<<if $PointsTableStreetsWestdale[$i].ID == 101>>
<<set $Exploration_MainEvent_Text = $PointsTableStreetsWestdale[$i].Entry>>
<<else>>
<<set $Exploration_MainEvent_Text = "You've discovered a new place!">>
<<set $Exploration_Passage = $PointsTableStreetsWestdale[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget PointDiscoveryCraterCorruption>>
<<set $Discovered_Point to false>>
<<for $i to 0; $i lt $PointsTableCraterCorruption.length; $i++>>
<<set $Discovered_Random = random(100)>>
<<if $Discovered_Point is false>>
<<if $PointsTableCraterCorruption[$i].Visited is false>>
<<if $Discovered_Random <= $PointsTableCraterCorruption[$i].Rate>>
<<set $Discovered_Point to true>>
<<if $PointsTableCraterCorruption[$i].ID == 101>>
<<set $Exploration_MainEvent_Text = $PointsTableCraterCorruption[$i].Entry>>
<<else>>
<<set $Exploration_MainEvent_Text = "You've discovered a new place!">>
<<set $Exploration_Passage = $PointsTableCraterCorruption[$i].Entry>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget StartExplorationTables>>
<<StartLocationTables>>
<<StartEncounterTables>>
<<StartEventTables>>
<<StartPointsTables>>
<</widget>><<silently>>
<<set $PlayerActive to true>>
<<ResetPassage "Ruins Valendale Background Pack Left" "Ruins Valendale Background Pack Right">>
<<set $EventRandom = random(100)>>
<<set $Point_Random = random(100)>>
<<if $EventRandom <= 33>>
<<EventTriggerRuinsValendale>>
<<else>>
<<if $Point_Random <= 33>>
<<PointDiscoveryRuinsValendale>>
<<else>>
<<MonsterEncounter_RuinsValendale>>
<</if>>
<</if>>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Ruins of Valendale
-------------------------------------------------
You explore the Ruins of Valendale.
The silence overtakes you as you traverse the ruined town. The partly destroyed cobbled road making your footing uneasy as you move on. You grunt slightly after taking in the smell from the half-burnt buildings.
$Location_ROV_Ambience_Text[$AmbienceText_Random]
$Exploration_MainEvent_Text
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>>
<<ExplorationDebugPanel>><<silently>>
<<set $PlayerActive to true>>
<<ResetPassage "Crater Corruption Background Pack Left" "Crater Corruption Background Pack Right">>
<<set $EventRandom = random(100)>>
<<set $Point_Random = random(100)>>
<<if $EventRandom <= 33>>
<<EventTriggerCraterCorruption>>
<<else>>
<<if $Point_Random <= 33>>
<<PointDiscoveryCraterCorruption>>
<<else>>
<<MonsterEncounter_CraterCorruption>>
<</if>>
<</if>>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Crater of Corruption
-------------------------------------------------
You explore the Crater of Corruption.
You're filled with dread as you explore the crater, taking in the hellish landscape of red rocks and brimstone. In the distance you hear a constant warning of damned screams of debauchery, or is it merely the corrupted winds shrieking, taking you for a fool? Nevertheless, you slide down into the unholy unknown.
$Location_COC_Ambience_Text[$AmbienceText_Random]
$Exploration_MainEvent_Text
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>>
<<ExplorationDebugPanel>><<widget EVENT_SILENTFOREST>>After having wandered the green darkness for quite some time without finding anything of note. You decide that it's time to head back home.
<<ForestExplore>><</widget>><<widget EVENT_SILENTPLAINS>>After having wandered the plains for quite some time without finding anything of note. You decide that it's time to head back home.
<<PlainsExplore>><</widget>><<silently>>
<<set $TraitGain_Random = random(100)>>
<</silently>>
!Plains of Westdale
-------------------------------------------------
<<if $EventChoice is "Submit">>They start to fondle you aggressively and cock slap your face. You too shocked and overwhelmed to resist the abuse, just accept the invasion.
The gang of bandits proceed to use you as they see fit, within long you lose count of how many cocks have entered and abused your holes, and more frightingly you seem to enjoy it a little more than you should.<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 3 "Vagina">><</if>>
<<Stretch $Player 3 "Asshole">>
You're drenched and filled with cum before they decide you've received enough pounding...
@@.banditvoice;"Okay boys, that's enough, orders are to at least leave them with enough strength to return back from wherever they came".@@<<if $TraitGain_Random >= 25>><<if $EntityValues[$Player].Traits.includes("Submissive") != false>>
<<AddTrait $Player "Submissive">><</if>><</if>>
With that they gather their things and leave you there, all abused and cum drenched... again.
<<AlterStat $Player "Depravity" "Increase" 1 4>>
You try to stand, but it's tough and you shake, and as you stand a whole load of cum falls out of your ass<<if $sex == 0>> and pussy<</if>>.
<<Satisfy $Player>>
You scurry home as you aren't exactly fit to explore anymore...
<<Home>><<elseif $EventChoice is "Resist">>However, before they get to use you, you quickly get back on your feet and punch one of them right in the face, knocking him out cold.
You make a quick run for it, before the others get anytime to react to the sudden assault.
@@.banditvoice;"Let $EntityValues[$Player].TPsHimHer go, $EntityValues[$Player].TPsHeShe's not the kind we're looking for..."@@
You quickly lose track of them.
<<PlainsExplore>>
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>><</if>><<widget EVENT_UNHOLYCROSSES>><<if $EventTablePlainsWestdale[4].Triggered is false>><<set $EventTablePlainsWestdale[4].Triggered to true>>You trail the road of the plains for quite some time, seemingly finding nothing of interest, until you feel the air around you becoming colder... filling you with a sense of dread.
In the horizon, you see what appears to be several figures in the distance. As you come closer, you realize that the road has been decorated with several crosses of @@.depravitytext;unholy@@ origin. Whomever was fastened to the crosses are long gone, escaped perhaps?
<<AlterStat $Player "Depravity" "Increase" 1 4>>
The ground has been decorated with several runes and markings, as if someone tried to summon something. Whatever happened here, it happened not too long ago.
You feel the atmosphere around the crosses filling you with fear and dread.
You decide it's best to simply move on.
<<PlainsExplore>><<elseif $EventTablePlainsWestdale[4].Triggered is true>>After having wandered the plains for quite some time without finding anything of note. You decide that it's time to head back home.
<<PlainsExplore>><</if>><</widget>><<widget EVENT_TRASHEDCARAVAN>>You take in the surrounding landscape as you walk down the main road of the plains. After some time you scout a caravan, or what's left of it, having trailed of from the main road and crashing into the ditch nearby the road.
You approach the trashed caravan, but can't seem to spot any survivors... in fact, the caravan appears abandoned.
You search the caravan, and discover a small chest containing some coin and a few shards.
You pocket the coins and shards and move on.
<<ActivityTreasureReward_Low>>
<<PlainsExplore>><</widget>><<widget EVENT_GHOSTLYMAIDEN>><<if $EventTableDarkForest[3].Triggered is false>><<set $EventTableDarkForest[3].Triggered to true>>As you navigate through the dense wild forest, you suddenly feel the air around cool down. Your stomach turns as you hear a most haunting, but beautiful voice coming from within the darkness of the forest.
A mist suddenly forms, slowly creeping between the many trees and bushes.
The song has a high, but clear pitch and as it comes closer, you stiffen as you witness a white transparent figure slowly levitate through the mist dampening the dense forest.
The ghost does not acknowledge your presence, and merely floats by you. You stand there quiet, simply letting it pass.<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
The ghost appears to be a fair maiden, with long silky smooth hair, and a most beautiful face. Her bosom is quite large but hidden away by her most stylish dress, clinging to her body, accentuating her petite figure.<</if>>
As the ghost passes, you quickly decide to leave.
<<ForestExplore>><<elseif $EventTableDarkForest[3].Triggered is true>>After having wandered the green darkness for quite some time without finding anything of note. You decide that it's time to head back home.
<<ForestExplore>><</if>><</widget>><<widget EVENT_PODHOLES>><<set $EventTableDarkForest[4].Triggered to true>>As you walk down a dark path you suddenly feel your weight shift and your stomach turn as you fall down a small hole all the way up to your upper chest. You latch unto the ground with your hands, and sigh in relief. The hole must've been covered by leaves or something, for it caught you right off-guard.
As you start pulling yourself up, you feel something slither up your legs, and further up your thigh, eventually poking at your rear entrance. You frown as you realize that it's no ordinary hole you've fallen into, as several more slimey tentacles start to slither up your legs, exploring your lower torso and body.
<<set $Exploration_Passage = "<<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 4>>[[Attempt to pull yourself up!|104 Forest Event - Tentacle Pod Holes Outcome][$EventChoice to 'Success']]<<else>>[[Attempt to pull yourself up!|104 Forest Event - Tentacle Pod Holes Outcome][$EventChoice to 'Failure']]<</if>>">><</widget>><<silently>>
<<set $TraitGain_Random = random(100)>>
<</silently>>
!The Dark Forest
-------------------------------------------------
<<if $EventChoice is "Success">>You pull and lift with all of your strength, as the tentacles try as hard as they can to keep you where you are. A tug of war ensues, but you don't give up and you eventually manage to lift yourself out of the hole.
You then lie there not far from the hole, exhausted from the struggle.
Rightfully shaken by your experience, you decide to move on.
<<ForestExplore_NoPassage>><<elseif $EventChoice is "Failure">>You pull and lift with all of your strength, as the tentacles try as hard as they can to keep you where you are. A tug of war ensues, but the strength and sheer number of tentacles prove too many for you!
Eventually, the tentacles manage to overwhelm you, and promptly without any warning at all, begin to enter your <<if $EntityValues[$Player].Body.Vagina.Has is true>><<Vagina>> and <</if>><<Asshole>>.<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 5 "Vagina">><</if>>
<<Stretch $Player 5 "Asshole">>
The tentacles fuck you relentlessly, making you squirm and continuesly filling you with vile aphrodisiac seed, forcing you to enjoy it.
You feel yourself violated by an unknown amount of tentacles constantly replaced by a new one, not even waiting for the next to be done with you before ravaging you.
After what seems like an entire hour, the fucking finally seems to come to a halt, as you're promptly pushed out of the hole, completely filled. All you can do now is leave... and hope that you haven't been impregnated by something truly horrible...
<<Home>><</if>><<widget EVENT_WEBBEDHORRORS>><<set $EventTableDarkForest[5].Triggered to true>>You decide to take a sharp turn down a heavily forrested grove, walking down a slim path. The many trees shielding the sun, you notice your surroundings becoming darker and colder as you go along.
You then spot something odd in the distance, silky white webbings, covering the many trees. You move closer, with your wits and senses wary. You see a cocoon-like shape, and immediately feel as if you're somewhere you shouldn't be.
You look up, and realize that the very crowns of the many trees are all covered in silky white webbing as well.<<if $EntityValues[$Player].Traits.includes("Perceptive")>>
You move closer to one of the white webbed cocoons and listen closely, a soft moan can be heard from it, giving you chills down your spine.<</if>>
You're suddenly filled with dread, as you feel as if you're being watched... prayed upon even...
You quickly turn around and dart off as fast as you can, clearly having intruded on grounds that you should not have. You look back, but see no one chasing, yet you do not stop until reaching an opening in the woods where the sun shines down.
You catch your breath and move on.
<<ForestExplore>><</widget>><<widget EVENT_SATYRPARTY>><<silently>><<nobr>>
<<if $HoverMode is false>><<set $Exploration_Passage = "[[Follow him to the party|006 Plains Event - Satyr Party Outcome][$EventChoice to 'Follow']]
[[Turn around and leave him there|006 Plains Event - Satyr Party Outcome][$EventChoice to 'Leave']]">>
<<elseif $HoverMode is true>>
<<set $Exploration_Passage = "[[Follow him to the party|006 Plains Event - Satyr Party Outcome][$EventChoice to 'Follow']] or [[Turn around and leave him there|006 Plains Event - Satyr Party Outcome][$EventChoice to 'Leave']]">>
<</if>>
<</nobr>><</silently>>You explore the road ahead of you and reach a stray path leading into some tall grass. A trail of some spilt water lies before you.
You decide to check it out, and not long after you encounter a near passed out drunk satyr resting by a rock. He sees you, but doesn't come off as hostile towards you. His long cock lies flat on the ground before him, as he is what you would normally call... completely naked and blackout drunk.
@@.satyrvoice; "Yoou dere <<Insult 'All' $PlayerRace 'Sex'>>... come help me up... n parteh wit us! Is great ale!.... The parteh not far from here... *hic*.... i show you... come..."@@
The Satyr tries to stand, reaching out for you to help him up.
<</widget>><<silently>>
<<set $TraitGain_Random = random(100)>>
<</silently>>
!Plains of Westdale
-------------------------------------------------
<<if $EventChoice is "Follow">>You reach out and help up the satyr. He lays his left arm around your shoulder supporting himself whilst drinking his ale.
@@.satyrvoice;"Das more like it <<Insult 'All' $PlayerRace 'NoSex'>>, we will hav great fun with the parteh! It's just dis way!"@@
The satyr leads you through the tall grass and you walk for about a minute or two, as music is slowly heard in the distance. It sounds like traditional medieval harp play with something that sounds like a banjo?... Maybe? You don't really know, but it sure gets a grove on.
As you reach your destination, you are led into a secluded area within the tall bushes and tall grass. You see two satyrs not far away having a go at their instruments, and a dining table in the middle with food and all sorts of drinks and beverages. You're greeted by another not so sober satyr....
@@.satyrvoice2;"Was dat you find dere buddy *BAAAH*....."@@
@@.satyrvoice;"Dis my friend, he help me find back and so so, you know i invite back to party right?"@@
@@.satyrvoice2;"*BAAH*... das one good looking humie.. ere hav some wine or ale!"@@
@@.satyrvoice;"Try the ale is good..."@@
The large satyr takes a cup from the dining table just behind it and gives it to you almost too casually. You take a sip from the cup and a nice warmth spreads throughout your body. You hear the cackling laughter of the fellow satyrs as they drink with you in unison. It's just too hard to stop drinking and you almost down the whole thing in one go. Shortly after you join them by the table and start downing whatever they have to offer you.
You finish your seventh ale almost in one go and start on your eight, as you start realising.... You're feeling.... super @@.pinktext;horny@@... oh boy!
You look around, and see that most of the satyrs are having fun and drinking together, but you catch the gaze of the satyr sitting right before you. It winks towards you, and you can't help, but smile a little, obviously heavily intoxicated with whatever it is you've actually been drinking.
The satyr stands up, it's rock hard member almost slamming the dining table too hard. It walks around the table awkwardly and sits next to you. It puts it's arm romantically around you, and you shiver as it tries to force your head down towards it's crotch.
You completely caught off guard catch a quick whiff of it's delicious pre cum, before it entering your already salivating mouth. You start bobbing your head up and down as you play your tongue towards it's long rock hard shaft.
The goatman starts moaning loud, and not long after the other party guests notice the fun. As you suck the goat penis eagerly, getting ever excited with the delicious cum slowly leaking out of it's inhuman shaft, you hear a cheering from the other guests.
@@.satyrvoice;"Suck!.. Suck!.. Suck!.. Suck!.."@@
The gathering crowd have started cheering you on as you continue to suck the goat penis. It gets you excited for getting attention, but you're worried about what happens after.
As you're caught in you're inebriated thoughts, the goatman or satyr spontanously cums, and forces your head all the way down. You try to gulp down the thick semen whilst it's pulsating shaft merely proceeds to dump it into your mouth.
When the satyr is done, it falls over the bench-chair completely exhausted. You look up at all the other rock hard party guests, as they have gathered in a circle masturbating and getting ready for their turn. You don't see any way out of this mess, and a mess you look like already... might aswell blow them all, or maybe have even more @@.pinktext;fun@@?
<<if $HoverMode is false>>[[Blow them all!|006 Plains Event - Satyr Party Outcome][$EventChoice to "Blowbang"]]
<<if $EntityValues[$Player].Depravity >= 250>>[[Fuck it, let's fuck!|006 Plains Event - Satyr Party Outcome][$EventChoice to "Gangbang"]]<</if>>
<<elseif $HoverMode is true>><<replace "#linkbar">>[[Blow them all!|006 Plains Event - Satyr Party Outcome][$EventChoice to "Blowbang"]]<<if $EntityValues[$Player].Depravity >= 250>> or [[Fuck it, let's fuck!|006 Plains Event - Satyr Party Outcome][$EventChoice to "Gangbang"]]<</if>><</replace>><</if>><<elseif $EventChoice is "Leave">>You leave the satyr in it's drunken state... no way you're getting involved with that creature...
<<PlainsExplore>><<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>><<elseif $EventChoice is "Blowbang">>You feel like giving out a few blowjobs... or maybe a lot really, man you feel so fucking @@.pinktext;slutty!@@
You lick your lips, the satyrs gather around you, and not before long you're blowing small goat cocks, big goat cocks, getting dickslapped, throatfucked and facially abused.
Some of them can't wait and you end up with two dicks in your mouth at once. They dump their loads into your throat and sometimes just spill it all over your face to wear instead... nevertheless... you fucking @@.pinktext;enjoy@@ it!
Being the center of attention, blowing all these nice long hard cocks! You @@.pinktext;LOVE@@ it!
Ten or was it twelve cocks later? You've given it all, as all of the guests are exhausted and done with you.
You decide that... that was @@.pinktext;fun@@!... But it's also time to go home...
<<AlterStat $Player "Depravity" "Increase" 1 9>>
You take your leave, saying goodbye to the few satyrs still awake to say farewell...
<<Home>><<elseif $EventChoice is "Gangbang">>You start to shake your hips as to signal that you're down with whatever, but the satyrs are impatient and start slapping your ass, groping you, tossing you around even, aggressively feeling you up.
The satyrs help themselves to your wanting fuckholes as they start throughly fucking you, spitroasting you, dick-slapping your sorry face and cumming all over you or where they see fit.<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 4 "Vagina">><</if>>
<<Stretch $Player 4 "Asshole">>
You @@.pinktext;enjoy@@ being the center of attention, being filled and fucking abused by a whole gang of sexy satyrs, you fucking @@.pinktext;LOVE@@ it. Being a dirty @@.pinktext;whore@@ for them... letting them fill you all up!<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 4 "Vagina">><</if>>
<<Stretch $Player 4 "Asshole">>
You climax so many times, you lose count, simply letting go, letting them fuck you whichever way they desire, giving away to the lustful @@.pinktext;pleasure@@.
<<AlterStat $Player "Depravity" "Increase" 1 9>>
Later when they are done with you, most of them have fallen asleep. You stand up, though with great difficulty as your legs shake from the aggressive fucking.
<<Satisfy $Player>>
You take your leave and head back to your home, still drunk, but throughly satisfied.
<<Home>><</if>>
<<silently>>
<<set $CurseStrength = random(50) + 50>>
<</silently>>
!The Dark Forest
-------------------------------------------------
You move even closer to the pond, examining it's many dark textures and rotten behaviour.
You spot something shiny by the edge of the pond. It appears to be a Pink Pearl of sorts. You could probably reach for it?
<<if $EventTableDarkForest[2].Triggered is false>><<if $HoverMode is false>>[[Take the Pink Pearl|102 Forest Event - Tainted Pond Outcome][$EventTableDarkForest[2].Triggered to true]] - <<HomeNoReplace>><<elseif $HoverMode is true>><<replace "#linkbar">>[[Take the Pink Pearl|102 Forest Event - Tainted Pond Outcome][$EventTableDarkForest[2].Triggered to true]] - <<HomeNoReplace>><</replace>><</if>><<elseif $EventTableDarkForest[2].Triggered is true>>You reach out to take it!
<<AddConsumable $Player 0 1>>
As you get closer, the stench and rotten atmosphere get's the better of you.
<<AlterTrait $Player "Corruption" "Increase">>
You lightly cough as the corrupted pond's vile intent takes over, and curses your body!
<<Curse $Player 50 50>>
<<ForestExplore_NoPassage>><</if>><<widget AlterStat>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $args[1] == "Depravity">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].BaseDepravity += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun depravity increases by @@.depravitytext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].BaseDepravity -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun depravity decreases by @@.depravitytext;$AlteredTotalAmount@@!">>
<</if>>
<<elseif $args[1] == "Lust">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentLust += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun lust increases by @@.lusttext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentLust -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun lust decreases by @@.lusttext;$AlteredTotalAmount@@!">>
<</if>>
<<elseif $args[1] == "Energy">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentEnergy += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun energy increases by @@.energytext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentEnergy -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun energy decreases by @@.energytext;$AlteredTotalAmount@@!">>
<</if>>
<<elseif $args[1] == "Health">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentHealth += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun health increases by @@.healthtext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentHealth -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun health decreases by @@.healthtext;$AlteredTotalAmount@@!">>
<</if>>
<<elseif $args[1] == "Mana">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentMana += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun mana increases by @@.manatext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentMana -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun mana decreases by @@.manatext;$AlteredTotalAmount@@!">>
<</if>>
<<elseif $args[1] == "Resistance">>
<<if $args[2] == "Increase">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentResistance += $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun resistance increases by @@.resistancetext;$AlteredTotalAmount@@!">>
<<elseif $args[2] == "Decrease">>
<<set $AlteredBaseAmount = $args[3] + 1>>
<<set $AlteredRandomAmount = random($args[4]) + 1>>
<<set $AlteredTotalAmount = $AlteredBaseAmount + $AlteredRandomAmount>>
<<set $EntityValues[$i].CurrentResistance -= $AlteredTotalAmount>>
<<set $TextMessage = "$EntityValues[$i].BrNoun resistance decreases by @@.resistancetext;$AlteredTotalAmount@@!">>
<</if>>
<</if>>
<<if $args[3] != "NoText">>$TextMessage<</if>>
<</if>>
<</for>>
<</widget>><<widget LocationTravel>>
<<for $i to 0; $i lt $LocationTable.length; $i++>>
<<if $LocationTable[$i].Activated is true>>
$LocationTable[$i].Travel<br><br>
<</if>>
<</for>>
<</widget>>
<<widget PlainsTravel>>
<<for $i to 0; $i lt $PointsTablePlainsWestdale.length; $i++>>
<<if $PointsTablePlainsWestdale[$i].Visited is true>>
$PointsTablePlainsWestdale[$i].Travel<br><br>
<</if>>
<</for>>
<</widget>>
<<widget ForestTravel>>
<<for $i to 0; $i lt $PointsTableDarkForest.length; $i++>>
<<if $PointsTableDarkForest[$i].Visited is true>>
$PointsTableDarkForest[$i].Travel<br><br>
<</if>>
<</for>>
<</widget>>
<<widget RuinsTravel>>
<<for $i to 0; $i lt $PointsTableRuinsValendale.length; $i++>>
<<if $PointsTableRuinsValendale[$i].Visited is true>>
$PointsTableRuinsValendale[$i].Travel<br><br>
<</if>>
<</for>>
<</widget>>
<<widget CraterTravel>>
<<for $i to 0; $i lt $PointsTableCraterCorruption.length; $i++>>
<<if $PointsTableCraterCorruption[$i].Visited is true>>
$PointsTableCraterCorruption[$i].Travel<br><br>
<</if>>
<</for>>
<</widget>><<silently>>
<<set $PlayerActive to true>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<<set $EventRandom = random(100)>>
<<set $Point_Random = random(100)>>
<<if $EventRandom <= 66>>
<<EventTriggerStreetsWestdale>>
<<else>>
<<MonsterEncounter_StreetsWestdale>>
<</if>>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Streets of Westdale
-------------------------------------------------
You explore the Streets of Westdale.
$Location_SOW_Ambience_Text[$AmbienceText_Random]
$Exploration_MainEvent_Text
<<if $HoverMode is false>>$Exploration_Passage<<elseif $HoverMode is true>><<replace "#linkbar">>$Exploration_Passage<</replace>><</if>>
<<ExplorationDebugPanel>><<silently>>
<</silently>>
!Points of Interest - Ruins of Valendale
---------------------------------------
You can easily travel to points of interest and locations that you've previously discovered.
<<RuinsTravel>>
<<if $HoverMode is false>>[[Back|Points of Interest]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Points of Interest]]<</replace>><</if>><<silently>>
<</silently>>
!Points of Interest - Crater of Corruption
---------------------------------------
You can easily travel to points of interest and locations that you've previously discovered.
<<CraterTravel>>
<<if $HoverMode is false>>[[Back|Points of Interest]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Points of Interest]]<</replace>><</if>><<widget EVENT_RUINEDSTANDS>>You traverse the ruined town, moving and rummaging around the rubble. After some time you scout what appears to be a ruined merchant stand.
You move closer, only to realize, that it has yet to be completely looted.
You find a good amount of coins still hidden in the stand.
You pocket the coins and move on.
<<ActivityCoinReward_Medium>>
<<RuinsExplore>><</widget>><<widget EVENT_SACRIFICIALCAGES>><<if $EventTableRuinsValendale[1].Triggered is false>><<set $EventTableRuinsValendale[1].Triggered to true>>You wander the ruins, until you suddenly happen upon some empty cages with @@.depravitytext;unholy@@ runes edged into them.
<<AlterStat $Player "Depravity" "Increase" 1 4>>
The cages are decorated with spikes, both outwards and inwards.
Whatever the cages held, it escaped long ago, no longer around... hopefully.
Not wanting to waste too much time around a set of cages of most certainly depraved origin, you decide to move on.
<<RuinsExplore>><<elseif $EventTableRuinsValendale[1].Triggered is true>>After having explored the ruins for quite some time without finding anything of note. You decide that it's time to head back home.
<<RuinsExplore>><</if>><</widget>><<widget EVENT_GOBLINTRAP>><<if $EventTableRuinsValendale[2].Triggered is false>><<set $EventTableRuinsValendale[2].Triggered to true>>You traverse the ruined roads and spot a curious house, almost untouched by the flames and still largely intact.
You move closer to enter the house, when suddenly you lose way with your feet and you're dragged up into mid-air by a net just infront of the house.
You struggle in the net, but only worsen your situation by becoming more entangled.
<<set $Exploration_Passage = "[[You dangle for a few moments before pondering your options|202 Valendale Event - Goblin Trap Outcome][$EventChoice = 'Struggle']]">><<elseif $EventTableRuinsValendale[2].Triggered is true>>After having wandered the ruins for quite some time without finding anything of note. You decide that it's time to head back home.
<<RuinsExplore>><</if>><</widget>><<silently>>
<<ResetPassage "Ruins Valendale Background Pack Left" "Ruins Valendale Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Ruins of Valendale - Monument of Valendale
----------------------------------------------------------
<<if $PointsTableRuinsValendale[1].Visited is false>><<set $PointsTableRuinsValendale[1].Visited to true>>Exploring and rummaging around the ruins, you come across a an avenue of sorts.
At the center of the avenue, you spot a destroyed monument of sorts, which once clearly depicted a knight on his horse in a heroic pose. Now, the statue is broken, the better half, lying defeated at the side of it's foundation.
!!!@@.discoverytext;You have discovered Monument of Valendale! (Point of Interest)@@
The statue reads; "Proud Monument of Valen the Valorous, founder of Valendale".<<elseif $PointsTableRuinsValendale[1].Visited is true>>You return to the broken Monument of Valendale.
The statue reads; "Proud Monument of Valen the Valorous, founder of Valendale".<</if>>
$Location_ROV_Ambience_Text[$AmbienceText_Random]
<span id="Pay_Respects"><<click "Pay your respects">><<replace "#Pay_Respects">><<set $PlayerCoins -= 1>>You feel a little silly as you salute the broken statue<</replace>><</click>></span>
<<Home>><<silently>>
<<ResetPassage "Ruins Valendale Background Pack Left" "Ruins Valendale Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Ruins of Valendale - Abandoned Tavern
----------------------------------------------------------
<<if $PointsTableRuinsValendale[2].Visited is false>><<set $PointsTableRuinsValendale[2].Visited to true>>You wander the rubbled streets of the town and suddenly happen upon what appears to be an abandoned Tavern.
The Tavern's sign is burnt and unreadable, but the interior is otherwise well intact.
!!!@@.discoverytext;You have discovered Abandoned Tavern! (Point of Interest)@@
Entering the Tavern you're met by a rundown and trashed bar, with several tables and stools lying around thrown about.<<elseif $PointsTableRuinsValendale[2].Visited is true>>You return to the Abandoned Tavern.
Entering the Tavern you're met by a rundown and trashed bar, with several tables and stools lying around thrown about.<</if>>
The Tavern has an ominous silence about it and is dark with barred windows, only allowing the faintest of light to enter.
Behind the trashed bar, you spot that some of the bars wine bottles remain intact.
<span id="Search_Wine"><<click "Search the bar">><<replace "#Search_Wine">><<if $Score < 80>>You search the bar, but find nothing but empty bottles...<<elseif $Score >= 80>><<AddConsumable $Player 6 1>><</if>><</replace>><</click>></span>
<<Home>><<widget EVENT_PICKPOCKET>>You bump into someone on the streets wearing a hood. They turn around and apologize profusely before turning around and leaving at a steady pace.
You continue down the street, only to realize that your coin pouch is missing.
<<ActivityCoinLoss_Low>>
You look around for the individual you bumped into, but they're nowhere to be found.
You decide to move on.
<<StreetsExplore>><</widget>><<widget EVENT_VIRGINTRIBUTE>>A crowd abruptly gathers around something as people flock towards something in the distance. They bump into you along the way, almost forcing you towards it aswell.
You move along with the crowd towards whatever it is that attracts the crowd.
When you finally manage to push yourself forward, you notice a young woman dressed in a white transparent gown completely showing off her body. She's escorted by a handful of guards, paraded through the streets towards the main gates.
@@.humanvoice;"Aight, 'ere we go again, another tribute for them demon bullies. I swear on me hard cock, she'd do better sucking me off' first aye!".@@
You watch as the crowd reach out with their hands to grope her, but every attempt is swiftly disarmed by the guards. Loud swearing, slut-shaming and borderline dirty talk can be heard as the crowd goes wild, succumbing to herd-mentality.
Eventually, the parade exits your line of sight, and the crowd swiftly returns to whatever each and everyone were doing, as if it was a daily occurence.
You decide to move on.
<<StreetsExplore>><</widget>><<widget EVENT_GUARDALLEYBLOWJOB>>You spot a guard standing by the entrance to some dark alley. Upon further notice, you realize that he's getting his <<Penis>> sucked by some random street-walker.
The guard looks to the skies with a face full of pleasure.
He quickly notices that he's drawing some attention, and quickly grabs the whore dragging her further into the alley.
You decide to move on.
<<StreetsExplore>><</widget>><<widget EVENT_SEDUCTION>>You hear a cackling laughter from an unknown direction. A sweet, but firm voice can suddenly be heard, seemingly coming from behind some rocks.
@@.succubusvoice;"What a pretty little thing to wander into my lair, have you come to give yourself unto me? My pet?".@@
A shiver runs down your spine as voice pierces your body and soul, shifting from direction to direction, you aimlessly look around in confusion.
@@.succubusvoice;"That's right my dearest little thing, fall into my eternal embrace".@@
<<AlterStat $Player "Depravity" "Increase" 1 4>>
You feel a sudden arousal building inside of you, as you feel yourself played with from within. A seductive lustful massage of your mind and soul.
<<AlterStat $Player "Lust" "Increase" 1 9>>
@@.succubusvoice;"It won't be long now, we shall play more later".@@
The massage suddenly stops, and the voice gone.
You decide to move on.
<<CraterExplore>><</widget>><<widget EVENT_DARKPROMISES>>Your surroundings suddenly become darker, as you feel yourself fade away. Your mind is filled with deep whispers directed to your very soul, dark promises of power, domination and endless debauchery.
Your vision is disturbed by chaotic lustful imagery and dirty secrets of untold debasement.
<<AddTrait $Player "Insight">>
You feel yourself elevated to a new spiritual level.
The darkness fades away again, and you find youself lying on the hot rocky ground of the crater once again. You stand up, lightly dusting yourself off.
You decide to move on.
<<CraterExplore>><</widget>><<widget EVENT_UNHOLYWINDS>>The winds of the crater suddenly gain speed as a storm of sorts is suddenly brewing. The skies darken and crackling lightning and thunder can be heard and seen.
The skies take on a hurricane-like appearance, forming an eye. The wind becomes heavy and the air warm and strangely cold and unwelcoming at the same time.
You feel your skin become prickly with taint as you run for shelter.
<<Curse $Player 100 50>>
The storm lasts for a good while, but almost let's up as suddenly as it came about.
<<AlterTrait $Player "Corruption" "Increase">>
You feel worn out from the chaotic storm, but still decide to move on.
<<CraterExplore>><</widget>><<silently>>
<<ResetPassage "Crater Corruption Background Pack Left" "Crater Corruption Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Crater of Corruption - Altar of Lucira
----------------------------------------------------------
<<if $PointsTableCraterCorruption[0].Visited is false>><<set $PointsTableCraterCorruption[0].Visited to true>>You traverse the rocky crater, navigating the treacherous paths and narrow passages. A sudden whisper draws you near, a power that takes hold of you leading you to take a sharp turn.
You're led to an opening, covered by many spiking rocks. In the center, an altar of sorts can be seen. The altar has a lewd statue at it's end, a woman caressing her massive chest, whilst rubbing her pussy.
!!!@@.discoverytext;You have discovered Altar of Lucira! (Point of Interest)@@
The altar is mostly black, decorated with red and pink ruby-like gems. Gold is neatly filled within the intricate design, making the altar glisten and stand out.<<elseif $PointsTableCraterCorruption[0].Visited is true>>You return to the Altar of Lucira.
The altar has a lewd statue at it's end, a woman caressing her massive chest, whilst rubbing her pussy. The altar is also mostly black, decorated with red and pink ruby-like gems. Gold is neatly filled within the intricate design, making the altar glisten and stand out.<</if>>
$Location_COC_Ambience_Text[$AmbienceText_Random]
<<if $EntityValues[$Player].Traits.includes("Insight") or $EntityValues[$Player].Depravity >= 100>><span id="Worship_Lucira"><<click "Worship the Goddess of Lust">><<replace "#Worship_Lucira">><<set $PlayerCoins -= 1>>You sit down infront of the altar and begin to touch yourself, completely letting go without a care in the world if anyone is watching.
You're filled with lust and naughty thoughts as you rub yourself to completion, ending in a spectacular display of raw lecherous release.
<<Satisfy $Player>>
You feel much better afterwards and much more worthy.
<<AlterStat $Player "Depravity" "Increase" 1 4>><</replace>><</click>></span><</if>>
<<Home>><<silently>>
<<set $EventTableRuinsValendale[2].Timer += 1>>
<<set $EventOutcome to "Failure">>
<<set $EventRandom = random(100)>>
<</silently>>
!Ruins of Valendale
-------------------------------------------------
<<if $EventChoice is "Struggle">><<if $EventRandom < 95>>You struggle as much as possible, but the net simply refuses to let you go!<<else>>You somehow manage to make the net give away! You fall down unto the ground, but quickly get back on your feet.
With yourself now free, you spare no time to get the hell out of there!<<set $EventOutcome to "Success">><</if>><<elseif $EventChoice is "Cut">><<if $EventRandom >= 75>>You successfully cut through the rope completely with your $WeaponPlayerWielded! You fall down unto the ground, but quickly get back on your feet.
With yourself now free, you spare no time to get the hell out of there!<<set $EventOutcome to "Success">><<else>>You attempt to cut through the rope with your $WeaponPlayerWielded, but the rope simply proves too strong!
You need to cut more and harder!<</if>><<elseif $EventChoice is "Break">><<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 5>>You successfully break the net with sheer force! You fall down unto the ground, but quickly get back on your feet.
With yourself now free, you spare no time to get the hell out of there!<<set $EventOutcome to "Success">><<else>>You attempt to break the net with sheer force but fail hooribly!
You're just not strong enough!<</if>><<elseif $EventChoice is "Burn">><<if $EventRandom >= 50>>You successfully burn through the rope completely! You fall down unto the ground, but quickly get back on your feet.
With yourself now free, you spare no time to get the hell out of there!<<set $EventOutcome to "Success">><<else>>You attempt to burn through the rope, but the net proves too strong!
You need to burn it more!<</if>><<else>>You continue to dangle in mid-air, the net seems fairly strong, and you doubt you could forcibly destroy it.<</if>>
<<nobr>><<if $EventOutcome != "Success">>
<<if $EventTableRuinsValendale[2].Timer <= 2>>
You can hear some commotion and snickering coming from one of the streets.
<<elseif $EventTableRuinsValendale[2].Timer == 3>>
The sounds and voices coming from one of the streets is getting closer by the second.
<<elseif $EventTableRuinsValendale[2].Timer == 4>>
The feral shriek and a goblin-like snicker can be heard as your captors have finally spotted you from a distance!
<<set $EventOutcome = "Enslaved">>
<</if>>
<</if>><</nobr>>
<<nobr>><<if $EventOutcome is "Failure">>
<<if $HoverMode is false>>
[[Struggle|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Struggle"]]
<br>[[Use force (Strength)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Break"]]
<<if $EntityValues[$Player].WeaponEquipped.length > 0>>
<br>[[Cut the net (Weapon)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Cut"]]
<</if>>
<<if $EntityValues[$Player].Skills.includes("Pyromancy")>>
<br>[[Burn the net (Pyromancy)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Burn"]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Struggle|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Struggle"]] - [[Use force (Strength)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Break"]]
<<if $EntityValues[$Player].WeaponEquipped.length > 0>> - [[Cut the net (Weapon)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Cut"]]
<</if>>
<<if $EntityValues[$Player].Skills.includes("Pyromancy")>> - [[Burn the net (Pyromancy)|202 Valendale Event - Goblin Trap Outcome][$EventChoice to "Burn"]]
<</if>>
<</replace>>
<</if>>
<<elseif $EventOutcome is "Success">>
<<Home>>
<<elseif $EventOutcome is "Enslaved">>
<<if $HoverMode is false>>
[[Continue|Combat - Enslavement][$PartnerSlaver = "Goblin"]]
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Continue|Combat - Enslavement][$PartnerSlaver = "Goblin"]]
<</replace>>
<</if>>
<</if>>
<</nobr>><<widget EVENT_SILENTRUINS>>After having wandered the ruins for quite some time without finding anything of note. You decide that it's time to head back home.
<<RuinsExplore>><</widget>><<silently>>
<<ResetPassage "Ruins Valendale Background Pack Left" "Ruins Valendale Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Ruins of Valendale - Wishing Well
----------------------------------------------------------
<<if $PointsTableRuinsValendale[0].Visited is false>><<set $PointsTableRuinsValendale[0].Visited to true>>Wandering around the ruins, you eventually enter what appears to be a fairly big square.
At the center of the town square, you spot a long wishing well, finely decorated with three bucket's to collect water with.
!!!@@.discoverytext;You have discovered The Wishing Well! (Point of Interest)@@
The well is not too worn down and seems to have luckily escaped the destruction, which makes it stand out noticeably.<<elseif $PointsTableRuinsValendale[0].Visited is true>>You return to the wishing well in the town square.
The well is not too worn down and seems to have luckily escaped the destruction, which makes it stand out noticeably.<</if>>
$Location_ROV_Ambience_Text[$AmbienceText_Random]
<span id="Pay_Tribute"><<click "Pay tribute to the well for luck">><<replace "#Pay_Tribute">><<set $PlayerCoins -= 1>>You flip a coin into the well and feel a little lucky!<</replace>><</click>></span>
<span id="Wash_Well"><<click "Wash yourself with the water from the well">><<replace "#Wash_Well">>You wash yourself and become pristinely clean!<</replace>><</click>></span>
<<Home>><<widget EVENT_SILENTCRATER>>After having wandered the crater for quite some time without finding anything of note. You decide that it's time to head back home.
<<CraterExplore>><</widget>><<widget EVENT_SILENTSTREETS>>After having wandered the streets for quite some time without finding anything of note. You decide that it's time to head back home.
<<StreetsExplore>><</widget>><<widget DisplayMainQuests>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $Quests[$i].Type == "Main">>
<<if $Quests[$i].Completed is false>>
<<if $Quests[$i].Activated is true>><br>
@@.discoverytext;Quest:@@ $Quests[$i].Name
<br>
Description: $Quests[$i].Description
<br>
Status: <<if $Quests[$i].Completed is true>>Completed<<else>>In
Progress<</if>>
<br>
Reward:
<<if $Quests[$i].Experience > 0>>$Quests[$i].Experience Exp / <</if>>
<<if $Quests[$i].Coins > 0>> $Quests[$i].Coins Coins / <</if>>
<<if $Quests[$i].Shards > 0>>$Quests[$i].Shards Shards /<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayExplorationQuests>>
<<CountExplorationQuests>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $Quests[$i].Type == "Exploration">>
<<if $Quests[$i].Completed is false>>
<<if $Quests[$i].Activated is true>><br>
@@.discoverytext;Quest:@@ $Quests[$i].Name
<br>
Description: $Quests[$i].Description
<br>
Status: <<EQStatus $i>>
<br>
Reward:
<<if $Quests[$i].Experience > 0>>$Quests[$i].Experience Exp / <</if>>
<<if $Quests[$i].Coins > 0>> $Quests[$i].Coins Coins / <</if>>
<<if $Quests[$i].Shards > 0>>$Quests[$i].Shards Shards /<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplaySideQuests>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $Quests[$i].Type == "Side">>
<<if $Quests[$i].Completed is false>>
<<if $Quests[$i].Activated is true>><br>
@@.discoverytext;Quest:@@ $Quests[$i].Name
<br>
Description: $Quests[$i].Description
<br>
Status: <<if $Quests[$i].Completed is true>>Completed<<else>>In
Progress<</if>>
<br>
Reward:
<<if $Quests[$i].Experience > 0>>$Quests[$i].Experience Exp / <</if>>
<<if $Quests[$i].Coins > 0>> $Quests[$i].Coins Coins / <</if>>
<<if $Quests[$i].Shards > 0>>$Quests[$i].Shards Shards /<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayCompletedQuests>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $Quests[$i].Completed is true>><br>
@@.discoverytext;Quest:@@ $Quests[$i].Name
<br>
Description: $Quests[$i].Description
<br>
Status: <<if $Quests[$i].Completed is true>>Completed<<else>>In
Progress<</if>>
<br>
<</if>>
<</for>>
<</widget>>
<<widget StartQuests>>
<<set $ShowCompletedQuests to false>>
<<set $ShowMainQuests to true>>
<<set $ShowExplorationQuests to true>>
<<set $ShowSideQuests to true>>
<<set $Quests = [
{
ID: 0,
Name: "Explore the Plains of Westdale",
Description: "Discover every point of interest and location in the Plains of Westdale.",
Type: "Exploration",
Activated: false,
Completed: false,
VisitedCount: 0,
TotalCount: 0,
Progress: 0,
Experience: 12,
Coins: 0,
Shards: 0
},
{
ID: 1,
Name: "Explore the Dark Forest",
Description: "Discover every point of interest and location in the Dark Forest.",
Type: "Exploration",
Activated: false,
Completed: false,
VisitedCount: 0,
TotalCount: 0,
Progress: 0,
Experience: 12,
Coins: 0,
Shards: 0
},
{
ID: 2,
Name: "Explore the Ruins of Valendale",
Description: "Discover every point of interest and location in the Ruins of Valendale.",
Type: "Exploration",
Activated: false,
Completed: false,
VisitedCount: 0,
TotalCount: 0,
Progress: 0,
Experience: 12,
Coins: 0,
Shards: 0
},
{
ID: 3,
Name: "Explore the Crater of Corruption",
Description: "Discover every point of interest and location in the Crater of Corruption.",
Type: "Exploration",
Activated: false,
Completed: false,
VisitedCount: 0,
TotalCount: 0,
Progress: 0,
Experience: 12,
Coins: 0,
Shards: 0
},
{
ID: 4,
Name: "Pink Assistance",
Description: "Acquire a Pink Pearl and give it to the witch.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 5,
Coins: 0,
Shards: 0
},
{
ID: 5,
Name: "Ritual Fashion",
Description: "Acquire Ritual Robes and give them to the witch.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 10,
Coins: 0,
Shards: 50
},
{
ID: 6,
Name: "A Curious Ritual",
Description: "Meet the witch by the lake in the forest and perform the ritual.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 15,
Coins: 0,
Shards: 150
},
{
ID: 7,
Name: "Wild Wine",
Description: "Acquire 5 Wild Berries and give them to Tracy.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 10,
Coins: 150,
Shards: 0
},
{
ID: 8,
Name: "A Witch in the Forest",
Description: "Locate the witch in the forest and return to Tracy.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 10,
Coins: 200,
Shards: 0
},
{
ID: 9,
Name: "Forest Picnic",
Description: "Escort Tracy to the witch in the forest.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 10,
Coins: 250,
Shards: 0
},
{
ID: 10,
Name: "A New World",
Description: "Learn more about the world that you've been thrown into.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 5,
Coins: 0,
Shards: 0
},
{
ID: 11,
Name: "A Way Home",
Description: "Find a way home.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 12,
Name: "A Hell of a Wine",
Description: "Find out who's importing the wine and where you can find them.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 13,
Name: "A Red Kiss",
Description: "Locate the Red Seductress in the Crater of Corruption.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 14,
Name: "Terrible Locks and Great Keys",
Description: "Retrieve the Skeleton Key from The Red Seductress.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 15,
Name: "A Sharp Price",
Description: "Purchase the information about the importer of the wine from Zako.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 16,
Name: "The Slated Gate of Hellfire",
Description: "Find out how to open the gate in the crater.",
Type: "Main",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 17,
Name: "Novice Nights",
Description: "Help Halden by giving him a flask with a corrupted soul.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 18,
Name: "Bite Me",
Description: "Meet Halden in the Slums outside the city during the Night.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 19,
Name: "Vampire's Kiss",
Description: "Survive.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
},
{
ID: 20,
Name: "Blood & Lust",
Description: "Learn more about the Silverblacks.",
Type: "Side",
Activated: false,
Completed: false,
Progress: 0,
Experience: 0,
Coins: 0,
Shards: 0
}
]>>
<</widget>><<widget CompleteQuest>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $Quests[$i].Completed is true>>
<<if $Quests[$i].Activated is true>>
<<set $Quests[$i].Activated to false>>
<<set $Exp += $Quests[$i].Experience>>
<<set $PlayerCoins += $Quests[$i].Coins>>
<<set $PlayerShards += $Quests[$i].Shards>>
@@.discoverytext;You have completed the Quest "$Quests[$i].Name"!@@
<br>
<br>
<<if $Quests[$i].Experience > 0 or $Quests[$i].Shards > 0 or $Quests[$i].Coins > 0>>@@.boldtext;You have gained <</if>>
<<if $Quests[$i].Experience > 0>>@@.experiencetext;$Quests[$i].Experience@@ Exp<<if $Quests[$i].Coins > 0 and $Quests[$i].Shards > 0>>, @@.cointext;$Quests[$i].Coins@@ Coins and @@.shardtext;$Quests[$i].Shards@@ Shards<<elseif $Quests[$i].Coins > 0>> and @@.cointext;$Quests[$i].Coins@@ Coins!<<elseif $Quests[$i].Shards > 0>> and @@.shardtext;$Quests[$i].Shards@@ Shards<</if>>
<<elseif $Quests[$i].Coins > 0>>@@.cointext;$Quests[$i].Coins@@ Coins<<if $Quests[$i].Shards > 0>> and @@.shardtext;$Quests[$i].Shards@@ Shards<</if>>
<<elseif $Quests[$i].Shards > 0>>@@.shardtext;$Quests[$i].Shards@@ Shards<</if>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget StartEntityValues>>
<<set $NPC_Is_Greeting to false>>
<<set $EntityValues = [
{
ID: 0,
Name: "Player",
FirstName: "Happy",
SurName: "Tester",
Title: "The Chosen One",
Race: "Human",
Gender: "Male",
DefaultBanner: "No Image",
CombatBanner: "No Image",
EnslavedBanner: "No Image",
NudeBanner: "No Image",
GreetingBanner: "No Image",
DisgustedBanner: "No Image",
IsPerson: true,
IsPlayer: true,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: false,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "The Cave",
Status: "Independent",
Statistics: {},
Reputation: [],
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 1,
Name: "Tracy",
FirstName: "Tracy",
SurName: "Brackenholme",
Title: "Tavern Owner",
Race: "High Elf",
Gender: "Female",
DefaultBanner: "<<display 'Tracy Default Banner'>>",
CombatBanner: "<<display 'Tracy Combat Banner'>>",
EnslavedBanner: "<<display 'Tracy Enslaved Banner'>>",
NudeBanner: "<<display 'Tracy Nude Banner'>>",
GreetingBanner: "<<display 'Tracy Greeting Banner'>>",
DisgustedBanner: "<<display 'Tracy Disgust Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "High Tavern",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 2,
Name: "The Witch",
FirstName: "The Witch",
SurName: "",
Title: "Hag",
Race: "Succubus",
Gender: "Female",
DefaultBanner: "<<display 'Witch Default Banner Image'>>",
CombatBanner: "No Image",
EnslavedBanner: "No Image",
NudeBanner: "No Image",
GreetingBanner: "No Image",
DisgustedBanner: "No Image",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Witch Shack",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 3,
Name: "Lisa",
FirstName: "Lisa",
SurName: "Silverblack",
Title: "Noble Cum Connoisseur",
Race: "Human",
Gender: "Female",
DefaultBanner: "<<display 'Lisa Default Banner'>>",
CombatBanner: "<<display 'Lisa Combat Banner'>>",
EnslavedBanner: "<<display 'Lisa Enslaved Banner'>>",
NudeBanner: "<<display 'Lisa Nude Banner'>>",
GreetingBanner: "<<display 'Lisa Greeting Banner'>>",
DisgustedBanner: "<<display 'Lisa Disgust Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "High Tavern",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 4,
Name: "Leonard",
FirstName: "Leonard",
SurName: "von Vardo",
Title: "Noble Slavemaster",
Race: "Human",
Gender: "Male",
DefaultBanner: "<<display 'Leonard Default Banner'>>",
CombatBanner: "<<display 'Leonard Default Banner'>>",
EnslavedBanner: "<<display 'Leonard Default Banner'>>",
NudeBanner: "<<display 'Leonard Default Banner'>>",
GreetingBanner: "<<display 'Leonard Default Banner'>>",
DisgustedBanner: "<<display 'Leonard Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "High Tavern",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 5,
Name: "Zako",
FirstName: "Zako",
SurName: "the Shroud",
Title: "Mysterious Dealer",
Race: "Satyr",
Gender: "Male",
DefaultBanner: "<<display 'Zako Default Banner'>>",
CombatBanner: "<<display 'Zako Default Banner'>>",
EnslavedBanner: "<<display 'Zako Default Banner'>>",
NudeBanner: "<<display 'Zako Default Banner'>>",
GreetingBanner: "<<display 'Zako Default Banner'>>",
DisgustedBanner: "<<display 'Zako Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "High Tavern",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 6,
Name: "Felicia",
FirstName: "Felicia",
SurName: "Walker",
Title: "Feet Dominatrix",
Race: "Human",
Gender: "Female",
DefaultBanner: "<<display 'Felicia Default Banner'>>",
CombatBanner: "<<display 'Felicia Default Banner'>>",
EnslavedBanner: "<<display 'Felicia Default Banner'>>",
NudeBanner: "<<display 'Felicia Default Banner'>>",
GreetingBanner: "<<display 'Felicia Default Banner'>>",
DisgustedBanner: "<<display 'Felicia Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Felicia's Footwear",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 7,
Name: "Arnold",
FirstName: "Arnold",
SurName: "Alderman",
Title: "Blacksmith",
Race: "Human",
Gender: "Male",
DefaultBanner: "<<display 'Arnold Default Banner'>>",
CombatBanner: "<<display 'Arnold Default Banner'>>",
EnslavedBanner: "<<display 'Arnold Default Banner'>>",
NudeBanner: "<<display 'Arnold Default Banner'>>",
GreetingBanner: "<<display 'Arnold Default Banner'>>",
DisgustedBanner: "<<display 'Arnold Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Minoran Blacksmith",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 8,
Name: "Candice",
FirstName: "Candice",
SurName: "von Vardo",
Title: "Noble Slave Mistress",
Race: "Human",
Gender: "Female",
DefaultBanner: "<<display 'Candice Default Banner'>>",
CombatBanner: "<<display 'Candice Default Banner'>>",
EnslavedBanner: "<<display 'Candice Default Banner'>>",
NudeBanner: "<<display 'Candice Default Banner'>>",
GreetingBanner: "<<display 'Candice Default Banner'>>",
DisgustedBanner: "<<display 'Candice Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Silverwhite Square",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 9,
Name: "Halden",
FirstName: "Halden",
SurName: "Hammersmith",
Title: "Vampire Hunter",
Race: "Human",
Gender: "Male",
DefaultBanner: "<<display 'Halden Default Banner'>>",
CombatBanner: "<<display 'Halden Default Banner'>>",
EnslavedBanner: "<<display 'Halden Default Banner'>>",
NudeBanner: "<<display 'Halden Default Banner'>>",
GreetingBanner: "<<display 'Halden Default Banner'>>",
DisgustedBanner: "<<display 'Halden Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Westhall Square",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
},
{
ID: 10,
Name: "Velindra",
FirstName: "The Red Seductress",
SurName: "",
Title: "The Red Seductress",
Race: "Elder Succubus",
Gender: "Female",
DefaultBanner: "<<display 'Velindra Default Banner'>>",
CombatBanner: "<<display 'Velindra Default Banner'>>",
EnslavedBanner: "<<display 'Velindra Default Banner'>>",
NudeBanner: "<<display 'Velindra Default Banner'>>",
GreetingBanner: "<<display 'Velindra Default Banner'>>",
DisgustedBanner: "<<display 'Velindra Default Banner'>>",
IsPerson: true,
IsPlayer: false,
IsEnslaved: false,
IsCompanion: false,
IsRomanced: false,
IsGiftable: true,
WeaponEquipped: [],
WeaponsInventory: [],
WearablesEquipped: [],
WearablesInventory: [],
Decency: 50,
SocialClass: "",
HasChestCovered: false,
HasCrotchCovered: false,
ConsumablesInventory: [],
Location: "Roaring Rift",
Status: "Independent",
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: []
}
]>>
<<StartNPCValues>>
<</widget>>
<<widget StartNPCValues>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].IsPlayer is false>>
<<set $EntityValues[$i].AffectionToPlayer = 0>>
<<set $EntityValues[$i].Obedience = 6>>
<<set $EntityValues[$i].Condition = 6>>
<<set $EntityValues[$i].Mentality = 6>>
<<set $EntityValues[$i].Value = 0>>
<</if>>
<</for>>
<</widget>>
<<widget StartStoryValues>>
<<set $StoryExposedNadora to false>>
<<set $StoryVisitedWitch to false>>
<<set $StoryNadoraHasMagic to true>>
<<set $StoryAcquiredWaitressJob to false>>
<<set $StoryVisitedHighTavern to false>>
<<set $StoryRentedRoomUnlocked to false>>
<<set $StoryHexRoomUnlocked to false>>
<<set $StoryStartingEquipment to false>>
<<set $StoryTracyWineTalk to false>>
<<set $StoryARedMeeting to false>>
<<set $StoryVisitedRoaringRift to false>>
<<set $StorySoulPledgedToVelindra to false>>
<<set $AllPearlsActivated to false>>
<<set $SkeletonKeyUsed to false>>
<<set $StoryDemonicAltarsKalareen to false>>
<<set $StoryDemonicAltarsTolareen to false>>
<<set $StoryDemonicAltarsBanoreen to false>>
<<set $StoryDemonicAltarsVanoreen to true>>
<<set $Room03RentalDebt = 0>>
<<set $Room03UnpaidNights = 0>>
<</widget>><<widget Greetings>>
<<set $Speaker = $args[0]>>
<<for $GreetCount to 0; $GreetCount lt $Greetings.length; $GreetCount++>>
<<if $NPC_Is_Greeting is true>>
<<replace "#character-bar">>$EntityValues[$Speaker].GreetingBanner<</replace>>
<<set $GreetingsRandom = random(100)>>
<<if $GreetingsRandom <= $Greetings[$GreetCount].Rate>>
<<if $Greetings[$GreetCount].Speaker == $CurrentSocial or $Greetings[$GreetCount].Speaker == "All">>
<<set $GreetLog = $Greetings[$GreetCount].ID>>
<<set $NPC_Is_Greeting to false>>
<<if $EntityValues[$Speaker].Status == "Independent">>
<<set $NPCTalk = $Greetings[$GreetCount].Independent>>
<<elseif $EntityValues[$Speaker].Status == "Recruited">>
<<set $NPCTalk = $Greetings[$GreetCount].Recruited>>
<<elseif $EntityValues[$Speaker].Status == "Enslaved">>
<<set $NPCTalk = $Greetings[$GreetCount].Enslaved>>
<<elseif $EntityValues[$Speaker].Status == "Romanced">>
<<set $NPCTalk = $Greetings[$GreetCount].Romanced>>
<<elseif $EntityValues[$Speaker].Status == "Insulted">>
<<set $NPCTalk = $Greetings[$GreetCount].Insulted>>
<<elseif $EntityValues[$Speaker].Status == "Trained">>
<<set $NPCTalk = $Greetings[$GreetCount].Trained>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget SocialDebugPanel>>
<<if $DebugMode is true>>
!Debug
-------------------------------------
Options (Only for Debugging, i swear!)
(Sex): [[Have your way with her...|Social - Sex]]
(Stats): [[Print all NPC stats|Print NPC Stats]]
NPC_Is_Greeting : $NPC_Is_Greeting
GreetingsRandom : $GreetingsRandom
GreetCount : $GreetCount
GreetLog : $GreetLog
GiftingOpenerLog : $GiftingOpenerLog
<</if>>
<</widget>>
<<widget SocialExamineDebugPanel>>
<<if $DebugMode is true>>
!Debug
-------------------------------------
<<PrintPrimary $ExaminedSocial>>
<<PrintStats $ExaminedSocial>>
<<PrintAnatomy $ExaminedSocial>>
<</if>>
<</widget>><<widget StartMainSocial>>
<<set $MainSocial = [
{
ID: 0,
Speaker: "Tracy",
Textline: "Lovely weather today?",
Type: "Smalltalk",
Rate: 25
},
{
ID: 1,
Speaker: "Tracy",
Textline: "Uhh could you repeat that?",
Type: "Smalltalk",
Rate: 25
},
{
ID: 2,
Speaker: "Tracy",
Textline: "Ah! Now i see! That makes sense!",
Type: "Smalltalk",
Rate: 101
},
{
ID: 3,
Speaker: "Tracy",
Textline: "I don't really feel like living in a cave... sorry.",
Type: "Generic",
Rate: 25
},
ID: 0,
Speaker: "Witch",
Textline: "Ahh... Young one, I be the witch of the woods, or so i am known as.",
Type: "Generic",
Rate: 25
}
]>>
<</widget>>
<<widget SocialInteraction>>
<<if $CurrentSocial != "The Witch">>
<<if $EntityValues[$Speaker].Status != "Trained" or $EntityValues[$Speaker].Status != "Enslaved">>
<br>
<br>
(Gift): [[I've got something for you.|Social - Gifting][$HasGifted to false]]
<br>
<br>
<<else>>
<br>
<br>
(Use): [[Use something on $CurrentSocial|Social - Gifting][$HasGifted to false]]
<br>
<br>
<</if>>
<<if $EntityValues[$Speaker].Status == "Trained" or $EntityValues[$Speaker].Status == "Enslaved">>
(Sex): [[Have your way with them...|Social - Sex]]
<br>
<br>
<<elseif $EntityValues[$Speaker].Status == "Romanced">>
(Sex): [[Let's find some place more private...|Social - Sex]]
<br>
<br>
<</if>>
<<if $EntityValues[$Speaker].Status != "Trained" or $EntityValues[$Speaker].Status != "Enslaved" or $EntityValues[$Speaker].Status != "Recruited">>
(Recruit):
<<if $EntityValues[$Speaker].AffectionToPlayer < 500>>
What do you say about you and me? Travelling the world together (Requires +500 Affection)
<br>
<br>
<<elseif $EntityValues[$Speaker].AffectionToPlayer >= 500>>
[[What do you say about you and me? Travelling the world together?|Social - Recruitment]]
<br>
<br>
<</if>>
<</if>>
<<if $EntityValues[$Speaker].Status != "Trained" or $EntityValues[$Speaker].Status != "Enslaved" or $EntityValues[$Speaker].Status != "Romanced">>
(Romance):
<<if $EntityValues[$Speaker].AffectionToPlayer < 1000>>
I have something to confess to you... - Requires +1000 Affection.
<br>
<br>
<<elseif $EntityValues[$Speaker].AffectionToPlayer >= 1000>>
[[I have something to confess to you...|Social - Recruitment]]
<br>
<br>
<</if>>
<</if>>
<<if $EntityValues[$Speaker].Status == "Independent">>
(Enslave):
<<if $EntityValues[$Speaker].AffectionToPlayer < 500>>
I want to show you something... (Requires +500 Affection)
<<elseif $EntityValues[$Speaker].AffectionToPlayer >= 500>>
<<if $CurrentSocial == "Tracy">>
[[I want to show you something...|Story Event - Enslaving Tracy]]
<<else>>
[[I want to show you something...|Social - Enslavement]]
<</if>>
<</if>>
<</if>>
<<if $EntityValues[$Speaker].Status != "Trained" or $EntityValues[$Speaker].Status != "Enslaved">>
<<if $CurrentSocial == "Tracy">>
<<if $StoryAcquiredWaitressJob is false>>
<br>
<br>
(Work): [[I'm looking for some work.|Story Event - High Tavern Work]]
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>><<widget DisplayPlayerTraits>>
<<UpdateTraits $Player>>
<<for _t to 0; _t lt $EntityValues.length; _t++>>
<<if $EntityValues[_t].IsPlayer is true>>
<<set $Stored_EntityTraits = $EntityValues[$Player].Traits>>
<</if>>
<</for>>
<<for _k to 0; _k lt $Stored_EntityTraits.length; _k++>>
@@.lightbluetext;$Stored_EntityTraits[_k]@@<<set _n = _k + 1>><<if _n < $Stored_EntityTraits.length>>, <<elseif _n == $Stored_EntityTraits.length>>.<</if>><</for>>
<</widget>>
<<widget DisplayTraits>>
<<set $EntityID = $args[0]>>
<<UpdateTraits $EntityID>>
<<set $EntityTraits = $EntityValues[$EntityID].Traits>>
<<for $DTrait to 0; $DTrait lt $EntityTraits.length; $DTrait++>>
@@.lightbluetext;$EntityTraits[$DTrait]@@<<set _n = $DTrait + 1>><<if _n < $EntityTraits.length>>, <<elseif _n == $EntityTraits.length>>.<</if>><</for>>
<</widget>>
<<widget DisplaySkills>>
<<set $EntityID = $args[0]>>
/*<<UpdateSkills $EntityID>>*/
<<set $EntitySkills = $EntityValues[$EntityID].Skills>>
<<for $DSkill to 0; $DSkill lt $EntityTraits.length; $DSkill++>>
@@.lightbluetext;$EntitySkills[$DSkill]@@<<set _n = $DSkill + 1>><<if _n < $EntitySkills.length>>, <<elseif _n == $EntitySkills.length>>.<</if>><</for>>
<</widget>>
<<widget DisplayPlayerSkills>>
<<for _s to 0; _s lt $EntityValues.length; _s++>>
<<if $EntityValues[_s].IsPlayer is true>>
<<set $Stored_EntitySkills = $EntityValues[_s].Skills>>
<</if>>
<</for>>
<<for _k to 0; _k lt $Stored_EntitySkills.length; _k++>>
<<if $Stored_EntitySkills[_k] != "None">>
@@.lightbluetext;$Stored_EntitySkills[_k]@@<<set _n = _k + 1>><<if _n < $Stored_EntitySkills.length>>, <<elseif _n == $Stored_EntitySkills.length>>.<</if>><</if>><</for>>
<</widget>>/*Alter Trait Example <<AlterTrait $Player "Strength" "Increase" "High">>*/
<<widget AlterTrait>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $args[1] == "Strength">>
<<set $Increase_HighLimit = 6>>
<<set $Increase_LowLimit = 5>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.StrengthTraitLevel>>
<<set $Stored_PreviousTrait = $StrengthTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $StrengthTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $StrengthTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($StrengthTrait[$EntityValues[$i].RankedTraits.StrengthTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.StrengthTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.StrengthTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.StrengthTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.StrengthTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($StrengthTrait[$EntityValues[$i].RankedTraits.StrengthTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($StrengthTrait[$EntityValues[$i].RankedTraits.StrengthTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.StrengthTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.StrengthTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.StrengthTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.StrengthTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($StrengthTrait[$EntityValues[$i].RankedTraits.StrengthTraitLevel])>>
<</if>>
<<elseif $args[1] == "Dexterity">>
<<set $Increase_HighLimit = 6>>
<<set $Increase_LowLimit = 5>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.DexterityTraitLevel>>
<<set $Stored_PreviousTrait = $DexterityTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $DexterityTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $DexterityTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($DexterityTrait[$EntityValues[$i].RankedTraits.DexterityTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.DexterityTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.DexterityTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.DexterityTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.DexterityTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($DexterityTrait[$EntityValues[$i].RankedTraits.DexterityTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($DexterityTrait[$EntityValues[$i].RankedTraits.DexterityTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.DexterityTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.DexterityTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.DexterityTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.DexterityTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($DexterityTrait[$EntityValues[$i].RankedTraits.DexterityTraitLevel])>>
<</if>>
<<elseif $args[1] == "Intelligence">>
<<set $Increase_HighLimit = 6>>
<<set $Increase_LowLimit = 5>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.IntelligenceTraitLevel>>
<<set $Stored_PreviousTrait = $IntelligenceTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $IntelligenceTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $IntelligenceTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($IntelligenceTrait[$EntityValues[$i].RankedTraits.IntelligenceTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.IntelligenceTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.IntelligenceTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.IntelligenceTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.IntelligenceTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($IntelligenceTrait[$EntityValues[$i].RankedTraits.IntelligenceTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($IntelligenceTrait[$EntityValues[$i].RankedTraits.IntelligenceTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.IntelligenceTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.IntelligenceTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.IntelligenceTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.IntelligenceTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($IntelligenceTrait[$EntityValues[$i].RankedTraits.IntelligenceTraitLevel])>>
<</if>>
<<elseif $args[1] == "Charisma">>
<<set $Increase_HighLimit = 6>>
<<set $Increase_LowLimit = 5>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.CharismaTraitLevel>>
<<set $Stored_PreviousTrait = $CharismaTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $CharismaTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $CharismaTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($CharismaTrait[$EntityValues[$i].RankedTraits.CharismaTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CharismaTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CharismaTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CharismaTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CharismaTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CharismaTrait[$EntityValues[$i].RankedTraits.CharismaTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($CharismaTrait[$EntityValues[$i].RankedTraits.CharismaTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CharismaTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CharismaTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CharismaTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CharismaTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CharismaTrait[$EntityValues[$i].RankedTraits.CharismaTraitLevel])>>
<</if>>
<<elseif $args[1] == "Willpower">>
<<set $Increase_HighLimit = 6>>
<<set $Increase_LowLimit = 5>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.WillpowerTraitLevel>>
<<set $Stored_PreviousTrait = $WillpowerTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $WillpowerTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $WillpowerTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($WillpowerTrait[$EntityValues[$i].RankedTraits.WillpowerTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.WillpowerTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.WillpowerTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.WillpowerTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.WillpowerTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($WillpowerTrait[$EntityValues[$i].RankedTraits.WillpowerTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($WillpowerTrait[$EntityValues[$i].RankedTraits.WillpowerTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.WillpowerTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.WillpowerTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.WillpowerTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.WillpowerTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($WillpowerTrait[$EntityValues[$i].RankedTraits.WillpowerTraitLevel])>>
<</if>>
<<elseif $args[1] == "Attractiveness">>
<<set $Increase_HighLimit = 4>>
<<set $Increase_LowLimit = 3>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.AttractiveTraitLevel>>
<<set $Stored_PreviousTrait = $AttractiveTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $AttractiveTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $AttractiveTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($AttractiveTrait[$EntityValues[$i].RankedTraits.AttractiveTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.AttractiveTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.AttractiveTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.AttractiveTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.AttractiveTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($AttractiveTrait[$EntityValues[$i].RankedTraits.AttractiveTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($AttractiveTrait[$EntityValues[$i].RankedTraits.AttractiveTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.AttractiveTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.AttractiveTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.AttractiveTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.AttractiveTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($AttractiveTrait[$EntityValues[$i].RankedTraits.AttractiveTraitLevel])>>
<</if>>
<<elseif $args[1] == "Sexual">>
<<set $Increase_HighLimit = 4>>
<<set $Increase_LowLimit = 3>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].SexualTraitLevel>>
<<set $Stored_PreviousTrait = $SexualTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $SexualTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $SexualTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($SexualTrait[$EntityValues[$i].SexualTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($SexualTrait[$EntityValues[$i].SexualTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($SexualTrait[$EntityValues[$i].SexualTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($SexualTrait[$EntityValues[$i].SexualTraitLevel])>>
<</if>>
<<elseif $args[1] == "Alcohol">>
<<set $Increase_HighLimit = 3>>
<<set $Increase_LowLimit = 2>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.AlcoholTraitLevel>>
<<set $Stored_PreviousTrait = $AlcoholTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $AlcoholTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $AlcoholTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($AlcoholTrait[$EntityValues[$i].RankedTraits.AlcoholTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.AlcoholTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.AlcoholTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.AlcoholTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.AlcoholTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($AlcoholTrait[$EntityValues[$i].RankedTraits.AlcoholTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($AlcoholTrait[$EntityValues[$i].RankedTraits.AlcoholTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.AlcoholTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.AlcoholTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.AlcoholTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.AlcoholTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($AlcoholTrait[$EntityValues[$i].RankedTraits.AlcoholTraitLevel])>>
<</if>>
<<elseif $args[1] == "Corruptor">>
<<set $Increase_HighLimit = 3>>
<<set $Increase_LowLimit = 2>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.CorruptorTraitLevel>>
<<set $Stored_PreviousTrait = $CorruptorTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $CorruptorTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $CorruptorTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($CorruptorTrait[$EntityValues[$i].RankedTraits.CorruptorTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CorruptorTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptorTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CorruptorTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptorTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CorruptorTrait[$EntityValues[$i].RankedTraits.CorruptorTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($CorruptorTrait[$EntityValues[$i].RankedTraits.CorruptorTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CorruptorTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptorTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CorruptorTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptorTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CorruptorTrait[$EntityValues[$i].RankedTraits.CorruptorTraitLevel])>>
<</if>>
<<elseif $args[1] == "Corruption">>
<<set $Increase_HighLimit = 3>>
<<set $Increase_LowLimit = 2>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.CorruptionTraitLevel>>
<<set $Stored_PreviousTrait = $CorruptionTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $CorruptionTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $CorruptionTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($CorruptionTrait[$EntityValues[$i].RankedTraits.CorruptionTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CorruptionTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptionTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CorruptionTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptionTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CorruptionTrait[$EntityValues[$i].RankedTraits.CorruptionTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($CorruptionTrait[$EntityValues[$i].RankedTraits.CorruptionTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.CorruptionTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptionTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.CorruptionTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.CorruptionTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($CorruptionTrait[$EntityValues[$i].RankedTraits.CorruptionTraitLevel])>>
<</if>>
<<elseif $args[1] == "Vampirism">>
<<set $Increase_HighLimit = 4>>
<<set $Increase_LowLimit = 3>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<set $Stored_TraitFamily = $args[1]>>
<<set $Stored_TraitLevel = $EntityValues[$i].RankedTraits.VampirismTraitLevel>>
<<set $Stored_PreviousTrait = $VampirismTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $VampirismTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $VampirismTrait[$Stored_TraitLevel - 1]>>
<<if $args[2] == "Increase">>
<<set $EntityValues[$i].Traits.delete($VampirismTrait[$EntityValues[$i].RankedTraits.VampirismTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.VampirismTraitLevel < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.VampirismTraitLevel += 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.VampirismTraitLevel < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.VampirismTraitLevel += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($VampirismTrait[$EntityValues[$i].RankedTraits.VampirismTraitLevel])>>
<<elseif $args[2] == "Decrease">>
<<set $EntityValues[$i].Traits.delete($VampirismTrait[$EntityValues[$i].RankedTraits.VampirismTraitLevel])>>
<<if $args[3] == "High">>
<<if $EntityValues[$i].RankedTraits.VampirismTraitLevel > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.VampirismTraitLevel -= 1>>
<</if>>
<<elseif $args[3] == "Low">>
<<if $EntityValues[$i].RankedTraits.VampirismTraitLevel > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.VampirismTraitLevel -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($VampirismTrait[$EntityValues[$i].RankedTraits.VampirismTraitLevel])>>
<</if>>
<</if>>
<</if>>
<</for>>
<<if $args[2] == "Increase">>
<<if $args[3] == "High">>
<<if $Stored_TraitLevel < $Increase_HighLimit>>
<<set $TextMessage = "Your trait @@.lightbluetext;$Stored_PreviousTrait@@ has developed to @@.lightbluetext;$Stored_IncreaseTrait@@!">>
<<else>>
<<set $TextMessage = "You're already at peak $Stored_TraitFamily!">>
<</if>>
<<else>>
<<if $Stored_TraitLevel < $Increase_LowLimit>>
<<set $TextMessage = "Your trait @@.lightbluetext;$Stored_PreviousTrait@@ has developed to @@.lightbluetext;$Stored_IncreaseTrait@@!">>
<<else>>
<<set $TextMessage = "You feel your $Stored_TraitFamily increase slightly, but not enough to make any significant changes!">>
<</if>>
<</if>>
<<elseif $args[2] == "Decrease">>
<<if $args[3] == "High">>
<<if $Stored_TraitLevel > $Decrease_HighLimit>>
<<set $TextMessage = "Your trait @@.lightbluetext;$Stored_PreviousTrait@@ has developed to @@.lightbluetext;$Stored_DecreaseTrait@@!">>
<<else>>
<<set $TextMessage = "Your $Stored_TraitFamily cannot decrease further!">>
<</if>>
<<else>>
<<if $Stored_TraitLevel > $Decrease_LowLimit>>
<<set $TextMessage = "Your trait @@.lightbluetext;$Stored_PreviousTrait@@ has developed to @@.lightbluetext;$Stored_DecreaseTrait@@!">>
<<else>>
<<set $TextMessage = "You feel your $Stored_TraitFamily decrease slightly, but not enough to make any significant changes!">>
<</if>>
<</if>>
<</if>>
<<if $args[4] != "NoText">>$TextMessage<</if>>
<</widget>>/* Alter Genital Example <<AlterGenital $Player "Penis" "Decrease">> */
<<widget AlterGenital>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $args[1] == "Penis">>
<<if $args[2] == "Increase">>
<<if $EntityValues[$i].Body.Penis.Has is false>>
<<if $EntityValues[$i].Body.Appearance.DoubleGenitals is false>>
<<if $GenderBenderFetish is false>>
<<set $TextMessage = "$EntityValues[$i].BrNoun body fills with pleasure as the changeling magic attempts to grab hold of something that isn't there!">>
<<else>>
<<set $EntityValues[$i].Body.Penis.Has to true>>
<<set $EntityValues[$i].Body.Vagina.Has to false>>
<<set $EntityValues[$i].Body.Penis.Size = random(3) + 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Vagina>> closes up and dissapears. Two balls pop out and a new pulsing <<Penis>> sprout forth dripping with seed and ready to be put to use!">>
<</if>>
<<else>>
<<set $EntityValues[$i].Body.Penis.Has to true>>
<<set $EntityValues[$i].Body.Penis.Size = random(3) + 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun overcome with lust as two balls pop out and a new pulsing <<Penis>> sprout forth dripping with seed and ready to be put to use!">>
<</if>>
<<else>>
<<if $EntityValues[$i].Body.Penis.Size <= 6>>
<<set $EntityValues[$i].Body.Penis.Size += 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Penis>> grows before your very eyes becoming longer and thicker!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Penis>> strains with pre-cum as it tries to grow in size, but fails!">>
<</if>>
<</if>>
<<elseif $args[2] == "Decrease">>
<<if $EntityValues[$i].Body.Penis.Has is false>>
<<set $TextMessage = "$EntityValues[$i].BrNoun body fills with pleasure as the changeling magic attempts to grab hold of something that isn't there!">>
<<else>>
<<if $EntityValues[$i].Body.Penis.Size >= 2>>
<<set $EntityValues[$i].Body.Penis.Size -= 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Penis>> strains with pleasure as it shrinks before your very eyes, decreasing in size!">>
<<else>>
<<if $GenderBenderFetish is false>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Penis>> strains with pleasure as it tries to shrink in size, but fail!">>
<<else>>
<<set $EntityValues[$i].Body.Penis.Has to false>>
<<set $EntityValues[$i].Body.Penis.Size = 0>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Penis>> strains with it's last pleasure as it shrinks into the size of a clitoris. A new virgin <<Vagina>> forms between $EntityValues[$i].sHisHer legs, dripping with new wanton desire to be filled!">>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $args[1] == "Ass">>
<<if $args[2] == "Increase">>
<<if $EntityValues[$i].Body.Ass.Size <= 4>>
<<set $EntityValues[$i].Body.Ass.Size += 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Ass>> tingles as it grows in size becoming fuller and more firm!">>
<<elseif $EntityValues[$i].Body.Ass.Size >= 5>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Ass>> tingles with pleasure as it tries to grow larger, but it fails!">>
<</if>>
<<elseif $args[2] == "Decrease">>
<<if $EntityValues[$i].Body.Ass.Size >= 1>>
<<set $EntityValues[$i].Body.Ass.Size -= 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Ass>> tingles with pleasure as it decreases in size!">>
<<elseif $EntityValues[$i].Body.Ass.Size <= 0>>
<<set $EntityValues[$i].Body.Ass.Size = 0>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Ass>> tingles with pleasure as it tries to decrease in size, but fails!">>
<</if>>
<</if>>
<</if>>
<<if $args[1] == "Breasts">>
<<if $args[2] == "Increase">>
<<if $EntityValues[$i].Body.Breasts.Size <= 6>>
<<set $EntityValues[$i].Body.Breasts.Size += 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Breasts>> tingles with pleasure as they grow larger before $EntityValues[$i].sHisHer very eyes!">>
<<elseif $EntityValues[$i].Body.Breasts.Size >= 7>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Breasts>> tingles with pleasure as they try to grow larger, but fail!">>
<</if>>
<<elseif $args[2] == "Decrease">>
<<if $EntityValues[$i].Body.Breasts.Size >= 1>>
<<set $EntityValues[$i].Body.Breasts.Size -= 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Breasts>> tingles with pleasure as they decrease in size before $EntityValues[$i].sHisHer very eyes!">>
<<elseif $EntityValues[$i].Body.Breasts.Size <= 0>>
<<set $EntityValues[$i].Body.Breasts.Size = 0>>
<<set $TextMessage = "$EntityValues[$i].BrNoun <<Breasts>> tingles with pleasure as they try to decrease in size, but fail!">>
<</if>>
<</if>>
<</if>>
<<if $args[3] != "NoText">>$TextMessage<</if>>
<</if>>
<</for>>
<</widget>>
<<widget Futarize>>
<<set $Futarized = $args[0]>>
<<if $FutanariFetish is false>>
<<set $TextMessage = "@@.redtext;Error:@@ Futanari Content is disabled. Report this error.">>
<<else>>
<<if $EntityValues[$i].Body.Appearance.DoubleGenitals is true>>
<<set $TextMessage = "$EntityValues[$i].BrNoun gasp as a strange sensation fills $EntityValues[$i].sHimHer. However, nothing permanent seems to be taking effect.">>
<<else>>
<<if $EntityValues[$i].Body.Vagina.Has is true and $EntityValues[$i].Body.Penis.Has is false>>
<<set $EntityValues[$i].Body.Appearance.DoubleGenitals to true>>
<<set $EntityValues[$i].Body.Penis.Has to true>>
<<set $EntityValues[$i].Body.Penis.Size = random(3) + 1>>
<<set $TextMessage = "$EntityValues[$i].BrNoun overcome with lust as two balls pop out and a new pulsing <<Penis>> sprout forth dripping with seed and ready to be put to use!">>
<<elseif $EntityValues[$i].Body.Vagina.Has is false and $EntityValues[$i].Body.Penis.Has is true>>
<<set $EntityValues[$i].Body.Appearance.DoubleGenitals to true>>
<<set $EntityValues[$i].Body.Vagina.Has to true>>
<<set $EntityValues[$i].Body.Vagina.Size = 0>>
<<set $TextMessage = "A new virgin <<Vagina>> forms between $EntityValues[$i].srNoun legs, dripping with new wanton desire to be filled!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].BrNoun gasp as a strange sensation fills $EntityValues[$i].sHimHer. However, nothing permanent seems to be taking effect.">>
<</if>>
<</if>>
<</if>>
<<if $args[1] != "NoText">>$TextMessage<</if>>
<</widget>><<widget Examine>>
<<set $EntityID = $args[0]>>
<<UpdateEntity $EntityID>>
$EntityValues[$EntityID].Body.Face.Text $EntityValues[$EntityID].Body.Eyes.Text
$EntityValues[$EntityID].Body.Appearance.AttractiveText
$EntityValues[$EntityID].Body.Appearance.SexualText
$EntityValues[$EntityID].Body.Hair.Text
<br><br>
$EntityValues[$EntityID].Body.Skin.Text
$EntityValues[$EntityID].Body.Appearance.MuscleText
$EntityValues[$EntityID].Body.Appearance.BuildText
$EntityValues[$EntityID].Body.Appearance.ArmsLegsText
<br><br>
$EntityValues[$EntityID].Body.Breasts.Text $EntityValues[$EntityID].Body.Penis.Text $EntityValues[$EntityID].Body.Vagina.Text $EntityValues[$EntityID].Body.Ass.Text $EntityValues[$EntityID].Body.Asshole.Text
<</widget>>
<<widget ClothedExamine>>
<<set $EntityID = $args[0]>>
<<UpdateEntity $EntityID>>
$EntityValues[$EntityID].Body.Face.Text $EntityValues[$EntityID].Body.Eyes.Text
$EntityValues[$EntityID].Body.Appearance.AttractiveText
$EntityValues[$EntityID].Body.Appearance.SexualText
$EntityValues[$EntityID].Body.Hair.Text
<br><br>
$EntityValues[$EntityID].Body.Skin.Text
$EntityValues[$EntityID].Body.Appearance.MuscleText
$EntityValues[$EntityID].Body.Appearance.BuildText
$EntityValues[$EntityID].Body.Appearance.ArmsLegsText
<</widget>><<widget DUpdateAnatomyText>>
<<if $EntityValues[$UE].PenisSize <= 0>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a tiny almost non-existent $EntityValues[$UE].PenisTypeText clitty.">>
<<elseif $EntityValues[$UE].PenisSize == 1>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a small $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize == 2>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a below average $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize == 3>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave an above average $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize == 4>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a pretty big $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize == 5>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a well hung $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize == 6>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a huge veiny $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<<elseif $EntityValues[$UE].PenisSize >= 7>>
<<set $EntityValues[$UE].PenisText = "$EntityValues[$UE].BHasHave a gigantic veiny $EntityValues[$UE].PenisTypeText <<Penis>>.">>
<</if>>
<<if $EntityValues[$UE].PenisType == "Humanoid">>
<<set $EntityValues[$UE].PenisTypeText = "">>
<<elseif $EntityValues[$UE].PenisType == "Demonic">>
<<set $EntityValues[$UE].PenisTypeText = " bulb demonic">>
<<elseif $EntityValues[$UE].PenisType == "Equine">>
<<set $EntityValues[$UE].PenisTypeText = " equine">>
<<elseif $EntityValues[$UE].PenisType == "Canine">>
<<set $EntityValues[$UE].PenisTypeText = " knotted canine">>
<<else>>
<<set $EntityValues[$UE].PenisTypeText = "">>
<</if>>
<<if $EntityValues[$UE].BreastSize <= 0>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer chest is flat and manly.">>
<<elseif $EntityValues[$UE].BreastSize == 1>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are tiny in size and barely noticable.">>
<<elseif $EntityValues[$UE].BreastSize == 2>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are small in size, but perky.">>
<<elseif $EntityValues[$UE].BreastSize == 3>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are medium-sized, firm and very noticable.">>
<<elseif $EntityValues[$UE].BreastSize == 4>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are large, bouncy and very noticable.">>
<<elseif $EntityValues[$UE].BreastSize == 5>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are very large, voluptuos and extremely noticable.">>
<<elseif $EntityValues[$UE].BreastSize == 6>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are huge, seductively voluptuos and turn heads everywhere.">>
<<elseif $EntityValues[$UE].BreastSize >= 7>>
<<set $EntityValues[$UE].BreastText = "$EntityValues[$UE].BHisHer <<Breasts>>are massive, seductively voluptuos with titanic weight and turn heads everywhere.">>
<</if>>
<<if $EntityValues[$UE].AssSize <= 0>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a flat non-existent <<Ass>>">>
<<elseif $EntityValues[$UE].AssSize == 1>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a small firm <<Ass>>">>
<<elseif $EntityValues[$UE].AssSize == 2>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a nice round <<Ass>>">>
<<elseif $EntityValues[$UE].AssSize == 3>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a firm juicy <<Ass>>">>
<<elseif $EntityValues[$UE].AssSize == 4>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a huge heart-shaped <<Ass>>">>
<<elseif $EntityValues[$UE].AssSize >= 5>>
<<set $EntityValues[$UE].AssText = "$EntityValues[$UE].BHasHave a voluptously round <<Ass>>">>
<</if>>
<<if $EntityValues[$UE].AssholeSize <= 0>>
<<set $EntityValues[$UE].AssholeText = "with a virgin $Asshole.">>
<<elseif $EntityValues[$UE].AssholeSize == 1>>
<<set $EntityValues[$UE].AssholeText = "with a tight $Asshole.">>
<<elseif $EntityValues[$UE].AssholeSize == 2>>
<<set $EntityValues[$UE].AssholeText = "with a slightly used $Asshole.">>
<<elseif $EntityValues[$UE].AssholeSize == 3>>
<<set $EntityValues[$UE].AssholeText = "with a well-used $Asshole.">>
<<elseif $EntityValues[$UE].AssholeSize == 4>>
<<set $EntityValues[$UE].AssholeText = "with a gaping $Asshole.">>
<<elseif $EntityValues[$UE].AssholeSize >= 5>>
<<set $EntityValues[$UE].AssholeText = "with a destroyed $Asshole.">>
<</if>>
<<if $EntityValues[$UE].VaginaSize <= 0>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a nice virgin $Vagina.">>
<<elseif $EntityValues[$UE].VaginaSize == 1>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a tight $Vagina">>
<<elseif $EntityValues[$UE].VaginaSize == 2>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a slightly used $Vagina.">>
<<elseif $EntityValues[$UE].VaginaSize == 3>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a well-used $Vagina.">>
<<elseif $EntityValues[$UE].VaginaSize == 4>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a gaping $Vagina.">>
<<elseif $EntityValues[$UE].VaginaSize >= 5>>
<<set $EntityValues[$UE].VaginaText = "$EntityValues[$UE].BHasHave a destroyed $Vagina.">>
<</if>>
<<if $EntityValues[$UE].LipsSize <= 0>>
<<set $EntityValues[$UE].LipsText = "thin lips.">>
<<elseif $EntityValues[$UE].LipsSize == 1>>
<<set $EntityValues[$UE].LipsText = "thick luscious lips.">>
<<elseif $EntityValues[$UE].LipsSize >= 2>>
<<set $EntityValues[$UE].LipsText = "cock-sucking lips.">>
<</if>>
<<if $EntityValues[$UE].SexualTraitType >= 4>>
<<set $EntityValues[$UE].SexualText = "with an incredibly masculine appearance.">>
<<elseif $EntityValues[$UE].SexualTraitType == 3>>
<<set $EntityValues[$UE].SexualText = "with a masculine appearance.">>
<<elseif $EntityValues[$UE].SexualTraitType == 2>>
<<set $EntityValues[$UE].SexualText = "with an androgyne appearance.">>
<<elseif $EntityValues[$UE].SexualTraitType == 1>>
<<set $EntityValues[$UE].SexualText = "with a feminine appearance.">>
<<elseif $EntityValues[$UE].SexualTraitType <= 0>>
<<set $EntityValues[$UE].SexualText = "with an incredibly feminine appearance.">>
<</if>>
<<if $EntityValues[$UE].AttractiveTraitLevel <= 0>>
<<set $EntityValues[$UE].AttractiveText = "$EntityValues[$UE].BHisHer looks are otherwise completely abominable and unlovable ">>
<<elseif $EntityValues[$UE].AttractiveTraitLevel == 1>>
<<set $EntityValues[$UE].AttractiveText = "$EntityValues[$UE].BHisHer looks are rather ugly and not too great ">>
<<elseif $EntityValues[$UE].AttractiveTraitLevel == 2>>
<<set $EntityValues[$UE].AttractiveText = "$EntityValues[$UE].BHisHer looks are fairly average and not very noteworthy ">>
<<elseif $EntityValues[$UE].AttractiveTraitLevel == 3>>
<<set $EntityValues[$UE].AttractiveText = "$EntityValues[$UE].BHisHer looks are quite attractive and turn heads ">>
<<elseif $EntityValues[$UE].AttractiveTraitLevel >= 4>>
<<set $EntityValues[$UE].AttractiveText = "$EntityValues[$UE].BHisHer looks are exceptionally beautiful, making jaws drop left and right ">>
<</if>>
<<if $EntityValues[$UE].StrengthTraitLevel <= 0>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave almost no muscle at all, making $EntityValues[$UE].sHimHer look completely defenseless.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel == 1>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave weak girly muscles, that make $EntityValues[$UE].sHimHer look quite pathetic.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel == 2>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave below average muscles, that make $EntityValues[$UE].sHimHer look a little weak.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel == 3>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave fairly unnoticable muscles, that don't really make $EntityValues[$UE].sHimHer stand out.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel == 4>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave nice well-formed muscles, that give $EntityValues[$UE].sHimHer a slightly intimidating look.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel == 5>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave big burly muscles, that give $EntityValues[$UE].sHimHer an intimidating look.">>
<<elseif $EntityValues[$UE].StrengthTraitLevel >= 6>>
<<set $EntityValues[$UE].MuscleText = "$EntityValues[$UE].BHasHave monstrously huge muscles, that give $EntityValues[$UE].sHimHer an incredibly intimidating look.">>
<</if>>
<<if $EntityValues[$UE].DexterityTraitLevel <= 0>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave incredibly stiff limbs and move in a graceless almost comical way.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel == 1>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave stiff limbs and move in a comically gawky way.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel == 2>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave a below average flexibility and move in a fairly clumsy way.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel == 3>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave a fairly average flexibility that isn't very noticable.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel == 4>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave a quite flexible body and move with a careful, but admirable pace.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel == 5>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave a very flexible body and move with a daring grace.">>
<<elseif $EntityValues[$UE].DexterityTraitLevel >= 6>>
<<set $EntityValues[$UE].BuildText = "$EntityValues[$UE].BHasHave an incredibly flexible body and move with an unmatched supernatural grace.">>
<</if>>
<<if $EntityValues[$UE].Face == "Humanoid">>
<<set $EntityValues[$UE].FaceText = "$EntityValues[$UE].BHasHave a humanoid face, with">>
<<elseif $EntityValues[$UE].Face == "Bull">>
<<set $EntityValues[$UE].FaceText = "$EntityValues[$UE].BHasHave a bull-like face and head, with">>
<<elseif $EntityValues[$UE].Face == "Generic">>
<<set $EntityValues[$UE].FaceText = "$EntityValues[$UE].BHasHave a generic face, with">>
<<else>>
<<set $EntityValues[$UE].FaceText = "$EntityValues[$UE].BHasHave a generic face, with">>
<</if>>
<<if $EntityValues[$UE].EarType == "Humanoid">>
<<set $EntityValues[$UE].EarText = "normal ears and">>
<<elseif $EntityValues[$UE].EarType == "Elvish">>
<<set $EntityValues[$UE].EarText = "long elven ears and">>
<<elseif $EntityValues[$UE].EarType == "Pointy">>
<<set $EntityValues[$UE].EarText = "long pointy ears and">>
<<elseif $EntityValues[$UE].EarType == "Cat">>
<<set $EntityValues[$UE].EarText = "pointy cat-like ear and">>
<<elseif $EntityValues[$UE].EarType == "Cow">>
<<set $EntityValues[$UE].EarText = "cow-like ears and">>
<<elseif $EntityValues[$UE].EarType == "Generic">>
<<set $EntityValues[$UE].EarText = "normal ears and">>
<<else>>
<<set $EntityValues[$UE].EarText = "normal ears and">>
<</if>>
<<if $EntityValues[$UE].EyeColor == "Blue">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are blue in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Deep Blue">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are deep blue in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Light Blue">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are light blue in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Brown">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are brown in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Hazel">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are hazel in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Green">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are green in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Amber">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are amber in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Red">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are red in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Violet">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are violet in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Golden">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are golden in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Scarlet">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are scarlet red in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Crimson">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are crimson in color and">>
<<elseif $EntityValues[$UE].EyeColor == "Grey">>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are grey in color and">>
<<else>>
<<set $EntityValues[$UE].EyeColorText = "$EntityValues[$UE].BHisHer eyes are grey in color and">>
<</if>>
<<if $EntityValues[$UE].EyeType == "Humanoid">>
<<set $EntityValues[$UE].EyeTypeText = " have a humanoid iris.">>
<<elseif $EntityValues[$UE].EyeType == "Elvish">>
<<set $EntityValues[$UE].EyeTypeText = " have a dim elvish iris.">>
<<elseif $EntityValues[$UE].EyeType == "Cat">>
<<set $EntityValues[$UE].EyeTypeText = " have a slitted cat-like iris.">>
<<elseif $EntityValues[$UE].EyeType == "Vampiric">>
<<set $EntityValues[$UE].EyeTypeText = " have a vampiric iris.">>
<<elseif $EntityValues[$UE].EyeType == "Corrupted">>
<<set $EntityValues[$UE].EyeTypeText = " have a corrupted glowing iris.">>
<<elseif $EntityValues[$UE].EyeType == "Generic">>
<<set $EntityValues[$UE].EyeTypeText = " have a normal iris.">>
<<else>>
<<set $EntityValues[$UE].EyeTypeText = " have a normal iris.">>
<</if>>
<<if $EntityValues[$UE].HairStyle == "Scruffy">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHisHer hair is scruffy, but well-cut and">>
<<elseif $EntityValues[$UE].HairStyle == "Short">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHisHer hair is short, well-cut and">>
<<elseif $EntityValues[$UE].HairStyle == "Medium">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHisHer hair is shoulder-length and">>
<<elseif $EntityValues[$UE].HairStyle == "Long">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHisHer hair is chest-length and">>
<<elseif $EntityValues[$UE].HairStyle == "Very Long">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHisHer hair is lower-back length and">>
<<elseif $EntityValues[$UE].HairStyle == "Bald">>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHeShe is bald.">>
<<else>>
<<set $EntityValues[$UE].HairStyleText = "$EntityValues[$UE].BHeShe is bald.">>
<</if>>
<<if $EntityValues[$UE].HairStyle != "Bald">>
<<if $EntityValues[$UE].HairColor == "Brown">>
<<set $EntityValues[$UE].HairColorText = " brown in color.">>
<<elseif $EntityValues[$UE].HairColor == "Blonde">>
<<set $EntityValues[$UE].HairColorText = " blonde in color.">>
<<elseif $EntityValues[$UE].HairColor == "Black">>
<<set $EntityValues[$UE].HairColorText = " raven black in color.">>
<<elseif $EntityValues[$UE].HairColor == "Auburn">>
<<set $EntityValues[$UE].HairColorText = " auburn in color.">>
<<elseif $EntityValues[$UE].HairColor == "Red">>
<<set $EntityValues[$UE].HairColorText = " bright red in color.">>
<<elseif $EntityValues[$UE].HairColor == "Grey">>
<<set $EntityValues[$UE].HairColorText = " grey in color.">>
<<elseif $EntityValues[$UE].HairColor == "White">>
<<set $EntityValues[$UE].HairColorText = " white in color.">>
<<else>>
<<set $EntityValues[$UE].HairColorText = " grey in color.">>
<</if>>
<<else>>
<<set $EntityValues[$UE].HairColorText = "">>
<</if>>
<<if $EntityValues[$UE].ArmsType == "Humanoid">>
<<set $EntityValues[$UE].ArmsTypeText = "humanoid">>
<<elseif $EntityValues[$UE].ArmsType == "Generic">>
<<set $EntityValues[$UE].ArmsTypeText = "generic">>
<<else>>
<<set $EntityValues[$UE].ArmsTypeText = "generic">>
<</if>>
<<if $EntityValues[$UE].ArmsAmount == 1>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave one $EntityValues[$UE].ArmsTypeText arm ending in ">>
<<elseif $EntityValues[$UE].ArmsAmount == 2>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave two $EntityValues[$UE].ArmsTypeText arms ending in ">>
<<elseif $EntityValues[$UE].ArmsAmount == 3>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave three $EntityValues[$UE].ArmsTypeText arms ending in ">>
<<elseif $EntityValues[$UE].ArmsAmount == 4>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave four $EntityValues[$UE].ArmsTypeText arms ending in ">>
<<elseif $EntityValues[$UE].ArmsAmount == 5>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave five $EntityValues[$UE].ArmsTypeText arms ending in ">>
<<elseif $EntityValues[$UE].ArmsAmount >= 6>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave six $EntityValues[$UE].ArmsTypeText arms ending in ">>
<<else>>
<<set $EntityValues[$UE].ArmsAmountText = "$EntityValues[$UE].BHasHave two $EntityValues[$UE].ArmsTypeText arms ending in ">>
<</if>>
<<if $EntityValues[$UE].HandsType == "Humanoid">>
<<set $EntityValues[$UE].HandsTypeText = "normal hands ">>
<<elseif $EntityValues[$UE].HandsType == "Sharp">>
<<set $EntityValues[$UE].HandsTypeText = "normal hands with razor-sharp nails ">>
<<elseif $EntityValues[$UE].HandsType == "Tendril">>
<<set $EntityValues[$UE].HandsTypeText = "tendril-like hands ">>
<<elseif $EntityValues[$UE].HandsType == "Claw">>
<<set $EntityValues[$UE].HandsTypeText = "strong claws ">>
<<elseif $EntityValues[$UE].HandsType == "Generic">>
<<set $EntityValues[$UE].HandsTypeText = "normal hands ">>
<<else>>
<<set $EntityValues[$UE].HandsTypeText = "normal hands ">>
<</if>>
<<if $EntityValues[$UE].LegsType == "Humanoid">>
<<set $EntityValues[$UE].LegsTypeText = "humanoid">>
<<elseif $EntityValues[$UE].LegsType == "Fur">>
<<set $EntityValues[$UE].LegsTypeText = "heavily furried">>
<<elseif $EntityValues[$UE].LegsType == "Horseback">>
<<set $EntityValues[$UE].LegsTypeText = "horse-like">>
<<elseif $EntityValues[$UE].LegsType == "Generic">>
<<set $EntityValues[$UE].LegsTypeText = "generic">>
<<else>>
<<set $EntityValues[$UE].LegsTypeText = "generic">>
<</if>>
<<if $EntityValues[$UE].LegsAmount == 2>>
<<set $EntityValues[$UE].LegsAmountText = "and two $EntityValues[$UE].LegsTypeText legs ending in ">>
<<elseif $EntityValues[$UE].LegsAmount == 4>>
<<set $EntityValues[$UE].LegsAmountText = "and four $EntityValues[$UE].LegsTypeText legs ending in ">>
<<else>>
<<set $EntityValues[$UE].LegsAmountText = "and two $EntityValues[$UE].LegsTypeText legs ending in ">>
<</if>>
<<if $EntityValues[$UE].FeetType == "Humanoid">>
<<set $EntityValues[$UE].FeetTypeText = "normal feet.">>
<<elseif $EntityValues[$UE].FeetType == "Generic">>
<<set $EntityValues[$UE].FeetTypeText = "normal feet.">>
<<elseif $EntityValues[$UE].FeetType == "Cloven">>
<<set $EntityValues[$UE].FeetTypeText = "cloven hooves.">>
<<elseif $EntityValues[$UE].FeetType == "Demonic">>
<<set $EntityValues[$UE].FeetTypeText = "demonic high-heeled feet.">>
<<else>>
<<set $EntityValues[$UE].FeetTypeText = "normal feet.">>
<</if>>
<<if $EntityValues[$UE].SkinType == "Soft">>
<<set $EntityValues[$UE].SkinTypeText = "$EntityValues[$UE].BHisHer skin is soft and">>
<<elseif $EntityValues[$UE].SkinTypeType == "Scaly">>
<<set $EntityValues[$UE].SkinTypeText = "$EntityValues[$UE].BHisHer skin is covered in scales and">>
<<elseif $EntityValues[$UE].SkinTypeType == "Fur">>
<<set $EntityValues[$UE].SkinTypeText = "$EntityValues[$UE].BHisHer skin is covered in fur and">>
<<else>>
<<set $EntityValues[$UE].SkinTypeText = "$EntityValues[$UE].BHisHer skin is soft and">>
<</if>>
<<if $EntityValues[$UE].SkinColor == "Pale">>
<<set $EntityValues[$UE].SkinColorText = "pale in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Fair">>
<<set $EntityValues[$UE].SkinColorText = "fair in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Tanned">>
<<set $EntityValues[$UE].SkinColorText = "tanned in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Dark">>
<<set $EntityValues[$UE].SkinColorText = "dark in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Grey">>
<<set $EntityValues[$UE].SkinColorText = "deep grey in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Purple">>
<<set $EntityValues[$UE].SkinColorText = "bright purple in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Red">>
<<set $EntityValues[$UE].SkinColorText = "deep red in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Dark Red">>
<<set $EntityValues[$UE].SkinColorText = "dark red in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Deep Purple">>
<<set $EntityValues[$UE].SkinColorText = "deep purple in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Light Pink">>
<<set $EntityValues[$UE].SkinColorText = "light playful pink in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Green">>
<<set $EntityValues[$UE].SkinColorText = "mossy green in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Rich Green">>
<<set $EntityValues[$UE].SkinColorText = "rich deep green in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Dark Green">>
<<set $EntityValues[$UE].SkinColorText = "dark green in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Light Green">>
<<set $EntityValues[$UE].SkinColorText = "lightish green in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Blue">>
<<set $EntityValues[$UE].SkinColorText = "playfully blue in color.">>
<<elseif $EntityValues[$UE].SkinColor == "Pink">>
<<set $EntityValues[$UE].SkinColorText = "seductively pink in color.">>
<<else>>
<<set $EntityValues[$UE].SkinColorText = "fair in color.">>
<</if>>
<</widget>><<widget StartAnatomy>>
<<StartBodyParts>>
<<StartEntityModifiers>>
<<StartEntityAnatomy>>
<</widget>><<widget UpdateEntityText>>
<<if $EntityValues[$UE].IsPlayer is true>>
<<set $EntityValues[$UE].BNoun = "You">>
<<set $EntityValues[$UE].sNoun = "you">>
<<set $EntityValues[$UE].BrNoun = "Your">>
<<set $EntityValues[$UE].srNoun = "your">>
<<set $EntityValues[$UE].ProBNoun = "You">>
<<set $EntityValues[$UE].ProsNoun = "you">>
<<set $EntityValues[$UE].BHeShe = "You">>
<<set $EntityValues[$UE].sHeShe = "you">>
<<set $EntityValues[$UE].BHasHave = "You have">>
<<set $EntityValues[$UE].sHasHave = "you have">>
<<set $EntityValues[$UE].BHimHer = "You">>
<<set $EntityValues[$UE].sHimHer = "you">>
<<set $EntityValues[$UE].BHisHer = "Your">>
<<set $EntityValues[$UE].sHisHer = "your">>
<<set $EntityValues[$UE].BHimselfHerself = "Yourself">>
<<set $EntityValues[$UE].sHimselfHerself = "yourself">>
<<set $EntityValues[$UE].BThey = "You">>
<<set $EntityValues[$UE].sThey = "you">>
<<if $EntityValues[$UE].Gender == "Male">>
<<set $EntityValues[$UE].TPBHeShe = "He">>
<<set $EntityValues[$UE].TPBHimHer = "Him">>
<<set $EntityValues[$UE].TPBHisHer = "His">>
<<set $EntityValues[$UE].TPBHisHers = "His">>
<<set $EntityValues[$UE].TPBHimselfHerself = "His">>
<<set $EntityValues[$UE].TPBThey = "They">>
<<set $EntityValues[$UE].TPsHeShe = "he">>
<<set $EntityValues[$UE].TPsHimHer = "him">>
<<set $EntityValues[$UE].TPsHisHer = "his">>
<<set $EntityValues[$UE].TPsHisHers = "his">>
<<set $EntityValues[$UE].TPsHimselfHerself = "Herself">>
<<set $EntityValues[$UE].TPsThey = "they">>
<<else>>
<<set $EntityValues[$UE].TPBHeShe = "She">>
<<set $EntityValues[$UE].TPBHimHer = "Her">>
<<set $EntityValues[$UE].TPBHisHer = "Her">>
<<set $EntityValues[$UE].TPBHisHers = "Hers">>
<<set $EntityValues[$UE].TPBHimselfHerself = "Herself">>
<<set $EntityValues[$UE].TPBThey = "They">>
<<set $EntityValues[$UE].TPsHeShe = "she">>
<<set $EntityValues[$UE].TPsHimHer = "her">>
<<set $EntityValues[$UE].TPsHisHer = "her">>
<<set $EntityValues[$UE].TPsHisHers = "hers">>
<<set $EntityValues[$UE].TPsHimselfHerself = "herself">>
<<set $EntityValues[$UE].TPsThey = "they">>
<</if>>
<<else>>
<<if $EntityValues[$UE].IsPerson is false>>
<<set $EntityValues[$UE].BNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].sNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].BrNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].srNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].ProBNoun = "It">>
<<set $EntityValues[$UE].ProsNoun = "it">>
<<set $EntityValues[$UE].BHeShe = "It">>
<<set $EntityValues[$UE].sHeShe = "it">>
<<set $EntityValues[$UE].BHasHave = "It has">>
<<set $EntityValues[$UE].sHasHave = "it has">>
<<set $EntityValues[$UE].BHimHer = "Them">>
<<set $EntityValues[$UE].sHimHer = "them">>
<<set $EntityValues[$UE].BHisHer = "Their">>
<<set $EntityValues[$UE].sHisHer = "their">>
<<set $EntityValues[$UE].BHimselfHerself = "Themself">>
<<set $EntityValues[$UE].sHimselfHerself = "themself">>
<<set $EntityValues[$UE].BThey = "They">>
<<set $EntityValues[$UE].sThey = "they">>
<<set $EntityValues[$UE].TPBHeShe = "It">>
<<set $EntityValues[$UE].TPBHimHer = "Them">>
<<set $EntityValues[$UE].TPBHisHer = "Their">>
<<set $EntityValues[$UE].TPBHisHers = "Theirs">>
<<set $EntityValues[$UE].TPBHimselfHerself = "Theirself">>
<<set $EntityValues[$UE].TPBThey = "They">>
<<set $EntityValues[$UE].TPsHeShe = "it">>
<<set $EntityValues[$UE].TPsHimHer = "them">>
<<set $EntityValues[$UE].TPsHisHer = "their">>
<<set $EntityValues[$UE].TPsHisHers = "theirs">>
<<set $EntityValues[$UE].TPsHimselfHerself = "theirself">>
<<set $EntityValues[$UE].TPsThey = "they">>
<<else>>
<<if $EntityValues[$UE].Gender == "Male">>
<<set $EntityValues[$UE].BNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].sNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].BrNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].srNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].ProBNoun = "He">>
<<set $EntityValues[$UE].ProsNoun = "he">>
<<set $EntityValues[$UE].BHeShe = "He">>
<<set $EntityValues[$UE].sHeShe = "he">>
<<set $EntityValues[$UE].BHasHave = "He has">>
<<set $EntityValues[$UE].sHasHave = "he has">>
<<set $EntityValues[$UE].BHimHer = "Him">>
<<set $EntityValues[$UE].sHimHer = "him">>
<<set $EntityValues[$UE].BHisHer = "His">>
<<set $EntityValues[$UE].sHisHer = "his">>
<<set $EntityValues[$UE].BHimselfHerself = "Himself">>
<<set $EntityValues[$UE].sHimselfHerself = "himself">>
<<set $EntityValues[$UE].BThey = "They">>
<<set $EntityValues[$UE].sThey = "they">>
<<set $EntityValues[$UE].TPBHeShe = "He">>
<<set $EntityValues[$UE].TPBHimHer = "Him">>
<<set $EntityValues[$UE].TPBHisHer = "His">>
<<set $EntityValues[$UE].TPBHisHers = "His">>
<<set $EntityValues[$UE].TPBHimselfHerself = "His">>
<<set $EntityValues[$UE].TPBThey = "They">>
<<set $EntityValues[$UE].TPsHeShe = "he">>
<<set $EntityValues[$UE].TPsHimHer = "him">>
<<set $EntityValues[$UE].TPsHisHer = "his">>
<<set $EntityValues[$UE].TPsHisHers = "his">>
<<set $EntityValues[$UE].TPsHimselfHerself = "Herself">>
<<set $EntityValues[$UE].TPsThey = "they">>
<<else>>
<<set $EntityValues[$UE].BNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].sNoun = $EntityValues[$UE].Name>>
<<set $EntityValues[$UE].BrNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].srNoun = $EntityValues[$UE].Name + "'s">>
<<set $EntityValues[$UE].ProBNoun = "She">>
<<set $EntityValues[$UE].ProsNoun = "she">>
<<set $EntityValues[$UE].BHeShe = "She">>
<<set $EntityValues[$UE].sHeShe = "she">>
<<set $EntityValues[$UE].BHasHave = "She has">>
<<set $EntityValues[$UE].sHasHave = "She has">>
<<set $EntityValues[$UE].BHimHer = "Her">>
<<set $EntityValues[$UE].sHimHer = "her">>
<<set $EntityValues[$UE].BHimselfHerself = "Herself">>
<<set $EntityValues[$UE].sHimselfHerself = "herself">>
<<set $EntityValues[$UE].BHisHer = "Her">>
<<set $EntityValues[$UE].sHisHer = "her">>
<<set $EntityValues[$UE].BThey = "They">>
<<set $EntityValues[$UE].sThey = "they">>
<<set $EntityValues[$UE].TPBHeShe = "She">>
<<set $EntityValues[$UE].TPBHimHer = "Her">>
<<set $EntityValues[$UE].TPBHisHer = "Her">>
<<set $EntityValues[$UE].TPBHisHers = "Hers">>
<<set $EntityValues[$UE].TPBHimselfHerself = "Herself">>
<<set $EntityValues[$UE].TPBThey = "They">>
<<set $EntityValues[$UE].TPsHeShe = "she">>
<<set $EntityValues[$UE].TPsHimHer = "her">>
<<set $EntityValues[$UE].TPsHisHer = "her">>
<<set $EntityValues[$UE].TPsHisHers = "hers">>
<<set $EntityValues[$UE].TPsHimselfHerself = "herself">>
<<set $EntityValues[$UE].TPsThey = "they">>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget DStartEntityAnatomy>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $EntityValues[$i].PenisSize = 0>>
<<set $EntityValues[$i].PenisText = "">>
<<set $EntityValues[$i].PenisType = "Humanoid">>
<<set $EntityValues[$i].PenisTypeText = "">>
<<set $EntityValues[$i].AssSize = 0>>
<<set $EntityValues[$i].AssholeSize = 0>>
<<set $EntityValues[$i].AssText = "">>
<<set $EntityValues[$i].AssholeText = "">>
<<set $EntityValues[$i].BreastSize = 0>>
<<set $EntityValues[$i].BreastText = "">>
<<set $EntityValues[$i].VaginaSize = 0>>
<<set $EntityValues[$i].VaginaText = "">>
<<set $EntityValues[$i].LipsSize = 0>>
<<set $EntityValues[$i].LipsText = "">>
<<set $EntityValues[$i].DoubleGenitals to false>>
<<set $EntityValues[$i].HasPenis to true>>
<<set $EntityValues[$i].HasVagina to false>>
<<set $EntityValues[$i].Face = "Humanoid">>
<<set $EntityValues[$i].FaceText = "">>
<<set $EntityValues[$i].EyeType = "Humanoid">>
<<set $EntityValues[$i].EyeTypeText = "">>
<<set $EntityValues[$i].EyeColor = "Blue">>
<<set $EntityValues[$i].EyeColorText = "">>
<<set $EntityValues[$i].EarType = "Humanoid">>
<<set $EntityValues[$i].EarText = "">>
<<set $EntityValues[$i].HairStyle = "Scruffy">>
<<set $EntityValues[$i].HairStyleText = "">>
<<set $EntityValues[$i].HairColor = "Brown">>
<<set $EntityValues[$i].HairColorText = "">>
<<set $EntityValues[$i].SkinType = "Soft">>
<<set $EntityValues[$i].SkinTypeText = "">>
<<set $EntityValues[$i].SkinColor = "Fair">>
<<set $EntityValues[$i].SkinColorText = "">>
<<set $EntityValues[$i].ArmsType = "Humanoid">>
<<set $EntityValues[$i].ArmsAmount = 2>>
<<set $EntityValues[$i].ArmsTypeText = "">>
<<set $EntityValues[$i].ArmsAmountText = "">>
<<set $EntityValues[$i].LegsType = "Humanoid">>
<<set $EntityValues[$i].LegsAmount = 2>>
<<set $EntityValues[$i].LegsTypeText = "">>
<<set $EntityValues[$i].LegsAmountText = "">>
<<set $EntityValues[$i].HandsType = "Humanoid">>
<<set $EntityValues[$i].HandsTypeText = "">>
<<set $EntityValues[$i].FeetType = "Humanoid">>
<<set $EntityValues[$i].FeetTypeText = "">>
<<set $EntityValues[$i].MuscleText = "">>
<<set $EntityValues[$i].BuildText = "">>
<<set $EntityValues[$i].SexualText = "">>
<<set $EntityValues[$i].AttractiveText = "">>
<<else>>
<<set $EntityValues[$i].PenisSize = 3>>
<<set $EntityValues[$i].PenisText = "">>
<<set $EntityValues[$i].PenisType = "Humanoid">>
<<set $EntityValues[$i].PenisTypeText = "">>
<<set $EntityValues[$i].AssSize = 3>>
<<set $EntityValues[$i].AssholeSize = 1>>
<<set $EntityValues[$i].AssText = "">>
<<set $EntityValues[$i].AssholeText = "">>
<<set $EntityValues[$i].BreastSize = 0>>
<<set $EntityValues[$i].BreastText = "">>
<<set $EntityValues[$i].VaginaSize = 0>>
<<set $EntityValues[$i].VaginaText = "">>
<<set $EntityValues[$i].LipsSize = 0>>
<<set $EntityValues[$i].LipsText = "">>
<<set $EntityValues[$i].DoubleGenitals to false>>
<<set $EntityValues[$i].HasPenis to true>>
<<set $EntityValues[$i].HasVagina to false>>
<<set $EntityValues[$i].Face = "Humanoid">>
<<set $EntityValues[$i].FaceText = "">>
<<set $EntityValues[$i].EyeType = "Humanoid">>
<<set $EntityValues[$i].EyeTypeText = "">>
<<set $EntityValues[$i].EyeColor = "Brown">>
<<set $EntityValues[$i].EyeColorText = "">>
<<set $EntityValues[$i].EarType = "Humanoid">>
<<set $EntityValues[$i].EarText = "">>
<<set $EntityValues[$i].HairStyle = "Short">>
<<set $EntityValues[$i].HairStyleText = "">>
<<set $EntityValues[$i].HairColor = "Brown">>
<<set $EntityValues[$i].HairColorText = "">>
<<set $EntityValues[$i].SkinType = "Soft">>
<<set $EntityValues[$i].SkinTypeText = "">>
<<set $EntityValues[$i].SkinColor = "Fair">>
<<set $EntityValues[$i].SkinColorText = "">>
<<set $EntityValues[$i].ArmsType = "Humanoid">>
<<set $EntityValues[$i].ArmsAmount = 2>>
<<set $EntityValues[$i].ArmsTypeText = "">>
<<set $EntityValues[$i].ArmsAmountText = "">>
<<set $EntityValues[$i].LegsType = "Humanoid">>
<<set $EntityValues[$i].LegsAmount = 2>>
<<set $EntityValues[$i].LegsTypeText = "">>
<<set $EntityValues[$i].LegsAmountText = "">>
<<set $EntityValues[$i].HandsType = "Humanoid">>
<<set $EntityValues[$i].HandsTypeText = "">>
<<set $EntityValues[$i].FeetType = "Humanoid">>
<<set $EntityValues[$i].FeetTypeText = "">>
<<set $EntityValues[$i].MuscleText = "">>
<<set $EntityValues[$i].BuildText = "">>
<<set $EntityValues[$i].SexualText = "">>
<<set $EntityValues[$i].AttractiveText = "">>
<</if>>
<</for>>
<</widget>><<widget PrintPrimary>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<br>ID: $EntityValues[$i].ID
<br>Name: $EntityValues[$i].Name
<br>FirstName: $EntityValues[$i].FirstName
<br>SurName: $EntityValues[$i].SurName
<br>Race: $EntityValues[$i].Race
<br>Gender: $EntityValues[$i].Gender
<br>Location: $EntityValues[$i].Location
<br>Status: $EntityValues[$i].Status
<br>Traits: <<DisplayTraits $EntityValues[$i].ID>>
<br>Skills: <<DisplaySkills $EntityValues[$i].ID>>
<br>StrengthTraitLevel: $EntityValues[$i].RankedTraits.StrengthTraitLevel
<br>DexterityTraitLevel: $EntityValues[$i].RankedTraits.DexterityTraitLevel
<br>CharismaTraitLevel: $EntityValues[$i].RankedTraits.CharismaTraitLevel
<br>IntelligenceTraitLevel: $EntityValues[$i].RankedTraits.IntelligenceTraitLevel
<br>WillpowerTraitLevel: $EntityValues[$i].RankedTraits.WillpowerTraitLevel
<br>CorruptionTraitLevel: $EntityValues[$i].RankedTraits.CorruptionTraitLevel
<br>CorruptorTraitLevel: $EntityValues[$i].RankedTraits.CorruptorTraitLevel
<br>AlcoholTraitLevel: $EntityValues[$i].RankedTraits.AlcoholTraitLevel
<br>SexualTraitType: $EntityValues[$i].RankedTraits.SexualTraitType
<br>AttractiveTraitLevel: $EntityValues[$i].RankedTraits.AttractiveTraitLevel
<</if>>
<</for>>
<</widget>>
<<widget PrintPrimaryPlayer>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<br>ID: $EntityValues[$i].ID
<br>Name: $EntityValues[$i].Name
<br>FirstName: $EntityValues[$i].FirstName
<br>SurName: $EntityValues[$i].SurName
<br>Race: $EntityValues[$i].Race
<br>Gender: $EntityValues[$i].Gender
<br>Location: $EntityValues[$i].Location
<br>Status: $EntityValues[$i].Status
<br>Traits: <<DisplayTraits $Player>>
<br>Skills: <<DisplaySkills $Player>>
<br>StrengthTraitLevel: $EntityValues[$i].RankedTraits.StrengthTraitLevel
<br>DexterityTraitLevel: $EntityValues[$i].RankedTraits.DexterityTraitLevel
<br>CharismaTraitLevel: $EntityValues[$i].RankedTraits.CharismaTraitLevel
<br>IntelligenceTraitLevel: $EntityValues[$i].RankedTraits.IntelligenceTraitLevel
<br>WillpowerTraitLevel: $EntityValues[$i].RankedTraits.WillpowerTraitLevel
<br>CorruptionTraitLevel: $EntityValues[$i].RankedTraits.CorruptionTraitLevel
<br>CorruptorTraitLevel: $EntityValues[$i].RankedTraits.CorruptorTraitLevel
<br>AlcoholTraitLevel: $EntityValues[$i].RankedTraits.AlcoholTraitLevel
<br>SexualTraitType: $EntityValues[$i].RankedTraits.SexualTraitType
<br>AttractiveTraitLevel: $EntityValues[$i].RankedTraits.AttractiveTraitLevel
<</if>>
<</for>>
<</widget>>
<<widget PrintAnatomy>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<br>Race: $EntityValues[$i].Race
<br>Gender: $EntityValues[$i].Gender
<br>IsPerson: $EntityValues[$i].IsPerson
<br>Body.Penis.Size: $EntityValues[$i].Body.Penis.Size
<br>PenisText: $EntityValues[$i].Body.Penis.Text
<br>Body.Ass.Size: $EntityValues[$i].Body.Ass.Size
<br>AssText: $EntityValues[$i].Body.Ass.Text
<br>Body.Asshole.Size: $EntityValues[$i].Body.Asshole.Size
<br>AssholeText: $EntityValues[$i].Body.Asshole.Text
<br>Body.Vagina.Size: $EntityValues[$i].Body.Vagina.Size
<br>VaginaText: $EntityValues[$i].Body.Vagina.Text
<br>Body.Breasts.Size: $EntityValues[$i].Body.Breasts.Size
<br>BreastText: $EntityValues[$i].Body.Breast.Text
<br>LipsSize: $EntityValues[$i].Body.Lips.Size
<br>LipsText: $EntityValues[$i].Body.Lips.Text
<br>Body.Penis.Has: $EntityValues[$i].Body.Penis.Has
<br>Body.Vagina.Has: $EntityValues[$i].Body.Vagina.Has
<br>Face: $EntityValues[$i].Body.Face
<br>EyeType: $EntityValues[$i].Body.Eyes.Group
<br>FaceText: $EntityValues[$i].Body.Face.Text
<br>EyeColor: $EntityValues[$i].Body.Eyes.Color
<br>EyeColorText: $EntityValues[$i].Body.Eyes.Text
<br>HairStyle: $EntityValues[$i].Body.Hair.Style
<br>HairStyleText: $EntityValues[$i].Body.Hair.StyleText
<br>HairColor: $EntityValues[$i].Body.Hair.Color
<br>HairColorText: $EntityValues[$i].Body.Hair.Text
<br>SkinColor: $EntityValues[$i].Body.Skin.Color
<br>SkinColorText: $EntityValues[$i].Body.Skin.Text
<br>SkinGroup: $EntityValues[$i].Body.Skin.Group
<br>ArmsText: $EntityValues[$i].Body.Arms.Text
<br>ArmsGroup: $EntityValues[$i].Body.Arms.ArmsGroup
<br>HandGroup: $EntityValues[$i].Body.Arms.HandsGroup
<br>LegsText: $EntityValues[$i].Body.Legs.Text
<br>LegsGroup: $EntityValues[$i].Body.Legs.LegsGroup
<br>FeetGroup: $EntityValues[$i].Body.Legs.FeetGroup
<br>MuscleText: $EntityValues[$i].Body.Appearance.MuscleText
<br>BuildText: $EntityValues[$i].Body.Appearance.BuildText
<br>SexualText: $EntityValues[$i].Body.Appearance.SexualText
<br>AttractiveText: $EntityValues[$i].Body.Appearance.AttractiveText
<</if>>
<</for>>
<</widget>>
<<widget PrintStats>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<br>Lethality: $EntityValues[$i].Lethality
<br>Armor: $EntityValues[$i].Armor
<br>Sorcery: $EntityValues[$i].Sorcery
<br>Binding: $EntityValues[$i].Binding
<br>Seduction: $EntityValues[$i].Seduction
<br>Depravity: $EntityValues[$i].Depravity
<br>Statmap : Current(Minimum/Maximum)
<br>Health: $EntityValues[$i].CurrentHealth ($EntityValues[$i].MinHealth/$EntityValues[$i].MaxHealth)
<br>Mana: $EntityValues[$i].CurrentMana ($EntityValues[$i].MinMana/$EntityValues[$i].MaxMana)
<br>Energy: $EntityValues[$i].CurrentEnergy ($EntityValues[$i].MinEnergy/$EntityValues[$i].MaxEnergy)
<br>Lust: $EntityValues[$i].CurrentLust ($EntityValues[$i].MinLust/$EntityValues[$i].MaxLust)
<br>Resistance: $EntityValues[$i].CurrentResistance ($EntityValues[$i].MinResistance/$EntityValues[$i].MaxResistance)
<</if>>
<</for>>
<</widget>><<widget StartPresets>>
<<PlayerPreset>>
<<TracyPreset>>
<<NadoraPreset>>
<<LisaPreset>>
<<CandicePreset>>
<<LeonardPreset>>
<<ZakoPreset>>
<<TheWitchPreset>>
<<FeliciaPreset>>
<<HaldenPreset>>
<<ArnoldPreset>>
<<VelindraPreset>>
<</widget>>
<<widget TracyPreset>>
<<AddTrait $Tracy "Curious">>
<<AddSkill $Tracy "Dancing">>
<<set $EntityValues[$Tracy].RankedTraits.StrengthTraitLevel = 2>>
<<set $EntityValues[$Tracy].RankedTraits.DexterityTraitLevel = 5>>
<<set $EntityValues[$Tracy].RankedTraits.CharismaTraitLevel = 3>>
<<set $EntityValues[$Tracy].RankedTraits.IntelligenceTraitLevel = 2>>
<<set $EntityValues[$Tracy].RankedTraits.WillpowerTraitLevel = 4>>
<<set $EntityValues[$Tracy].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Tracy].RankedTraits.CorruptorTraitLevel = 0>>
<<set $EntityValues[$Tracy].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Tracy].RankedTraits.SexualTraitType = 1>>
<<set $EntityValues[$Tracy].RankedTraits.AttractiveTraitLevel = 3>>
<<set $EntityValues[$Tracy].Body.Penis.Size = 0>>
<<set $EntityValues[$Tracy].Body.Ass.Size = 3>>
<<set $EntityValues[$Tracy].Body.Asshole.Size = 0>>
<<set $EntityValues[$Tracy].Body.Breasts.Size = 4>>
<<set $EntityValues[$Tracy].Body.Vagina.Size = 1>>
<<set $EntityValues[$Tracy].Body.Lips.Size = 1>>
<<set $EntityValues[$Tracy].Body.Penis.Has to false>>
<<set $EntityValues[$Tracy].Body.Vagina.Has to true>>
<<set $EntityValues[$Tracy].Body.Face.Group = 0>>
<<set $EntityValues[$Tracy].Body.Eyes.Group = 0>>
<<set $EntityValues[$Tracy].Body.Eyes.Color = "Green">>
<<set $EntityValues[$Tracy].Body.Ears.Group = 1>>
<<set $EntityValues[$Tracy].Body.Hair.Style = "Long">>
<<set $EntityValues[$Tracy].Body.Hair.Color = "Blonde">>
<<set $EntityValues[$Tracy].Body.Skin.Group = 0>>
<<set $EntityValues[$Tracy].Body.Skin.Color = "Fair">>
<<set $EntityValues[$Tracy].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Tracy].Body.Arms.Amount = 2>>
<<set $EntityValues[$Tracy].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Tracy].Body.Legs.Amount = 2>>
<<set $EntityValues[$Tracy].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Tracy].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget NadoraPreset>>
<<AddTrait $Nadora "Slutty">>
<<AddTrait $Nadora "Bound">>
<<AddSkill $Nadora "Pyromancy">>
<<AddSkill $Nadora "Summoning: Portals">>
<<AddSkill $Nadora "Eromancy">>
<<AddTrait $Nadora "Corrupted Vision">>
<<AddTrait $Nadora "Elder">>
<<set $EntityValues[$Nadora].RankedTraits.StrengthTraitLevel = 4>>
<<set $EntityValues[$Nadora].RankedTraits.DexterityTraitLevel = 6>>
<<set $EntityValues[$Nadora].RankedTraits.CharismaTraitLevel = 5>>
<<set $EntityValues[$Nadora].RankedTraits.IntelligenceTraitLevel = 5>>
<<set $EntityValues[$Nadora].RankedTraits.WillpowerTraitLevel = 6>>
<<set $EntityValues[$Nadora].RankedTraits.CorruptionTraitLevel = 1>>
<<set $EntityValues[$Nadora].RankedTraits.CorruptorTraitLevel = 3>>
<<set $EntityValues[$Nadora].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Nadora].RankedTraits.SexualTraitType = 0>>
<<set $EntityValues[$Nadora].RankedTraits.AttractiveTraitLevel = 4>>
<<set $EntityValues[$Nadora].Body.Penis.Size = 0>>
<<set $EntityValues[$Nadora].Body.Ass.Size = 4>>
<<set $EntityValues[$Nadora].Body.Asshole.Size = 4>>
<<set $EntityValues[$Nadora].Body.Breasts.Size = 5>>
<<set $EntityValues[$Nadora].Body.Vagina.Size = 3>>
<<set $EntityValues[$Nadora].Body.Lips.Size = 1>>
<<set $EntityValues[$Nadora].Body.Penis.Has to false>>
<<set $EntityValues[$Nadora].Body.Vagina.Has to true>>
<<set $EntityValues[$Nadora].Body.Face.Group = 0>>
<<set $EntityValues[$Nadora].Body.Eyes.Group = 4>>
<<set $EntityValues[$Nadora].Body.Eyes.Color = "Golden">>
<<set $EntityValues[$Nadora].Body.Ears.Group = 2>>
<<set $EntityValues[$Nadora].Body.Hair.Style = "Medium">>
<<set $EntityValues[$Nadora].Body.Hair.Color = "Black">>
<<set $EntityValues[$Nadora].Body.Skin.Group = 0>>
<<set $EntityValues[$Nadora].Body.Skin.Color = "Red">>
<<set $EntityValues[$Nadora].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Nadora].Body.Arms.Amount = 2>>
<<set $EntityValues[$Nadora].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Nadora].Body.Legs.Amount = 2>>
<<set $EntityValues[$Nadora].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Nadora].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget TheWitchPreset>>
<<AddTrait $TheWitch "Bound">>
<<AddSkill $TheWitch "Pyromancy">>
<<AddSkill $TheWitch "Summoning: Portals">>
<<AddSkill $TheWitch "Eromancy">>
<<AddTrait $TheWitch "Corrupted Vision">>
<<AddTrait $TheWitch "Elder">>
<<set $EntityValues[$TheWitch].RankedTraits.StrengthTraitLevel = 4>>
<<set $EntityValues[$TheWitch].RankedTraits.DexterityTraitLevel = 6>>
<<set $EntityValues[$TheWitch].RankedTraits.CharismaTraitLevel = 5>>
<<set $EntityValues[$TheWitch].RankedTraits.IntelligenceTraitLevel = 5>>
<<set $EntityValues[$TheWitch].RankedTraits.WillpowerTraitLevel = 6>>
<<set $EntityValues[$TheWitch].RankedTraits.CorruptionTraitLevel = 1>>
<<set $EntityValues[$TheWitch].RankedTraits.CorruptorTraitLevel = 3>>
<<set $EntityValues[$TheWitch].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$TheWitch].RankedTraits.SexualTraitType = 0>>
<<set $EntityValues[$TheWitch].RankedTraits.AttractiveTraitLevel = 4>>
<<set $EntityValues[$TheWitch].Body.Penis.Size = 0>>
<<set $EntityValues[$TheWitch].Body.Ass.Size = 2>>
<<set $EntityValues[$TheWitch].Body.Asshole.Size = 4>>
<<set $EntityValues[$TheWitch].Body.Breasts.Size = 2>>
<<set $EntityValues[$TheWitch].Body.Vagina.Size = 3>>
<<set $EntityValues[$TheWitch].Body.Lips.Size = 0>>
<<set $EntityValues[$TheWitch].Body.Penis.Has to false>>
<<set $EntityValues[$TheWitch].Body.Vagina.Has to true>>
<<set $EntityValues[$TheWitch].Body.Face.Group = 0>>
<<set $EntityValues[$TheWitch].Body.Eyes.Group = 4>>
<<set $EntityValues[$TheWitch].Body.Eyes.Color = "Golden">>
<<set $EntityValues[$TheWitch].Body.Ears.Group = 0>>
<<set $EntityValues[$TheWitch].Body.Hair.Style = "Medium">>
<<set $EntityValues[$TheWitch].Body.Hair.Color = "Black">>
<<set $EntityValues[$TheWitch].Body.Skin.Group = 0>>
<<set $EntityValues[$TheWitch].Body.Skin.Color = "Fair">>
<<set $EntityValues[$TheWitch].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$TheWitch].Body.Arms.Amount = 2>>
<<set $EntityValues[$TheWitch].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$TheWitch].Body.Legs.Amount = 2>>
<<set $EntityValues[$TheWitch].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$TheWitch].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget LisaPreset>>
<<AddTrait $Lisa "Slutty">>
<<AddTrait $Lisa "Alcoholic">>
<<AddTrait $Lisa "Cum Addict">>
<<AddTrait $Lisa "Vampirism">>
<<AddTrait $Lisa "Elder">>
<<AddTrait $Lisa "Impatient">>
<<AddSkill $Lisa "Slavery">>
<<AddSkill $Lisa "Teacher">>
<<set $EntityValues[$Lisa].RankedTraits.StrengthTraitLevel = 4>>
<<set $EntityValues[$Lisa].RankedTraits.DexterityTraitLevel = 5>>
<<set $EntityValues[$Lisa].RankedTraits.CharismaTraitLevel = 6>>
<<set $EntityValues[$Lisa].RankedTraits.IntelligenceTraitLevel = 4>>
<<set $EntityValues[$Lisa].RankedTraits.WillpowerTraitLevel = 4>>
<<set $EntityValues[$Lisa].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Lisa].RankedTraits.CorruptorTraitLevel = 0>>
<<set $EntityValues[$Lisa].RankedTraits.AlcoholTraitLevel = 1>>
<<set $EntityValues[$Lisa].RankedTraits.SexualTraitType = 0>>
<<set $EntityValues[$Lisa].RankedTraits.AttractiveTraitLevel = 4>>
<<set $EntityValues[$Lisa].Body.Penis.Size = 6>>
<<set $EntityValues[$Lisa].Body.Ass.Size = 5>>
<<set $EntityValues[$Lisa].Body.Asshole.Size = 2>>
<<set $EntityValues[$Lisa].Body.Breasts.Size = 6>>
<<set $EntityValues[$Lisa].Body.Vagina.Size = 2>>
<<set $EntityValues[$Lisa].Body.Lips.Size = 2>>
<<set $EntityValues[$Lisa].Body.Penis.Has to true>>
<<set $EntityValues[$Lisa].Body.Vagina.Has to true>>
<<set $EntityValues[$Lisa].Body.Face.Group = 0>>
<<set $EntityValues[$Lisa].Body.Eyes.Group = 0>>
<<set $EntityValues[$Lisa].Body.Eyes.Color = "Blue">>
<<set $EntityValues[$Lisa].Body.Ears.Group = 0>>
<<set $EntityValues[$Lisa].Body.Hair.Style = "Long">>
<<set $EntityValues[$Lisa].Body.Hair.Color = "Blonde">>
<<set $EntityValues[$Lisa].Body.Skin.Group = 0>>
<<set $EntityValues[$Lisa].Body.Skin.Color = "Fair">>
<<set $EntityValues[$Lisa].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Lisa].Body.Arms.Amount = 2>>
<<set $EntityValues[$Lisa].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Lisa].Body.Legs.Amount = 2>>
<<set $EntityValues[$Lisa].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Lisa].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget VelindraPreset>>
<<AddTrait $Velindra "Seductive">>
<<AddTrait $Velindra "Perceptive">>
<<AddTrait $Velindra "Bound">>
<<AddSkill $Velindra "Pyromancy">>
<<AddSkill $Velindra "Summoning: Portals">>
<<AddSkill $Velindra "Eromancy">>
<<AddTrait $Velindra "Corrupted Vision">>
<<AddTrait $Velindra "Elder">>
<<set $EntityValues[$Velindra].RankedTraits.StrengthTraitLevel = 6>>
<<set $EntityValues[$Velindra].RankedTraits.DexterityTraitLevel = 6>>
<<set $EntityValues[$Velindra].RankedTraits.CharismaTraitLevel = 6>>
<<set $EntityValues[$Velindra].RankedTraits.IntelligenceTraitLevel = 6>>
<<set $EntityValues[$Velindra].RankedTraits.WillpowerTraitLevel = 6>>
<<set $EntityValues[$Velindra].RankedTraits.CorruptionTraitLevel = 1>>
<<set $EntityValues[$Velindra].RankedTraits.CorruptorTraitLevel = 3>>
<<set $EntityValues[$Velindra].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Velindra].RankedTraits.SexualTraitType = 0>>
<<set $EntityValues[$Velindra].RankedTraits.AttractiveTraitLevel = 4>>
<<set $EntityValues[$Velindra].Body.Penis.Size = 0>>
<<set $EntityValues[$Velindra].Body.Ass.Size = 5>>
<<set $EntityValues[$Velindra].Body.Asshole.Size = 4>>
<<set $EntityValues[$Velindra].Body.Breasts.Size = 7>>
<<set $EntityValues[$Velindra].Body.Vagina.Size = 3>>
<<set $EntityValues[$Velindra].Body.Lips.Size = 2>>
<<set $EntityValues[$Velindra].Body.Penis.Has to false>>
<<set $EntityValues[$Velindra].Body.Vagina.Has to true>>
<<set $EntityValues[$Velindra].Body.Face.Group = 0>>
<<set $EntityValues[$Velindra].Body.Eyes.Group = 4>>
<<set $EntityValues[$Velindra].Body.Eyes.Color = "Crimson">>
<<set $EntityValues[$Velindra].Body.Ears.Group = 0>>
<<set $EntityValues[$Velindra].Body.Hair.Style = "Long">>
<<set $EntityValues[$Velindra].Body.Hair.Color = "Black">>
<<set $EntityValues[$Velindra].Body.Skin.Group = 0>>
<<set $EntityValues[$Velindra].Body.Skin.Color = "Red">>
<<set $EntityValues[$Velindra].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Velindra].Body.Arms.Amount = 2>>
<<set $EntityValues[$Velindra].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Velindra].Body.Legs.Amount = 2>>
<<set $EntityValues[$Velindra].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Velindra].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget FeliciaPreset>>
<<AddTrait $Felicia "Persuasive">>
<<AddTrait $Felicia "Perceptive">>
<<AddTrait $Felicia "Seductive">>
<<AddSkill $Felicia "Bartering">>
<<set $EntityValues[$Felicia].RankedTraits.StrengthTraitLevel = 3>>
<<set $EntityValues[$Felicia].RankedTraits.DexterityTraitLevel = 3>>
<<set $EntityValues[$Felicia].RankedTraits.CharismaTraitLevel = 4>>
<<set $EntityValues[$Felicia].RankedTraits.IntelligenceTraitLevel = 4>>
<<set $EntityValues[$Felicia].RankedTraits.WillpowerTraitLevel = 4>>
<<set $EntityValues[$Felicia].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Felicia].RankedTraits.CorruptorTraitLevel = 0>>
<<set $EntityValues[$Felicia].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Felicia].RankedTraits.SexualTraitType = 1>>
<<set $EntityValues[$Felicia].RankedTraits.AttractiveTraitLevel = 2>>
<<set $EntityValues[$Felicia].Body.Penis.Size = 6>>
<<set $EntityValues[$Felicia].Body.Ass.Size = 4>>
<<set $EntityValues[$Felicia].Body.Asshole.Size = 1>>
<<set $EntityValues[$Felicia].Body.Breasts.Size = 5>>
<<set $EntityValues[$Felicia].Body.Vagina.Size = 2>>
<<set $EntityValues[$Felicia].Body.Lips.Size = 1>>
<<set $EntityValues[$Felicia].Body.Appearance.DoubleGenitals to true>>
<<set $EntityValues[$Felicia].Body.Penis.Has to true>>
<<set $EntityValues[$Felicia].Body.Vagina.Has to true>>
<<set $EntityValues[$Felicia].Body.Face.Group = 0>>
<<set $EntityValues[$Felicia].Body.Eyes.Group = 0>>
<<set $EntityValues[$Felicia].Body.Eyes.Color = "Amber">>
<<set $EntityValues[$Felicia].Body.Ears.Group = 0>>
<<set $EntityValues[$Felicia].Body.Hair.Style = "Very Long">>
<<set $EntityValues[$Felicia].Body.Hair.Color = "Blonde">>
<<set $EntityValues[$Felicia].Body.Skin.Group = 0>>
<<set $EntityValues[$Felicia].Body.Skin.Color = "Fair">>
<<set $EntityValues[$Felicia].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Felicia].Body.Arms.Amount = 2>>
<<set $EntityValues[$Felicia].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Felicia].Body.Legs.Amount = 2>>
<<set $EntityValues[$Felicia].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Felicia].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget CandicePreset>>
<<AddTrait $Candice "Persuasive">>
<<AddTrait $Candice "Perceptive">>
<<AddTrait $Candice "Impatient">>
<<AddSkill $Candice "Slavery">>
<<AddSkill $Candice "Archery">>
<<set $EntityValues[$Candice].RankedTraits.StrengthTraitLevel = 2>>
<<set $EntityValues[$Candice].RankedTraits.DexterityTraitLevel = 4>>
<<set $EntityValues[$Candice].RankedTraits.CharismaTraitLevel = 3>>
<<set $EntityValues[$Candice].RankedTraits.IntelligenceTraitLevel = 1>>
<<set $EntityValues[$Candice].RankedTraits.WillpowerTraitLevel = 2>>
<<set $EntityValues[$Candice].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Candice].RankedTraits.CorruptorTraitLevel = 2>>
<<set $EntityValues[$Candice].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Candice].RankedTraits.SexualTraitType = 0>>
<<set $EntityValues[$Candice].RankedTraits.AttractiveTraitLevel = 4>>
<<set $EntityValues[$Candice].Body.Penis.Size = 0>>
<<set $EntityValues[$Candice].Body.Ass.Size = 4>>
<<set $EntityValues[$Candice].Body.Asshole.Size = 1>>
<<set $EntityValues[$Candice].Body.Breasts.Size = 4>>
<<set $EntityValues[$Candice].Body.Vagina.Size = 1>>
<<set $EntityValues[$Candice].Body.Lips.Size = 1>>
<<set $EntityValues[$Candice].Body.Penis.Has to false>>
<<set $EntityValues[$Candice].Body.Vagina.Has to true>>
<<set $EntityValues[$Candice].Body.Face.Group = 0>>
<<set $EntityValues[$Candice].Body.Eyes.Group = 0>>
<<set $EntityValues[$Candice].Body.Eyes.Color = "Amber">>
<<set $EntityValues[$Candice].Body.Ears.Group = 0>>
<<set $EntityValues[$Candice].Body.Hair.Style = "Very Long">>
<<set $EntityValues[$Candice].Body.Hair.Color = "Auburn">>
<<set $EntityValues[$Candice].Body.Skin.Group = 0>>
<<set $EntityValues[$Candice].Body.Skin.Color = "Fair">>
<<set $EntityValues[$Candice].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Candice].Body.Arms.Amount = 2>>
<<set $EntityValues[$Candice].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Candice].Body.Legs.Amount = 2>>
<<set $EntityValues[$Candice].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Candice].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget HaldenPreset>>
<<AddTrait $Halden "Curious">>
<<AddTrait $Halden "Impatient">>
<<AddSkill $Halden "Hunting">>
<<AddSkill $Halden "Archery">>
<<set $EntityValues[$Halden].RankedTraits.StrengthTraitLevel = 3>>
<<set $EntityValues[$Halden].RankedTraits.DexterityTraitLevel = 5>>
<<set $EntityValues[$Halden].RankedTraits.CharismaTraitLevel = 6>>
<<set $EntityValues[$Halden].RankedTraits.IntelligenceTraitLevel = 4>>
<<set $EntityValues[$Halden].RankedTraits.WillpowerTraitLevel = 4>>
<<set $EntityValues[$Halden].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Halden].RankedTraits.CorruptorTraitLevel = 2>>
<<set $EntityValues[$Halden].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Halden].RankedTraits.SexualTraitType = 3>>
<<set $EntityValues[$Halden].RankedTraits.AttractiveTraitLevel = 3>>
<<set $EntityValues[$Halden].Body.Penis.Size = 3>>
<<set $EntityValues[$Halden].Body.Ass.Size = 2>>
<<set $EntityValues[$Halden].Body.Asshole.Size = 1>>
<<set $EntityValues[$Halden].Body.Breasts.Size = 0>>
<<set $EntityValues[$Halden].Body.Vagina.Size = 0>>
<<set $EntityValues[$Halden].Body.Lips.Size = 0>>
<<set $EntityValues[$Halden].Body.Penis.Has to true>>
<<set $EntityValues[$Halden].Body.Vagina.Has to false>>
<<set $EntityValues[$Halden].Body.Face.Group = 0>>
<<set $EntityValues[$Halden].Body.Eyes.Group = 0>>
<<set $EntityValues[$Halden].Body.Eyes.Color = "Grey">>
<<set $EntityValues[$Halden].Body.Ears.Group = 0>>
<<set $EntityValues[$Halden].Body.Hair.Style = "Medium">>
<<set $EntityValues[$Halden].Body.Hair.Color = "Black">>
<<set $EntityValues[$Halden].Body.Skin.Group = 0>>
<<set $EntityValues[$Halden].Body.Skin.Color = "Tanned">>
<<set $EntityValues[$Halden].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Halden].Body.Arms.Amount = 2>>
<<set $EntityValues[$Halden].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Halden].Body.Legs.Amount = 2>>
<<set $EntityValues[$Halden].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Halden].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget ZakoPreset>>
<<AddTrait $Zako "Perceptive">>
<<AddTrait $Zako "Sneaky">>
<<AddTrait $Zako "Curious">>
<<AddTrait $Zako "Corrupted Vision">>
<<AddTrait $Zako "Bound">>
<<AddSkill $Zako "Shadow Dancing">>
<<AddSkill $Zako "Summoning: Portals">>
<<set $EntityValues[$Zako].RankedTraits.StrengthTraitLevel = 3>>
<<set $EntityValues[$Zako].RankedTraits.DexterityTraitLevel = 6>>
<<set $EntityValues[$Zako].RankedTraits.CharismaTraitLevel = 4>>
<<set $EntityValues[$Zako].RankedTraits.IntelligenceTraitLevel = 4>>
<<set $EntityValues[$Zako].RankedTraits.WillpowerTraitLevel = 4>>
<<set $EntityValues[$Zako].RankedTraits.CorruptionTraitLevel = 1>>
<<set $EntityValues[$Zako].RankedTraits.CorruptorTraitLevel = 2>>
<<set $EntityValues[$Zako].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Zako].RankedTraits.SexualTraitType = 3>>
<<set $EntityValues[$Zako].RankedTraits.AttractiveTraitLevel = 3>>
<<set $EntityValues[$Zako].Body.Penis.Group = 1>>
<<set $EntityValues[$Zako].Body.Penis.Size = 4>>
<<set $EntityValues[$Zako].Body.Ass.Size = 2>>
<<set $EntityValues[$Zako].Body.Asshole.Size = 1>>
<<set $EntityValues[$Zako].Body.Breasts.Size = 0>>
<<set $EntityValues[$Zako].Body.Vagina.Size = 0>>
<<set $EntityValues[$Zako].Body.Lips.Size = 0>>
<<set $EntityValues[$Zako].Body.Penis.Has to true>>
<<set $EntityValues[$Zako].Body.Vagina.Has to false>>
<<set $EntityValues[$Zako].Body.Face.Group = 0>>
<<set $EntityValues[$Zako].Body.Eyes.Group = 0>>
<<set $EntityValues[$Zako].Body.Eyes.Color = "Corrupted">>
<<set $EntityValues[$Zako].Body.Ears.Group = 0>>
<<set $EntityValues[$Zako].Body.Hair.Style = "Bald">>
<<set $EntityValues[$Zako].Body.Hair.Color = "Black">>
<<set $EntityValues[$Zako].Body.Skin.Group = 0>>
<<set $EntityValues[$Zako].Body.Skin.Color = "Red">>
<<set $EntityValues[$Zako].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Zako].Body.Arms.Amount = 2>>
<<set $EntityValues[$Zako].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Zako].Body.Legs.Amount = 2>>
<<set $EntityValues[$Zako].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Zako].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget LeonardPreset>>
<<AddTrait $Leonard "Impatient">>
<<AddTrait $Leonard "Aggressive">>
<<AddSkill $Leonard "Hunting">>
<<AddSkill $Leonard "Slavery">>
<<set $EntityValues[$Leonard].RankedTraits.StrengthTraitLevel = 6>>
<<set $EntityValues[$Leonard].RankedTraits.DexterityTraitLevel = 4>>
<<set $EntityValues[$Leonard].RankedTraits.CharismaTraitLevel = 2>>
<<set $EntityValues[$Leonard].RankedTraits.IntelligenceTraitLevel = 2>>
<<set $EntityValues[$Leonard].RankedTraits.WillpowerTraitLevel = 3>>
<<set $EntityValues[$Leonard].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Leonard].RankedTraits.CorruptorTraitLevel = 1>>
<<set $EntityValues[$Leonard].RankedTraits.AlcoholTraitLevel = 1>>
<<set $EntityValues[$Leonard].RankedTraits.SexualTraitType = 4>>
<<set $EntityValues[$Leonard].RankedTraits.AttractiveTraitLevel = 2>>
<<set $EntityValues[$Leonard].Body.Penis.Size = 6>>
<<set $EntityValues[$Leonard].Body.Ass.Size = 2>>
<<set $EntityValues[$Leonard].Body.Asshole.Size = 0>>
<<set $EntityValues[$Leonard].Body.Breasts.Size = 0>>
<<set $EntityValues[$Leonard].Body.Vagina.Size = 0>>
<<set $EntityValues[$Leonard].Body.Lips.Size = 0>>
<<set $EntityValues[$Leonard].Body.Penis.Has to true>>
<<set $EntityValues[$Leonard].Body.Vagina.Has to false>>
<<set $EntityValues[$Leonard].Body.Face.Group = 0>>
<<set $EntityValues[$Leonard].Body.Eyes.Group = 0>>
<<set $EntityValues[$Leonard].Body.Eyes.Color = "Blue">>
<<set $EntityValues[$Leonard].Body.Ears.Group = 0>>
<<set $EntityValues[$Leonard].Body.Hair.Style = "Short">>
<<set $EntityValues[$Leonard].Body.Hair.Color = "Black">>
<<set $EntityValues[$Leonard].Body.Skin.Group = 0>>
<<set $EntityValues[$Leonard].Body.Skin.Color = "Fair">>
<<set $EntityValues[$Leonard].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Leonard].Body.Arms.Amount = 2>>
<<set $EntityValues[$Leonard].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Leonard].Body.Legs.Amount = 2>>
<<set $EntityValues[$Leonard].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Leonard].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget ArnoldPreset>>
<<AddTrait $Arnold "Curious">>
<<AddTrait $Arnold "Perceptive">>
<<AddSkill $Arnold "Smithing">>
<<set $EntityValues[$Arnold].RankedTraits.StrengthTraitLevel = 5>>
<<set $EntityValues[$Arnold].RankedTraits.DexterityTraitLevel = 3>>
<<set $EntityValues[$Arnold].RankedTraits.CharismaTraitLevel = 4>>
<<set $EntityValues[$Arnold].RankedTraits.IntelligenceTraitLevel = 3>>
<<set $EntityValues[$Arnold].RankedTraits.WillpowerTraitLevel = 5>>
<<set $EntityValues[$Arnold].RankedTraits.CorruptionTraitLevel = 0>>
<<set $EntityValues[$Arnold].RankedTraits.CorruptorTraitLevel = 0>>
<<set $EntityValues[$Arnold].RankedTraits.AlcoholTraitLevel = 0>>
<<set $EntityValues[$Arnold].RankedTraits.SexualTraitType = 4>>
<<set $EntityValues[$Arnold].RankedTraits.AttractiveTraitLevel = 2>>
<<set $EntityValues[$Arnold].Body.Penis.Size = 5>>
<<set $EntityValues[$Arnold].Body.Ass.Size = 2>>
<<set $EntityValues[$Arnold].Body.Asshole.Size = 0>>
<<set $EntityValues[$Arnold].Body.Breasts.Size = 0>>
<<set $EntityValues[$Arnold].Body.Vagina.Size = 0>>
<<set $EntityValues[$Arnold].Body.Lips.Size = 0>>
<<set $EntityValues[$Arnold].Body.Penis.Has to true>>
<<set $EntityValues[$Arnold].Body.Vagina.Has to false>>
<<set $EntityValues[$Arnold].Body.Face.Group = 0>>
<<set $EntityValues[$Arnold].Body.Eyes.Group = 0>>
<<set $EntityValues[$Arnold].Body.Eyes.Color = "Brown">>
<<set $EntityValues[$Arnold].Body.Ears.Group = 0>>
<<set $EntityValues[$Arnold].Body.Hair.Style = "Bald">>
<<set $EntityValues[$Arnold].Body.Hair.Color = "Black">>
<<set $EntityValues[$Arnold].Body.Skin.Group = 0>>
<<set $EntityValues[$Arnold].Body.Skin.Color = "Tanned">>
<<set $EntityValues[$Arnold].Body.Arms.ArmsGroup = 0>>
<<set $EntityValues[$Arnold].Body.Arms.Amount = 2>>
<<set $EntityValues[$Arnold].Body.Legs.LegsGroup = 0>>
<<set $EntityValues[$Arnold].Body.Legs.Amount = 2>>
<<set $EntityValues[$Arnold].Body.Arms.HandsGroup = 0>>
<<set $EntityValues[$Arnold].Body.Legs.FeetGroup = 0>>
<</widget>>
<<widget PlayerPreset>>
<<set $EntityValues[$Player].Body.Penis.Size = 4>>
<<set $EntityValues[$Player].Body.Ass.Size = 2>>
<<set $EntityValues[$Player].Body.Asshole.Size = 0>>
<<set $EntityValues[$Player].Body.Breasts.Size = 0>>
<<set $EntityValues[$Player].Body.Vagina.Size = 0>>
<<set $EntityValues[$Player].Body.Lips.Size = 0>>
<<set $EntityValues[$Player].Body.Penis.Has to true>>
<<set $EntityValues[$Player].Body.Vagina.Has to false>>
<</widget>><<widget AddSkill>><<nobr>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Skills.includes($args[1])>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You already have the skill @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $Stored_EntityName = $EntityValues[$i].Name>>
<<set $TextMessage = "$EntityValues[$i].Name already has the skill @@.lightbluetext;$args[1]@@!">>
<</if>>
<<else>>
<<set $EntityValues[$i].Skills.pushUnique($args[1])>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You have gained the skill @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].Name has gained the skill @@.lightbluetext;$args[1]@@!">>
<</if>>
<</if>>
<</if>>
<<if $args[2] != "NoText">>$TextMessage<</if>>
<</for>><</nobr>><</widget>>
<<widget RemoveSkill>><<nobr>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].Name == $args[0]>>
<<if $EntityValues[$i].Skills.includes($args[1])>>
<<set $EntityValues[$i].Skills.delete($args[1])>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You have lost the skill @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $Stored_EntityName = $i>>
<<set $TextMessage = "$EntityValues[$i].Name has lost the skill @@.lightbluetext;$args[1]@@!">>
<</if>>
<<else>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You don't have the skill @@.lightbluetext;$args[1]@@!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].Name doesn't have the skill @@.lightbluetext;$args[1]@@!">>
<</if>>
<</if>>
<</if>>
<<if $args[2] != "NoText">>$TextMessage<</if>>
<</for>><</nobr>><</widget>><<widget UpdateEntityItemStats>>
<<set $EntityValues[$UE].LethalityItemApply = 0>>
<<set $EntityValues[$UE].ArmorItemApply = 0>>
<<set $EntityValues[$UE].SorceryItemApply = 0>>
<<set $EntityValues[$UE].BindingItemApply = 0>>
<<set $EntityValues[$UE].SeductionItemApply = 0>>
<<set $EntityValues[$UE].DepravityItemApply = 0>>
<<set $EntityValues[$UE].AccuracyItemApply = 0>>
<<set $EntityValues[$UE].EvasionItemApply = 0>>
<<set $EntityValues[$UE].CriticalityItemApply = 0>>
<<set $EntityValues[$UE].MaxHealthItemApply = 0>>
<<set $EntityValues[$UE].MaxManaItemApply = 0>>
<<set $EntityValues[$UE].MaxEnergyItemApply = 0>>
<<set $EntityValues[$UE].MaxLustItemApply = 0>>
<<set $EntityValues[$UE].MaxResistanceItemApply = 0>>
<<set $EntityValues[$UE].MinHealthItemApply = 0>>
<<set $EntityValues[$UE].MinManaItemApply = 0>>
<<set $EntityValues[$UE].MinEnergyItemApply = 0>>
<<set $EntityValues[$UE].MinLustItemApply = 0>>
<<set $EntityValues[$UE].MinResistanceItemApply = 0>>
<<if $EntityValues[$UE].IsPlayer is true>>
<<if $EntityValues[$UE].HasChestCovered is false>>
<<set $EntityValues[$UE].SeductionItemApply += 3>>
<</if>>
<<if $EntityValues[$UE].HasCrotchCovered is false>>
<<set $EntityValues[$UE].SeductionItemApply += 6>>
<</if>>
<<for $WE to 0; $WE lt $EntityValues[$UE].WeaponEquipped.length; $WE++>>
<<WeaponModifierApply $UE $WE>>
<</for>>
<<for $WE to 0; $WE lt $EntityValues[$UE].WearablesEquipped.length; $WE++>>
<<WearableModifierApply $UE $WE>>
<</for>>
<</if>>
<</widget>>
<<widget ApplyEntityStats>>
<<set $EntityValues[$UE].Lethality = $EntityValues[$UE].BaseLethality + $EntityValues[$UE].LethalityTraitApply + $EntityValues[$UE].LethalityEffectApply + $EntityValues[$UE].LethalityItemApply>>
<<set $EntityValues[$UE].Armor = $EntityValues[$UE].BaseArmor + $EntityValues[$UE].ArmorTraitApply + $EntityValues[$UE].ArmorEffectApply + $EntityValues[$UE].ArmorItemApply>>
<<set $EntityValues[$UE].Sorcery = $EntityValues[$UE].BaseSorcery + $EntityValues[$UE].SorceryTraitApply + $EntityValues[$UE].SorceryEffectApply + $EntityValues[$UE].SorceryItemApply + $WeatherSorceryApply>>
<<set $EntityValues[$UE].Binding = $EntityValues[$UE].BaseBinding + $EntityValues[$UE].BindingTraitApply + $EntityValues[$UE].BindingEffectApply + $EntityValues[$UE].BindingItemApply + $WeatherBindingApply>>
<<set $EntityValues[$UE].Seduction = $EntityValues[$UE].BaseSeduction + $EntityValues[$UE].SeductionTraitApply + $EntityValues[$UE].SeductionEffectApply + $EntityValues[$UE].SeductionItemApply + $WeatherSeductionApply>>
<<set $EntityValues[$UE].Depravity = $EntityValues[$UE].BaseDepravity + $EntityValues[$UE].DepravityTraitApply + $EntityValues[$UE].DepravityEffectApply + $EntityValues[$UE].DepravityItemApply>>
<<set $EntityValues[$UE].Criticality = $EntityValues[$UE].BaseCriticality + $EntityValues[$UE].CriticalityTraitApply + $EntityValues[$UE].CriticalityEffectApply + $EntityValues[$UE].CriticalityItemApply>>
<<set $EntityValues[$UE].Accuracy = $EntityValues[$UE].BaseAccuracy + $EntityValues[$UE].AccuracyTraitApply + $EntityValues[$UE].AccuracyEffectApply + $EntityValues[$UE].AccuracyItemApply>>
<<set $EntityValues[$UE].Evasion = $EntityValues[$UE].BaseEvasion + $EntityValues[$UE].EvasionTraitApply + $EntityValues[$UE].EvasionEffectApply + $EntityValues[$UE].EvasionItemApply>>
<<set $EntityValues[$UE].MaxHealth = $EntityValues[$UE].BaseMaxHealth + $EntityValues[$UE].MaxHealthTraitApply + $EntityValues[$UE].MaxHealthEffectApply + $EntityValues[$UE].MaxHealthItemApply>>
<<set $EntityValues[$UE].MaxMana = $EntityValues[$UE].BaseMaxMana + $EntityValues[$UE].MaxManaTraitApply + $EntityValues[$UE].MaxManaEffectApply + $EntityValues[$UE].MaxManaItemApply>>
<<set $EntityValues[$UE].MaxEnergy = $EntityValues[$UE].BaseMaxEnergy + $EntityValues[$UE].MaxEnergyTraitApply + $EntityValues[$UE].MaxEnergyEffectApply + $EntityValues[$UE].MaxEnergyItemApply>>
<<set $EntityValues[$UE].MaxLust = $EntityValues[$UE].BaseMaxLust + $EntityValues[$UE].MaxLustTraitApply + $EntityValues[$UE].MaxLustEffectApply + $EntityValues[$UE].MaxLustItemApply>>
<<set $EntityValues[$UE].MaxResistance = $EntityValues[$UE].BaseMaxResistance + $EntityValues[$UE].MaxResistanceTraitApply + $EntityValues[$UE].MaxResistanceEffectApply + $EntityValues[$UE].MaxResistanceItemApply>>
<<set $EntityValues[$UE].MinHealth = $EntityValues[$UE].BaseMinHealth + $EntityValues[$UE].MinHealthTraitApply + $EntityValues[$UE].MinHealthEffectApply + $EntityValues[$UE].MinHealthItemApply>>
<<set $EntityValues[$UE].MinMana = $EntityValues[$UE].BaseMinMana + $EntityValues[$UE].MinManaTraitApply + $EntityValues[$UE].MinManaEffectApply + $EntityValues[$UE].MinManaItemApply>>
<<set $EntityValues[$UE].MinEnergy = $EntityValues[$UE].BaseMinEnergy + $EntityValues[$UE].MinEnergyTraitApply + $EntityValues[$UE].MinEnergyEffectApply + $EntityValues[$UE].MinEnergyItemApply>>
<<set $EntityValues[$UE].MinLust = $EntityValues[$UE].BaseMinLust + $EntityValues[$UE].MinLustTraitApply + $EntityValues[$UE].MinLustEffectApply + $EntityValues[$UE].MinLustItemApply>>
<<set $EntityValues[$UE].MinResistance = $EntityValues[$UE].BaseMinResistance + $EntityValues[$UE].MinResistanceTraitApply + $EntityValues[$UE].MinResistanceEffectApply + $EntityValues[$UE].MinResistanceItemApply>>
<</widget>><<widget StartValues>>
<<StartAnatomy>>
<<StartEntityValues>>
<<StartStatistics>>
<<StartReputation>>
<<AssignEntityVariables>>
<<FindEntities>>
<<StartSocialTables>>
<<StartEntityStats>>
<<StartPlayerVariables>>
<<StartEntityAppearancePreset>>
<<StartSlaveStatus>>
<<UpdateEntity $Player>>
<<StartEntityFirstNames>>
<<StartEntitySurNames>>
<</widget>><<widget StartEntityStats>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<set $EntityValues[$i].Lethality = 0>>
<<set $EntityValues[$i].BaseLethality = 5>>
<<set $EntityValues[$i].LethalityTraitApply = 0>>
<<set $EntityValues[$i].LethalityItemApply = 0>>
<<set $EntityValues[$i].LethalityEffectApply = 0>>
<<set $EntityValues[$i].Armor = 0>>
<<set $EntityValues[$i].BaseArmor = 0>>
<<set $EntityValues[$i].ArmorTraitApply = 0>>
<<set $EntityValues[$i].ArmorItemApply = 0>>
<<set $EntityValues[$i].ArmorEffectApply = 0>>
<<set $EntityValues[$i].Sorcery = 0>>
<<set $EntityValues[$i].BaseSorcery = 0>>
<<set $EntityValues[$i].SorceryTraitApply = 0>>
<<set $EntityValues[$i].SorceryItemApply = 0>>
<<set $EntityValues[$i].SorceryEffectApply = 0>>
<<set $EntityValues[$i].Binding = 0>>
<<set $EntityValues[$i].BaseBinding = 0>>
<<set $EntityValues[$i].BindingTraitApply = 0>>
<<set $EntityValues[$i].BindingItemApply = 0>>
<<set $EntityValues[$i].BindingEffectApply = 0>>
<<set $EntityValues[$i].Seduction = 0>>
<<set $EntityValues[$i].BaseSeduction = 0>>
<<set $EntityValues[$i].SeductionTraitApply = 0>>
<<set $EntityValues[$i].SeductionItemApply = 0>>
<<set $EntityValues[$i].SeductionEffectApply = 0>>
<<set $EntityValues[$i].Depravity = 0>>
<<set $EntityValues[$i].BaseDepravity = 0>>
<<set $EntityValues[$i].DepravityTraitApply = 0>>
<<set $EntityValues[$i].DepravityItemApply = 0>>
<<set $EntityValues[$i].DepravityEffectApply = 0>>
<<set $EntityValues[$i].Criticality = 0>>
<<set $EntityValues[$i].BaseCriticality = 5>>
<<set $EntityValues[$i].CriticalityTraitApply = 0>>
<<set $EntityValues[$i].CriticalityItemApply = 0>>
<<set $EntityValues[$i].CriticalityEffectApply = 0>>
<<set $EntityValues[$i].Accuracy = 0>>
<<set $EntityValues[$i].BaseAccuracy = 75>>
<<set $EntityValues[$i].AccuracyTraitApply = 0>>
<<set $EntityValues[$i].AccuracyItemApply = 0>>
<<set $EntityValues[$i].AccuracyEffectApply = 0>>
<<set $EntityValues[$i].Evasion = 0>>
<<set $EntityValues[$i].BaseEvasion = 5>>
<<set $EntityValues[$i].EvasionTraitApply = 0>>
<<set $EntityValues[$i].EvasionItemApply = 0>>
<<set $EntityValues[$i].EvasionEffectApply = 0>>
<<set $EntityValues[$i].CurrentHealth = 100>>
<<set $EntityValues[$i].MaxHealth = 0>>
<<set $EntityValues[$i].BaseMaxHealth = 100>>
<<set $EntityValues[$i].MaxHealthTraitApply = 0>>
<<set $EntityValues[$i].MaxHealthEffectApply = 0>>
<<set $EntityValues[$i].MaxHealthItemApply = 0>>
<<set $EntityValues[$i].MinHealth = 0>>
<<set $EntityValues[$i].BaseMinHealth = 1>>
<<set $EntityValues[$i].MinHealthTraitApply = 0>>
<<set $EntityValues[$i].MinHealthEffectApply = 0>>
<<set $EntityValues[$i].MinHealthItemApply = 0>>
<<set $EntityValues[$i].CurrentMana = 200>>
<<set $EntityValues[$i].MaxMana = 0>>
<<set $EntityValues[$i].BaseMaxMana = 200>>
<<set $EntityValues[$i].MaxManaTraitApply = 0>>
<<set $EntityValues[$i].MaxManaEffectApply = 0>>
<<set $EntityValues[$i].MaxManaItemApply = 0>>
<<set $EntityValues[$i].MinMana = 0>>
<<set $EntityValues[$i].BaseMinMana = 0>>
<<set $EntityValues[$i].MinManaTraitApply = 0>>
<<set $EntityValues[$i].MinManaEffectApply = 0>>
<<set $EntityValues[$i].MinManaItemApply = 0>>
<<set $EntityValues[$i].CurrentEnergy = 100>>
<<set $EntityValues[$i].MaxEnergy = 0>>
<<set $EntityValues[$i].BaseMaxEnergy = 100>>
<<set $EntityValues[$i].MaxEnergyTraitApply = 0>>
<<set $EntityValues[$i].MaxEnergyEffectApply = 0>>
<<set $EntityValues[$i].MaxEnergyItemApply = 0>>
<<set $EntityValues[$i].MinEnergy = 0>>
<<set $EntityValues[$i].BaseMinEnergy = 0>>
<<set $EntityValues[$i].MinEnergyTraitApply = 0>>
<<set $EntityValues[$i].MinEnergyEffectApply = 0>>
<<set $EntityValues[$i].MinEnergyItemApply = 0>>
<<set $EntityValues[$i].CurrentLust = 0>>
<<set $EntityValues[$i].MaxLust = 0>>
<<set $EntityValues[$i].BaseMaxLust = 100>>
<<set $EntityValues[$i].MaxLustTraitApply = 0>>
<<set $EntityValues[$i].MaxLustEffectApply = 0>>
<<set $EntityValues[$i].MaxLustItemApply = 0>>
<<set $EntityValues[$i].MinLust = 0>>
<<set $EntityValues[$i].BaseMinLust = 0>>
<<set $EntityValues[$i].MinLustTraitApply = 0>>
<<set $EntityValues[$i].MinLustEffectApply = 0>>
<<set $EntityValues[$i].MinLustItemApply = 0>>
<<set $EntityValues[$i].CurrentResistance = 200>>
<<set $EntityValues[$i].MaxResistance = 0>>
<<set $EntityValues[$i].BaseMaxResistance = 200>>
<<set $EntityValues[$i].MaxResistanceTraitApply = 0>>
<<set $EntityValues[$i].MaxResistanceEffectApply = 0>>
<<set $EntityValues[$i].MaxResistanceItemApply = 0>>
<<set $EntityValues[$i].MinResistance = 0>>
<<set $EntityValues[$i].BaseMinResistance = 0>>
<<set $EntityValues[$i].MinResistanceTraitApply = 0>>
<<set $EntityValues[$i].MinResistanceEffectApply = 0>>
<<set $EntityValues[$i].MinResistanceItemApply = 0>>
/* Item Stuff, not really used now*/
<<set $EntityValues[$i].WeaponWielded = "None">>
<<set $EntityValues[$i].HasWeaponWielded to false>>
<<set $EntityValues[$i].WearableWorn = "None">>
<<set $EntityValues[$i].HasWearableWorn to false>>
<<set $EntityValues[$i].HasBreastCovered to false>>
<<set $EntityValues[$i].HasCrotchCovered to false>>
<</for>>
<</widget>>
<<widget Satisfy>>
<<set $TextMessage = "@@.redtext;Error: No one to Satisfy.@@">>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Depravity > 500>>
<<set $EntityValues[$i].CurrentLust = random(25) + 25>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "@@.lusttext;Your endless depravity know no limits, you need more!@@">>
<<else>>
<<set $TextMessage = "@@.greytext;" + $EntityValues[$i].BNoun + "'s endless depravity know no limits, you need more!@@">>
<</if>>
<<elseif $EntityValues[$i].Depravity >= 200>>
<<set $EntityValues[$i].CurrentLust = random(15) + 10>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "@@.lusttext;Your unholy slutty needs have been sated... for now.@@">>
<<else>>
<<set $TextMessage = "@@.greytext;" + $EntityValues[$i].BNoun + "'s unholy slutty needs have been sated... for now.@@">>
<</if>>
<<elseif $EntityValues[$i].Depravity > 100>>
<<set $EntityValues[$i].CurrentLust = random(10)>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "@@.lusttext;Your whorish cravings are satisfied... for now.@@">>
<<else>>
<<set $TextMessage = "@@.greytext;" + $EntityValues[$i].BNoun + "'s whorish cravings are satisfied... for now.@@">>
<</if>>
<<elseif $EntityValues[$i].Depravity > 50>>
<<set $EntityValues[$i].CurrentLust = 0>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "@@.lusttext;Your lustful desires have been satisfied.@@">>
<<else>>
<<set $TextMessage = "@@.greytext;" + $EntityValues[$i].BNoun + "'s lustful desires have been satisfied.@@">>
<</if>>
<<elseif $EntityValues[$i].Depravity > 10>>
<<set $EntityValues[$i].CurrentLust = 0>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "@@.lusttext;Your lusty needs have been met.@@">>
<<else>>
<<set $TextMessage = "@@.greytext;" + $EntityValues[$i].BNoun + "'s lusty needs have been met.@@">>
<</if>>
<<elseif $EntityValues[$i].Depravity <= 10>>
<<set $EntityValues[$i].CurrentLust = 0>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "@@.greytext;You feel sated.@@">>
<<else>>
<<set $TextMessage = "@@.greytext;" + $EntityValues[$i].BNoun + " is sated.@@">>
<</if>>
<</if>>
<</if>>
<</for>>
$TextMessage
<</widget>><<widget BendToBimbo>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<set $BimboTarget = $i>>
<<if $EntityValues[$BimboTarget].Traits.includes("Bimbo")>>
<br><<AlterGenital $BimboTarget "Breasts" "Increase">>
<br><<AlterGenital $BimboTarget "Ass" "Increase">>
<br><<AlterTrait $BimboTarget "Attractiveness" "Increase" "High">>
<br><<IncreaseSexuality $BimboTarget "Femininity" "High">>
<<else>>
<<if $EntityValues[$BimboTarget].Body.Breasts.Size <= 4>>
<<set $EntityValues[$BimboTarget].Body.Breasts.Size = 4>>
<<set $TextMessage_Breasts = "$EntityValues[$BimboTarget].BrNoun <<Breasts>>tingle with pleasure as they fill up and grow to a fairly large size!">>
<<AlterGenital $Player "Breasts" "Increase" "NoText">>
<<elseif $EntityValues[$BimboTarget].Body.Breasts.Size > 4>>
<<AlterGenital $Player "Breasts" "Increase" "NoText">>
<<set $TextMessage_Breasts = $TextMessage>>
<</if>>
<<if $EntityValues[$BimboTarget].Body.Ass.Size < 3>>
<<set $EntityValues[$BimboTarget].Body.Ass.Size = 3>>
<<set $TextMessage_Ass = "$EntityValues[$BimboTarget].BrNoun <<Ass>> tingles as it grows to a fairly decent size becoming fuller and more firm!">>
<<AlterGenital $Player "Ass" "Increase" "NoText">>
<<elseif $EntityValues[$BimboTarget].Body.Ass.Size > 3>>
<<AlterGenital $Player "Ass" "Increase" "NoText">>
<<set $TextMessage_Ass = $TextMessage>>
<</if>>
<<if $EntityValues[$BimboTarget].RankedTraits.SexualTraitType > 2>>
<<set $EntityValues[$BimboTarget].RankedTraits.SexualTraitType = 2>>
<<set $TextMessage_Sexuality = "$EntityValues[$BimboTarget].BrNoun skin becomes smooth and your facial features become incredibly feminine!">>
<<IncreaseSexuality $Player "Femininity" "Low" "NoText">>
<<set $TextMessage_SexualityTrait = $TextMessage>>
<<else>>
<<set $TextMessage_Sexuality = "$EntityValues[$BimboTarget].BrNoun skin becomes even smoother and your facial features reshape to become femininity perfected!">>
<<IncreaseSexuality $Player "Femininity" "High" "NoText">>
<<set $TextMessage_SexualityTrait = $TextMessage>>
<</if>>
<<if $EntityValues[$BimboTarget].RankedTraits.AttractiveTraitLevel < 3>>
<<set $EntityValues[$BimboTarget].RankedTraits.AttractiveTraitLevel = 3>>
<<set $TextMessage_Attractiveness = "$EntityValues[$BimboTarget].BNoun form and face is reshaped to become truly attractive!">>
<<AlterTrait $Player "Attractiveness" "Increase" "High" "NoText">>
<<set $TextMessage_AttractivenessTrait = $TextMessage>>
<<else>>
<<set $TextMessage_Attractiveness = "$EntityValues[$BimboTarget].BNoun form and face is reshaped to become truly beautiful!">>
<<AlterTrait $Player "Attractiveness" "Increase" "High" "NoText">>
<<set $TextMessage_AttractivenessTrait = $TextMessage>>
<</if>>
$TextMessage_Breasts
<br><br>$TextMessage_Ass
<br><br>$TextMessage_Sexuality
<br><br>$TextMessage_SexualityTrait
<br><br>$TextMessage_Attractiveness
<br><br>$TextMessage_AttractivenessTrait
<<if $EntityValues[$BimboTarget].Traits.includes("Bimbo")>><<else>><br><br><<AddTrait $Player "Bimbo">><</if>>
<<if $EntityValues[$BimboTarget].Traits.includes("Slutty")>><<else>><br><br><<AddTrait $Player "Slutty">><</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget PenisToVagina>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Body.Penis.Has is true and $EntityValues[$i].Body.Vagina.Has is false>>
<<if $EntityValues[$i].IsPlayer is true>>
<<if $GenderBenderFetish is true>>
<<set $EntityValues[$i].Body.Penis.Has to false>>
<<set $EntityValues[$i].Body.Vagina.Has to true>>
<<set $EntityValues[$i].Body.Vagina.Size = 0>>
<<set $TextMessage = "You feel your <<Penis>> strain with it's last pleasure as it shrinks into the size of a clitoris. You also feel a new virgin <<Vagina>> form between your legs, dripping with new wanton desire to be filled!">>
<<else>>
<<set $TextMessage = "You feel your <<Penis>> strain with humiliating pleasure as it dripples with pre-cum and shrinks to a truly pathetic size!">>
<<set $EntityValues[$i].Body.Penis.Size = 1>>
<</if>>
<<else>>
<<set $EntityValues[$i].Body.Penis.Has to false>>
<<set $EntityValues[$i].Body.Vagina.Has to true>>
<<set $EntityValues[$i].Body.Vagina.Size = 0>>
<<set $TextMessage = "$EntityValues[$i].BNoun feels $EntityValues[$i].sHisHer <<Penis>> strain with it's last pleasure as it shrinks into the size of a clitoris. $EntityValues[$i].BNoun also feel sa new virgin <<Vagina>> form between $EntityValues[$i].sHisHer legs, dripping with new wanton desire to be filled!">>
<</if>>
<<elseif $EntityValues[$i].Body.Penis.Has is false and $EntityValues[$i].Body.Vagina.Has is true>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You feel your wet <<Vagina>> squirm with wanton lust!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].BNoun feels $EntityValues[$i].sHisHer wet <<Vagina>> squirm with wanton lust!">>
<</if>>
<<elseif $EntityValues[$i].Body.Penis.Has is false and $EntityValues[$i].Body.Vagina.Has is false>>
<<set $EntityValues[$i].Body.Vagina.Has to true>>
<<set $EntityValues[$i].Body.Vagina.Size = 0>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You feel a new virgin <<Vagina>> form between your legs, dripping with new wanton desire to be filled!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].BNoun feels a new virgin <<Vagina>> form between $EntityValues[$i].sHisHer legs, dripping with new wanton desire to be filled!">>
<</if>>
<<elseif $EntityValues[$i].Body.Penis.Has is true and $EntityValues[$i].Body.Vagina.Has is true>>
<<set $EntityValues[$i].Body.Penis.Has to false>>
<<set $EntityValues[$i].Body.Penis.Size = 0>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You feel your <<Penis>> strain with it's last pleasure as it shrinks and vanishes completely.">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].BNoun feels $EntityValues[$i].sHisHer <<Penis>> strain with it's last pleasure as it shrinks and vanishes completely.">>
<</if>>
<</if>>
<</if>>
<</for>>
$TextMessage
<</widget>>
<<widget VaginaToPenis>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $EntityValues[$i].Body.Penis.Has is false and $EntityValues[$i].Body.Vagina.Has is true>>
<<if $EntityValues[$i].IsPlayer is true>>
<<if $GenderBenderFetish is true>>
<<set $EntityValues[$i].Body.Penis.Has to true>>
<<set $EntityValues[$i].Body.Vagina.Has to false>>
<<set $EntityValues[$i].Body.Penis.Size = 3>>
<<set $TextMessage = "You feel your <<Vagina>> close up and dissapear. You also feel two pairs of balls pop out and a new pulsing <<Penis>> sprout forth dripping with seed and ready to be put to use!">>
<<else>>
<<set $TextMessage = "You feel your wet <<Vagina>> squirm with wanton lust!">>
<</if>>
<<else>>
<<set $EntityValues[$i].Body.Penis.Has to true>>
<<set $EntityValues[$i].Body.Vagina.Has to false>>
<<set $EntityValues[$i].Body.Penis.Size = 3>>
<<set $TextMessage = "$EntityValues[$i].BNoun feels $EntityValues[$i].sHisHer <<Vagina>> close up and dissapear. $EntityValues[$i].BNoun also feels two pairs of balls pop out and a new pulsing <<Penis>> sprout forth dripping with seed and ready to be put to use!">>
<</if>>
<<elseif $EntityValues[$i].Body.Penis.Has is true and $EntityValues[$i].Body.Vagina.Has is false>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You feel your hard <<Penis>> squirm with wanton lust!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].BNoun feel $EntityValues[$i].sHisHer hard <<Penis>> squirm with wanton lust!">>
<</if>>
<<elseif $EntityValues[$i].Body.Penis.Has is true and $EntityValues[$i].Body.Vagina.Has is true>>
<<set $EntityValues[$i].Body.Vagina.Has to false>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $TextMessage = "You feel your <<Vagina>> strain with it's last pleasure as it closes up and vanishes completely!">>
<<else>>
<<set $TextMessage = "$EntityValues[$i].BNoun feel $EntityValues[$i].sHisHer <<Vagina>> strain with it's last pleasure as it closes up and vanishes completely!">>
<</if>>
<<elseif $EntityValues[$i].Body.Penis.Has is false and $EntityValues[$i].Body.Vagina.Has is false>>
<<set $EntityValues[$i].Body.Penis.Has to true>>
<<set $EntityValues[$i].Body.Penis.Size = 3>>
<<set $TextMessage = "A new hard <<Penis>> sprouts forth between $EntityValues[$i].sHisHer legs ready to be used.">>
<</if>>
<</if>>
<</for>>
$TextMessage
<</widget>>
<<widget StartCurses>>
<<set $Curses = [
{
ID: 0,
Rate: 10,
Effect: "<<AlterGenital $Cursed 'Penis' 'Decrease'>>",
Debug: "Debug: Attempted to Decrease Penis Size of Target."
},
{
ID: 1,
Rate: 2,
Effect: "<<AlterGenital $Cursed 'Penis' 'Increase'>>",
Debug: "Debug: Attempted to Increase Penis Size of Target."
},
{
ID: 2,
Rate: 5,
Effect: "<<AlterGenital $Cursed 'Breasts' 'Decrease'>>",
Debug: "Debug: Attempted to Decrease Breasts Size of Target."
},
{
ID: 3,
Rate: 10,
Effect: "<<AlterGenital $Cursed 'Breasts' 'Increase'>>",
Debug: "Debug: Attempted to Increase Breasts Size of Target."
},
{
ID: 4,
Rate: 5,
Effect: "<<AlterGenital $Cursed 'Ass' 'Decrease'>>",
Debug: "Debug: Attempted to Decrease Ass Size of Target."
},
{
ID: 5,
Rate: 10,
Effect: "<<AlterGenital $Cursed 'Ass' 'Increase'>>",
Debug: "Debug: Attempted to Increase Ass Size of Target."
},
{
ID: 6,
Rate: 5,
Effect: "<<IncreaseSexuality $Cursed 'Femininity' 'High'>>",
Debug: "Debug: Attempted to Increase Femininity of Target."
},
{
ID: 7,
Rate: 5,
Effect: "<<IncreaseSexuality $Cursed 'Masculinity' 'High'>>",
Debug: "Debug: Attempted to Increase Masculinity of Target."
},
{
ID: 8,
Rate: 5,
Effect: "<<AlterTrait $Cursed 'Attractiveness' 'Decrease' 'Low'>>",
Debug: "Debug: Attempted to Decrease Attractiveness of Target."
},
{
ID: 9,
Rate: 5,
Effect: "<<AlterTrait $Cursed 'Attractiveness' 'Increase' 'Low'>>",
Debug: "Debug: Attempted to Increase Attractiveness of Target."
},
{
ID: 10,
Rate: 25,
Effect: "<<AlterTrait $Cursed 'Corruption' 'Increase' 'High'>>",
Debug: "Debug: Attempted to Increase Corruption of Target."
},
{
ID: 11,
Rate: 5,
Effect: "<<AddTrait $Cursed 'Slutty'>>",
Debug: "Debug: Attempted to Add Slutty Trait to Target."
},
{
ID: 12,
Rate: 5,
Effect: "<<AddTrait $Cursed 'Curious'>>",
Debug: "Debug: Attempted to Add Curious Trait to Target."
},
{
ID: 13,
Rate: 5,
Effect: "<<AddTrait $Cursed 'Mind-Blank'>>",
Debug: "Debug: Attempted to Add Mind-Blank Trait to Target."
},
{
ID: 101,
Rate: 101,
Effect: "<<AlterStat $Cursed 'Lust' 'Increase' 5 15>>",
Debug: "Debug: Attempted to Increase Lust of Target."
}
]>>
<</widget>>
<<widget Curse>>
<<set $CurseBaseStrength = $args[1] + 1>>
<<set $CurseRandomStrength = random($args[2]) + 1>>
<<set $CurseStrength = $CurseBaseStrength + $CurseRandomStrength>>
<<set $CurseWasResisted to false>>
<<set $CurseHit to false>>
<<set $Cursed = $args[0]>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $Cursed>>
<<if $EntityValues[$i].CurrentResistance >= 1>>
<<set $CurseWasResisted to true>>
<<set $EntityValues[$i].CurrentResistance -= $CurseStrength>>
<<set $TextMessage = "$EntityValues[$i].BHisHer Resistance blocks the corrupted magic, but is weakened by @@.resistancetext;$CurseStrength@@!">>
<<elseif $EntityValues[$i].CurrentResistance <= 0>>
<<for $k to 0; $k lt $Curses.length; $k++>>
<<set $CurseRandom = random(100)>>
<<if $CurseHit is false>>
<<if $CurseRandom <= $Curses[$k].Rate>>
<<set $CurseHit to true>>
$Curses[$k].Effect
<br><<if $DebugMode is true>>$Curses[$k].Debug<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<<if $CurseWasResisted is true>>
$TextMessage
<</if>>
<</if>>
<</for>>
<</widget>>/*Alter Trait Example <<IncreaseSexuality $Player "Masculinity" "High">>*/
<<widget IncreaseSexuality>>
<<set $Increase_HighLimit = 4>>
<<set $Increase_LowLimit = 3>>
<<set $Decrease_HighLimit = 0>>
<<set $Decrease_LowLimit = 1>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<if $args[1] == "Masculinity">>
<<set $Stored_Sexuality = "Masculinity">>
<<set $Stored_TraitLevel = $EntityValues[$i].SexualTraitLevel>>
<<set $Stored_PreviousTrait = $SexualTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $SexualTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $SexualTrait[$Stored_TraitLevel - 1]>>
<<set $EntityValues[$i].Traits.delete($SexualTrait[$EntityValues[$i].RankedTraits.SexualTraitType])>>
<<if $args[2] == "High">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType < $Increase_HighLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType += 1>>
<</if>>
<<elseif $args[2] == "Low">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType < $Increase_LowLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType += 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($SexualTrait[$EntityValues[$i].RankedTraits.SexualTraitType])>>
<<elseif $args[1] == "Femininity">>
<<set $Stored_Sexuality = "Femininity">>
<<set $Stored_TraitLevel = $EntityValues[$i].SexualTraitLevel>>
<<set $Stored_PreviousTrait = $SexualTrait[$Stored_TraitLevel]>>
<<set $Stored_IncreaseTrait = $SexualTrait[$Stored_TraitLevel + 1]>>
<<set $Stored_DecreaseTrait = $SexualTrait[$Stored_TraitLevel - 1]>>
<<set $EntityValues[$i].Traits.delete($SexualTrait[$EntityValues[$i].RankedTraits.SexualTraitType])>>
<<if $args[2] == "High">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType > $Decrease_HighLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType -= 1>>
<</if>>
<<elseif $args[2] == "Low">>
<<if $EntityValues[$i].RankedTraits.SexualTraitType > $Decrease_LowLimit>>
<<set $EntityValues[$i].RankedTraits.SexualTraitType -= 1>>
<</if>>
<</if>>
<<set $EntityValues[$i].Traits.pushUnique($SexualTrait[$EntityValues[$i].RankedTraits.SexualTraitType])>>
<</if>>
<<if $args[2] == "High">>
<<if $Stored_TraitLevel < $Increase_HighLimit>>
<<set $TextMessage = "Your trait @@.lightbluetext;$Stored_PreviousTrait@@ has developed to @@.lightbluetext;$Stored_IncreaseTrait@@!">>
<<else>>
<<set $TextMessage = "You're already at peak $Stored_Sexuality!">>
<</if>>
<</if>>
<<if $args[2] == "Low">>
<<if $Stored_TraitLevel < $Increase_LowLimit>>
<<set $TextMessage = "Your trait @@.lightbluetext;$Stored_PreviousTrait@@ has developed to @@.lightbluetext;$Stored_IncreaseTrait@@!">>
<<else>>
<<set $TextMessage = "You feel your $Stored_Sexuality increase slightly, but not enough to make any significant changes!">>
<</if>>
<</if>>
<<if $args[3] != "NoText">>$TextMessage<</if>>
<</if>>
<</for>>
<</widget>><<widget StartChanges>>
<<set $Changes = [
{
ID: 0,
Rate: 10,
Effect: "<<AlterGenital $Changed 'Penis' 'Decrease'>>",
Debug: "Debug: Attempted to Decrease Penis Size of Target."
},
{
ID: 1,
Rate: 3,
Effect: "<<AlterGenital $Changed 'Penis' 'Increase'>>",
Debug: "Debug: Attempted to Increase Penis Size of Target."
},
{
ID: 2,
Rate: 15,
Effect: "<<AlterGenital $Changed 'Breasts' 'Decrease'>>",
Debug: "Debug: Attempted to Decrease Breasts Size of Target."
},
{
ID: 3,
Rate: 15,
Effect: "<<AlterGenital $Changed 'Breasts' 'Increase'>>",
Debug: "Debug: Attempted to Increase Breasts Size of Target."
},
{
ID: 4,
Rate: 15,
Effect: "<<AlterGenital $Changed 'Ass' 'Decrease'>>",
Debug: "Debug: Attempted to Decrease Ass Size of Target."
},
{
ID: 5,
Rate: 15,
Effect: "<<AlterGenital $Changed 'Ass' 'Increase'>>",
Debug: "Debug: Attempted to Increase Ass Size of Target."
},
{
ID: 6,
Rate: 10,
Effect: "<<IncreaseSexuality $Changed 'Femininity' 'High'>>",
Debug: "Debug: Attempted to Increase Femininity of Target."
},
{
ID: 7,
Rate: 10,
Effect: "<<IncreaseSexuality $Changed 'Masculinity' 'High'>>",
Debug: "Debug: Attempted to Increase Masculinity of Target."
},
{
ID: 8,
Rate: 5,
Effect: "<<AlterTrait $Changed 'Attractiveness' 'Decrease' 'Low'>>",
Debug: "Debug: Attempted to Decrease Attractiveness of Target."
},
{
ID: 9,
Rate: 5,
Effect: "<<AlterTrait $Changed 'Attractiveness' 'Increase' 'Low'>>",
Debug: "Debug: Attempted to Increase Attractiveness of Target."
},
{
ID: 101,
Rate: 101,
Effect: "<<AlterStat $Changed 'Lust' 'Increase' 5 15>>",
Debug: "Debug: Attempted to Increase Lust of Target."
}
]>>
<</widget>>
<<widget Change>>
<<set $ChangeBaseStrength = $args[1] + 1>>
<<set $ChangeRandomStrength = random($args[2]) + 1>>
<<set $ChangeStrength = $ChangeBaseStrength + $ChangeRandomStrength>>
<<set $ChangeWasResisted to false>>
<<set $ChangeHit to false>>
<<set $Changed = $args[0]>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $Changed>>
<<if $EntityValues[$i].CurrentResistance >= 1>>
<<set $ChangeWasResisted to true>>
<<set $EntityValues[$i].CurrentResistance -= $ChangeStrength>>
<<set $TextMessage = "$EntityValues[$i].BHisHer Resistance blocks the corrupted magic, but is weakened by @@.resistancetext;$ChangeStrength@@!">>
<<elseif $EntityValues[$i].CurrentResistance <= 0>>
<<for $k to 0; $k lt $Changes.length; $k++>>
<<set $ChangeRandom = random(100)>>
<<if $ChangeHit is false>>
<<if $ChangeRandom <= $Changes[$k].Rate>>
<<set $ChangeHit to true>>
$Changes[$k].Effect
<br><<if $DebugMode is true>>$Changes[$k].Debug<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<<if $ChangeWasResisted is true>>
$TextMessage
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget FindEntities>>
<<if $FindEntities is true>>
<<set $FindEntities to false>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<set $EntityValues[$i].ID == $i>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $Player = $i>>
<</if>>
<<if $EntityValues[$i].Name == "Tracy">>
<<set $Tracy = $i>>
<</if>>
<<if $EntityValues[$i].Name == "The Witch">>
<<set $TheWitch = $i>>
<<set $Nadora = $i>>
<</if>>
<<if $EntityValues[$i].Name == "Nadora">>
<<set $Nadora = $i>>
<</if>>
<<if $EntityValues[$i].Name == "Lisa">>
<<set $Lisa = $i>>
<</if>>
<<if $EntityValues[$i].Name == "Arnold">>
<<set $Arnold = $i>>
<</if>>
<<if $EntityValues[$i].Name == "Velindra">>
<<set $Velindra = $i>>
<</if>>
<<if $EntityValues[$i].Name == "Candice">>
<<set $Candice = $i>>
<</if>>
<<if $EntityValues[$i].Name == "Leonard">>
<<set $Leonard = $i>>
<</if>>
<<if $EntityValues[$i].Name == "Zako">>
<<set $Zako = $i>>
<</if>>
<<if $EntityValues[$i].Name == "Felicia">>
<<set $Felicia = $i>>
<</if>>
<<if $EntityValues[$i].Name == "Halden">>
<<set $Halden = $i>>
<</if>>
<</for>>
<</if>>
<</widget>><<widget StartActivityTables>>
<<set $Activity_WCE_Table = [
{
ID: 0,
Name: "Ogre Encounter",
Rate: 5,
Entry: "[[Continue|Activity Outcome - Ogre Encounter]]"
},
{
ID: 1,
Name: "Dwarven Hoard",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Dwarven Hoard]]"
},
{
ID: 2,
Name: "Wisp Trail",
Rate: 5,
Entry: "[[Continue|Activity Outcome - Wisp Trail]]"
},
{
ID: 3,
Name: "Corrupted Rune",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Corrupted Rune]]"
},
{
ID: 4,
Name: "Magical Spring",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Magical Spring]]"
},
{
ID: 5,
Name: "Troll Ambush",
Rate: 5,
Entry: "[[Continue|Activity Outcome - Troll Ambush]]"
},
{
ID: 101,
Name: "In Circles",
Rate: 101,
Entry: "[[Continue|Activity Outcome - In Circles]]"
}
]>>
<<set $Activity_HTW_Table = [
{
ID: 0,
Name: "Transparent Surprise",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Transparent Surprise]]"
},
{
ID: 1,
Name: "Backroom Offer",
Rate: 5,
Entry: "[[Continue|Activity Outcome - Backroom Offer]]"
},
{
ID: 2,
Name: "Loud Slap",
Rate: 15,
Entry: "[[Continue|Activity Outcome - Loud Slap]]"
},
{
ID: 3,
Name: "Gentlemen Group Service",
Rate: 5,
Entry: "[[Continue|Activity Outcome - Gentlemen Group Service]]"
},
{
ID: 4,
Name: "Generous Tip",
Rate: 20,
Entry: "[[Continue|Activity Outcome - Generous Tip]]"
},
{
ID: 5,
Name: "The Bet",
Rate: 15,
Entry: "[[Continue|Activity Outcome - The Bet]]"
},
{
ID: 101,
Name: "Pleasant Evening",
Rate: 101,
Entry: "[[Continue|Activity Outcome - Pleasant Evening]]"
}
]>>
<<set $Activity_WTR_Table = [
{
ID: 0,
Name: "Orc Ambush",
Rate: 5,
Entry: "[[Continue|Activity Outcome - Orc Ambush]]"
},
{
ID: 1,
Name: "Dirty Inspection",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Dirty Inspection]]"
},
{
ID: 2,
Name: "Fake Wares",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Fake Wares]]"
},
{
ID: 3,
Name: "Haggling",
Rate: 15,
Entry: "[[Continue|Activity Outcome - Haggling]]"
},
{
ID: 4,
Name: "Smuggler's Offer",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Smuggler's Offer]]"
},
{
ID: 5,
Name: "Bandit Blockade",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Bandit Blockade]]"
},
{
ID: 101,
Name: "Profitable Ventures",
Rate: 101,
Entry: "[[Continue|Activity Outcome - Profitable Ventures]]"
}
]>>
<<set $Activity_WTRS_Table = [
{
ID: 0,
Name: "Undercover Ambush",
Rate: 5,
Entry: "[[Continue|Activity Outcome - Undercover Ambush]]"
},
{
ID: 1,
Name: "Tipped Inspection",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Tipped Inspection]]"
},
{
ID: 2,
Name: "Insider Job",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Insider Job]]"
},
{
ID: 3,
Name: "Bandit Den Delivery",
Rate: 5,
Entry: "[[Continue|Activity Outcome - Bandit Den Delivery]]"
},
{
ID: 4,
Name: "Live Goods",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Live Goods]]"
},
{
ID: 5,
Name: "Risky Receivers",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Risky Receivers]]"
},
{
ID: 101,
Name: "Motherload Ventures",
Rate: 101,
Entry: "[[Continue|Activity Outcome - Motherload Ventures]]"
}
]>>
<<set $Activity_SW_Table = [
{
ID: 0,
Name: "No Catch",
Rate: 35,
Entry: "[[Continue|Activity Outcome - No Catch]]"
},
{
ID: 1,
Name: "Sloppy Blowjob",
Rate: 25,
Entry: "[[Continue|Activity Outcome - Sloppy Blowjob]]"
},
{
ID: 2,
Name: "Anal Whore",
Rate: 15,
Entry: "[[Continue|Activity Outcome - Anal Whore]]"
},
{
ID: 3,
Name: "Vanilla Ice",
Rate: 20,
Entry: "[[Continue|Activity Outcome - Vanilla Ice]]"
},
{
ID: 4,
Name: "Double Trouble",
Rate: 15,
Entry: "[[Continue|Activity Outcome - Double Trouble]]"
},
{
ID: 5,
Name: "Garrison Gallery",
Rate: 10,
Entry: "[[Continue|Activity Outcome - Garrison Gallery]]"
},
{
ID: 101,
Name: "License Check",
Rate: 101,
Entry: "[[Continue|Activity Outcome - License Check]]"
}
]>>
<</widget>><<silently>>
<<UpdateLocation "Westdale Trade Road">>
<<set $Activities[2].Activated to true>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Outer City - The Western Trade Road
---------------------------------------
You arrive at the western trade road outside the city. The main area where merchants receive their imports and handle exports. In the distance you can clearly see the towering gates leading into the city.
!!!People & Interests
---------------------------------------
You see a collection of trading posts and stands.
@@.activitytext;(Activity):@@ [[Trade at the Western Trade Road|Activity Info - Western Trade Road]]
<<SocialHub "Western Trade Road">>
!!!Locations
---------------------------------------
You can see a road leading to the slums.
[[Go to the Outer Slums|Outer City - Outer Slums]]
<<if $HoverMode is false>>[[Approach the Westdale Eastern Gates|Outer City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Approach the Westdale Eastern Gates|Outer City - Westdale Eastern Gates]]<</replace>><</if>><<widget UpdateEntityValues>>
<<set $EntityValues[$UE].Traits.delete($StrengthTrait[3])>>
<<set $EntityValues[$UE].Traits.delete($DexterityTrait[3])>>
<<set $EntityValues[$UE].Traits.delete($IntelligenceTrait[3])>>
<<set $EntityValues[$UE].Traits.delete($CharismaTrait[3])>>
<<set $EntityValues[$UE].Traits.delete($WillpowerTrait[3])>>
<<set $EntityValues[$UE].Traits.delete($AttractiveTrait[2])>>
<<set $EntityValues[$UE].Traits.delete($CorruptorTrait[0])>>
<<set $EntityValues[$UE].Traits.delete($CorruptionTrait[0])>>
<<set $EntityValues[$UE].Traits.delete($AlcoholTrait[0])>>
<<if $EntityValues[$UE].Body.Appearance.DoubleGenitals is true>>
<<set $EntityValues[$UE].Body.Vagina.Has to true>>
<<set $EntityValues[$UE].Body.Penis.Has to true>>
<<set $EntityValues[$UE].Gender = "Futanari">>
<<else>>
<<if $EntityValues[$UE].Body.Penis.Has is true>>
<<set $EntityValues[$UE].Gender = "Male">>
<<else>>
<<set $EntityValues[$UE].Gender = "Female">>
<</if>>
<</if>>
<</widget>><<widget StartSocialTables>>
<<StartGreetingsOpeners>>
<<StartGiftingOpeners>>
<<StartGiftingResults>>
<<StartDirtytalking>>
<<StartSmallTalk>>
<<StartTumblingTracyQuestline>>
<<StartWitchAwakeningQuestline>>
<<StartOtherworlderQuestline>>
<<StartNightHunterQuestline>>
<</widget>><<widget NPCImageHandling>>
<<set $Speaker = $args[0]>>
<<if $EntityValues[$Speaker].Status == "Enslaved">>
<<replace "#character-bar">>
$EntityValues[$Speaker].EnslavedBanner<</replace>>
<<elseif $EntityValues[$Speaker].Status == "Insulted">>
<<replace "#character-bar">>$EntityValues[$Speaker].DisgustedBanner<</replace>>
<<elseif $EntityValues[$Speaker].Status == "Trained">>
<<replace "#character-bar">>$EntityValues[$Speaker].NudeBanner<</replace>>
<<else>>
<<replace "#character-bar">>$EntityValues[$Speaker].DefaultBanner<</replace>>
<</if>>
<</widget>>
<<widget CheckGiftReceiver>>
<<if $GiftingPossible is false>>
<<set $NPCTalk = "What're you trying to do exactly?">>
<</if>>
<</widget>>
<<widget GiftingOpeners>>
<<if $HasGifted is false>>
<<set $OpenerFound to false>>
<<for $i to 0; $i lt $GiftingOpeners.length; $i++>>
<<set $OpenerRandom = random(100)>>
<<if $OpenerFound is false>>
<<if $OpenerRandom <= $GiftingOpeners[$i].Rate>>
<<set $OpenerFound to true>>
<<set $GiftingOpenerLog = $GiftingOpeners[$i].ID>>
<<if $GiftingOpeners[$i].Speaker == $Recipient or $GiftingOpeners[$i].Speaker == "All">>
<<if $EntityValues[$Recipient].Status == "Independent">>
<<set $NPCTalk = $GiftingOpeners[$i].Independent>>
<<elseif $EntityValues[$Recipient].Status == "Recruited">>
<<set $NPCTalk = $GiftingOpeners[$i].Recruited>>
<<elseif $EntityValues[$Recipient].Status == "Romanced">>
<<set $NPCTalk = $GiftingOpeners[$i].Romanced>>
<<elseif $EntityValues[$Recipient].Status == "Enslaved">>
<<set $NPCTalk = $GiftingOpeners[$i].Enslaved>>
<<elseif $EntityValues[$Recipient].Status == "Trained">>
<<set $NPCTalk = $GiftingOpeners[$i].Trained>>
<<elseif $EntityValues[$Recipient].Status == "Insulted">>
<<set $NPCTalk = $GiftingOpeners[$i].Insulted>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget Giftables>>
<<if $GiftingPossible is false>>
It's not possible to give this person any gifts.
<<else>>
<<for $i to 0; $i lt $EntityValues[$Player].ConsumablesInventory.length; $i++>>
<<if $EntityValues[$Player].ConsumablesInventory[$i].Giftable is true>>
<<if $EntityValues[$Player].ConsumablesInventory[$i].Quantity >= 1>>
<<set $GiftAmount = $EntityValues[$Player].ConsumablesInventory[$i].Quantity>>
<<if $EntityValues[$Recipient].Status is not "Enslaved" or $EntityValues[$Recipient].Status is not "Trained">>
<br><<print $EntityValues[$Player].ConsumablesInventory[$i].Name + ' ' + '(You have x' + $EntityValues[$Player].ConsumablesInventory[$i].Quantity + '): ' + '[[Give|Social - Gift Received][$HasGifted to true, $GiftGiven to ' + $EntityValues[$Player].ConsumablesInventory[$i].ID + ']]'>>
<<else>>
<br><<print $EntityValues[$Player].ConsumablesInventory[$i].Name + ' ' + '(You have x' + $EntityValues[$Player].ConsumablesInventory[$i].Quantity + '): ' + '[[Force|Social - Gift Received][$HasGifted to true, $GiftGiven to ' + $EntityValues[$Player].ConsumablesInventory[$i].ID + ']]'>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget FindGift>>
<<if $HasGifted is true>>
<<for $i to 0; $i lt $Consumables.length; $i++>>
<<if $GiftGiven == $Consumables[$i].ID>>
<<set $GiftGiven_Name = $Consumables[$i].Name>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget GiftReception>>
<<set $HasResult to false>>
<<if $HasGifted is true>>
<<set $GiftTypeFound to false>>
<<set $ResultFound to false>>
<<if $GiftTypeFound is false>>
<<for $GiftCount to 0; $GiftCount lt $Consumables.length; $GiftCount++>>
<<set $GiftTypeFound to true>>
<<if $GiftGiven == $Consumables[$GiftCount].ID>>
<<set $GiftType = $Consumables[$GiftCount].Type>>
<</if>>
<</for>
<</if>>
<<if $ResultFound is false>>
<<for $ResultCount to 0; $ResultCount lt $GiftingResults.length; $ResultCount++>>
<<if $CurrentSocial == $GiftingResults[$ResultCount].Speaker>>
<<if $GiftType == $GiftingResults[$ResultCount].ItemType>>
<<set $HasResult to true>>
<<set $ResultFound to true>>
<<if $EntityValues[$Recipient].Status == "Independent">>
<<set $NPCTalk = $GiftingResults[$ResultCount].Independent>>
<<set $HasResult to true>>
<<elseif $EntityValues[$Recipient].Status == "Recruited">>
<<set $NPCTalk = $GiftingResults[$ResultCount].Recruited>>
<<set $HasResult to true>>
<<elseif $EntityValues[$Recipient].Status == "Romanced">>
<<set $NPCTalk = $GiftingResults[$ResultCount].Romanced>>
<<set $HasResult to true>>
<<elseif $EntityValues[$Recipient].Status == "Enslaved">>
<<set $NPCTalk = $GiftingResults[$ResultCount].Enslaved>>
<<set $HasResult to true>>
<<elseif $EntityValues[$Recipient].Status == "Trained">>
<<set $NPCTalk = $GiftingResults[$ResultCount].Trained>>
<<set $HasResult to true>>
<<elseif $EntityValues[$Recipient].Status == "Insulted">>
<<set $NPCTalk = $GiftingResults[$ResultCount].Insulted>>
<<set $HasResult to true>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<</if>>
<<TracyGiftingSpecials>>
<</if>>
<</widget>>
<<widget GiftResult>>
<<if $HasResult is true>>
<<for $i to 0; $i lt $Consumables.length; $i++>>
<<if $GiftGiven == $Consumables[$i].ID>>
<<set $Consumables[$i].PlayerQuantity -= 1>>
<<set $ConsumeRandom = random(100)>>
<<set $ConsumeEffectsFirstText = $Consumables[$i].EffectsFirstText>>
<<set $ConsumeEffectsSecondText = $Consumables[$i].EffectsSecondText>>
<<set $ConsumeEffectsThirdText = $Consumables[$i].EffectsThirdText>>
<</if>>
<</for>>
<br>
$ConsumeEffectsFirstText
<br>
<br>
$ConsumeEffectsSecondText
<br>
<br>
$ConsumeEffectsThirdText
<br>
<<else>>
$EntityValues[$Recipient].BNoun didn't accept your gift.
<</if>>
<</widget>><<silently>>
<<CheckGiftReceiver>>
<<NPCImageHandling $Speaker>>
<<GiftingOpeners>>
<</silently>>
!$CurrentSocial - Item List
---------------------------------------
You look through your available items to give.
<<NPCVoices>>
<<Giftables>>
<<ReturnSocialMain>>
<<if $DebugMode is true>>
Debug
-------------------
HasGifted : $HasGifted
GiftGiven : $GiftGiven
GiftingPossible : $GiftingPossible
<</if>><<widget NPCVoices>>
<<if $CurrentSocial == "Tracy">>
@@.tracyvoice;"$NPCTalk"@@
<<elseif $CurrentSocial == "Nadora">>
@@.witchvoice;"$NPCTalk"@@
<<elseif $CurrentSocial == "Lisa">>
@@.lisavoice;"$NPCTalk"@@
<<elseif $CurrentSocial == "Sandra">>
@@.sandravoice;"$NPCTalk"@@
<<elseif $CurrentSocial == "Velindra">>
@@.velindravoice;"$NPCTalk"@@
<<elseif $CurrentSocial == "Candice">>
@@.candicevoice;"$NPCTalk"@@
<<elseif $CurrentSocial == "Felicia">>
@@.feliciavoice;"$NPCTalk"@@
<<elseif $CurrentSocial == "Halden">>
@@.haldenvoice;"$NPCTalk"@@
<<elseif $CurrentSocial == "Leonard">>
@@.leonardvoice;"$NPCTalk"@@
<<elseif $CurrentSocial == "Zako">>
@@.zakovoice;"$NPCTalk"@@
<<elseif $CurrentSocial == "Arnold">>
@@.arnoldvoice;"$NPCTalk"@@
<<else>>
@@.humanvoice;"$NPCTalk"@@
<</if>>
<</widget>><<widget ReturnSocialMain>>
<<if $HoverMode is false>>[[Back|Social - Main Menu]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Social - Main Menu]]<</replace>><</if>>
<</widget>>
<<widget StartGiftingOpeners>>
<<set $GiftingOpeners = [
{
ID: 0,
Rate: 50,
Speaker: "Tracy",
Independent: "What's that? You got something for me?",
Recruited: "What's that? You got something for me?",
Enslaved: "H-hey! What are you up to now?",
Romanced: "A gift?! For me?! Yay!",
Insulted: "Trying to make up from past mistakes? Pfft!",
Trained: "Whatever master gives me i'll gladly take! *gulp*!"
},
{
ID: 1,
Rate: 50,
Speaker: "Tracy",
Independent: "Something... for me? What is it?",
Recruited: "Yay! What's it gonna be this time?",
Enslaved: "I'm not taking anything from you!",
Romanced: "Yay! What's it gonna be this time?",
Insulted: "Yeah, like giving me anything will make a difference!",
Trained: "Give! Give! Give it to me!"
},
{
ID: 101,
Rate: 101,
Speaker: "All",
Independent: "What's that? You got something for me?",
Recruited: "What's that? You got something for me?",
Enslaved: "...",
Romanced: "A gift for me?",
Insulted: "...",
Trained: "I-i... i obey!"
}
]>>
<</widget>><<widget StartGiftingResults>>
<<set $GiftingResults = [
{
ID: 0,
ItemType: "General",
Speaker: "Tracy",
Independent: "I... suppose i could use this sometime",
Recruited: "If you want me to... i guess...",
Enslaved: "S-stop! Hmph...! *gulp*!",
Romanced: "Mmmmh! I love these, they taste so good!",
Insulted: "Are you trying to poison me? Haha... no thanks.",
Trained: "Whatever master gives me i'll gladly take! *gulp*!",
AffectionBase: 15
},
{
ID: 1,
ItemType: "Drug",
Speaker: "Tracy",
Independent: "Are you trying to poison me? Haha... no thanks.",
Recruited: "If you want me to... i guess...",
Enslaved: "S-stop! Hmph...! *gulp*!",
Romanced: "Mmmmh! I love these, they taste so good!",
Insulted: "Are you trying to poison me? Haha... no thanks.",
Trained: "Whatever master gives me i'll gladly take! *gulp*!",
AffectionBase: 15
},
{
ID: 2,
ItemType: "Potion",
Speaker: "Tracy",
Independent: "Ahhh! Just what i needed! Thanks!",
Recruited: "Ahhh! Just what i needed! Thanks!",
Enslaved: "Right...",
Romanced: "Ahhh! Just what i needed! Thanks!",
Insulted: "I suppose i can accept this... Thanks.",
Trained: "Whatever master gives me i'll gladly take! *gulp*!",
AffectionBase: 25
},
{
ID: 3,
ItemType: "Resource",
Speaker: "Tracy",
Independent: "What am i supposed to do with this?",
Recruited: "If you want me to... i guess...",
Enslaved: "W-what?",
Romanced: "Uhm?",
Insulted: "Am i a joke to you?",
Trained: "Yes! Yes! Yes!",
AffectionBase: 25
},
{
ID: 4,
ItemType: "Edible",
Speaker: "Tracy",
Independent: "Mhm, a light snack?",
Recruited: "Mhm, a light snack?",
Enslaved: "S-stop! Hmph...! *gulp*!",
Romanced: "Mhm, a light snack?",
Insulted: "You can shove that up some place the sun don't shine!",
Trained: "Whatever master gives me i'll gladly take! *gulp*!",
AffectionBase: 25
},
{
ID: 5,
ItemType: "Ingredient",
Speaker: "Tracy",
Independent: "I suppose this is... interesting enough?",
Recruited: "I guess i can use this?",
Enslaved: "What am i supposed to d-do with that?",
Romanced: "I guess i can use this?",
Insulted: "What are you trying to do?",
Trained: "Give me! Give me! Yes, master!",
AffectionBase: 25
},
{
ID: 6,
ItemType: "Mineral",
Speaker: "Tracy",
Independent: "Oh... ah.. a rock?",
Recruited: "Oh... ah.. a rock?",
Enslaved: "Please don't hit me with that?!",
Romanced: "Mmmmh! I love these, they taste so good!",
Insulted: "A rock? Am i a joke to you?",
Trained: "Me love rock! Me love anything you give me!",
AffectionBase: 25
},
{
ID: 7,
ItemType: "Beverage",
Speaker: "Tracy",
Independent: "I suppose i could use a drink, thank you!",
Recruited: "A toast, to a adventure!",
Enslaved: "S-stop!",
Romanced: "A toast, to love!",
Insulted: "Yeah i'm not accepting any drinks from you.",
Trained: "Whatever master gives me i'll gladly take! *gulp*!",
AffectionBase: 25
},
{
ID: 101,
ItemType: "None",
Speaker: "All",
Independent: "Thank you!",
Recruited: "Thank you!",
Enslaved: "Thank you!",
Romanced: "Thank you!",
Insulted: "Thank you!",
Trained: "Thank you!",
AffectionBase: 25
}
]>>
<</widget>><<silently>>
<<NPCImageHandling $Speaker>>
<<FindGift>>
<</silently>>
!Tracy - Gifting $GiftGiven_Name
---------------------------------------
<<GiftReception>>
<<NPCVoices>>
<<GiftResult>>
<<ReturnSocialMain>>
<<if $DebugMode is true>>
Debug
-------------------
HasGifted : $HasGifted
GiftGiven : $GiftGiven
GiftType : $GiftType
HasResult : $HasResult
CurrentSocial : $CurrentSocial
Status : $EntityValues[$Recipient].Status
GiftCount : $GiftCount
ResultCount : $ResultCount
<</if>><<widget Use_EmptyFlask>>
<<if $ConsumableChoice is "None">>
You take out the Empty Flask and wonder what to do with it.<br><br><br><<if $EntityValues[$Player].Body.Penis.Has is true>>[[Fill with your Cum|Use Consumable][$ConsumableChoice = "FillWithCum"]]<</if>>
<<AddConsumable $Player 14 1>>
<<elseif $ConsumableChoice is "FillWithCum">>
You grab the flask, open it and take out your <<Penis>> and begin to masturbate.<br><br>After some time you fill the flask with your vile potent man-juices.<br><br>You put the @@.lightbluetext;Flask (Cum)@@ back into your inventory.<<AddConsumable $Player 15 1>><br><br>
<</if>>
<</widget>><<widget StartGreetingsOpeners>>
<<set $Greetings = [
{
ID: 0,
Rate: 25,
Speaker: "Tracy",
Activated: true,
Independent: "Take a seat and let's talk.",
Recruited: "Hello trusty companion! What adventure will we embark on today?",
Enslaved: "Damn you! Let me go!",
Romanced: "Hello there... handsome!",
Insulted: "Ugh... it's you.",
Trained: "What's your bidding master?"
},
{
ID: 1,
Rate: 25,
Speaker: "Tracy",
Activated: true,
Independent: "I hope you enjoy my services!",
Recruited: "Is it adventure time yet?",
Enslaved: "P-please! Let me go!",
Romanced: "Hello there my love! *snicker*",
Insulted: "Ugh! Not you! Really?!",
Trained: "Do you want a blowjob? I've practiced soo-o much! Please let me give you a blowjob! I want to practice some more!"
},
{
ID: 2,
Rate: 25,
Speaker: "Tracy",
Activated: true,
Independent: "Come in come in! Always room for another!",
Recruited: "Haah! Ready to defeat some monsters today! Or... anything really. Ha-ha!",
Enslaved: "I-i promise i'll be good to you, just let me go!",
Romanced: "Oh my! It's you! The love of my life!",
Insulted: "Doors right there, why don't you use it?",
Trained: "How do you want to use me today master?"
},
{
ID: 3,
Rate: 25,
Speaker: "Tracy",
Activated: true,
Independent: "Please do come in! What can i get ya?",
Recruited: "Ready and waiting!",
Enslaved: "I need to get back to the tavern! Release me now!",
Romanced: "As lovely as ever!",
Insulted: "I have nothing to say to you.",
Trained: "You should fuck me, mmmh and fill me... with your seed... yes! Please!"
},
{
ID: 4,
Rate: 25,
Speaker: "Tracy",
Activated: true,
Independent: "Ah, another patron to ligthen the mood! Please take a seat!",
Recruited: "Where to today? Hmmm?",
Enslaved: "Ugh! I hate you! I hate you so god damn much! Let me go!",
Romanced: "You look dashing today!",
Insulted: "Sorry, we don't serve your kind here.",
Trained: "What's your bidding master?"
},
{
ID: 5,
Rate: 25,
Speaker: "Tracy",
Activated: true,
Independent: "How can i be of service to you?",
Recruited: "I'm ready! Bring it on! Haha!",
Enslaved: "I don't want to be part of this anymore! Let me go!",
Romanced: "Maybe later, you and i could sneak off together for a little... alone time?",
Insulted: "Please leave, immediately.",
Trained: "What's your bidding master?"
},
{
ID: 6,
Rate: 25,
Speaker: "Witch",
Activated: true,
Independent: "How can i be of service to you?... Young one...",
Recruited: "",
Enslaved: "",
Romanced: "",
Insulted: "",
Trained: ""
},
{
ID: 7,
Rate: 25,
Speaker: "Witch",
Activated: true,
Independent: "Hmmm? What is it?",
Recruited: "",
Enslaved: "",
Romanced: "",
Insulted: "",
Trained: ""
},
{
ID: 7,
Rate: 25,
Speaker: "Witch",
Activated: true,
Independent: "Yes? What is it?",
Recruited: "",
Enslaved: "",
Romanced: "",
Insulted: "",
Trained: ""
},
{
ID: 8,
Rate: 25,
Speaker: "Nadora",
Activated: true,
Independent: "You're in the presence of the grand seductress mortal, best prostate yourself!",
Recruited: "You're in the presence of the grand seductress mortal, best prostate yourself!",
Enslaved: "You're in the presence of the grand seductress mortal, best prostate yourself!",
Romanced: "You're in the presence of the grand seductress mortal, best prostate yourself!",
Insulted: "You're in the presence of the grand seductress mortal, best prostate yourself!",
Trained: "You're in the presence of the grand seductress mortal, best prostate yourself!"
},
{
ID: 9,
Rate: 25,
Speaker: "Nadora",
Activated: true,
Independent: "What do you want foolish Mortal?",
Recruited: "What do you want foolish Mortal?",
Enslaved: "What do you want foolish Mortal?",
Romanced: "What do you want foolish Mortal?",
Insulted: "What do you want foolish Mortal?",
Trained: "What do you want foolish Mortal?"
},
{
ID: 10,
Rate: 25,
Speaker: "Nadora",
Activated: true,
Independent: "Aha-ah! You dare stand before me?! What do you want?!",
Recruited: "Aha-ah! You dare stand before me?! What do you want?!",
Enslaved: "Aha-ah! You dare stand before me?! What do you want?!",
Romanced: "Aha-ah! You dare stand before me?! What do you want?!",
Insulted: "Aha-ah! You dare stand before me?! What do you want?!",
Trained: "Aha-ah! You dare stand before me?! What do you want?!"
},
{
ID: 11,
Rate: 25,
Speaker: "Halden",
Activated: true,
Independent: "Best stay alert, they may be watching you.",
Recruited: "Where to now?",
Enslaved: "I demand you release me, right now!",
Romanced: "What is it my dearest?",
Insulted: "I have nothing to say to you.",
Trained: "Yes master?"
},
{
ID: 12,
Rate: 25,
Speaker: "Halden",
Activated: true,
Independent: "When night falls, they hunt.",
Recruited: "Vampires need slaying?",
Enslaved: "This can't be right! I have a job to do! Release me!",
Romanced: "Something wrong darling?",
Insulted: "You can go now.",
Trained: "How can i be of service to you?"
},
{
ID: 13,
Rate: 25,
Speaker: "Halden",
Activated: true,
Independent: "If you see anything suspicious, report it to me. Thank you kindly.",
Recruited: "I am ready, my weapons of the night shall strike them down.",
Enslaved: "I'm sure we can figure this out? Right?",
Romanced: "Yes, what is it?",
Insulted: "You should stop distrubing me whilst i work now, thank you. Now leave.",
Trained: "Say the word."
},
{
ID: 14,
Rate: 25,
Speaker: "Halden",
Activated: true,
Independent: "It gets dark around here at night, watch yourself.",
Recruited: "Let's go.",
Enslaved: "Come on now, release me? Do the right thing? Please?",
Romanced: "You are the light in my darkness.",
Insulted: "Leave me alone.",
Trained: "I serve!"
},
{
ID: 101,
Rate: 101,
Speaker: "All",
Activated: true,
Independent: "Greetings.",
Recruited: "Yes?",
Enslaved: "...",
Romanced: "Yes?",
Insulted: "Pfft!",
Trained: "Orders?"
}
]>>
<</widget>><<widget FindNPCValues>>
<<set $GiftingPossible to false>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $Speaker == $EntityValues[$i].ID>>
<<set $CurrentSocial = $EntityValues[$i].Name>>
<<set $Recipient = $Speaker>>
<<set $Consumer = $Speaker>>
<<if $EntityValues[$i].IsGiftable is true>>
<<set $GiftingPossible to true>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget StartWitchAwakeningQuestline>>
<<set $Questline_WAQ = [
{
ID: 0,
Textline: "Yes.. I know this girl, i can help her, bring her to me and i shall help the both of you...",
Reward: ""
},
{
ID: 1,
Textline: "Yes.. I could use your assistance young one... Bring me a Pink Pearl, and i shall reward you handsomely.",
Reward: "<<AcceptQuest 4>>"
},
{
ID: 2,
Textline: "Excellent young one! This will prove most useful! Say... If you're interested, then i could use your assistance again.",
Reward: "<<CompleteQuest>><<RemoveConsumable $Player 0 1>>"
},
{
ID: 3,
Textline: "I must cleanse these lands and to do so, i must purify it! I will neec assitance in this. If you're ready, come to me dressed for a ritual. Almost anything will do, mere ritual robes will suffice.",
Reward: "<<AcceptQuest 5>>"
},
{
ID: 4,
Textline: "Excellent...",
Reward: "<<CompleteQuest>>"
}
]>>
<</widget>><<widget StartTumblingTracyQuestline>>
<<set $Questline_TTQ = [
{
ID: 0,
Textline: "Yes, as a matter of fact i'm currently experimenting on creating a new type of brew... but i require Wild Berries, and those can only be found in the Dark Forest. The Dark Forest is too dangerous for me... but you look tough!...So... maybe you could?.. get some for me? It would make me so-so happy!",
Reward: "<<AcceptQuest 7>>"
},
{
ID: 1,
Textline: "Oh wow! Thank you so much! Uhhh! YES! Now i can finally get started! This is so great!",
Reward: "<<CompleteQuest>><<RemoveConsumable $Player 1 5>>"
},
{
ID: 2,
Textline: "The Wild Wine is quite the success! But i think i want to do some more experimenting... I've heard rumors of a witch living in the dark forest, maybe she could give some advice? Witches specialize in all kinds of brews...",
Reward: "<<AcceptQuest 8>>"
},
{
ID: 3,
Textline: "Ahh! Great! I suppose i should go visit her then!... maybe you could come? We could turn it into a nice little picnic in fact!",
Reward: "<<CompleteQuest>>"
},
{
ID: 3,
Textline: "Oh... that's not too good, i suppose i'll have to figure something else out then.",
Reward: "<<CompleteQuest>>"
}
]>>
<</widget>><<widget TracyGiftingSpecials>>
<<if $EntityValues[$Recipient].Status == "Independent">>
<<if $GiftType == "General">>
<<set $HasResult to false>>
<<elseif $GiftType == "Drug">>
<<set $HasResult to false>>
<<elseif $GiftType == "Resource">>
<<set $HasResult to false>>
<<elseif $GiftType == "Mineral">>
<<set $HasResult to false>>
<<else>>
<<set $HasResult to true>>
<</if>>
<<elseif $EntityValues[$Recipient].Status == "Recruited">>
<<if $GiftType == "Mineral">>
<<set $HasResult to false>>
<</if>>
<<elseif $EntityValues[$Recipient].Status == "Romanced">>
<<if $GiftType == "Mineral">>
<<set $HasResult to false>>
<<elseif $GiftType == "Resource">>
<<set $HasResult to false>>
<</if>>
<<elseif $EntityValues[$Recipient].Status == "Enslaved">>
<<if $GiftType == "Mineral">>
<<set $HasResult to false>>
<<elseif $GiftType == "Resource">>
<<set $HasResult to false>>
<</if>>
<<elseif $EntityValues[$Recipient].Status == "Trained">>
<<set $HasResult to true>>
<<elseif $EntityValues[$Recipient].Status == "Insulted">>
<<if $GiftType == "General">>
<<set $HasResult to false>>
<<elseif $GiftType == "Drug">>
<<set $HasResult to false>>
<<elseif $GiftType == "Resource">>
<<set $HasResult to false>>
<<elseif $GiftType == "Mineral">>
<<set $HasResult to false>>
<<elseif $GiftType == "Edible">>
<<set $HasResult to false>>
<<elseif $GiftType == "Ingredient">>
<<set $HasResult to false>>
<<else>>
<<set $HasResult to true>>
<</if>>
<</if>>
<</widget>><<silently>>
<<set $SexType = "Social">>
<<DirtytalkOpeners>>
<</silently>>
!Sex - $EntityValues[$Speaker].Name
--------------------------------------
You approach $EntityValues[$Speaker].Name for a bit of "fun".
<<NPCVoices>>
[[You decide to be on Top|Sex - Introduction][$SexPlayerOnTop to true, $SexPlayerOnBottom to false]] or [[Bottom|Sex - Introduction][$SexPlayerOnBottom to true, $SexPlayerOnTop to false]]
<<if $HoverMode is false>>[[Back|Social - Main Menu]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Social - Main Menu]]<</replace>><</if>>
<<silently>>
<<NPCImageHandling $Speaker>>
<</silently>>
!$CurrentSocial - Recruitment
---------------------------------------
Just as you're about to recruit $CurrentSocial, you quickly remember that it's simply not possible as of now.... maybe next time?
<<ReturnSocialMain>><<silently>>
<<NPCImageHandling $Tracy>>
<<set $StoryAcquiredWaitressJob to true>>
<<set $Activities[1].Activated to true>>
<</silently>>
!$CurrentSocial - Work
---------------------------------------
You walk closer to Tracy and inquire about any work opportunities.
@@.tracyvoice;"Oh! Well i don't know about any work around the city right now, but i could use an extra hand around here. If you're up for it!"@@
You tell her that you might be interested.
@@.tracyvoice;"I could use someone to help serve the tables, sometimes it gets pretty busy in here and i've been thinking about hiring a pair of extra hands. You can come around and help whenever you want really? Sound good?"@@
You give it some thought...
!!!@@.discoverytext;You have discovered Waitressing at the High Tavern! (Activity)
<<ReturnSocialMain>><<silently>>
<<NPCImageHandling $Speaker>>
<<set $EntityValues[$Speaker].IsEnslaved to true>>
<<set $EntityValues[$Speaker].Location = "Banished">>
<</silently>>
!$CurrentSocial - Enslavement
---------------------------------------
As you've gained the trust of this fool, you invite $CurrentSocial home to your place. They graciously accept and come along.
As you arrive, you swiftly subdue them and decorate their neck with a nice collar.
You look down on them taking in their distrusting gaze as you sigh in accomplishment and pleasure.
You drag $CurrentSocial to their new home in the pen.
<<HomeContinue>>
<<widget StartHomes>>
<<set $Homes = [
{
ID: 0,
Name: "The Cave",
IsHome: true,
IsUnderground: true,
Upgrades: ['Sleeping Area'],
Furniture: ['Haystack'],
Rooms: 1,
UsedRooms: 1,
Rent: 0,
WealthLevel: 1,
StealthLevel: 3
},
{
ID: 1,
Name: "Room 03",
IsHome: false,
IsUnderground: false,
Upgrades: ['Bedroom', 'Bathroom'],
Furniture: ['Simple Bed', 'Bed Stand (with Candle)', 'Wooden Table', 'Wooden Chair'],
Rooms: 2,
UsedRooms: 2,
Rent: 150,
WealthLevel: 2,
StealthLevel: 1
},
{
ID: 2,
Name: "Tracy's Room",
IsHome: false,
IsUnderground: false,
Upgrades: ['Bedroom', 'Bathroom'],
Furniture: ['Double Bed', 'Bed Stand (with Candle)', 'Wooden Table', 'Wooden Chair'],
Rooms: 2,
UsedRooms: 2,
Rent: 0,
WealthLevel: 2,
StealthLevel: 1
}
]>>
<</widget>><<silently>>
<<FindHome>>
<<CheckResources>>
<</silently>>
!Housing ($Homes[$Home].Name)
---------------------------------------
<<if $StoryHousingIntro is false>>You look around the cave, and wonder what could be done to make it feel more like home.
If you had some materials, then you could definitely shapen it up a bit.
!!!Notice: Most features are not done and still being tested.<<set $StoryHousingIntro to true>><<else>>You look around $Homes[$Home].Name, and wonder what could be done to make it feel more like home.<</if>>
!!!Furniture
---------------------------------------
You can construct furniture.
!!!Upgrades
---------------------------------------
You can upgrade $Homes[$Home].Name by using the available interior rooms.
<<if $Homes[$Home].Rooms > $Homes[$Home].UsedRooms>>The following upgrades are available<<else>>All of your available rooms are already being used.<</if>>
<<AvailableUpgrades>>
!!!Expand
---------------------------------------
You can expand $Homes[$Home].Name.
Your home currently has $Homes[$Home].Rooms room(s) of which $Homes[$Home].UsedRooms are in use currently.
<<if $Homes[$Home].IsExpandable is false>>>This home cannot be expanded.<<else>>[[Expand|Housing Upgrades][$Homes[$Home].Rooms += 1]]<</if>>
<<HomeBack>><<widget FindHome>>
<<for $i to 0; $i lt $Homes.length; $i++>>
<<if $Homes[$i].IsHome is true>>
<<set $Home = $i>>
<</if>>
<</for>>
<</widget>>
<<widget HomeStatus>>
<<if $EntityValues[$Player].Location != $Homes[$Home].Name>>
- [[Set Home Here|Change Home]]
<</if>>
<</widget>>
<<widget StartWorld>>
<<StartWorldObjects>>
<<StartHomes>>
<<StartTraitCollection>>
<<StartSkillCollection>>
<<StartWeatherSystem>>
<<StartValues>>
<<StartCurses>>
<<StartChanges>>
<<StartInventory>>
<<StartQuests>>
<<StartStoryValues>>
<<StartActivities>>
<<StartPlayerStates>>
<<VendorRestocking>>
<<StartExplorationTables>>
<<StartEnslavement>>
<<StartInsults>>
<<StartReflections>>
<</widget>>
<<widget StartWorldObjects>>
<<set $Bed = ["Haystack", "Simple Bed", "Double Bed", "Royal Bed"]>>
<</widget>><<widget AvailableUpgrades>>
<<if $Homes[$Home].IsUnderground is true>>
<<if $Homes[$Home].Upgrades.includes("Companion Quarters")>>
[[Manage Companion Quarters|Manage Companion Quarters]]
<br>
<br>
<<else>>
Companion Quarters - <<if $Homes[$Home].Rooms > $Homes[$Home].UsedRooms>><<if $HasResourcesCompanionQuarters is true>>[[Construct|Housing Upgrades][$Homes[$Home].Upgrades.push("Companion Quarters"), $Homes[$Home].UsedRooms += 1]]<<else>>(Not Enough Resources)<</if>><<else>>(Not Enough Rooms)<</if>><br>
Description: Allows for the housing of companions.<br>
Cost: 50 Timber, 15 Copper Bars, 10 Iron Bars, 2 Steel Bars
<br>
<br>
<</if>>
<<if $Homes[$Home].Upgrades.includes("Slave Pen")>>
[[Manage Slave Pen|Manage Slave Pen]]
<br>
<br>
<<else>>
Slave Pen - <<if $Homes[$Home].Rooms > $Homes[$Home].UsedRooms>><<if $HasResourcesSlavePen is true>>[[Construct|Housing Upgrades][$Homes[$Home].Upgrades.push("Slave Pen"), $Homes[$Home].UsedRooms += 1]]<<else>>(Not Enough Resources)<</if>><<else>>(Not Enough Rooms)<</if>><br>
Description: Allows for the containing of slaves.<br>
Cost: 5 Timber, 25 Copper Bars, 20 Iron Bars, 5 Steel Bars
<br>
<br>
<</if>>
<<if $Homes[$Home].Upgrades.includes("Tentacle Pit")>>
[[Manage Tentacle Pit|Manage Tentacle Pit]]
<br>
<br>
<<else>>
Tentacle Pit - <<if $Homes[$Home].Rooms > $Homes[$Home].UsedRooms>><<if $HasResourcesTentaclePit is true>>[[Construct|Housing Upgrades][$Homes[$Home].Upgrades.push("Tentacle Pit"), $Homes[$Home].UsedRooms += 1]]<<else>>(Not Enough Resources)<</if>><<else>>(Not Enough Rooms)<</if>><br>
Description: Allows for the containing of tentacle monsters.<br>
Cost: 25 Timber, 15 Steel Bars, 1 Depravium Orb.
<br>
<br>
<</if>>
<<if $Homes[$Home].Upgrades.includes("Water Spring")>>
[[Manage Water Spring|Manage Water Spring]]
<br>
<br>
<<else>>
Spring Bath - <<if $Homes[$Home].Rooms > $Homes[$Home].UsedRooms>><<if $HasResourcesSpringBath is true>>[[Construct|Housing Upgrades][$Homes[$Home].Upgrades.push("Spring Bath"), $Homes[$Home].UsedRooms += 1]]<<else>>(Not Enough Resources)<</if>><<else>>(Not Enough Rooms)<</if>><br>
Description: Increases the wealth and cleanliness of your home and provides a means to wash yourself without the cost of energy.<br>
Cost: 35 Timber, 15 Iron Bars.
<br>
<br>
<</if>>
<<if $Homes[$Home].Upgrades.includes("Forge")>>
[[Manage Forge]]
<br>
<br>
<<else>>
Forge - <<if $Homes[$Home].Rooms > $Homes[$Home].UsedRooms>><<if $HasResourcesForge is true>>[[Construct|Housing Upgrades][$Homes[$Home].Upgrades.push("Forge"), $Homes[$Home].UsedRooms += 1]]<<else>>(Not Enough Resources)<</if>><<else>>(Not Enough Rooms)<</if>><br>
Description: Allows you to smelt ores into bars using timber.<br>
Cost: 35 Timber, 15 Copper Bars, 15 Iron Bars, 15 Steel Bars.
<br>
<br>
<</if>>
<<else>>
There's no available upgrades for this housing type.
<</if>>
<</widget>><<silently>>
<</silently>>
!Companion Quarters ($Homes[$Home].Name)
---------------------------------------
There's nothing to manage here currently...
<<if $HoverMode is false>>[[Back|Housing Upgrades]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Housing Upgrades]]<</replace>><</if>><<silently>>
<</silently>>
!Slave Pen ($Homes[$Home].Name)
---------------------------------------
There's nothing to manage here currently...
<<if $HoverMode is false>>[[Back|Housing Upgrades]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Housing Upgrades]]<</replace>><</if>><<silently>>
<</silently>>
!Tentacle Pit ($Homes[$Home].Name)
---------------------------------------
There's nothing to manage here currently...
<<if $HoverMode is false>>[[Back|Housing Upgrades]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Housing Upgrades]]<</replace>><</if>><<silently>>
<</silently>>
!Water Spring ($Homes[$Home].Name)
---------------------------------------
There's nothing to manage here currently...
<<if $HoverMode is false>>[[Back|Housing Upgrades]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Housing Upgrades]]<</replace>><</if>><<widget CheckResources>>
<<FindResources>>
<<set $TimberQuantity = 0>>
<<set $CopperBarQuantity = 0>>
<<set $IronBarQuantity = 0>>
<<set $SteelBarQuantity = 0>>
<<set $DepraviumOrbQuantity = 0>>
<<set $HasResourcesCavernExpansion to false>>
<<set $HasResourcesCompanionQuarters to false>>
<<set $HasResourcesSlavePen to false>>
<<set $HasResourcesTentaclePit to false>>
<<set $HasResourcesSpringBath to false>>
<<set $HasResourcesForge to false>>
<<for $i to 0; $i lt $EntityValues[$Player].ConsumablesInventory.length; $i++>>
<<if $EntityValues[$Player].ConsumablesInventory[$i].ID == $Timber>>
<<set $TimberQuantity = $EntityValues[$Player].ConsumablesInventory[$i].Quantity>>
<<elseif $EntityValues[$Player].ConsumablesInventory[$i].ID == $CopperBar>>
<<set $CopperBarQuantity = $EntityValues[$Player].ConsumablesInventory[$i].Quantity>>
<<elseif $EntityValues[$Player].ConsumablesInventory[$i].ID == $IronBar>>
<<set $IronBarQuantity = $EntityValues[$Player].ConsumablesInventory[$i].Quantity>>
<<elseif $EntityValues[$Player].ConsumablesInventory[$i].ID == $SteelBar>>
<<set $SteelBarQuantity = $EntityValues[$Player].ConsumablesInventory[$i].Quantity>>
<<elseif $EntityValues[$Player].ConsumablesInventory[$i].ID == $DepraviumOrb>>
<<set $DepraviumOrbQuantity = $EntityValues[$Player].ConsumablesInventory[$i].Quantity>>
<</if>>
<</for>>
<<if $TimberQuantity >= 50 and $CopperBarQuantity >= 15 and $IronBarQuantity >= 10 and $SteelBarQuantity >= 2>>
<<set $HasResourcesCompanionQuarters to true>>
<</if>>
<<if $TimberQuantity >= 5 and $CopperBarQuantity >= 25 and $IronBarQuantity >= 20 and $SteelBarQuantity >= 5>>
<<set $HasResourcesSlavePen to true>>
<</if>>
<<if $TimberQuantity >= 25 and $SteelBarQuantity >= 15 and $DepraviumOrbQuantity >= 1>>
<<set $HasResourcesTentaclePit to true>>
<</if>>
<<if $TimberQuantity >= 35 and $IronBarQuantity >= 15>>
<<set $HasResourcesSpringBath to true>>
<</if>>
<<if $TimberQuantity >=50 and $IronBarQuantity >= 15 and $CopperBarQuantity >= 15 and $SteelBarQuantity >= 15>>
<<set $HasResourcesForge to true>>
<</if>>
<</widget>>
<<widget FindResources>>
<<for $i to 0; $i lt $Consumables.length; $i++>>
<<if $Consumables[$i].Name == "Timber">>
<<set $Timber = $Consumables[$i].ID>>
<</if>>
<<if $Consumables[$i].Name == "Copper Bar">>
<<set $CopperBar = $Consumables[$i].ID>>
<</if>>
<<if $Consumables[$i].Name == "Copper Ore">>
<<set $CopperOre = $Consumables[$i].ID>>
<</if>>
<<if $Consumables[$i].Name == "Iron Bar">>
<<set $IronBar = $Consumables[$i].ID>>
<</if>>
<<if $Consumables[$i].Name == "Iron Ore">>
<<set $IronOre = $Consumables[$i].ID>>
<</if>>
<<if $Consumables[$i].Name == "Steel Bar">>
<<set $SteelBar = $Consumables[$i].ID>>
<</if>>
<<if $Consumables[$i].Name == "Gold Bar">>
<<set $GoldBar = $Consumables[$i].ID>>
<</if>>
<<if $Consumables[$i].Name == "Gold Ore">>
<<set $GoldOre = $Consumables[$i].ID>>
<</if>>
<<if $Consumables[$i].Name == "Depravium Orb">>
<<set $DepraviumOrb = $Consumables[$i].ID>>
<</if>>
<</for>>
<</widget>><<silently>>
<<set $Homes[$Home].IsHome to false>>
<<for $i to 0; $i lt $Homes.length; $i++>>
<<if $EntityValues[$Player].Location == $Homes[$i].Name>>
<<set $Homes[$i].IsHome to true>>
<</if>>
<</for>>
<<FindHome>>
<</silently>>
!!!Change Home
---------------------------------------
You decide to make $Homes[$Home].Name your new home, and move some things around to make it more cozy and comfortable.
After having made things just right, you relax with a sigh.
<<HomeBack>><<widget FindPartner>>
<<if $SexType == "Social">>
<<set $Partner = $EntityValues[$Speaker].ID>>
<<set $PartnerName = $EntityValues[$Speaker].Name>>
<<elseif $SexType == "Traditional">>
<<set $Partner = $EntityValues[$Enemy].ID>>
<<set $PartnerName = "The " + $EntityValues[$Enemy].Title>>
<</if>>
<</widget>>
<<widget PartnerIntroduction>>
<<if $SexPlayerOnBottom is true>>
<<set $StartSexText = "$PartnerName walks towards you and stops for a moment to eye $EntityValues[$Partner].sHisHer prize before claiming it for themself.">>
<<set $SexTitle = "Submission - $PartnerName">>
<<set $SexState to true>>
<<set $StartOptionsText = "">>
<<if $EntityValues[$Player].Body.Penis.Has is true>>
<<set $StartForeplayText = "You uncontrollably masturbate your hard cock in a wild lusted state, not paying attention to your surroundings.">>
<<elseif $EntityValues[$Player].Body.Penis.Has is false>>
<<set $StartForeplayText = "You uncontrollably touch yourself in a wild lusted state, not paying attention to your surroundings.">>
<</if>>
<<elseif $SexPlayerOnTop is true>>
<<set $StartSexText = "You walk towards your new prize ready to claim it all for yourself.">>
<<set $SexTitle = "Domination - $PartnerName">>
<<set $StartOptionsText = "Observing the depraved behaviour of $PartnerName, you wonder what you would like to do to $EntityValues[$Partner].sHimHer.">>
<<if $EntityValues[$Partner].Body.Penis.Has is true>>
<<set $StartForeplayText = "$PartnerName masturbates $EntityValues[$Partner].sHisHer hard cock uncontrollably in a wild lusted state, not paying attention to $EntityValues[$Partner].sHisHer surroundings.">>
<<elseif $EntityValues[$Partner].Body.Penis.Has is false>>
<<set $StartForeplayText = "$PartnerName touches $EntityValues[$Partner].sHimselfHerself uncontrollably in a wild lusted state, not paying attention to $EntityValues[$Partner].sHisHer surroundings.">>
<</if>>
<</if>>
<</widget>><<widget StartDirtytalking>>
<<set $Dirtytalking = [
{
ID: 0,
Rate: 50,
Speaker: "Tracy",
Activated: true,
Independent: "Oh, so you want to have a bit of fun? I like fun!",
Recruited: "Oh, so you want to have a bit of fun? I like fun!",
Enslaved: "N-no! Not there!",
Romanced: "Oh, so you want to have a bit of fun? I like fun!",
Insulted: "Oh, so you want to have a bit of fun? I like fun!",
Trained: "Yes! Yes! Fuck me! Fuck me please!"
},
{
ID: 1,
Rate: 50,
Speaker: "Tracy",
Activated: true,
Independent: "Oh, so naughty!",
Recruited: "Oh, so naughty!",
Enslaved: "Please! Let me go!",
Romanced: "Oh, so naughty!",
Insulted: "Oh, so naughty!",
Trained: "Take me! Fill me! Please!"
},
{
ID: 2,
Rate: 50,
Speaker: "Tracy",
Activated: true,
Independent: "Mmmmh~",
Recruited: "Mmmmh~",
Enslaved: "Let me go you big meanie!",
Romanced: "Mmmmh~",
Insulted: "Mmmmh~",
Trained: "Fuck-Fuck-Fuck me! Yes! Give it to me!"
},
{
ID: 3,
Rate: 50,
Speaker: "Nadora",
Activated: true,
Independent: "Decided to submit your body to me? I suppose i could punish you a little! Bend over~",
Recruited: "Decided to submit your body to me? I suppose i could punish you a little! Bend over~",
Enslaved: "As if you could break me, weakling.",
Romanced: "Decided to submit your body to me? I suppose i could punish you a little! Bend over~",
Insulted: "Decided to submit your body to me? I suppose i could punish you a little! Bend over~",
Trained: "My body is yours to violate."
},
{
ID: 4,
Rate: 50,
Speaker: "Nadora",
Activated: true,
Independent: "I'll violate you alright, abuse you even, are you sure you can handle it? Mortal?",
Recruited: "I'll violate you alright, abuse you even, are you sure you can handle it? Mortal?",
Enslaved: "I'll get back at you some day, that i'll promise, just you wait...!",
Romanced: "I'll violate you alright, abuse you even, are you sure you can handle it? Mortal?",
Insulted: "I'll violate you alright, abuse you even, are you sure you can handle it? Mortal?",
Trained: "Let my body be your instrument of pleasure, play me~"
},
{
ID: 5,
Rate: 50,
Speaker: "Nadora",
Activated: true,
Independent: "So, you want to get fucked? Don't make me laugh. Now, submit.",
Recruited: "So, you want to get fucked? Don't make me laugh. Now, submit.",
Enslaved: "Hmph!",
Romanced: "So, you want to get fucked? Don't make me laugh. Now, submit.",
Insulted: "So, you want to get fucked? Don't make me laugh. Now, submit.",
Trained: "I live to please, my purpose is to serve."
},
{
ID: 101,
Rate: 101,
Speaker: "All",
Activated: true,
Independent: "Alright then.",
Recruited: "Alright then.",
Enslaved: "...",
Romanced: "Alright then.",
Insulted: "Alright then.",
Trained: "I obey."
}
]>>
<</widget>><<widget DirtytalkOpeners>>
<<set $DirtytalkFound to false>>
<<for $i to 0; $i lt $Dirtytalking.length; $i++>>
<<if $DirtytalkFound is false>>
<<set $DirtytalkRandom = random(100)>>
<<if $DirtytalkRandom <= $Dirtytalking[$i].Rate>>
<<set $DirtytalkFound to true>>
<<if $Dirtytalking[$i].Speaker == $CurrentSocial or $Dirtytalking[$i].Speaker == "All">>
<<if $EntityValues[$Speaker].Status == "Independent">>
<<set $NPCTalk = $Dirtytalking[$i].Independent>>
<<elseif $EntityValues[$Speaker].Status == "Recruited">>
<<set $NPCTalk = $Dirtytalking[$i].Recruited>>
<<elseif $EntityValues[$Speaker].Status == "Romanced">>
<<set $NPCTalk = $Dirtytalking[$i].Romanced>>
<<elseif $EntityValues[$Speaker].Status == "Enslaved">>
<<set $NPCTalk = $Dirtytalking[$i].Enslaved>>
<<elseif $EntityValues[$Speaker].Status == "Trained">>
<<set $NPCTalk = $Dirtytalking[$i].Trained>>
<<elseif $EntityValues[$Speaker].Status == "Insulted">>
<<set $NPCTalk = $Dirtytalking[$i].Insulted>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>><<silently>>
<<FindNPCValues>>
<<NPCImageHandling $Speaker>>
<<Greetings $Speaker>>
<<SmallTalk>>
<</silently>>
!$CurrentSocial
!!$EntityValues[$Speaker].Title
---------------------------------------
You walk closer to $CurrentSocial and greet $EntityValues[$Speaker].sHimHer.
<<NPCStatus>>
<<NPCVoices>><<QuestMessage>>
<<if $PlayerCEnergy >= 10>>[[Small Talk|Social - Main Menu][$EntityValues[$Player].CurrentEnergy -= 10, $EntityValues[$Speaker].AffectionToPlayer += 1, $Smalltalking to true]] - Affection: +1 - Energy: -10<<elseif $PlayerCEnergy < 10>>Small Talk - Affection +1 - Energy: Not enough energy.<</if>><<SocialInteraction>><<SocialQuests>>
<<LocationReturn>>
<<SocialDebugPanel>><<widget NPCStatus>>
Status: @@.lightbluetext;$EntityValues[$Speaker].Status@@
<br>Affection: @@.discoverytext;$EntityValues[$Speaker].AffectionToPlayer@@
<br>Depravity: @@.depravitytext;$EntityValues[$Speaker].Depravity@@
<</widget>>!Stats of $CurrentSocial
---------------------------
<<PrintPrimary $Speaker>>
<<PrintAnatomy $Speaker>>
<<PrintStats $Speaker>>
<<if $HoverMode is false>>[[Back|Social - Main Menu]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Social - Main Menu]]<</replace>><</if>><<widget Smalltalk>>
<<if $PlayerCEnergy >= 10>>[[Small Talk|Social - Tracy][$SMALLTALK_TRACY = 1, $PlayerCEnergy -= 10]] - Affection: +1 - Energy: -10<<elseif $PlayerCEnergy < 10>>Small Talk - Affection +1 - Energy: Not enough energy.<</if>>
<</widget>><<widget SexualEnslavement>>
<<if $Home_HasSlavePen is true>>
<<if $EntityValues[$Partner].Gender == "Female">>
[[Enslave Her|Enslavement]]
<<elseif $EntityValues[$Partner].Gender == "Male">>
[[Enslave Him|Enslavement]]
<<else>>
[[Enslave Her|Enslavement]]
<</if>>
<<else>>
Enslave $EntityValues[$Partner].sHimHer (Requires a Slave Pen)
<</if>>
<</widget>>
<<widget SexualComfort>>
<<if $EntityValues[$Partner].Gender == "Female">>
[[Comfort Her|Comfortable Cuddles]]
<<elseif $EntityValues[$Partner].Gender == "Male">>
[[Comfort Him|Comfortable Cuddles]]
<<else>>
[[Comfort Her|Comfortable Cuddles]]
<</if>>
<</widget>>
<<widget SexualFinish>>
<<if $SexType == "Social">>
- [[Finish|Social - Main Menu][$Speaker = $Partner, $NPCTalk = 'Alright.']]
<<elseif $SexType == "Traditional">>
<<if $SexPlayerOnTop is true>>
- <<HomeNoReplace>>
<<else>>
<<if $PartnerIsDone is true>>
<<if $PlayerIsEnslaved is true>>
- [[Continue|Combat - Enslavement][$PartnerSlaver = $EnemyType]]
<<else>>
- <<HomeNoReplace>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>><<silently>>
<<set $EntityValues[$Partner].IsEnslaved to true>>
<<set $EntityValues[$Partner].Status = "Enslaved">>
<<set $EntityValues[$Partner].Location = "The Cave">>
<</silently>>
!Enslavement
-----------------------------
You look down on $EntityValues[$Partner].Name and decide to make them a permanent addition to your collection of slaves.
You put a collar around their neck and drag them back home.
<<Home>>
<<silently>>
<<set $SexualAffectionGain = 10 + random(10)>>
<</silently>>
!Comfortable Cuddles
-----------------------------
You comfort and cuddle with $PartnerName.
<<if $SexType == "Social">><<set $EntityValues[$Partner].AffectionToPlayer += 10 + random(10)>>@@.discoverytext;$PartnerName becomes more affectionate with you!@@<</if>>
<<if $HoverMode is false>><<SexOptionsMenu>><<elseif $HoverMode is true>><<replace "#linkbar">><<SexOptionsMenu>><</replace>><</if>><<widget CreateEntity>>
<<set $CreatedID = $EntityValues.length>>
<<set $CreatedRace = $args[0]>>
<<set $CreatedGender = $args[1]>>
<<CreateEntityStatus $args[0]>>
<<CreateEntityName $args[0] $args[1]>>
<<CreateEntityCoreStats $args[0] $args[1]>>
<<CreateEntityAnatomy $args[0] $args[1]>>
<<CreateEntitySpecial>>
<<set $CreatedEntityValues = {
ID: $CreatedID,
Name: $FirstNameCreated,
FirstName: $FirstNameCreated,
SurName: $SurNameCreated,
Title: "",
Race: $CreatedRace,
Gender: $CreatedGender,
DefaultBanner: "No Image",
CombatBanner: "No Image",
EnslavedBanner: "No Image",
NudeBanner: "No Image",
GreetingBanner: "No Image",
DisgustedBanner: "No Image",
IsPerson: $CreatedIsPerson,
IsPlayer: $CreatedIsPlayer,
IsEnslaved: $CreatedIsEnslaved,
IsCompanion: $CreatedIsCompanion,
IsRomanced: $CreatedIsRomanced,
IsGiftable: $CreatedIsGiftable,
Location: $CreatedLocation,
Status: $CreatedStatus,
Traits: [],
RankedTraits: {},
Skills: [],
RankedSkills: {},
Body: {},
Modifiers: [],
Lethality: 0,
BaseLethality: 5,
LethalityTraitApply: 0,
LethalityItemApply: 0,
LethalityEffectApply: 0,
Armor: 0,
BaseArmor: 0,
ArmorTraitApply: 0,
ArmorItemApply: 0,
ArmorEffectApply: 0,
Sorcery: 0,
BaseSorcery: 0,
SorceryTraitApply: 0,
SorceryItemApply: 0,
SorceryEffectApply: 0,
Binding: 0,
BaseBinding: 0,
BindingTraitApply: 0,
BindingItemApply: 0,
BindingEffectApply: 0,
Seduction: 0,
BaseSeduction: 0,
SeductionTraitApply: 0,
SeductionItemApply: 0,
SeductionEffectApply: 0,
Depravity: 0,
BaseDepravity: 0,
DepravityTraitApply: 0,
DepravityItemApply: 0,
DepravityEffectApply: 0,
Criticality: 0,
BaseCriticality: 5,
CriticalityTraitApply: 0,
CriticalityItemApply: 0,
CriticalityEffectApply: 0,
Accuracy: 0,
BaseAccuracy: 75,
AccuracyTraitApply: 0,
AccuracyItemApply: 0,
AccuracyEffectApply: 0,
Evasion: 0,
BaseEvasion: 5,
EvasionTraitApply: 0,
EvasionItemApply: 0,
EvasionEffectApply: 0,
CurrentHealth: 100,
CurrentMana: 200,
CurrentEnergy: 100,
CurrentResistance: 200,
CurrentLust: 0,
MaxHealth: 0,
BaseMaxHealth: 100,
MaxHealthTraitApply: 0,
MaxHealthItemApply: 0,
MaxHealthEffectApply: 0,
MinHealth: 0,
BaseMinHealth: 0,
MinHealthTraitApply: 0,
MinHealthItemApply: 0,
MinHealthEffectApply: 0,
MaxMana: 0,
BaseMaxMana: 200,
MaxManaTraitApply: 0,
MaxManaItemApply: 0,
MaxManaEffectApply: 0,
MinMana: 0,
BaseMinMana: 0,
MinManaTraitApply: 0,
MinManaItemApply: 0,
MinManaEffectApply: 0,
MaxLust: 0,
BaseMaxLust: 100,
MaxLustTraitApply: 0,
MaxLustItemApply: 0,
MaxLustEffectApply: 0,
MinLust: 0,
BaseMinLust: 0,
MinLustTraitApply: 0,
MinLustItemApply: 0,
MinLustEffectApply: 0,
MaxEnergy: 0,
BaseMaxEnergy: 100,
MaxEnergyTraitApply: 0,
MaxEnergyItemApply: 0,
MaxEnergyEffectApply: 0,
MinEnergy: 0,
BaseMinEnergy: 0,
MinEnergyTraitApply: 0,
MinEnergyItemApply: 0,
MinEnergyEffectApply: 0,
MaxResistance: 0,
BaseMaxResistance: 200,
MaxResistanceTraitApply: 0,
MaxResistanceItemApply: 0,
MaxResistanceEffectApply: 0,
MinResistance: 0,
BaseMinResistance: 0,
MinResistanceTraitApply: 0,
MinResistanceItemApply: 0,
MinResistanceEffectApply: 0,
AffectionToPlayer: 0,
Obedience: $CreatedObedience,
Condition: $CreatedCondition,
Mentality: $CreatedMentality,
SlaveValue: 0
}>>
<<set $EntityValues.push($CreatedEntityValues)>>
<<CreateEntityTitle $CreatedID>>
<<SetEntityAnatomy $CreatedID>>
<<SetUpEntityCoreTraits $CreatedID>>
<<SetUpEntitySpecialTraits $CreatedID $CreatedRace>>
<<AddCreatedRankedTraits $CreatedID>>
<<AddCreatedRankedSkills $CreatedID>>
<</widget>>
<<widget HomeInteraction>>
<<WaterSpring>>
<br><br><<SlavePen>>
<</widget>>
<<widget SlavePen>>
<<if $Home_HasSlavePen is true>>
@@.depravitytext;Slave Pen@@
<br>
------------------------------------------------------------------
<br>A pen for holding slaves that you have either purchased or taken with force.
<br>
<<DisplaySlaves>>
<</if>>
<</widget>>
<<widget DisplaySlaves>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].IsEnslaved is true>>
<<set $SlaveID = $EntityValues[$i].ID>>
<<set $SlaveObedience = $EntityValues[$SlaveID].Obedience>>
<<set $SlaveCondition = $EntityValues[$SlaveID].Condition>>
<<set $SlaveMentality = $EntityValues[$SlaveID].Mentality>>
<<set $SlaveFirstName = "@@.boldtext;$EntityValues[$i].FirstName@@">>
<<set $SlaveSurName = "@@.boldtext;$EntityValues[$i].SurName@@">>
<br><<print $SlaveFirstName + ' ' + $SlaveSurName + ' - ' + '[[Talk|Social - Main Menu][$NPC_Is_Greeting to true, $Speaker to ' + $SlaveID + ']]' + ' - ' + '[[Examine|Examine Slave][$ExaminedSlave to ' + $SlaveID + ']]' + ' - ' + '[[Train|Social - Slave Training][$TrainedSlave to ' + $SlaveID + ']]' + ' - ' + '[[Manage|Manage Slave][$ManagedSlave to ' + $SlaveID + ']]'>>
<br>@@.boldtext;Traits@@: <<DisplayTraits $SlaveID>>
<br>@@.boldtext;Skills@@: <<DisplaySkills $SlaveID>>
<br>@@.obediencetext;Obedience@@: $ObedienceState[$SlaveObedience]
<br>@@.conditiontext;Condition@@: $ConditionState[$SlaveCondition]
<br>@@.mentaltext;Mental Status@@: $MentalState[$SlaveMentality]
<br>
<</if>>
<</for>>
<</widget>><<widget CheckHomeUpgrades>>
<<set $Home_HasSlavePen to false>>
<<set $Home_HasCompanionQuarters to false>>
<<set $Home_HasTentaclePit to false>>
<<set $Home_HasSpringBath to false>>
<<for $i to 0; $i lt $Homes.length; $i++>>
<<if $EntityValues[$Player].Location == $Homes[$i].Name>>
<<if $Homes[$i].Upgrades.includes("Slave Pen")>>
<<set $Home_HasSlavePen to true>>
<</if>>
<<if $Homes[$i].Upgrades.includes("Companion Quarters")>>
<<set $Home_HasCompanionQuarters to true>>
<</if>>
<<if $Homes[$i].Upgrades.includes("Tentacle Pit")>>
<<set $Home_HasTentaclePit to true>>
<</if>>
<<if $Homes[$i].Upgrades.includes("Spring Bath")>>
<<set $Home_HasSpringBath to true>>
<</if>>
<</if>>
<</for>>
<</widget>><<silently>>
<</silently>>
!$EntityValues[$ExaminedSlave].Name
--------------------------------------
<<Examine $ExaminedSlave>>
<<HomeBack>><<widget StartSlaveStatus>>
<<set $ObedienceState = ["Denial", "Defiant", "Rebellious", "Resisting", "Bargaining", "Apologetic", "Cooperating", "Accepting", "Loyal", "Devoted"]>>
<<set $ConditionState = ["Shattered", "Broken", "Crippled", "Exhausted", "Fatigued", "Warmed Up", "Normal", "Fresh", "Healthy", "Pristine"]>>
<<set $MentalState = ["Blank", "Incoherent", "Rambling", "Mumbling", "Dazed", "Confused", "Normal", "Healthy", "Steadfast", "Adamant"]>>
<</widget>><<silently>>
<</silently>>
!$EntityValues[$TrainedSlave].Name
---------------------------------------
You walk closer to $CurrentSocial and let them know that it's time for $EntityValues[$TrainedSlave].sHisHer training.
/*@@.redtext;(Note): Directly training your slave will be a lot more engaging in future versions.@@*/
[[Punish Them|Social - Slave Training][$EntityValues[$TrainedSlave].Obedience += 1, $EntityValues[$TrainedSlave].Condition -= 1, $EntityValues[$TrainedSlave].Mentality -= 1]] - Will increase their Obedience, but decrease their Condition and Mental Status.
Oral Training - Status -
<<HomeBack>><<silently>>
<</silently>>
!Manage - $EntityValues[$ManagedSlave].Name
---------------------------------------
@@.redtext;(Note): Releasing a slave will make them return to their previous life, though, they may not be very happy with you. In future versions, they may even report you to the authorities.@@
<<if $EntityValues[$ManagedSlave].IsEnslaved != true>>You remove $EntityValues[$ManagedSlave].Name's chains and tell them to leave before you change your mind. They quickly make a run for it, without looking back.<<else>>[[Release Them|Manage Slave][$EntityValues[$ManagedSlave].IsEnslaved to false]] - Give your slave another chance at a free life without chains.<</if>>
[[Take them to the Slave Market|Sell Slave][$EntityValues[$ManagedSlave].IsEnslaved to false]] - Estimated Profit: 1000 Coins.
<<HomeBack>><<widget DailyEntityRestoration>>
<<set $DegradeObedience = random(100)>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].IsPlayer is false>>
<<if $EntityValues[$i].RankedTraits.WillpowerTraitLevel == 0>>
<<set $ResistanceRestoration = 25 + random(25)>>
<<elseif $EntityValues[$i].RankedTraits.WillpowerTraitLevel == 1>>
<<set $ResistanceRestoration = 50 + random(50)>>
<<elseif $EntityValues[$i].RankedTraits.WillpowerTraitLevel == 2>>
<<set $ResistanceRestoration = 75 + random(75)>>
<<elseif $EntityValues[$i].RankedTraits.WillpowerTraitLevel == 3>>
<<set $ResistanceRestoration = 100 + random(100)>>
<<elseif $EntityValues[$i].RankedTraits.WillpowerTraitLevel == 4>>
<<set $ResistanceRestoration = 125 + random(125)>>
<<elseif $EntityValues[$i].RankedTraits.WillpowerTraitLevel == 5>>
<<set $ResistanceRestoration = 150 + random(150)>>
<<elseif $EntityValues[$i].RankedTraits.WillpowerTraitLevel == 6>>
<<set $ResistanceRestoration = 175 + random(175)>>
<</if>>
<<if $EntityValues[$i].RankedTraits.AlcoholTraitLevel > 0>>
<<set $EntityValues[$i].RankedTraits.AlcoholTraitLevel = 0>>
<</if>>
<<if $EntityValues[$i].RankedTraits.CorruptionTraitLevel > 0>>
<<set $EntityValues[$i].RankedTraits.CorruptionTraitLevel -= 1>>
<</if>>
<<set $EntityValues[$i].CurrentHealth = $EntityValues[$i].MaxHealth>>
<<set $EntityValues[$i].CurrentMana = $EntityValues[$i].MaxMana>>
<<set $EntityValues[$i].CurrentEnergy = $EntityValues[$i].MaxEnergy>>
<<set $EntityValues[$i].CurrentResistance = $EntityValues[$i].MaxResistance>>
<<set $EntityValues[$i].CurrentLust = 0>>
<<if $DegradeObedience < 10>>
<<set $EntityValues[$i].Obedience -= 1>>
<</if>>
<<set $EntityValues[$i].Condition += 1>>
<<set $EntityValues[$i].MentalState += 1>>
<</if>>
<</for>>
<</widget>><<widget HomeMenu>>
<<if $HoverMode is false>>
<<if $PlayerCEnergy < 20>>
Explore (Requires 20 Energy)
<<elseif $PlayerCEnergy >= 20>>
[[Explore|Exploration]]
<</if>>
- [[Travels|Points of Interest]]
<<if $PlayerCEnergy < 10>>
- Masturbate (Requires 10 Energy)
<<elseif $PlayerCEnergy >= 10>>
- [[Masturbate|Masturbate]]
<</if>>
<<if $DayTime >= 4>>
- [[Sleep|Resting and Sleeping]]
<<elseif $DayTime < 4>>
- [[Rest|Resting and Sleeping]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $PlayerCEnergy < 20>>
Explore (Requires 20 Energy)
<<elseif $PlayerCEnergy >= 20>>
[[Explore|Exploration]]
<</if>>
- [[Travels|Points of Interest]]
<<if $PlayerCEnergy < 10>>
- Masturbate (Requires 10 Energy)
<<elseif $PlayerCEnergy >= 10>>
- [[Masturbate|Masturbate]]
<</if>>
<<if $DayTime >= 4>>
- [[Sleep|Resting and Sleeping]]
<<elseif $DayTime < 4>>
- [[Rest|Resting and Sleeping]]
<</if>>
<</replace>>
<</if>>
<</widget>><<widget StartEntityFirstNames>>
<<set $HumanMaleFirstNames = ["Aldwin",
"Ashur", "Arley", "Barric", "Birney", "Brandon",
"Caldwell", "Carlyle", "Cheston", "Colton", "Devon",
"Darren", "Edgar", "Egbert", "Galore", "Gerard",
"Gordon", "Garrick", "Hammond", "Holden", "Heathcliff",
"Hartley", "Irving", "Irwin", "Jamie", "Jarret",
"Jaxon", "Jeffrey", "Jeremy", "Keaton", "Kolby",
"Kendall", "Landon", "Langston", "Layne", "Manning",
"Maven", "Mitchell", "Nilson", "Paige", "Peyton",
"Robert", "Rudd", "Sherman", "Silas", "Sterling",
"Tanner", "Walden", "Werrick", "Spencer", "Raymond"]>>
<<set $HumanFemaleFirstNames = ["Abelena",
"Alva", "Amity", "Amelia", "Alice", "Avery",
"Beverly", "Belinda", "Bliss", "Breanna", "Anna",
"Cade", "Celia", "Candice", "Cassandra", "Daisy",
"Diana", "Dawn", "Eda", "Eva", "Heather",
"Edith", "Ella", "Elia", "Emma", "Evelin",
"Farah", "Faye", "Garnet", "Gunnhild", "Harley",
"Hazel", "Hildred", "Hanna", "Ivy", "Ingrith",
"Maven", "Kinsey", "Lily", "Love", "Madison",
"Merry", "Misty", "Nissa", "Nerida", "Peace",
"Rosa", "Sapphire", "Sable", "Taylor", "Whitney"]>>
<<set $SuccubusFirstNames = ["Vylora",
"Vulva", "Vanity", "Velia", "Zaliva", "Zavery",
"Zrevyr", "Velinda", "Zliss", "Zreanna", "Zanna",
"Zade", "Zelia", "Xandix", "Tassax", "Daisix",
"Ziana", "Vaw", "Zeda", "Zava", "Zheath",
"Vedith", "Vella", "Velia", "Vemma", "Avelin",
"Zarah", "Zaye", "Zarnet", "Zavora", "Xhar",
"Zazel", "Xildred", "Xanna", "Xivy", "Jaenna",
"Mavax", "Aezana", "Elrina", "Zovera", "Madix",
"Merrax", "Zistax", "Vissa", "Verida", "Zevrix",
"Roxa", "Sapphira", "Sablex", "Aylox", "Sarnessa"]>>
<<set $GoblinMaleFirstNames = ["Grizz",
"Sneek", "Lalb", "Kias", "Kruric", "Zrig",
"Zack", "Rev", "Krog", "Dakz", "Strabs",
"Kolr", "Sret", "Crol", "Daag", "Clyr",
"Stroiz", "Jadlub", "Grekviz", "Krez", "Blik",
"Revaz", "Prusa", "Stuz", "Staz", "Stez",
"Riok", "Kremaal", "Sted", "Krier", "Gnec",
"Wroz", "Jak", "Blosnork", "Vriamak", "Bruild",
"Gorgo", "Bal", "Vrozz", "Kakz", "Bar",
"Ik", "Grymoic", "Orgo", "Freelb", "Gleebs",
"Zilx", "Wrog", "Stalb", "Debheg", "Waar"]>>
<<set $GoblinFemaleFirstNames = ["Grizzy",
"Sneeky", "Lalbi", "Kia", "Kruri", "Zriga",
"Zacy", "Revy", "Krogi", "Dakzy", "Strybs",
"Kolri", "Sreti", "Cryl", "Daagi", "Clyr",
"Stryz", "Jaddy", "Viz", "Kryz", "Bliky",
"Revazy", "Prusa", "Styz", "Staz", "Stezi",
"Riak", "Kremaali", "Styd", "Krieri", "Gneci",
"Wrozy", "Jaki", "Blosi", "Vria", "Bruild",
"Mal", "Bali", "Vrozzi", "Kakzy", "Bari",
"Iky", "Gry", "Orgi", "Freelbi", "Gleebsy",
"Zilxi", "Wrogi", "Stalby", "Debhegi", "Waari"]>>
<<set $ElfFirstNames = ["Aelene",
"Aelinor", "Aemma", "Alais", "Alavara", "Allora",
"Alea", "Alys", "Aredhel", "Calarel", "Caenna",
"Daena", "Elaria", "Elenwe", "Ellania", "Elora",
"Elwing", "Elyssa", "Filaurel", "Filana", "Gaelira",
"Gaylia", "Gilgalad", "Glynwi", "Gweyr", "Gylledha",
"Haela", "Halaena", "Hycis", "Idril", "Ilyra",
"Imizael", "Irithiel", "Jahandra", "Jazael", "Kaeda",
"Kira", "Keya", "Kyrrha", "Laena", "Liluth",
"Lyra", "Mariah", "Mylaela", "Layla", "Miriel",
"Queala", "Ryllae", "Reinys", "Saeya", "Sasha",
"Shalana", "Shara", "Sissy", "Sheedra", "Siriel",
"Syrune", "Taeriel", "Tamara", "Tyria", "Taena",
"Violen", "Valindra", "Vaella", "Veara", "Viserra",
"Zeale", "Taeriel", "Vaeril", "Vyria", "Zaena"]>>
<<set $OrcMaleFirstNames = ["Abzag",
"Abzug", "Aghurz", "Balrook", "Bazrag", "Carzog",
"Ghaz", "Dushkul", "Krog", "Ghorn", "Ghornag",
"Ghak", "Gurag", "Kogaz", "Daag", "Lurg",
"Ghorbash", "Durak", "Burguk", "Ulmug", "Urbul",
"Urul", "Uzul", "Shagrol", "Krognak", "Lugrub",
"Ogrul", "Kremaag", "Nag", "Krieg", "Gneg",
"Wrog", "Jag", "Azuk", "Shakh", "Shamak",
"Umug", "Urzog", "Yak", "Kag", "Bag",
"Igguk", "Grygc", "Orgog", "Ghorlozh", "Glagug",
"Zilg", "Wrozhar", "Stalzhar", "Debhzhar", "Waarzhar"]>>
<<set $OrcFemaleFirstNames = ["Abza",
"Abzu", "Ahu", "Bala", "Bazra", "Carzo",
"Ghazi", "Dushku", "Krogi", "Ghori", "Ghorna",
"Ghaki", "Gura", "Koga", "Daa", "Lurgi",
"Ghorbashi", "Dura", "Burgu", "Ulmu", "Urbu",
"Uru", "Uzu", "Shagro", "Krogna", "Lugru",
"Ogru", "Kremaa", "Nagi", "Krie", "Gnegi",
"Wrogi", "Jagi", "Azu", "Sha", "Shama",
"Umugi", "Urzo", "Yaki", "Kagi", "Bagi",
"Iggu", "Grygci", "Orgi", "Ghorlaz", "Glagu",
"Zila", "Wrozha", "Stalzha", "Debhzha", "Waarzha"]>>
<<set $BeastMaleFirstNames = ["Khanuk",
"Ramun", "Ragun", "Wrudir", "Syrag", "Zynir",
"Zamrax", "Zuras", "Kulmak", "Khangar", "Stragar",
"Kolrak", "Sregar", "Grol", "Khan'ur", "Wyras",
"Parmun", "Areruk", "Vrakus", "Krex'zar", "Tur'rak",
"Ravak", "Khatarak", "Jargon", "Gnogon", "Khutor",
"Vramak", "Krem", "Stegnar", "Nuxis", "Khagrim",
"Karoz", "Kajak", "Kanork", "Kavra", "Karud",
"Gorgok", "Ka'Bal", "Karozz", "Kakz'agor", "Zyrsus",
"Kak", "Kamoic", "Kargo", "Kaalb", "Khatir",
"Kalx", "Krog", "Sirrag", "Gebheg", "Gaar"]>>
<<set $BeastFemaleFirstNames = ["Thanuki",
"Ramyn", "Therela", "Xerah", "Syragi", "Zynir",
"Zamraxi", "Zuras", "Telniras", "Dremia", "Zhabei",
"Mirzen", "Mya", "Rya", "Silzel", "Vyldia",
"Mirzera", "Areri", "Vria", "Zarya", "Turya",
"Tyva", "Thyri", "Rhesa", "Hilrah", "Telrae",
"Terena", "Shemira", "Shyk", "Silk", "Rota",
"Taroz", "Taja", "Tanor", "Tavra", "Tarud",
"Torga", "Ta'Bal", "Taroz", "Taaz", "Tyrsus",
"Tak", "Tamoic", "Targo", "Taalb", "Khat",
"Talx", "Trog", "Sirra", "Gebhé", "Taar"]>>
<</widget>>
<<widget StartEntitySurNames>>
<<set $SurNames1 = []>>
<<set $SurNames2 = []>>
<<set $SurNames3 = []>>
<<set $SurNames4 = []>>
<<set $SurNameSuffixes = [ "fyre",
"axe", "shout", "mane", "sun", "moon",
"basher", "bloom", "breaker", "walker", "mantle",
"stride", "sorrow", "strike", "might", "wind",
"ward", "sprinter", "killer", "hunter", "fang",
"steam", "seeker", "glide", "crag", "brook",
"flaw", "brand", "crest", "talon", "swallow",
"grip", "crusher", "vigor", "whirl", "shaper",
"spire", "heart", "hearth", "fury", "feather",
"surge", "keeper", "brow", "dreamer", "shot",
"rock", "stone", "hammer", "branch", "flow" ]>>
<<set $SurNamePrefixes1 = [ "Light", "Shadow", "Fire", "Water", "Earth" ]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes1.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes1[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames1.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes2 = [ "Blood",
"Dark", "Ash", "Mist", "Raven" ]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes2.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes2[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames1.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes3 = [ "Spring",
"Master", "Truth", "Stout", "Stead" ]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes3.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes3[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames1.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes4 = ["Willow", "Soft", "Free", "Oath", "Sea"]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes4.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes4[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames2.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes5 = ["Dawn",
"Winter", "Summer", "Gold", "Silver"]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes5.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes5[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames2.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes6 = ["Black", "Red", "Blue", "Purple", "Blade"]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes6.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes6[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames2.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes7 = ["Blade",
"Plain", "White", "Stone", "Autumn"]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes7.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes7[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames3.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes8 = ["Bright",
"Ice", "Frost", "Star","Rose"]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes8.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes8[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames3.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes9 = ["Marble", "Alpen", "Regal", "Saur", "Steel"]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes9.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes9[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames3.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes10 = ["Ruin", "Void", "Blaze", "Sage", "Flame"]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes10.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes10[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames4.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes11 = ["Keen", "Stag", "Wolf", "Lion", "Dragon"]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes11.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes11[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames4.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes12 = ["Molten", "Cold", "Thunder", "Force", "Sin"]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes12.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes12[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames4.push($SurName)>>
<</for>>
<</for>>
<<set $SurNamePrefixes13 = ["Even", "Wood"]>>
<<for $SNP to 0; $SNP lt $SurNamePrefixes13.length; $SNP++>>
<<set $SurNamePrefix = $SurNamePrefixes13[$SNP]>>
<<for $SSP to 0; $SSP lt $SurNameSuffixes.length; $SSP++>>
<<set $SurNameSuffix = $SurNameSuffixes[$SSP]>>
<<set $SurName = $SurNamePrefix + $SurNameSuffix>>
<<set $SurNames4.push($SurName)>>
<</for>>
<</for>>
<</widget>>
<<widget PrintSurNames>>
<<if $args[0] == 1>>
<<for $i to 0; $i lt $SurNames1.length; $i++>>
<<set $PrintedSurName = $SurNames1[$i]>>
$PrintedSurName<br>
<</for>>
<<elseif $args[0] == 2>>
<<for $i to 0; $i lt $SurNames2.length; $i++>>
<<set $PrintedSurName = $SurNames2[$i]>>
$PrintedSurName<br>
<</for>>
<<elseif $args[0] == 3>>
<<for $i to 0; $i lt $SurNames3.length; $i++>>
<<set $PrintedSurName = $SurNames3[$i]>>
$PrintedSurName<br>
<</for>>
<<elseif $args[0] == 4>>
<<for $i to 0; $i lt $SurNames4.length; $i++>>
<<set $PrintedSurName = $SurNames4[$i]>>
$PrintedSurName<br>
<</for>>
<</if>>
<</widget>><<widget CreateEntityName>>
<<set $RaceCreated = $args[0]>>
<<set $FirstNameCreated = "">>
<<set $SurNameCreated = "">>
<<if $RaceCreated == "Human">>
<<if $args[1] == "Male">>
<<set $TotalFirstNames = $HumanMaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $HumanMaleFirstNames[$FirstNameRandom]>>
<<elseif $args[1] == "Female">>
<<set $TotalFirstNames = $HumanFemaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $HumanFemaleFirstNames[$FirstNameRandom]>>
<<else>>
<<set $TotalFirstNames = $HumanFemaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $HumanFemaleFirstNames[$FirstNameRandom]>>
<</if>>
<<elseif $RaceCreated == "Elf">>
<<set $TotalFirstNames = $ElfFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $ElfFirstNames[$FirstNameRandom]>>
<<elseif $RaceCreated == "Goblin" or $RaceCreated == "Imp">>
<<if $args[1] == "Male">>
<<set $TotalFirstNames = $GoblinMaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $GoblinMaleFirstNames[$FirstNameRandom]>>
<<elseif $args[1] == "Female">>
<<set $TotalFirstNames = $GoblinFemaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $GoblinFemaleFirstNames[$FirstNameRandom]>>
<<else>>
<<set $TotalFirstNames = $GoblinFemaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $GoblinFemaleFirstNames[$FirstNameRandom]>>
<</if>>
<<elseif $RaceCreated == "Orc">>
<<if $args[1] == "Male">>
<<set $TotalFirstNames = $OrcMaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $OrcMaleFirstNames[$FirstNameRandom]>>
<<elseif $args[1] == "Female">>
<<set $TotalFirstNames = $OrcFemaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $OrcFemaleFirstNames[$FirstNameRandom]>>
<<else>>
<<set $TotalFirstNames = $OrcFemaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $OrcFemaleFirstNames[$FirstNameRandom]>>
<</if>>
<<elseif $RaceCreated == "Satyr" or $RaceCreated == "Centaur" or $RaceCreated == "Minotaur">>
<<if $args[1] == "Male">>
<<set $TotalFirstNames = $BeastMaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $BeastMaleFirstNames[$FirstNameRandom]>>
<<elseif $args[1] == "Female">>
<<set $TotalFirstNames = $BeastFemaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $BeastFemaleFirstNames[$FirstNameRandom]>>
<<else>>
<<set $TotalFirstNames = $BeastFemaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $BeastFemaleFirstNames[$FirstNameRandom]>>
<</if>>
<<elseif $RaceCreated == "Succubus">>
<<set $TotalFirstNames = $SuccubusFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $SuccubusFirstNames[$FirstNameRandom]>>
<<else>>
<<if $args[1] == "Male">>
<<set $TotalFirstNames = $HumanMaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $HumanMaleFirstNames[$FirstNameRandom]>>
<<elseif $args[1] == "Female">>
<<set $TotalFirstNames = $HumanFemaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $HumanFemaleFirstNames[$FirstNameRandom]>>
<<else>>
<<set $TotalFirstNames = $HumanFemaleFirstNames.length>>
<<set $FirstNameRandom = random($TotalFirstNames)>>
<<if $FirstNameRandom != 0>>
<<set $FirstNameRandom -= 1>>
<</if>>
<<set $FirstNameCreated = $HumanFemaleFirstNames[$FirstNameRandom]>>
<</if>>
<</if>>
<<if $args[2] != "NoSurName">>
<<set $SurNameTable = random(3)>>
<<if $SurNameTable == 0>>
<<set $TotalSurNames = $SurNames1.length>>
<<set $SurNameRandom = random($TotalSurNames)>>
<<set $SurNameCreated = $SurNames1[$SurNameRandom]>>
<<elseif $SurNameTable == 1>>
<<set $TotalSurNames = $SurNames2.length>>
<<set $SurNameRandom = random($TotalSurNames)>>
<<set $SurNameCreated = $SurNames2[$SurNameRandom]>>
<<elseif $SurNameTable == 2>>
<<set $TotalSurNames = $SurNames3.length>>
<<set $SurNameRandom = random($TotalSurNames)>>
<<set $SurNameCreated = $SurNames3[$SurNameRandom]>>
<<elseif $SurNameTable == 3>>
<<set $TotalSurNames = $SurNames4.length>>
<<set $SurNameRandom = random($TotalSurNames)>>
<<set $SurNameCreated = $SurNames4[$SurNameRandom]>>
<</if>>
<</if>>
<</widget>><<widget EnslavementDebugPanel>>
<<if $DebugMode is true>>
Enslaved(ID) : $Enslaved
EnslavedRace : $EnslavedRace
EnslavedStrengthTraitLevel : $EnslavedStrengthTraitLevel
EnslavedDexterityTraitLevel : $EnslavedDexterityTraitLevel
EnslavedIntelligenceTraitLevel : $EnslavedIntelligenceTraitLevel
EnslavedCharismaTraitLevel : $EnslavedCharismaTraitLevel
EnslavedWillpowerTraitLevel : $EnslavedWillpowerTraitLevel
EnslavedCorruptionTraitLevel : $EnslavedCorruptionTraitLevel
EnslavedCorruptorTraitLevel : $EnslavedCorruptorTraitLevel
EnslavedAttractiveTraitLevel : $EnslavedAttractiveTraitLevel
EnemySex : $EnemySex
EnslavedSexualTraitType : $EnslavedSexualTraitType
FirstNameCreated : $FirstNameCreated
SurNameCreated : $SurNameCreated
EnslavedBody.Penis.Has : $EnslavedBody.Penis.Has
EnslavedBody.Vagina.Has : $EnslavedBody.Vagina.Has
EnslavedBody.Breasts.Size : $EnslavedBody.Breasts.Size
EnslavedBody.Ass.Size : $EnslavedBody.Ass.Size
EnslavedBody.Asshole.Size : $EnslavedBody.Asshole.Size
EnslavedBody.Vagina.Size : $EnslavedBody.Vagina.Size
EnslavedBody.Penis.Size : $EnslavedBody.Penis.Size
EnslavedFace : $EnslavedFace
EnslavedEyeType : $EnslavedEyeType
EnslavedEyeColorRandom : $EnslavedEyeColorRandom
EnslavedEyeColor : $EnslavedEyeColor
EnslavedEarType : $EnslavedEarType
EnslavedHairStyleRandom : $EnslavedHairStyleRandom
EnslavedHairStyle : $EnslavedHairStyle
EnslavedHairColorRandom : $EnslavedHairColorRandom
EnslavedHairColor : $EnslavedHairColor
EnslavedSkinType : $EnslavedSkinType
EnslavedSkinColorRandom : $EnslavedSkinColorRandom
EnslavedSkinColor : $EnslavedSkinColor
EnslavedArmsType : $EnslavedArmsType
EnslavedHandsType : $EnslavedHandsType
EnslavedLegsType : $EnslavedLegsType
EnslavedFeetType : $EnslavedFeetType
EnslavedArmsAmount : $EnslavedArmsAmount
EnslavedLegsAmount : $EnslavedLegsAmount
<</if>>
<</widget>><<widget SetUpEntityCoreTraits>>
<<set $EntityValues[$args[0]].Traits.pushUnique($StrengthTrait[$EntityValues[$args[0]].RankedTraits.StrengthTraitLevel])>>
<<set $EntityValues[$args[0]].Traits.pushUnique($DexterityTrait[$EntityValues[$args[0]].RankedTraits.DexterityTraitLevel])>>
<<set $EntityValues[$args[0]].Traits.pushUnique($IntelligenceTrait[$EntityValues[$args[0]].RankedTraits.IntelligenceTraitLevel])>>
<<set $EntityValues[$args[0]].Traits.pushUnique($CharismaTrait[$EntityValues[$args[0]].RankedTraits.CharismaTraitLevel])>>
<<set $EntityValues[$args[0]].Traits.pushUnique($WillpowerTrait[$EntityValues[$args[0]].RankedTraits.WillpowerTraitLevel])>>
<<set $EntityValues[$args[0]].Traits.pushUnique($SexualTrait[$EntityValues[$args[0]].RankedTraits.SexualTraitType])>>
<<set $EntityValues[$args[0]].Traits.pushUnique($AttractiveTrait[$EntityValues[$args[0]].RankedTraits.AttractiveTraitLevel])>>
<<set $EntityValues[$args[0]].Traits.pushUnique($AlcoholTrait[$EntityValues[$args[0]].RankedTraits.AlcoholTraitLevel])>>
<<set $EntityValues[$args[0]].Traits.pushUnique($CorruptionTrait[$EntityValues[$args[0]].RankedTraits.CorruptionTraitLevel])>>
<<set $EntityValues[$args[0]].Traits.pushUnique($CorruptorTrait[$EntityValues[$args[0]].RankedTraits.CorruptorTraitLevel])>>
<</widget>>
<<widget SetUpEntitySpecialTraits>>
<<set $SetUpID = $args[0]>>
<<set $SetUpRace = $args[1]>>
<<for $i to 0; $i lt $Traits.length; $i++>>
<<set $CommonTraitRandom = random(100)>>
<<set $UncommonTraitRandom = random(100)>>
<<set $RareTraitRandom = random(100)>>
<<if $Traits[$i].CreationGroup.includes($SetUpRace)>>
<<if $Traits[$i].RarityGroup == "Common">>
<<if $CommonTraitRandom <= $Traits[$i].Rate>>
<<set $EntityValues[$SetUpID].Traits.pushUnique($Traits[$i].Name)>>
<</if>>
<<elseif $Traits[$i].RarityGroup == "Uncommon">>
<<if $CommonTraitRandom <= $Traits[$i].Rate>>
<<set $EntityValues[$SetUpID].Traits.pushUnique($Traits[$i].Name)>>
<</if>>
<<elseif $Traits[$i].RarityGroup == "Rare">>
<<if $RareTraitRandom <= $Traits[$i].Rate>>
<<set $EntityValues[$SetUpID].Traits.pushUnique($Traits[$i].Name)>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget AddCreatedRankedTraits>>
<<set $EntityID = $args[0]>>
<<set $CreatedRankedTraits = {
StrengthTraitLevel: $CreatedEntityStrTL,
DexterityTraitLevel: $CreatedEntityDexTL,
CharismaTraitLevel: $CreatedEntityChrTL,
IntelligenceTraitLevel: $CreatedEntityIntTL,
WillpowerTraitLevel: $CreatedEntityWilTL,
CorruptionTraitLevel: $CreatedEntityCorruptionTL,
CorruptorTraitLevel: $CreatedEntityCorruptorTL,
AlcoholTraitLevel: 0,
SexualTraitType: $CreatedEntitySexTT,
AttractiveTraitLevel: $CreatedEntityAttTL
}>>
<<set $RankedTraits to clone($CreatedRankedTraits)>>
<<set $EntityValues[$EntityID].RankedTraits = $RankedTraits>>
<<RefreshRankedTraits>>
<</widget>>
<<widget AddCreatedRankedSkills>>
<<set $EntityID = $args[0]>>
<<set $CreatedRankedSkills = {
OralSkillLevel: 0,
AnalSkillLevel: 0,
SizeSkillLevel: 0,
PartySkillLevel: 0
}>>
<<set $RankedSkills to clone($CreatedRankedSkills)>>
<<set $EntityValues[$EntityID].RankedSkills = $RankedSkills>>
<<RefreshRankedSkills>>
<</widget>><<widget SocialHub>>
<<set $SocialLocation = $args[0]>>
<<if $args[1] != "NoLocationUpdate">>
<<UpdateLocation $SocialLocation>>
<</if>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].IsPlayer is false>>
<<if $EntityValues[$i].Location == $SocialLocation>>
<<set $SocialID = $EntityValues[$i].ID>>
<<set $SocialFirstName = "@@.boldtext;$EntityValues[$i].FirstName@@">>
<<set $SocialSurName = "@@.boldtext;$EntityValues[$i].SurName@@">>
<br><<print $SocialFirstName + ' ' + $SocialSurName + ' - ' + '[[Talk|Social - Main Menu][$NPC_Is_Greeting to true, $Speaker to ' + $SocialID + ']]' + ' - ' + '[[Examine|Examine Social][$ExaminedSocial to ' + $SocialID + ']]' + ' - ' + '[[Attack|Social - Attack][$Enemy to ' + $SocialID + ']]'>>
<br><</if>><</if>><</for>><</widget>><<silently>>
<<UpdateEntity $ExaminedSocial>>
<</silently>>
!$EntityValues[$ExaminedSocial].Name ($EntityValues[$ExaminedSocial].Race)
--------------------------------------
<<ClothedExamine $ExaminedSocial>>
<<LocationReturn>>
<<SocialExamineDebugPanel>><<widget LocationReturn>>
<<if $HoverMode is false>>
<<if $EntityValues[$Player].Location == "High Tavern">>
[[Return|City - Tracy's High Tavern]]
<<elseif $EntityValues[$Player].Location == "The Cave">>
[[Return|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Return|Home - Room 03]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Return|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Silverwhite Square">>
[[Return|City - Silverwhite Square]]
<<elseif $EntityValues[$Player].Location == "Westhall Square">>
[[Return|City - Westhall Square]]
<<elseif $EntityValues[$Player].Location == "Minoran Blacksmith">>
[[Return|City - The Minoran Blacksmith]]
<<elseif $EntityValues[$Player].Location == "Outer Slums">>
[[Return|Outer City - Outer Slums]]
<<elseif $EntityValues[$Player].Location == "Valen Clothing Store">>
[[Return|City - The Valen Clothing Store]]
<<elseif $EntityValues[$Player].Location == "Westdale General Store">>
[[Return|City - Westdale General Store]]
<<elseif $EntityValues[$Player].Location == "Trixies Tattoos">>
[[Return|City - Trixies Tattoos]]
<<elseif $EntityValues[$Player].Location == "Felicias Footwear">>
[[Return|City - Felicias Footwear]]
<<elseif $EntityValues[$Player].Location == "Wandering Dwarf">>
<<HomeNoReplace>>
<<elseif $EntityValues[$Player].Location == "Altar of Lucira">>
[[Return|Point of Interest - Altar of Lucira]]
<<elseif $EntityValues[$Player].Location == "Forest Lake">>
[[Return|Point of Interest - Forest Lake]]
<<elseif $EntityValues[$Player].Location == "Pristine Lake">>
[[Return|Point of Interest - Pristine Lake]]
<<elseif $EntityValues[$Player].Location == "Slated Gate">>
[[Return|Point of Interest - The Slated Gate]]
<<elseif $EntityValues[$Player].Location == "Roaring Rift">>
[[Return|The Roaring Rift]]
<<elseif $EntityValues[$Player].Location == "Witch Shack">>
[[Return|The Witches Shack]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $EntityValues[$Player].Location == "High Tavern">>
[[Return|City - Tracy's High Tavern]]
<<elseif $EntityValues[$Player].Location == "The Cave">>
[[Return|Home - The Cave]]
<<elseif $EntityValues[$Player].Location == "Room 03">>
[[Return|Home - Room 03]]
<<elseif $EntityValues[$Player].Location == "Tracy's Room">>
[[Return|Home - Tracy's Room]]
<<elseif $EntityValues[$Player].Location == "Silverwhite Square">>
[[Return|City - Silverwhite Square]]
<<elseif $EntityValues[$Player].Location == "Westhall Square">>
[[Return|City - Westhall Square]]
<<elseif $EntityValues[$Player].Location == "Minoran Blacksmith">>
[[Return|City - The Minoran Blacksmith]]
<<elseif $EntityValues[$Player].Location == "Outer Slums">>
[[Return|Outer City - Outer Slums]]
<<elseif $EntityValues[$Player].Location == "Valen Clothing Store">>
[[Return|City - The Valen Clothing Store]]
<<elseif $EntityValues[$Player].Location == "Westdale General Store">>
[[Return|City - Westdale General Store]]
<<elseif $EntityValues[$Player].Location == "Trixies Tattoos">>
[[Return|City - Trixies Tattoos]]
<<elseif $EntityValues[$Player].Location == "Felicias Footwear">>
[[Return|City - Felicias Footwear]]
<<elseif $EntityValues[$Player].Location == "Wandering Dwarf">>
<<HomeNoReplace>>
<<elseif $EntityValues[$Player].Location == "Altar of Lucira">>
[[Return|Point of Interest - Altar of Lucira]]
<<elseif $EntityValues[$Player].Location == "Forest Lake">>
[[Return|Point of Interest - Forest Lake]]
<<elseif $EntityValues[$Player].Location == "Pristine Lake">>
[[Return|Point of Interest - Pristine Lake]]
<<elseif $EntityValues[$Player].Location == "Slated Gate">>
[[Return|Point of Interest - The Slated Gate]]
<<elseif $EntityValues[$Player].Location == "Roaring Rift">>
[[Return|The Roaring Rift]]
<<elseif $EntityValues[$Player].Location == "Witch Shack">>
[[Return|The Witches Shack]]
<<else>>
@@.redtext;Error@@: [[Continue|Home - The Cave]]
<</if>>
<</replace>>
<</if>>
<</widget>><<widget UpdateLocation>>
<<set $EntityValues[$Player].Location = $args[0]>>
<</widget>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Westhall Square
---------------------------------------
You arrive at the Westhall Square, the main central gathering point of the city connecting to the keep, the marketplace and the docks.
[[Explore the Streets of Westdale|Exploration - Streets of Westdale][$EntityValues[$Player].CurrentEnergy -= 20, $DayTime += 1]] - Risk: @@.greentext;Low@@ - Energy: -20
@@.activitytext;(Activity):@@ [[Street-walking|Activity Info - Street-walking]]
!!!People & Interests
---------------------------------------
You see a city post with a map detailing the various shop and points of interest in the city.
[[Check City Post and Map|CITY - City Post and Map]]
<<SocialHub "Westhall Square">>
!!!Locations
---------------------------------------
You can see several attractions from where you're standing, a tavern
with a sign saying "The Stable", a tattoo parlour and a clothing shop specializing in footwear.
[[Go to the Silverwhite Square|City - Silverwhite Square]]
[[Enter Felicia's Footwear|City - Felicias Footwear]]
[[Enter Trixie's Tattoos|City - Trixies Tattoos]]
[[Enter The Stable|City - The Stable]]
<<if $HoverMode is false>>[[Return to The Gates|Outer City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Gates|Outer City - Westdale Eastern Gates]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Outer City - Outer Slums
---------------------------------------
You arrive at the outer slums.
!!!People & Interests
---------------------------------------
The area feels almost abandoned, apart from the common beggar.
<<SocialHub "Outer Slums">>
!!!Locations
---------------------------------------
You can't really seem to spot any points of interest... the cobbled road doesn't even seem to be maintained.
[[Go to the Western Trade Road|Outer City - The Western Trade Road]]
<<if $HoverMode is false>>[[Approach the Westdale Eastern Gates|Outer City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Approach the Westdale Eastern Gates|Outer City - Westdale Eastern Gates]]<</replace>><</if>><<silently>>
<<ResetPassage "Gates Background 01" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Eastern Gates (Inner)
---------------------------------------
You arrive at the massive iron-reinforced gates of the city. You see mobs of businessmen and farmers trafficking wildly and almost uncontrollably through the bottleneck that the gate is creating.
!!!Locations
---------------------------------------
You can see the silverwhite square from here, a license office and a barracks.
[[Go to the Silverwhite Square|City - Silverwhite Square]]
[[Enter the License Office|City - License Office]]
[[Enter the Silverblack Barracks|City - Silverblack Barracks]]
<<if $HoverMode is false>>[[Exit the City|Outer City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Exit the City|Outer City - Westdale Eastern Gates]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Eastern Gate Guard
---------------------------------------
As you walk through the gates trying to look as unsuspicious as possible, you're stopped by the gate guard.
@@.humanvoice;"Hold it right there!"@@
<<if $EntityValues[$Player].HasCrotchCovered is false or $EntityValues[$Player].HasChestCovered is false>>You look nervously towards the guard, thinking that maybe it wasen't such a good idea to try and sneak into the city whilst basicly being naked.
@@.humanvoice;"Well well now! What do we have here? A fine looking <<Insult "Human" $PlayerRace "Sex">>! Haha! Hey boys! Take a look at this!"@@
You start covering yourself up in embarrassment, as you attract the eyes of the crowd and the other guardsmen. The guardsmen surround you, and start groping your body, whilst calling you names.
<<if $HoverMode is false>>[[Submit|Story Event - Gate Guard Submit]] or [[Resist|Story Event - Gate Guard Resist]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Submit|Story Event - Gate Guard Submit]] or [[Resist|Story Event - Gate Guard Resist]]<</replace>><</if>><<else>>You look nervously towards the guard, thinking about what might have prompted the guard to stop you.
@@.humanvoice;"You cannot just waltz into the City, <<Insult "Human" $PlayerRace "NoSex">>! I need to make a body check on you first, and register your arms and armor."@@
The guard inspects you closer.
As the inspection process goes on, you could swear he felt you up a bit and groped some of your more private parts, but not enough for you to make a fuss about it.
@@.humanvoice;"Alright, everything seems to be in order. You may go, but watch yourself <<Insult "Human" $PlayerRace "NoSex">>..."@@
Without giving his demeaning remarks too much thought, you enter the city.
<<if $HoverMode is false>>[[Continue through The Gates|Inner City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue through The Gates|Inner City - Westdale Eastern Gates]]<</replace>><</if>><</if>>
<<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - Silverblack Barracks
---------------------------------------
The guards surround you within the barracks. There could be ten or twelve maybe, a little too many for you to tell right away.
@@.humanvoice;"Alright let's just get this bitch ready."@@
The guard pulls out a pink flask, and promptly forces you to gulp it down. His voice being a little too commanding for you to resist him anyway. You feel the changes take effect almost immediately, as you become more incredibly arooused by the elixir.
<<AlterStat $Player 'Lust' 'Increase' 75 25>>
<<IncreaseSexuality $Player 'Femininity' 'High'>>
<<AlterTrait $Player 'Attractiveness' 'Increase' 'Low'>>
The guards promptly pull out their cocks in varying sizes, just the thought of you getting fucked by all of them is scary, but also arousing.
@@.humanvoice;"This fucking <<Insult "Human" $PlayerRace "Sex">> is ripe as fuck! I tell you!"@@
You feel their warm hands starting to grope you and feel you up. Some of them spit on their hands and lube your holes.
@@.humanvoice;"I'm gonna fuck the living shit out of this <<Insult "Human" $PlayerRace "Sex">>!"@@
They then begin to have their way with you, slapping your ass whilst laughing and fingerfucking your throat. One guard forces his thumb into your ass, playing around and making you ripe for penetration.
Not long after they've all explored your body, they start to use your holes. You feel one of their cocks prodding the entrance of your asshole, before being forced in carelessly. You quickly accomodate the invasion though, as your body accepts the rough handling.
<<display "Guard Gangbang Image">><<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 4 "Vagina">><</if>>
<<Stretch $Player 4 "Asshole">>
The fucking lasts for hours, and you lose count of how many dicks you have pleased. They all seem to enjoy finishing on you and inside you. In the end you end up drenched in cum and completely abused. At the dawn of the next morning, they all seem to be done.
<<Satisfy $Player>>
Most of the guards have left, and some of them are sleeping in their bunkbeds. You reckon that this is your queue to get the hell out of here.
You try to stand up, as your legs almost give. Spunk flows from your abused holes.
@@.humanvoice;"Hey you! <<Insult "Human" $PlayerRace "Sex">>! Time for you to leave!"@@
One of the guards seem to have spotted you and promptly takes your wrist dragging you out of the barracks.
They drag you to the front of the gates and toss you on the ground like a used toy.
@@.humanvoice;"Don't come back, unless you're gonna actually wear something decent."@@
<<if $HoverMode is false>>[[Continue|Outer City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Outer City - Westdale Eastern Gates]]<</replace>><</if>><<widget Insult>>
<<set $InsultFound to false>>
<<for $i to 0; $i lt $Insults.length; $i++>>
<<set $InsultRandom = random(100)>>
<<if $InsultFound is false>>
<<if $InsultRandom < $Insults[$i].Rate>>
<<if $Insults[$i].Insulter == $args[0] and $Insults[$i].Insulted == $args[1]>>
<<if $Insults[$i].IsSexual is true>>
<<if $args[2] == "Sex">>
<<set $InsultFound to true>>
<<if $args[3] != "Cap">>
<<set $InsultMessage = $Insults[$i].SmallTextline>>
<<else>>
<<set $InsultMessage = $Insults[$i].CapitalizedTextline>>
<</if>>
<</if>>
<<else>>
<<if $args[2] == "NoSex">>
<<set $InsultFound to true>>
<<if $args[3] != "Cap">>
<<set $InsultMessage = $Insults[$i].SmallTextline>>
<<else>>
<<set $InsultMessage = $Insults[$i].CapitalizedTextline>>
<</if>>
<</if>>
<</if>>
<<elseif $Insults[$i].Insulter == "All" and $Insults[$i].Insulted == "All">>
<<if $Insults[$i].IsSexual is true>>
<<if $args[2] == "Sex">>
<<set $InsultFound to true>>
<<if $args[3] != "Cap">>
<<set $InsultMessage = $Insults[$i].SmallTextline>>
<<else>>
<<set $InsultMessage = $Insults[$i].CapitalizedTextline>>
<</if>>
<</if>>
<<else>>
<<if $args[2] == "NoSex">>
<<set $InsultFound to true>>
<<if $args[3] != "Cap">>
<<set $InsultMessage = $Insults[$i].SmallTextline>>
<<else>>
<<set $InsultMessage = $Insults[$i].CapitalizedTextline>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>$InsultMessage<</widget>><<widget UpdatePlayerValues>>
<<if $EntityValues[$UE].IsPlayer is true>>
<<set $PlayerRace = $EntityValues[$UE].Race>>
<<set $PlayerGender = $EntityValues[$UE].Gender>>
<<set $PlayerLethality = $EntityValues[$UE].Lethality>>
<<set $PlayerArmor = $EntityValues[$UE].Armor>>
<<set $PlayerSorcery = $EntityValues[$UE].Sorcery>>
<<set $PlayerBinding = $EntityValues[$UE].Binding>>
<<set $PlayerSeduction = $EntityValues[$UE].Seduction>>
<<set $PlayerDepravity = $EntityValues[$UE].Depravity>>
<<set $PlayerCriticality = $EntityValues[$UE].Criticality>>
<<set $PlayerAccuracy = $EntityValues[$UE].Accuracy>>
<<set $PlayerEvasion = $EntityValues[$UE].Evasion>>
<<set $PlayerCHealth = $EntityValues[$UE].CurrentHealth>>
<<set $PlayerCMana = $EntityValues[$UE].CurrentMana>>
<<set $PlayerCEnergy = $EntityValues[$UE].CurrentEnergy>>
<<set $PlayerCLust = $EntityValues[$UE].CurrentLust>>
<<set $PlayerCResistance = $EntityValues[$UE].CurrentResistance>>
<<set $PlayerTHealth = $EntityValues[$UE].MaxHealth>>
<<set $PlayerTMana = $EntityValues[$UE].MaxMana>>
<<set $PlayerTEnergy = $EntityValues[$UE].MaxEnergy>>
<<set $PlayerTLust = $EntityValues[$UE].MaxLust>>
<<set $PlayerTResistance = $EntityValues[$UE].MaxResistance>>
<</if>>
<</widget>><<silently>>
<<ResetPassage "City Shop Background Pack Left" "City Shop Background Pack Right">>
<</silently>>
!Trixie's Tattoos
---------------------------------------
You enter the store, looking at the various oddities at sale.
[[Browse Merchandise|Merchant - Main Menu][$CurrentMerchant = "Trixies Tattoos"]]
!!!People & Interests
---------------------------------------
The shop has gloomy interior a chair in the middle and a desk.
<<SocialHub "Trixies Tattoos">>
<<if $HoverMode is false>>[[Return to The Westhall Square|City - Westhall Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Westhall Square|City - Westhall Square]]<</replace>><</if>><<silently>>
<<ResetPassage "Tavern Background 01" "Tavern Background 02">>
<</silently>>
!The Stable
---------------------------------------
You enter the tavern. You're greeted by a rowdy and wild atmosphere with drunken stupor and awkward singing. The whole place reeks of alcohol and sweat.
!!!People & Interests
---------------------------------------
You see several patrons in the tavern.
<<SocialHub "The Stable">>
!!!Locations
---------------------------------------
The tavern is otherwise snug and not very big, only containing an employee's area that is otherwise off-limits.
<<if $HoverMode is false>>[[Return to The Westhall Square|City - Westhall Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Westhall Square|City - Westhall Square]]<</replace>><</if>>You should not be here.
@@.redtext;Error@@: [[Continue|Home - The Cave]]<<silently>>
<<ResetPassage "Tavern Background 01" "Tavern Background 02">>
<</silently>>
!High Tavern - Rent a Room
-----------------------------------------
<<if $HighTavernRentalChoice is false>>You walk closer to bartender and inquire about renting a room.
<<if $EntityValues[$Tracy].Location == "High Tavern">>@@.tracyvoice;"Sure thing! It'll be a total of 10 gold coins a night. You can pay nightly or weekly, whatever suits you most!"@@<<else>>@@.humanvoice;"The rates a' 10 gold coins a night. You can pay nightly or weekly, but ya gotta pay... or else!"@@<</if>>
You nod and think about your options.
<<if $HoverMode is false>>[[Pay 10 gold coins|Story Event - Room 03 Rental][$HighTavernRentalChoice to true]] or [[Decline|City - Tracy's High Tavern]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Pay 10 gold coins|Story Event - Room 03 Rental][$HighTavernRentalChoice to true]] or [[Decline|City - Tracy's High Tavern]]<</replace>><</if>><<elseif $HighTavernRentalChoice is true>>You accept and pay for the first night.
<<if $EntityValues[$Tracy].Location == "High Tavern">>@@.tracyvoice;"Great! Room 03 is vacant, so you can have that! Here's the keys!"@@<<else>>@@.humanvoice;"@@.tracyvoice;"Alright then. Room 03 is vacant. Here's the keys, don't make a mess of it now, or else i'll charge extra..."@@"@@<</if>>
@@.discoverytext;You now have access to Room 03@@<<set $StoryRentedRoomUnlocked to true>><<set $PlayerCoins -= 10>>
<<if $HoverMode is false>>[[Continue|City - Tracy's High Tavern]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|City - Tracy's High Tavern]]<</replace>><</if>><</if>><<silently>>
<<ResetPassage "Tavern Background 01" "Tavern Background 02">>
<</silently>>
!High Tavern - Room 03 Check Out
-----------------------------------------
You walk closer to bartender and tell them you want to check out.
<<if $EntityValues[$Tracy].Location == "High Tavern">>@@.tracyvoice;"Alright then! Feel free to come back for a re-renting anytime!"@@<<else>>@@.humanvoice;"Alright then... just hand in the keys then."@@<</if>>
You nod and hand over the keys.
@@.discoverytext;You no longer have access to Room 03@@<<set $StoryRentedRoomUnlocked to false>>
<<if $HoverMode is false>>[[Continue|City - Tracy's High Tavern]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|City - Tracy's High Tavern]]<</replace>><</if>><<widget StartReflections>>
<<set $Reflections = [
{
ID: 0,
Name: "Submissive",
Description: "You're naturally submissive and turned on by being dominated and told what to do. Having this with Dominant makes you a Switch.",
Benefits: "+2 to base Seduction.",
Penalties: "More vulnerable to dominant behaviour.",
Rate: 100,
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Submissive'>>",
RemoveEffect: "<<RemoveTrait $Player 'Submissive'>>",
InvestCost: 1,
Invested: 0
},
{
ID: 1,
Name: "Dominant",
Description: "You're naturally dominant and turned on by dominating others. Having this with Submissive makes you a Switch.",
Benefits: "+1 to base Lethality and Seduction.",
Penalties: "Unable to submit willingly.",
Rate: 100,
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Dominant'>>",
RemoveEffect: "<<RemoveTrait $Player 'Dominant'>>",
InvestCost: 1,
Invested: 0
},
{
ID: 2,
Name: "Perceptive",
Description: "You're incredibly keen to detail and able to spot key differences in your surroundings.",
Benefits: "Awareness to detect traps and unique choices in special situations.",
Penalties: "None.",
Rate: 100,
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Perceptive'>>",
RemoveEffect: "<<RemoveTrait $Player 'Perceptive'>>",
InvestCost: 2,
Invested: 0
},
{
ID: 3,
Name: "Persuasive",
Description: "You're fairly persuasive and can pressure most into doing what you want.",
Benefits: "Able to convince some foes and allies.",
Penalties: "None.",
Rate: 100,
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Persuasive'>>",
RemoveEffect: "<<RemoveTrait $Player 'Persuasive'>>",
InvestCost: 2,
Invested: 0
},
{
ID: 4,
Name: "Sneaky",
Description: "You're sneakier than the average person and know how to roam around undetected.",
Benefits: "Chance to avoid forced encounters and unique choices in special situations.",
Penalties: "None.",
Rate: 100,
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Sneaky'>>",
RemoveEffect: "<<RemoveTrait $Player 'Sneaky'>>",
InvestCost: 2,
Invested: 0
},
{
ID: 5,
Name: "Fleet-footed",
Description: "You're incredibly fast, and as such can outrun most humanoid creatures.",
Benefits: "Increased escape chance when trying to escape in combat.",
Penalties: "None.",
Rate: 100,
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Fleet-footed'>>",
RemoveEffect: "<<RemoveTrait $Player 'Fleet-footed'>>",
InvestCost: 2,
Invested: 0
},
{
ID: 6,
Name: "Curious",
Description: "As Curious as a cat, you just need to stick your nose in everything.",
Benefits: "Chance to trigger special events.",
Penalties: "Events may or may not be beneficial (They probably aren't).",
Rate: 100,
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Curious'>>",
RemoveEffect: "<<RemoveTrait $Player 'Curious'>>",
InvestCost: 1,
Invested: 0
},
{
ID: 7,
Name: "Impatient",
Description: "Waiting around is just not part of your schedule.",
Benefits: "+2 to base Lethality.",
Penalties: "Decreased chance of success with most assignments.",
Rate: 100,
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Impatient'>>",
RemoveEffect: "<<RemoveTrait $Player 'Impatient'>>",
InvestCost: 1,
Invested: 0
}
]>>
<</widget>><<widget DisplayReflections>>
<<for $i to 0; $i lt $Reflections.length; $i++>>
<<if $ReflectionShowGainedTraits is false>>
<<if $Reflections[$i].HasTrait is false>>
<<set $ReflectionID = $Reflections[$i].ID>>
<<print '@@.boldtext;' + $Reflections[$ReflectionID].Name + '@@ - <<if $Exp < ' + $Reflections[$ReflectionID].InvestCost + '>>Invest<<else>>[[Invest|Reflection][$ReflectionIDOfInvested = ' + $Reflections[$ReflectionID].ID + ', $ReflectionInvested to true, $Exp -= ' + $Reflections[$ReflectionID].InvestCost + ']]<</if>><<if $Exp >= ' + $Reflections[$ReflectionID].InvestCost + ' * 5>> / [[x5 Invest|Reflection][$ReflectionIDOfInvested = ' + $Reflections[$ReflectionID].ID + ', $Reflection5Invested to true, $Exp -= ' + $Reflections[$ReflectionID].InvestCost + ' * 5]]<</if>>' + '<br>Cost: $Reflections[$ReflectionID].InvestCost Exp' + '<br>Invested: $Reflections[$ReflectionID].Invested' + '<br>Description: $Reflections[$ReflectionID].Description' + '<br>Benefits: $Reflections[$ReflectionID].Benefits' + '<br>Penalties: $Reflections[$ReflectionID].Penalties'>>
<br>
<br>
<</if>>
<<elseif $ReflectionShowGainedTraits is true>>
<<if $Reflections[$i].HasTrait is true>>
<<set $ReflectionID = $Reflections[$i].ID>>
<<print '@@.boldtext;' + $Reflections[$ReflectionID].Name + '@@ - <<if $Exp < ' + $Reflections[$ReflectionID].InvestCost + '>>Invest<<else>>[[Invest|Reflection][$ReflectionIDOfInvested = ' + $Reflections[$ReflectionID].ID + ', $ReflectionInvested to true, $Exp -= ' + $Reflections[$ReflectionID].InvestCost + ']]<</if>><<if $Exp >= ' + $Reflections[$ReflectionID].InvestCost + ' * 5>> / [[x5 Invest|Reflection][$ReflectionIDOfInvested = ' + $Reflections[$ReflectionID].ID + ', $Reflection5Invested to true, $Exp -= ' + $Reflections[$ReflectionID].InvestCost + ' * 5]]<</if>>' + '<br>Cost: $Reflections[$ReflectionID].InvestCost Exp' + '<br>Invested: $Reflections[$ReflectionID].Invested' + '<br>Description: $Reflections[$ReflectionID].Description' + '<br>Benefits: $Reflections[$ReflectionID].Benefits' + '<br>Penalties: $Reflections[$ReflectionID].Penalties'>>
<br>
<br>
<</if>>
<</if>>
<</for>>
<</widget>><<widget CheckReflections>>
<<for $i to 0; $i lt $Reflections.length; $i++>>
<<set $Reflections[$i].HasTrait to false>>
<<if $EntityValues[$Player].Traits.includes($Reflections[$i].Name)>>
<<set $Reflections[$i].HasTrait to true>>
<</if>>
<</for>>
<<if $ReflectionInvested is true>>
<<set $Reflections[$ReflectionIDOfInvested].Invested += 1>>
<</if>>
<<if $Reflection5Invested is true>>
<<set $Reflections[$ReflectionIDOfInvested].Invested += 5>>
<</if>>
<<set $ReflectionInvested to false>>
<<set $Reflection5Invested to false>>
<<set $ReflectionIDOfInvested = 0>>
<</widget>><<widget ResetReflections>>
<<for $i to 0; $i lt $Reflections.length; $i++>>
<<set $ResetThisName = $Reflections[$i].Name>>
<<if $ResetThis.includes($ResetThisName)>>
<<set $Reflections[$i].Invested = 0>>
<<set $ResetThis.delete($ResetThisName)>>
<</if>>
<</for>>
<</widget>><<widget ReflectionRoll>>
<<if $DebugMode is true>>
@@.boldtext;Debug Reflection Rolls@@
<</if>>
<<set $ReflectionMessage = "">>
<<set $TriggeredReflection to false>>
<<for $i to 0; $i lt $Reflections.length; $i++>>
<<if $TriggeredReflection is false>>
<<set $ReflectionName = $Reflections[$i].Name>>
<<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 6>>
<<set $ReflectionWillpower = 0>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 5>>
<<set $ReflectionWillpower = 40>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 4>>
<<set $ReflectionWillpower = 80>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 3>>
<<set $ReflectionWillpower = 100>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 2>>
<<set $ReflectionWillpower = 120>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 1>>
<<set $ReflectionWillpower = 160>>
<<elseif $EntityValues[$Player].RankedTraits.WillpowerTraitLevel == 0>>
<<set $ReflectionWillpower = 200>>
<</if>>
<<set $ReflectionRandom = random(100) + random($ReflectionWillpower) - 1>>
<<if $Reflections[$i].Invested > 0>>
<<if $DebugMode is true>>
<br>Reflection: $ReflectionName
<br>Invested: $Reflections[$i].Invested
<br>Roll: $ReflectionRandom (Willpower Penalty: $ReflectionWillpower)
<</if>>
<<if $Reflections[$i].Invested > $ReflectionRandom>>
<<if $DebugMode is true>>
<br>Result: Success!<br>
<</if>>
<<set $TriggeredReflection to true>>
<<if $EntityValues[$Player].Traits.includes($ReflectionName)>>
<<set $ReflectionMessage = "<<RemoveTrait $Player $ReflectionName>>">>
<<else>>
<<set $ReflectionMessage = "<<AddTrait $Player $ReflectionName>>">>
<</if>>
<<elseif $Reflections[$i].Invested <= $ReflectionRandom>>
<<set $ReflectionMessage = "">>
<<if $DebugMode is true>>
<br>Result: Failure!<br>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
$ReflectionMessage<br><br>
<</widget>><<widget StartPlayerStates>>
<<set $PlayerIsResisting to true>>
<</widget>>/*Whenever Twine seemingly does spooky weird stuff that doesn't make any sense, this is where i put workaround code in*/
<<widget StartResetThis>>
<<set $ResetThis = []>>
<</widget>><<silently>>
<</silently>>
!Background Selection
---------------------------------------------------
Your background will determine the conditions on which you will start your story and will attribute to how capable your character is. Some come with a special quest and may even include special events to unfold or change other things in the world.
@@.redtext;Currently none of the special quests are done and are all work-in-progress@@
---------------------------------------------------
<<DisplayBackgrounds>>
<<if $HoverMode is false>>[[Back|Character Creation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Character Creation]]<</replace>><</if>><<widget DisplayBackgrounds>>
<<for $i to 0; $i lt $Backgrounds.length; $i++>>
<<set $BackgroundID = $Backgrounds[$i].ID>>
<<set $BackgroundName = "@@.boldtext;$Backgrounds[$i].Name@@">>
<<print $BackgroundName + '<<if $Backgrounds[$BackgroundID].IsBackground is true>> - Already Chosen.<<else>> - [[Choose|Character Creation][$ResetCC to true, $CCStart to true, $CurrentBackground = ' + $Backgrounds[$i].ID + ']]<</if>>' + '<br>Description: $Backgrounds[$BackgroundID].Description' + '<br>Boons: $Backgrounds[$BackgroundID].Boons' + '<br>Drawbacks: $Backgrounds[$BackgroundID].Drawbacks' + '<br>Special Quest: $Backgrounds[$BackgroundID].SpecialQuest' + '<br>Starting Exp: $Backgrounds[$BackgroundID].StartExp' >>
<br>---------------------------------------------------------------
<br>
<</for>>
<</widget>>
<<widget UpdateBackgrounds>>
<<for $i to 0; $i lt $Backgrounds.length; $i++>>
<<set $Backgrounds[$i].IsBackground to false>>
<</for>>
<<set $Backgrounds[$CurrentBackground].IsBackground to true>>
<</widget>><<widget StartRaces>>
<<set $Races = [
{
ID: 0,
Name: "Human",
Description: "Humans are the most common of Westdalian races and inhabit most if not all parts of the world to some degree. They excel quite well at most things, and suffer not from any racial prejudices, at least in Westdale. Their origins are unclear and shrouded in mystery, mainly due to how late and how long it took for them to adopt writing and the archiving of their own history.",
IsPlayerRace: false
},
{
ID: 1,
Name: "Orc",
Description: "Orcs are known to for their unruly and violent behaviour as well as being incredibly simple beings. They tend to inhabit the more temperate and warm climates of the world, but have also been seen in colder climates. They suffer from moderate to extreme racial prejudice. Nobody knows where orcs come from since most are too intolerant for smalltalk or sharing knowledge with other races. According to most scholars, some 200-250 years ago they just started appearing everywhere. Only very few Shamans or Warchiefs are actually capable of holding a conversation for longer than a few minutes before bashing something with a club or causing a stupor.",
IsPlayerRace: false
},
{
ID: 2,
Name: "High Elf",
Description: "High Elves are a reserved but beautiful race. They are the most common of the many types of elves. They inhabit most parts of the world and show incredible adaptability typically taking in the traits of their surroundings. They suffer from mild racial prejudice.
The origins of High Elves are believed to be from the continent of Telmora. High Elves are believed to be the original ancestors of all other elves.",
IsPlayerRace: false
},
{
ID: 3,
Name: "Dark Elf",
Description: "Dark Elves are known for their cruelty and need for dominance. They are rare and reduced to small pockets of strongholds around the world. They suffer from moderate racial prejudice. They are believed to be the ancestors of a group of high elves that because of differing beliefs, left their homeland to colonize the north. Nobody knows of these lands to the far north since few return. Most of the Dark Elves that inhabit Westdale today are slave caravans, deserters or scouting parties from the northern realms.",
IsPlayerRace: false
}
]>>
<</widget>><<widget DisplayRaces>>
<<for $i to 0; $i lt $Races.length; $i++>>
<<set $RaceID = $Races[$i].ID>>
<<set $PlayerRace = $EntityValues[$Player].Race>>
<<set $RaceName = "@@.boldtext;$Races[$i].Name@@">>
<<print $RaceName + '<<if $Races[$RaceID].IsPlayerRace is true>> - Already Chosen.<<else>> - [[Choose|Character Creation][$RaceChanged to true, $CurrentRace = ' + $Races[$i].ID + ']]<</if>>' + '<br>Description: $Races[$RaceID].Description'>>
<br>---------------------------------------------------------------
<br>
<</for>>
<</widget>>
<<widget UpdatePlayerRace>>
<<for $i to 0; $i lt $Races.length; $i++>>
<<set $Races[$i].IsPlayerRace to false>>
<</for>>
<<if $RaceChanged is true>>
<<set $RaceChanged to false>>
<<if $CurrentRace == 0>>
<<set $CurrentEyes = 16>>
<<set $CurrentSkin = 8>>
<<set $CurrentHair = 0>>
<<elseif $CurrentRace == 1>>
<<set $CurrentEyes = 23>>
<<set $CurrentSkin = 12>>
<<set $CurrentHair = 2>>
<<elseif $CurrentRace == 2>>
<<set $CurrentEyes = 16>>
<<set $CurrentSkin = 8>>
<<set $CurrentHair = 0>>
<<elseif $CurrentRace == 3>>
<<set $CurrentEyes = 26>>
<<set $CurrentSkin = 7>>
<<set $CurrentHair = 5>>
<</if>>
<</if>>
<<set $Races[$CurrentRace].IsPlayerRace to true>>
<<set $EntityValues[$Player].Race = $Races[$CurrentRace].Name>>
<</widget>><<widget StartAppearanceOptions>>
<<set $AppearanceOptions = [
{
ID: 0,
Name: "Brown",
IsTaken: false,
IsEyes: false,
IsHair: true,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true
},
{
ID: 1,
Name: "Blonde",
IsTaken: false,
IsEyes: false,
IsHair: true,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: false,
IsHighElf: true,
IsDarkElf: true
},
{
ID: 2,
Name: "Black",
IsTaken: false,
IsEyes: false,
IsHair: true,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true
},
{
ID: 3,
Name: "Auburn",
IsTaken: false,
IsEyes: false,
IsHair: true,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: false,
IsHighElf: true,
IsDarkElf: false
},
{
ID: 4,
Name: "Red",
IsTaken: false,
IsEyes: false,
IsHair: true,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: false,
IsHighElf: true,
IsDarkElf: false
},
{
ID: 5,
Name: "Grey",
IsTaken: false,
IsEyes: false,
IsHair: true,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true
},
{
ID: 6,
Name: "White",
IsTaken: false,
IsEyes: false,
IsHair: true,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true
},
{
ID: 7,
Name: "Pale",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: false,
IsSkin: true,
IsHuman: true,
IsOrc: false,
IsHighElf: false,
IsDarkElf: true
},
{
ID: 8,
Name: "Fair",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: false,
IsSkin: true,
IsHuman: true,
IsOrc: false,
IsHighElf: true,
IsDarkElf: false
},
{
ID: 9,
Name: "Tanned",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: false,
IsSkin: true,
IsHuman: true,
IsOrc: false,
IsHighElf: true,
IsDarkElf: false
},
{
ID: 10,
Name: "Dark",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: false,
IsSkin: true,
IsHuman: true,
IsOrc: false,
IsHighElf: false,
IsDarkElf: true
},
{
ID: 11,
Name: "Grey",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: false,
IsSkin: true,
IsHuman: false,
IsOrc: false,
IsHighElf: false,
IsDarkElf: true
},
{
ID: 12,
Name: "Green",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: false,
IsSkin: true,
IsHuman: false,
IsOrc: true,
IsHighElf: false,
IsDarkElf: false
},
{
ID: 13,
Name: "Rich Green",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: false,
IsSkin: true,
IsHuman: false,
IsOrc: true,
IsHighElf: false,
IsDarkElf: false
},
{
ID: 14,
Name: "Dark Green",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: false,
IsSkin: true,
IsHuman: false,
IsOrc: true,
IsHighElf: false,
IsDarkElf: false
},
{
ID: 15,
Name: "Light Green",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: false,
IsSkin: true,
IsHuman: false,
IsOrc: true,
IsHighElf: false,
IsDarkElf: false
},
{
ID: 16,
Name: "Blue",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: false,
IsHighElf: true,
IsDarkElf: false
},
{
ID: 17,
Name: "Light Blue",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: false,
IsHighElf: true,
IsDarkElf: true
},
{
ID: 18,
Name: "Deep Blue",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: false,
IsHighElf: true,
IsDarkElf: false
},
{
ID: 19,
Name: "Brown",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true
},
{
ID: 20,
Name: "Hazel",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true
},
{
ID: 21,
Name: "Green",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: false,
IsHighElf: true,
IsDarkElf: false
},
{
ID: 22,
Name: "Amber",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true
},
{
ID: 23,
Name: "Red",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: false,
IsOrc: true,
IsHighElf: false,
IsDarkElf: false
},
{
ID: 24,
Name: "Scarlet",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: false,
IsOrc: true,
IsHighElf: false,
IsDarkElf: true
},
{
ID: 25,
Name: "Crimson",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: false,
IsOrc: true,
IsHighElf: false,
IsDarkElf: true
},
{
ID: 26,
Name: "Golden",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: false,
IsOrc: false,
IsHighElf: false,
IsDarkElf: true
},
{
ID: 27,
Name: "Grey",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true
},
{
ID: 28,
Name: "Violet",
IsTaken: false,
IsEyes: true,
IsHair: false,
IsStyle: false,
IsSkin: false,
IsHuman: false,
IsOrc: false,
IsHighElf: true,
IsDarkElf: false
},
{
ID: 29,
Name: "Voss",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: true,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true,
IsMale: false,
IsFemale: true
},
{
ID: 30,
Name: "Perrin",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: true,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true,
IsMale: false,
IsFemale: true
},
{
ID: 31,
Name: "Leony",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: true,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true,
IsMale: false,
IsFemale: true
},
{
ID: 32,
Name: "Morley",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: true,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true,
IsMale: true,
IsFemale: false
},
{
ID: 33,
Name: "Axel",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: true,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true,
IsMale: true,
IsFemale: false
},
{
ID: 34,
Name: "Lyall",
IsTaken: false,
IsEyes: false,
IsHair: false,
IsStyle: true,
IsSkin: false,
IsHuman: true,
IsOrc: true,
IsHighElf: true,
IsDarkElf: true,
IsMale: true,
IsFemale: false
}
]>>
<</widget>><<widget DisplayEyeColorOptions>>
<<for $i to 0; $i lt $AppearanceOptions.length; $i++>>
<<if $AppearanceOptions[$i].IsEyes is true>>
<<if $EntityValues[$Player].Race == "Human">>
<<if $AppearanceOptions[$i].IsHuman is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentEyes = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<<elseif $EntityValues[$Player].Race == "Orc">>
<<if $AppearanceOptions[$i].IsOrc is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentEyes = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<<elseif $EntityValues[$Player].Race == "High Elf">>
<<if $AppearanceOptions[$i].IsHighElf is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentEyes = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<<elseif $EntityValues[$Player].Race == "Dark Elf">>
<<if $AppearanceOptions[$i].IsDarkElf is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentEyes = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplaySexOptions>>
<<if $CCLockedToFemale is true>>@@.lightbluetext;Female@@ - Locked with Background.<<else>><<if $EntityValues[$Player].Body.Vagina.Has is true and $EntityValues[$Player].Body.Appearance.DoubleGenitals is false>>@@.lightbluetext;Female@@<<else>>[[Female|Character Creation][$EntityValues[$Player].Body.Appearance.DoubleGenitals to false, $EntityValues[$Player].Body.Vagina.Has to true, $EntityValues[$Player].Body.Penis.Has to false, $EntityValues[$Player].Gender = "Female"]]<</if>><<if $EntityValues[$Player].Body.Penis.Has is true and $EntityValues[$Player].Body.Appearance.DoubleGenitals is false>> @@.lightbluetext;Male@@<<else>> [[Male|Character Creation][$EntityValues[$Player].Body.Appearance.DoubleGenitals to false, $EntityValues[$Player].Body.Penis.Has to true, $EntityValues[$Player].Body.Vagina.Has to false, $EntityValues[$Player].Gender = "Male"]]<</if>><<if $FutanariFetish is true>><<if $EntityValues[$Player].Body.Appearance.DoubleGenitals is false>> [[Futanari|Character Creation][$EntityValues[$Player].Body.Appearance.DoubleGenitals to true, $EntityValues[$Player].Body.Vagina.Has to true, $EntityValues[$Player].Body.Penis.Has to true, $EntityValues[$Player].Gender = "Futanari"]]<<else>> @@.lightbluetext;Futanari@@<</if>><</if>><</if>>
<</widget>>
<<widget DisplaySkinColorOptions>>
<<for $i to 0; $i lt $AppearanceOptions.length; $i++>>
<<if $AppearanceOptions[$i].IsSkin is true>>
<<if $EntityValues[$Player].Race == "Human">>
<<if $AppearanceOptions[$i].IsHuman is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentSkin = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<<elseif $EntityValues[$Player].Race == "Orc">>
<<if $AppearanceOptions[$i].IsOrc is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentSkin = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<<elseif $EntityValues[$Player].Race == "High Elf">>
<<if $AppearanceOptions[$i].IsHighElf is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentSkin = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<<elseif $EntityValues[$Player].Race == "Dark Elf">>
<<if $AppearanceOptions[$i].IsDarkElf is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentSkin = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayHairColorOptions>>
<<for $i to 0; $i lt $AppearanceOptions.length; $i++>>
<<if $AppearanceOptions[$i].IsHair is true>>
<<if $EntityValues[$Player].Race == "Human">>
<<if $AppearanceOptions[$i].IsHuman is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentHair = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<<elseif $EntityValues[$Player].Race == "Orc">>
<<if $AppearanceOptions[$i].IsOrc is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentHair = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<<elseif $EntityValues[$Player].Race == "High Elf">>
<<if $AppearanceOptions[$i].IsHighElf is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentHair = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<<elseif $EntityValues[$Player].Race == "Dark Elf">>
<<if $AppearanceOptions[$i].IsDarkElf is true>>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentHair = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayHairStyleOptions>>
<<for $i to 0; $i lt $AppearanceOptions.length; $i++>>
<<if $AppearanceOptions[$i].IsStyle is true>>
<<if $AppearanceOptions[$i].IsMale is true and $EntityValues[$Player].Gender == "Male">>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentStyle = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<<elseif $AppearanceOptions[$i].IsFemale is true and $EntityValues[$Player].Gender == "Female">>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentStyle = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<<elseif $AppearanceOptions[$i].IsFemale is true and $EntityValues[$Player].Gender == "Futanari">>
<<print '<<if $AppearanceOptions[$i].IsTaken is true>>@@.lightbluetext;' + $AppearanceOptions[$i].Name + '@@<<else>>[[' +$AppearanceOptions[$i].Name + '|Character Creation][$CurrentStyle = ' + $AppearanceOptions[$i].ID + ']]<</if>>'>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget UpdatePlayerEyes>>
<<for $i to 0; $i lt $AppearanceOptions.length; $i++>>
<<if $AppearanceOptions[$i].IsEyes is true>>
<<set $AppearanceOptions[$i].IsTaken to false>>
<</if>>
<</for>>
<<set $AppearanceOptions[$CurrentEyes].IsTaken to true>>
<<set $EntityValues[$Player].Body.Eyes.Color = $AppearanceOptions[$CurrentEyes].Name>>
<</widget>>
<<widget UpdatePlayerSkin>>
<<for $i to 0; $i lt $AppearanceOptions.length; $i++>>
<<if $AppearanceOptions[$i].IsSkin is true>>
<<set $AppearanceOptions[$i].IsTaken to false>>
<</if>>
<</for>>
<<set $AppearanceOptions[$CurrentSkin].IsTaken to true>>
<<set $EntityValues[$Player].Body.Skin.Color = $AppearanceOptions[$CurrentSkin].Name>>
<</widget>>
<<widget UpdatePlayerHairColor>>
<<for $i to 0; $i lt $AppearanceOptions.length; $i++>>
<<if $AppearanceOptions[$i].IsHair is true>>
<<set $AppearanceOptions[$i].IsTaken to false>>
<</if>>
<</for>>
<<set $AppearanceOptions[$CurrentHair].IsTaken to true>>
<<set $EntityValues[$Player].Body.Hair.Color = $AppearanceOptions[$CurrentHair].Name>>
<</widget>>
<<widget UpdatePlayerHairStyle>>
<<for $i to 0; $i lt $AppearanceOptions.length; $i++>>
<<if $AppearanceOptions[$i].IsStyle is true>>
<<set $AppearanceOptions[$i].IsTaken to false>>
<</if>>
<</for>>
<<set $AppearanceOptions[$CurrentStyle].IsTaken to true>>
<<set $EntityValues[$Player].Body.Hair.Style = $AppearanceOptions[$CurrentStyle].Name>>
<</widget>>
<<widget CompletePlayerCoreTraitUpdate>>
<<for $U to 0; $U lt $EntityValues.length; $U++>>
<<if $EntityValues[$U].IsPlayer is true>>
<<set $EntityValues[$U].Traits.delete($StrengthTrait[0])>>
<<set $EntityValues[$U].Traits.delete($StrengthTrait[1])>>
<<set $EntityValues[$U].Traits.delete($StrengthTrait[2])>>
<<set $EntityValues[$U].Traits.delete($StrengthTrait[3])>>
<<set $EntityValues[$U].Traits.delete($StrengthTrait[4])>>
<<set $EntityValues[$U].Traits.delete($StrengthTrait[5])>>
<<set $EntityValues[$U].Traits.delete($StrengthTrait[6])>>
<<set $EntityValues[$U].Traits.delete($DexterityTrait[0])>>
<<set $EntityValues[$U].Traits.delete($DexterityTrait[1])>>
<<set $EntityValues[$U].Traits.delete($DexterityTrait[2])>>
<<set $EntityValues[$U].Traits.delete($DexterityTrait[3])>>
<<set $EntityValues[$U].Traits.delete($DexterityTrait[4])>>
<<set $EntityValues[$U].Traits.delete($DexterityTrait[5])>>
<<set $EntityValues[$U].Traits.delete($DexterityTrait[6])>>
<<set $EntityValues[$U].Traits.delete($IntelligenceTrait[0])>>
<<set $EntityValues[$U].Traits.delete($IntelligenceTrait[1])>>
<<set $EntityValues[$U].Traits.delete($IntelligenceTrait[2])>>
<<set $EntityValues[$U].Traits.delete($IntelligenceTrait[3])>>
<<set $EntityValues[$U].Traits.delete($IntelligenceTrait[4])>>
<<set $EntityValues[$U].Traits.delete($IntelligenceTrait[5])>>
<<set $EntityValues[$U].Traits.delete($IntelligenceTrait[6])>>
<<set $EntityValues[$U].Traits.delete($CharismaTrait[0])>>
<<set $EntityValues[$U].Traits.delete($CharismaTrait[1])>>
<<set $EntityValues[$U].Traits.delete($CharismaTrait[2])>>
<<set $EntityValues[$U].Traits.delete($CharismaTrait[3])>>
<<set $EntityValues[$U].Traits.delete($CharismaTrait[4])>>
<<set $EntityValues[$U].Traits.delete($CharismaTrait[5])>>
<<set $EntityValues[$U].Traits.delete($CharismaTrait[6])>>
<<set $EntityValues[$U].Traits.delete($WillpowerTrait[0])>>
<<set $EntityValues[$U].Traits.delete($WillpowerTrait[1])>>
<<set $EntityValues[$U].Traits.delete($WillpowerTrait[2])>>
<<set $EntityValues[$U].Traits.delete($WillpowerTrait[3])>>
<<set $EntityValues[$U].Traits.delete($WillpowerTrait[4])>>
<<set $EntityValues[$U].Traits.delete($WillpowerTrait[5])>>
<<set $EntityValues[$U].Traits.delete($WillpowerTrait[6])>>
<<set $EntityValues[$U].Traits.pushUnique($StrengthTrait[$PlayerStrength])>>
<<set $EntityValues[$U].Traits.pushUnique($DexterityTrait[$PlayerDexterity])>>
<<set $EntityValues[$U].Traits.pushUnique($IntelligenceTrait[$PlayerIntelligence])>>
<<set $EntityValues[$U].Traits.pushUnique($CharismaTrait[$PlayerCharisma])>>
<<set $EntityValues[$U].Traits.pushUnique($WillpowerTrait[$PlayerWillpower])>>
<</if>>
<</for>>
<</widget>><<silently>>
<<UpdateCCSpecialTraits>>
<</silently>>
!Special Traits
---------------------------------------------------
A special trait typically represents a unique personal trait. They are not leveled and always standalone. A special trait doesn't mean you're a special snowflake and is not necessarily positive or negative as they are typically both and highly situational.
Traits: <<DisplayPlayerTraits>>
Exp-Points left: $Exp
-------------------------------------------------
<<DisplayCCSpecialTraits>>
<<if $HoverMode is false>>[[Back|Trait Selection]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Trait Selection]]<</replace>><</if>><<widget StartCCSpecialTraits>>
<<set $CCAddedTrait = 0>>
<<set $CCTraitTaken to false>>
<<set $CCRemovedTrait = 0>>
<<set $CCTraitRemoved to false>>
<<set $CCSpecialTraits = [
{
ID: 0,
Name: "Submissive",
Description: "You're naturally submissive and turned on by being dominated and told what to do. Taking this with Dominant makes you a Switch.",
Benefits: "+2 to base Seduction.",
Penalties: "More vulnerable to dominant behaviour.",
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Submissive'>>",
RemoveEffect: "<<RemoveTrait $Player 'Submissive'>>",
Cost: 5
},
{
ID: 1,
Name: "Dominant",
Description: "You're naturally dominant and turned on by making your foes your bitch. Taking this with Submissive makes you a Switch.",
Benefits: "+1 to base Lethality and Seduction.",
Penalties: "Unable to submit willingly.",
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Dominant'>>",
RemoveEffect: "<<RemoveTrait $Player 'Dominant'>>",
Cost: 5
},
{
ID: 2,
Name: "Perceptive",
Description: "You're incredibly keen to detail and able to spot key differences in your surroundings.",
Benefits: "Awareness to detect traps and unique choices in special situations.",
Penalties: "You might see some things you shouldn't.",
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Perceptive'>>",
RemoveEffect: "<<RemoveTrait $Player 'Perceptive'>>",
Cost: 5
},
{
ID: 3,
Name: "Persuasive",
Description: "You're fairly persuasive and can pressure most into doing what you want.",
Benefits: "Able to convince some foes and allies.",
Penalties: "None.",
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Persuasive'>>",
RemoveEffect: "<<RemoveTrait $Player 'Persuasive'>>",
Cost: 7
},
{
ID: 4,
Name: "Sneaky",
Description: "You're sneakier than the average person and know how to roam around undetected.",
Benefits: "Chance to avoid forced encounters and unique choices in special situations.",
Penalties: "Being caught sneaking around where you shouldn't is a one-way ticket to the pillories.",
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Sneaky'>>",
RemoveEffect: "<<RemoveTrait $Player 'Sneaky'>>",
Cost: 5
},
{
ID: 5,
Name: "Fleet-footed",
Description: "You're incredibly fast, and as such can outrun most humanoid creatures.",
Benefits: "Increased escape chance when trying to escape in combat.",
Penalties: "None.",
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Fleet-footed'>>",
RemoveEffect: "<<RemoveTrait $Player 'Fleet-footed'>>",
Cost: 2
},
{
ID: 6,
Name: "Curious",
Description: "As Curious as a cat, you just need to stick your nose in everything.",
Benefits: "Chance to trigger special events.",
Penalties: "Events may or may not be beneficial (They probably aren't).",
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Curious'>>",
RemoveEffect: "<<RemoveTrait $Player 'Curious'>>",
Cost: -5
},
{
ID: 7,
Name: "Impatient",
Description: "Waiting around is just not part of your schedule.",
Benefits: "+2 to base Lethality.",
Penalties: "Decreased chance of success with most assignments.",
HasTrait: false,
AddEffect: "<<AddTrait $Player 'Impatient'>>",
RemoveEffect: "<<RemoveTrait $Player 'Impatient'>>",
Cost: -2
}
]>>
<</widget>>
<<widget DisplayCCSpecialTraits>>
<<for $i to 0; $i lt $Traits.length; $i++>>
<<set $CCSpecialTraitID = $Traits[$i].ID>>
<<set $CCSpecialTraitName = $Traits[$i].Name>>
<<if $Traits[$i].IsCC is true>>
<<if $EntityValues[$Player].Traits.includes($CCSpecialTraitName)>>
<<print $CCSpecialTraitName + ' - [[Refund|Special Traits Selection][$Exp += ' + $Traits[$i].CharacterCost + ', $CCRemovedTrait = ' + $CCSpecialTraitID + ', $CCTraitRemoved to true]]' + '<br>Cost: $Traits[$CCSpecialTraitID].CharacterCost Exp' + '<br>Description: $Traits[$CCSpecialTraitID].Description' + '<br>Benefits: $Traits[$CCSpecialTraitID].Benefits' + '<br>Penalties: $Traits[$CCSpecialTraitID].Penalties' >>
<br>--------------------------------------------------------------------------------------------------
<br>
<<else>>
<<print $CCSpecialTraitName + ' - [[Take|Special Traits Selection][$Exp -= ' + $Traits[$i].CharacterCost + ', $CCAddedTrait = ' + $CCSpecialTraitID + ', $CCTraitTaken to true]]' + '<br>Cost: $Traits[$CCSpecialTraitID].CharacterCost Exp' + '<br>Description: $Traits[$CCSpecialTraitID].Description' + '<br>Benefits: $Traits[$CCSpecialTraitID].Benefits' + '<br>Penalties: $Traits[$CCSpecialTraitID].Penalties' >>
<br>--------------------------------------------------------------------------------------------------
<br>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget UpdateCCSpecialTraits>>
<<if $CCTraitTaken is true>>
<<set $CCTraitTaken to false>>
<<AddTrait $Player $Traits[$CCAddedTrait].Name>>
<</if>>
<<if $CCTraitRemoved is true>>
<<set $CCTraitRemoved to false>>
<<RemoveTrait $Player $Traits[$CCRemovedTrait].Name>>
<</if>>
<</widget>>
<<widget PrintTrait>>
<<set $TraitID = $args[0]>>
<br>ID: <<print $Traits[$TraitID].ID>>
<br>Name: <<print $Traits[$TraitID].Name>>
<br>Description: <<print $Traits[$TraitID].Description>>
<br>Cost: <<print $Traits[$TraitID].CharacterCost>>
<br>Benefits: <<print $Traits[$TraitID].Benefits>>
<br>Penalties: <<print $Traits[$TraitID].Penalties>>
<</widget>><<widget CompletePlayerAppearanceTraitUpdate>>
<<for $U to 0; $U lt $EntityValues.length; $U++>>
<<if $EntityValues[$U].IsPlayer is true>>
<<set $EntityValues[$U].Traits.delete($AttractiveTrait[0])>>
<<set $EntityValues[$U].Traits.delete($AttractiveTrait[1])>>
<<set $EntityValues[$U].Traits.delete($AttractiveTrait[2])>>
<<set $EntityValues[$U].Traits.delete($AttractiveTrait[3])>>
<<set $EntityValues[$U].Traits.delete($AttractiveTrait[4])>>
<<set $EntityValues[$U].Traits.delete($SexualTrait[0])>>
<<set $EntityValues[$U].Traits.delete($SexualTrait[1])>>
<<set $EntityValues[$U].Traits.delete($SexualTrait[2])>>
<<set $EntityValues[$U].Traits.delete($SexualTrait[3])>>
<<set $EntityValues[$U].Traits.delete($SexualTrait[4])>>
<<set $EntityValues[$U].Traits.pushUnique($AttractiveTrait[$PlayerAttractiveTraitLevel])>>
<<set $EntityValues[$U].Traits.pushUnique($SexualTrait[$PlayerSexualTraitType])>>
<</if>>
<</for>>
<</widget>><<widget StartCCSkills>>
<<set $CCAddedSkill = 0>>
<<set $CCSkillTaken to false>>
<<set $CCRemovedSkill = 0>>
<<set $CCSkillRemoved to false>>
<<set $CCSkills = [
{
ID: 0,
Name: "Pyromancy",
Description: "You're educated in the special magical arts of pyromancy, which let's you command and use various fire spells. Will make you popular at barbeques, just remember to put out whatever fires you start, or not.",
IsMagical: true,
IsMental: false,
IsPhysical: false,
IsCombat: false,
Cost: 15
},
{
ID: 1,
Name: "Biomancy",
Description: "You're educated in the special magical arts of biomancy, which let's you command and use various body altering spells and lustful incantations.",
IsMagical: true,
IsMental: false,
IsPhysical: false,
IsCombat: false,
Cost: 15
},
{
ID: 2,
Name: "Luxomancy",
Description: "You're educated in the special magical arts of luxomancy, which let's you command and use various holy spells, as well as spells used for chastity. For those with a denial fetish and a need to purify all the lewd. Good luck. ",
IsMagical: true,
IsMental: false,
IsPhysical: false,
IsCombat: false,
Cost: 15
},
{
ID: 3,
Name: "Umbramancy",
Description: "You're educated in the special magical arts of umbramancy, which let's you command and use various shadowy spells, as well as spells used for trickery.",
IsMagical: true,
IsMental: false,
IsPhysical: false,
IsCombat: false,
Cost: 15
},
{
ID: 4,
Name: "Astrapomancy",
Description: "You're educated in the special magical arts of astrapomancy, which let's you command and use various lightning spells.",
IsMagical: true,
IsMental: false,
IsPhysical: false,
IsCombat: false,
Cost: 15
},
{
ID: 5,
Name: "Shadow Dancing",
Description: "You naturally blend in and dance with the shadows, making yourself partially invisible in the darkest of places.",
IsMagical: false,
IsMental: false,
IsPhysical: true,
IsCombat: false,
Cost: 7
},
{
ID: 6,
Name: "Climbing",
Description: "You know how to climb really well.",
IsMagical: false,
IsMental: false,
IsPhysical: true,
IsCombat: false,
Cost: 2
},
{
ID: 7,
Name: "Slavery",
Description: "You're proficient and educated in the capturing and training of slaves.",
IsMagical: false,
IsMental: true,
IsPhysical: false,
IsCombat: false,
Cost: 5
},
{
ID: 8,
Name: "Bartering",
Description: "You're proficient in the ancient arts of bartering.",
IsMagical: false,
IsMental: true,
IsPhysical: false,
IsCombat: false,
Cost: 5
},
{
ID: 9,
Name: "Literate",
Description: "Unlike most lowborns you're actually capable of reading and writing.",
IsMagical: false,
IsMental: true,
IsPhysical: false,
IsCombat: false,
Cost: 1
},
{
ID: 10,
Name: "Combat Training",
Description: "You've received training in contemporary combat and know how to use most weapons.",
IsMagical: false,
IsMental: true,
IsPhysical: false,
IsCombat: true,
Cost: 7
}
]>>
<</widget>>
<<widget StartGenitalOptions>>
<<set $GenitalOptions = [
{
ID: 0,
Name: "Tiny",
IsTaken: false,
IsPenis: true,
IsBreasts: false,
IsLips: false,
IsAss: false,
SetSize: 0
},
{
ID: 1,
Name: "Small",
IsTaken: false,
IsPenis: true,
IsBreasts: false,
IsLips: false,
IsAss: false,
SetSize: 1
},
{
ID: 2,
Name: "Below Average",
IsTaken: false,
IsPenis: true,
IsBreasts: false,
IsLips: false,
IsAss: false,
SetSize: 2
},
{
ID: 3,
Name: "Above Average",
IsTaken: false,
IsPenis: true,
IsBreasts: false,
IsLips: false,
IsAss: false,
SetSize: 3
},
{
ID: 4,
Name: "Big",
IsTaken: false,
IsPenis: true,
IsBreasts: false,
IsLips: false,
IsAss: false,
SetSize: 4
},
{
ID: 5,
Name: "Hung",
IsTaken: false,
IsPenis: true,
IsBreasts: false,
IsLips: false,
IsAss: false,
SetSize: 5
},
{
ID: 6,
Name: "Huge",
IsTaken: false,
IsPenis: true,
IsBreasts: false,
IsLips: false,
IsAss: false,
SetSize: 6
},
{
ID: 7,
Name: "Gigantic",
IsTaken: false,
IsPenis: true,
IsBreasts: false,
IsLips: false,
IsAss: false,
SetSize: 7
},
{
ID: 8,
Name: "Flat",
IsTaken: false,
IsPenis: false,
IsBreasts: true,
IsLips: false,
IsAss: false,
SetSize: 0
},
{
ID: 9,
Name: "Tiny",
IsTaken: false,
IsPenis: false,
IsBreasts: true,
IsLips: false,
IsAss: false,
SetSize: 1
},
{
ID: 10,
Name: "Small",
IsTaken: false,
IsPenis: false,
IsBreasts: true,
IsLips: false,
IsAss: false,
SetSize: 2
},
{
ID: 11,
Name: "Medium",
IsTaken: false,
IsPenis: false,
IsBreasts: true,
IsLips: false,
IsAss: false,
SetSize: 3
},
{
ID: 12,
Name: "Large",
IsTaken: false,
IsPenis: false,
IsBreasts: true,
IsLips: false,
IsAss: false,
SetSize: 4
},
{
ID: 13,
Name: "Very Large",
IsTaken: false,
IsPenis: false,
IsBreasts: true,
IsLips: false,
IsAss: false,
SetSize: 5
},
{
ID: 14,
Name: "Huge",
IsTaken: false,
IsPenis: false,
IsBreasts: true,
IsLips: false,
IsAss: false,
SetSize: 6
},
{
ID: 15,
Name: "Massive",
IsTaken: false,
IsPenis: false,
IsBreasts: true,
IsLips: false,
IsAss: false,
SetSize: 7
},
{
ID: 16,
Name: "Flat",
IsTaken: false,
IsPenis: false,
IsBreasts: false,
IsLips: false,
IsAss: true,
SetSize: 0
},
{
ID: 17,
Name: "Firm",
IsTaken: false,
IsPenis: false,
IsBreasts: false,
IsLips: false,
IsAss: true,
SetSize: 1
},
{
ID: 18,
Name: "Round",
IsTaken: false,
IsPenis: false,
IsBreasts: false,
IsLips: false,
IsAss: true,
SetSize: 2
},
{
ID: 19,
Name: "Medium",
IsTaken: false,
IsPenis: false,
IsBreasts: false,
IsLips: false,
IsAss: true,
SetSize: 3
},
{
ID: 20,
Name: "Large",
IsTaken: false,
IsPenis: false,
IsBreasts: false,
IsLips: false,
IsAss: true,
SetSize: 4
},
{
ID: 21,
Name: "Heart-Shaped",
IsTaken: false,
IsPenis: false,
IsBreasts: false,
IsLips: false,
IsAss: true,
SetSize: 5
},
{
ID: 22,
Name: "Voluptuos",
IsTaken: false,
IsPenis: false,
IsBreasts: false,
IsLips: false,
IsAss: true,
SetSize: 6
},
{
ID: 23,
Name: "Thin",
IsTaken: false,
IsPenis: false,
IsBreasts: false,
IsLips: true,
IsAss: false,
SetSize: 0
},
{
ID: 24,
Name: "Luscious",
IsTaken: false,
IsPenis: false,
IsBreasts: false,
IsLips: true,
IsAss: false,
SetSize: 1
},
{
ID: 25,
Name: "Cock-Sucking",
IsTaken: false,
IsPenis: false,
IsBreasts: false,
IsLips: true,
IsAss: false,
SetSize: 2
}
]>>
<</widget>>
<<widget DisplayPenisOptions>>
<<if $EntityValues[$Player].Gender != "Female">>
<<for $i to 0; $i lt $GenitalOptions.length; $i++>>
<<if $GenitalOptions[$i].IsPenis is true>>
<<print '<<if $GenitalOptions[$i].IsTaken is true>>@@.lightbluetext;' + $GenitalOptions[$i].Name + '@@<<else>>[[' +$GenitalOptions[$i].Name + '|Character Creation][$CurrentPenis = ' + $GenitalOptions[$i].ID + ']]<</if>>'>>
<</if>>
<</for>>
<<else>>
Requires Male or Futanari Sex.
<</if>>
<</widget>>
<<widget DisplayBreastsOptions>>
<<for $i to 0; $i lt $GenitalOptions.length; $i++>>
<<if $GenitalOptions[$i].IsBreasts is true>>
<<print '<<if $GenitalOptions[$i].IsTaken is true>>@@.lightbluetext;' + $GenitalOptions[$i].Name + '@@<<else>>[[' +$GenitalOptions[$i].Name + '|Character Creation][$CurrentBreasts = ' + $GenitalOptions[$i].ID + ']]<</if>>'>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayAssOptions>>
<<for $i to 0; $i lt $GenitalOptions.length; $i++>>
<<if $GenitalOptions[$i].IsAss is true>>
<<print '<<if $GenitalOptions[$i].IsTaken is true>>@@.lightbluetext;' + $GenitalOptions[$i].Name + '@@<<else>>[[' +$GenitalOptions[$i].Name + '|Character Creation][$CurrentAss = ' + $GenitalOptions[$i].ID + ']]<</if>>'>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayLipsOptions>>
<<for $i to 0; $i lt $GenitalOptions.length; $i++>>
<<if $GenitalOptions[$i].IsLips is true>>
<<print '<<if $GenitalOptions[$i].IsTaken is true>>@@.lightbluetext;' + $GenitalOptions[$i].Name + '@@<<else>>[[' +$GenitalOptions[$i].Name + '|Character Creation][$CurrentLips = ' + $GenitalOptions[$i].ID + ']]<</if>>'>>
<</if>>
<</for>>
<</widget>>
<<widget UpdatePlayerPenis>>
<<if $EntityValues[$Player].Gender != "Female">>
<<for $i to 0; $i lt $GenitalOptions.length; $i++>>
<<if $GenitalOptions[$i].IsPenis is true>>
<<set $GenitalOptions[$i].IsTaken to false>>
<</if>>
<</for>>
<<else>>
<<set $CurrentPenis = 3>>
<</if>>
<<set $GenitalOptions[$CurrentPenis].IsTaken to true>>
<<set $EntityValues[$Player].Body.Penis.Size = $GenitalOptions[$CurrentPenis].SetSize>>
<</widget>>
<<widget UpdatePlayerBreasts>>
<<for $i to 0; $i lt $GenitalOptions.length; $i++>>
<<if $GenitalOptions[$i].IsBreasts is true>>
<<set $GenitalOptions[$i].IsTaken to false>>
<</if>>
<</for>>
<<set $GenitalOptions[$CurrentBreasts].IsTaken to true>>
<<set $EntityValues[$Player].Body.Breasts.Size = $GenitalOptions[$CurrentBreasts].SetSize>>
<</widget>>
<<widget UpdatePlayerAss>>
<<for $i to 0; $i lt $GenitalOptions.length; $i++>>
<<if $GenitalOptions[$i].IsAss is true>>
<<set $GenitalOptions[$i].IsTaken to false>>
<</if>>
<</for>>
<<set $GenitalOptions[$CurrentAss].IsTaken to true>>
<<set $EntityValues[$Player].Body.Ass.Size = $GenitalOptions[$CurrentAss].SetSize>>
<</widget>>
<<widget UpdatePlayerLips>>
<<for $i to 0; $i lt $GenitalOptions.length; $i++>>
<<if $GenitalOptions[$i].IsLips is true>>
<<set $GenitalOptions[$i].IsTaken to false>>
<</if>>
<</for>>
<<set $GenitalOptions[$CurrentLips].IsTaken to true>>
<<set $EntityValues[$Player].Body.Lips.Size = $GenitalOptions[$CurrentLips].SetSize>>
<</widget>>
<<widget DisplayCCPhysicalSkills>>
<<for $i to 0; $i lt $Skills.length; $i++>>
<<if $Skills[$i].IsPhysical is true>>
<<set $CCSkillID = $Skills[$i].ID>>
<<set $CCSkillName = $Skills[$i].Name>>
<<if $CCLockedCombat is true>>
<<print $CCSkillName + ' - Locked with Background.' + '<br>Cost: $Skills[$CCSkillID].CharacterCost Exp' + '<br>Description: $Skills[$CCSkillID].Description' + '<br>Benefits: $Skills[$CCSkillID].Benefits' + '<br>Penalties: $Skills[$CCSkillID].Penalties'>>
<br>------------------------------------------------------------------------------------------------
<br>
<<else>>
<<if $EntityValues[$Player].Skills.includes($CCSkillName)>>
<<print $CCSkillName + ' - [[Refund|Physical Skills Selection][$Exp += ' + $Skills[$i].CharacterCost + ', $CCRemovedSkill = ' + $Skills[$i].ID + ', $CCSkillRemoved to true]]' + '<br>Cost: $Skills[$CCSkillID].CharacterCost Exp' + '<br>Description: $Skills[$CCSkillID].Description' + '<br>Benefits: $Skills[$CCSkillID].Benefits' + '<br>Penalties: $Skills[$CCSkillID].Penalties'>>
<br>------------------------------------------------------------------------------------------------
<br>
<<else>>
<<print $CCSkillName + ' - [[Take|Physical Skills Selection][$Exp -= ' + $Skills[$i].CharacterCost + ', $CCAddedSkill = ' + $Skills[$i].ID + ', $CCSkillTaken to true]]' + '<br>Cost: $Skills[$CCSkillID].CharacterCost Exp' + '<br>Description: $Skills[$CCSkillID].Description' + '<br>Benefits: $Skills[$CCSkillID].Benefits' + '<br>Penalties: $Skills[$CCSkillID].Penalties'>>
<br>------------------------------------------------------------------------------------------------
<br>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayCCMentalSkills>>
<<for $i to 0; $i lt $Skills.length; $i++>>
<<if $Skills[$i].IsMental is true>>
<<set $CCSkillID = $Skills[$i].ID>>
<<set $CCSkillName = $Skills[$i].Name>>
<<if $CCLockedCombat is true>>
<<print $CCSkillName + ' - Locked with Background.' + '<br>Cost: $Skills[$CCSkillID].CharacterCost Exp' + '<br>Description: $Skills[$CCSkillID].Description' + '<br>Benefits: $Skills[$CCSkillID].Benefits' + '<br>Penalties: $Skills[$CCSkillID].Penalties'>>
<br>------------------------------------------------------------------------------------------------
<br>
<<else>>
<<if $EntityValues[$Player].Skills.includes($CCSkillName)>>
<<print $CCSkillName + ' - [[Refund|Mental Skills Selection][$Exp += ' + $Skills[$i].CharacterCost + ', $CCRemovedSkill = ' + $Skills[$i].ID + ', $CCSkillRemoved to true]]' + '<br>Cost: $Skills[$CCSkillID].CharacterCost Exp' + '<br>Description: $Skills[$CCSkillID].Description' + '<br>Benefits: $Skills[$CCSkillID].Benefits' + '<br>Penalties: $Skills[$CCSkillID].Penalties'>>
<br>------------------------------------------------------------------------------------------------
<br>
<<else>>
<<print $CCSkillName + ' - [[Take|Mental Skills Selection][$Exp -= ' + $Skills[$i].CharacterCost + ', $CCAddedSkill = ' + $Skills[$i].ID + ', $CCSkillTaken to true]]' + '<br>Cost: $Skills[$CCSkillID].CharacterCost Exp' + '<br>Description: $Skills[$CCSkillID].Description' + '<br>Benefits: $Skills[$CCSkillID].Benefits' + '<br>Penalties: $Skills[$CCSkillID].Penalties'>>
<br>------------------------------------------------------------------------------------------------
<br>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayCCMagicalSkills>>
<<for $i to 0; $i lt $Skills.length; $i++>>
<<if $Skills[$i].IsMagical is true>>
<<set $CCSkillID = $Skills[$i].ID>>
<<set $CCSkillName = $Skills[$i].Name>>
<<if $CCLockedCombat is true>>
<<print $CCSkillName + ' - Locked with Background.' + '<br>Cost: $Skills[$CCSkillID].CharacterCost Exp' + '<br>Description: $Skills[$CCSkillID].Description' + '<br>Benefits: $Skills[$CCSkillID].Benefits' + '<br>Penalties: $Skills[$CCSkillID].Penalties'>>
<br>------------------------------------------------------------------------------------------------
<br>
<<else>>
<<if $EntityValues[$Player].Skills.includes($CCSkillName)>>
<<print $CCSkillName + ' - [[Refund|Magical Skills Selection][$Exp += ' + $Skills[$i].CharacterCost + ', $CCRemovedSkill = ' + $Skills[$i].ID + ', $CCSkillRemoved to true]]' + '<br>Cost: $Skills[$CCSkillID].CharacterCost Exp' + '<br>Description: $Skills[$CCSkillID].Description' + '<br>Benefits: $Skills[$CCSkillID].Benefits' + '<br>Penalties: $Skills[$CCSkillID].Penalties'>>
<br>------------------------------------------------------------------------------------------------
<br>
<<else>>
<<print $CCSkillName + ' - [[Take|Magical Skills Selection][$Exp -= ' + $Skills[$i].CharacterCost + ', $CCAddedSkill = ' + $Skills[$i].ID + ', $CCSkillTaken to true]]' + '<br>Cost: $Skills[$CCSkillID].CharacterCost Exp' + '<br>Description: $Skills[$CCSkillID].Description' + '<br>Benefits: $Skills[$CCSkillID].Benefits' + '<br>Penalties: $Skills[$CCSkillID].Penalties'>>
<br>------------------------------------------------------------------------------------------------
<br>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget UpdateCCSkills>>
<<if $CCSkillTaken is true>>
<<set $CCSkillTaken to false>>
<<for $i to 0; $i lt $Skills.length; $i++>>
<<if $CCAddedSkill == $Skills[$i].ID>>
<<set $EntityValues[$Player].Skills.pushUnique($Skills[$i].Name)>>
<</if>>
<</for>>
<</if>>
<<if $CCSkillRemoved is true>>
<<set $CCSkillRemoved to false>>
<<for $i to 0; $i lt $Skills.length; $i++>>
<<if $CCRemovedSkill == $Skills[$i].ID>>
<<set $EntityValues[$Player].Skills.delete($Skills[$i].Name)>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget ResetCC>>
<<if $ResetCC is true>>
<<set $ResetCC to false>>
<<set $CCLockedToFemale to false>>
<<set $CCLockedStrength to false>>
<<set $CCLockedWillpower to false>>
<<set $CCLockedCombat to false>>
<<set $EntityValues[$Player].RankedTraits.StrengthTraitLevel = 3>>
<<set $EntityValues[$Player].RankedTraits.DexterityTraitLevel = 3>>
<<set $EntityValues[$Player].RankedTraits.CharismaTraitLevel = 3>>
<<set $EntityValues[$Player].RankedTraits.IntelligenceTraitLevel = 3>>
<<set $EntityValues[$Player].RankedTraits.WillpowerTraitLevel = 3>>
<<set $EntityValues[$Player].RankedTraits.AttractiveTraitLevel = 2>>
<<set $EntityValues[$Player].Traits = []>>
<<set $EntityValues[$Player].Skills = []>>
<<if $CurrentBackground == 1>>
<<set $ChangedRace to true>>
<<set $CurrentRace = 0>>
<<elseif $CurrentBackground == 0>>
<<elseif $CurrentBackground == 2>>
<<elseif $CurrentBackground == 3>>
<<elseif $CurrentBackground == 4>>
<<set $CCLockedStrength to true>>
<<set $CCLockedCombat to true>>
<<set $EntityValues[$Player].RankedTraits.StrengthTraitLevel = 1>>
<<elseif $CurrentBackground == 5>>
<<set $EntityValues[$Player].RankedTraits.StrengthTraitLevel = 1>>
<<set $EntityValues[$Player].RankedTraits.WillpowerTraitLevel = 6>>
<<set $EntityValues[$Player].RankedTraits.AttractiveTraitLevel = 4>>
<<set $EntityValues[$Player].Gender = "Female">>
<<set $EntityValues[$Player].Body.Penis.Has to false>>
<<set $EntityValues[$Player].Body.Vagina.Has to true>>
<<set $CCLockedToFemale to true>>
<<set $CCLockedStrength to true>>
<<set $CCLockedWillpower to true>>
<<set $CCLockedCombat to true>>
<</if>>
<<if $CCStart is true>>
<<set $CCStart to false>>
<<if $EntityValues[$Player].Gender == "Male">>
<<set $EntityValues[$Player].RankedTraits.SexualTraitType = 3>>
<<elseif $EntityValues[$Player].Gender == "Female">>
<<set $EntityValues[$Player].RankedTraits.SexualTraitType = 1>>
<</if>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<set $EntityValues[$i].Traits = [$StrengthTrait[$EntityValues[$i].RankedTraits.StrengthTraitLevel], $DexterityTrait[$EntityValues[$i].RankedTraits.DexterityTraitLevel], $IntelligenceTrait[$EntityValues[$i].RankedTraits.IntelligenceTraitLevel], $CharismaTrait[$EntityValues[$i].RankedTraits.CharismaTraitLevel], $WillpowerTrait[$EntityValues[$i].RankedTraits.WillpowerTraitLevel], $SexualTrait[$EntityValues[$i].RankedTraits.SexualTraitType], $AttractiveTrait[$EntityValues[$i].RankedTraits.AttractiveTraitLevel], $AlcoholTrait[$EntityValues[$i].RankedTraits.AlcoholTraitLevel], $CorruptionTrait[$EntityValues[$i].RankedTraits.CorruptionTraitLevel], $CorruptorTrait[$EntityValues[$i].RankedTraits.CorruptorTraitLevel]]>>
<</for>>
<<set $Exp = $Backgrounds[$CurrentBackground].StartExp>>
<</if>>
<</if>>
<<if $CurrentBackground == 1>>
<<AddTrait $Player "Otherworlder">>
<<elseif $CurrentBackground == 0>>
<<elseif $CurrentBackground == 2>>
<<AddSkill $Player "Combat Training">>
<<elseif $CurrentBackground == 3>>
<<AddSkill $Player "Slavery">>
<<elseif $CurrentBackground == 4>>
<<AddSkill $Player "Oral Expertise">>
<<AddTrait $Player "Seductive">>
<<AddTrait $Player "Slutty">>
<<elseif $CurrentBackground == 5>>
<<AddTrait $Player "Innocent">>
<<AddTrait $Player "Persuasive">>
<</if>>
<</widget>><<widget IntroOtherworlder>>You open your eyes and squirm as your entire body is aching in pain.
You attempt to gather your thoughts... what happened? where are you?... And why are you naked?
You appear to be lying bare on the cold floor of a musty, dark but strangely cozy looking cave. You don't remember much of what happened to you, but this strange cave surely gives you the eerie feeling that something happened.
You sit up and try to remember... ah! You were in your classroom and had to go to the library. On your way there you met Kim. Now... you never really paid much attention to Kim, but there were rumors that she was one strange weirdo... and that she had a crush on you...OH!
You remember now! She confessed her feelings to you, and you turned her down...
She didn't take it well or she took it about as bad as humanly possible, crying out loud like a little spoiled brat not receiving it's plaything...
Then it all became a lot clearer to you... She hexed you!... that bitch!
Later that day she returned with a huge ass magic book... and... *poof* now you're here?
You definitely never truly believed in magic, but you always wanted it to be real, and to think that she was capable of something like this, how terrifying but awesome as well.
<<AcceptQuest 10>>
Now that you know what the hell is going on, you better find a way out of here.
<<AcceptQuest 11>>
Surely, there is a way out right...?<</widget>><<widget IntroExMercenary>>You open your eyes and squirm as your entire body is aching in pain.
You attempt to gather your thoughts... what happened? where are you?... And why are you naked?
You appear to be lying bare on the cold floor of a musty, dark but strangely cozy looking cave. You don't remember much of what happened to you, but this strange cave surely gives you the eerie feeling that something happened.
You sit up and try to remember... ah! You were travelling by caravan, from the eastern lands of Dul'Anos.
You don't remember too much though, as most of it appears to be behind a hazy cloud or memories. However, that may have something to do with the terrible aching pain from the back of your head.
Why are you here? Who brought you here?... Too many questions and nobody around to answer you. You get up and look around the cave, but it appears to be abandoned.
You sit down by a chair and think to yourself. You definitely remember why you were travelling from the eastern lands, or more likely... fleeing
You give the cave an extra look and decide that it'll serve as a nice temporary means of shelter.<</widget>><<widget IntroCleanSlate>>You open your eyes and squirm as your entire body is aching in pain.
You attempt to gather your thoughts... what happened? where are you?... And why are you naked?
You appear to be lying bare on the cold floor of a musty, dark but strangely cozy looking cave. You don't remember much of what happened to you, but this strange cave surely gives you the eerie feeling that something happened.
You sit up and try to remember... but your thoughts are clouded.
Why are you here? Who brought you here?... Too many questions and nobody around to answer you. You get up and look around the cave, but it appears to be abandoned.
You sit down by a chair and think to yourself for a while, trying to remember, but nothing comes to you.
You give the cave an extra look and decide that it'll serve as a nice temporary means of shelter.<</widget>><<widget IntroExSlaver>>You open your eyes and squirm as your entire body is aching in pain.
You attempt to gather your thoughts... what happened? where are you?... And why are you naked?
You appear to be lying bare on the cold floor of a musty, dark but strangely cozy looking cave. You don't remember much of what happened to you, but this strange cave surely gives you the eerie feeling that something happened.
You sit up and try to remember... ah! You were running... No... Fleeing on horseback... From the eastern steppes towards Westdale, in search of a new life.
Yes! Now you remember! You attempted to take over a slaver's camp after an argument witht he current chief, but it all turned south... And then... You fled... we're they chasing you? You can't remember...
Why are you here? Who brought you here?... Too many questions and nobody around to answer them. You get up and look around the cave, but it appears to be abandoned.
You give the cave an extra look and decide that it'll serve as a good temporary encampnent to acquire some new "merchandise".<</widget>><<widget IntroEscapedPleasureSlave>>You open your eyes and squirm as your entire body is aching in pain.
You attempt to gather your thoughts... what happened? where are you?... And why are you naked?
You appear to be lying bare on the cold floor of a musty, dark but strangely cozy looking cave. You don't remember much of what happened to you, but this strange cave surely gives you the eerie feeling that something happened.
You sit up and try to remember... ah! You were running... No... Fleeing from something or someone...
Yes! Now you remember! You were fleeing from the Baron of Endenberg... Your old master and owner...
Why are you here though, what happened? Who brought you here?... Too many questions and nobody around to answer them. You get up and look around the cave, but it appears to be abandoned.
You give the cave an extra look and decide that it'll serve as an acceptable hideout for now... hopefully the Baron's men has given up by now and are no longer looking for you.<</widget>><<widget IntroEscapedTribute>>You open your eyes and squirm as your entire body is aching in pain.
You attempt to gather your thoughts... what happened? where are you?... And why are you naked?
You appear to be lying bare on the cold floor of a musty, dark but strangely cozy looking cave. You don't remember much of what happened to you, but this strange cave surely gives you the eerie feeling that something happened.
You sit up and try to remember... ah! You were being held captive... They were going to sacrifice you as tribute... But you saw an oppourtunity to escape and took it!
Yes! Now you remember it all! You shaked them off and took refuge in here, but you don't remember anything after that... Only that it all faded to black. Perhaps you passed out from exhaustion?
You give the cave an extra look and decide that it'll serve as a good temporary encampnent to acquire some new "merchandise".<</widget>><<widget StartEntityItemSlots>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<set $EntityValues[$i].HeadItemID = 0>>
<<set $EntityValues[$i].HeadItemName = "">>
<<set $EntityValues[$i].ChestItemID = 0>>
<<set $EntityValues[$i].ChestItemName = "">>
<<set $EntityValues[$i].HandsItemID = 0>>
<<set $EntityValues[$i].HandsItemName = "">>
<<set $EntityValues[$i].LegsItemID = 0>>
<<set $EntityValues[$i].LegsItemName = "">>
<<set $EntityValues[$i].FeetItemID = 0>>
<<set $EntityValues[$i].FeetItemName = "">>
<<set $EntityValues[$i].BraItemID = 0>>
<<set $EntityValues[$i].BraItemName = "">>
<<set $EntityValues[$i].UnderwearItemID = 0>>
<<set $EntityValues[$i].UnderwearItemName = "">>
<</for>>
<</widget>>
<<if $BackgroundMode is true>>
<<if $EncounterEnemy == "Goblin">>
<<if $EnemySex == 1>>
<img src="Images/Encounters/GoblinMaleEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<elseif $EnemySex == 0>>
<img src="Images/Encounters/GoblinFemaleEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<<elseif $EncounterEnemy == "Human">>
<<if $EnemySex == 1>>
<<if $EnemySubType == 2>>
<img src="Images/Encounters/HumanCultistMaleEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<else>>
<img src="Images/Encounters/HumanMaleEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<<elseif $EnemySex == 0>>
<<if $EnemySubType == 2>>
<img src="Images/Encounters/HumanCultistFemaleEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<else>>
<img src="Images/Encounters/HumanFemaleEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<<elseif $EnemySex == 2>>
<img src="Images/Encounters/HumanFutanariEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<<elseif $EncounterEnemy == "Imp">>
<img src="Images/Encounters/ImpEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<elseif $EncounterEnemy == "Orc">>
<<if $EnemySex == 1>>
<<if $EnemySubType == 2>>
<img src="Images/Encounters/OrcMaleWarlockEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<else>>
<img src="Images/Encounters/OrcMaleBerserkerEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<<elseif $EnemySex == 0>>
<<if $EnemySubType == 2>>
<img src="Images/Encounters/OrcFemaleShamanEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<else>>
<img src="Images/Encounters/OrcFemaleHunterEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<</if>>
<<elseif $EncounterEnemy == "High Elf">>
<<if $EnemySex == 1>>
<<if $EnemySubType == 2>>
<img src="Images/Encounters/HighElfMaleWizardEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<else>>
<img src="Images/Encounters/HighElfMaleGuardianEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<<elseif $EnemySex == 0>>
<<if $EnemySubType == 2>>
<img src="Images/Encounters/HighElfFemaleMageEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<else>>
<img src="Images/Encounters/HighElfFemaleRangerEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<</if>>
<<elseif $EncounterEnemy == "Dark Elf">>
<<if $EnemySex == 1>>
<<if $EnemySubType == 2>>
<img src="Images/Encounters/DarkElfMaleSorcererEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<else>>
<img src="Images/Encounters/DarkElfMalePirateEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<<elseif $EnemySex == 0>>
<<if $EnemySubType == 2>>
<img src="Images/Encounters/DarkElfFemaleWarlockEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<else>>
<img src="Images/Encounters/DarkElfFemaleAssassinEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<</if>>
<<elseif $EncounterEnemy == "Satyr">>
<<if $EnemySex == 1>>
<img src="Images/Encounters/SatyrMaleEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<elseif $EnemySex == 0>>
<img src="Images/Encounters/SatyrFemaleEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<<elseif $EncounterEnemy == "Centaur">>
<<if $EnemySex == 1>>
<img src="Images/Encounters/CentaurMaleEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<elseif $EnemySex == 0>>
<img src="Images/Encounters/CentaurFemaleEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<<elseif $EncounterEnemy == "Succubus">>
<img src="Images/Encounters/SuccubusEncounterBanner.png" alt="banner-image" width=100% height=92%>
<<elseif $EncounterEnemy == "Minotaur">>
<img src="Images/Encounters/MinotaurEncounterBanner.png" alt="banner-image" width=100% height=92%>
<</if>>
<</if>><<widget Discover>>
<<for $i to 0; $i lt $LocationTable.length; $i++>>
<<if $args[0] == $LocationTable[$i].ID>>
<<set $LocationTable[$i].Activated to true>>
$LocationTable[$i].ExploreMessage
<<if $LocationTable[$i].HasQuest is true>>
<br><br>$LocationTable[$i].QuestMessage
<</if>>
<</if>>
<</for>>
<</widget>><<widget AcceptQuest>>
<<for $i to 0; $i lt $Quests.length; $i++>>
<<if $args[0] == $Quests[$i].ID>>
<<set $Quests[$i].Activated to true>>
<<set $QuestName = $Quests[$i].Name>>
<<set $AcceptMessage = "@@.discoverytext;You have accepted the quest '$QuestName'! (Quest)@@">>
<</if>>
<</for>>
$AcceptMessage
<</widget>><<silently>>
<</silently>>
!The Fallen Star
---------------------------------------
It was a silent night, an omen of shadows as the darkness loomed over all of Auria. They snickered, chittered and chattered as the followers of the blackest of cults prepared their sermon of sinister proportions.
Everyone knew that it was them, their doing, a calling to their eldritch gods to strike down on our beloved world, to rend it and to scar it.
The people common and noble slept terribly that night, only to awaken to the very skies themselves screaming in agonizing pain. A cracking scream as everything that was above opened in blinding light.
A tail so long it stretched as far as the eye could see. The star struck in the near distance scorching the eyes of those whom watched in awe. There was no sound of the impact, no, there was only a deadening lump in the stomach.
The next day the sun did not rise... and the night after that one. Three whole cycles, now known as the three nights of the star.
The fools they are, they send explorers and priests to survey the impact area. At first, none returned. However, as time went on, about a year, some of them returned. Deformed by what they had experienced and seen, both physically and mentally.
It was then, that it was named; @@.depravitytext;The Crater of Corruption@@.
<<Discover 4>>
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>><<widget DailyTraitRestoration>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].IsPlayer is false>>
<<if $EntityValues[$i].Traits.includes("Empowered")>>
<<set $EntityValues[$i].Traits.delete("Empowered")>>
<</if>>
<<if $EntityValues[$i].Traits.includes("Exhausted")>>
<<set $EntityValues[$i].Traits.delete("Exhausted")>>
<</if>>
<<if $EntityValues[$i].Traits.includes("Enhanced")>>
<<set $EntityValues[$i].Traits.delete("Enhanced")>>
<</if>>
<<if $EntityValues[$i].Traits.includes("Debilitated")>>
<<set $EntityValues[$i].Traits.delete("Debilitated")>>
<</if>>
<<if $EntityValues[$i].Traits.includes("Ascended")>>
<<set $EntityValues[$i].Traits.delete("Ascended")>>
<</if>>
<<if $EntityValues[$i].Traits.includes("Mind-Blank")>>
<<set $EntityValues[$i].Traits.delete("Mind-Blank")>>
<</if>>
<<if $EntityValues[$i].Traits.includes("Overflow")>>
<<set $EntityValues[$i].Traits.delete("Overflow")>>
<</if>>
<<if $EntityValues[$i].Traits.includes("Insight")>>
<<set $EntityValues[$i].Traits.delete("Insight")>>
<</if>>
<<if $EntityValues[$i].Traits.includes("Confused")>>
<<set $EntityValues[$i].Traits.delete("Confused")>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget ResetEntityStatEffects>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<set $EntityValues[$i].LethalityEffectApply = 0>>
<<set $EntityValues[$i].ArmorEffectApply = 0>>
<<set $EntityValues[$i].SorceryEffectApply = 0>>
<<set $EntityValues[$i].BindingEffectApply = 0>>
<<set $EntityValues[$i].SeductionEffectApply = 0>>
<<set $EntityValues[$i].DepravityEffectApply = 0>>
<<set $EntityValues[$i].AccuracyEffectApply = 0>>
<<set $EntityValues[$i].EvasionEffectApply = 0>>
<<set $EntityValues[$i].CriticalityEffectApply = 0>>
<<set $EntityValues[$i].MaxHealthEffectApply = 0>>
<<set $EntityValues[$i].MinHealthEffectApply = 0>>
<<set $EntityValues[$i].MaxManaEffectApply = 0>>
<<set $EntityValues[$i].MinManaEffectApply = 0>>
<<set $EntityValues[$i].MaxLustEffectApply = 0>>
<<set $EntityValues[$i].MinLustEffectApply = 0>>
<<set $EntityValues[$i].MaxEnergyEffectApply = 0>>
<<set $EntityValues[$i].MinEnergyEffectApply = 0>>
<<set $EntityValues[$i].MaxResistanceEffectApply = 0>>
<<set $EntityValues[$i].MinResistanceEffectApply = 0>>
<</for>>
<</widget>><<widget EVENT_VALENDALEROAD>><<set $EventTableDarkForest[6].Triggered to true>><<set $EventTableDarkForest[6].Activated to false>>You follow the forest path only to observe the trees and the bushes start to become less dense and more free. You come upon a sign reading out @@.boldtext;Road to Valendale@@, pointing to the east.
<<Discover 3>>
You exit the forest and follow the road, scouting the village from a distance, you realize that heavy smoke is coming from it.
You commit this location to memory and decide to move on.
<<ForestExplore>><</widget>><<widget SocialQuests>><br><br>
<<if $CurrentSocial == "Tracy">>
<<TracyQuests>>
<<elseif $CurrentSocial == "The Witch">>
<<NadoraQuests>>
<<elseif $CurrentSocial == "Zako">>
<<ZakoQuests>>
<<elseif $CurrentSocial == "Velindra">>
<<VelindraQuests>>
<<elseif $CurrentSocial == "Halden">>
<<HaldenQuests>>
<<elseif $CurrentSocial == "Lisa">>
<<LisaQuests>>
<</if>>
<</widget>>
<<widget QuestMessage>>
<<if $QuestAftermath is true>>
<<set $QuestAftermath to false>>
<br><br>$QuestMessage
<</if>>
<<set $QuestMessage = "">>
<</widget>><<widget StartSmallTalk>>
<<set $Smalltalk = [
{
ID: 0,
Textline: "Lovely weather today?"
},
{
ID: 1,
Textline: "How are you?"
},
{
ID: 2,
Textline: "Anything you want to talk about?"
},
{
ID: 3,
Textline: "Tell me about yourself."
},
{
ID: 4,
Textline: "A great many things to talk about we have."
}
]>>
<</widget>>
<<widget SmallTalk>>
<<if $Smalltalking is true>>
<<set $Smalltalking to false>>
<<set $SmallRandom = random(4)>>
<<set $NPCTalk = $Smalltalk[$SmallRandom].Textline>>
<</if>>
<</widget>><<silently>>
<</silently>>
!Activities
---------------------------------------
<<DisplayActivities>>
<<HomeBack>><<widget StartActivityTab>>
<<set $Activities = [
{
ID: 0,
Name: "Westdale Caverns Exploration",
Entry: "[[Explore the Caverns of Westdale|Activity Info - Westdale Caverns Exploration]]",
Activated: false
},
{
ID: 1,
Name: "Waitressing at the High Tavern",
Entry: "[[Work at the High Tavern|Activity Info - High Tavern Waitress]]",
Activated: false
},
{
ID: 2,
Name: "Western Trade Road",
Entry: "[[Trade at the Western Trade Road|Activity Info - Western Trade Road]]",
Activated: false
},
{
ID: 3,
Name: "Western Trade Road (Smuggling)",
Entry: "[[Smuggle at the Western Trade Road|Activity Info - Western Trade Road (Smuggling)]]",
Activated: false
}
]>>
<</widget>><<widget DisplayActivities>>
<<for $i to 0; $i lt $Activities.length; $i++>>
<<if $Activities[$i].Activated is true>>
$Activities[$i].Entry<br><br>
<<else>>
$Activities[$i].Name - (Not Discovered Yet).<br><br>
<</if>>
<</for>>
<</widget>><<silently>>
<<set $LustRestoration = random(5) + 2>>
<<PlayerRestoration>>
<<set $EntityValues[$Player].CurrentHealth = $EntityValues[$Player].MaxHealth>>
<<set $EntityValues[$Player].CurrentMana = $EntityValues[$Player].MaxMana>>
<<set $EntityValues[$Player].CurrentEnergy = $EntityValues[$Player].MaxEnergy>>
<<set $EntityValues[$Player].CurrentLust += $LustRestoration>>
<<if $PlayerIsResisting is true>>
<<set $EntityValues[$Player].CurrentResistance = $EntityValues[$Player].MaxResistance>>
<</if>>
<</silently>>
<<if $DayTime != 4>>!Resting...
---------------------------------------
You decide to rest for a little while...<<else>>!Sleeping...
---------------------------------------
You go to sleep and recover some lost strength.<</if>>
<<PlayerRestorationMessages>>
<<ReflectionRoll>>You feel refreshed!
<<if $PlayerIsResisting is true>><span id="StopResisting"><<click "Do you wish to stop resisting?">><<set $PlayerIsResisting to false>><<replace "#StopResisting">>Your body will now no longer fight the change...<</replace>><</click>></span><<elseif $PlayerIsResisting is false>><span id="StartResisting"><<click "Do you wish to resist the change?">><<set $PlayerIsResisting to true>><<replace "#StartResisting">>Your body will now try to fight the change...<</replace>><</click>></span><</if>>
<<if $DayTime == 4>><<DecayDepravity $Player>><</if>>
<<set $DayTime += 1>>
<<if $EntityValues[$Player].Status == "Enslaved">><<EnslavedContinue>><<else>><<HomeContinue>><</if>><<widget PlayerRestoration>>
<<set $PlayerEmpoweredTriggered to false>>
<<set $PlayerExhaustedTriggered to false>>
<<set $PlayerEnhancedTriggered to false>>
<<set $PlayerDebilitatedTriggered to false>>
<<set $PlayerAscendedTriggered to false>>
<<set $PlayerMindBlankTriggered to false>>
<<set $PlayerOverlowTriggered to false>>
<<set $PlayerInsightTriggered to false>>
<<set $PlayerConfusedTriggered to false>>
<<set $PlayerAlcoholTriggered to false>>
<<if $EntityValues[$Player].RankedTraits.AlcoholTraitLevel > 0>>
<<set $EntityValues[$Player].RankedTraits.AlcoholTraitLevel = 0>>
<<set $PlayerAlcoholTriggered to true>>
<<set $AlcoholMessage = "You're now sober.">>
<</if>>
<<if $EntityValues[$Player].RankedTraits.CorruptionTraitLevel > 0>>
<<set $EntityValues[$Player].RankedTraits.CorruptionTraitLevel -= 1>>
<<set $PlayerCorruptionTriggered to true>>
<<set $CorruptionMessage = "Your @@.depravity;Corruption@@ decreases.">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Empowered")>>
<<set $EntityValues[$Player].Traits.delete("Empowered")>>
<<set $PlayerEmpoweredTriggered to true>>
<<set $EmpoweredMessage = "You have lost the trait @@.lightbluetext;Empowered@@!">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Exhausted")>>
<<set $EntityValues[$Player].Traits.delete("Exhausted")>>
<<set $ExhaustedMessage = "You have lost the trait @@.lightbluetext;Exhausted@@!">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Enhanced")>>
<<set $EntityValues[$Player].Traits.delete("Enhanced")>>
<<set $PlayerEnhancedTriggered to true>>
<<set $EnhancedMessage = "You have lost the trait @@.lightbluetext;Enhanced@@!">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Debilitated")>>
<<set $EntityValues[$Player].Traits.delete("Debilitated")>>
<<set $PlayerDebilitatedTriggered to true>>
<<set $DebilitatedMessage = "You have lost the trait @@.lightbluetext;Debilitated@@!">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Ascended")>>
<<set $EntityValues[$Player].Traits.delete("Ascended")>>
<<set $PlayerAscendedTriggered to true>>
<<set $AscendedMessage = "You have lost the trait @@.lightbluetext;Ascended@@!">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Mind-Blank")>>
<<set $EntityValues[$Player].Traits.delete("Mind-Blank")>>
<<set $PlayerMindBlankTriggered to true>>
<<set $MindBlankMessage = "You have lost the trait @@.lightbluetext;Mind-Blank@@!">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Overflow")>>
<<set $EntityValues[$Player].Traits.delete("Overflow")>>
<<set $PlayerOverflowTriggered to true>>
<<set $OverflowMessage = "You have lost the trait @@.lightbluetext;Overflow@@!">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Insight")>>
<<set $EntityValues[$Player].Traits.delete("Insight")>>
<<set $PlayerInsightTriggered to true>>
<<set $InsightMessage = "You have lost the trait @@.lightbluetext;Insight@@!">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Confused")>>
<<set $EntityValues[$Player].Traits.delete("Confused")>>
<<set $PlayerConfusedTriggered to true>>
<<set $ConfusedMessage = "You have lost the trait @@.lightbluetext;Confused@@!">>
<</if>>
<</widget>>
<<widget PlayerRestorationMessages>>
<<if $PlayerAlcoholTriggered is true>>
<<set $PlayerAlcoholTriggered to false>>
<br>$AlcoholMessage<br>
<</if>>
<<if $PlayerCorruptionTriggered is true>>
<<set $PlayerCorruptionTriggered to false>>
<br>$CorruptionMessage<br>
<</if>>
<<if $PlayerEmpoweredTriggered is true>>
<<set $PlayerEmpoweredTriggered to false>>
<br>$EmpoweredMessage<br>
<</if>>
<<if $PlayerExhaustedTriggered is true>>
<<set $PlayerExhaustedTriggered to false>>
<br>$ExhaustedMessage<br>
<</if>>
<<if $PlayerEnhancedTriggered is true>>
<<set $PlayerEnhancedTriggered to false>>
<br>$EnhancedMessage<br>
<</if>>
<<if $PlayerDebilitatedTriggered is true>>
<<set $PlayerDebilitatedTriggered to false>>
<br>$DebilitatedMessage<br>
<</if>>
<<if $PlayerAscendedTriggered is true>>
<<set $PlayerAscendedTriggered to false>>
<br>$AscendedMessage<br>
<</if>>
<<if $PlayerMindBlankTriggered is true>>
<<set $PlayerMindBlankTriggered to false>>
<br>$MindBlankMessage<br>
<</if>>
<<if $PlayerOverflowTriggered is true>>
<<set $PlayerOverflowTriggered to false>>
<br>$OverflowMessage<br>
<</if>>
<<if $PlayerInsightTriggered is true>>
<<set $PlayerInsightTriggered to false>>
<br>$InsightMessage<br>
<</if>>
<<if $PlayerConfusedTriggered is true>>
<<set $PlayerConfusedTriggered to false>>
<br>$ConfusedMessage<br>
<</if>>
<</widget>>
<<widget DecayDepravity>>
<<set $EntityID = $args[0]>>
<<set $DDepravity = 15>>
<<if $EntityValues[$Player].Traits.includes('Slutty')>>
<<set $DDepravity -= 2>>
<</if>>
<<if $EntityValues[$Player].Traits.includes('Insatiable')>>
<<set $DDepravity -= 5>>
<</if>>
<<if $EntityValues[$Player].Traits.includes('Seductive')>>
<<set $DDepravity -= 1>>
<</if>>
<<if $EntityValues[$Player].RankedTraits.CorruptionTraitLevel < 1>>
<<set $DDepravity -= 1>>
<<elseif $EntityValues[$EntityID].RankedTraits.CorruptionTraitLevel < 2>>
<<set $DDepravity -= 4>>
<<elseif $EntityValues[$Player].RankedTraits.CorruptionTraitLevel < 3>>
<<set $DDepravity -= 7>>
<</if>>
<<if $DDepravity > 0>>
<<AlterStat $EntityID "Depravity" "Decrease" $DDepravity $DDepravity>>
<</if>>
<</widget>><<widget CreateEntityStatus>>
<<if $args[0] != "Imp" or $args[0] != "Minotaur">>
<<set $CreatedIsPerson to true>>
<<set $CreatedIsPlayer to false>>
<<set $CreatedIsEnslaved to false>>
<<set $CreatedIsCompanion to false>>
<<set $CreatedIsRomanced to false>>
<<set $CreatedIsGiftable to true>>
<<set $CreatedLocation = "Wilderness">>
<<set $CreatedStatus = "Independent">>
<<else>>
<<set $CreatedIsPerson to false>>
<<set $CreatedIsPlayer to false>>
<<set $CreatedIsEnslaved to false>>
<<set $CreatedIsCompanion to false>>
<<set $CreatedIsRomanced to false>>
<<set $CreatedIsGiftable to true>>
<<set $CreatedLocation = "Wilderness">>
<<set $CreatedStatus = "Independent">>
<</if>>
<</widget>>
<<widget CreateEntityCoreStats>>
<<if $args[0] == "Human">>
<<if $args[1] == "Male">>
<<set $CreatedEntityStrTL = 2 + random(3)>>
<<set $CreatedEntityDexTL = 2 + random(3)>>
<<set $CreatedEntityIntTL = 1 + random(4)>>
<<set $CreatedEntityChrTL = 1 + random(5)>>
<<set $CreatedEntityWilTL = 2 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(1)>>
<<set $CreatedEntityCorruptorTL = random(2)>>
<<set $CreatedEntityAttTL = 1 + random(3)>>
<<set $CreatedEntitySexTT = 1 + random(3)>>
<<elseif $args[1] == "Female">>
<<set $CreatedEntityStrTL = 1 + random(4)>>
<<set $CreatedEntityDexTL = 3 + random(3)>>
<<set $CreatedEntityIntTL = 2 + random(3)>>
<<set $CreatedEntityChrTL = 2 + random(4)>>
<<set $CreatedEntityWilTL = 1 + random(4)>>
<<set $CreatedEntityCorruptionTL = random(1)>>
<<set $CreatedEntityCorruptorTL = random(2)>>
<<set $CreatedEntityAttTL = 2 + random(2)>>
<<set $CreatedEntitySexTT = random(2)>>
<</if>>
<<elseif $args[0] == "Orc">>
<<if $args[1] == "Male">>
<<set $CreatedEntityStrTL = 4 + random(2)>>
<<set $CreatedEntityDexTL = 2 + random(3)>>
<<set $CreatedEntityIntTL = 0 + random(4)>>
<<set $CreatedEntityChrTL = 0 + random(4)>>
<<set $CreatedEntityWilTL = 3 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(2)>>
<<set $CreatedEntityCorruptorTL = random(3)>>
<<set $CreatedEntityAttTL = 0 + random(4)>>
<<set $CreatedEntitySexTT = 1 + random(3)>>
<<elseif $args[1] == "Female">>
<<set $CreatedEntityStrTL = 4 + random(2)>>
<<set $CreatedEntityDexTL = 2 + random(3)>>
<<set $CreatedEntityIntTL = 1 + random(4)>>
<<set $CreatedEntityChrTL = 0 + random(4)>>
<<set $CreatedEntityWilTL = 2 + random(4)>>
<<set $CreatedEntityCorruptionTL = random(2)>>
<<set $CreatedEntityCorruptorTL = random(3)>>
<<set $CreatedEntityAttTL = 2 + random(2)>>
<<set $CreatedEntitySexTT = random(2)>>
<</if>>
<<elseif $args[0] == "High Elf">>
<<if $args[1] == "Male">>
<<set $CreatedEntityStrTL = 2 + random(2)>>
<<set $CreatedEntityDexTL = 4 + random(2)>>
<<set $CreatedEntityIntTL = 4 + random(2)>>
<<set $CreatedEntityChrTL = 3 + random(3)>>
<<set $CreatedEntityWilTL = 3 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(1)>>
<<set $CreatedEntityCorruptorTL = random(1)>>
<<set $CreatedEntityAttTL = 2 + random(2)>>
<<set $CreatedEntitySexTT = 1 + random(3)>>
<<elseif $args[1] == "Female">>
<<set $CreatedEntityStrTL = 2 + random(2)>>
<<set $CreatedEntityDexTL = 4 + random(2)>>
<<set $CreatedEntityIntTL = 4 + random(2)>>
<<set $CreatedEntityChrTL = 3 + random(3)>>
<<set $CreatedEntityWilTL = 3 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(1)>>
<<set $CreatedEntityCorruptorTL = random(1)>>
<<set $CreatedEntityAttTL = 2 + random(2)>>
<<set $CreatedEntitySexTT = random(2)>>
<</if>>
<<elseif $args[0] == "Dark Elf">>
<<if $args[1] == "Male">>
<<set $CreatedEntityStrTL = 2 + random(2)>>
<<set $CreatedEntityDexTL = 4 + random(2)>>
<<set $CreatedEntityIntTL = 4 + random(2)>>
<<set $CreatedEntityChrTL = 3 + random(3)>>
<<set $CreatedEntityWilTL = 3 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(1)>>
<<set $CreatedEntityCorruptorTL = random(3)>>
<<set $CreatedEntityAttTL = 2 + random(2)>>
<<set $CreatedEntitySexTT = 1 + random(3)>>
<<elseif $args[1] == "Female">>
<<set $CreatedEntityStrTL = 2 + random(2)>>
<<set $CreatedEntityDexTL = 4 + random(2)>>
<<set $CreatedEntityIntTL = 4 + random(2)>>
<<set $CreatedEntityChrTL = 3 + random(3)>>
<<set $CreatedEntityWilTL = 3 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(1)>>
<<set $CreatedEntityCorruptorTL = random(3)>>
<<set $CreatedEntityAttTL = 2 + random(2)>>
<<set $CreatedEntitySexTT = random(2)>>
<</if>>
<<elseif $args[0] == "Centaur">>
<<if $args[1] == "Male">>
<<set $CreatedEntityStrTL = 4 + random(2)>>
<<set $CreatedEntityDexTL = 3 + random(2)>>
<<set $CreatedEntityIntTL = 3 + random(2)>>
<<set $CreatedEntityChrTL = 2 + random(3)>>
<<set $CreatedEntityWilTL = 3 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(1)>>
<<set $CreatedEntityCorruptorTL = random(2)>>
<<set $CreatedEntityAttTL = 2 + random(2)>>
<<set $CreatedEntitySexTT = 1 + random(3)>>
<<elseif $args[1] == "Female">>
<<set $CreatedEntityStrTL = 4 + random(2)>>
<<set $CreatedEntityDexTL = 3 + random(2)>>
<<set $CreatedEntityIntTL = 3 + random(2)>>
<<set $CreatedEntityChrTL = 2 + random(3)>>
<<set $CreatedEntityWilTL = 3 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(1)>>
<<set $CreatedEntityCorruptorTL = random(2)>>
<<set $CreatedEntityAttTL = 2 + random(2)>>
<<set $CreatedEntitySexTT = random(2)>>
<</if>>
<<elseif $args[0] == "Satyr">>
<<if $args[1] == "Male">>
<<set $CreatedEntityStrTL = 2 + random(2)>>
<<set $CreatedEntityDexTL = 5 + random(1)>>
<<set $CreatedEntityIntTL = 4 + random(2)>>
<<set $CreatedEntityChrTL = 5 + random(1)>>
<<set $CreatedEntityWilTL = 3 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(2)>>
<<set $CreatedEntityCorruptorTL = 2 + random(1)>>
<<set $CreatedEntityAttTL = 3 + random(1)>>
<<set $CreatedEntitySexTT = 1 + random(3)>>
<<elseif $args[1] == "Female">>
<<set $CreatedEntityStrTL = 2 + random(2)>>
<<set $CreatedEntityDexTL = 5 + random(1)>>
<<set $CreatedEntityIntTL = 4 + random(2)>>
<<set $CreatedEntityChrTL = 5 + random(1)>>
<<set $CreatedEntityWilTL = 3 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(2)>>
<<set $CreatedEntityCorruptorTL = 2 + random(1)>>
<<set $CreatedEntityAttTL = 3 + random(1)>>
<<set $CreatedEntitySexTT = random(2)>>
<</if>>
<<elseif $args[0] == "Goblin">>
<<if $args[1] == "Male">>
<<set $CreatedEntityStrTL = 1 + random(2)>>
<<set $CreatedEntityDexTL = 3 + random(1)>>
<<set $CreatedEntityIntTL = 1 + random(3)>>
<<set $CreatedEntityChrTL = 1 + random(3)>>
<<set $CreatedEntityWilTL = 1 + random(2)>>
<<set $CreatedEntityCorruptionTL = random(2)>>
<<set $CreatedEntityCorruptorTL = 2 + random(1)>>
<<set $CreatedEntityAttTL = random(2)>>
<<set $CreatedEntitySexTT = 1 + random(3)>>
<<elseif $args[1] == "Female">>
<<set $CreatedEntityStrTL = 1 + random(2)>>
<<set $CreatedEntityDexTL = 3 + random(1)>>
<<set $CreatedEntityIntTL = 1 + random(3)>>
<<set $CreatedEntityChrTL = 1 + random(3)>>
<<set $CreatedEntityWilTL = 1 + random(2)>>
<<set $CreatedEntityCorruptionTL = random(2)>>
<<set $CreatedEntityCorruptorTL = 2 + random(1)>>
<<set $CreatedEntityAttTL = random(4)>>
<<set $CreatedEntitySexTT = random(2)>>
<</if>>
<<elseif $args[0] == "Imp">>
<<set $CreatedEntityStrTL = 1 + random(2)>>
<<set $CreatedEntityDexTL = 3 + random(2)>>
<<set $CreatedEntityIntTL = 3 + random(3)>>
<<set $CreatedEntityChrTL = 1 + random(3)>>
<<set $CreatedEntityWilTL = 3 + random(3)>>
<<set $CreatedEntityCorruptionTL = random(1)>>
<<set $CreatedEntityCorruptorTL = 3>>
<<set $CreatedEntityAttTL = random(3)>>
<<set $CreatedEntitySexTT = 2 + random(2)>>
<<elseif $args[0] == "Minotaur">>
<<set $CreatedEntityStrTL = 6>>
<<set $CreatedEntityDexTL = 2 + random(2)>>
<<set $CreatedEntityIntTL = 1 + random(2)>>
<<set $CreatedEntityChrTL = 1 + random(3)>>
<<set $CreatedEntityWilTL = 5 + random(1)>>
<<set $CreatedEntityCorruptionTL = random(1)>>
<<set $CreatedEntityCorruptorTL = random(3)>>
<<set $CreatedEntityAttTL = random(3)>>
<<set $CreatedEntitySexTT = 3 + random(1)>>
<<elseif $args[0] == "Succubus">>
<<set $CreatedEntityStrTL = 5>>
<<set $CreatedEntityDexTL = 5 + random(1)>>
<<set $CreatedEntityIntTL = 5 + random(1)>>
<<set $CreatedEntityChrTL = 5 + random(1)>>
<<set $CreatedEntityWilTL = random(6)>>
<<set $CreatedEntityCorruptionTL = 0>>
<<set $CreatedEntityCorruptorTL = 3>>
<<set $CreatedEntityAttTL = 4>>
<<set $CreatedEntitySexTT = random(1)>>
<</if>>
<</widget>>Chort
Fiend
Gorgon
Cambion
Troll/*<<set $MoralTrait = ["Innocent", "Pure", "Righteous", "None", "Vicious", "Impure", "Corruptor"]>>
<<set $PreferenceTrait = ["Submissive", "None", "Dominant"]>>
<<set $SluttinessTrait = ["Asexual", "None", "Lewd", "Slutty", "Shameless", "Depraved"]>>
<<set $SpeakingTrait = ["Unconvincing", "None", "Persuasive", "Silver-tongued"]>>
<<set $TemperamentTrait = ["Pacifist", "Passive", "None", "Aggressive", "Wrathful"]>>
<<set $EmotionalTrait = ["Empath", "Emotional", "None", "Careless", "Indifferent"]>>
<<widget StartTraitGroups>>
<<set $CommonTraitGroup = ["Dominant", "Submissive", "Slutty", "Greedy", "Aggressive", "Emotional"]>>
<<set $UncommonTraitGroup = ["Curious", "Impatient", "Sneaky", "Fleet-footed", "Perceptive", "Persuasive", "Depraved"]>>
<<set $RareTraitGroup = ["Bimbo", "Source", "Pyromaniac", "Insane", "Innocent"]>>
<<set $MythicTraitGroup = [""]>>
<</widget>>
<<widget StartSkillGroups>>
<<set $UncommonSkillsGroup = ["Climbing", "Herbalist", "Literate", "Trickster", "Fencing", "Acrobat", "Pickpocketing"]>>
<<set $RareSkillsGroup = ["Pyromancy", "Luxomancy", "Umbramancy", "Eromancy", "Astrapomancy", "Shadow Dancing", "Biomancy", "Teacher"]>>
<<set $MythicSkillsGroup = [""]>>
<</widget>>
*/
<<widget StartTraitCollection>>
<<set $StrengthTrait = ["Enfeebled", "Frail", "Weak", "Average", "Strong", "Bulky", "Monstrous"]>>
<<set $DexterityTrait = ["Graceless", "Gawky", "Clumsy", "Average", "Agile", "Athletic", "Graceful"]>>
<<set $IntelligenceTrait = ["Incompetent", "Stupid", "Simple", "Average", "Cunning", "Intelligent", "Brilliant"]>>
<<set $CharismaTrait = ["Repulsive", "Unpleasant", "Impolite", "Average", "Charming", "Deceptive", "Manipulative"]>>
<<set $WillpowerTrait = ["Craven", "Wimpy", "Weak-willed", "Average", "Steadfast", "Impervious", "Bastion"]>>
<<set $SexualTrait = ["Exceptionally Feminine", "Feminine", "Androgyne", "Masculine", "Exceptionally Masculine"]>>
<<set $AttractiveTrait = ["Abominable", "Ugly", "Average", "Attractive", "Beautiful"]>>
<<set $AlcoholTrait = ["None", "Tipsy", "Drunk", "Wasted"]>>
<<set $CorruptionTrait = ["None", "Tainted", "Corrupted", "Wrecked"]>>
<<set $CorruptorTrait = ["None", "Vicious", "Impure", "Corruptor"]>>
<<set $VampirismTrait = ["None", "Vampirism (Blood-starved)", "Vampirism (Thirsting)", "Vampirism (Sated)", "Vampirism (Latent)"]>>
<<set $Traits = [{
ID: 0,
Name: "Submissive",
Description: "You're naturally submissive and turned on by being dominated and told what to do. Having this with Dominant makes you a Switch.",
Benefits: "+2 to base Seduction.",
Penalties: "More vulnerable to dominant behaviour.",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr"],
Rate: 15,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}]>>
<<StartRankedTraits>>
/*Must go first:*/
<<StartSexualTraits>>
<<StartSocialTraits>>
<<StartPhysicalTraits>>
<<StartMagicalTraits>>
<<StartInfernalTraits>>
<</widget>>
<<widget AddTraitToCollection>>
<<set $AddedTrait = $args[0]>>
<<set $AddedTraitID = $Traits.length>>
<<set $AddedTrait.ID = $AddedTraitID>>
<<set $Traits.pushUnique($AddedTrait)>>
<</widget>><<widget CreateEntityAnatomy>>
/*
Max Breast Size: 7
Max Penis Size: 7
Max Ass Size: 5
Max Asshole Size: 5
Max Vagina Size: 5
Max Lip Size: 2
*/
<<set $CreatedBody to clone($PresetBody)>>
<<if $args[0] == "Human">>
<<if $args[1] == "Male">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to true>>
<<set $CreatedBodyVaginaHas to false>>
<<set $CreatedBody.Breasts.Size = 0>>
<<set $CreatedBody.Ass.Size = random(3)>>
<<set $CreatedBody.Asshole.Size = random(2)>>
<<set $CreatedBody.Vagina.Size = 0>>
<<set $CreatedBody.Penis.Size = 2 + random(3)>>
<<set $CreatedPenisType = 0>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = 0>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 0>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Human'>>
<<CreatedEntityHair 'Human' 'Male'>>
<<CreatedEntitySkin 'Human'>>
<<elseif $args[1] == "Female">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to false>>
<<set $CreatedBodyVaginaHas to true>>
<<set $CreatedBody.Breasts.Size = 2 + random(4)>>
<<set $CreatedBody.Ass.Size = 2 + random(3)>>
<<set $CreatedBody.Asshole.Size = random(3)>>
<<set $CreatedBody.Vagina.Size = random(3)>>
<<set $CreatedBody.Penis.Size = 0>>
<<set $CreatedPenisType = 0>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = random(1)>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 0>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Human'>>
<<CreatedEntityHair 'Human' 'Female'>>
<<CreatedEntitySkin 'Human'>>
<</if>>
<<set $CreatedArmsType = 0>>
<<set $CreatedHandsType = 0>>
<<set $CreatedLegsType = 0>>
<<set $CreatedFeetType = 0>>
<<set $CreatedArmsAmount = 2>>
<<set $CreatedLegsAmount = 2>>
<<elseif $args[0] == "Orc">>
<<if $args[1] == "Male">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to true>>
<<set $CreatedBodyVaginaHas to false>>
<<set $CreatedBody.Breasts.Size = 0>>
<<set $CreatedBody.Ass.Size = random(3)>>
<<set $CreatedBody.Asshole.Size = random(1)>>
<<set $CreatedBody.Vagina.Size = 0>>
<<set $CreatedBody.Penis.Size = 3 + random(3)>>
<<set $CreatedPenisType = 0>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = 0>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 0>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Orc'>>
<<CreatedEntityHair 'Orc' 'Male'>>
<<CreatedEntitySkin 'Orc'>>
<<elseif $args[1] == "Female">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to false>>
<<set $CreatedBodyVaginaHas to true>>
<<set $CreatedBody.Breasts.Size = 3 + random(3)>>
<<set $CreatedBody.Ass.Size = 3 + random(2)>>
<<set $CreatedBody.Asshole.Size = random(3)>>
<<set $CreatedBody.Vagina.Size = random(4)>>
<<set $CreatedBody.Penis.Size = 0>>
<<set $CreatedPenisType = 0>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = random(1)>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 0>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Orc'>>
<<CreatedEntityHair 'Orc' 'Female'>>
<<CreatedEntitySkin 'Orc'>>
<</if>>
<<set $CreatedArmsType = 0>>
<<set $CreatedHandsType = 0>>
<<set $CreatedLegsType = 0>>
<<set $CreatedFeetType = 0>>
<<set $CreatedArmsAmount = 2>>
<<set $CreatedLegsAmount = 2>>
<<elseif $args[0] == "High Elf">>
<<if $args[1] == "Male">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to true>>
<<set $CreatedBodyVaginaHas to false>>
<<set $CreatedBody.Breasts.Size = 0>>
<<set $CreatedBody.Ass.Size = random(3)>>
<<set $CreatedBody.Asshole.Size = random(3)>>
<<set $CreatedBody.Vagina.Size = 0>>
<<set $CreatedBody.Penis.Size = 1 + random(3)>>
<<set $CreatedPenisType = 0>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = 0>>
<<set $CreatedEyeType = 1>>
<<set $CreatedEarType = 1>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'High Elf'>>
<<CreatedEntityHair 'High Elf' 'Male'>>
<<CreatedEntitySkin 'High Elf'>>
<<elseif $args[1] == "Female">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to false>>
<<set $CreatedBodyVaginaHas to true>>
<<set $CreatedBody.Breasts.Size = 1 + random(5)>>
<<set $CreatedBody.Ass.Size = 2 + random(2)>>
<<set $CreatedBody.Asshole.Size = random(4)>>
<<set $CreatedBody.Vagina.Size = random(4)>>
<<set $CreatedBody.Penis.Size = 0>>
<<set $CreatedPenisType = 0>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = random(1)>>
<<set $CreatedEyeType = 1>>
<<set $CreatedEarType = 1>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'High Elf'>>
<<CreatedEntityHair 'High Elf' 'Female'>>
<<CreatedEntitySkin 'High Elf'>>
<</if>>
<<set $CreatedArmsType = 0>>
<<set $CreatedHandsType = 0>>
<<set $CreatedLegsType = 0>>
<<set $CreatedFeetType = 0>>
<<set $CreatedArmsAmount = 2>>
<<set $CreatedLegsAmount = 2>>
<<elseif $args[0] == "Dark Elf">>
<<if $args[1] == "Male">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to true>>
<<set $CreatedBodyVaginaHas to false>>
<<set $CreatedBody.Breasts.Size = 0>>
<<set $CreatedBody.Ass.Size = random(3)>>
<<set $CreatedBody.Asshole.Size = random(3)>>
<<set $CreatedBody.Vagina.Size = 0>>
<<set $CreatedBody.Penis.Size = 1 + random(3)>>
<<set $CreatedPenisType = 0>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = 0>>
<<set $CreatedEyeType = 1>>
<<set $CreatedEarType = 1>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Dark Elf'>>
<<CreatedEntityHair 'Dark Elf' 'Male'>>
<<CreatedEntitySkin 'Dark Elf'>>
<<elseif $args[1] == "Female">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to false>>
<<set $CreatedBodyVaginaHas to true>>
<<set $CreatedBody.Breasts.Size = 1 + random(5)>>
<<set $CreatedBody.Ass.Size = 2 + random(2)>>
<<set $CreatedBody.Asshole.Size = random(4)>>
<<set $CreatedBody.Vagina.Size = random(4)>>
<<set $CreatedBody.Penis.Size = 0>>
<<set $CreatedPenisType = 0>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = random(1)>>
<<set $CreatedEyeType = 1>>
<<set $CreatedEarType = 1>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Dark Elf'>>
<<CreatedEntityHair 'Dark Elf' 'Female'>>
<<CreatedEntitySkin 'Dark Elf'>>
<</if>>
<<set $CreatedArmsType = 0>>
<<set $CreatedHandsType = 0>>
<<set $CreatedLegsType = 0>>
<<set $CreatedFeetType = 0>>
<<set $CreatedArmsAmount = 2>>
<<set $CreatedLegsAmount = 2>>
<<elseif $args[0] == "Centaur">>
<<if $args[1] == "Male">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to true>>
<<set $CreatedBodyVaginaHas to false>>
<<set $CreatedBody.Breasts.Size = 0>>
<<set $CreatedBody.Ass.Size = random(3)>>
<<set $CreatedBody.Asshole.Size = random(3)>>
<<set $CreatedBody.Vagina.Size = 0>>
<<set $CreatedBody.Penis.Size = 5 + random(2)>>
<<set $CreatedPenisType = 2>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = 0>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 0>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Centaur'>>
<<CreatedEntityHair 'Centaur' 'Male'>>
<<CreatedEntitySkin 'Centaur'>>
<<elseif $args[1] == "Female">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to false>>
<<set $CreatedBodyVaginaHas to true>>
<<set $CreatedBody.Breasts.Size = 1 + random(5)>>
<<set $CreatedBody.Ass.Size = 2 + random(2)>>
<<set $CreatedBody.Asshole.Size = random(4)>>
<<set $CreatedBody.Vagina.Size = random(4)>>
<<set $CreatedBody.Penis.Size = 0>>
<<set $CreatedPenisType = 2>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = random(1)>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 0>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Centaur'>>
<<CreatedEntityHair 'Centaur' 'Female'>>
<<CreatedEntitySkin 'Centaur'>>
<</if>>
<<set $CreatedArmsType = 0>>
<<set $CreatedHandsType = 0>>
<<set $CreatedLegsType = 1>>
<<set $CreatedFeetType = 1>>
<<set $CreatedArmsAmount = 2>>
<<set $CreatedLegsAmount = 4>>
<<elseif $args[0] == "Satyr">>
<<if $args[1] == "Male">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to true>>
<<set $CreatedBodyVaginaHas to false>>
<<set $CreatedBody.Breasts.Size = 0>>
<<set $CreatedBody.Ass.Size = random(3)>>
<<set $CreatedBody.Asshole.Size = random(3)>>
<<set $CreatedBody.Vagina.Size = 0>>
<<set $CreatedBody.Penis.Size = 3 + random(3)>>
<<set $CreatedPenisType = 2>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = 0>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 2>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Satyr'>>
<<CreatedEntityHair 'Satyr' 'Male'>>
<<CreatedEntitySkin 'Satyr'>>
<<elseif $args[1] == "Female">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to false>>
<<set $CreatedBodyVaginaHas to true>>
<<set $CreatedBody.Breasts.Size = 1 + random(5)>>
<<set $CreatedBody.Ass.Size = random(4)>>
<<set $CreatedBody.Asshole.Size = random(4)>>
<<set $CreatedBody.Vagina.Size = random(4)>>
<<set $CreatedBody.Penis.Size = 0>>
<<set $CreatedPenisType = 2>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = random(1)>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 2>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Satyr'>>
<<CreatedEntityHair 'Satyr' 'Female'>>
<<CreatedEntitySkin 'Satyr'>>
<</if>>
<<set $CreatedArmsType = 0>>
<<set $CreatedHandsType = 0>>
<<set $CreatedLegsType = 2>>
<<set $CreatedFeetType = 1>>
<<set $CreatedArmsAmount = 2>>
<<set $CreatedLegsAmount = 2>>
<<elseif $args[0] == "Goblin">>
<<if $args[1] == "Male">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to true>>
<<set $CreatedBodyVaginaHas to false>>
<<set $CreatedBody.Breasts.Size = 0>>
<<set $CreatedBody.Ass.Size = random(1)>>
<<set $CreatedBody.Asshole.Size = random(3)>>
<<set $CreatedBody.Vagina.Size = 0>>
<<set $CreatedBody.Penis.Size = 2 + random(3)>>
<<set $CreatedPenisType = 0>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = 0>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 2>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Goblin'>>
<<CreatedEntityHair 'Goblin' 'Male'>>
<<CreatedEntitySkin 'Goblin'>>
<<elseif $args[1] == "Female">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to false>>
<<set $CreatedBodyVaginaHas to true>>
<<set $CreatedBody.Breasts.Size = 1 + random(4)>>
<<set $CreatedBody.Ass.Size = 2 + random(2)>>
<<set $CreatedBody.Asshole.Size = random(4)>>
<<set $CreatedBody.Vagina.Size = random(4)>>
<<set $CreatedBody.Penis.Size = 0>>
<<set $CreatedPenisType = 0>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = random(1)>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 2>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Goblin'>>
<<CreatedEntityHair 'Goblin' 'Female'>>
<<CreatedEntitySkin 'Goblin'>>
<</if>>
<<set $CreatedArmsType = 0>>
<<set $CreatedHandsType = 0>>
<<set $CreatedLegsType = 0>>
<<set $CreatedFeetType = 0>>
<<set $CreatedArmsAmount = 2>>
<<set $CreatedLegsAmount = 2>>
<<elseif $args[0] == "Imp">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to true>>
<<set $CreatedBodyVaginaHas to false>>
<<set $CreatedBody.Breasts.Size = 0>>
<<set $CreatedBody.Ass.Size = random(1)>>
<<set $CreatedBody.Asshole.Size = random(3)>>
<<set $CreatedBody.Vagina.Size = 0>>
<<set $CreatedBody.Penis.Size = 2 + random(3)>>
<<set $CreatedPenisType = 1>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = 0>>
<<set $CreatedEyeType = 4>>
<<set $CreatedEarType = 2>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Imp'>>
<<CreatedEntityHair 'Imp' 'Male'>>
<<CreatedEntitySkin 'Imp'>>
<<set $CreatedArmsType = 0>>
<<set $CreatedHandsType = 0>>
<<set $CreatedLegsType = 0>>
<<set $CreatedFeetType = 0>>
<<set $CreatedArmsAmount = 2>>
<<set $CreatedLegsAmount = 2>>
<<elseif $args[0] == "Minotaur">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to true>>
<<set $CreatedBodyVaginaHas to false>>
<<set $CreatedBody.Breasts.Size = 0>>
<<set $CreatedBody.Ass.Size = random(1)>>
<<set $CreatedBody.Asshole.Size = random(3)>>
<<set $CreatedBody.Vagina.Size = 0>>
<<set $CreatedBody.Penis.Size = 6 + random(1)>>
<<set $CreatedPenisType = 2>>
<<set $CreatedFace = 1>>
<<set $CreatedLipsSize = 0>>
<<set $CreatedEyeType = 0>>
<<set $CreatedEarType = 4>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Minotaur'>>
<<CreatedEntityHair 'Minotaur' 'Male'>>
<<CreatedEntitySkin 'Minotaur'>>
<<set $CreatedArmsType = 0>>
<<set $CreatedHandsType = 0>>
<<set $CreatedLegsType = 2>>
<<set $CreatedFeetType = 1>>
<<set $CreatedArmsAmount = 2>>
<<set $CreatedLegsAmount = 2>>
<<elseif $args[0] == "Succubus">>
<<set $CreatedBodyDoubleGenitals to false>>
<<set $CreatedBodyPenisHas to false>>
<<set $CreatedBodyVaginaHas to true>>
<<set $CreatedBody.Breasts.Size = 2 + random(5)>>
<<set $CreatedBody.Ass.Size = 3 + random(2)>>
<<set $CreatedBody.Asshole.Size = 1 + random(4)>>
<<set $CreatedBody.Vagina.Size = 1 + random(4)>>
<<set $CreatedBody.Penis.Size = 0>>
<<set $CreatedPenisType = 1>>
<<set $CreatedFace = 0>>
<<set $CreatedLipsSize = 1 + random(1)>>
<<set $CreatedEyeType = 4>>
<<set $CreatedEarType = 0>>
<<set $CreatedSkinType = 0>>
<<CreatedEntityEyeColor 'Succubus'>>
<<CreatedEntityHair 'Succubus' 'Female'>>
<<CreatedEntitySkin 'Succubus'>>
<<set $CreatedArmsType = 0>>
<<set $CreatedHandsType = 0>>
<<set $CreatedLegsType = 0>>
<<set $CreatedFeetType = 2>>
<<set $CreatedArmsAmount = 2>>
<<set $CreatedLegsAmount = 2>>
<</if>>
<</widget>>
<<widget SetEntityAnatomy>>
<<set $CreatedID = $args[0]>>
<<set $EntityValues[$CreatedID].Body = $CreatedBody>>
<<if $CreatedBodyPenisHas is false>>
<<set $EntityValues[$CreatedID].Body.Penis.Has to false>>
<<else>>
<<set $EntityValues[$CreatedID].Body.Penis.Has to true>>
<</if>>
<<if $CreatedBodyVaginaHas is false>>
<<set $EntityValues[$CreatedID].Body.Vagina.Has to false>>
<<else>>
<<set $EntityValues[$CreatedID].Body.Vagina.Has to true>>
<</if>>
<<if $CreatedBodyDoubleGenitals is false>>
<<set $EntityValues[$CreatedID].Body.Appearance.DoubleGenitals to false>>
<<else>>
<<set $EntityValues[$CreatedID].Body.Appearance.DoubleGenitals to true>>
<</if>>
<<set $EntityValues[$CreatedID].Body.Hair.Style = $CreatedHairStyle>>
<<set $EntityValues[$CreatedID].Body.Hair.Color = $CreatedHairColor>>
<<set $EntityValues[$CreatedID].Body.Face.Group = $CreatedFace>>
<<set $EntityValues[$CreatedID].Body.Eyes.Color = $CreatedEyeColor>>
<<set $EntityValues[$CreatedID].Body.Eyes.Group = $CreatedEyeType>>
<<set $EntityValues[$CreatedID].Body.Skin.Color = $CreatedSkinColor>>
<<set $EntityValues[$CreatedID].Body.Skin.Group = $CreatedSkinType>>
<<set $EntityValues[$CreatedID].Body.Ears.Group = $CreatedEarType>>
<<set $EntityValues[$CreatedID].Body.Lips.Size = $CreatedLipsSize>>
<<set $EntityValues[$CreatedID].Body.Penis.Size = $CreatedBody.Penis.Size>>
<<set $EntityValues[$CreatedID].Body.Penis.Group = $CreatedPenisType>>
<<set $EntityValues[$CreatedID].Body.Vagina.Size = $CreatedBody.Vagina.Size>>
<<set $EntityValues[$CreatedID].Body.Asshole.Size = $CreatedBody.Asshole.Size>>
<<set $EntityValues[$CreatedID].Body.Ass.Size = $CreatedBody.Ass.Size>>
<<set $EntityValues[$CreatedID].Body.Breasts.Size = $CreatedBreastsSize>>
<<set $EntityValues[$CreatedID].Body.Arms.Amount = $CreatedArmsAmount>>
<<set $EntityValues[$CreatedID].Body.Arms.ArmsGroup = $CreatedArmsType>>
<<set $EntityValues[$CreatedID].Body.Arms.HandsGroup = $CreatedHandsType>>
<<set $EntityValues[$CreatedID].Body.Legs.Amount = $CreatedLegsAmount>>
<<set $EntityValues[$CreatedID].Body.Legs.LegsGroup = $CreatedLegsType>>
<<set $EntityValues[$CreatedID].Body.Legs.FeetGroup = $CreatedFeetType>>
<</widget>>
<<widget StartEntityAppearancePreset>>
<<set $EntityAppearancePresets = [
{
ID: 0,
Name: "Brown",
IsEyes: false,
IsHair: true,
IsSkin: false,
HumanRate: 30,
OrcRate: 25,
HighElfRate: 20,
DarkElfRate: 20,
GoblinRate: 25,
MinotaurRate: 20,
CentaurRate: 30,
SatyrRate: 30,
ImpRate: 0,
SuccubusRate: 25
},
{
ID: 1,
Name: "Blonde",
IsEyes: false,
IsHair: true,
IsSkin: false,
HumanRate: 15,
OrcRate: 0,
HighElfRate: 20,
DarkElfRate: 20,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 15,
SatyrRate: 15,
ImpRate: 0,
SuccubusRate: 25
},
{
ID: 2,
Name: "Black",
IsEyes: false,
IsHair: true,
IsSkin: false,
HumanRate: 30,
OrcRate: 25,
HighElfRate: 20,
DarkElfRate: 20,
GoblinRate: 25,
MinotaurRate: 25,
CentaurRate: 30,
SatyrRate: 30,
ImpRate: 0,
SuccubusRate: 25
},
{
ID: 3,
Name: "Auburn",
IsEyes: false,
IsHair: true,
IsSkin: false,
HumanRate: 15,
OrcRate: 0,
HighElfRate: 20,
DarkElfRate: 20,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 20,
SatyrRate: 20,
ImpRate: 0,
SuccubusRate: 15
},
{
ID: 4,
Name: "Red",
IsEyes: false,
IsHair: true,
IsSkin: false,
HumanRate: 10,
OrcRate: 0,
HighElfRate: 10,
DarkElfRate: 10,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 10,
SatyrRate: 10,
ImpRate: 0,
SuccubusRate: 10
},
{
ID: 5,
Name: "Grey",
IsEyes: false,
IsHair: true,
IsSkin: false,
HumanRate: 10,
OrcRate: 20,
HighElfRate: 15,
DarkElfRate: 15,
GoblinRate: 20,
MinotaurRate: 0,
CentaurRate: 10,
SatyrRate: 5,
ImpRate: 0,
SuccubusRate: 10
},
{
ID: 6,
Name: "White",
IsEyes: false,
IsHair: true,
IsSkin: false,
HumanRate: 10,
OrcRate: 20,
HighElfRate: 15,
DarkElfRate: 15,
GoblinRate: 20,
MinotaurRate: 0,
CentaurRate: 10,
SatyrRate: 5,
ImpRate: 0,
SuccubusRate: 10
},
{
ID: 7,
Name: "Pale",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 25,
OrcRate: 0,
HighElfRate: 0,
DarkElfRate: 33,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 25,
SatyrRate: 0,
ImpRate: 0,
SuccubusRate: 25
},
{
ID: 8,
Name: "Fair",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 25,
OrcRate: 0,
HighElfRate: 50,
DarkElfRate: 0,
GoblinRate: 0,
MinotaurRate: 33,
CentaurRate: 30,
SatyrRate: 50,
ImpRate: 0,
SuccubusRate: 25
},
{
ID: 9,
Name: "Tanned",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 25,
OrcRate: 0,
HighElfRate: 50,
DarkElfRate: 0,
GoblinRate: 0,
MinotaurRate: 25,
CentaurRate: 50,
SatyrRate: 30,
ImpRate: 0,
SuccubusRate: 10
},
{
ID: 10,
Name: "Dark",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 25,
OrcRate: 0,
HighElfRate: 0,
DarkElfRate: 50,
GoblinRate: 0,
MinotaurRate: 15,
CentaurRate: 45,
SatyrRate: 10,
ImpRate: 0,
SuccubusRate: 0
},
{
ID: 11,
Name: "Grey",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 0,
OrcRate: 0,
HighElfRate: 0,
DarkElfRate: 100,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 5,
ImpRate: 0,
SuccubusRate: 25
},
{
ID: 12,
Name: "Green",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 0,
OrcRate: 33,
HighElfRate: 0,
DarkElfRate: 0,
GoblinRate: 33,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 0,
SuccubusRate: 0
},
{
ID: 13,
Name: "Rich Green",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 0,
OrcRate: 33,
HighElfRate: 0,
DarkElfRate: 0,
GoblinRate: 33,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 0,
SuccubusRate: 0
},
{
ID: 14,
Name: "Dark Green",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 0,
OrcRate: 33,
HighElfRate: 0,
DarkElfRate: 0,
GoblinRate: 33,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 0,
SuccubusRate: 0
},
{
ID: 15,
Name: "Light Green",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 0,
OrcRate: 33,
HighElfRate: 0,
DarkElfRate: 0,
GoblinRate: 33,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 0,
SuccubusRate: 0
},
{
ID: 16,
Name: "Blue",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 20,
OrcRate: 0,
HighElfRate: 10,
DarkElfRate: 0,
GoblinRate: 0,
MinotaurRate: 10,
CentaurRate: 10,
SatyrRate: 10,
ImpRate: 0,
SuccubusRate: 5
},
{
ID: 17,
Name: "Light Blue",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 20,
OrcRate: 0,
HighElfRate: 10,
DarkElfRate: 10,
GoblinRate: 0,
MinotaurRate: 10,
CentaurRate: 10,
SatyrRate: 10,
ImpRate: 0,
SuccubusRate: 5
},
{
ID: 18,
Name: "Deep Blue",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 20,
OrcRate: 0,
HighElfRate: 10,
DarkElfRate: 0,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 0,
SuccubusRate: 0
},
{
ID: 19,
Name: "Brown",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 25,
OrcRate: 25,
HighElfRate: 20,
DarkElfRate: 0,
GoblinRate: 25,
MinotaurRate: 25,
CentaurRate: 25,
SatyrRate: 25,
ImpRate: 0,
SuccubusRate: 0
},
{
ID: 20,
Name: "Hazel",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 20,
OrcRate: 20,
HighElfRate: 10,
DarkElfRate: 10,
GoblinRate: 20,
MinotaurRate: 20,
CentaurRate: 20,
SatyrRate: 20,
ImpRate: 0,
SuccubusRate: 0
},
{
ID: 21,
Name: "Green",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 20,
OrcRate: 0,
HighElfRate: 20,
DarkElfRate: 0,
GoblinRate: 0,
MinotaurRate: 5,
CentaurRate: 5,
SatyrRate: 45,
ImpRate: 0,
SuccubusRate: 5
},
{
ID: 22,
Name: "Amber",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 30,
OrcRate: 30,
HighElfRate: 20,
DarkElfRate: 20,
GoblinRate: 30,
MinotaurRate: 20,
CentaurRate: 20,
SatyrRate: 20,
ImpRate: 0,
SuccubusRate: 10
},
{
ID: 23,
Name: "Red",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 0,
OrcRate: 30,
HighElfRate: 0,
DarkElfRate: 0,
GoblinRate: 30,
MinotaurRate: 20,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 0,
SuccubusRate: 15
},
{
ID: 24,
Name: "Scarlet",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 0,
OrcRate: 30,
HighElfRate: 0,
DarkElfRate: 25,
GoblinRate: 30,
MinotaurRate: 20,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 25,
SuccubusRate: 25
},
{
ID: 25,
Name: "Crimson",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 0,
OrcRate: 30,
HighElfRate: 0,
DarkElfRate: 20,
GoblinRate: 30,
MinotaurRate: 20,
CentaurRate: 5,
SatyrRate: 5,
ImpRate: 25,
SuccubusRate: 25
},
{
ID: 26,
Name: "Golden",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 0,
OrcRate: 0,
HighElfRate: 0,
DarkElfRate: 55,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 15,
ImpRate: 15,
SuccubusRate: 35
},
{
ID: 27,
Name: "Grey",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 10,
OrcRate: 20,
HighElfRate: 10,
DarkElfRate: 10,
GoblinRate: 20,
MinotaurRate: 10,
CentaurRate: 10,
SatyrRate: 10,
ImpRate: 10,
SuccubusRate: 10
},
{
ID: 28,
Name: "Violet",
IsEyes: true,
IsHair: false,
IsSkin: false,
HumanRate: 0,
OrcRate: 0,
HighElfRate: 15,
DarkElfRate: 0,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 15,
ImpRate: 0,
SuccubusRate: 25
},
{
ID: 29,
Name: "Dark Red",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 0,
OrcRate: 0,
HighElfRate: 0,
DarkElfRate: 0,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 100,
SuccubusRate: 25
},
{
ID: 30,
Name: "Deep Purple",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 0,
OrcRate: 0,
HighElfRate: 0,
DarkElfRate: 0,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 0,
SuccubusRate: 25
},
{
ID: 31,
Name: "Light Pink",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 0,
OrcRate: 0,
HighElfRate: 0,
DarkElfRate: 0,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 0,
SuccubusRate: 25
},
{
ID: 32,
Name: "Pink",
IsEyes: false,
IsHair: false,
IsSkin: true,
HumanRate: 0,
OrcRate: 0,
HighElfRate: 0,
DarkElfRate: 0,
GoblinRate: 0,
MinotaurRate: 0,
CentaurRate: 0,
SatyrRate: 0,
ImpRate: 0,
SuccubusRate: 25
}
]>>
<</widget>><<widget CreatedEntityEyeColor>>
<<set $EyeColorFound to false>>
<<if $args[0] == "Human">>
<<set $CreatedEyeColor = "Brown">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $EyeColorRandom = random(100)>>
<<if $EyeColorFound is false>>
<<if $EntityAppearancePresets[$i].IsEyes is true>>
<<if $EyeColorRandom <= $EntityAppearancePresets[$i].HumanRate>>
<<set $EyeColorFound to true>>
<<set $CreatedEyeColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Orc">>
<<set $CreatedEyeColor = "Red">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $EyeColorRandom = random(100)>>
<<if $EyeColorFound is false>>
<<if $EntityAppearancePresets[$i].IsEyes is true>>
<<if $EyeColorRandom <= $EntityAppearancePresets[$i].OrcRate>>
<<set $EyeColorFound to true>>
<<set $CreatedEyeColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "High Elf">>
<<set $CreatedEyeColor = "Blue">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $EyeColorRandom = random(100)>>
<<if $EyeColorFound is false>>
<<if $EntityAppearancePresets[$i].IsEyes is true>>
<<if $EyeColorRandom <= $EntityAppearancePresets[$i].HighElfRate>>
<<set $EyeColorFound to true>>
<<set $CreatedEyeColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Dark Elf">>
<<set $CreatedEyeColor = "Golden">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $EyeColorRandom = random(100)>>
<<if $EyeColorFound is false>>
<<if $EntityAppearancePresets[$i].IsEyes is true>>
<<if $EyeColorRandom <= $EntityAppearancePresets[$i].DarkElfRate>>
<<set $EyeColorFound to true>>
<<set $CreatedEyeColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Goblin">>
<<set $CreatedEyeColor = "Red">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $EyeColorRandom = random(100)>>
<<if $EyeColorFound is false>>
<<if $EntityAppearancePresets[$i].IsEyes is true>>
<<if $EyeColorRandom <= $EntityAppearancePresets[$i].GoblinRate>>
<<set $EyeColorFound to true>>
<<set $CreatedEyeColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Imp">>
<<set $CreatedEyeColor = "Crimson">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $EyeColorRandom = random(100)>>
<<if $EyeColorFound is false>>
<<if $EntityAppearancePresets[$i].IsEyes is true>>
<<if $EyeColorRandom <= $EntityAppearancePresets[$i].ImpRate>>
<<set $EyeColorFound to true>>
<<set $CreatedEyeColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Satyr">>
<<set $CreatedEyeColor = "Green">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $EyeColorRandom = random(100)>>
<<if $EyeColorFound is false>>
<<if $EntityAppearancePresets[$i].IsEyes is true>>
<<if $EyeColorRandom <= $EntityAppearancePresets[$i].SatyrRate>>
<<set $EyeColorFound to true>>
<<set $CreatedEyeColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Centaur">>
<<set $CreatedEyeColor = "Brown">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $EyeColorRandom = random(100)>>
<<if $EyeColorFound is false>>
<<if $EntityAppearancePresets[$i].IsEyes is true>>
<<if $EyeColorRandom <= $EntityAppearancePresets[$i].CentaurRate>>
<<set $EyeColorFound to true>>
<<set $CreatedEyeColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Minotaur">>
<<set $CreatedEyeColor = "Brown">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $EyeColorRandom = random(100)>>
<<if $EyeColorFound is false>>
<<if $EntityAppearancePresets[$i].IsEyes is true>>
<<if $EyeColorRandom <= $EntityAppearancePresets[$i].MinotaurRate>>
<<set $EyeColorFound to true>>
<<set $CreatedEyeColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Succubus">>
<<set $CreatedEyeColor = "Golden">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $EyeColorRandom = random(100)>>
<<if $EyeColorFound is false>>
<<if $EntityAppearancePresets[$i].IsEyes is true>>
<<if $EyeColorRandom <= $EntityAppearancePresets[$i].SuccubusRate>>
<<set $EyeColorFound to true>>
<<set $CreatedEyeColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget CreatedEntitySkin>>
<<set $SkinColorFound to false>>
<<if $args[0] == "Human">>
<<set $CreatedSkinColor = "Fair">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $SkinColorRandom = random(100)>>
<<if $SkinColorFound is false>>
<<if $EntityAppearancePresets[$i].IsSkin is true>>
<<if $SkinColorRandom <= $EntityAppearancePresets[$i].HumanRate>>
<<set $SkinColorFound to true>>
<<set $CreatedSkinColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Orc">>
<<set $CreatedSkinColor = "Green">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $SkinColorRandom = random(100)>>
<<if $SkinColorFound is false>>
<<if $EntityAppearancePresets[$i].IsSkin is true>>
<<if $SkinColorRandom <= $EntityAppearancePresets[$i].OrcRate>>
<<set $SkinColorFound to true>>
<<set $CreatedSkinColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "High Elf">>
<<set $CreatedSkinColor = "Fair">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $SkinColorRandom = random(100)>>
<<if $SkinColorFound is false>>
<<if $EntityAppearancePresets[$i].IsSkin is true>>
<<if $SkinColorRandom <= $EntityAppearancePresets[$i].HighElfRate>>
<<set $SkinColorFound to true>>
<<set $CreatedSkinColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Dark Elf">>
<<set $CreatedSkinColor = "Dark">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $SkinColorRandom = random(100)>>
<<if $SkinColorFound is false>>
<<if $EntityAppearancePresets[$i].IsSkin is true>>
<<if $SkinColorRandom <= $EntityAppearancePresets[$i].DarkElfRate>>
<<set $SkinColorFound to true>>
<<set $CreatedSkinColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Goblin">>
<<set $CreatedSkinColor = "Green">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $SkinColorRandom = random(100)>>
<<if $SkinColorFound is false>>
<<if $EntityAppearancePresets[$i].IsSkin is true>>
<<if $SkinColorRandom <= $EntityAppearancePresets[$i].GoblinRate>>
<<set $SkinColorFound to true>>
<<set $CreatedSkinColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Imp">>
<<set $CreatedSkinColor = "Dark Red">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $SkinColorRandom = random(100)>>
<<if $SkinColorFound is false>>
<<if $EntityAppearancePresets[$i].IsSkin is true>>
<<if $SkinColorRandom <= $EntityAppearancePresets[$i].ImpRate>>
<<set $SkinColorFound to true>>
<<set $CreatedSkinColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Satyr">>
<<set $CreatedSkinColor = "Fair">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $SkinColorRandom = random(100)>>
<<if $SkinColorFound is false>>
<<if $EntityAppearancePresets[$i].IsSkin is true>>
<<if $SkinColorRandom <= $EntityAppearancePresets[$i].SatyrRate>>
<<set $SkinColorFound to true>>
<<set $CreatedSkinColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Centaur">>
<<set $CreatedSkinColor = "Tanned">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $SkinColorRandom = random(100)>>
<<if $SkinColorFound is false>>
<<if $EntityAppearancePresets[$i].IsSkin is true>>
<<if $SkinColorRandom <= $EntityAppearancePresets[$i].CentaurRate>>
<<set $SkinColorFound to true>>
<<set $CreatedSkinColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Minotaur">>
<<set $CreatedSkinColor = "Fair">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $SkinColorRandom = random(100)>>
<<if $SkinColorFound is false>>
<<if $EntityAppearancePresets[$i].IsSkin is true>>
<<if $SkinColorRandom <= $EntityAppearancePresets[$i].MinotaurRate>>
<<set $SkinColorFound to true>>
<<set $CreatedSkinColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Succubus">>
<<set $CreatedSkinColor = "Dark Red">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $SkinColorRandom = random(100)>>
<<if $SkinColorFound is false>>
<<if $EntityAppearancePresets[$i].IsSkin is true>>
<<if $SkinColorRandom <= $EntityAppearancePresets[$i].SuccubusRate>>
<<set $SkinColorFound to true>>
<<set $CreatedSkinColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget CreatedEntityHair>>
<<set $HairColorFound to false>>
<<if $args[0] == "Human">>
<<set $CreatedHairColor = "Brown">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $HairColorRandom = random(100)>>
<<if $HairColorFound is false>>
<<if $EntityAppearancePresets[$i].IsHair is true>>
<<if $HairColorRandom <= $EntityAppearancePresets[$i].HumanRate>>
<<set $HairColorFound to true>>
<<set $CreatedHairColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Orc">>
<<set $CreatedHairColor = "Black">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $HairColorRandom = random(100)>>
<<if $HairColorFound is false>>
<<if $EntityAppearancePresets[$i].IsHair is true>>
<<if $HairColorRandom <= $EntityAppearancePresets[$i].OrcRate>>
<<set $HairColorFound to true>>
<<set $CreatedHairColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "High Elf">>
<<set $CreatedHairColor = "Blonde">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $HairColorRandom = random(100)>>
<<if $HairColorFound is false>>
<<if $EntityAppearancePresets[$i].IsHair is true>>
<<if $HairColorRandom <= $EntityAppearancePresets[$i].HighElfRate>>
<<set $HairColorFound to true>>
<<set $CreatedHairColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Dark Elf">>
<<set $CreatedHairColor = "White">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $HairColorRandom = random(100)>>
<<if $HairColorFound is false>>
<<if $EntityAppearancePresets[$i].IsHair is true>>
<<if $HairColorRandom <= $EntityAppearancePresets[$i].DarkElfRate>>
<<set $HairColorFound to true>>
<<set $CreatedHairColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Goblin">>
<<set $CreatedHairColor = "Black">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $HairColorRandom = random(100)>>
<<if $HairColorFound is false>>
<<if $EntityAppearancePresets[$i].IsHair is true>>
<<if $HairColorRandom <= $EntityAppearancePresets[$i].GoblinRate>>
<<set $HairColorFound to true>>
<<set $CreatedHairColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Imp">>
<<set $CreatedHairColor = "Black">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $HairColorRandom = random(100)>>
<<if $HairColorFound is false>>
<<if $EntityAppearancePresets[$i].IsHair is true>>
<<if $HairColorRandom <= $EntityAppearancePresets[$i].ImpRate>>
<<set $HairColorFound to true>>
<<set $CreatedHairColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Satyr">>
<<set $CreatedHairColor = "Black">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $HairColorRandom = random(100)>>
<<if $HairColorFound is false>>
<<if $EntityAppearancePresets[$i].IsHair is true>>
<<if $HairColorRandom <= $EntityAppearancePresets[$i].SatyrRate>>
<<set $HairColorFound to true>>
<<set $CreatedHairColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Centaur">>
<<set $CreatedHairColor = "Black">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $HairColorRandom = random(100)>>
<<if $HairColorFound is false>>
<<if $EntityAppearancePresets[$i].IsHair is true>>
<<if $HairColorRandom <= $EntityAppearancePresets[$i].CentaurRate>>
<<set $HairColorFound to true>>
<<set $CreatedHairColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Minotaur">>
<<set $CreatedHairColor = "Black">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $HairColorRandom = random(100)>>
<<if $HairColorFound is false>>
<<if $EntityAppearancePresets[$i].IsHair is true>>
<<if $HairColorRandom <= $EntityAppearancePresets[$i].MinotaurRate>>
<<set $HairColorFound to true>>
<<set $CreatedHairColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<<elseif $args[0] == "Succubus">>
<<set $CreatedHairColor = "Black">>
<<for $i to 0; $i lt $EntityAppearancePresets.length; $i++>>
<<set $HairColorRandom = random(100)>>
<<if $HairColorFound is false>>
<<if $EntityAppearancePresets[$i].IsHair is true>>
<<if $HairColorRandom <= $EntityAppearancePresets[$i].SuccubusRate>>
<<set $HairColorFound to true>>
<<set $CreatedHairColor = $EntityAppearancePresets[$i].Name>>
<</if>>
<</if>>
<</if>>
<</for>>
<</if>>
<<set $CreatedHairStyleRandom = random(100)>>
<<if $args[0] != "Orc" or $args[0] != "Minotaur" or $args[0] != "Imp">>
<<if $args[1] == "Male">>
<<if $CreatedHairStyleRandom < 50>>
<<set $CreatedHairStyle = "Short">>
<<elseif $CreatedHairStyleRandom < 75>>
<<set $CreatedHairStyle = "Medium">>
<<elseif $CreatedHairStyleRandom < 90>>
<<set $CreatedHairStyle = "Long">>
<<else>>
<<set $CreatedHairStyle = "Very Long">>
<</if>>
<<elseif $args[1] == "Female">>
<<if $CreatedHairStyleRandom < 15>>
<<set $CreatedHairStyle = "Short">>
<<elseif $CreatedHairStyleRandom < 30>>
<<set $CreatedHairStyle = "Medium">>
<<elseif $CreatedHairStyleRandom < 65>>
<<set $CreatedHairStyle = "Long">>
<<else>>
<<set $CreatedHairStyle = "Very Long">>
<</if>>
<</if>>
<<elseif == "Orc">>
<<if $args[1] == "Male">>
<<if $CreatedHairStyleRandom < 50>>
<<set $CreatedHairStyle = "Bald">>
<<elseif $CreatedHairStyleRandom < 75>>
<<set $CreatedHairStyle = "Medium">>
<<elseif $CreatedHairStyleRandom < 90>>
<<set $CreatedHairStyle = "Long">>
<<else>>
<<set $CreatedHairStyle = "Very Long">>
<</if>>
<<elseif $args[1] == "Female">>
<<if $CreatedHairStyleRandom < 15>>
<<set $CreatedHairStyle = "Short">>
<<elseif $CreatedHairStyleRandom < 30>>
<<set $CreatedHairStyle = "Medium">>
<<elseif $CreatedHairStyleRandom < 65>>
<<set $CreatedHairStyle = "Long">>
<<else>>
<<set $CreatedHairStyle = "Very Long">>
<</if>>
<</if>>
<<else>>
<<set $CreatedHairStyle = "Bald">>
<</if>>
<</widget>>
<<widget CreateEntitySpecial>>
<<set $CreatedObedience = random(1)>>
<<set $CreatedCondition = 7 + random(2)>>
<<set $CreatedMentality = 7 + random(2)>>
<</widget>><<widget StartSkillCollection>>
<<set $OralSkill = ["None", "Cock Sucker", "Penis Pleaser", "Throat Bulger", "Fellatio Master"]>>
<<set $Skills = []>>
<<StartRankedSkills>>
<<StartSexualSkills>>
<<StartSocialSkills>>
<<StartPhysicalSkills>>
<<StartMagicalSkills>>
<<StartInfernalSkills>>
<</widget>>
<<widget AddSkillToCollection>>
<<set $AddedSkill = $args[0]>>
<<set $AddedSkillID = $Skills.length + 1>>
<<set $AddedSkill.ID = $AddedSkillID>>
<<set $Skills.pushUnique($AddedSkill)>>
<</widget>><<silently>>
<<replace "#image-bar">>$EntityValues[$Enemy].CombatBanner<</replace>>
<<if $PrepareEntity is true>>
<<set $PrepareEntity to false>>
<<RefreshEntity $Enemy>>
<</if>>
<<AdvancedAI>>
<<PlayerEscape>>
<<MoveHandling>>
<<CombatHandling>>
<<CombatValueApplication>>
<<CombatTextHandling>>
<<DebugMoves>>
<<TauntHandling>>
<<IdleHandling>>
<</silently>>
!$EntityValues[$Enemy].Title
!!$EntityValues[$Enemy].Race
-----------------------------------------
<<Taunt>>
@@.silvertext;$Idle@@
<<EnemyHealthState>>
<<EnemyArmorMagicState>>
<<EnemyLustState>>
!!State
--------------------------------------------------------------
<<PlayerCombatState>>
<<EnemyCombatState>>
<<CombatPanel>>
<<CombatDebugPanel>>
<<CombatTurnReset>><<silently>>
<<set $EnemyName = $EntityValues[$Enemy].FirstName>>
<<set $EnemySingular = $EntityValues[$Enemy].Title>>
<<set $EnemyType = $EntityValues[$Enemy].Race>>
<<set $EnemyRacial = "The " + $EntityValues[$Enemy].Race>>
<<set $EnemySingular = $EntityValues[$Enemy].Title>>
<<set $EnemySingularRacial = $EntityValues[$Enemy].Race>>
<<UpdateEntity $Enemy>>
<<set $PrepareEntity to true>>
<</silently>>
!$EntityValues[$Enemy].FirstName - Attack...
---------------------------------------
You're about to attack $EntityValues[$Enemy].FirstName.
Are you sure?
<<if $HoverMode is false>>[[Yes|Combat - Main Menu]] - [[No|Social - Main Menu]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Yes|Combat - Main Menu]] - [[No|Social - Main Menu][$NPC_Is_Greeting to true, $Speaker to $Enemy]]<</replace>><</if>>
<<widget CombatPanel>>
<<if $HoverMode is false>>
<<if $EntityValues[$Player].CurrentHealth < 1>>
[[Continue|Combat Defeat]]
<<elseif $EntityValues[$Enemy].CurrentHealth < 1>>
[[Continue|Combat Victory]]
<<else>>
[[Attack|Combat - Main Menu][$Moves[$StandardAttack].IsPlayer to true, $CombatState to true, $PlayerIsAttacking to true]] - [[Tease|Combat - Main Menu][$Moves[$TeaseAttack].IsPlayer to true, $CombatState to true, $PlayerIsAttacking to true]] - [[Examine|Combat - Examine]] - <<DisplaySlottedSkills>>[[Skills|Combat - Skill Menu]] - [[Magic|Combat - Magic Menu]] - [[Escape|Escape]] - [[Submit|Submit]]
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
<<if $EntityValues[$Player].CurrentHealth < 1>>
[[Continue|Combat Defeat]]
<<elseif $EntityValues[$Enemy].CurrentHealth < 1>>
[[Continue|Combat Victory]]
<<else>>
[[Attack|Combat - Main Menu][$Moves[$StandardAttack].IsPlayer to true, $CombatState to true, $PlayerIsAttacking to true]] - [[Tease|Combat - Main Menu][$Moves[$TeaseAttack].IsPlayer to true, $CombatState to true, $PlayerIsAttacking to true]] - [[Examine|Combat - Examine]] - <<DisplaySlottedSkills>>[[Skills|Combat - Skill Menu]] - [[Magic|Combat - Magic Menu]] - [[Escape|Escape]] - [[Submit|Submit]]
<</if>>
<</replace>>
<</if>>
<</widget>><<widget StartMoves>>
<<set $Moves = [
{
ID: 0,
Name: "Standard Attack",
NameNE: "Standard Attack",
Description: "A standard attack.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Standard"],
AIRate: 0,
IsSlotted: false,
IsPhysical: true,
IsMagical: false,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: true,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 1,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You attack $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically wound $EnemyName for @@.healthtext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to attack $EnemyName!",
PlayerStandardOutcomeText: "You deal @@.healthtext;$PMHealthDamage@@ damage to $EnemyName!",
PlayerBNOutcomeText: "You deal @@.healthtext;$PMHealthDamage@@ damage to $EnemyName, but @@.armortext;$PMBNDamage@@ was blocked!",
EnemyCriticalMoveText: "$EnemyName attacks you and manage to land a critical hit!",
EnemyCriticalOutcomeText: "You're critically wounded for @@.healthtext;$EMHealthDamage@@ damage from $EnemyName!",
EnemyStandardMoveText: "$EnemyName attempts to attack you!",
EnemyStandardOutcomeText: "You receive @@.healthtext;$EMHealthDamage@@ damage from $EnemyName!",
EnemyBNOutcomeText: "You receive @@.healthtext;$EMHealthDamage@@ damage from $EnemyName, but @@.armortext;$EMBNDamage@@ was blocked!"
},
{
ID: 1,
Name: "Tease Attack",
NameNE: "Tease Attack",
Description: "A tease attack.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Standard"],
AIRate: 10,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: true,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 10,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You manage to completely capture $EnemyName's attention!",
PlayerCriticalOutcomeText: "You absolutely ravish $EnemyName with your incredibly alluring and seductive moves, raising their lust by @@.lusttext;$PMLustDamage@@!",
PlayerStandardMoveText: "You attempt to swing your hips and put yourself on display for $EnemyName!",
PlayerStandardOutcomeText: "You successfully arouse $EnemyName raising their lust for @@.lusttext;$PMLustDamage@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "$EnemyName manages to completely capture your attention!",
EnemyCriticalOutcomeText: "You're absolutely ravished by $EnemyName's incredibly alluring and seductive moves, raising your lust by @@.lusttext;$EMLustDamage@@!",
EnemyStandardMoveText: "$EnemyName attempts to swing their hips and put themselves on display for you!",
EnemyStandardOutcomeText: "$EnemyName succesfully arouses you raising your lust for @@.lusttext;$EMLustDamage@@!",
EnemyBNOutcomeText: ""
},
{
ID: 2,
Name: "Strong Attack",
NameNE: "Strong Attack",
Description: "Attack with greater strength at the cost of energy.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: ["Strong", "Bulky", "Monstrous"],
SkillGroup: [],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: true,
CanBeCritical: true,
HealthDamage: 15,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -10,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You attack $EnemyName with a powerful strike and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically wound $EnemyName for @@.healthtext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to attack $EnemyName with a powerful strike!",
PlayerStandardOutcomeText: "You deal @@.healthtext;$PMHealthDamage@@ damage to $EnemyName!",
PlayerBNOutcomeText: "You deal @@.healthtext;$PMHealthDamage@@ damage to $EnemyName, but @@.armortext;$PMBNDamage@@ was blocked!",
EnemyCriticalMoveText: "$EnemyName attacks you with a powerful strike and manage to land a critical hit!",
EnemyCriticalOutcomeText: "You're critically wounded for @@.healthtext;$EMHealthDamage@@ damage from $EnemyName!",
EnemyStandardMoveText: "$EnemyName attempts to attack you with a powerful strike!",
EnemyStandardOutcomeText: "You receive @@.healthtext;$EMHealthDamage@@ damage from $EnemyName!",
EnemyBNOutcomeText: "You receive @@.healthtext;$EMHealthDamage@@ damage from $EnemyName, but @@.armortext;$EMBNDamage@@ was blocked!"
}
]>>
<<ApplyPyromancyMoves>>
<<ApplyBiomancyMoves>>
<<ApplyLuxomancyMoves>>
<<ApplyUmbramancyMoves>>
<<ApplyAstrapomancyMoves>>
<<ApplyEromancyMoves>>
<<ApplyOccultismMoves>>
<<ApplyHuntingMoves>>
<<ApplyTricksterMoves>>
<<ApplyFeralAggressiveBimboMoves>>
<<ApplyArcanistCombatArcheryMoves>>
<<ApplyCoreMoves>>
<</widget>><<widget MoveHandling>>
<<if $PlayerIsAttacking is true>>
<<if $PlayerIsCasting is true>>
<<set $Moves[$PlayerCastedID].IsPlayer to true>>
<<if $Moves[$PlayerCastedID].IsActivated is true>>
<<set $Moves[$PlayerCastedID].PlayerCanActivate to false>>
<</if>>
<</if>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<if $Moves[$i].IsPlayer is true>>
<<set $PMHealthDamage += $Moves[$i].HealthDamage>>
<<set $PMManaDamage += $Moves[$i].ManaDamage>>
<<set $PMEnergyDamage += $Moves[$i].EnergyDamage>>
<<set $PMLustDamage += $Moves[$i].LustDamage>>
<<set $PMResistanceDamage += $Moves[$i].ResistanceDamage>>
<<set $PMLethalityDebuff += $Moves[$i].LethalityDebuff>>
<<set $PMArmorDebuff += $Moves[$i].ArmorDebuff>>
<<set $PMSorceryDebuff += $Moves[$i].SorceryDebuff>>
<<set $PMBindingDebuff += $Moves[$i].BindingDebuff>>
<<set $PMSeductionDebuff += $Moves[$i].SeductionDebuff>>
<<set $PMDepravityDebuff += $Moves[$i].DepravityDebuff>>
<<set $PMAccuracyDebuff += $Moves[$i].AccuracyDebuff>>
<<set $PMEvasionDebuff += $Moves[$i].EvasionDebuff>>
<<set $PMCriticalityDebuff += $Moves[$i].CriticalityDebuff>>
<<set $PMHealthCost += $Moves[$i].HealthCost>>
<<set $PMManaCost += $Moves[$i].ManaCost>>
<<set $PMEnergyCost += $Moves[$i].EnergyCost>>
<<set $PMLustCost += $Moves[$i].LustCost>>
<<set $PMResistanceCost += $Moves[$i].ResistanceCost>>
<<set $PMLethalityBuff += $Moves[$i].LethalityBuff>>
<<set $PMArmorBuff += $Moves[$i].ArmorBuff>>
<<set $PMSorceryBuff += $Moves[$i].SorceryBuff>>
<<set $PMBindingBuff += $Moves[$i].BindingBuff>>
<<set $PMSeductionBuff += $Moves[$i].SeductionBuff>>
<<set $PMDepravityBuff += $Moves[$i].DepravityBuff>>
<<set $PMAccuracyBuff += $Moves[$i].AccuracyBuff>>
<<set $PMEvasionBuff += $Moves[$i].EvasionBuff>>
<<set $PMCriticalityBuff += $Moves[$i].CriticalityBuff>>
<<set $PMArmorValue = $EntityValues[$Enemy].Armor>>
<<set $PMBindingValue = $EntityValues[$Enemy].Binding>>
<<set $PMArmor = random($PMArmorValue)>>
<<set $PMBinding = random($PMBindingValue)>>
<</if>>
<</for>>
<</if>>
<<if $EnemyIsAttacking is true>>
<<if $EnemyIsCasting is true>>
<<set $Moves[$EnemyCastedID].IsEnemy to true>>
<<if $Moves[$EnemyCastedID].IsActivated is true>>
<<set $Moves[$EnemyCastedID].EnemyCanActivate to false>>
<</if>>
<</if>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<if $Moves[$i].IsEnemy is true>>
<<set $EMHealthDamage += $Moves[$i].HealthDamage>>
<<set $EMManaDamage += $Moves[$i].ManaDamage>>
<<set $EMEnergyDamage += $Moves[$i].EnergyDamage>>
<<set $EMLustDamage += $Moves[$i].LustDamage>>
<<set $EMResistanceDamage += $Moves[$i].ResistanceDamage>>
<<set $EMLethalityDebuff += $Moves[$i].LethalityDebuff>>
<<set $EMArmorDebuff += $Moves[$i].ArmorDebuff>>
<<set $EMSorceryDebuff += $Moves[$i].SorceryDebuff>>
<<set $EMBindingDebuff += $Moves[$i].BindingDebuff>>
<<set $EMSeductionDebuff += $Moves[$i].SeductionDebuff>>
<<set $EMDepravityDebuff += $Moves[$i].DepravityDebuff>>
<<set $EMAccuracyDebuff += $Moves[$i].AccuracyDebuff>>
<<set $EMEvasionDebuff += $Moves[$i].EvasionDebuff>>
<<set $EMCriticalityDebuff += $Moves[$i].CriticalityDebuff>>
<<set $EMHealthCost += $Moves[$i].HealthCost>>
<<set $EMManaCost += $Moves[$i].ManaCost>>
<<set $EMEnergyCost += $Moves[$i].EnergyCost>>
<<set $EMLustCost += $Moves[$i].LustCost>>
<<set $EMResistanceCost += $Moves[$i].ResistanceCost>>
<<set $EMLethalityBuff += $Moves[$i].LethalityBuff>>
<<set $EMArmorBuff += $Moves[$i].ArmorBuff>>
<<set $EMSorceryBuff += $Moves[$i].SorceryBuff>>
<<set $EMBindingBuff += $Moves[$i].BindingBuff>>
<<set $EMSeductionBuff += $Moves[$i].SeductionBuff>>
<<set $EMDepravityBuff += $Moves[$i].DepravityBuff>>
<<set $EMAccuracyBuff += $Moves[$i].AccuracyBuff>>
<<set $EMEvasionBuff += $Moves[$i].EvasionBuff>>
<<set $EMCriticalityBuff += $Moves[$i].CriticalityBuff>>
<<set $EMArmorValue = $EntityValues[$Player].Armor>>
<<set $EMBindingValue = $EntityValues[$Player].Binding>>
<<set $EMArmor = random($EMArmorValue)>>
<<set $EMBinding = random($EMBindingValue)>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget DebugMoves>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<if $Moves[$i].IsPlayer is true>>
<<set $DebugPlayerMove = $i>>
<</if>>
<<if $Moves[$i].IsEnemy is true>>
<<set $DebugEnemyMove = $i>>
<</if>>
<</for>>
<</widget>><<widget UpdateMoveID>>
<<set $StandardAttack = 0>>
<<set $TeaseAttack = 1>>
<</widget>><<widget CombatTurnReset>>
<<UpdateMoveID>>
<<set $PlayerIsAttacking to false>>
<<set $EnemyIsAttacking to false>>
<<set $PlayerIsCasting to false>>
<<set $EnemyIsCasting to false>>
<<set $PlayerCastedID = 999>>
<<set $EnemyCastedID = 999>>
<<set $PMHealthDamage = 0>>
<<set $PMManaDamage = 0>>
<<set $PMEnergyDamage = 0>>
<<set $PMLustDamage = 0>>
<<set $PMResistanceDamage = 0>>
<<set $PMLethalityDebuff = 0>>
<<set $PMArmorDebuff = 0>>
<<set $PMSorceryDebuff = 0>>
<<set $PMBindingDebuff = 0>>
<<set $PMSeductionDebuff = 0>>
<<set $PMDepravityDebuff = 0>>
<<set $PMAccuracyDebuff = 0>>
<<set $PMEvasionDebuff = 0>>
<<set $PMCriticalityDebuff = 0>>
<<set $PMHealthCost = 0>>
<<set $PMManaCost = 0>>
<<set $PMEnergyCost = 0>>
<<set $PMLustCost = 0>>
<<set $PMResistanceCost = 0>>
<<set $PMLethalityBuff = 0>>
<<set $PMArmorBuff = 0>>
<<set $PMSorceryBuff = 0>>
<<set $PMBindingBuff = 0>>
<<set $PMSeductionBuff = 0>>
<<set $PMDepravityBuff = 0>>
<<set $PMAccuracyBuff = 0>>
<<set $PMEvasionBuff = 0>>
<<set $PMCriticalityBuff = 0>>
<<set $EMHealthDamage = 0>>
<<set $EMManaDamage = 0>>
<<set $EMEnergyDamage = 0>>
<<set $EMLustDamage = 0>>
<<set $EMResistanceDamage = 0>>
<<set $EMLethalityDebuff = 0>>
<<set $EMArmorDebuff = 0>>
<<set $EMSorceryDebuff = 0>>
<<set $EMBindingDebuff = 0>>
<<set $EMSeductionDebuff = 0>>
<<set $EMDepravityDebuff = 0>>
<<set $EMAccuracyDebuff = 0>>
<<set $EMEvasionDebuff = 0>>
<<set $EMCriticalityDebuff = 0>>
<<set $EMHealthCost = 0>>
<<set $EMManaCost = 0>>
<<set $EMEnergyCost = 0>>
<<set $EMLustCost = 0>>
<<set $EMResistanceCost = 0>>
<<set $EMLethalityBuff = 0>>
<<set $EMArmorBuff = 0>>
<<set $EMSorceryBuff = 0>>
<<set $EMBindingBuff = 0>>
<<set $EMSeductionBuff = 0>>
<<set $EMDepravityBuff = 0>>
<<set $EMAccuracyBuff = 0>>
<<set $EMEvasionBuff = 0>>
<<set $EMCriticalityBuff = 0>>
<<set $PlayerMove = "Error: No Move Text Found.">>
<<set $PlayerOutcome = "Error: No Move Text Found.">>
<<set $EnemyMove = "Error: No Move Text Found.">>
<<set $EnemyOutcome = "Error: No Move Text Found.">>
<<set $PMInvalidate to false>>
<<set $EMInvalidate to false>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<if $Moves[$i].IsEnemy is true>>
<<set $Moves[$i].IsEnemy to false>>
<</if>>
<<if $Moves[$i].IsPlayer is true>>
<<set $Moves[$i].IsPlayer to false>>
<</if>>
<<set $PMWasMissed to false>>
<<set $PMWasEvaded to false>>
<<set $PMWasBlocked to false>>
<<set $PMWasNullified to false>>
<<set $PMWasCritical to false>>
<<set $EMWasMissed to false>>
<<set $EMWasEvaded to false>>
<<set $EMWasBlocked to false>>
<<set $EMWasNullified to false>>
<<set $EMWasCritical to false>>
<</for>>
<</widget>><<widget StartCombatValues>>
<<set $CombatState to false>>
<<set $PlayerAttemptedEscape to false>>
<<StartMoves>>
<<StartIdles>>
<<StartTaunts>>
<<CombatTurnReset>>
/*
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<set $EntityValues[$i].BaseArmor = 5>>
<<set $EntityValues[$i].BaseBinding = 5>>
<<set $EntityValues[$i].BaseCriticality = 50>>
<<set $EntityValues[$i].Skills.pushUnique("Occultism")>>
<<set $EntityValues[$i].Skills.pushUnique("Hunting")>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $EntityValues[$i].BaseArmor = 6>>
<<set $EntityValues[$i].BaseBinding = 6>>
<</if>>
<</for>>
*/
<</widget>><<widget CombatHandling>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<if $Moves[$i].IsPlayer is true>>
<<if $Moves[$i].IsPhysical is true>>
<<if $PMHealthDamage >= 1>>
<<set $PMHealthDamage += $EntityValues[$Player].Lethality + random(5)>>
<</if>>
<<if $PMManaDamage >= 1>>
<<set $PMManaDamage += $EntityValues[$Player].Lethality + random(5)>>
<</if>>
<<if $PMEnergyDamage >= 1>>
<<set $PMEnergyDamage += $EntityValues[$Player].Lethality + random(5)>>
<</if>>
<<if $PMLustDamage >= 1>>
<<set $PMLustDamage += $EntityValues[$Player].Lethality + random(5)>>
<</if>>
<<if $PMResistanceDamage >= 1>>
<<set $PMResistanceDamage += $EntityValues[$Player].Lethality + random(5)>>
<</if>>
<</if>>
<<if $Moves[$i].IsMagical is true>>
<<if $PMHealthDamage >= 1>>
<<set $PMHealthDamage += $EntityValues[$Player].Sorcery + random(5)>>
<</if>>
<<if $PMManaDamage >= 1>>
<<set $PMManaDamage += $EntityValues[$Player].Sorcery + random(5)>>
<</if>>
<<if $PMEnergyDamage >= 1>>
<<set $PMEnergyDamage += $EntityValues[$Player].Sorcery + random(5)>>
<</if>>
<<if $PMLustDamage >= 1>>
<<set $PMLustDamage += $EntityValues[$Player].Sorcery + random(5)>>
<</if>>
<<if $PMResistanceDamage >= 1>>
<<set $PMResistanceDamage += $EntityValues[$Player].Sorcery + random(5)>>
<</if>>
<</if>>
<<if $Moves[$i].IsSeductive is true>>
<<if $PMHealthDamage >= 1>>
<<set $PMHealthDamage += $EntityValues[$Player].Seduction + random(5)>>
<</if>>
<<if $PMManaDamage >= 1>>
<<set $PMManaDamage += $EntityValues[$Player].Seduction + random(5)>>
<</if>>
<<if $PMEnergyDamage >= 1>>
<<set $PMEnergyDamage += $EntityValues[$Player].Seduction + random(5)>>
<</if>>
<<if $PMLustDamage >= 1>>
<<set $PMLustDamage += $EntityValues[$Player].Seduction + random(5)>>
<</if>>
<<if $PMResistanceDamage >= 1>>
<<set $PMResistanceDamage += $EntityValues[$Player].Seduction + random(5)>>
<</if>>
<</if>>
<<if $Moves[$i].CanBeEvaded is true>>
<<set $EvasionRoll = random(100)>>
<<if $EvasionRoll < $EntityValues[$Enemy].Evasion>>
<<set $PMWasEvaded to true>>
<<set $PMInvalidate to true>>
<</if>>
<</if>>
<<if $Moves[$i].CanBeMissed is true>>
<<set $AccuracyRoll = random(100)>>
<<if $AccuracyRoll > $EntityValues[$Player].Accuracy>>
<<set $PMWasMissed to true>>
<<set $PMInvalidate to true>>
<</if>>
<</if>>
<<if $Moves[$i].CanBeCritical is true>>
<<set $CriticalRoll = random(100)>>
<<if $CriticalRoll < $EntityValues[$Player].Criticality>>
<<set $PMHealthDamage += $PMHealthDamage * 2>>
<<set $PMManaDamage += $PMManaDamage * 2>>
<<set $PMEnergyDamage += $PMEnergyDamage * 2>>
<<set $PMLustDamage += $PMLustDamage * 2>>
<<set $PMResistanceDamage += $PMResistanceDamage * 2>>
<<set $PMWasCritical to true>>
<<set $PMInvalidate to false>>
<</if>>
<</if>>
<<if $PMWasCritical is false>>
<<if $Moves[$i].CanBeBlocked is true>>
<<if $PMArmor >= 1>>
<<set $PMWasBlocked to true>>
<<set $PMTextHealthDamage = $PMHealthDamage>>
<<set $PMTextBNDamage = $PMArmor>>
<<set $PMBNResetDamage to true>>
<<if $PMArmor < $PMHealthDamage>>
<<set $PMHealthDamage -= $PMArmor>>
<<else>>
<<set $PMHealthDamage = 0>>
<</if>>
<</if>>
<<elseif $Moves[$i].CanBeNullified is true>>
<<if $PMBinding >= 1>>
<<set $PMWasNullified to true>>
<<set $PMTextHealthDamage = $PMHealthDamage>>
<<set $PMTextBNDamage = $PMBinding>>
<<set $PMBNResetDamage to true>>
<<if $PMBinding < $PMHealthDamage>>
<<set $PMHealthDamage -= $PMBinding>>
<<else>>
<<set $PMHealthDamage = 0>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $Moves[$i].IsEnemy is true>>
<<if $Moves[$i].IsPhysical is true>>
<<if $EMHealthDamage >= 1>>
<<set $EMHealthDamage += $EntityValues[$Enemy].Lethality + random(5)>>
<</if>>
<<if $EMManaDamage >= 1>>
<<set $EMManaDamage += $EntityValues[$Enemy].Lethality + random(5)>>
<</if>>
<<if $EMEnergyDamage >= 1>>
<<set $EMEnergyDamage += $EntityValues[$Enemy].Lethality + random(5)>>
<</if>>
<<if $EMLustDamage >= 1>>
<<set $EMLustDamage += $EntityValues[$Enemy].Lethality + random(5)>>
<</if>>
<<if $EMResistanceDamage >= 1>>
<<set $EMResistanceDamage += $EntityValues[$Enemy].Lethality + random(5)>>
<</if>>
<</if>>
<<if $Moves[$i].IsMagical is true>>
<<if $EMHealthDamage >= 1>>
<<set $EMHealthDamage += $EntityValues[$Enemy].Sorcery + random(5)>>
<</if>>
<<if $EMManaDamage >= 1>>
<<set $EMManaDamage += $EntityValues[$Enemy].Sorcery + random(5)>>
<</if>>
<<if $EMEnergyDamage >= 1>>
<<set $EMEnergyDamage += $EntityValues[$Enemy].Sorcery + random(5)>>
<</if>>
<<if $EMLustDamage >= 1>>
<<set $EMLustDamage += $EntityValues[$Enemy].Sorcery + random(5)>>
<</if>>
<<if $EMResistanceDamage >= 1>>
<<set $EMResistanceDamage += $EntityValues[$Enemy].Sorcery + random(5)>>
<</if>>
<</if>>
<<if $Moves[$i].IsSeductive is true>>
<<if $EMHealthDamage >= 1>>
<<set $EMHealthDamage += $EntityValues[$Enemy].Seduction + random(5)>>
<</if>>
<<if $EMManaDamage >= 1>>
<<set $EMManaDamage += $EntityValues[$Enemy].Seduction + random(5)>>
<</if>>
<<if $EMEnergyDamage >= 1>>
<<set $EMEnergyDamage += $EntityValues[$Enemy].Seduction + random(5)>>
<</if>>
<<if $EMLustDamage >= 1>>
<<set $EMLustDamage += $EntityValues[$Enemy].Seduction + random(5)>>
<</if>>
<<if $EMResistanceDamage >= 1>>
<<set $EMResistanceDamage += $EntityValues[$Enemy].Seduction + random(5)>>
<</if>>
<</if>>
<<if $Moves[$i].CanBeEvaded is true>>
<<set $EvasionRoll = random(100)>>
<<if $EvasionRoll < $EntityValues[$Player].Evasion>>
<<set $EMWasEvaded to true>>
<<set $EMInvalidate to true>>
<</if>>
<</if>>
<<if $Moves[$i].CanBeMissed is true>>
<<set $AccuracyRoll = random(100)>>
<<if $AccuracyRoll > $EntityValues[$Enemy].Accuracy>>
<<set $EMWasMissed to true>>
<<set $EMInvalidate to true>>
<</if>>
<</if>>
<<if $Moves[$i].CanBeCritical is true>>
<<set $CriticalRoll = random(100)>>
<<if $CriticalRoll < $EntityValues[$Enemy].Criticality>>
<<set $EMHealthDamage += $EMHealthDamage * 2>>
<<set $EMManaDamage += $EMManaDamage * 2>>
<<set $EMEnergyDamage += $EMEnergyDamage * 2>>
<<set $EMLustDamage += $EMLustDamage * 2>>
<<set $EMResistanceDamage += $EMResistanceDamage * 2>>
<<set $EMWasCritical to true>>
<<set $EMInvalidate to false>>
<</if>>
<</if>>
<<if $EMWasCritical is false>>
<<if $Moves[$i].CanBeBlocked is true>>
<<if $EMArmor >= 1>>
<<set $EMWasBlocked to true>>
<<set $EMTextHealthDamage = $EMHealthDamage>>
<<set $EMTextBNDamage = $EMArmor>>
<<set $EMBNResetDamage to true>>
<<if $EMArmor < $EMHealthDamage>>
<<set $EMHealthDamage -= $EMArmor>>
<<else>>
<<set $EMHealthDamage = 0>>
<</if>>
<</if>>
<<elseif $Moves[$i].CanBeNullified is true>>
<<if $EMBinding >= 1>>
<<set $EMWasNullified to true>>
<<set $EMTextHealthDamage = $EMHealthDamage>>
<<set $EMTextBNDamage = $EMBinding>>
<<set $EMBNResetDamage to true>>
<<if $EMBinding < $EMHealthDamage>>
<<set $EMHealthDamage -= $EMBinding>>
<<else>>
<<set $EMHealthDamage = 0>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget CombatValueApplication>>
/* Player Move */
<<if $PMInvalidate is false>>
<<set $EntityValues[$Enemy].CurrentHealth -= $PMHealthDamage>>
<<set $EntityValues[$Enemy].CurrentMana -= $PMManaDamage>>
<<set $EntityValues[$Enemy].CurrentEnergy -= $PMEnergyDamage>>
<<set $EntityValues[$Enemy].CurrentLust += $PMLustDamage>>
<<set $EntityValues[$Enemy].CurrentResistance -= $PMResistanceDamage>>
<<set $EntityValues[$Enemy].LethalityEffectApply -= $PMLethalityDebuff>>
<<set $EntityValues[$Enemy].ArmorEffectApply -= $PMArmorDebuff>>
<<set $EntityValues[$Enemy].SorceryEffectApply -= $PMSorceryDebuff>>
<<set $EntityValues[$Enemy].BindingEffectApply -= $PMBindingDebuff>>
<<set $EntityValues[$Enemy].SeductionEffectApply -= $PMSeductionDebuff>>
<<set $EntityValues[$Enemy].DepravityEffectApply += $PMDepravityDebuff>>
<<set $EntityValues[$Enemy].AccuracyEffectApply -= $PMAccuracyDebuff>>
<<set $EntityValues[$Enemy].EvasionEffectApply -= $PMEvasionDebuff>>
<<set $EntityValues[$Enemy].CriticalityEffectApply -= $PMCriticalityDebuff>>
<<if $PMBNResetDamage is true>>
<<set $PMBNResetDamage to false>>
<<set $PMHealthDamage = $PMTextHealthDamage>>
<<set $PMBNDamage = $PMTextBNDamage>>
<</if>>
<</if>>
<<set $EntityValues[$Player].CurrentHealth += $PMHealthCost>>
<<set $EntityValues[$Player].CurrentMana += $PMManaCost>>
<<set $EntityValues[$Player].CurrentEnergy += $PMEnergyCost>>
<<set $EntityValues[$Player].CurrentLust += $PMLustCost>>
<<set $EntityValues[$Player].CurrentResistance += $PMResistanceCost>>
<<set $EntityValues[$Player].LethalityEffectApply += $PMLethalityBuff>>
<<set $EntityValues[$Player].ArmorEffectApply += $PMArmorBuff>>
<<set $EntityValues[$Player].SorceryEffectApply += $PMSorceryBuff>>
<<set $EntityValues[$Player].BindingEffectApply += $PMBindingBuff>>
<<set $EntityValues[$Player].SeductionEffectApply += $PMSeductionBuff>>
<<set $EntityValues[$Player].DepravityEffectApply += $PMDepravityBuff>>
<<set $EntityValues[$Player].AccuracyEffectApply += $PMAccuracyBuff>>
<<set $EntityValues[$Player].EvasionEffectApply += $PMEvasionBuff>>
<<set $EntityValues[$Player].CriticalityEffectApply += $PMCriticalityBuff>>
/* Enemy Move */
<<if $EMInvalidate is false>>
<<set $EntityValues[$Player].CurrentHealth -= $EMHealthDamage>>
<<set $EntityValues[$Player].CurrentMana -= $EMManaDamage>>
<<set $EntityValues[$Player].CurrentEnergy -= $EMEnergyDamage>>
<<set $EntityValues[$Player].CurrentLust += $EMLustDamage>>
<<set $EntityValues[$Player].CurrentResistance -= $EMResistanceDamage>>
<<set $EntityValues[$Player].LethalityEffectApply -= $EMLethalityDebuff>>
<<set $EntityValues[$Player].ArmorEffectApply -= $EMArmorDebuff>>
<<set $EntityValues[$Player].SorceryEffectApply -= $EMSorceryDebuff>>
<<set $EntityValues[$Player].BindingEffectApply -= $EMBindingDebuff>>
<<set $EntityValues[$Player].SeductionEffectApply -= $EMSeductionDebuff>>
<<set $EntityValues[$Player].DepravityEffectApply += $EMDepravityDebuff>>
<<set $EntityValues[$Player].AccuracyEffectApply -= $EMAccuracyDebuff>>
<<set $EntityValues[$Player].EvasionEffectApply -= $EMEvasionDebuff>>
<<set $EntityValues[$Player].CriticalityEffectApply -= $EMCriticalityDebuff>>
<<if $EMBNResetDamage is true>>
<<set $EMBNResetDamage to false>>
<<set $EMHealthDamage = $EMTextHealthDamage>>
<<set $EMBNDamage = $EMTextBNDamage>>
<</if>>
<</if>>
<<set $EntityValues[$Enemy].CurrentHealth += $EMHealthCost>>
<<set $EntityValues[$Enemy].CurrentMana += $EMManaCost>>
<<set $EntityValues[$Enemy].CurrentEnergy += $EMEnergyCost>>
<<set $EntityValues[$Enemy].CurrentLust += $EMLustCost>>
<<set $EntityValues[$Enemy].CurrentResistance += $EMResistanceCost>>
<<set $EntityValues[$Enemy].LethalityEffectApply += $EMLethalityBuff>>
<<set $EntityValues[$Enemy].ArmorEffectApply += $EMArmorBuff>>
<<set $EntityValues[$Enemy].SorceryEffectApply += $EMSorceryBuff>>
<<set $EntityValues[$Enemy].BindingEffectApply += $EMBindingBuff>>
<<set $EntityValues[$Enemy].SeductionEffectApply += $EMSeductionBuff>>
<<set $EntityValues[$Enemy].DepravityEffectApply += $EMDepravityBuff>>
<<set $EntityValues[$Enemy].AccuracyEffectApply += $EMAccuracyBuff>>
<<set $EntityValues[$Enemy].EvasionEffectApply += $EMEvasionBuff>>
<<set $EntityValues[$Enemy].CriticalityEffectApply += $EMCriticalityBuff>>
<</widget>><<widget EnemyState>>
<<EnemyHealthState>>
<</widget>>
<<widget PlayerCombatState>>
<<if $CombatState is false>>
You prepare yourself for combat and consider your options.
<<elseif $CombatState is true>>
<<if $PlayerAttemptedEscape is true>>
You attempt to escape, but fail to outrun $EnemyName!
<<else>>
$PlayerMove
<br><br>$PlayerOutcome
<</if>>
<</if>>
<</widget>>
<<widget EnemyCombatState>>
<<if $CombatState is false>>
$EnemyName prepares to strike you.
<<elseif $CombatState is true>>
$EnemyMove
<br><br>$EnemyOutcome
<</if>>
<</widget>>
<<widget EnemyLustState>>
<<if $EntityValues[$Enemy].CurrentLust < 20>>
<<set $LustfulMessage to false>>
$EnemyName does not look aroused at all.
<<elseif $EntityValues[$Enemy].CurrentLust < 60>>
<<set $LustfulMessage to false>>
$EnemyName is starting to look aroused, flushed and full of lust.<<else>>
<<if $EntityValues[$Enemy].Traits.includes("Lustful Frenzy")>>
<<if $LustfulMessage is false>>
<<set $LustfulMessage to true>>
$EnemyName has entered a @@.pinktext;Lustful Frenzy@@.
<<else>>
$EnemyName is currently in a @@.pinktext;Lustful Frenzy@@.
<</if>>
<<else>>
<<set $LustfulMessage to false>>
$EnemyName is starting to touch itself at inappropiate times, and has a hazy lustful glare in it's eyes.
<</if>>
<</if>>
<</widget>>
<<widget EnemyHealthState>>
<<if $EntityValues[$Enemy].CurrentHealth < $EntityValues[$Enemy].MaxHealth * 0.20>>
<<set $EnemyHealthState = "looks completely beaten and battered, as if they could fall at any moment.">>
<<elseif $EntityValues[$Enemy].CurrentHealth < $EntityValues[$Enemy].MaxHealth * 0.50>>
<<set $EnemyHealthState = "looks bruised and worn out, but continues to remain on their feet.">>
<<elseif $EntityValues[$Enemy].CurrentHealth < $EntityValues[$Enemy].MaxHealth * 0.70>>
<<set $EnemyHealthState = "looks slightly bruised, but otherwise fine.">>
<<elseif $EntityValues[$Enemy].CurrentHealth >= $EntityValues[$Enemy].MaxHealth * 0.70>>
<<set $EnemyHealthState = "looks fresh.">>
<</if>>
<<set $StateMessage = $EnemyName + " " + $EnemyHealthState>>
$StateMessage
<</widget>>
<<widget EnemyArmorMagicState>>
<<if $EntityValues[$Enemy].Armor <= 0>>
<<set $EnemyArmorState = "does not look armored at all and">>
<<elseif $EntityValues[$Enemy].Armor <= 5>>
<<set $EnemyArmorState = "looks lightly armored and">>
<<elseif $EntityValues[$Enemy].Armor <= 10>>
<<set $EnemyArmorState = "looks fairly armoed and">>
<<elseif $EntityValues[$Enemy].Armor > 10>>
<<set $EnemyArmorState = "looks heavily armored and">>
<</if>>
<<if $EntityValues[$Enemy].Armor <= 0>>
<<set $EnemyMagicState = " has no visible aura to them.">>
<<elseif $EntityValues[$Enemy].Armor <= 10>>
<<set $EnemyMagicState = " has a dim aura to them.">>
<<elseif $EntityValues[$Enemy].Armor <= 20>>
<<set $EnemyMagicState = " has a bright aura to them.">>
<<elseif $EntityValues[$Enemy].Armor > 20>>
<<set $EnemyMagicState = " has a brimming aura to them.">>
<</if>>
<<set $ABMessage = $EnemyName + " " + $EnemyArmorState + $EnemyMagicState>>
$ABMessage
<</widget>><<widget CombatTextHandling>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<if $Moves[$i].IsPlayer is true>>
<<if $PMWasCritical is true>>
<<set $PlayerMove = $Moves[$i].PlayerCriticalMoveText>>
<<set $PlayerOutcome = $Moves[$i].PlayerCriticalOutcomeText>>
<<elseif $PMWasCritical is false>>
<<set $PlayerMove = $Moves[$i].PlayerStandardMoveText>>
<<if $PMInvalidate is false>>
<<if $PMWasBlocked is true or $PMWasNullified is true>>
<<set $PlayerOutcome = $Moves[$i].PlayerBNOutcomeText>>
<<else>>
<<set $PlayerOutcome = $Moves[$i].PlayerStandardOutcomeText>>
<</if>>
<<else>>
<<if $PMWasMissed is true>>
<<set $PlayerOutcome = "You miss $EnemyName completely dealing no damage!">>
<<elseif $PMWasEvaded is true>>
<<set $PlayerOutcome = "$EnemyName evades your attack completely!">>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $Moves[$i].IsEnemy is true>>
<<if $EMWasCritical is true>>
<<set $EnemyMove = $Moves[$i].EnemyCriticalMoveText>>
<<set $EnemyOutcome = $Moves[$i].EnemyCriticalOutcomeText>>
<<elseif $EMWasCritical is false>>
<<set $EnemyMove = $Moves[$i].EnemyStandardMoveText>>
<<if $EMInvalidate is false>>
<<if $EMWasBlocked is true or $EMWasNullified is true>>
<<set $EnemyOutcome = $Moves[$i].EnemyBNOutcomeText>>
<<else>>
<<set $EnemyOutcome = $Moves[$i].EnemyStandardOutcomeText>>
<</if>>
<<else>>
<<if $EMWasMissed is true>>
<<set $EnemyOutcome = "$EnemyName misses you completely dealing no damage!">>
<<elseif $EMWasEvaded is true>>
<<set $EnemyOutcome = "You evade $EnemyName's attack completely!">>
<</if>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget AdvancedAI>>
<<if $CombatState is true>>
<<set $EnemyIsAttacking to true>>
<<set $AttackFound to false>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<set $AttackRandom = random(100)>>
<<if $AttackFound is false>>
<<if $Moves[$i].EnemyCanActivate is true>>
<<if $Moves[$i].SkillGroup.includes("Standard")>>
<<if $AttackRandom < $Moves[$i].AIRate>>
<<set $Moves[$i].IsEnemy to true>>
<<set $AttackFound to true>>
<</if>>
<</if>>
<<TraitEnergyAI "Strong">>
<<TraitEnergyAI "Bulky">>
<<TraitEnergyAI "Monstrous">>
<<MagicManaAI "Pyromancy">>
<<MagicManaAI "Biomancy">>
<<MagicManaAI "Luxomancy">>
<<MagicManaAI "Umbramancy">>
<<MagicManaAI "Astrapomancy">>
<<MagicManaAI "Eromancy">>
<<MagicManaAI "Occultism">>
<</if>>
<</if>>
<</for>>
<<if $AttackFound is false>>
<<set $Moves[$StandardAttack].IsEnemy to true>>
<</if>>
<</if>>
<</widget>>
<<widget MagicManaAI>>
<<if $Moves[$i].SkillGroup.includes($args[0])>>
<<if $EntityValues[$Enemy].Skills.includes($args[0])>>
<<if $AttackRandom < $Moves[$i].AIRate>>
<<if $EntityValues[$Enemy].CurrentMana > 0>>
<<set $EnemyIsCasting to true>>
<<set $EnemyCastedID = $Moves[$i].ID>>
<<set $Moves[$i].IsEnemy to true>>
<<set $AttackFound to true>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget TraitEnergyAI>>
<<if $Moves[$i].TraitGroup.includes($args[0])>>
<<if $EntityValues[$Enemy].Traits.includes($args[0])>>
<<if $AttackRandom < $Moves[$i].AIRate>>
<<if $EntityValues[$Enemy].CurrentEnergy > 0>>
<<set $EnemyIsCasting to true>>
<<set $EnemyCastedID = $Moves[$i].ID>>
<<set $Moves[$i].IsEnemy to true>>
<<set $AttackFound to true>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget StartIdles>>
<<set $Idles = [
{
ID: 0,
IdleGroup: ["Succubus"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName glares at you, as if they were observing something far beneath themselves."
},
{
ID: 1,
IdleGroup: ["Succubus"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName raises their hands conjuring some sort of dark magic whilst chanting in tongues. Almost as if they were speaking to some dark or absent observer."
},
{
ID: 2,
IdleGroup: ["Succubus"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName starts touching themselves lusciously in an erotic fashion ignoring the fact that you're present."
},
{
ID: 3,
IdleGroup: ["Satyr"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName plays a little innocent tune with their flute."
},
{
ID: 4,
IdleGroup: ["Minotaur"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName looks at you with blood red fury in their eyes!"
},
{
ID: 5,
IdleGroup: ["Centaur"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName raises his front legs and strikes at the air in preparation!"
},
{
ID: 6,
IdleGroup: ["Imp", "Succubus", "Satyr", "Centaur", "Minotaur"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName looks at you with a sinister glare in their eyes, as if they're thinking of all sorts of ways to degrade and humiliate you."
},
{
ID: 7,
IdleGroup: ["Imp", "Succubus", "Satyr"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName conjures some dark magic whilst whispering in twisted tongues..."
},
{
ID: 8,
IdleGroup: ["Human", "High Elf", "Dark Elf"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName dusts off their clothes in anticipation for your next move."
},
{
ID: 9,
IdleGroup: ["Human", "Orc", "High Elf", "Dark Elf", "Goblin", "Imp", "Satyr", "Centaur", "Minotaur", "Succubus"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName looks at you with a sinister glare in their eyes, as if they’re thinking of all sorts of ways to rip you apart."
},
{
ID: 10,
IdleGroup: ["Human", "Orc", "High Elf", "Dark Elf", "Goblin", "Imp", "Satyr", "Centaur", "Minotaur", "Succubus"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName circles around you as if looking for an opportunity to strike at you."
},
{
ID: 11,
IdleGroup: ["Orc", "Goblin", "Satyr", "Centaur", "Minotaur"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName stomps the ground to signal that it's ready for combat, and starts to move back and forth impatiently."
},
{
ID: 12,
IdleGroup: ["Baron"],
IsSpecial: true,
Rate: 25,
Gender: "All",
Textline: "$EnemyName flicks his cane and eyes you up and down."
},
{
ID: 13,
IdleGroup: ["Baron"],
IsSpecial: true,
Rate: 25,
Gender: "All",
Textline: "$EnemyName ruffles his beard and adjusts his monocle."
},
{
ID: 14,
IdleGroup: ["Human", "Orc", "High Elf", "Dark Elf", "Goblin", "Imp", "Satyr", "Centaur", "Minotaur", "Succubus"],
IsSpecial: false,
Rate: 25,
Gender: "All",
Textline: "$EnemyName starts to move back and forth impatiently."
}
]>>
<</widget>>
<<widget StartTaunts>>
<<set $Taunts = [
{
ID: 0,
TauntGroup: ["Goblin", "Orc"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Gonna have sum fun wit you!"
},
{
ID: 1,
TauntGroup: ["Goblin", "Orc"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "I gonna treat you liek a bitch!"
},
{
ID: 2,
TauntGroup: ["Goblin", "Orc"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Mmh! hehe! look real gut to me! Wun' sum' of dis?"
},
{
ID: 3,
TauntGroup: ["Goblin", "Orc", "Imp", "Minotaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Rargh!"
},
{
ID: 4,
TauntGroup: ["Goblin", "Orc"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "snif snif... you stinky nice..."
},
{
ID: 5,
TauntGroup: ["Goblin"],
IsSpecial: false,
Rate: 20,
Gender: "Male",
Textline: "You luk liek gut <<Insult 'Orc' $PlayerRace 'Sex' 'Cap'>> for me gut gobbo dick!"
},
{
ID: 6,
TauntGroup: ["Goblin"],
IsSpecial: false,
Rate: 20,
Gender: "Male",
Textline: "A gobbo liek wut he see, stabby real gut until <<Insult 'Orc' $PlayerRace 'Sex' 'Cap'>> do wut' gobbo tells! hehe..."
},
{
ID: 7,
TauntGroup: ["Goblin"],
IsSpecial: false,
Rate: 20,
Gender: "Female",
Textline: "A gobbo liek wut she see, get reall gut and close to make you do what say!"
},
{
ID: 8,
TauntGroup: ["Goblin"],
IsSpecial: false,
Rate: 20,
Gender: "Female",
Textline: "I gonna treat you liek a rel price baby!"
},
{
ID: 9,
TauntGroup: ["Goblin"],
IsSpecial: false,
Rate: 20,
Gender: "Female",
Textline: "Mmh! hehe! look real gut to me! Wun' sum' of dis?"
},
{
ID: 10,
TauntGroup: ["Goblin"],
IsSpecial: false,
Rate: 20,
Gender: "Female",
Textline: "Rargh... oh my...rar!"
},
{
ID: 11,
TauntGroup: ["Baron"],
IsSpecial: true,
Rate: 20,
Gender: "Male",
Textline: "Have at you, scum!"
},
{
ID: 12,
TauntGroup: ["Baron"],
IsSpecial: true,
Rate: 20,
Gender: "Male",
Textline: "You think you can test me? Bah! I shall test you instead!"
},
{
ID: 13,
TauntGroup: ["Baron"],
IsSpecial: true,
Rate: 20,
Gender: "Male",
Textline: "Miss Darlington, bring the tea! Darlington? Damn it all, where did that wretched woman go!"
},
{
ID: 14,
TauntGroup: ["Baron"],
IsSpecial: true,
Rate: 20,
Gender: "Male",
Textline: "I shall beat you into a pulp you peasant!"
},
{
ID: 15,
TauntGroup: ["Baron"],
IsSpecial: true,
Rate: 20,
Gender: "Male",
Textline: "I hope you like my cane, for i shall stick it to you where the light does not shine!"
},
{
ID: 16,
TauntGroup: ["Baron"],
IsSpecial: true,
Rate: 20,
Gender: "Male",
Textline: "Is it tea time soon?"
},
{
ID: 16,
TauntGroup: ["Baron"],
IsSpecial: true,
Rate: 20,
Gender: "Male",
Textline: "What did i do to suffer tests after tests. Oh dearest of gods, will there be no end in sight?"
},
{
ID: 17,
TauntGroup: ["Imp", "Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Naa! Kra-karag na!"
},
{
ID: 18,
TauntGroup: ["Imp", "Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Shi-fulan, se'kro aran na!"
},
{
ID: 19,
TauntGroup: ["Imp", "Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Koron-krog tos an para-fu!"
},
{
ID: 20,
TauntGroup: ["Imp", "Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Rano-ka!"
},
{
ID: 21,
TauntGroup: ["Imp", "Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Oron-bosh se'kro na!"
},
{
ID: 22,
TauntGroup: ["Imp", "Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Xeron-ga Kra-karag se'kro aran na!"
},
{
ID: 23,
TauntGroup: ["Imp", "Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Xeron-ga Kra-karag se'kro aran na!"
},
{
ID: 24,
TauntGroup: ["Imp", "Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "...Pfa!"
},
{
ID: 25,
TauntGroup: ["Human"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Give up, <<Insult 'Human' $PlayerRace 'Sex' 'Cap'>>!"
},
{
ID: 26,
TauntGroup: ["Human"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "I'm gonna make you do all sorts of depraved things! Hah!"
},
{
ID: 27,
TauntGroup: ["Human", "Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Get on your knees, <<Insult 'Human' $PlayerRace 'Sex' 'Cap'>>!"
},
{
ID: 28,
TauntGroup: ["Human", "Succubus", "High Elf", "Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "The gods are watching! Let's give them quite the display!"
},
{
ID: 29,
TauntGroup: ["Human"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Despoil! Rape! Pillage!"
},
{
ID: 30,
TauntGroup: ["Human"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "I will ravage you <<Insult 'Human' $PlayerRace 'Sex' 'Cap'>>!"
},
{
ID: 30,
TauntGroup: ["Human", "High Elf", "Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "You better start praying now!"
},
{
ID: 31,
TauntGroup: ["Human", "High Elf", "Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "You will regret having crossed me!"
},
{
ID: 32,
TauntGroup: ["High Elf", "Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Wretched underlings like you are to do as they are told! Now behave!"
},
{
ID: 33,
TauntGroup: ["High Elf", "Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "As is tradition, you will kneel to me!"
},
{
ID: 34,
TauntGroup: ["High Elf", "Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "The things i will do to you! You can not even imagine half of it!"
},
{
ID: 35,
TauntGroup: ["High Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "I will use you <<Insult 'High Elf' $PlayerRace 'Sex' 'Cap'>>! For all sorts of pleasuring things! Hah!"
},
{
ID: 36,
TauntGroup: ["Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Oh! What a lovely slave you will make!"
},
{
ID: 37,
TauntGroup: ["Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Wretched slaves like you are to do as they are ordered! Now obey!"
},
{
ID: 38,
TauntGroup: ["Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "When i'm done with you, you won't be able to tell the difference between pain and pleasure!"
},
{
ID: 39,
TauntGroup: ["Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "The slavering gods are watching! Let's give them quite the display!"
},
{
ID: 40,
TauntGroup: ["Dark Elf"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "I will use you <<Insult 'Dark Elf' $PlayerRace 'Sex' 'Cap'>>! For all sorts of terrible things! Hah!"
},
{
ID: 41,
TauntGroup: ["Orc", "Goblin"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Oui, aight lissen 'ere, i gon' pummel ye 'eal good!"
},
{
ID: 42,
TauntGroup: ["Orc", "Goblin"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "I da biggest n' da bossiest!"
},
{
ID: 43,
TauntGroup: ["Orc", "Goblin"],
IsSpecial: false,
Rate: 20,
Gender: "Male",
Textline: "I gon' pummel dose <<Insult 'Orc' $PlayerRace 'Sex' 'Cap'>> holes 'eal good, al' day, fil' ya up 'eal good with me seed! Hah!"
},
{
ID: 44,
TauntGroup: ["Orc", "Goblin"],
IsSpecial: false,
Rate: 20,
Gender: "Male",
Textline: "I bet da boys will love me present i be draggin' in dis afternoon!"
},
{
ID: 45,
TauntGroup: ["Orc"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Smash! Fuck! Smash sum moar!"
},
{
ID: 46,
TauntGroup: ["Orc"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Or wuz it fuck first, den smash? Me forget."
},
{
ID: 47,
TauntGroup: ["Orc"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "You smell 'eal good aight, me goin' ta have sum' 'eal fun wit ya <<Insult 'Orc' $PlayerRace 'Sex' 'Cap'>> ass! Hah!"
},
{
ID: 48,
TauntGroup: ["Satyr"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Voiceless it cries, wingless flutters, toothless bites, mouthless mutters, what am i?!"
},
{
ID: 49,
TauntGroup: ["Satyr"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "There is a house. One enters it blind and comes out seeing. What is it?"
},
{
ID: 50,
TauntGroup: ["Satyr"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Thirty white horses on a red hill, first they champ, then they stamp, then they stand still. What are they?"
},
{
ID: 51,
TauntGroup: ["Satyr"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "First we party, then we hardy! Now we drink, we do not blink! Now we dance, we're in a trance! What are we?"
},
{
ID: 52,
TauntGroup: ["Satyr"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "I come in a lot of different sizes. Sometimes, I drip a little. If you blow me, it feels really good. What am I?"
},
{
ID: 53,
TauntGroup: ["Satyr"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "All day long it’s in and out. I discharge loads from my shaft. Both men and women go down on me. What am I?"
},
{
ID: 54,
TauntGroup: ["Satyr"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "I have a stiff shaft. My tip penetrates. I come with a quiver. What am I?"
},
{
ID: 55,
TauntGroup: ["Minotaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Rargghh!"
},
{
ID: 56,
TauntGroup: ["Minotaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Moooooooo! Rargh!"
},
{
ID: 57,
TauntGroup: ["Minotaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Mo-Rargh!"
},
{
ID: 58,
TauntGroup: ["Minotaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Roooo-aaaargh!"
},
{
ID: 59,
TauntGroup: ["Minotaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Grrrr-gh! Raa-AAA-aargh!"
},
{
ID: 60,
TauntGroup: ["Minotaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Hraaagh!"
},
{
ID: 61,
TauntGroup: ["Centaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "These are our lands intruder!"
},
{
ID: 62,
TauntGroup: ["Centaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "We rule the steppe! Now bow before us!"
},
{
ID: 63,
TauntGroup: ["Centaur"],
IsSpecial: false,
Rate: 20,
Gender: "Male",
Textline: "I will mount you slut!"
},
{
ID: 64,
TauntGroup: ["Centaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Hear the thundering sound of our hooves!"
},
{
ID: 65,
TauntGroup: ["Centaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "There can be only one tribe!"
},
{
ID: 66,
TauntGroup: ["Centaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Another slave to serve the tribe!"
},
{
ID: 67,
TauntGroup: ["Centaur"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "This one will give us many younglings!"
},
{
ID: 68,
TauntGroup: ["Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Why don't you just submit to me, my pet?"
},
{
ID: 69,
TauntGroup: ["Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Gaze upon me Lucira! As i bring forth a new sacrifice to your depraved and lustful desires!"
},
{
ID: 70,
TauntGroup: ["Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "I will have fun toying with you for hours! Pet!"
},
{
ID: 71,
TauntGroup: ["Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Let the tainted powers embrace me! Relish in my presence slut!"
},
{
ID: 72,
TauntGroup: ["Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "I am one with pleasure, torment and pain! You cannot best me mortal!"
},
{
ID: 73,
TauntGroup: ["Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "You will serve as a nice appetizer, for what is to come to this doomed realm, whore!"
},
{
ID: 74,
TauntGroup: ["Succubus"],
IsSpecial: false,
Rate: 20,
Gender: "All",
Textline: "Look at me! Look at me Lucira! Look at me as i will spread my taint in this feeble being!"
}
]>>
<</widget>>
<<widget IdleHandling>>
<<set $IdleFound to false>>
<<set $Idle = "$EnemyName circles around you as if looking for an opportunity to strike at you.">>
<<for $i to 0; $i lt $Idles.length; $i++>>
<<if $IdleFound is false>>
<<set $IdleRandom = random(100)>>
<<if $Idles[$i].IdleGroup.includes($EntityValues[$Enemy].Race)>>
<<if $IdleRandom < $Idles[$i].Rate>>
<<set $Idle = $Idles[$i].Textline>>
<<set $IdleFound to true>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget TauntHandling>>
<<set $TauntFound to false>>
<<set $Taunt = "...">>
<<for $i to 0; $i lt $Taunts.length; $i++>>
<<if $TauntFound is false>>
<<set $TauntRandom = random(100)>>
<<if $Taunts[$i].TauntGroup.includes($EntityValues[$Enemy].Race)>>
<<if $TauntRandom < $Taunts[$i].Rate>>
<<set $Taunt = $Taunts[$i].Textline>>
<<set $TauntFound to true>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget Taunt>>
<<if $EntityValues[$Enemy].Race == "Human">>
@@.humanvoice;$Taunt@@
<<elseif $EntityValues[$Enemy].Race == "Orc">>
@@.orcvoice;$Taunt@@
<<elseif $EntityValues[$Enemy].Race == "High Elf">>
@@.highelfvoice;$Taunt@@
<<elseif $EntityValues[$Enemy].Race == "Dark Elf">>
@@.darkelfvoice;$Taunt@@
<<elseif $EntityValues[$Enemy].Race == "Goblin">>
@@.goblinvoice;$Taunt@@
<<elseif $EntityValues[$Enemy].Race == "Imp">>
@@.impvoice;$Taunt@@
<<elseif $EntityValues[$Enemy].Race == "Satyr">>
@@.satyrvoice;$Taunt@@
<<elseif $EntityValues[$Enemy].Race == "Centaur">>
@@.centaurvoice;$Taunt@@
<<elseif $EntityValues[$Enemy].Race == "Minotaur">>
@@.minotaurvoice;$Taunt@@
<<elseif $EntityValues[$Enemy].Race == "Succubus">>
@@.succubusvoice;$Taunt@@
<</if>>
<</widget>>
<<widget CombatDebugPanel>><<if $DebugMode is true>>
Pass Round - [[Pass Round|Combat - Main Menu][$CombatState to false]]
CombatState : $CombatState
PMInvalidate : $PMInvalidate
EMInvalidate : $EMInvalidate
PMBNDamage : $PMBNDamage
PMArmorValue : $PMArmorValue
PMBindingValue : $PMBindingValue
PMArmor : $PMArmor
PMBinding : $PMBinding
EMBNDamage : $EMBNDamage
EMArmorValue : $EMArmorValue
EMBindingValue : $EMBindingValue
EMArmor : $EMArmor
EMBinding : $EMBinding
Player Move
ID : $DebugPlayerMove
Name : $Moves[$DebugPlayerMove].Name
Description: $Moves[$DebugPlayerMove].Description
IsPlayer: $Moves[$DebugPlayerMove].IsPlayer
IsEnemy: $Moves[$DebugPlayerMove].IsEnemy
Effect: $Moves[$DebugPlayerMove].Effect
IsPhysical: $Moves[$DebugPlayerMove].IsPhysical
IsMagical: $Moves[$DebugPlayerMove].IsMagical
IsSeductive: $Moves[$DebugPlayerMove].IsSeductive
IsActivated: $Moves[$DebugPlayerMove].IsActivated
PlayerCanActivate: $Moves[$DebugPlayerMove].PlayerCanActivate
EnemyCanActivate: $Moves[$DebugPlayerMove].EnemyCanActivate
CanBeEvaded: $Moves[$DebugPlayerMove].CanBeEvaded
CanBeMissed: $Moves[$DebugPlayerMove].CanBeMissed
CanBeBlocked: $Moves[$DebugPlayerMove].CanBeBlocked
CanBeNullified: $Moves[$DebugPlayerMove].CanBeNullified
PMWasEvaded: $PMWasEvaded
PMWasMissed: $PMWasMissed
PMWasBlocked: $PMWasBlocked
PMWasNullified: $PMWasNullified
PMWasCritical: $PMWasCritical
HealthDamage: $Moves[$DebugPlayerMove].HealthDamage
ManaDamage: $Moves[$DebugPlayerMove].ManaDamage
EnergyDamage: $Moves[$DebugPlayerMove].EnergyDamage
LustDamage: $Moves[$DebugPlayerMove].LustDamage
ResistanceDamage: $Moves[$DebugPlayerMove].ResistanceDamage
LethalityBuff: $Moves[$DebugPlayerMove].LethalityBuff
ArmorBuff: $Moves[$DebugPlayerMove].ArmorBuff
SorceryBuff: $Moves[$DebugPlayerMove].SorceryBuff
BindingBuff: $Moves[$DebugPlayerMove].BindingBuff
SeductionBuff: $Moves[$DebugPlayerMove].SeductionBuff
DepravityBuff: $Moves[$DebugPlayerMove].DepravityBuff
AccuracyBuff: $Moves[$DebugPlayerMove].AccuracyBuff
EvasionBuff: $Moves[$DebugPlayerMove].EvasionBuff
CriticalityBuff: $Moves[$DebugPlayerMove].CriticalityBuff
HealthCost: $Moves[$DebugPlayerMove].HealthCost
ManaCost: $Moves[$DebugPlayerMove].ManaCost
EnergyCost: $Moves[$DebugPlayerMove].EnergyCost
LustCost: $Moves[$DebugPlayerMove].LustCost
ResistanceCost: $Moves[$DebugPlayerMove].ResistanceCost
LethalityDebuff: $Moves[$DebugPlayerMove].LethalityDebuff
ArmorDebuff: $Moves[$DebugPlayerMove].ArmorDebuff
SorceryDebuff: $Moves[$DebugPlayerMove].SorceryDebuff
BindingDebuff: $Moves[$DebugPlayerMove].BindingDebuff
SeductionDebuff: $Moves[$DebugPlayerMove].SeductionDebuff
DepravityDebuff: $Moves[$DebugPlayerMove].DepravityDebuff
AccuracyDebuff: $Moves[$DebugPlayerMove].AccuracyDebuff
EvasionDebuff: $Moves[$DebugPlayerMove].EvasionDebuff
CriticalityDebuff: $Moves[$DebugPlayerMove].CriticalityDebuff
Enemy Move
ID : $DebugEnemyMove
Name : $Moves[$DebugEnemyMove].Name
Description: $Moves[$DebugEnemyMove].Description
IsPlayer: $Moves[$DebugEnemyMove].IsPlayer
IsEnemy: $Moves[$DebugEnemyMove].IsEnemy
Effect: $Moves[$DebugEnemyMove].Effect
IsPhysical: $Moves[$DebugEnemyMove].IsPhysical
IsMagical: $Moves[$DebugEnemyMove].IsMagical
IsSeductive: $Moves[$DebugEnemyMove].IsSeductive
IsActivated: $Moves[$DebugEnemyMove].IsActivated
PlayerCanActivate: $Moves[$DebugEnemyMove].PlayerCanActivate
EnemyCanActivate: $Moves[$DebugEnemyMove].EnemyCanActivate
CanBeEvaded: $Moves[$DebugEnemyMove].CanBeEvaded
CanBeMissed: $Moves[$DebugEnemyMove].CanBeMissed
CanBeBlocked: $Moves[$DebugEnemyMove].CanBeBlocked
CanBeNullified: $Moves[$DebugEnemyMove].CanBeNullified
EMWasEvaded: $EMWasEvaded
EMWasMissed: $EMWasMissed
EMWasBlocked: $EMWasBlocked
EMWasNullified: $EMWasNullified
EMWasCritical: $EMWasCritical
HealthDamage: $Moves[$DebugEnemyMove].HealthDamage
ManaDamage: $Moves[$DebugEnemyMove].ManaDamage
EnergyDamage: $Moves[$DebugEnemyMove].EnergyDamage
LustDamage: $Moves[$DebugEnemyMove].LustDamage
ResistanceDamage: $Moves[$DebugEnemyMove].ResistanceDamage
LethalityBuff: $Moves[$DebugEnemyMove].LethalityBuff
ArmorBuff: $Moves[$DebugEnemyMove].ArmorBuff
SorceryBuff: $Moves[$DebugEnemyMove].SorceryBuff
BindingBuff: $Moves[$DebugEnemyMove].BindingBuff
SeductionBuff: $Moves[$DebugEnemyMove].SeductionBuff
DepravityBuff: $Moves[$DebugEnemyMove].DepravityBuff
AccuracyBuff: $Moves[$DebugEnemyMove].AccuracyBuff
EvasionBuff: $Moves[$DebugEnemyMove].EvasionBuff
CriticalityBuff: $Moves[$DebugEnemyMove].CriticalityBuff
HealthCost: $Moves[$DebugEnemyMove].HealthCost
ManaCost: $Moves[$DebugEnemyMove].ManaCost
EnergyCost: $Moves[$DebugEnemyMove].EnergyCost
LustCost: $Moves[$DebugEnemyMove].LustCost
ResistanceCost: $Moves[$DebugEnemyMove].ResistanceCost
LethalityDebuff: $Moves[$DebugEnemyMove].LethalityDebuff
ArmorDebuff: $Moves[$DebugEnemyMove].ArmorDebuff
SorceryDebuff: $Moves[$DebugEnemyMove].SorceryDebuff
BindingDebuff: $Moves[$DebugEnemyMove].BindingDebuff
SeductionDebuff: $Moves[$DebugEnemyMove].SeductionDebuff
DepravityDebuff: $Moves[$DebugEnemyMove].DepravityDebuff
AccuracyDebuff: $Moves[$DebugEnemyMove].AccuracyDebuff
EvasionDebuff: $Moves[$DebugEnemyMove].EvasionDebuff
CriticalityDebuff: $Moves[$DebugEnemyMove].CriticalityDebuff
<</if>>
<</widget>><<silently>>
<</silently>>
!!Magic Menu
-------------------------
You can cast various spells at your enemy, at the cost of mana. Trying to cast magic without mana will sacrifice health instead.
-------------------------
You can also add various spells to your combat panel for quickcasting.
-------------------------
<<DisplayMagicalKnowledge>>
<<if $HoverMode is false>>[[Back|Combat - Main Menu][$CombatState to false]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Combat - Main Menu][$CombatState to false]]<</replace>><</if>><<widget DisplayMagicalKnowledge>>
<<if $EntityValues[$Player].Skills.includes("Pyromancy")>>
[[Knowledge of Pyromancy|Combat - Magic List][$CurrentMagic = "Pyromancy"]]<br><br>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Luxomancy")>>
[[Knowledge of Luxomancy|Combat - Magic List][$CurrentMagic = "Luxomancy"]]<br><br>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Umbramancy")>>
[[Knowledge of Umbramancy|Combat - Magic List][$CurrentMagic = "Umbramancy"]]<br><br>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Biomancy")>>
[[Knowledge of Biomancy|Combat - Magic List][$CurrentMagic = "Biomancy"]]<br><br>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Astrapomancy")>>
[[Knowledge of Astrapomancy|Combat - Magic List][$CurrentMagic = "Astrapomancy"]]<br><br>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Occultism")>>
[[Knowledge of Occultism|Combat - Magic List][$CurrentMagic = "Occultism"]]<br><br>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Eromancy")>>
[[Knowledge of Eromancy|Combat - Magic List][$CurrentMagic = "Eromancy"]]<br><br>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Hydromancy")>>
[[Knowledge of Hydromancy|Combat - Magic List][$CurrentMagic = "Hydromancy"]]<br><br>
<</if>>
<</widget>>
<<widget DisplayMagicSpells>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<if $Moves[$i].SkillGroup.includes($CurrentMagic)>>
<<set $MoveID = $Moves[$i].ID>>
<<set $MoveName = $Moves[$i].Name>>
<<set $MoveDescription = $Moves[$i].Description>>
<<set $SpellHealthDamage = $Moves[$i].HealthDamage>>
<<set $SpellManaDamage = $Moves[$i].ManaDamage>>
<<set $SpellEnergyDamage = $Moves[$i].EnergyDamage>>
<<set $SpellLustDamage = $Moves[$i].LustDamage>>
<<set $SpellResistanceDamage = $Moves[$i].ResistanceDamage>>
<<set $SpellLethalityBuff = $Moves[$i].LethalityBuff>>
<<set $SpellArmorBuff = $Moves[$i].ArmorBuff>>
<<set $SpellSorceryBuff = $Moves[$i].SorceryBuff>>
<<set $SpellBindingBuff = $Moves[$i].BindingBuff>>
<<set $SpellSeductionBuff = $Moves[$i].SeductionBuff>>
<<set $SpellDepravityBuff = $Moves[$i].DepravityBuff>>
<<set $SpellAccuracyBuff = $Moves[$i].AccuracyBuff>>
<<set $SpellEvasionBuff = $Moves[$i].EvasionBuff>>
<<set $SpellCriticalityBuff = $Moves[$i].CriticalityBuff>>
<<set $SpellLethalityDebuff = $Moves[$i].LethalityDebuff>>
<<set $SpellArmorDebuff = $Moves[$i].ArmorDebuff>>
<<set $SpellSorceryDebuff = $Moves[$i].SorceryDebuff>>
<<set $SpellBindingDebuff = $Moves[$i].BindingDebuff>>
<<set $SpellSeductionDebuff = $Moves[$i].SeductionDebuff>>
<<set $SpellDepravityDebuff = $Moves[$i].DepravityDebuff>>
<<set $SpellAccuracyDebuff = $Moves[$i].AccuracyDebuff>>
<<set $SpellEvasionDebuff = $Moves[$i].EvasionDebuff>>
<<set $SpellCriticalityDebuff = $Moves[$i].CriticalityDebuff>>
<<set $SpellManaCost = $Moves[$i].ManaCost>>
<<set $SpellHealthCost = $Moves[$i].HealthCost>>
<<set $SpellEnergyCost = $Moves[$i].EnergyCost>>
<<set $SpellLustCost = $Moves[$i].LustCost>>
<<set $SpellResistanceCost = $Moves[$i].ResistanceCost>>
<<if $Moves[$i].IsSlotted is false>>
<<print '@@.boldtext;$MoveName@@ - [[Add to Menu|Combat - Main Menu][$Moves[' + $Moves[$i].ID + '].IsSlotted to true, $CombatState to false]]'>>
<<elseif $Moves[$i].IsSlotted is true>>
<<print '@@.boldtext;$MoveName@@ - [[Remove from Menu|Combat - Main Menu][$Moves[' + $Moves[$i].ID + '].IsSlotted to false, $CombatState to false]]'>>
<</if>>
<<if $Moves[$i].PlayerCanActivate is true>>
<<print ' - [[Cast|Combat - Main Menu][$PlayerCastedID = ' + $Moves[$i].ID + ', $CombatState to true, $PlayerIsAttacking to true, $PlayerIsCasting to true]]'>>
<<else>>
<<print ' - Already Casted'>>
<</if>>
<br><<print 'Description: $MoveDescription'>>
<<if $SpellHealthDamage != 0>>
<br><<print 'Damage: $SpellHealthDamage'>>
<</if>>
<<if $SpellManaDamage != 0>>
<br><<print 'Mana Burn: $SpellManaDamage'>>
<</if>>
<<if $SpellEnergyDamage != 0>>
<br><<print 'Energy Burn: $SpellEnergyDamage'>>
<</if>>
<<if $SpellLustDamage != 0>>
<br><<print 'Lust Increase: $SpellLustDamage'>>
<</if>>
<<if $SpellResistanceDamage != 0>>
<br><<print 'Resistance Burn: $SpellResistanceDamage'>>
<</if>>
<<if $SpellLethalityBuff != 0>>
<br><<print 'Lethality Increase: $SpellLethalityBuff'>>
<</if>>
<<if $SpellArmorBuff != 0>>
<br><<print 'Armor Increase: $SpellArmorBuff'>>
<</if>>
<<if $SpellSorceryBuff != 0>>
<br><<print 'Sorcery Increase: $SpellSorceryBuff'>>
<</if>>
<<if $SpellBindingBuff != 0>>
<br><<print 'Binding Increase: $SpellBindingBuff'>>
<</if>>
<<if $SpellSeductionBuff != 0>>
<br><<print 'Seduction Increase: $SpellSeductionBuff'>>
<</if>>
<<if $SpellDepravityBuff != 0>>
<br><<print 'Depravity Increase: $SpellDepravityBuff'>>
<</if>>
<<if $SpellAccuracyBuff != 0>>
<br><<print 'Accuracy Increase: $SpellAccuracyBuff'>>
<</if>>
<<if $SpellEvasionBuff != 0>>
<br><<print 'Evasion Increase: $SpellEvasionBuff'>>
<</if>>
<<if $SpellCriticalityBuff != 0>>
<br><<print 'Criticality Increase: $SpellCriticalityBuff'>>
<</if>>
<<if $SpellLethalityDebuff != 0>>
<br><<print 'Lethality Decrease: $SpellLethalityDebuff'>>
<</if>>
<<if $SpellArmorDebuff != 0>>
<br><<print 'Armor Decrease: $SpellArmorDebuff'>>
<</if>>
<<if $SpellSorceryDebuff != 0>>
<br><<print 'Sorcery Decrease: $SpellSorceryDebuff'>>
<</if>>
<<if $SpellBindingDebuff != 0>>
<br><<print 'Binding Decrease: $SpellBindingDebuff'>>
<</if>>
<<if $SpellSeductionDebuff != 0>>
<br><<print 'Seduction Decrease: $SpellSeductionDebuff'>>
<</if>>
<<if $SpellDepravityDebuff != 0>>
<br><<print 'Depravity Decrease: $SpellDepravityDebuff'>>
<</if>>
<<if $SpellAccuracyDebuff != 0>>
<br><<print 'Accuracy Decrease: $SpellAccuracyDebuff'>>
<</if>>
<<if $SpellEvasionDebuff != 0>>
<br><<print 'Evasion Decrease: $SpellEvasionDebuff'>>
<</if>>
<<if $SpellCriticalityDebuff != 0>>
<br><<print 'Criticality Decrease: $SpellCriticalityDebuff'>>
<</if>>
<<if $SpellHealthCost < 0>>
<br><<print 'Health Cost: $SpellHealthCost'>>
<<elseif $SpellHealthCost > 0>>
<br><<print 'Health Increase: $SpellHealthCost'>>
<</if>>
<<if $SpellLustCost < 0>>
<br><<print 'Lust Decrease: $SpellLustCost'>>
<<elseif $SpellLustCost > 0>>
<br><<print 'Lust Increase: $SpellLustCost'>>
<</if>>
<<if $SpellEnergyCost < 0>>
<br><<print 'Energy Cost: $SpellEnergyCost'>>
<<elseif $SpellEnergyCost > 0>>
<br><<print 'Energy Increase: $SpellEnergyCost'>>
<</if>>
<<if $SpellManaCost < 0>>
<br><<print 'Mana Cost: $SpellManaCost'>>
<<elseif $SpellManaCost > 0>>
<br><<print 'Mana Increase: $SpellManaCost'>>
<</if>>
<br>
<br>
<</if>>
<</for>>
<</widget>><<silently>>
<</silently>>
!$CurrentMagic Menu
-------------------------
<<DisplayMagicSpells>>
<<if $HoverMode is false>>[[Back|Combat - Magic Menu]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Combat - Magic Menu]]<</replace>><</if>><<silently>>
<</silently>>
!!Skill Menu
-------------------------
You can perform various skills that you have learned or gained access to through traits at the cost of energy.
-------------------------
You can also add various skills to your combat panel for quickcasting.
-------------------------
<<nobr>>
<<if $EntityValues[$Player].Skills.includes("Trickster")>>
<<DisplaySTMoves "Trickster" "NoTrait">>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Hunting")>>
<<DisplaySTMoves "Hunting" "NoTrait">>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Archery")>>
<<DisplaySTMoves "Archery" "NoTrait">>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Combat Training")>>
<<DisplaySTMoves "Combat Training" "NoTrait">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Aggressive")>>
<<DisplaySTMoves "NoSkill" "Aggressive">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Feral")>>
<<DisplaySTMoves "NoSkill" "Feral">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Bimbo")>>
<<DisplaySTMoves "NoSkill" "Bimbo">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Source") or $EntityValues[$Player].Skills.includes("Arcanist")>>
<<DisplaySTMoves "Arcanist" "Source">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Strong") or $EntityValues[$Player].Traits.includes("Bulky") or $EntityValues[$Player].Traits.includes("Monstrous")>>
<<DisplaySTMoves "NoSkill" "Strong">>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Monstrous")>>
<<DisplaySTMoves "NoSkill" "Monstrous">>
<</if>>
<</nobr>>
<<if $HoverMode is false>>[[Back|Combat - Main Menu][$CombatState to false]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Combat - Main Menu][$CombatState to false]]<</replace>><</if>><<widget DisplaySTMoves>>
<<set $SkillGroup = $args[0]>>
<<set $TraitGroup = $args[1]>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<if $Moves[$i].SkillGroup.includes($SkillGroup) or $Moves[$i].TraitGroup.includes($TraitGroup)>>
<<set $MoveID = $Moves[$i].ID>>
<<set $MoveName = $Moves[$i].Name>>
<<set $MoveDescription = $Moves[$i].Description>>
<<set $SkillHealthDamage = $Moves[$i].HealthDamage>>
<<set $SkillManaDamage = $Moves[$i].ManaDamage>>
<<set $SkillEnergyDamage = $Moves[$i].EnergyDamage>>
<<set $SkillLustDamage = $Moves[$i].LustDamage>>
<<set $SkillResistanceDamage = $Moves[$i].ResistanceDamage>>
<<set $SkillLethalityBuff = $Moves[$i].LethalityBuff>>
<<set $SkillArmorBuff = $Moves[$i].ArmorBuff>>
<<set $SkillSorceryBuff = $Moves[$i].SorceryBuff>>
<<set $SkillBindingBuff = $Moves[$i].BindingBuff>>
<<set $SkillSeductionBuff = $Moves[$i].SeductionBuff>>
<<set $SkillDepravityBuff = $Moves[$i].DepravityBuff>>
<<set $SkillAccuracyBuff = $Moves[$i].AccuracyBuff>>
<<set $SkillEvasionBuff = $Moves[$i].EvasionBuff>>
<<set $SkillCriticalityBuff = $Moves[$i].CriticalityBuff>>
<<set $SkillLethalityDebuff = $Moves[$i].LethalityDebuff>>
<<set $SkillArmorDebuff = $Moves[$i].ArmorDebuff>>
<<set $SkillSorceryDebuff = $Moves[$i].SorceryDebuff>>
<<set $SkillBindingDebuff = $Moves[$i].BindingDebuff>>
<<set $SkillSeductionDebuff = $Moves[$i].SeductionDebuff>>
<<set $SkillDepravityDebuff = $Moves[$i].DepravityDebuff>>
<<set $SkillAccuracyDebuff = $Moves[$i].AccuracyDebuff>>
<<set $SkillEvasionDebuff = $Moves[$i].EvasionDebuff>>
<<set $SkillCriticalityDebuff = $Moves[$i].CriticalityDebuff>>
<<set $SkillManaCost = $Moves[$i].ManaCost>>
<<set $SkillHealthCost = $Moves[$i].HealthCost>>
<<set $SkillEnergyCost = $Moves[$i].EnergyCost>>
<<set $SkillLustCost = $Moves[$i].LustCost>>
<<set $SkillResistanceCost = $Moves[$i].ResistanceCost>>
<<if $Moves[$i].IsSlotted is false>>
<<print '@@.boldtext;$MoveName@@ - [[Add to Menu|Combat - Main Menu][$Moves[' + $Moves[$i].ID + '].IsSlotted to true, $CombatState to false]]'>>
<<elseif $Moves[$i].IsSlotted is true>>
<<print '@@.boldtext;$MoveName@@ - [[Remove from Menu|Combat - Main Menu][$Moves[' + $Moves[$i].ID + '].IsSlotted to false, $CombatState to false]]'>>
<</if>>
<<if $Moves[$i].PlayerCanActivate is true>>
<<print ' - [[Use|Combat - Main Menu][$PlayerCastedID = ' + $Moves[$i].ID + ', $CombatState to true, $PlayerIsAttacking to true, $PlayerIsCasting to true]]'>>
<<else>>
<<print ' - Already Used'>>
<</if>>
<br><<print 'Description: $MoveDescription'>>
<<if $SkillHealthDamage != 0>>
<br><<print 'Damage: $SkillHealthDamage'>>
<</if>>
<<if $SkillManaDamage != 0>>
<br><<print 'Mana Burn: $SkillManaDamage'>>
<</if>>
<<if $SkillEnergyDamage != 0>>
<br><<print 'Energy Burn: $SkillEnergyDamage'>>
<</if>>
<<if $SkillLustDamage != 0>>
<br><<print 'Lust Increase: $SkillLustDamage'>>
<</if>>
<<if $SkillResistanceDamage != 0>>
<br><<print 'Resistance Burn: $SkillResistanceDamage'>>
<</if>>
<<if $SkillLethalityBuff != 0>>
<br><<print 'Lethality Increase: $SkillLethalityBuff'>>
<</if>>
<<if $SkillArmorBuff != 0>>
<br><<print 'Armor Increase: $SkillArmorBuff'>>
<</if>>
<<if $SkillSorceryBuff != 0>>
<br><<print 'Sorcery Increase: $SkillSorceryBuff'>>
<</if>>
<<if $SkillBindingBuff != 0>>
<br><<print 'Binding Increase: $SkillBindingBuff'>>
<</if>>
<<if $SkillSeductionBuff != 0>>
<br><<print 'Seduction Increase: $SkillSeductionBuff'>>
<</if>>
<<if $SkillDepravityBuff != 0>>
<br><<print 'Depravity Increase: $SkillDepravityBuff'>>
<</if>>
<<if $SkillAccuracyBuff != 0>>
<br><<print 'Accuracy Increase: $SkillAccuracyBuff'>>
<</if>>
<<if $SkillEvasionBuff != 0>>
<br><<print 'Evasion Increase: $SkillEvasionBuff'>>
<</if>>
<<if $SkillCriticalityBuff != 0>>
<br><<print 'Criticality Increase: $SkillCriticalityBuff'>>
<</if>>
<<if $SkillLethalityDebuff != 0>>
<br><<print 'Lethality Decrease: $SkillLethalityDebuff'>>
<</if>>
<<if $SkillArmorDebuff != 0>>
<br><<print 'Armor Decrease: $SkillArmorDebuff'>>
<</if>>
<<if $SkillSorceryDebuff != 0>>
<br><<print 'Sorcery Decrease: $SkillSorceryDebuff'>>
<</if>>
<<if $SkillBindingDebuff != 0>>
<br><<print 'Binding Decrease: $SkillBindingDebuff'>>
<</if>>
<<if $SkillSeductionDebuff != 0>>
<br><<print 'Seduction Decrease: $SkillSeductionDebuff'>>
<</if>>
<<if $SkillDepravityDebuff != 0>>
<br><<print 'Depravity Decrease: $SkillDepravityDebuff'>>
<</if>>
<<if $SkillAccuracyDebuff != 0>>
<br><<print 'Accuracy Decrease: $SkillAccuracyDebuff'>>
<</if>>
<<if $SkillEvasionDebuff != 0>>
<br><<print 'Evasion Decrease: $SkillEvasionDebuff'>>
<</if>>
<<if $SkillCriticalityDebuff != 0>>
<br><<print 'Criticality Decrease: $SkillCriticalityDebuff'>>
<</if>>
<<if $SkillHealthCost < 0>>
<br><<print 'Health Cost: $SkillHealthCost'>>
<<elseif $SkillHealthCost > 0>>
<br><<print 'Health Increase: $SkillHealthCost'>>
<</if>>
<<if $SkillLustCost < 0>>
<br><<print 'Lust Decrease: $SkillLustCost'>>
<<elseif $SkillLustCost > 0>>
<br><<print 'Lust Increase: $SkillLustCost'>>
<</if>>
<<if $SkillEnergyCost < 0>>
<br><<print 'Energy Cost: $SkillEnergyCost'>>
<<elseif $SkillEnergyCost > 0>>
<br><<print 'Energy Increase: $SkillEnergyCost'>>
<</if>>
<<if $SkillManaCost < 0>>
<br><<print 'Mana Cost: $SkillManaCost'>>
<<elseif $SkillManaCost > 0>>
<br><<print 'Mana Increase: $SkillManaCost'>>
<</if>>
<br>
<br>
<</if>>
<</for>>
<</widget>><<widget ApplyPyromancyMoves>>
<<set $FireballMove = {
ID: 3,
Name: "@@.pyromancytext;Fireball@@",
NameNE: "Fireball",
Description: "The caster conjures a ball of flame, that can then be thrown at a foe.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Pyromancy"],
AIRate: 33,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: true,
CanBeCritical: true,
HealthDamage: 10,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -20,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.pyromancytext;Fireball@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to cast @@.pyromancytext;Fireball@@ at $EnemyName!",
PlayerStandardOutcomeText: "You burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage!",
PlayerBNOutcomeText: "You burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage, but @@.bindingtext;$PMBNDamage@@ was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.pyromancytext;Fireball@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically burns you for @@.pyromancytext;$EMHealthDamage@@ damage!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.pyromancytext;Fireball@@ at you!",
EnemyStandardOutcomeText: "$EnemyName burns you for @@.pyromancytext;$EMHealthDamage@@ damage!",
EnemyBNOutcomeText: "$EnemyName burns you for @@.pyromancytext;$EMHealthDamage@@ damage, but @@.bindingtext;$EMBNDamage@@ was nullified!"
}>>
<<set $BlazingInfernoMove = {
ID: 4,
Name: "@@.pyromancytext;Blazing Inferno@@",
NameNE: "Blazing Inferno",
Description: "The caster engulfs the target in a blazing inferno of fire that deals a massive amount of damage.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Pyromancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: true,
CanBeCritical: true,
HealthDamage: 20,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -60,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.pyromancytext;Blazing Inferno@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to cast @@.pyromancytext;Blazing Inferno@@ at $EnemyName!",
PlayerStandardOutcomeText: "You burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage!",
PlayerBNOutcomeText: "You burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage, but @@.bindingtext;$PMBNDamage@@ was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.pyromancytext;Blazing Inferno@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically burns you for @@.pyromancytext;$EMHealthDamage@@ damage!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.pyromancytext;Blazing Inferno@@ at you!",
EnemyStandardOutcomeText: "$EnemyName burns you for @@.pyromancytext;$EMHealthDamage@@ damage!",
EnemyBNOutcomeText: "$EnemyName burns you for @@.pyromancytext;$EMHealthDamage@@ damage, but @@.bindingtext;$EMBNDamage@@ was nullified!"
}>>
<<set $CharcoalArmorMove = {
ID: 5,
Name: "@@.pyromancytext;Charcoal Armor@@",
NameNE: "Charcoal Armor",
Description: "The caster's body is covered in hardened charcoal increasing their physical armor and magical binding for the duration of the fight.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Pyromancy"],
AIRate: 100,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 4,
SorceryBuff: 0,
BindingBuff: 3,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -10,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.pyromancytext;Charcoal Armor@@ on yourself!",
PlayerStandardOutcomeText: "You succesfully coat yourself in charcoal increasing your Armor by @@.armortext;$PMArmorBuff@@ and Binding by @@.bindingtext;$PMBindingBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.pyromancytext;Charcoal Armor@@ on themself!",
EnemyStandardOutcomeText: "$EnemyName succesfully coats themselves in charcoal increasing their Armor by @@.armortext;$EMArmorBuff@@ and Binding by @@.bindingtext;$EMBindingBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $LightfyreOfAgannonMove = {
ID: 6,
Name: "@@.luxomancytext;Lightfyre of Agannon@@",
NameNE: "Lightfyre of Agannon",
Description: "The caster spits golden flames that come alive and attack the target dealing both damage and burning away the target's mana.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Pyromancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: true,
CanBeCritical: true,
HealthDamage: 10,
ManaDamage: 50,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -50,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.pyromancytext;Lightfyre of Agannon@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage and burn their mana for @@.manatext;$PMManaDamage@@!",
PlayerStandardMoveText: "You attempt to cast @@.pyromancytext;Lightfyre of Agannon@@ at $EnemyName!",
PlayerStandardOutcomeText: "You burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage and burn their mana for @@.manatext;$PMManaDamage@@!",
PlayerBNOutcomeText: "You burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage and burn @@.manatext;$PMManaDamage@@ mana, but @@.bindingtext;$PMBNDamage@@ damage was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.pyromancytext;Lightfyre of Agannon@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically burns you for @@.pyromancytext;$EMHealthDamage@@ damage and burns your mana for @@.manatext;$EMManaDamage@@!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.pyromancytext;Lightfyre of Agannon@@ at you!",
EnemyStandardOutcomeText: "$EnemyName burns you for @@.pyromancytext;$EMHealthDamage@@ damage and burns your mana for @@.manatext;$EMManaDamage@@!",
EnemyBNOutcomeText: "$EnemyName burns you for @@.pyromancytext;$EMHealthDamage@@ damage and burns @@.manatext;$EMManaDamage@@ mana, but @@.bindingtext;$EMBNDamage@@ damage was nullified!"
}>>
<<set $Moves.pushUnique($FireballMove)>>
<<set $Moves.pushUnique($BlazingInfernoMove)>>
<<set $Moves.pushUnique($CharcoalArmorMove)>>
<<set $Moves.pushUnique($LightfyreOfAgannonMove)>>
<</widget>><<widget ApplyBiomancyMoves>>
<<set $LustOfLuciraMove = {
ID: 7,
Name: "@@.lusttext;Lust of Lucira@@",
NameNE: "Lust of Lucira",
Description: "The caster curses the target's body, arousing and stimulating their g-spot and other sensitive areas increasing their lust.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Biomancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 25,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -30,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.lusttext;Lust of Lucira@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically arouse $EnemyName for @@.lusttext;$PMLustDamage@@ lust!",
PlayerStandardMoveText: "You attempt to cast @@.lusttext;Lust of Lucira@@ at $EnemyName!",
PlayerStandardOutcomeText: "You arouse $EnemyName for @@.lusttext;$PMLustDamage@@ lust!",
PlayerBNOutcomeText: "You arouse $EnemyName for @@.lusttext;$PMLustDamage@@ lust, but @@.bindingtext;$PMBNDamage@@ lust was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.lusttext;Lust of Lucira@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically arouses you for @@.lusttext;$EMLustDamage@@ lust!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.lusttext;Lust of Lucira@@ at you!",
EnemyStandardOutcomeText: "$EnemyName arouses you for @@.lusttext;$EMLustDamage@@ lust!",
EnemyBNOutcomeText: "$EnemyName arouses you for @@.lusttext;$EMLustDamage@@ lust, but @@.bindingtext;$EMBNDamage@@ lust was nullified!"
}>>
<<set $FeralClawsMove = {
ID: 8,
Name: "@@.biomancytext;Feral Claws@@",
NameNE: "Feral Claws",
Description: "The caster grows incredibly durable claws from their fingertips that increases their lethality for the duration of the fight.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Biomancy"],
AIRate: 100,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 7,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -30,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.biomancytext;Feral Claws@@ on yourself!",
PlayerStandardOutcomeText: "You succesfully grow out sharp claws from your fingertips increasing your Lethality by @@.lethalitytext;$PMLethalityBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.biomancytext;Feral Claws@@ on themself!",
EnemyStandardOutcomeText: "$EnemyName succesfully grows out sharp claws from their fingertips increasing their Lethality by @@.lethalitytext;$EMLethalityBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $HardenedCarapaceMove = {
ID: 9,
Name: "@@.biomancytext;Hardened Carapace@@",
NameNE: "Hardened Carapace",
Description: "The caster's body is covered in a durable carapace increasing their physical armor for the duration of the fight.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Biomancy"],
AIRate: 100,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 6,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -20,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.biomancytext;Hardened Carapace@@ on yourself!",
PlayerStandardOutcomeText: "You succesfully coat yourself in a hardened carapace increasing your Armor by @@.armortext;$PMArmorBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.biomancytext;Hardened Carapace@@ on themself!",
EnemyStandardOutcomeText: "$EnemyName succesfully coats themselves in a hardened carapace increasing their Armor by @@.armortext;$EMArmorBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $TendrilsOfTharonMove = {
ID: 10,
Name: "@@.resistancetext;Tendrils of Tharon@@",
NameNE: "Tendrils of Tharon",
Description: "The caster summons various portals to a dark forgotten realm that houses an endless amount of eldritch tendrils and tentacles, that attack and violate the target.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Biomancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 30,
LustDamage: 40,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -60,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.biomancytext;Tendrils of Tharon@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically arouse $EnemyName for @@.lusttext;$PMLustDamage@@ lust and burn their energy for @@.energytext;$PMEnergyDamage@@!",
PlayerStandardMoveText: "You attempt to cast @@.biomancytext;Tendrils of Tharon@@ at $EnemyName!",
PlayerStandardOutcomeText: "You arouse $EnemyName for @@.lusttext;$PMLustDamage@@ lust and burn their energy for @@.energytext;$PMEnergyDamage@@!",
PlayerBNOutcomeText: "You arouse $EnemyName for @@.lusttext;$PMLustDamage@@ lust and burn @@.energytext;$PMEnergyDamage@@ energy, but @@.bindingtext;$PMBNDamage@@ lust was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.biomancytext;Tendrils of Tharon@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically arouses you for @@.lusttext;$EMLustDamage@@ lust and burns your energy for @@.energytext;$EMEnergyDamage@@!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.biomancytext;Tendrils of Tharon@@ at you!",
EnemyStandardOutcomeText: "$EnemyName arouses you for @@.lusttext;$EMLustDamage@@ lust and burns your energy for @@.energytext;$EMEnergyDamage@@!",
EnemyBNOutcomeText: "$EnemyName arouses you for @@.lusttext;$EMLustDamage@@ lust and burns @@.energytext;$EMEnergyDamage@@ energy, but @@.bindingtext;$EMBNDamage@@ lust was nullified!"
}>>
<<set $Moves.pushUnique($LustOfLuciraMove)>>
<<set $Moves.pushUnique($FeralClawsMove)>>
<<set $Moves.pushUnique($HardenedCarapaceMove)>>
<<set $Moves.pushUnique($TendrilsOfTharonMove)>>
<</widget>><<widget ApplyLuxomancyMoves>>
<<set $ArinasChastityMove = {
ID: 11,
Name: "@@.luxomancytext;Arinas's Chastity@@",
NameNE: "Arina's Chastity",
Description: "The caster chastises their own body, decreasing their own lust.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Luxomancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -30,
EnergyCost: 0,
LustCost: -25,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.luxomancytext;Arina's Chastity@@ on yourself and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically decrease your own lust for @@.lusttext;$PMLustCost@@ lust!",
PlayerStandardMoveText: "You attempt to cast @@.luxomancytext;Arina's Chastity@@ on yourself!",
PlayerStandardOutcomeText: "You decrease your own lust for @@.lusttext;$PMLustCost@@ lust!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "$EnemyName casts @@.luxomancytext;Arina's Chastity@@ on themself and manage to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically decreases their own lust for @@.lusttext;$EMLustCost@@ lust!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.luxomancytext;Arina's Chastity@@ on themself!",
EnemyStandardOutcomeText: "$EnemyName decreases their own lust for @@.lusttext;$EMLustCost@@ lust!",
EnemyBNOutcomeText: ""
}>>
<<set $HealingLightMove = {
ID: 12,
Name: "@@.luxomancytext;Healing Light@@",
NameNE: "Healing Light",
Description: "The caster attempts to heal their wounds by bathing themselves in the rejuvenating light of Ashai.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Luxomancy"],
AIRate: 10,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 50,
ManaCost: -30,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.luxomancytext;Healing Light@@ on yourself!",
PlayerStandardOutcomeText: "You increase your own health by @@.healthtext;$PMHealthCost@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.luxomancytext;Healing Light@@ on themself!",
EnemyStandardOutcomeText: "$EnemyName increases their own health by @@.luxomancytext;$EMHealthCost@@!",
EnemyBNOutcomeText: ""
}>>
<<set $HolyEmpowermentMove = {
ID: 13,
Name: "@@.luxomancytext;Holy Empowerment@@",
NameNE: "Holy Empowerment",
Description: "The caster's body is empowered and protected by the light.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Luxomancy"],
AIRate: 100,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 3,
BindingBuff: 5,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -40,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.luxomancytext;Holy Empowerment@@ on yourself!",
PlayerStandardOutcomeText: "You succesfully imbue yourself with holy power increasing your Sorcery by @@.sorcerytext;$PMSorceryBuff@@ and your Binding by @@.bindingtext;$PMBindingBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.luxomancytext;Holy Empowerment@@ on themself!",
EnemyStandardOutcomeText: "$EnemyName succesfully coats themselves in a hardened carapace increasing their Sorcery by @@.sorcerytext;$EMSorceryBuff@@ and their Binding by @@.bindingtext;$EMBindingBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $RayOfDisintegrationMove = {
ID: 14,
Name: "@@.luxomancytext;Ray of Disintegration@@",
NameNE: "Ray of D.",
Description: "The caster shoots forth a beam of wrathful light that burns everything in it's path.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Luxomancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: true,
CanBeCritical: true,
HealthDamage: 30,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -100,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.luxomancytext;Ray of Disintegration@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to cast @@.luxomancytext;Ray of Disintegration@@ at $EnemyName!",
PlayerStandardOutcomeText: "You burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage!",
PlayerBNOutcomeText: "You burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage, but @@.bindingtext;$PMBNDamage@@ was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.luxomancytext;Ray of Disintegration@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically burns you for @@.pyromancytext;$EMHealthDamage@@ damage!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.luxomancytext;Ray of Disintegration@@ at you!",
EnemyStandardOutcomeText: "$EnemyName burns you for @@.pyromancytext;$EMHealthDamage@@ damage!",
EnemyBNOutcomeText: "$EnemyName burns you for @@.pyromancytext;$EMHealthDamage@@ damage, but @@.bindingtext;$EMBNDamage@@ was nullified!"
}>>
<<set $Moves.pushUnique($ArinasChastityMove)>>
<<set $Moves.pushUnique($HealingLightMove)>>
<<set $Moves.pushUnique($HolyEmpowermentMove)>>
<<set $Moves.pushUnique($RayOfDisintegrationMove)>>
<</widget>><<widget ApplyUmbramancyMoves>>
<<set $ShadowLanceMove = {
ID: 15,
Name: "@@.shadowtext;Shadow Lance@@",
NameNE: "Shadow Lance",
Description: "The caster conjures a lance of fiery shadows, that can then be thrown at a foe.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Umbramancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: true,
CanBeCritical: true,
HealthDamage: 20,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -70,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.shadowtext;Shadow Lance@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to cast @@.shadowtext;Shadow Lance@@ at $EnemyName!",
PlayerStandardOutcomeText: "You burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage!",
PlayerBNOutcomeText: "You burn $EnemyName for @@.pyromancytext;$PMHealthDamage@@ damage, but @@.bindingtext;$PMBNDamage@@ was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.shadowtext;Shadow Lance@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically burns you for @@.pyromancytext;$EMHealthDamage@@ damage!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.shadowtext;Shadow Lance@@ at you!",
EnemyStandardOutcomeText: "$EnemyName burns you for @@.pyromancytext;$EMHealthDamage@@ damage!",
EnemyBNOutcomeText: "$EnemyName burns you for @@.pyromancytext;$EMHealthDamage@@ damage, but @@.bindingtext;$EMBNDamage@@ was nullified!"
}>>
<<set $VeilOfShadowsMove = {
ID: 16,
Name: "@@.umbramancytext;Veil Of Shadows@@",
NameNE: "Veil of S.",
Description: "The caster is surrounded by a veil of shadows obscuring them from view making them harder to hit.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Umbramancy"],
AIRate: 75,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 25,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -50,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.umbramancytext;Veil of Shadows@@ on yourself!",
PlayerStandardOutcomeText: "You succesfully shroud yourself in shadows increasing your Evasion by @@.evasiontext;$PMEvasionBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.umbramancytext;Veil of Shadows@@ on themself!",
EnemyStandardOutcomeText: "$EnemyName succesfully shrouds themself in shadows increasing their Evasion by @@.evasiontext;$EMEvasionBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $DarkSacrificeMove = {
ID: 17,
Name: "@@.resistancetext;Dark Sacrifice@@",
NameNE: "Dark S.",
Description: "The caster sacrifice’s some of their own health to lower their lust and regain some mana. Can only be used once every fight.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Umbramancy"],
AIRate: 10,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: -30,
ManaCost: 150,
EnergyCost: 0,
LustCost: -100,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.umbramancytext;Dark Sacrifice@@ on yourself!",
PlayerStandardOutcomeText: "You succesfully sacrifice @@.healthtext;$PMHealthCost@@ health for @@.manatext;$PMManaCost@@ mana and @@.lusttext;$PMLustCost@@ decrease!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.umbramancytext;Dark Sacrifice@@ on themself!",
EnemyStandardOutcomeText: "$EnemyName succesfully sacrifice @@.healthtext;$EMHealthCost@@ health for @@.manatext;$EMManaCost@@ mana and @@.lusttext;$EMLustCost@@ decrease!",
EnemyBNOutcomeText: ""
}>>
<<set $MarkOfTrickeryMove = {
ID: 18,
Name: "@@.umbramancytext;Mark of Trickery@@",
NameNE: "Mark of T.",
Description: "The caster marks their enemy reducing their accuracy and ability to hit a foe.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Umbramancy"],
AIRate: 55,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -50,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 25,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.umbramancytext;Mark of Trickery@@ on $EnemyName!",
PlayerStandardOutcomeText: "You succesfully mark $EnemyName decreasing their Accuracy by @@.accuracytext;$PMAccuracyDebuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.umbramancytext;Mark of Trickery@@ on you!",
EnemyStandardOutcomeText: "$EnemyName succesfully marks you decreasing your Accuracy by @@.accuracytext;$EMAccuracyDebuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $Moves.pushUnique($ShadowLanceMove)>>
<<set $Moves.pushUnique($VeilOfShadowsMove)>>
<<set $Moves.pushUnique($DarkSacrificeMove)>>
<<set $Moves.pushUnique($MarkOfTrickeryMove)>>
<</widget>><<widget ApplyAstrapomancyMoves>>
<<set $ChainLightningMove = {
ID: 19,
Name: "@@.astrapomancytext;Chain Lightning@@",
NameNE: "Chain L.",
Description: "The caster shoots out arcing lightning that has a high damage potential.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Astrapomancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: true,
CanBeCritical: true,
HealthDamage: 25,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -50,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.astrapomancytext;Chain Lightning@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically electrify $EnemyName for @@.astrapomancytext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to cast @@.astrapomancytext;Chain Lightning@@ at $EnemyName!",
PlayerStandardOutcomeText: "You electrify $EnemyName for @@.astrapomancytext;$PMHealthDamage@@ damage!",
PlayerBNOutcomeText: "You electrify $EnemyName for @@.astrapomancytext;$PMHealthDamage@@ damage, but @@.bindingtext;$PMBNDamage@@ was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.astrapomancytext;Chain Lightning@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically electrifies you for @@.astrapomancytext;$EMHealthDamage@@ damage!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.astrapomancytext;Chain Lightning@@ at you!",
EnemyStandardOutcomeText: "$EnemyName electrifies you for @@.astrapomancytext;$EMHealthDamage@@ damage!",
EnemyBNOutcomeText: "$EnemyName electrifies you for @@.astrapomancytext;$EMHealthDamage@@ damage, but @@.bindingtext;$EMBNDamage@@ was nullified!"
}>>
<<set $ThunderingSlamMove = {
ID: 20,
Name: "@@.astrapomancytext;Thundering Slam@@",
NameNE: "T. Slam",
Description: "The caster charges forward with their weapon or fists charged with lightning and slams the target foe.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Astrapomancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: true,
CanBeCritical: true,
HealthDamage: 30,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -10,
EnergyCost: -50,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.astrapomancytext;Thundering Slam@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically electrify $EnemyName for @@.astrapomancytext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to cast @@.astrapomancytext;Thundering Slam@@ at $EnemyName!",
PlayerStandardOutcomeText: "You electrify $EnemyName for @@.astrapomancytext;$PMHealthDamage@@ damage!",
PlayerBNOutcomeText: "You electrify $EnemyName for @@.astrapomancytext;$PMHealthDamage@@ damage, but @@.bindingtext;$PMBNDamage@@ was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.astrapomancytext;Thundering Slam@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically electrifies you for @@.astrapomancytext;$EMHealthDamage@@ damage!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.astrapomancytext;Thundering Slam@@ at you!",
EnemyStandardOutcomeText: "$EnemyName electrifies you for @@.astrapomancytext;$EMHealthDamage@@ damage!",
EnemyBNOutcomeText: "$EnemyName electrifies you for @@.astrapomancytext;$EMHealthDamage@@ damage, but @@.bindingtext;$EMBNDamage@@ was nullified!"
}>>
<<set $SunderMove = {
ID: 21,
Name: "@@.astrapomancytext;Sunder@@",
NameNE: "Sunder",
Description: "The caster sunders a target foe’s armor with crackling lightning.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Astrapomancy"],
AIRate: 100,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -30,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 5,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.astrapomancytext;Sunder@@ at $EnemyName!",
PlayerStandardOutcomeText: "You succesfully sunder $EnemyName's Armor for @@.armortext;$PMArmorDebuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.astrapomancytext;Sunder@@ at you!",
EnemyStandardOutcomeText: "$EnemyName succesfully sunders your Armor for @@.armortext;$EMArmorDebuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $LustfulLightningMove = {
ID: 22,
Name: "@@.lusttext;Lustful Lightning@@",
NameNE: "Lustful L.",
Description: "The caster zaps their foe at the cost of increasing their own lust.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Astrapomancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: true,
CanBeCritical: true,
HealthDamage: 20,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: 0,
LustCost: 20,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.lusttext;Lustful Lightning@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically electrify $EnemyName for @@.astrapomancytext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to cast @@.lusttext;Lustful Lightning@@ at $EnemyName!",
PlayerStandardOutcomeText: "You electrify $EnemyName for @@.astrapomancytext;$PMHealthDamage@@ damage!",
PlayerBNOutcomeText: "You electrify $EnemyName for @@.astrapomancytext;$PMHealthDamage@@ damage, but @@.bindingtext;$PMBNDamage@@ was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.lusttext;Lustful Lightning@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically electrifies you for @@.astrapomancytext;$EMHealthDamage@@ damage!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.lusttext;Lustful Lightning@@ at you!",
EnemyStandardOutcomeText: "$EnemyName electrifies you for @@.astrapomancytext;$EMHealthDamage@@ damage!",
EnemyBNOutcomeText: "$EnemyName electrifies you for @@.astrapomancytext;$EMHealthDamage@@ damage, but @@.bindingtext;$EMBNDamage@@ was nullified!"
}>>
<<set $Moves.pushUnique($ChainLightningMove)>>
<<set $Moves.pushUnique($ThunderingSlamMove)>>
<<set $Moves.pushUnique($SunderMove)>>
<<set $Moves.pushUnique($LustfulLightningMove)>>
<</widget>><<widget ApplyEromancyMoves>>
<<set $SeductiveLeechMove = {
ID: 23,
Name: "@@.lusttext;Seductive Leech@@",
NameNE: "Seductive L.",
Description: "The caster leeches on their foes lust increasing their health.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Eromancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: -50,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 50,
ManaCost: 0,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.lusttext;Seductive Leech@@ at $EnemyName!",
PlayerStandardOutcomeText: "You leech $EnemyName for @@.lusttext;$PMLustDamage@@ lust, restoring yourself for @@.healthtext;$PMHealthCost@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.lusttext;Seductive Leech@@ at you!",
EnemyStandardOutcomeText: "$EnemyName leeches you for @@.lusttext;$EMLustDamage@@ lust, restoring themself for @@.healthtext;$EMHealthCost@@!",
EnemyBNOutcomeText: ""
}>>
<<set $MindBreakMove = {
ID: 24,
Name: "@@.depravitytext;Mind Break@@",
NameNE: "Mind Break",
Description: "The caster breaks their foes mind increasing their depravity temporarily.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Eromancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 15,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.depravitytext;Mind Break@@ at $EnemyName!",
PlayerStandardOutcomeText: "You succesfully increase $EnemyName's Depravity for @@.depravitytext;$PMDepravityDebuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.depravitytext;Mind Break@@ at you!",
EnemyStandardOutcomeText: "$EnemyName succesfully increase your Depravity for @@.depravitytext;$EMDepravityDebuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $MortifyingMantraMove = {
ID: 25,
Name: "@@.resistancetext;Mortifying Mantra@@",
NameNE: "M. Mantra",
Description: "The caster curses their foe's mind with a humiliating mantra that decreases their evasion and lethality.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Eromancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -40,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 5,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 5,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.resistancetext;Mortifying Mantra@@ at $EnemyName!",
PlayerStandardOutcomeText: "You succesfully decrease $EnemyName's Lethality for @@.lethalitytext;$PMLethalityDebuff@@ and Evasion for @@.evasiontext;$PMEvasionDebuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.resistancetext;Mortifying Mantra@@ at you!",
EnemyStandardOutcomeText: "$EnemyName succesfully decreases your Lethality for @@.lethalitytext;$EMLethalityDebuff@@ and Evasion for @@.evasiontext;$EMEvasionDebuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $DarkEmbraceMove = {
ID: 26,
Name: "@@.shadowtext;Dark Embrace@@",
NameNE: "Dark E.",
Description: "The caster overwhelms their foe with debaucherous magic increasing their lust tremendously.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Eromancy"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 50,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -60,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.shadowtext;Dark Embrace@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically arouse $EnemyName for @@.lusttext;$PMLustDamage@@ lust!",
PlayerStandardMoveText: "You attempt to cast @@.shadowtext;Dark Embrace@@ at $EnemyName!",
PlayerStandardOutcomeText: "You arouse $EnemyName for @@.lusttext;$PMLustDamage@@ lust!",
PlayerBNOutcomeText: "You arouse $EnemyName for @@.lusttext;$PMLustDamage@@ lust, but @@.bindingtext;$PMBNDamage@@ lust was nullified!",
EnemyCriticalMoveText: "$EnemyName casts @@.shadowtext;Dark Embrace@@ at you and manages to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically arouses you for @@.lusttext;$EMLustDamage@@ lust!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.shadowtext;Dark Embrace@@ at you!",
EnemyStandardOutcomeText: "$EnemyName arouses you for @@.lusttext;$EMLustDamage@@ lust!",
EnemyBNOutcomeText: "$EnemyName arouses you for @@.lusttext;$EMLustDamage@@ lust, but @@.bindingtext;$EMBNDamage@@ lust was nullified!"
}>>
<<set $Moves.pushUnique($SeductiveLeechMove)>>
<<set $Moves.pushUnique($MindBreakMove)>>
<<set $Moves.pushUnique($MortifyingMantraMove)>>
<<set $Moves.pushUnique($DarkEmbraceMove)>>
<</widget>><<widget ApplyOccultismMoves>>
<<set $BlackSacrilegeMove = {
ID: 27,
Name: "@@.shadowtext;Black Sacrilege@@",
NameNE: "Black S.",
Description: "The caster weakens their foes resistance, making them ready for curses.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Occultism"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 100,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 40,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.shadowtext;Black Sacrilege@@ at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically weaken $EnemyName's Resistance for @@.resistancetext;$PMResistanceDamage@@!",
PlayerStandardMoveText: "You attempt to cast @@.shadowtext;Black Sacrilege@@ at $EnemyName!",
PlayerStandardOutcomeText: "You weaken $EnemyName's Resistance for @@.resistancetext;$PMResistanceDamage@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "$EnemyName casts @@.shadowtext;Black Sacrilege@@ at you and manage to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically weakens your Resistance for @@.resistancetext;$EMResistanceDamage@@!",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.shadowtext;Black Sacrilege@@ at you!",
EnemyStandardOutcomeText: "$EnemyName weakens your Resistance for @@.resistancetext;$EMResistanceDamage@@!",
EnemyBNOutcomeText: ""
}>>
<<set $DarkLeechMove = {
ID: 28,
Name: "@@.healthtext;Dark Leech@@",
NameNE: "Dark Leech",
Description: "The caster leeches their foes health.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Occultism"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 20,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 20,
ManaCost: -80,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.healthtext;Dark Leech@@ at $EnemyName!",
PlayerStandardOutcomeText: "You succesfully leech $EnemyName for @@.healthtext;$PMHealthDamage@@ health, increasing your own for @@.healthtext;$PMHealthCost@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.healthtext;Dark Leech@@ at you!",
EnemyStandardOutcomeText: "$EnemyName succesfully leeches you for @@.healthtext;$EMHealthDamage@@ health, increasing their own for @@.healthtext;$EMHealthCost@@!!",
EnemyBNOutcomeText: ""
}>>
<<set $UnholyRitualMove = {
ID: 29,
Name: "@@.resistancetext;Unholy Ritual@@",
NameNE: "Unholy Ritual",
Description: "The caster increases their own depravity in exchange for binding power.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Occultism"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 6,
SeductionBuff: 0,
DepravityBuff: 15,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -10,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.resistancetext;Unholy Ritual@@ on yourself!",
PlayerStandardOutcomeText: "You succesfully increase your Binding for @@.bindingtext;$PMBindingBuff@@ and Depravity for @@.depravitytext;$PMDepravityBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.resistancetext;Unholy Ritual@@ on themself!",
EnemyStandardOutcomeText: "$EnemyName succesfully increases their Binding for @@.bindingtext;$EMBindingBuff@@ and Depravity for @@.depravitytext;$EMDepravityBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $LucirasCurseMove = {
ID: 30,
Name: "@@.lusttext;Lucira's Curse@@",
NameNE: "Lucira's Curse",
Description: "The caster curses their foe under the Goddess Lucira.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Occultism"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -30,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to cast @@.lusttext;Lucira's Curse@@ at $EnemyName!",
PlayerStandardOutcomeText: "<<Curse $Enemy 25 25>>",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to cast @@.lusttext;Lucira's Curse@@ at you!",
EnemyStandardOutcomeText: "<<Curse $Player 25 25>>",
EnemyBNOutcomeText: ""
}>>
<<set $Moves.pushUnique($BlackSacrilegeMove)>>
<<set $Moves.pushUnique($DarkLeechMove)>>
<<set $Moves.pushUnique($UnholyRitualMove)>>
<<set $Moves.pushUnique($LucirasCurseMove)>>
<</widget>><<widget ApplyHuntingMoves>>
<<set $ThrowingNetMove = {
ID: 31,
Name: "@@.boldtext;Throwing Net@@",
NameNE: "T. Net",
Description: "The user throws a net at their foe reducing their evasion.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Hunting", "Archery"],
AIRate: 75,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -20,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 10,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You attempt to throw a net at $EnemyName!",
PlayerStandardOutcomeText: "You capture $EnemyName in the net lowering their Evasion for @@.evasiontext;$PMEvasionDebuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName attempts to throw a net at you!",
EnemyStandardOutcomeText: "$EnemyName captures you in their net lowering your Evasion for @@.evasiontext;$EMEvasionDebuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $HuntersMarkMove = {
ID: 32,
Name: "@@.accuracytext;Hunter's Mark@@",
NameNE: "H. Mark",
Description: "The user marks their target for hunting increasing their own criticality.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Hunting"],
AIRate: 75,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 5,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -20,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You mark $EnemyName for the hunt!",
PlayerStandardOutcomeText: "Your Criticality increases by @@.criticalitytext;$PMCriticalityBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName marks you for the hunt!",
EnemyStandardOutcomeText: "$EnemyName's Criticality increases by @@.criticalitytext;$EMCriticalityBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $JavelinMove = {
ID: 33,
Name: "@@.boldtext;Javelin@@",
NameNE: "Javelin",
Description: "The user throws a prepared Javeling at their foe.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Hunting"],
AIRate: 25,
IsSlotted: false,
IsPhysical: true,
IsMagical: false,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: true,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 20,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -50,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You throw a Javelin at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically wound $EnemyName for @@.healthtext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to throw a Javelin at $EnemyName!",
PlayerStandardOutcomeText: "You deal @@.healthtext;$PMHealthDamage@@ damage to $EnemyName!",
PlayerBNOutcomeText: "You deal @@.healthtext;$PMHealthDamage@@ damage to $EnemyName, but @@.armortext;$PMBNDamage@@ was blocked!",
EnemyCriticalMoveText: "$EnemyName throws a Javelin at you and manage to land a critical hit!",
EnemyCriticalOutcomeText: "You're critically wounded for @@.healthtext;$EMHealthDamage@@ damage from $EnemyName!",
EnemyStandardMoveText: "$EnemyName attempts to throw a Javelin at you!",
EnemyStandardOutcomeText: "You receive @@.healthtext;$EMHealthDamage@@ damage from $EnemyName!",
EnemyBNOutcomeText: "You receive @@.healthtext;$EMHealthDamage@@ damage from $EnemyName, but @@.armortext;$EMBNDamage@@ was blocked!"
}>>
<<set $Moves.pushUnique($ThrowingNetMove)>>
<<set $Moves.pushUnique($HuntersMarkMove)>>
<<set $Moves.pushUnique($JavelinMove)>>
<</widget>><<widget ApplyTricksterMoves>>
<<set $DepravedTuneMove = {
ID: 34,
Name: "@@.shadowtext;Depraved Tune@@",
NameNE: "D. Tune",
Description: "The user weakens their foes resistance, making them ready for curses.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Trickster"],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 100,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -20,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You play the @@.shadowtext;Depraved Tune@@ for $EnemyName and manage to critically influence them!",
PlayerCriticalOutcomeText: "You critically weaken $EnemyName's Resistance for @@.resistancetext;$PMResistanceDamage@@!",
PlayerStandardMoveText: "You play the @@.shadowtext;Depraved Tune@@ for $EnemyName!",
PlayerStandardOutcomeText: "You weaken $EnemyName's Resistance for @@.resistancetext;$PMResistanceDamage@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "$EnemyName plays the @@.shadowtext;Depraved Tune@@ for you and manage to critically influence you!",
EnemyCriticalOutcomeText: "$EnemyName critically weakens your Resistance for @@.resistancetext;$EMResistanceDamage@@!",
EnemyStandardMoveText: "$EnemyName plays the @@.shadowtext;Depraved Tune@@ for you!",
EnemyStandardOutcomeText: "$EnemyName weakens your Resistance for @@.resistancetext;$EMResistanceDamage@@!",
EnemyBNOutcomeText: ""
}>>
<<set $ProtectiveTuneMove = {
ID: 35,
Name: "@@.manatext;Protective Tune@@",
NameNE: "P. Tune",
Description: "The user plays a protective tune that increases their binding dramatically.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Trickster"],
AIRate: 85,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 12,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -20,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You play the @@.manatext;Protective Tune@@!",
PlayerStandardOutcomeText: "You succesfully increase your Binding for @@.bindingtext;$PMBindingBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName plays the @@.manatext;Protective Tune@@!",
EnemyStandardOutcomeText: "$EnemyName succesfully increases their Binding for @@.bindingtext;$EMBindingBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $ChangelingTuneMove = {
ID: 36,
Name: "@@.resistancetext;Changeling Tune@@",
NameNE: "C. Tune",
Description: "The user curses their foe with a changeling tune.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Trickster"],
AIRate: 35,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -20,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You play the @@.resistancetext;Changeling Tune@@ for $EnemyName!",
PlayerStandardOutcomeText: "<<Curse $Enemy 5 5>>",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName plays the @@.resistancetext;Changeling Tune@@ for you!",
EnemyStandardOutcomeText: "<<Curse $Player 5 5>>",
EnemyBNOutcomeText: ""
}>>
<<set $Moves.pushUnique($DepravedTuneMove)>>
<<set $Moves.pushUnique($ProtectiveTuneMove)>>
<<set $Moves.pushUnique($ChangelingTuneMove)>>
<</widget>><<widget ApplyFeralAggressiveBimboMoves>>
<<set $DevastatingRoarMove = {
ID: 37,
Name: "@@.lethalitytext;Devastating Roar@@",
NameNE: "D. Roar",
Description: "The user trembles their foe with a pacifying roar decreasing their lethality.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: ["Feral"],
SkillGroup: [],
AIRate: 75,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -20,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 5,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You roar with devastating might at $EnemyName!",
PlayerStandardOutcomeText: "You frighten $EnemyName lowering their Lethality for @@.lethalitytext;$PMLethalityDebuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName roars with devastating might at you!",
EnemyStandardOutcomeText: "$EnemyName frightens you lowering your Lethality for @@.lethalitytext;$EMLethalityDebuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $GiggleBlissMove = {
ID: 38,
Name: "@@.seductiontext;Giggle Bliss@@",
NameNE: "Giggle Bliss",
Description: "Overwhelm your foe with endless giggling and enter a state of seductive bliss raising your seduction.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: ["Bimbo"],
SkillGroup: [],
AIRate: 75,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 5,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -10,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You begin to giggle like a slutty bimbo!",
PlayerStandardOutcomeText: "Your Seduction increases by @@.seductiontext;$PMSeductionBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName begins to giggle like a slutty bimbo!",
EnemyStandardOutcomeText: "$EnemyName's Seduction increases by @@.seductiontext;$EMSeductionBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $FuriousChargeMove = {
ID: 39,
Name: "@@.boldtext;Furious Charge@@",
NameNE: "F. Charge",
Description: "The user charges their foe dealing some damage and raising their lethality.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: ["Aggressive"],
SkillGroup: [],
AIRate: 100,
IsSlotted: false,
IsPhysical: true,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: true,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 20,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -50,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 2,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You charge at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically wound $EnemyName for @@.healthtext;$PMHealthDamage@@ damage and raise your Lethality by @@.lethalitytext;$PMLethalityDebuff@@!",
PlayerStandardMoveText: "You charge at $EnemyName!",
PlayerStandardOutcomeText: "You deal @@.healthtext;$PMHealthDamage@@ damage to $EnemyName and raise your Lethality by @@.lethalitytext;$PMLethalityDebuff@@!",
PlayerBNOutcomeText: "You charge at $EnemyName and deal @@.healthtext;$PMHealthDamage@@ damage and raise your Lethality by @@.lethalitytext;$PMLethalityDebuff@@, but @@.armortext;$PMBNDamage@@ damage was blocked!",
EnemyCriticalMoveText: "$EnemyName charges at you and manage to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically wounds you for @@.healthtext;$EMHealthDamage@@ damage and raise their Lethality by @@.lethalitytext;$EMLethalityDebuff@@!",
EnemyStandardMoveText: "$EnemyName charges at you!",
EnemyStandardOutcomeText: "$EnemyName deals @@.healthtext;$EMHealthDamage@@ damage to you and raises their Lethality by @@.lethalitytext;$PMLethalityDebuff@@!",
EnemyBNOutcomeText: "$EnemyName charges at you and deal @@.healthtext;$EMHealthDamage@@ damage and raise their Lethality by @@.lethalitytext;$EMLethalityDebuff@@, but @@.armortext;$EMBNDamage@@ damage was blocked!"
}>>
<<set $Moves.pushUnique($DevastatingRoarMove)>>
<<set $Moves.pushUnique($GiggleBlissMove)>>
<<set $Moves.pushUnique($FuriousChargeMove)>>
<</widget>><<widget ApplyArcanistCombatArcheryMoves>>
<<set $MageArmorMove = {
ID: 40,
Name: "@@.manatext;Mage Armor@@",
NameNE: "Mage Armor",
Description: "The user envelops themselves in magical armor raising their binding and armor.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: ["Source"],
SkillGroup: ["Arcanist"],
AIRate: 75,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 5,
SorceryBuff: 0,
BindingBuff: 5,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -50,
EnergyCost: 0,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You cast @@.manatext;Mage Armor@@ on yourself!",
PlayerStandardOutcomeText: "Your Armor is increased by @@.armortext;$PMArmorBuff@@ and your Binding is increased by @@.bindingtext;$PMBindingBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName casts @@.manatext;Mage Armor@@ on themself!",
EnemyStandardOutcomeText: "$EnemyName Armor is increased by @@.armortext;$EMArmorBuff@@ and their Binding is increased by @@.bindingtext;$EMBindingBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $BattleCryMove = {
ID: 41,
Name: "@@.lethalitytext;Battle Cry@@",
NameNE: "Battle Cry",
Description: "Cry out for battle increasing your own lethality.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Combat Training"],
AIRate: 75,
IsSlotted: false,
IsPhysical: false,
IsMagical: false,
IsSeductive: false,
IsActivated: true,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: false,
CanBeMissed: false,
CanBeBlocked: false,
CanBeNullified: false,
CanBeCritical: false,
HealthDamage: 0,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 5,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -10,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "",
PlayerCriticalOutcomeText: "",
PlayerStandardMoveText: "You cry out for battle!",
PlayerStandardOutcomeText: "Your Lethality increases by @@.lethalitytext;$PMLethalityBuff@@!",
PlayerBNOutcomeText: "",
EnemyCriticalMoveText: "",
EnemyCriticalOutcomeText: "",
EnemyStandardMoveText: "$EnemyName cries out for battle!",
EnemyStandardOutcomeText: "$EnemyName's Lethality increases by @@.lethalitytext;$EMLethalityBuff@@!",
EnemyBNOutcomeText: ""
}>>
<<set $MagicArrowMove = {
ID: 42,
Name: "@@.sorcerytext;Magic Arrow@@",
NameNE: "Magic Arrow",
Description: "The caster imbues an arrow or summons an arrow with a real or magical bow and shoots their foe.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: [],
SkillGroup: ["Archery"],
AIRate: 25,
IsSlotted: false,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: true,
CanBeNullified: false,
CanBeCritical: true,
HealthDamage: 15,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: -20,
EnergyCost: -20,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You cast @@.sorcerytext;Magic Arrow@@ and shoot at $EnemyName and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically wound $EnemyName for @@.healthtext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You cast @@.sorcerytext;Magic Arrow@@ and shoot at $EnemyName!",
PlayerStandardOutcomeText: "You deal @@.healthtext;$PMHealthDamage@@ damage to $EnemyName!",
PlayerBNOutcomeText: "You cast @@.sorcerytext;Magic Arrow@@ and shoot at $EnemyName, but @@.armortext;$PMBNDamage@@ damage was blocked!",
EnemyCriticalMoveText: "$EnemyName casts @@.sorcerytext;Magic Arrow@@ and shoots at you and manage to land a critical hit!",
EnemyCriticalOutcomeText: "$EnemyName critically wounds you for @@.healthtext;$EMHealthDamage@@ damage!",
EnemyStandardMoveText: "$EnemyName casts @@.sorcerytext;Magic Arrow@@ and shoots at you!",
EnemyStandardOutcomeText: "$EnemyName deals @@.healthtext;$EMHealthDamage@@ damage to you!",
EnemyBNOutcomeText: "$EnemyName casts @@.sorcerytext;Magic Arrow@@ and shoots at $EnemyName, but @@.armortext;$EMBNDamage@@ damage was blocked!"
}>>
<<set $Moves.pushUnique($MageArmorMove)>>
<<set $Moves.pushUnique($BattleCryMove)>>
<<set $Moves.pushUnique($MagicArrowMove)>>
<</widget>><<widget DisplaySlottedSkills>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<if $Moves[$i].IsSlotted is true>>
<<if $Moves[$i].PlayerCanActivate is true>>
<<print '[[' + $Moves[$i].NameNE + '|Combat - Main Menu][$PlayerCastedID = ' + $Moves[$i].ID + ', $CombatState to true, $PlayerIsAttacking to true, $PlayerIsCasting to true]] - '>>
<</if>>
<</if>>
<</for>>
<</widget>><<widget CombatCompleteReset>>
<<set $CombatState to false>>
<<CombatTurnReset>>
<<for $i to 0; $i lt $Moves.length; $i++>>
<<set $Moves[$i].PlayerCanActivate to true>>
<<set $Moves[$i].EnemyCanActivate to true>>
<</for>>
<</widget>><<widget CreateEntityTitle>>
<<set $TitleRandom = random(100)>>
<<set $TitleApplicantID = $args[0]>>
<<set $TitleApplicantRace = $EntityValues[$TitleApplicantID].Race>>
<<set $TitleApplicantGender = $EntityValues[$TitleApplicantID].Gender>>
<<if $TitleApplicantRace == "Human">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Human Male Bandit Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Human Female Amazon Combat Banner'>>">>
<</if>>
<<if $TitleRandom < 11>>
<<set $EntityValues[$TitleApplicantID].Title = "Bandit">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<elseif $TitleRandom < 22>>
<<set $EntityValues[$TitleApplicantID].Title = "Outlaw">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<elseif $TitleRandom < 33>>
<<set $EntityValues[$TitleApplicantID].Title = "Slaver">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Slavery")>>
<<elseif $TitleRandom < 66>>
<<set $EntityValues[$TitleApplicantID].Title = "Cultist">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Human Male Cultist Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Human Female Cultist Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Occultism")>>
<<elseif $TitleRandom < 71>>
<<set $EntityValues[$TitleApplicantID].Title = "Pyromancer">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Human Male Cultist Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Human Female Cultist Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Pyromancy")>>
<<elseif $TitleRandom < 76>>
<<set $EntityValues[$TitleApplicantID].Title = "Astrapomancer">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Human Male Cultist Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Human Female Cultist Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Astrapomancy")>>
<<elseif $TitleRandom < 90>>
<<set $EntityValues[$TitleApplicantID].Title = "Thief">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Umbramancy")>>
<<else>>
<<set $EntityValues[$TitleApplicantID].Title = "Slut-Breaker">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<</if>>
<<elseif $TitleApplicantRace == "Orc">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Orc Male Berserker Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Orc Female Hunter Combat Banner'>>">>
<</if>>
<<if $TitleRandom < 11>>
<<set $EntityValues[$TitleApplicantID].Title = "Bandit">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<elseif $TitleRandom < 22>>
<<set $EntityValues[$TitleApplicantID].Title = "Outlaw">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<elseif $TitleRandom < 33>>
<<set $EntityValues[$TitleApplicantID].Title = "Slaver">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Slavery")>>
<<elseif $TitleRandom < 44>>
<<set $EntityValues[$TitleApplicantID].Title = "Warlock">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Orc Male Warlock Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Orc Female Shaman Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Occultism")>>
<<elseif $TitleRandom < 71>>
<<set $EntityValues[$TitleApplicantID].Title = "Fire Shaman">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Orc Male Warlock Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Orc Female Shaman Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Pyromancy")>>
<<elseif $TitleRandom < 76>>
<<set $EntityValues[$TitleApplicantID].Title = "Storm Shaman">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Orc Male Warlock Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Orc Female Shaman Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Astrapomancy")>>
<<else>>
<<set $EntityValues[$TitleApplicantID].Title = "Hunter">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Hunting")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<</if>>
<<elseif $TitleApplicantRace == "Goblin">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Goblin Male Bandit Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Goblin Female Bandit Combat Banner'>>">>
<</if>>
<<if $TitleRandom < 11>>
<<set $EntityValues[$TitleApplicantID].Title = "Bandit">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<elseif $TitleRandom < 22>>
<<set $EntityValues[$TitleApplicantID].Title = "Outlaw">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<elseif $TitleRandom < 33>>
<<set $EntityValues[$TitleApplicantID].Title = "Slaver">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Slavery")>>
<<elseif $TitleRandom < 44>>
<<set $EntityValues[$TitleApplicantID].Title = "Warlock">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Occultism")>>
<<elseif $TitleRandom < 71>>
<<set $EntityValues[$TitleApplicantID].Title = "Fire Shaman">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Pyromancy")>>
<<elseif $TitleRandom < 76>>
<<set $EntityValues[$TitleApplicantID].Title = "Storm Shaman">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Astrapomancy")>>
<<else>>
<<set $EntityValues[$TitleApplicantID].Title = "Hunter">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Hunting")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<</if>>
<<elseif $TitleApplicantRace == "High Elf">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'High Elf Male Guardian Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'High Elf Female Ranger Combat Banner'>>">>
<</if>>
<<if $TitleRandom < 33>>
<<set $EntityValues[$TitleApplicantID].Title = "Guardian">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Arcanist")>>
<<elseif $TitleRandom < 66>>
<<set $EntityValues[$TitleApplicantID].Title = "Ranger">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Archery")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Hunting")>>
<<elseif $TitleRandom < 77>>
<<set $EntityValues[$TitleApplicantID].Title = "Fire Mage">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'High Elf Male Wizard Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'High Elf Female Mage Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Pyromancy")>>
<<elseif $TitleRandom < 88>>
<<set $EntityValues[$TitleApplicantID].Title = "Light Mage">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'High Elf Male Wizard Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'High Elf Female Mage Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Luxomancy")>>
<<else>>
<<set $EntityValues[$TitleApplicantID].Title = "Biomancer">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'High Elf Male Wizard Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'High Elf Female Mage Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Biomancy")>>
<</if>>
<<elseif $TitleApplicantRace == "Dark Elf">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Dark Elf Male Pirate Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Dark Elf Female Assassin Combat Banner'>>">>
<</if>>
<<if $TitleRandom < 33>>
<<set $EntityValues[$TitleApplicantID].Title = "Dark Slaver">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Shadow Dancing")>>
<<elseif $TitleRandom < 66>>
<<set $EntityValues[$TitleApplicantID].Title = "Assassin">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Shadow Dancing")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Hunting")>>
<<elseif $TitleRandom < 77>>
<<set $EntityValues[$TitleApplicantID].Title = "Shadow Mage">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Dark Elf Male Sorcerer Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Dark Elf Female Warlock Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Umbramancy")>>
<<elseif $TitleRandom < 88>>
<<set $EntityValues[$TitleApplicantID].Title = "Storm Mage">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Dark Elf Male Sorcerer Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Dark Elf Female Warlock Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Astrapomancy")>>
<<else>>
<<set $EntityValues[$TitleApplicantID].Title = "Biomancer">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Dark Elf Male Sorcerer Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Dark Elf Female Warlock Combat Banner'>>">>
<</if>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Biomancy")>>
<</if>>
<<elseif $TitleApplicantRace == "Satyr">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Satyr Male Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Satyr Female Combat Banner'>>">>
<</if>>
<<if $TitleRandom < 33>>
<<set $EntityValues[$TitleApplicantID].Title = "Shadow Trickster">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Trickster")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Shadow Dancing")>>
<<elseif $TitleRandom < 66>>
<<set $EntityValues[$TitleApplicantID].Title = "Fanatic">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Occultism")>>
<<elseif $TitleRandom < 77>>
<<set $EntityValues[$TitleApplicantID].Title = "Hunter">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Hunting")>>
<<else>>
<<set $EntityValues[$TitleApplicantID].Title = "Naturalist">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Biomancy")>>
<</if>>
<<elseif $TitleApplicantRace == "Minotaur">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Minotaur Combat Banner'>>">>
<<if $TitleRandom < 33>>
<<set $EntityValues[$TitleApplicantID].Title = "Raging Menace">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Feral")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Tough")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Hardened Skin")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<elseif $TitleRandom < 66>>
<<set $EntityValues[$TitleApplicantID].Title = "Behemoth">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Feral")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Tough")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Hardened Skin")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<else>>
<<set $EntityValues[$TitleApplicantID].Title = "Blazing Bulwark">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Pyromancy")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Feral")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Tough")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Hardened Skin")>>
<</if>>
<<elseif $TitleApplicantRace == "Imp">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Imp Combat Banner'>>">>
<<if $TitleRandom < 33>>
<<set $EntityValues[$TitleApplicantID].Title = "Lustpool Imp">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Biomancy")>>
<<elseif $TitleRandom < 66>>
<<set $EntityValues[$TitleApplicantID].Title = "Deviant">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Occultism")>>
<<else>>
<<set $EntityValues[$TitleApplicantID].Title = "Hellspawn">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Pyromancy")>>
<</if>>
<<elseif $TitleApplicantRace == "Centaur">>
<<if $TitleApplicantGender == "Male">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Centaur Male Combat Banner'>>">>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Centaur Female Combat Banner'>>">>
<</if>>
<<if $TitleRandom < 33>>
<<set $EntityValues[$TitleApplicantID].Title = "Steppe Hunter">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Hunting")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Feral")>>
<<elseif $TitleRandom < 66>>
<<set $EntityValues[$TitleApplicantID].Title = "Occult Warmonger">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Feral")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Combat Training")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Occultism")>>
<<else>>
<<set $EntityValues[$TitleApplicantID].Title = "Storm Shaman">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Feral")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Astrapomancy")>>
<</if>>
<<elseif $TitleApplicantRace == "Succubus">>
<<if $TitleRandom < 33>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Succubus Temptress Combat Banner'>>">>
<<set $EntityValues[$TitleApplicantID].Title = "Temptress">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Eromancy")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Source")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Infernal")>>
<<elseif $TitleRandom < 66>>
<<set $EntityValues[$TitleApplicantID].Title = "Fiend">>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Succubus Seductress Combat Banner'>>">>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Feral")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Infernal")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Aggressive")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Source")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Occultism")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Pyromancy")>>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Biomancy")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Infernal")>>
<<else>>
<<set $EntityValues[$TitleApplicantID].CombatBanner = "<<display 'Succubus Seductress Combat Banner'>>">>
<<set $EntityValues[$TitleApplicantID].Title = "Seductress">>
<<set $EntityValues[$TitleApplicantID].Skills.pushUnique("Eromancy")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Slutty")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Bimbo")>>
<<set $EntityValues[$TitleApplicantID].Traits.pushUnique("Infernal")>>
<</if>>
<</if>>
<</widget>><<widget PrepareEntity>>
<<if $PrepareEntity is true>>
<<set $PrepareEntity to false>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].ID == $args[0]>>
<<set $EntityValues[$i].CurrentHealth = $EntityValues[$i].MaxHealth>>
<<set $EntityValues[$i].CurrentMana = $EntityValues[$i].MaxMana>>
<<set $EntityValues[$i].CurrentEnergy = $EntityValues[$i].MaxEnergy>>
<<set $EntityValues[$i].CurrentResistance = $EntityValues[$i].MaxResistance>>
<<set $EntityValues[$i].CurrentLust = 0>>
<</if>>
<</for>>
<</if>>
<</widget>><<widget EmergencyExit>>
[[Emergency Exit|Home - The Cave]]
<</widget>><<widget UpdateEntity>>
<<set $UE = $args[0]>>
<<ValueControl $UE>>
<<UpdateEntityStats $UE>>
<<UpdateEntityItemStats $UE>>
<<EntityTSApplication $UE>>
<<ApplyEntityTS $UE>>
<<ApplyEntityStats $UE>>
<<UpdateEntityValues $UE>>
<<UpdateEntityText $UE>>
<<UpdatePlayerValues $UE>>
<<UpdateAnatomyText $UE>>
<<UpdateTraits $UE>>
<<UpdateLustful $UE>>
<</widget>>
<<widget StartGlobalVariables>>
<<StartPlayerVariables>>
<</widget>>
<<widget UpdateGlobalVariables>>
<<CheckRentalRooms>>
<<UpdatePlayerVariables>>
<</widget>>
<<widget CheckRentalRooms>>
<<if $StoryRentedRoomUnlocked is true>>
<<if $DayTime != 1>>
<<set $RentDue to true>>
<</if>>
<<if $DayTime == 1 and $RentDue is true>>
<<set $RentDue to false>>
<<set $Room03RentalDebt += 10>>
<<set $Room03UnpaidNights += 1>>
<</if>>
<</if>>
<</widget>>
<<widget StartPlayerVariables>>
<<set $PlayerCoins = 0>>
<<set $PlayerShards = 0>>
<<set $PlayerExperience = 0>>
<</widget>>
<<widget UpdatePlayerVariables>>
<<if $PlayerCoins < 0>>
<<set $PlayerCoins = 0>>
<</if>>
<<if $PlayerShards < 0>>
<<set $PlayerShards = 0>>
<</if>>
<<if $Exp < 0>>
<<set $Exp = 0>>
<</if>>
<</widget>><<widget ApplyEntityTS>>
/*<<set $TS = $args[0]>>
<<for $T to 0; $T lt $Traits.length; $T++>>
<<if $EntityValues[$TS].Traits.includes($Traits[$T].Name)>>
<<set $EntityValues[$TS].LethalityTraitApply += $Traits[$T].LethalityApply>>
<<set $EntityValues[$TS].ArmorTraitApply += $Traits[$T].ArmorApply>>
<<set $EntityValues[$TS].SorceryTraitApply += $Traits[$T].SorceryApply>>
<<set $EntityValues[$TS].BindingTraitApply += $Traits[$T].BindingApply>>
<<set $EntityValues[$TS].SeductionTraitApply += $Traits[$T].SeductionApply>>
<<set $EntityValues[$TS].DepravityTraitApply += $Traits[$T].DepravityApply>>
<<set $EntityValues[$TS].CriticalityTraitApply += $Traits[$T].CriticalityApply>>
<<set $EntityValues[$TS].AccuracyTraitApply += $Traits[$T].AccuracyApply>>
<<set $EntityValues[$TS].EvasionTraitApply += $Traits[$T].EvasionApply>>
<<set $EntityValues[$TS].MaxHealthTraitApply += $Traits[$T].HealthApply>>
<<set $EntityValues[$TS].MaxManaTraitApply += $Traits[$T].ManaApply>>
<<set $EntityValues[$TS].MaxEnergyTraitApply += $Traits[$T].EnergyApply>>
<<set $EntityValues[$TS].MaxLustTraitApply += $Traits[$T].LustMaxApply>>
<<set $EntityValues[$TS].MinLustTraitApply += $Traits[$T].LustMinApply>>
<<set $EntityValues[$TS].MaxResistanceTraitApply += $Traits[$T].ResistanceApply>>
<</if>>
<</for>>
<<for $S to 0; $S lt $Skills.length; $S++>>
<<if $EntityValues[$TS].Skills.includes($Skills[$S].Name)>>
<<set $EntityValues[$TS].LethalityTraitApply += $Skills[$S].LethalityApply>>
<<set $EntityValues[$TS].ArmorTraitApply += $Skills[$S].ArmorApply>>
<<set $EntityValues[$TS].SorceryTraitApply += $Skills[$S].SorceryApply>>
<<set $EntityValues[$TS].BindingTraitApply += $Skills[$S].BindingApply>>
<<set $EntityValues[$TS].SeductionTraitApply += $Skills[$S].SeductionApply>>
<<set $EntityValues[$TS].DepravityTraitApply += $Skills[$S].DepravityApply>>
<<set $EntityValues[$TS].CriticalityTraitApply += $Skills[$S].CriticalityApply>>
<<set $EntityValues[$TS].AccuracyTraitApply += $Skills[$S].AccuracyApply>>
<<set $EntityValues[$TS].EvasionTraitApply += $Skills[$S].EvasionApply>>
<<set $EntityValues[$TS].MaxHealthTraitApply += $Skills[$S].HealthApply>>
<<set $EntityValues[$TS].MaxManaTraitApply += $Skills[$S].ManaApply>>
<<set $EntityValues[$TS].MaxEnergyTraitApply += $Skills[$S].EnergyApply>>
<<set $EntityValues[$TS].MaxLustTraitApply += $Skills[$S].LustMaxApply>>
<<set $EntityValues[$TS].MinLustTraitApply += $Skills[$S].LustMinApply>>
<<set $EntityValues[$TS].MaxResistanceTraitApply += $Skills[$S].ResistanceApply>>
<</if>>
<</for>>*/
<</widget>><<widget UpdateEntityStats>>
<<set $EntityValues[$UE].Lethality = 0>>
<<set $EntityValues[$UE].LethalityTraitApply = 0>>
<<set $EntityValues[$UE].LethalityItemApply = 0>>
<<set $EntityValues[$UE].Armor = 0>>
<<set $EntityValues[$UE].ArmorTraitApply = 0>>
<<set $EntityValues[$UE].ArmorItemApply = 0>>
<<set $EntityValues[$UE].Sorcery = 0>>
<<set $EntityValues[$UE].SorceryTraitApply = 0>>
<<set $EntityValues[$UE].SorceryItemApply = 0>>
<<set $EntityValues[$UE].Binding = 0>>
<<set $EntityValues[$UE].BindingTraitApply = 0>>
<<set $EntityValues[$UE].BindingItemApply = 0>>
<<set $EntityValues[$UE].Seduction = 0>>
<<set $EntityValues[$UE].SeductionTraitApply = 0>>
<<set $EntityValues[$UE].SeductionItemApply = 0>>
<<set $EntityValues[$UE].Depravity = 0>>
<<set $EntityValues[$UE].DepravityTraitApply = 0>>
<<set $EntityValues[$UE].DepravityItemApply = 0>>
<<set $EntityValues[$UE].Criticality = 0>>
<<set $EntityValues[$UE].CriticalityTraitApply = 0>>
<<set $EntityValues[$UE].CriticalityItemApply = 0>>
<<set $EntityValues[$UE].Accuracy = 0>>
<<set $EntityValues[$UE].AccuracyTraitApply = 0>>
<<set $EntityValues[$UE].AccuracyItemApply = 0>>
<<set $EntityValues[$UE].Evasion = 0>>
<<set $EntityValues[$UE].EvasionTraitApply = 0>>
<<set $EntityValues[$UE].EvasionItemApply = 0>>
<<set $EntityValues[$UE].MaxHealth = 0>>
<<set $EntityValues[$UE].BaseMaxHealth = 100>>
<<set $EntityValues[$UE].MaxHealthTraitApply = 0>>
<<set $EntityValues[$UE].MaxHealthItemApply = 0>>
<<set $EntityValues[$UE].MinHealth = 0>>
<<set $EntityValues[$UE].BaseMinHealth = 1>>
<<set $EntityValues[$UE].MinHealthTraitApply = 0>>
<<set $EntityValues[$UE].MinHealthItemApply = 0>>
<<set $EntityValues[$UE].MaxMana = 0>>
<<set $EntityValues[$UE].BaseMaxMana = 200>>
<<set $EntityValues[$UE].MaxManaTraitApply = 0>>
<<set $EntityValues[$UE].MaxManaItemApply = 0>>
<<set $EntityValues[$UE].MinMana = 0>>
<<set $EntityValues[$UE].BaseMinMana = 0>>
<<set $EntityValues[$UE].MinManaTraitApply = 0>>
<<set $EntityValues[$UE].MinManaItemApply = 0>>
<<set $EntityValues[$UE].MaxLust = 0>>
<<set $EntityValues[$UE].BaseMaxLust = 100>>
<<set $EntityValues[$UE].MaxLustTraitApply = 0>>
<<set $EntityValues[$UE].MaxLustItemApply = 0>>
<<set $EntityValues[$UE].MinLust = 0>>
<<set $EntityValues[$UE].BaseMinLust = 0>>
<<set $EntityValues[$UE].MinLustTraitApply = 0>>
<<set $EntityValues[$UE].MinLustItemApply = 0>>
<<set $EntityValues[$UE].MaxEnergy = 0>>
<<set $EntityValues[$UE].BaseMaxEnergy = 100>>
<<set $EntityValues[$UE].MaxEnergyTraitApply = 0>>
<<set $EntityValues[$UE].MaxEnergyItemApply = 0>>
<<set $EntityValues[$UE].MinEnergy = 0>>
<<set $EntityValues[$UE].BaseMinEnergy = 0>>
<<set $EntityValues[$UE].MinEnergyTraitApply = 0>>
<<set $EntityValues[$UE].MinEnergyItemApply = 0>>
<<set $EntityValues[$UE].MaxResistance = 0>>
<<set $EntityValues[$UE].BaseMaxResistance = 200>>
<<set $EntityValues[$UE].MaxResistanceTraitApply = 0>>
<<set $EntityValues[$UE].MaxResistanceItemApply = 0>>
<<set $EntityValues[$UE].MinResistance = 0>>
<<set $EntityValues[$UE].BaseMinResistance = 0>>
<<set $EntityValues[$UE].MinResistanceTraitApply = 0>>
<<set $EntityValues[$UE].MinResistanceItemApply = 0>>
<</widget>><<widget EntityTSApplication>>
<<set $UE = $args[0]>>
<<EntitySkillApplication $UE>>
<<TemporaryTraitApplication $UE>>
<<SpecialTraitApplication $UE>>
<<if $EntityValues[$UE].RankedTraits.StrengthTraitLevel == 0>>
<<set $EntityValues[$UE].LethalityTraitApply -= 3>>
<<set $EntityValues[$UE].MaxHealthTraitApply -= 60>>
<<elseif $EntityValues[$UE].RankedTraits.StrengthTraitLevel == 1>>
<<set $EntityValues[$UE].LethalityTraitApply -= 2>>
<<set $EntityValues[$UE].MaxHealthTraitApply -= 40>>
<<elseif $EntityValues[$UE].RankedTraits.StrengthTraitLevel == 2>>
<<set $EntityValues[$UE].LethalityTraitApply -= 1>>
<<set $EntityValues[$UE].MaxHealthTraitApply -= 20>>
<<elseif $EntityValues[$UE].RankedTraits.StrengthTraitLevel == 4>>
<<set $EntityValues[$UE].LethalityTraitApply += 1>>
<<set $EntityValues[$UE].MaxHealthTraitApply += 20>>
<<elseif $EntityValues[$UE].RankedTraits.StrengthTraitLevel == 5>>
<<set $EntityValues[$UE].LethalityTraitApply += 2>>
<<set $EntityValues[$UE].MaxHealthTraitApply += 40>>
<<elseif $EntityValues[$UE].RankedTraits.StrengthTraitLevel == 6>>
<<set $EntityValues[$UE].LethalityTraitApply += 3>>
<<set $EntityValues[$UE].MaxHealthTraitApply += 60>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel == 0>>
<<set $EntityValues[$UE].SorceryTraitApply -= 3>>
<<set $EntityValues[$UE].MaxManaTraitApply -= 150>>
<<elseif $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel == 1>>
<<set $EntityValues[$UE].SorceryTraitApply -= 2>>
<<set $EntityValues[$UE].MaxManaTraitApply -= 100>>
<<elseif $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel == 2>>
<<set $EntityValues[$UE].SorceryTraitApply -= 1>>
<<set $EntityValues[$UE].MaxManaTraitApply -= 50>>
<<elseif $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel == 4>>
<<set $EntityValues[$UE].SorceryTraitApply += 1>>
<<set $EntityValues[$UE].MaxManaTraitApply += 50>>
<<elseif $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel == 5>>
<<set $EntityValues[$UE].SorceryTraitApply += 2>>
<<set $EntityValues[$UE].MaxManaTraitApply += 100>>
<<elseif $EntityValues[$UE].RankedTraits.IntelligenceTraitLevel == 6>>
<<set $EntityValues[$UE].SorceryTraitApply += 3>>
<<set $EntityValues[$UE].MaxManaTraitApply += 150>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.WillpowerTraitLevel == 0>>
<<set $EntityValues[$UE].BindingTraitApply -= 3>>
<<set $EntityValues[$UE].MaxResistanceTraitApply -= 150>>
<<elseif $EntityValues[$UE].RankedTraits.WillpowerTraitLevel == 1>>
<<set $EntityValues[$UE].BindingTraitApply -= 2>>
<<set $EntityValues[$UE].MaxResistanceTraitApply -= 100>>
<<elseif $EntityValues[$UE].RankedTraits.WillpowerTraitLevel == 2>>
<<set $EntityValues[$UE].BindingTraitApply -= 1>>
<<set $EntityValues[$UE].MaxResistanceTraitApply -= 50>>
<<elseif $EntityValues[$UE].RankedTraits.WillpowerTraitLevel == 4>>
<<set $EntityValues[$UE].BindingTraitApply += 1>>
<<set $EntityValues[$UE].MaxResistanceTraitApply += 50>>
<<elseif $EntityValues[$UE].RankedTraits.WillpowerTraitLevel == 5>>
<<set $EntityValues[$UE].BindingTraitApply += 2>>
<<set $EntityValues[$UE].MaxResistanceTraitApply += 100>>
<<elseif $EntityValues[$UE].RankedTraits.WillpowerTraitLevel == 6>>
<<set $EntityValues[$UE].BindingTraitApply += 3>>
<<set $EntityValues[$UE].MaxResistanceTraitApply += 150>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.AttractiveTraitLevel == 0>>
<<set $EntityValues[$UE].SeductionTraitApply -= 4>>
<<elseif $EntityValues[$UE].RankedTraits.AttractiveTraitLevel == 1>>
<<set $EntityValues[$UE].SeductionTraitApply -= 2>>
<<elseif $EntityValues[$UE].RankedTraits.AttractiveTraitLevel == 3>>
<<set $EntityValues[$UE].SeductionTraitApply += 2>>
<<elseif $EntityValues[$UE].RankedTraits.AttractiveTraitLevel == 4>>
<<set $EntityValues[$UE].SeductionTraitApply += 4>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.CharismaTraitLevel == 0>>
<<set $EntityValues[$UE].SeductionTraitApply -= 3>>
<<elseif $EntityValues[$UE].RankedTraits.CharismaTraitLevel == 1>>
<<set $EntityValues[$UE].SeductionTraitApply -= 2>>
<<elseif $EntityValues[$UE].RankedTraits.CharismaTraitLevel == 2>>
<<set $EntityValues[$UE].SeductionTraitApply -= 1>>
<<elseif $EntityValues[$UE].RankedTraits.CharismaTraitLevel == 4>>
<<set $EntityValues[$UE].SeductionTraitApply += 1>>
<<elseif $EntityValues[$UE].RankedTraits.CharismaTraitLevel == 5>>
<<set $EntityValues[$UE].SeductionTraitApply += 2>>
<<elseif $EntityValues[$UE].RankedTraits.CharismaTraitLevel == 6>>
<<set $EntityValues[$UE].SeductionTraitApply += 3>>
<</if>>
<<if $EntityValues[$UE].RankedTraits.DexterityTraitLevel == 0>>
<<set $EntityValues[$UE].AccuracyTraitApply -= 5>>
<<set $EntityValues[$UE].MaxEnergyTraitApply -= 60>>
<<set $EntityValues[$UE].EvasionTraitApply -= 5>>
<<elseif $EntityValues[$UE].RankedTraits.DexterityTraitLevel == 1>>
<<set $EntityValues[$UE].AccuracyTraitApply -= 3>>
<<set $EntityValues[$UE].MaxEnergyTraitApply -= 40>>
<<set $EntityValues[$UE].EvasionTraitApply -= 3>>
<<elseif $EntityValues[$UE].RankedTraits.DexterityTraitLevel == 2>>
<<set $EntityValues[$UE].AccuracyTraitApply -= 1>>
<<set $EntityValues[$UE].MaxEnergyTraitApply -= 20>>
<<set $EntityValues[$UE].EvasionTraitApply -= 1>>
<<elseif $EntityValues[$UE].RankedTraits.DexterityTraitLevel == 4>>
<<set $EntityValues[$UE].AccuracyTraitApply += 1>>
<<set $EntityValues[$UE].MaxEnergyTraitApply += 20>>
<<set $EntityValues[$UE].EvasionTraitApply += 1>>
<<elseif $EntityValues[$UE].RankedTraits.DexterityTraitLevel == 5>>
<<set $EntityValues[$UE].AccuracyTraitApply += 3>>
<<set $EntityValues[$UE].MaxEnergyTraitApply += 40>>
<<set $EntityValues[$UE].EvasionTraitApply += 3>>
<<elseif $EntityValues[$UE].RankedTraits.DexterityTraitLevel == 6>>
<<set $EntityValues[$UE].AccuracyTraitApply += 5>>
<<set $EntityValues[$UE].MaxEnergyTraitApply += 60>>
<<set $EntityValues[$UE].EvasionTraitApply += 5>>
<</if>>
<</widget>><<widget EntityGlobalUpdate>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<set $EntityID = $EntityValues[$i].ID>>
<<UpdateEntity $EntityID>>
<</for>>
<</widget>><<widget StartOralOnPenisText>>
<<set $StartPlayerOralPartnerPenisTextTable = [
"You get down on your knees firmly grasping the base of $EntityValues[$Partner].sHisHer <<Penis>>. You kiss the tip tasting the sweet pre-cum before slowly starting to suck, gliding $EntityValues[$Partner].sHisHer shaft along your hungry tongue and into your demanding mouth.",
"You grab $EntityValues[$Partner].sHisHer hips gulping at the throbbing <<Penis>> staring right at you. You place a small provocative kiss at the tip and begin to suck $EntityValues[$Partner].sHisHer balls first, placing the shaft on your forehead. After tasting $EntityValues[$Partner].sHisHer balls you take their rod into your mouth and hungrily indulge in wanton lust.",
"You place $EntityValues[$Partner].sHisHer balls in your hand and fundle them playfully staring back at $EntityValues[$Partner].sHimHer with a lusty dominating look. You grab $EntityValues[$Partner].sHisHer nuts with a light squeeze and make a haughty lick from the base of $EntityValues[$Partner].sHisHer <<Penis>> up to the tip and start sucking it greedily."
]>>
<<set $StartPartnerOralPlayerPenisTextTable = [
"$PartnerName gets down on $EntityValues[$Partner].sHisHer knees firmly grasping the base of your <<Penis>>. $EntityValues[$Partner].BHeShe kisses the tip of your cock tasting the sweet pre-cum before slowly starting to suck it. $EntityValues[$Partner].BHeShe then glides her hungry tongue along your shaft into $EntityValues[$Partner].sHisHer demanding mouth.",
"$PartnerName grabs your hips gulping at the throbbing <<Penis>> staring right at $EntityValues[$Partner].sHimHer. $EntityValues[$Partner].BHeShe then places a small provocative kiss at the tip and begins to suck your cock.",
"$PartnerName places your balls in $EntityValues[$Partner].sHisHer hand and fundles them playfully glaring back at you with a lusty dominating look in $EntityValues[$Partner].sHisHer eyes. $EntityValues[$Partner].BHeShe grabs your nuts with a light squeeze and makes a haughty lick from the base of your <<Penis>> up to the tip and starts sucking greedily."
]>>
<<set $ContinuePlayerOralPartnerPenisTextTable = [
"You continue to lick and suck $EntityValues[$Partner].sHisHer <<Penis>>, swallowing the pre-cum slowly pulsing from $EntityValues[$Partner].sHisHer cock-head.",
"$PartnerName gasps in pleasure as you suck $EntityValues[$Partner].sHisHer <<Penis>>, giving you complete and free control over $EntityValues[$Partner].sHisHer pulsing rod.",
"You gag a little as you continue to mouth-handle $PartnerName's <<Penis>>."]>>
<<set $ContinuePartnerOralPlayerPenisTextTable = [
"$PartnerName continues to lick and suck your <<Penis>>, swallowing the pre-cum slowly pulsing from your cock-head.",
"You gasp in pleasure as $EntityValues[$Partner].sHeShe sucks your <<Penis>>, giving $EntityValues[$Partner].sHimHer complete and free control over your pulsing rod.",
"$PartnerName gags a little as $EntityValues[$Partner].sHeShe continues to mouth-handle your <<Penis>>."]>>
<<set $MainPlayerOralPartnerPenisTextTable = [
"You take as much of $EntityValues[$Partner].sHisHer <<Penis>> down your throat as you can making you gag a little. You try to keep it there for as long as possible before sliding it back out. You cough as strings of pre-cum and drool trail down your neck. <br><br>You then forcibly press $EntityValues[$Partner].sHisHer <<Penis>> into your throat gagging and choking lightly on the way out. You pick up the pace as you try to face-fuck yourself on $EntityValues[$Partner].sHisHer meat-pole. You try to deepthroat $EntityValues[$Partner].sHisHer <<Penis>> as far back down your hungry throat as you can. $EntityValues[$Partner].BHisHer cock outlining the top of your neck slightly distending it.",
"You lick the base of $PartnerName's balls whilst $EntityValues[$Partner].sHisHer cock rests on your forehead. You blink towards $EntityValues[$Partner].sHimHer seductively making $EntityValues[$Partner].sHisHer cock spurt slightly in arousal on your forehead. <br><br>You then take $EntityValues[$Partner].sHisHer <<Penis>> and lightly slap it on your face covering it in strings of pre-cum. After that you jerk off $EntityValues[$Partner].sHisHer meat with a tight grip whilst licking $EntityValues[$Partner].sHisHer balls, sucking them into your mouth preparing the cum inside for blissful release.",
"You suck $EntityValues[$Partner].sHisHer <<Penis>> with great speed bobbing your head back and forth forcefully whilst using your tongue to play with the length of $PartnerName's cock. You roll your tongue around $EntityValues[$Partner].sHisHer plump dickhead sucking up the pre-cum as it oozes from $EntityValues[$Partner].sHisHer shaft. <br><br>After that you slap your face with $EntityValues[$Partner].sHisHer meat, whilst licking, sucking and kissing the sides of $EntityValues[$Partner].sHisHer raw <<Penis>>.",
"You masturbate $PartnerName's <<Penis>> aggressively whilst squeezing $EntityValues[$Partner].sHisHer nuts. You kiss the tip of $EntityValues[$Partner].sHisHer dickhead as you shoot playful glances back at $EntityValues[$Partner].sHimHer. <br><br>Slowly afterwards you suck $EntityValues[$Partner].sHisHer upper shaft whilst keep a tight grip on the base of their cock milking it forcibly."]>>
<<set $MainPartnerOralPlayerPenisTextTable = [
"$PartnerName takes as much of your <<Penis>> down $EntityValues[$Partner].sHisHer throat as $EntityValues[$Partner].sHeShe can making $EntityValues[$Partner].sHimHer gag a little. $EntityValues[$Partner].BHeShe tries to keep it there for as long as possible before sliding it back out. $EntityValues[$Partner].BHeShe coughs as strings of pre-cum and drool trail down $EntityValues[$Partner].sHisHer neck. <br><br>$EntityValues[$Partner].BHeShe then forcibly presses your <<Penis>> into $EntityValues[$Partner].sHisHer throat gagging and choking lightly on the way out. Afterwards $EntityValues[$Partner].sHeShe picks up the pace as $EntityValues[$Partner].sHeShe tries to face-fuck herself on your meat-pole. $EntityValues[$Partner].BHeShe then attempts again to deepthroat your <<Penis>> as far back down $EntityValues[$Partner].sHisHer hungry throat as $EntityValues[$Partner].sHeShe can. Your cock outlining the top of $EntityValues[$Partner].sHisHer neck slightly distending it.",
"$PartnerName licks the base of your balls whilst your cock rests on $EntityValues[$Partner].sHisHer forehead. $EntityValues[$Partner].BHeShe blinks towards you seductively making your cock spurt slightly in arousal on $EntityValues[$Partner].sHisHer forehead. <br><br>$EntityValues[$Partner].BHeShe then takes your <<Penis>> and lightly slaps it on $EntityValues[$Partner].sHisHer face covering it in strings of pre-cum. After that $EntityValues[$Partner].sHeShe jerks off your meat with a tight grip whilst licking your balls, sucking them into $EntityValues[$Partner].sHisHer mouth preparing the cum inside for blissful release.",
"$PartnerName sucks your <<Penis>> with great speed bobbing $EntityValues[$Partner].sHisHer head back and forth forcefully whilst using $EntityValues[$Partner].sHisHer tongue to play with the length of your cock. $EntityValues[$Partner].BHeShe rolls $EntityValues[$Partner].sHisHer tongue around your plump dickhead sucking up the pre-cum as it oozes from your shaft. <br><br>After that $EntityValues[$Partner].sHeShe slaps $EntityValues[$Partner].sHisHer face with your meat, whilst licking, sucking and kissing the sides of your raw <<Penis>>.",
"$PartnerName masturbates your <<Penis>> aggressively whilst squeezing your nuts. $EntityValues[$Partner].BHeShe kisses the tip of your dickhead as $EntityValues[$Partner].sHeShe shoots playful glances back at you. <br><br>Slowly afterwards $EntityValues[$Partner].sHeShe sucks your upper shaft whilst keep a tight grip on the base of your cock milking it forcibly."]>>
<</widget>>
<<set $PlayerForeplay_POEP_Table = [
"You walk towards $EnemyRacial, licking your lips and preparing yourself to suck $EntityValues[$Partner].sHisHer hard <<Penis>>.",
"You playfully wet your lips in lustful expectation as you move closer to $Enemy preparing yourself for your meaty reward.",
"You drool in anticipation as you move closer to $Enemy, fantasizing about the many things you’re going to do to $EntityValues[$Partner].sHisHer juicy <<Penis>>."]>>
<<set $PlayerForeplay_POEV_Table = [
"You walk towards $Enemy, licking your lips and preparing yourself to suck $EntityValues[$Partner].sHisHer wet $Vagina.",
"You playfully wet your lips in lustful expectation as you move closer to $Enemy preparing yourself for your yummy reward.",
"You drool in anticipation as you move closer to $Enemy, fantasizing about the many things you’re going to do to $EntityValues[$Partner].sHisHer dripping $Vagina."]>>
<<set $PlayerForeplay_PVEP_Table = [
"You walk towards $Enemy, playing with your <<Vagina>> and preparing yourself to get fucked by $Enemy.",
"You playfully part your <<Vagina>> lips in lustful expectation as you move closer to $Enemy preparing yourself to receive your reward.",
"You wet your <<Vagina>> in anticipation as you move closer to $Enemy, fantasizing about the many things you’re going to do to $EntityValues[$Partner].sHisHer hard <<Penis>>."]>>
<<set $PlayerForeplay_PAEP_Table = [
"You walk towards $Enemy, parting your <<Ass>> and preparing yourself to get anally fucked by $Enemy.",
"You playfully insert a finger into your <<Ass>> in lustful expectation as you move closer to $Enemy preparing yourself to receive your reward.",
"You wet your <<Ass>> in anticipation as you move closer to $Enemy, fantasizing about the many things you’re going to do to $EntityValues[$Partner].sHisHer hard <<Penis>>."]>>
<<set $PlayerForeplay_PPEO_Table = [
"You walk towards $Enemy, taking out your <<Penis>> and preparing yourself to fuck $EntityValues[$Partner].sHisHer mouth.",
"You playfully stroke your <<Penis>> in lustful expectation as you move closer to $Enemy preparing yourself for your reward.",
"You stroke in anticipation as you move closer to $Enemy, fantasizing about the many things you’re going to do to $EntityValues[$Partner].sHisHer pliant mouth."]>>
<<set $PlayerForeplay_PVEO_Table = [
"You walk towards $Enemy, playing with your <<Vagina>> and preparing yourself to get licked by $Enemy.",
"You playfully part your <<Vagina>> lips in lustful expectation as you move closer to $Enemy preparing yourself to receive your reward.",
"You wet your <<Vagina>> in anticipation as you move closer to $Enemy, fantasizing about the many things you’re going to do to $EntityValues[$Partner].sHisHer pliant mouth."]>>
<<set $PlayerForeplay_PPEV_Table = [
"You walk towards $Enemy, taking out your <<Penis>> and preparing yourself to fuck $EntityValues[$Partner].sHisHer $Vagina.",
"You playfully stroke your <<Penis>> in lustful expectation as you move closer to $Enemy preparing yourself for your reward.",
"You stroke in anticipation as you move closer to $Enemy, fantasizing about the many things you’re going to do to $EntityValues[$Partner].sHisHer dripping $Vagina."]>>
<<set $EnemyForeplay_Sub_Table = [
"The $EnemySingularRacial makes a weak submissive sound as it completely submits to your desires.",
"The $EnemySingularRacial fights back a little, but is quickly subdued and forced to comply, letting you have their way with them.",
"The $EnemySingularRacial is completely paralyzed by your advances and whines in weak lustful frustration.",
"The $EnemySingularRacial watches you closely as you walk towards $EntityValues[$Partner].sHisHer seductively."]>>
<<set $EnemyForeplay_EOPP_Table = [
"The $EnemySingularRacial walks towards you licking $EntityValues[$Partner].sHisHer lips as $EntityValues[$Partner].sHeShe orders you to present your <<Penis>> to $EntityValues[$Partner].sHimHer.",
"The $EnemySingularRacial playfully wets $EntityValues[$Partner].sHisHer lips in lustful expectation as $EntityValues[$Partner].sHeShe moves closer to you preparing themself for $EntityValues[$Partner].sHisHer meaty reward.",
"The $EnemySingularRacial drools in anticipation as $EntityValues[$Partner].sHeShe moves closer to you, fantasizing about the many things $EntityValues[$Partner].sHeShe is going to do to your juicy <<Penis>>."]>>
<<set $EnemyForeplay_EVPP_Table = [
"The $EnemySingularRacial walks towards you, playing with $EntityValues[$Partner].sHisHer <<Vagina>> and preparing themself to get fucked by you.",
"The $EnemySingularRacial playfully parts $EntityValues[$Partner].sHisHer <<Vagina>> lips in lustful expectation as $EntityValues[$Partner].sHeShe moves closer to you preparing themself to receive $EntityValues[$Partner].sHisHer reward.",
"The $EnemySingularRacial wets $EntityValues[$Partner].sHisHer <<Vagina>> in anticipation as $EntityValues[$Partner].sHeShe moves closer to you, fantasizing about the many things $EntityValues[$Partner].sHeShe is going to do to your hard <<Penis>>."]>>
<<set $EnemyForeplay_EPPO_Table = [
"$EntityValues[$Partner].BHeShe walk towards you, taking out $EntityValues[$Partner].sHisHer <<Penis>> and preparing themself to fuck your mouth.",
"The $EnemySingularRacial playfully strokes $EntityValues[$Partner].sHisHer <<Penis>> in lustful expectation as $EntityValues[$Partner].sHeShe moves closer to you preparing themself for $EntityValues[$Partner].sHisHer reward.",
"$EntityValues[$Partner].BHeShe strokes in anticipation as $EntityValues[$Partner].sHeShe moves closer to you, fantasizing about the many things $EntityValues[$Partner].sHeShe is going to do to your pliant mouth."]>>
<<set $EnemyForeplay_EOPV_Table = [
"$EntityValues[$Partner].BHeShe walks towards you, licking $EntityValues[$Partner].sHisHer lips and preparing themself to suck your wet $Vagina.",
"$EntityValues[$Partner].BHeShe playfully wets $EntityValues[$Partner].sHisHer lips in lustful expectation as $EntityValues[$Partner].sHeShe moves closer to you preparing themself for $EntityValues[$Partner].sHisHer yummy reward.",
"$EntityValues[$Partner].BHeShe drools in anticipation as $EntityValues[$Partner].sHeShe moves closer to you, fantasizing about the many things $EntityValues[$Partner].sHeShe is going to do to your dripping $Vagina."]>>
<<set $EnemyForeplay_EVPO_Table = [
"$EntityValues[$Partner].BHeShe walks towards you, playing with $EntityValues[$Partner].sHisHer <<Vagina>> and preparing themself to get licked by you.",
"$EntityValues[$Partner].BHeShe playfully parts $EntityValues[$Partner].sHisHer <<Vagina>> lips in lustful expectation as $EntityValues[$Partner].sHeShe moves closer to you preparing themself to receive $EntityValues[$Partner].sHisHer reward.",
"$EntityValues[$Partner].BHeShe wets $EntityValues[$Partner].sHisHer <<Vagina>> in anticipation as $EntityValues[$Partner].sHeShe moves closer to you, fantasizing about the many things $EntityValues[$Partner].sHeShe is going to do to your pliant mouth."]>>
<<set $EnemyForeplay_EAPP_Table = [
"The $EnemySingularRacial walks towards you, partng $EntityValues[$Partner].sHisHer <<Ass>> and preparing themself to get anally fucked by you.",
"The $EnemySingularRacial playfully inserts a finger into $EntityValues[$Partner].sHisHer <<Ass>> in lustful expectation as $EntityValues[$Partner].sHeShe moves closer to you preparing themself to receive $EntityValues[$Partner].sHisHer reward.",
"The $EnemySingularRacial wets $EntityValues[$Partner].sHisHer <<Asshole>> in anticipation as $EntityValues[$Partner].sHeShe moves closer to you, fantasizing about the many things $EntityValues[$Partner].sHeShe is going to do to your hard <<Penis>>."]>>
<<set $EnemyForeplay_EPPV_Table = [
"$EntityValues[$Partner].BHeShe walks towards you, taking out $EntityValues[$Partner].sHisHer <<Penis>> and preparing themself to fuck your $Vagina.",
"$EntityValues[$Partner].BHeShe playfully strokes $EntityValues[$Partner].sHisHer <<Penis>> in lustful expectation as $EntityValues[$Partner].sHeShe moves closer to you preparing themself for $EntityValues[$Partner].sHisHer reward.",
"$EntityValues[$Partner].BHeShe strokes in anticipation as $EntityValues[$Partner].sHeShe moves closer to you, fantasizing about the many things $EntityValues[$Partner].sHeShe is going to do to your dripping $Vagina."]>>
<<if $SexPlayerOnBottom is true>>
<<if $PartnerOralOnPlayerPenis is true>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPartnerOralPlayerPenisTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePartnerOralPlayerPenisTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPartnerOralPlayerPenisTextTable.random()>>
<<elseif $PartnerOralOnPlayerVagina is true>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPartnerOralPlayerVaginaTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePartnerOralPlayerVaginaTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPartnerOralPlayerVaginaTextTable.random()>>
<<if $PartnerPenisOnPlayerOral is true>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPartnerPenisPlayerOralTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePartnerPenisPlayerOralTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPartnerPenisPlayerOralTextTable.random()>>
<<elseif $PartnerVaginaOnPlayerOral is true>>
<<if $StartSex is true>>
<<set $StartSex to false>>
<<set $SexSceneText = $StartPartnerVaginaPlayerOralTextTable.random()>>
<<else>>
<<set $SexSceneText = $ContinuePartnerVaginaPlayerOralTextTable.random()>>
<</if>>
<<set $MainSexText = $MainPartnerVaginaPlayerOralTextTable.random()>><<widget StartOralOnVaginaText>>
<<set $StartPlayerOralPartnerVaginaTextTable = [
"You get down on your knees and part $PartnerName's legs giving you a clear view of her slit. Kissing $EntityValues[$Partner].sHisHer clit you taste the sweet juices before slowly starting to lick, sliding your tongue along the opening of her <<Vagina>>.",
"You grab $EntityValues[$Partner].sHisHer hips gulping at the dripping wet <<Vagina>> right in front of you. You place a small provocative kiss on the clitoris and start to lick it.",
"You give $EntityValues[$Partner].sHisHer <<Vagina>> a big lick and grin at $EntityValues[$Partner].sHisHer pathetic moaning from the pleasure. With $PartnerName's legs completely parted and her slit ready to be violated by your tongue you hastily indulge in your reward."
]>>
<<set $StartPartnerOralPlayerVaginaTextTable = [
"$PartnerName gets down on $EntityValues[$Partner].sHisHer knees and parts your legs giving $EntityValues[$Partner].sHimHer a clear view of your slit. Kissing your clit $EntityValues[$Partner].sHeShe tastes the sweet juices before slowly starting to lick, sliding $EntityValues[$Partner].sHisHer tongue along the opening of your <<Vagina>>.",
"$PartnerName grabs your hips gulping at the dripping wet <<Vagina>> right in front of $EntityValues[$Partner].sHimHer. $EntityValues[$Partner].BHeShe places a small provocative kiss on your clitoris and starts to lick it.",
"$PartnerName gives your <<Vagina>> a big lick and grin at your pathetic moaning from the pleasure. Your legs completely parted and your slit ready to be violated by $EntityValues[$Partner].sHisHer tongue, $EntityValues[$Partner].sHeShe hastily indulges in $EntityValues[$Partner].sHisHer reward."
]>>
<<set $ContinuePlayerOralPartnerVaginaTextTable = [
"You continue to lick and suck $PartnerName's wet <<Vagina>> swallowing the sweet juices whilst playing seductively with $EntityValues[$Partner].sHisHer clit.",
"$PartnerName gasps in pleasure as you lick $EntityValues[$Partner].sHisHer cunt, giving you complete and free control over $EntityValues[$Partner].sHisHer wet <<Vagina>>.",
"You eagerly eat away $PartnerName's tasty <<Vagina>> as you continue to please $EntityValues[$Partner].sHimHer."]>>
<<set $ContinuePartnerOralPlayerVaginaTextTable = [
"$PartnerName continues to lick and suck your wet <<Vagina>> swallowing the sweet juices whilst playing seductively with your clit.",
"You gasp in pleasure as $PartnerName licks your cunt, giving $EntityValues[$Partner].sHimHer complete and free control over your wet <<Vagina>>.",
"$PartnerName eagerly eats away your tasty <<Vagina>> as $EntityValues[$Partner].sHeShe continues to please you."]>>
<<set $MainPlayerOralPartnerVaginaTextTable = [
"You lick $EntityValues[$Partner].sHisHer clit with great speed, whilst slowly fingering $EntityValues[$Partner].sHisHer <<Vagina>>. You let your tongue flick $EntityValues[$Partner].sHisHer clitty every now and then, sending ripples of pleasure through $EntityValues[$Partner].sHisHer wet cunt. <br><br>You explore the entirety of $EntityValues[$Partner].sHisHer lustful <<Vagina>> whilst massaging $EntityValues[$Partner].sHimHer to ecstasy without letting an inch of $EntityValues[$Partner].sHisHer body go without attention.",
"You suck $EntityValues[$Partner].sHisHer clitty into your mouth massaging it with your playful tongue. You look up towards $EntityValues[$Partner].sHimHer giving $EntityValues[$Partner].sHimHer a frisky wink, letting $EntityValues[$Partner].sHimHer know who is in control. <br><br>You slap $EntityValues[$Partner].sHisHer <<Vagina>> sending ripples of pleasure through $EntityValues[$Partner].sHimHer aching cunt. $EntityValues[$Partner].BHisHer moaning becoming louder as $EntityValues[$Partner].sHisHer cunt becomes more sensitive and receptive to the abuse.",
"You lustfully play with $EntityValues[$Partner].sHisHer clit, lightly biting it and flicking it every now and then. $EntityValues[$Partner].BHisHer slutty moans following suit with every bite and flick. <br><br>Afterwards you plunge your tongue all the way into $EntityValues[$Partner].sHisHer slavering <<Vagina>> exploring every bit of her love-hole. Sucking and licking $EntityValues[$Partner].sHisHer juices as you do so.",
"You finger $EntityValues[$Partner].sHisHer <<Vagina>> and massage $EntityValues[$Partner].sHisHer clit with your thumb. You entertain $EntityValues[$Partner].sHisHer stomach with lush kisses as well and look up at $EntityValues[$Partner].sHimHer with a seductive look in your eyes in between. <br><br>After a while you pick up the speed fucking $EntityValues[$Partner].sHisHer <<Vagina>> with your fingers. You build up to more fingers, three and finally four! You stretch $EntityValues[$Partner].sHisHer fuckhole whilst licking her slutty clit. <br><br>You slow down in speed as $EntityValues[$Partner].sHisHer moans get louder and louder making $EntityValues[$Partner].sHimHer shiver in pleasure from the intense wanton need.",
]>>
<<set $MainPartnerOralPlayerVaginaTextTable = [
"$PartnerName licks your clit with great speed, whilst slowly fingering you <<Vagina>>. $EntityValues[$Partner].BHeShe lets $EntityValues[$Partner].sHisHer tongue flick your clitty every now and then, sending ripples of pleasure through your wet cunt. <br><br>$EntityValues[$Partner].BHeShe explores the entirety of your lustful <<Vagina>> whilst massaging you to ecstasy without letting an inch of your body go without attention.",
"$PartnerName sucks your clitty into $EntityValues[$Partner].sHisHer mouth massaging it with $EntityValues[$Partner].sHisHer playful tongue. $EntityValues[$Partner].BHeShe looks up towards you giving you a frisky wink, letting you know who is in control. <br><br>$EntityValues[$Partner].BHeShe slaps your <<Vagina>> sending ripples of pleasure through your aching cunt. Your moaning becoming louder as your cunt becomes more sensitive and receptive to the abuse.",
"$PartnerName lustfully plays with your clit, lightly biting it and flicking it every now and then. Your slutty moans following suit with every bite and flick. <br><br>Afterwards $EntityValues[$Partner].sHeShe plunges $EntityValues[$Partner].sHisHer tongue all the way into your slavering <<Vagina>> exploring every bit of your love-hole. Sucking and licking your juices as you do so.",
"$PartnerName fingers your <<Vagina>> and massages your clit with $EntityValues[$Partner].sHisHer thumb. $EntityValues[$Partner].BHeShe entertains your stomach with lush kisses as well and looks up at you with a seductive look in $EntityValues[$Partner].sHisHer eyes in between. <br><br>After a while $EntityValues[$Partner].sHeShe picks up the speed fucking your <<Vagina>> with $EntityValues[$Partner].sHisHer fingers. $EntityValues[$Partner].BHeShe builds up to more fingers, three and finally four! $EntityValues[$Partner].BHeShe stretches your fuckhole whilst licking your slutty clit. <br><br>$EntityValues[$Partner].BHeShe slows down in speed as your moans get louder and louder making you shiver in pleasure from the intense wanton need.",
]>>
<</widget>>
<<widget StartVaginaOnPenisText>>
<<set $StartPlayerVaginaPartnerPenisTextTable = [
"You gently rub and play with your <<Vagina>> making it ready for pleasure. You gesture $PartnerName to come closer and please your waiting sluthole with their hard <<Penis>>.",
"$PartnerName drools with lustful hunger as $EntityValues[$Partner].sHeShe watches you part your waiting <<Vagina>> lips inviting them to fuck it.",
"You squirm in anticipation as you spread your legs for $PartnerName, looking at them with deep temptation as you command them to please your needy <<Vagina>> with their hard <<Penis>>."
]>>
<<set $StartPartnerVaginaPlayerPenisTextTable = [
"$PartnerName gently rubs and play with $EntityValues[$Partner].sHisHer <<Vagina>> making it ready for pleasure. $EntityValues[$Partner].BHeShe gestures you to come closer and please $EntityValues[$Partner].sHisHer waiting sluthole with your hard <<Penis>>.",
"You drool with lustful hunger as $PartnerName parts $EntityValues[$Partner].sHisHer waiting <<Vagina>> lips inviting you to fuck her.",
"$PartnerName squirms in anticipation as $EntityValues[$Partner].sHeShe spreads $EntityValues[$Partner].sHisHer legs for you, looking at you with deep temptation, as $EntityValues[$Partner].sHeShe commands you to please $EntityValues[$Partner].sHisHer needy <<Vagina>> with your hard <<Penis>>."
]>>
<<set $ContinuePlayerVaginaPartnerPenisTextTable = [
"You continue to fuck the $PartnerName's <<Penis>> with your <<Vagina>> riding $EntityValues[$Partner].sHimHer whilst moaning in a lustful fit.",
"$PartnerName gasps in pleasure as you fuck $EntityValues[$Partner].sHimHer with your <<Vagina>>.",
"You keep $PartnerName in $EntityValues[$Partner].sHisHer place with your thighs as you violate $EntityValues[$Partner].sHisHer <<Penis>> with your wanton <<Vagina>>."]>>
<<set $ContinuePartnerVaginaPlayerPenisTextTable = [
"$PartnerName continues to fuck your <<Penis>> with $EntityValues[$Partner].sHisHer <<Vagina>> riding you whilst moaning in a lustful fit.",
"You gasp in pleasure as $EntityValues[$Partner].sHeShe fucks you with $EntityValues[$Partner].sHisHer <<Vagina>>.",
"$PartnerName keeps you in place with $EntityValues[$Partner].sHisHer thighs as $EntityValues[$Partner].sHeShe violates your <<Penis>> with $EntityValues[$Partner].sHisHer <<Vagina>>."]>>
<<set $MainPlayerVaginaPartnerPenisTextTable = [
"You sit on $PartnerName's hard <<Penis>> riding it. You buckle your <<Ass>> with every repetition making $EntityValues[$Partner].sHimHer moan in ecstasy as you milk their throbbing dick with your <<Vagina>>. The fucking becomes faster and harder with every thrust. You both moan with each thrust as the pleasure continues to build.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Vagina'>><br><br>You command $PartnerName to take you on your back putting yourself down in a missionary position. $EntityValues[$Partner].BHeShe complies and plunges $EntityValues[$Partner].sHisHer cock into your needy <<Vagina>> fucking you at a steady pace.",
"You place $PartnerName's <<Penis>> between your buttcheeks and begin to slowly rub $EntityValues[$Partner].sHisHer cock with your <<Ass>>. Shortly after you prod the entrance of your <<Vagina>> with their dick slowly pushing harder and harder.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Vagina'>><br><br>You moan as $EntityValues[$Partner].sHisHer cock enters your pussy inch by inch. You lick your lips and with a short pause bottom out, as $EntityValues[$Partner].sHisHer dick completely fills your sluthole.",
"You command $PartnerName to stop for a second, just to feel their cock rest in your fuckhole. You feel their hard cock bottoming out your cunt, stretching and massaging it as it pulses. After a while you continue to push down on their cock relentlessly, slowly coming closer to release.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Vagina'>><br><br>$PartnerName moans in pleasure as you dominate $EntityValues[$Partner].sHisHer <<Penis>> with your <<Vagina>>. You look down at $EntityValues[$Partner].sHimHer and order them to fuck you. $EntityValues[$Partner].BHeShe complies by grabbing your hips and pounding away at your eager sluthole.",
"You order $PartnerName to fuck your <<Vagina>> with full force as hard as they can. They do as you command, ramming their <<Penis>> into your sluthole melting away your mind at the sheer power behind each thrust. $EntityValues[$Partner].BHeShe pushes your broken cunt towards its limits making you moan like a wanton whore.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Vagina'>><br><br>Afterwards you push $PartnerName down on the ground, keeping $EntityValues[$Partner].sHimHer there as you push your <<Vagina>> towards their hard <<Penis>>. You start humping them hard, milking their cock with your tender pussy-meat as you come closer to release.",
"You turn around and present your <<Vagina>> to $PartnerName, commanding them to fuck you. $EntityValues[$Partner].BHeShe quickly gets up and plunges $EntityValues[$Partner].sHisHer <<Penis>> into your sluthole, taking you doggystyle.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Vagina'>><br><br>You moan with each thrust, as you push back with full force, making sure that every thrust can be felt stretching and pushing your poor cunt to its maximum capacity. You feel their hard cock pulse with pre-cum lubricating your sluthole and pulling you closer to release."]>>
<<set $MainPartnerVaginaPlayerPenisTextTable = [
"$PartnerName sits on your hard <<Penis>> riding it. $EntityValues[$Partner].BHeShe buckles $EntityValues[$Partner].sHisHer <<Ass>> with every repetition making you moan in ecstasy as $EntityValues[$Partner].sHeShe milks your throbbing dick with $EntityValues[$Partner].sHisHer <<Vagina>>. The fucking becomes faster and harder with every thrust. You both moan with each thrust as the pleasure continues to build.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Vagina'>><br><br>$EntityValues[$Partner].BHeShe commands you to take $EntityValues[$Partner].sHimHer on $EntityValues[$Partner].sHisHer back putting $EntityValues[$Partner].sHimselfHerself down in a missionary position. You comply and plunge your cock into $EntityValues[$Partner].sHisHer needy <<Vagina>> fucking $EntityValues[$Partner].sHimHer at a steady pace.",
"$PartnerName places your <<Penis>> between $EntityValues[$Partner].sHisHer buttcheeks and begin to slowly rub your cock with $EntityValues[$Partner].sHisHer <<Ass>>. Shortly after $EntityValues[$Partner].sHeShe prods the entrance of $EntityValues[$Partner].sHisHer <<Vagina>> with your dick slowly pushing harder and harder.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Vagina'>><br><br>$EntityValues[$Partner].BHeShe moans as your cock enters $EntityValues[$Partner].sHisHer pussy inch by inch. $EntityValues[$Partner].BHeShe licks $EntityValues[$Partner].sHisHer lips and with a short pause bottom out, as your dick completely fills $EntityValues[$Partner].sHisHer sluthole.",
"$PartnerName commands you to stop for a second. You feel your cock rest in $EntityValues[$Partner].sHisHer fuckhole. You feel your hard cock bottoming out $EntityValues[$Partner].sHisHer cunt, stretching and massaging it as it pulses. After a while $EntityValues[$Partner].sHeShe continues to push down on your cock relentlessly, slowly coming closer to release.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Vagina'>><br><br>You moan in pleasure as $PartnerName dominates your <<Penis>> with $EntityValues[$Partner].sHisHer <<Vagina>>. $EntityValues[$Partner].BHeShe looks down at you and orders you to fuck $EntityValues[$Partner].sHimHer. You comply by grabbing $EntityValues[$Partner].sHisHer hips and pounding away at $EntityValues[$Partner].sHisHer eager sluthole.",
"$PartnerName orders you to fuck $EntityValues[$Partner].sHisHer <<Vagina>> with full force as hard as you can. You do as they command, ramming your <<Penis>> into their sluthole melting away $EntityValues[$Partner].sHisHer mind at the sheer power behind each thrust. You push $EntityValues[$Partner].sHisHer broken cunt towards its limits making $EntityValues[$Partner].sHimHer moan like a wanton whore.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Vagina'>><br><br>Afterwards $EntityValues[$Partner].sHeShe pushes you down on the ground, keeping you there as $EntityValues[$Partner].sHeShe pushes $EntityValues[$Partner].sHisHer <<Vagina>> towards your hard <<Penis>>. $EntityValues[$Partner].BHeShe starts humping you hard, milking your cock with $EntityValues[$Partner].sHisHer tender pussy-meat as you come closer to release.",
"$PartnerName turns around and presents $EntityValues[$Partner].sHisHer <<Vagina>> to you, commanding you to fuck $EntityValues[$Partner].sHimHer. You quickly get up and plunge your <<Penis>> into $EntityValues[$Partner].sHisHer sluthole, taking $EntityValues[$Partner].sHimHer doggystyle.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Vagina'>><br><br>$EntityValues[$Partner].BHeShe moans with each thrust, as $EntityValues[$Partner].sHeShe pushes back with full force, making sure that every thrust can be felt stretching and pushing $EntityValues[$Partner].sHisHer poor cunt to its maximum capacity. You feel their tender pussy-walls pulse with milking you for your pre-cum and lubricating $EntityValues[$Partner].sHisHer sluthole and pulling you closer to release."]>>
<</widget>>
<<widget StartAssOnPenisText>>
<<set $StartPlayerAssPartnerPenisTextTable = [
"You gently rub and wet your <<Asshole>> making it ready for pleasure. You gesture $PartnerName to come closer and please your waiting sluthole with their hard <<Penis>>.",
"$PartnerName drools with lustful hunger as $EntityValues[$Partner].sHeShe watches you part your buttcheeks exposing your <<Asshole>> and inviting them to fuck it.",
"You squirm in anticipation as you spread your legs for $PartnerName, looking at them with deep temptation as you command them to please your needy <<Asshole>> with their hard <<Penis>>."
]>>
<<set $StartPartnerAssPlayerPenisTextTable = [
"$PartnerName gently rubs and plays with $EntityValues[$Partner].sHisHer <<Ass>> making it ready for pleasure. $EntityValues[$Partner].BHeShe gestures you to come closer and please $EntityValues[$Partner].sHisHer waiting <<Asshole>> with your hard <<Penis>>.",
"You drool with lustful hunger as $EntityValues[$Partner].sHeShe parts $EntityValues[$Partner].sHisHer buttcheeks exposing $EntityValues[$Partner].sHisHer <<Asshole>> inviting you to fuck $EntityValues[$Partner].sHisHer <<Ass>>.",
"$PartnerName squirms in anticipation as $EntityValues[$Partner].sHeShe spreads $EntityValues[$Partner].sHisHer legs for you, looking at you with deep temptation, as $EntityValues[$Partner].sHeShe commands you to please $EntityValues[$Partner].sHisHer needy <<Asshole>> with your hard <<Penis>>."
]>>
<<set $ContinuePlayerAssPartnerPenisTextTable = [
"You continue to fuck $PartnerName's <<Penis>> with your <<Asshole>> riding $EntityValues[$Partner].sHimHer whilst moaning in a lustful fit.",
"$PartnerName gasps in pleasure as you fuck $EntityValues[$Partner].sHimHer with your <<Asshole>>.",
"You keep $PartnerName in $EntityValues[$Partner].sHisHer place with your thighs as you violate $EntityValues[$Partner].sHisHer <<Penis>> with your <<Asshole>>."]>>
<<set $ContinuePartnerAssPlayerPenisTextTable = [
"$PartnerName continues to fuck your <<Penis>> with $EntityValues[$Partner].sHisHer <<Ass>> riding you whilst moaning in a lustful fit.",
"You gasp in pleasure as $EntityValues[$Partner].sHeShe fucks you with $EntityValues[$Partner].sHisHer <<Asshole>>.",
"$PartnerName keeps you in place with $EntityValues[$Partner].sHisHer thighs as $EntityValues[$Partner].sHeShe violates your <<Penis>> with $EntityValues[$Partner].sHisHer <<Ass>>."]>>
<<set $MainPlayerAssPartnerPenisTextTable = [
"You sit on $PartnerName's hard <<Penis>> riding it. You buckle your <<Ass>> with every repetition making the $EntityValues[$Partner].sHimHer moan in ecstasy as you milk their throbbing dick with your <<Asshole>>. The fucking becomes faster and harder with every thrust. You both moan with each thrust as the pleasure continues to build.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Asshole'>><br><br>You command $PartnerName to take you on your back putting yourself down in a missionary position. $EntityValues[$Partner].BHeShe complies and plunges $EntityValues[$Partner].sHisHer cock into your needy <<Ass>> fucking you at a steady pace.",
"You place $PartnerName's <<Penis>> between your buttcheeks begin to slowly rub $EntityValues[$Partner].sHisHer cock with your <<Ass>>. Shortly after you prod the entrance of your <<Asshole>> with their dick slowly pushing harder and harder.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Asshole'>><br><br>You moan as $EntityValues[$Partner].sHisHer cock enters your pussy inch by inch. You lick your lips and with a short pause bottom out, as $EntityValues[$Partner].sHisHer dick completely fills your sluthole.",
"You command $PartnerName to stop for a second, just to feel their cock rest in your <<Asshole>>. You feel their hard cock bottoming out your ass, stretching and massaging it as it pulses.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Asshole'>><br><br>After a while you continue to push down on their cock relentlessly, slowly coming closer to release. $PartnerName moans in pleasure as you dominate $EntityValues[$Partner].sHisHer <<Penis>> with your <<Ass>>. You look down at $EntityValues[$Partner].sHimHer and order them to fuck you. $EntityValues[$Partner].BHeShe complies by grabbing your hips and pounding away at your eager asshole.",
"You order $PartnerName to fuck your <<Asshole>> with full force as hard as they can. They do as you command, ramming their <<Penis>> into your sluthole melting away your mind at the sheer power behind each thrust. $EntityValues[$Partner].BHeShe pushes your broken ass towards its limits making you moan like a wanton ass-whore.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Asshole'>><br><br>Afterwards you push $PartnerName down on the ground, keeping $EntityValues[$Partner].sHimHer there as you push your <<Ass>> towards their hard <<Penis>>. You start humping them hard, milking their cock with your tender bootyhole as you come closer to release.",
"You turn around and present your <<Asshole>> to $PartnerName, commanding them to fuck you. $EntityValues[$Partner].BHeShe quickly gets up and plunges $EntityValues[$Partner].sHisHer <<Penis>> into your sluthole, taking you doggystyle.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Asshole'>><br><br>You moan with each thrust, as you push back with full force, making sure that every thrust can be felt stretching and pushing your poor ass to its maximum capacity. You feel their hard cock pulse with pre-cum lubricating your sluthole and pulling you closer to release."]>>
<<set $MainPartnerAssPlayerPenisTextTable = [
"$PartnerName sits on your hard <<Penis>> riding it. $EntityValues[$Partner].BHeShe buckles $EntityValues[$Partner].sHisHer <<Ass>> with every repetition making you moan in ecstasy as $EntityValues[$Partner].sHeShe milks your throbbing dick with $EntityValues[$Partner].sHisHer <<Asshole>>. The fucking becomes faster and harder with every thrust. You both moan with each thrust as the pleasure continues to build.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Asshole'>><br><br>$EntityValues[$Partner].BHeShe commands you to take $EntityValues[$Partner].sHimHer on $EntityValues[$Partner].sHisHer back putting $EntityValues[$Partner].sHimselfHerself down in a missionary position. You comply and plunge your cock into $EntityValues[$Partner].sHisHer needy asshole fucking $EntityValues[$Partner].sHimHer at a steady pace.",
"$PartnerName places your <<Penis>> between $EntityValues[$Partner].sHisHer buttcheeks and begin to slowly rub your cock with $EntityValues[$Partner].sHisHer <<Ass>>. Shortly after $EntityValues[$Partner].sHeShe prods the entrance of $EntityValues[$Partner].sHisHer <<Asshole>> with your dick slowly pushing harder and harder.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Asshole'>><br><br>$EntityValues[$Partner].BHeShe moans as your cock enters $EntityValues[$Partner].sHisHer ass inch by inch. $EntityValues[$Partner].BHeShe licks $EntityValues[$Partner].sHisHer lips and with a short pause bottom out, as your dick completely fills $EntityValues[$Partner].sHisHer sluthole.",
"$PartnerName commands you to stop for a second. You feel your cock rest in $EntityValues[$Partner].sHisHer fuckhole. You feel your hard cock bottoming out $EntityValues[$Partner].sHisHer ass, stretching and massaging it as it pulses. After a while $EntityValues[$Partner].sHeShe continues to push down on your cock relentlessly, slowly coming closer to release.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Asshole'>><br><br>You moan in pleasure as $PartnerName dominates your <<Penis>> with $EntityValues[$Partner].sHisHer <<Asshole>>. $EntityValues[$Partner].BHeShe looks down at you and orders you to fuck $EntityValues[$Partner].sHimHer. You comply by grabbing $EntityValues[$Partner].sHisHer hips and pounding away at $EntityValues[$Partner].sHisHer eager sluthole.",
"$PartnerName orders you to fuck $EntityValues[$Partner].sHisHer <<Ass>> with full force as hard as you can. You do as they command, ramming your <<Penis>> into their sluthole melting away $EntityValues[$Partner].sHisHer mind at the sheer power behind each thrust. You push $EntityValues[$Partner].sHisHer broken <<Asshole>> towards its limits making $EntityValues[$Partner].sHimHer moan like a wanton whore.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Asshole'>><br><br>Afterwards $EntityValues[$Partner].sHeShe pushes you down on the ground, keeping you there as $EntityValues[$Partner].sHeShe pushes $EntityValues[$Partner].sHisHer <<Ass>> towards your hard <<Penis>>. $EntityValues[$Partner].BHeShe starts humping you hard, milking your cock with $EntityValues[$Partner].sHisHer tender <<Asshole>> as you come closer to release.",
"$PartnerName turns around and presents $EntityValues[$Partner].sHisHer <<Ass>> to you, commanding you to fuck $EntityValues[$Partner].sHimHer. You quickly get up and plunge your <<Penis>> into $EntityValues[$Partner].sHisHer sluthole, taking $EntityValues[$Partner].sHimHer doggystyle.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Asshole'>><br><br>$EntityValues[$Partner].BHeShe moans with each thrust, as $EntityValues[$Partner].sHeShe pushes back with full force, making sure that every thrust can be felt stretching and pushing $EntityValues[$Partner].sHisHer poor <<Ass>> to its maximum capacity. You feel their tender <<Asshole>> pulse with milking you for your pre-cum and lubricating $EntityValues[$Partner].sHisHer sluthole and pulling you closer to release."]>>
<</widget>><<widget StartPenisOnOralText>>
<<set $StartPlayerPenisPartnerOralTextTable = [
"You grab your hard <<Penis>> and stroke it. You look down and order $PartnerName to suck it. $EntityValues[$Partner].BHeShe whimpers in sexual frustration, but opens their mouth and invites your cock inside.",
"$PartnerName grabs your hips gulping at the throbbing <<Penis>> staring at them. They place a small provocative kiss at the tip and begin to suck it.",
"$PartnerName takes your balls in their hand and fundle them hungrily staring back at you with a lusty submissive look. You give them permission and they eagerly start to suck your <<Penis>>."
]>>
<<set $StartPartnerPenisPlayerOralTextTable = [
"$PartnerName grabs $EntityValues[$Partner].sHisHer <<Penis>> and strokes it. $EntityValues[$Partner].BHeShe looks down and orders you to suck it. You whimper in sexual frustration, but open your mouth, inviting $EntityValues[$Partner].sHisHer cock inside.",
"You grab $EntityValues[$Partner].sHisHer hips gulping at the throbbing <<Penis>> staring at you. You place a small testing kiss at the tip and begin to suck it.",
"You take $EntityValues[$Partner].sHisHer balls in your hand and fundle them hungrily staring back at $EntityValues[$Partner].sHimHer with a lusty submissive look. $EntityValues[$Partner].BHeShe gives you permission and you eagerly start to suck $EntityValues[$Partner].sHisHer <<Penis>>."
]>>
<<set $ContinuePlayerPenisPartnerOralTextTable = [
"You continue to allow $EntityValues[$Partner].sHimHer to suck your <<Penis>> as you wiggle it invitingly in front of their face.",
"$PartnerName gasps for air as you press your <<Penis>> down their throat and continue to abuse their face.",
"You groan in pleasure as you continue to orally violate $PartnerName with your hard <<Penis>>."]>>
<<set $ContinuePartnerPenisPlayerOralTextTable = [
"$PartnerName continues to allow you to suck $EntityValues[$Partner].sHisHer <<Penis>> as $EntityValues[$Partner].sHeShe wiggles it invitingly in front of your face.",
"You gasp for air as $EntityValues[$Partner].sHeShe presses $EntityValues[$Partner].sHisHer <<Penis>> down your throat and continue to abuse your face.",
"$PartnerName groans in pleasure as $EntityValues[$Partner].sHeShe continues to orally violate you with $EntityValues[$Partner].sHisHer hard <<Penis>>."]>>
<<set $MainPlayerPenisPartnerOralTextTable = [
"You push your raw <<Penis>> towards $EntityValues[$Partner].sHisHer face, grinding and pushing $EntityValues[$Partner].sHisHer lips apart, coating them with your pre-cum. <br><br>You plunge your hard shaft into their mouth roughly and start to fuck their face at an aggressive pace. $EntityValues[$Partner].BHeShe gags and trembles at the raw mouth-fucking, with tears and drool dripping from their abused face.",
"You push $EntityValues[$Partner].sHisHer head roughly towards the base of your <<Penis>>, forcing them to swallow the entire length of your raw fuckmeat. $EntityValues[$Partner].BHeShe gags and spurts, but eventually stops resisting, letting you fuck their face with little effort and no resistance. <br><br>After fucking their face for some time, you look down at $PartnerName, observing their lustful state of sexual frustration. You plunge your cock into $EntityValues[$Partner].sHisHer mouth again, whilst maintaining eye contact and letting them know who is in charge.",
"You slap $PartnerName's face with your dick making their cheeks bright red. They gasp in surprise with every slap, as your pre-cum splatters all over the place. <br><br>You grab the back of $EntityValues[$Partner].sHisHer head and bob your cock towards the entrance of $EntityValues[$Partner].sHisHer mouth. <br><br>$PartnerName reaches out with their tongue inviting you in. You instead rest your balls on their tongue and mouth forcing them to slurp and massage them. <br><br>Afterwards you ram your cock into their throat with little to no warning, catching $EntityValues[$Partner].sHimHer completely off guard. $EntityValues[$Partner].BHeShe gags at the sudden invasion, but eventually let you fuck their face without resisting.",
"You plant your balls on $EntityValues[$Partner].sHisHer mouth forcing $EntityValues[$Partner].sHimHer to lick them. $PartnerName tries to please and lick as well as $EntityValues[$Partner].sHeShe can, but $EntityValues[$Partner].sHeShe's far too aroused to do a proper job. Shortly after you continue to fuck $EntityValues[$Partner].sHisHer mouth. <br><br>You increase the pace of your face-fucking making sure the entire length of your <<Penis>> completely exits $EntityValues[$Partner].sHisHer mouth with each thrust. $PartnerName grabs your hips tightly just to maintain their composure."
]>>
<<set $MainPartnerPenisPlayerOralTextTable = [
"$PartnerName pushes $EntityValues[$Partner].sHisHer raw <<Penis>> towards your face, grinding and pushing your lips apart, coating them with $EntityValues[$Partner].sHisHer pre-cum. <br><br>$EntityValues[$Partner].BHeShe plunges $EntityValues[$Partner].sHisHer hard shaft into your mouth roughly and starts to fuck your face at an aggressive pace. You gag and tremble at the raw mouth-fucking, with tears and drool dripping from your abused face.",
"$PartnerName push your head roughly towards the base of $EntityValues[$Partner].sHisHer <<Penis>>, forcing you to swallow the entire length of $EntityValues[$Partner].sHisHer raw fuckmeat. You gag and spurt, but eventually stop resisting, letting $EntityValues[$Partner].sHimHer fuck your face with little effort and no resistance. <br><br>After fucking your face for some time, $EntityValues[$Partner].sHeShe looks down at you, observing your lustful state of sexual frustration. $EntityValues[$Partner].BHeShe plunges $EntityValues[$Partner].sHisHer cock into your mouth again, whilst maintaining eye contact and letting you know who is in charge.",
"$PartnerName slaps your face with $EntityValues[$Partner].sHisHer dick making your cheeks bright red. You gasp in surprise with every slap, as $EntityValues[$Partner].sHisHer pre-cum splatters all over the place. <br><br>$PartnerName grabs the back of your head and bobs $EntityValues[$Partner].sHisHer cock towards the entrance of your mouth. You reach out with your tongue inviting $EntityValues[$Partner].sHimHer in. $EntityValues[$Partner].BHeShe instead rest $EntityValues[$Partner].sHisHer balls on your tongue and mouth forcing you to slurp and massage them. <br><br>Afterwards $EntityValues[$Partner].BHeShe rams $EntityValues[$Partner].sHisHer cock into your throat with little to no warning, catching you completely off guard. You gag at the sudden invasion, but eventually let $EntityValues[$Partner].sHimHer fuck your face without resisting.",
"$PartnerName plants $EntityValues[$Partner].sHisHer balls on your mouth forcing you to lick them. You try to please and lick as well as you can, but you're far too aroused to do a proper job. Shortly after $EntityValues[$Partner].sHeShe continues to fuck your mouth. <br><br>$PartnerName increases the pace of your face-fucking making sure the entire length of $EntityValues[$Partner].sHisHer <<Penis>> completely exits your mouth with each thrust. You grab $EntityValues[$Partner].sHisHer hips tightly just to maintain your composure."
]>>
<</widget>>
<<widget StartPenisOnVaginaText>>
<<set $StartPlayerPenisPartnerVaginaTextTable = [
"You look at $PartnerName with a provocative smile on your face and with your cock in hand, you prod $EntityValues[$Partner].sHisHer <<Vagina>> with your hard <<Penis>>.",
"$PartnerName watches you closely as you grab your <<Penis>> in hand and place it at the entrance to $EntityValues[$Partner].sHisHer <<Vagina>>.",
"$PartnerName whimpers in weak sexual frustration as you command $EntityValues[$Partner].sHimHer to present $EntityValues[$Partner].sHisHer pliant <<Vagina>>. "
]>>
<<set $StartPartnerPenisPlayerVaginaTextTable = [
"$PartnerName looks at you with a provocative smile on $EntityValues[$Partner].sHisHer face and with $EntityValues[$Partner].sHisHer cock in hand, $EntityValues[$Partner].sHeShe prods your <<Vagina>> with $EntityValues[$Partner].sHisHer hard <<Penis>>.",
"$PartnerName watches you closely as $EntityValues[$Partner].sHeShe grabs $EntityValues[$Partner].sHisHer <<Penis>> in hand and places it at the entrance to your <<Vagina>>.",
"You whimper in weak sexual frustration as $PartnerName commands you to present your pliant <<Vagina>>."
]>>
<<set $ContinuePlayerPenisPartnerVaginaTextTable = [
"You continue to fuck $PartnerName's <<Vagina>> ramming away at your leisure.",
"$PartnerName gasps in pleasure as you fuck $EntityValues[$Partner].sHisHer <<Vagina>> giving you complete and free control over $EntityValues[$Partner].sHisHer sluthole.",
"You groan as you fuck $PartnerName's <<Vagina>> filling $EntityValues[$Partner].sHimHer out completely as you continue to fuck $EntityValues[$Partner].sHisHer cunt."]>>
<<set $ContinuePartnerPenisPlayerVaginaTextTable = [
"$PartnerName continues to fuck your <<Vagina>> ramming away at $EntityValues[$Partner].sHisHer leisure.",
"You gasp in pleasure as $PartnerName fucks your <<Vagina>> giving $EntityValues[$Partner].sHimHer complete and free control over your sluthole.",
"$PartnerName groans as $EntityValues[$Partner].sHeShe fucks your <<Vagina>> filling you out completely as $EntityValues[$Partner].sHeShe continues to fuck you."]>>
<<set $MainPlayerPenisPartnerVaginaTextTable = [
"You fuck $PartnerName's <<Vagina>> with your hard <<Penis>>, $EntityValues[$Partner].sHisHer moans growing loader with each thrust. You grab $PartnerName's hips and ram your meat harder and harder into $EntityValues[$Partner].sHimHer.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Vagina'>><br><br>You then stop for a second, just to feel up $EntityValues[$Partner].sHisHer warm pussy walls enveloping your hard cock. You give $EntityValues[$Partner].sHisHer ass a few slaps and a few rough squeezes. After a while, you continue to fuck $EntityValues[$Partner].sHisHer <<Vagina>> relentlessly slowly coming closer to release.",
"You prod $PartnerName's <<Vagina>> entrance slowly rubbing your cock and covering it in pre-cum. Shortly after, you enter $EntityValues[$Partner].sHimHer slowly pushing harder and harder, invading $EntityValues[$Partner].sHisHer cunt inch by inch. You lick your lips with a short pause, before plunging your hard cock into $EntityValues[$Partner].sHisHer sluthole.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Vagina'>><br><br>You fuck away with great pace not letting $EntityValues[$Partner].sHimHer rest or catch $EntityValues[$Partner].sHisHer breath. Each thrust producing a broken whorish moan and further strecthing $EntityValues[$Partner].sHisHer sluthole making it easier for you to abuse $EntityValues[$Partner].sHimHer.",
"You smack and slap $PartnerName's <<Vagina>> before invading $EntityValues[$Partner].sHisHer pussy directly with your hard <<Penis>>. $EntityValues[$Partner].BHeShe moans loudly in pleasure and surprise at the sudden invasion. You slam the entire length of your <<Penis>> into $EntityValues[$Partner].sHisHer pussy and slowly pull out only to slam it in again.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Vagina'>><br><br>Every thrust followed by $EntityValues[$Partner].sHisHer slutty broken moans. You ram away at full force making sure that every thrust can be felt, stretching and pushing $EntityValues[$Partner].sHisHer poor cunt to its maximum capacity. You feel $EntityValues[$Partner].sHisHer plump <<Vagina>> squeeze around your <<Penis>> pulling you closer to release.",
"You increase the pace fucking $PartnerName's <<Vagina>> faster and faster. Every thrust forcing $EntityValues[$Partner].sHimHer to buckle $EntityValues[$Partner].sHisHer hips in order to keep $EntityValues[$Partner].sHisHer balance. Your cock aggressively massaging the insides of $EntityValues[$Partner].sHisHer cunt.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Vagina'>><br><br>You put your hands behind your back and order $EntityValues[$Partner].sHimHer to milk your <<Penis>> with $EntityValues[$Partner].sHisHer <<Vagina>>. $EntityValues[$Partner].BHeShe does as you command bouncing as best as $EntityValues[$Partner].sHeShe can, pushing $EntityValues[$Partner].sHisHer broken whorehole towards your cock. The tender pussy-meat milking your cock makes you shiver in pleasure as you come closer to release."
]>>
<<set $MainPartnerPenisPlayerVaginaTextTable = [
"$PartnerName fucks your <<Vagina>> with $EntityValues[$Partner].sHisHer hard <<Penis>>, your moans growing loader with each thrust. $EntityValues[$Partner].BHeShe grabs your hips and rams $EntityValues[$Partner].sHisHer meat harder and harder into you.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Vagina'>><br><br>$EntityValues[$Partner].BHeShe then stops for a second, just to feel your warm pussy walls enveloping $EntityValues[$Partner].sHisHer hard cock. $EntityValues[$Partner].BHeShe gives your ass a few slaps and a few rough squeezes. After a while, $EntityValues[$Partner].sHeShe continues to fuck your <<Vagina>> relentlessly slowly coming closer to release.",
"$PartnerName prods your <<Vagina>> entrance slowly rubbing $EntityValues[$Partner].sHisHer cock and covering it in pre-cum. Shortly after, $EntityValues[$Partner].sHeShe enters you slowly pushing harder and harder, invading your cunt inch by inch. $EntityValues[$Partner].BHeShe licks $EntityValues[$Partner].sHisHer lips with a short pause, before plunging $EntityValues[$Partner].sHisHer hard cock into your sluthole.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Vagina'>><br><br>$EntityValues[$Partner].BHeShe fucks away with great pace not letting you rest or catch your breath. Each thrust producing a broken whorish moan and further strecthing your sluthole making it easier for $EntityValues[$Partner].sHimHer to abuse you.",
"$PartnerName smacks and slaps your <<Vagina>> before invading your pussy directly with $EntityValues[$Partner].sHisHer hard <<Penis>>. You moan loudly in pleasure and surprise at the sudden invasion. $EntityValues[$Partner].BHeShe slams the entire length of $EntityValues[$Partner].sHisHer <<Penis>> into your pussy and slowly pulls out only to slam it in again.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Vagina'>><br><br>Every thrust followed by your slutty broken moans. $EntityValues[$Partner].BHeShe rams away at full force making sure that every thrust can be felt, stretching and pushing your poor cunt to its maximum capacity. You feel $EntityValues[$Partner].sHisHer cock violate your plump <<Vagina>> pulling you closer to release.",
"$PartnerName increases the pace fucking your <<Vagina>> faster and faster. Every thrust forcing you to buckle your hips in order to keep your balance. $EntityValues[$Partner].BHisHer cock aggressively massaging the insides of your cunt.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Vagina'>><br><br>$EntityValues[$Partner].BHeShe puts $EntityValues[$Partner].sHisHer hands behind $EntityValues[$Partner].sHisHer back and orders you to milk $EntityValues[$Partner].sHisHer <<Penis>> with your <<Vagina>>. You do as you're commanded bouncing as well as you can, pushing your broken whorehole towards $EntityValues[$Partner].sHisHer cock. The hard cock violating your tender pussy-meat makes you shiver in pleasure as you come closer to release."
]>>
<</widget>>
<<widget StartPenisOnAssText>>
<<set $StartPlayerPenisPartnerAssTextTable = [
"You look at $PartnerName with a provocative smile on your face and with your cock in hand, you prod $EntityValues[$Partner].sHisHer <<Asshole>> with your hard <<Penis>>.",
"$PartnerName watches you closely as you grab your <<Penis>> in hand and place it at the entrance to $EntityValues[$Partner].sHisHer <<Asshole>>.",
"$PartnerName whimpers in weak sexual frustration as you command $EntityValues[$Partner].sHimHer to present $EntityValues[$Partner].sHisHer pliant <<Ass>>."
]>>
<<set $StartPartnerPenisPlayerAssTextTable = [
"$PartnerName looks at you with a provocative smile on $EntityValues[$Partner].sHisHer face and with $EntityValues[$Partner].sHisHer cock in hand, $EntityValues[$Partner].sHeShe prods your <<Asshole>> with $EntityValues[$Partner].sHisHer hard <<Penis>>.",
"$PartnerName watches you closely as $EntityValues[$Partner].sHeShe grabs $EntityValues[$Partner].sHisHer <<Penis>> in hand and places it at the entrance to your <<Asshole>>.",
"You whimper in weak sexual frustration as $PartnerName commands you to present your pliant <<Ass>>."
]>>
<<set $ContinuePlayerPenisPartnerAssTextTable = [
"You continue to fuck $PartnerName's <<Ass>> ramming away at your leisure.",
"$PartnerName gasps in pleasure as you fuck $EntityValues[$Partner].sHisHer <<Asshole>> giving you complete and free control over $EntityValues[$Partner].sHisHer sluthole.",
"You groan as you fuck $PartnerName's <<Asshole>> filling $EntityValues[$Partner].sHimHer out completely as you continue to fuck $EntityValues[$Partner].sHisHer <<Ass>>."]>>
<<set $ContinuePartnerPenisPlayerAssTextTable = [
"$PartnerName continues to fuck your <<Asshole>> ramming away at $EntityValues[$Partner].sHisHer leisure.",
"You gasp in pleasure as $PartnerName fucks your <<Asshole>> giving $EntityValues[$Partner].sHimHer complete and free control over your <<Ass>>.",
"$PartnerName groans as $EntityValues[$Partner].sHeShe fucks your <<Asshole>> filling you out completely as $EntityValues[$Partner].sHeShe continues to fuck you."]>>
<<set $MainPlayerPenisPartnerAssTextTable = [
"You fuck $PartnerName's <<Asshole>> with your hard <<Penis>>, $EntityValues[$Partner].sHisHer moans growing loader with each thrust. You grab $PartnerName's hips and ram your meat harder and harder into $EntityValues[$Partner].sHimHer.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Asshole'>><br><br>You then stop for a second, just to feel up $EntityValues[$Partner].sHisHer warm <<Ass>> walls enveloping your hard cock. You give $EntityValues[$Partner].sHisHer ass a few slaps and a few rough squeezes. After a while, you continue to fuck $EntityValues[$Partner].sHisHer <<Asshole>> relentlessly slowly coming closer to release.",
"You prod $PartnerName's <<Ass>> entrance slowly rubbing your cock and covering it in pre-cum. Shortly after, you enter $EntityValues[$Partner].sHimHer slowly pushing harder and harder, invading $EntityValues[$Partner].sHisHer <<Asshole>> inch by inch. You lick your lips with a short pause, before plunging your hard cock into $EntityValues[$Partner].sHisHer sluthole.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Asshole'>><br><br>You fuck away with great pace not letting $EntityValues[$Partner].sHimHer rest or catch $EntityValues[$Partner].sHisHer breath. Each thrust producing a broken whorish moan and further strecthing $EntityValues[$Partner].sHisHer sluthole making it easier for you to abuse $EntityValues[$Partner].sHimHer.",
"You smack and slap $PartnerName's <<Ass>> before invading $EntityValues[$Partner].sHisHer <<Asshole>> directly with your hard <<Penis>>. $EntityValues[$Partner].BHeShe moans loudly in pleasure and surprise at the sudden invasion. You slam the entire length of your <<Penis>> into $EntityValues[$Partner].sHisHer bootyhole and slowly pull out only to slam it in again.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Asshole'>><br><br>Every thrust followed by $EntityValues[$Partner].sHisHer slutty broken moans. You ram away at full force making sure that every thrust can be felt, stretching and pushing $EntityValues[$Partner].sHisHer poor ass to its maximum capacity. You feel $EntityValues[$Partner].sHisHer plump <<Ass>> squeeze around your <<Penis>> pulling you closer to release.",
"You increase the pace fucking $PartnerName's <<Asshole>> faster and faster. Every thrust forcing $EntityValues[$Partner].sHimHer to buckle $EntityValues[$Partner].sHisHer hips in order to keep $EntityValues[$Partner].sHisHer balance. Your cock aggressively massaging the insides of $EntityValues[$Partner].sHisHer <<Asshole>>.<br><br><<Stretch $Partner $EntityValues[$Player].Body.Penis.Size 'Asshole'>><br><br>You put your hands behind your back and order $EntityValues[$Partner].sHimHer to milk your <<Penis>> with $EntityValues[$Partner].sHisHer <<Ass>>. $EntityValues[$Partner].BHeShe does as you command bouncing as best as $EntityValues[$Partner].sHeShe can, pushing $EntityValues[$Partner].sHisHer broken whorehole towards your cock. The tender sluthole milking your cock makes you shiver in pleasure as you come closer to release."
]>>
<<set $MainPartnerPenisPlayerAssTextTable = [
"$PartnerName fucks your <<Ass>> with $EntityValues[$Partner].sHisHer hard <<Penis>>, your moans growing loader with each thrust. $EntityValues[$Partner].BHeShe grabs your hips and rams $EntityValues[$Partner].sHisHer meat harder and harder into you.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Asshole'>><br><br>$EntityValues[$Partner].BHeShe then stops for a second, just to feel your warm <<Asshole>> enveloping $EntityValues[$Partner].sHisHer hard cock. $EntityValues[$Partner].BHeShe gives your ass a few slaps and a few rough squeezes. After a while, $EntityValues[$Partner].sHeShe continues to fuck your booty relentlessly slowly coming closer to release.",
"$PartnerName prods your <<Asshole>> entrance slowly rubbing $EntityValues[$Partner].sHisHer cock and covering it in pre-cum. Shortly after, $EntityValues[$Partner].sHeShe enters you slowly pushing harder and harder, invading your <<Ass>> inch by inch. $EntityValues[$Partner].BHeShe licks $EntityValues[$Partner].sHisHer lips with a short pause, before plunging $EntityValues[$Partner].sHisHer hard cock into your sluthole.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Asshole'>><br><br>$EntityValues[$Partner].BHeShe fucks away with great pace not letting you rest or catch your breath. Each thrust producing a broken whorish moan and further strecthing your sluthole making it easier for $EntityValues[$Partner].sHimHer to abuse you.",
"$PartnerName smacks and slaps your <<Ass>> before invading your <<Asshole>> directly with $EntityValues[$Partner].sHisHer hard <<Penis>>. You moan loudly in pleasure and surprise at the sudden invasion. $EntityValues[$Partner].BHeShe slams the entire length of $EntityValues[$Partner].sHisHer <<Penis>> into your ass and slowly pulls out only to slam it in again.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Asshole'>><br><br>Every thrust followed by your slutty broken moans. $EntityValues[$Partner].BHeShe rams away at full force making sure that every thrust can be felt, stretching and pushing your poor booty to its maximum capacity. You feel $EntityValues[$Partner].sHisHer cock violate your plump <<Ass>> pulling you closer to release.",
"$PartnerName increases the pace fucking your <<Ass>> faster and faster. Every thrust forcing you to buckle your hips in order to keep your balance. $EntityValues[$Partner].BHisHer cock aggressively massaging the insides of your <<Asshole>>.<br><br><<Stretch $Player $EntityValues[$Partner].Body.Penis.Size 'Asshole'>><br><br>$EntityValues[$Partner].BHeShe puts $EntityValues[$Partner].sHisHer hands behind $EntityValues[$Partner].sHisHer back and orders you to milk $EntityValues[$Partner].sHisHer <<Penis>> with your ass. You do as you're commanded bouncing as well as you can, pushing your broken whorehole towards $EntityValues[$Partner].sHisHer cock. The hard cock violating your tender <<Asshole>> makes you shiver in pleasure as you come closer to release."
]>>
<</widget>><<widget StartVaginaOnOralText>>
<<set $StartPlayerVaginaPartnerOralTextTable = [
"You gently rub and play with your <<Vagina>> making it ready for pleasure. You gesture $PartnerName to come closer and please your waiting sluthole.",
"$PartnerName drools with lustful hunger as $EntityValues[$Partner].sHeShe watches you part your waiting <<Vagina>> lips inviting them to have a taste.",
"You squirm in anticipation as you spread your legs for $PartnerName, looking at them with deep temptation as you command them to please your needy <<Vagina>>."
]>>
<<set $StartPartnerVaginaPlayerOralTextTable = [
"$PartnerName gently rubs and plays with $EntityValues[$Partner].sHisHer <<Vagina>> making it ready for pleasure. $EntityValues[$Partner].BHeShe gesturs you to come closer and please $EntityValues[$Partner].sHisHer waiting sluthole.",
"You drool with lustful hunger as you watch $PartnerName part $EntityValues[$Partner].sHisHer waiting <<Vagina>> lips, inviting you to have a taste.",
"$PartnerName squirms in anticipation as $EntityValues[$Partner].sHeShe spreads $EntityValues[$Partner].sHisHer legs for you, looking at you with deep temptation, as $EntityValues[$Partner].sHeShe commands you to please $EntityValues[$Partner].sHisHer needy <<Vagina>>."
]>>
<<set $ContinuePlayerVaginaPartnerOralTextTable = [
"You look down at $PartnerName and force $EntityValues[$Partner].sHisHer face towards your <<Vagina>> again.",
"$PartnerName continues to lick your <<Vagina>> with great pace, slurping up every bit of juice they can get diligently.",
"You continue to grind your needy <<Vagina>> on $PartnerName’s face, making sure they get to taste every inch of you."]>>
<<set $ContinuePartnerVaginaPlayerOralTextTable = [
"$PartnerName looks down at you, and forces your face towards $EntityValues[$Partner].sHisHer <<Vagina>> again.",
"You continue to lick $PartnerName's <<Vagina>> with great pace, slurping up every bit of juice you can get diligently.",
"$PartnerName continues to grind $EntityValues[$Partner].sHisHer needy <<Vagina>> on your face, making sure you get to taste every inch of $EntityValues[$Partner].sHimHer."]>>
<<set $MainPlayerVaginaPartnerOralTextTable = [
"$PartnerName licks your <<Vagina>> passionately and diligently, trying their best to please you with their tongue. $EntityValues[$Partner].BHeShe trails your pussy-lining and prods the entrance playfully whilst tasting your lush juices. <br><br>You overpower $PartnerName and lock $EntityValues[$Partner].sHisHer face in between your legs, forcing them to lick your <<Vagina>> whilst denying them the luxury to breathe freely.",
"$PartnerName plunges their tongue into your cunt, licking away aggressively taking in as much of your <<Vagina>> as they can. You feel your clit seductively bitten and toyed with. <br><br>$PartnerName drives two fingers straight into your <<Vagina>> whilst sucking and licking your clit. $EntityValues[$Partner].BHeShe stretches and explores your pussy whilst sucking harder and harder, occasionally biting your clit seductively.",
"$PartnerName fingers your pussy whilst sucking your clit. $EntityValues[$Partner].BHeShe Increases the pace slowly, exploring your pussy walls and massaging them from the inside. <br><br>You grab the back of $EntityValues[$Partner].sHisHer head and force $EntityValues[$Partner].sHimHer towards your wet <<Vagina>> ordering $EntityValues[$Partner].sHimHer to lick you faster and fuck you with $EntityValues[$Partner].sHisHer tongue.",
"You grind your hips towards $PartnerName's face, making $EntityValues[$Partner].sHimHer unable to breathe whilst riding them. You tremble and shiver in pleasure as you feel their rough facial texture please every bit of your dripping wet <<Vagina>>. <br><br>You clench your thighs as ripples of pleasure surge through you making you shiver in ecstasy."
]>>
<<set $MainPartnerVaginaPlayerOralTextTable = [
"You lick $EntityValues[$Partner].sHisHer <<Vagina>> passionately and diligently, trying your best to please $EntityValues[$Partner].sHimHer with your tongue. You trail $EntityValues[$Partner].sHisHer pussy-lining and prods the entrance playfully whilst tasting $EntityValues[$Partner].sHisHer lush juices. <br><br>$EntityValues[$Partner].BHeShe overpowers you and locks your face in between $EntityValues[$Partner].sHisHer legs, forcing you to lick $EntityValues[$Partner].sHisHer <<Vagina>> whilst denying you the luxury to breathe freely.",
"You plunge your tongue into $EntityValues[$Partner].sHisHer cunt, licking away aggressively taking in as much of $EntityValues[$Partner].sHisHer <<Vagina>> as you can. You seductively bite and toy with $EntityValues[$Partner].sHisHer clit. <br><br>You drive two fingers straight into $EntityValues[$Partner].sHisHer <<Vagina>> whilst sucking and licking $EntityValues[$Partner].sHisHer clit. You stretch and explore $EntityValues[$Partner].sHisHer pussy whilst sucking harder and harder, occasionally biting $EntityValues[$Partner].sHisHer clit playfully.",
"You finger $EntityValues[$Partner].sHisHer pussy whilst sucking $EntityValues[$Partner].sHisHer clit. You Increases the pace slowly, exploring $EntityValues[$Partner].sHisHer pussy walls and massaging $EntityValues[$Partner].sHimHer from the inside. <br><br>$EntityValues[$Partner].BHeShe grabs the back of your head and forces you towards $EntityValues[$Partner].sHisHer wet <<Vagina>> ordering you to lick $EntityValues[$Partner].sHimHer faster and fuck them with them tongue.",
"$PartnerName grinds $EntityValues[$Partner].sHisHer hips towards your face, making you unable to breathe whilst riding you. $EntityValues[$Partner].BHeShe trembles and shivers in pleasure as $EntityValues[$Partner].sHeShe feels your rough facial texture please every bit of $EntityValues[$Partner].sHisHer dripping wet <<Vagina>>. <br><br>$EntityValues[$Partner].sHeShe clenches $EntityValues[$Partner].sHisHer thighs as ripples of pleasure surge through $EntityValues[$Partner].sHimHer making $EntityValues[$Partner].sHimHer shiver in ecstasy."
]>>
<</widget>>
<<widget StartSexText>>
<<StartOralOnPenisText>>
<<StartOralOnVaginaText>>
<<StartPenisOnOralText>>
<<StartVaginaOnOralText>>
<<StartPenisOnAssText>>
<<StartPenisOnVaginaText>>
<<StartAssOnPenisText>>
<<StartVaginaOnPenisText>>
<</widget>><<widget StartSexOptions>>
<<set $SexOptions = [
{
ID: 0,
Player: ['Penis'],
Partner: ['Oral'],
IsSubmissive: true,
IsDomination: false,
InProgress: false,
IsStart: true,
Start: "",
Continue: "",
Main: "",
Rate: 20
},
{
ID: 1,
Player: ['Vagina'],
Partner: ['Oral'],
IsSubmissive: true,
IsDomination: false,
InProgress: false,
IsStart: true,
Start: "",
Continue: "",
Main: "",
Rate: 20
},
{
ID: 2,
Player: ['Penis'],
Partner: ['Vagina'],
IsSubmissive: true,
IsDomination: false,
InProgress: false,
IsStart: true,
Start: "",
Continue: "",
Main: "",
Rate: 35
},
{
ID: 3,
Player: ['Vagina'],
Partner: ['Penis'],
IsSubmissive: true,
IsDomination: false,
InProgress: false,
IsStart: true,
Start: "",
Continue: "",
Main: "",
Rate: 55
},
{
ID: 4,
Player: ['Penis'],
Partner: ['Ass'],
IsSubmissive: true,
IsDomination: false,
InProgress: false,
IsStart: true,
Start: "",
Continue: "",
Main: "",
Rate: 35
},
{
ID: 5,
Player: ['Ass'],
Partner: ['Penis'],
IsSubmissive: true,
IsDomination: false,
InProgress: false,
IsStart: true,
Start: "",
Continue: "",
Main: "",
Rate: 45
},
{
ID: 6,
Player: ['Oral'],
Partner: ['Penis'],
IsSubmissive: true,
IsDomination: false,
InProgress: false,
IsStart: true,
Start: "",
Continue: "",
Main: "",
Rate: 101
},
{
ID: 7,
Player: ['Oral'],
Partner: ['Vagina'],
IsSubmissive: true,
IsDomination: false,
InProgress: false,
IsStart: true,
Start: "",
Continue: "",
Main: "",
Rate: 101
}
]>>
<</widget>>
<<widget UpdateSexOptions>>
<<set $SexOptions[0].Start = $StartPartnerOralPlayerPenisTextTable.random()>>
<<set $SexOptions[0].Continue = $ContinuePartnerOralPlayerPenisTextTable.random()>>
<<set $SexOptions[0].Main = $MainPartnerOralPlayerPenisTextTable.random()>>
<<set $SexOptions[1].Start = $StartPartnerOralPlayerVaginaTextTable.random()>>
<<set $SexOptions[1].Continue = $ContinuePartnerOralPlayerVaginaTextTable.random()>>
<<set $SexOptions[1].Main = $MainPartnerOralPlayerVaginaTextTable.random()>>
<<set $SexOptions[2].Start = $StartPartnerVaginaPlayerPenisTextTable.random()>>
<<set $SexOptions[2].Continue = $ContinuePartnerVaginaPlayerPenisTextTable.random()>>
<<set $SexOptions[2].Main = $MainPartnerVaginaPlayerPenisTextTable.random()>>
<<set $SexOptions[3].Start = $StartPartnerPenisPlayerVaginaTextTable.random()>>
<<set $SexOptions[3].Continue = $ContinuePartnerPenisPlayerVaginaTextTable.random()>>
<<set $SexOptions[3].Main = $MainPartnerPenisPlayerVaginaTextTable.random()>>
<<set $SexOptions[4].Start = $StartPartnerAssPlayerPenisTextTable.random()>>
<<set $SexOptions[4].Continue = $ContinuePartnerAssPlayerPenisTextTable.random()>>
<<set $SexOptions[4].Main = $MainPartnerAssPlayerPenisTextTable.random()>>
<<set $SexOptions[5].Start = $StartPartnerPenisPlayerAssTextTable.random()>>
<<set $SexOptions[5].Continue = $ContinuePartnerPenisPlayerAssTextTable.random()>>
<<set $SexOptions[5].Main = $MainPartnerPenisPlayerAssTextTable.random()>>
<<set $SexOptions[6].Start = $StartPartnerPenisPlayerOralTextTable.random()>>
<<set $SexOptions[6].Continue = $ContinuePartnerPenisPlayerOralTextTable.random()>>
<<set $SexOptions[6].Main = $MainPartnerPenisPlayerOralTextTable.random()>>
<<set $SexOptions[7].Start = $StartPartnerVaginaPlayerOralTextTable.random()>>
<<set $SexOptions[7].Continue = $ContinuePartnerVaginaPlayerOralTextTable.random()>>
<<set $SexOptions[7].Main = $MainPartnerVaginaPlayerOralTextTable.random()>>
<<for $i to 0; $i lt $SexOptions.length; $i++>>
<<if $SexOptions[$i].InProgress is false>>
<<set $SexOptions[$i].IsStart to true>>
<<else>>
<<set $SexOptions[$i].IsStart to false>>
<</if>>
<</for>>
<</widget>><<widget ApplySexOption>>
<<if $SexPlayerOnBottom is true>>
<<for $i to 0; $i lt $SexOptions.length; $i++>>
<<if $SexOptions[$i].InProgress is true>>
<<if $SexOptions[$i].IsStart is true>>
<<set $SexSceneText = $SexOptions[$i].Start>>
<<set $SexOptions[$i].IsStart is false>>
<<else>>
<<set $SexSceneText = $SexOptions[$i].Continue>>
<</if>>
<<set $MainSexText = $SexOptions[$i].Main>>
<<if $i == 0>>
<<set $PartnerOralOnPlayerPenis to true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 0>>
<<elseif $i == 1>>
<<set $PartnerOralOnPlayerVagina to true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 0>>
<<elseif $i == 2>>
<<set $PartnerVaginaOnPlayerPenis to true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<elseif $i == 3>>
<<set $PartnerPenisOnPlayerVagina to true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<elseif $i == 4>>
<<set $PartnerAssOnPlayerPenis to true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<elseif $i == 5>>
<<set $PartnerPenisOnPlayerAss to true>>
<<set $PlayerSatisfaction += 25 + random(25)>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<elseif $i == 6>>
<<set $PartnerPenisOnPlayerOral to true>>
<<set $PlayerSatisfaction += 0>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<<elseif $i == 7>>
<<set $PartnerVaginaOnPlayerOral to true>>
<<set $PlayerSatisfaction += 0>>
<<set $PartnerSatisfaction += 25 + random(25)>>
<</if>>
<</if>>
<</for>>
<</if>>
<</widget>><<widget SexOptionsMenu>>
<<if $PlayerSatisfaction >= 100>>
<<if $SexPlayerOnTop is true>>
<<PlayerCumOptionsList>>
<<else>>
<<PlayerInvoluntaryCumHandling>>
<</if>>
<<else>>
<<if $PartnerSatisfaction >= 100>>
<<if $SexPlayerOnTop is true>>
<<PartnerCumOptionsList>>
<<else>>
<<PartnerInvoluntaryCumHandling>>
<</if>>
<<else>>
<<SexOptionsList>>
<</if>>
<</if>>
<<SexualFinish>>
<</widget>><<widget PlayerCumOptionsList>>
<<if $PlayerPenisOnPartnerOral is true>>
[[$CumPlayerCumPartnerMouthOption|Sex - Main Menu][$PlayerCumPartnerMouth to true, $PlayerClimax to true]] - [[$CumPlayerCumPartnerFaceOption|Sex - Main Menu][$PlayerCumPartnerFace to true, $PlayerClimax to true]]
<<elseif $PlayerPenisOnPartnerVagina is true>>
[[$CumPlayerCumPartnerInsideVaginaOption|Sex - Main Menu][$PlayerCumPartnerInsideVagina to true, $PlayerClimax to true]] - [[$CumPlayerCumPartnerOutsideVaginaOption|Sex - Main Menu][$PlayerCumPartnerOutsideVagina to true, $PlayerClimax to true]]
<<elseif $PlayerPenisOnPartnerAss is true>>
[[$CumPlayerCumPartnerInsideAssOption|Sex - Main Menu][$PlayerCumPartnerInsideAss to true, $PlayerClimax to true]] - [[$CumPlayerCumPartnerOutsideAssOption|Sex - Main Menu][$PlayerCumPartnerOutsideAss to true, $PlayerClimax to true]]
<<elseif $PlayerVaginaOnPartnerOral is true>>
[[$CumPlayerCumPartnerFaceOption|Sex - Main Menu][$PlayerSquirtPartnerFace to true, $PlayerClimax to true]]
<<else>>
<<if $EntityValues[$Player].Body.Penis.Has is true>>
[[$CumPlayerCumDefaultOption|Sex - Main Menu][$PlayerCumDefault to true, $PlayerClimax to true]]
<<else>>
[[$CumPlayerCumDefaultOption|Sex - Main Menu][$PlayerSquirtDefault to true, $PlayerClimax to true]]
<</if>>
<</if>>
<</widget>>
<<widget PartnerCumOptionsList>>
<<if $PlayerOralOnPartnerPenis is true>>
[[$CumPartnerCumPlayerMouthOption|Sex - Main Menu][$PartnerCumPlayerMouth to true, $PartnerClimax to true]] - [[$CumPartnerCumPlayerFaceOption|Sex - Main Menu][$PartnerCumPlayerFace to true, $PartnerClimax to true]]
<<elseif $PlayerVaginaOnPartnerPenis is true>>
[[$CumPartnerCumPlayerInsideVaginaOption|Sex - Main Menu][$PartnerCumPlayerInsideVagina to true, $PartnerClimax to true]] - [[$CumPartnerCumPlayerOutsideVaginaOption|Sex - Main Menu][$PartnerCumPlayerOutsideVagina to true, $PartnerClimax to true]]
<<elseif $PlayerAssOnPartnerPenis is true>>
[[$CumPartnerCumPlayerInsideAssOption|Sex - Main Menu][$PartnerCumPlayerInsideAss to true, $PartnerClimax to true]] - [[$CumPartnerCumPlayerOutsideAssOption|Sex - Main Menu][$PartnerCumPlayerOutsideAss to true, $PartnerClimax to true]]
<<elseif $PlayerOralOnPartnerVagina is true>>
[[$CumPartnerCumPlayerFaceOption|Sex - Main Menu][$PartnerSquirtPlayerFace to true, $PartnerClimax to true]]
<<else>>
<<if $EntityValues[$Partner].Body.Penis.Has is true>>
[[$CumPartnerCumDefaultOption|Sex - Main Menu][$PartnerCumDefault to true, $PartnerClimax to true]]
<<else>>
[[$CumPartnerCumDefaultOption|Sex - Main Menu][$PartnerSquirtDefault to true, $PartnerClimax to true]]
<</if>>
<</if>>
<</widget>>
<<widget StartPartnerClimaxText>>
<<set $PartnerCumReleaseMouthText = [
"$PartnerName is pushed over the edge as they feel themselves letting go, welcoming in the release as $EntityValues[$Partner].sHeShe climaxes.<br><br>$PartnerName groans in pleasure as $EntityValues[$Partner].sHisHer <<Penis>> feeds you with tasty cum.<br><br><<Cum $Partner $Player 'Mouth' 'Inside'>><br><br>You hungrily gulp it all down load after load as $EntityValues[$Partner].sHeShe feeds you $EntityValues[$Partner].sHisHer fertile seed.<br><br><<Satisfy $Partner>>"]>>
<<set $PartnerCumDomAftermathMouthText = [
"You let $PartnerName gather $EntityValues[$Partner].sHisHer strength."]>>
<<set $PartnerCumSubAftermathMouthText = [
"You look towards $PartnerName, as the last ripples of pleasure roll over $EntityValues[$Partner].sHimHer."]>>
<<set $PartnerCumReleaseFaceText = [
"$PartnerName is pushed over the edge as they feel themselves letting go, welcoming in the release as $EntityValues[$Partner].sHeShe climaxes.<br><br>$PartnerName groans in pleasure as $EntityValues[$Partner].sHisHer <<Penis>> cums all over your face.<br><br><<Cum $Partner $Player 'Face' 'Outside'>><br><br>You stick out your tongue as your face is painted by $PartnerName's cum.<br><br><<Satisfy $Partner>>"]>>
<<set $PartnerCumDomAftermathFaceText = [
"You let $PartnerName gather $EntityValues[$Partner].sHisHer strength."]>>
<<set $PartnerCumSubAftermathFaceText = [
"You look towards $PartnerName, as the last ripples of pleasure roll over $EntityValues[$Partner].sHimHer."]>>
<<set $PartnerCumReleaseInsideVaginaText = [
"$PartnerName is pushed over the edge as they feel themselves letting go, welcoming in the release as $EntityValues[$Partner].sHeShe climaxes.<br><br>$PartnerName groans in pleasure as $EntityValues[$Partner].sHisHer <<Penis>> fills your <<Vagina>> to the brim with their depraved seed.<br><br><<Cum $Partner $Player 'Vagina' 'Inside'>><br><br>You moan in pleasure as you feel your cunt being bred by $PartnerName's fertile cum.<br><br><<Satisfy $Partner>>"]>>
<<set $PartnerCumDomAftermathInsideVaginaText = [
"You let $PartnerName gather $EntityValues[$Partner].sHisHer strength."]>>
<<set $PartnerCumSubAftermathInsideVaginaText = [
"You look towards $PartnerName, as the last ripples of pleasure roll over $EntityValues[$Partner].sHimHer."]>>
<<set $PartnerCumReleaseOutsideVaginaText = [
"$PartnerName is pushed over the edge as they feel themselves letting go, welcoming in the release as $EntityValues[$Partner].sHeShe climaxes.<br><br>$PartnerName groans groans in pleasure as $EntityValues[$Partner].sHisHer <<Penis>> cums all over your <<Vagina>>.<br><br><<Cum $Partner $Player 'Vagina' 'Outside'>><br><br>You moan in pleasure as your cunt is painted by $PartnerName's cum.<br><br><<Satisfy $Partner>>"]>>
<<set $PartnerCumDomAftermathOutsideVaginaText = [
"You let $PartnerName gather $EntityValues[$Partner].sHisHer strength."]>>
<<set $PartnerCumSubAftermathOutsideVaginaText = [
"You look towards $PartnerName, as the last ripples of pleasure roll over $EntityValues[$Partner].sHimHer."]>>
<<set $PartnerCumReleaseInsideAssText = [
"$PartnerName is pushed over the edge as they feel themselves letting go, welcoming in the release as $EntityValues[$Partner].sHeShe climaxes.<br><br>$PartnerName groans in pleasure as $EntityValues[$Partner].sHisHer <<Penis>> fills your <<Asshole>> to the brim with their depraved seed.<br><br><<Cum $Partner $Player 'Asshole' 'Inside'>><br><br>You moan in pleasure as you feel your ass being defiled by $PartnerName's cum.<br><br><<Satisfy $Partner>>"]>>
<<set $PartnerCumDomAftermathInsideAssText = [
"You let $PartnerName gather $EntityValues[$Partner].sHisHer strength."]>>
<<set $PartnerCumSubAftermathInsideAssText = [
"You look towards $PartnerName, as the last ripples of pleasure roll over $EntityValues[$Partner].sHimHer."]>>
<<set $PartnerCumReleaseOutsideAssText = [
"$PartnerName is pushed over the edge as they feel themselves letting go, welcoming in the release as $EntityValues[$Partner].sHeShe climaxes.<br><br>$PartnerName groans in pleasure as $EntityValues[$Partner].sHisHer <<Penis>> cums all over your <<Ass>>.<br><br><<Cum $Partner $Player 'Ass' 'Outside'>><br><br>You moan in pleasure as your ass is painted by $PartnerName's cum.<br><br><<Satisfy $Partner>>"]>>
<<set $PartnerCumDomAftermathOutsideAssText = [
"You let $PartnerName gather $EntityValues[$Partner].sHisHer strength."]>>
<<set $PartnerCumSubAftermathOutsideAssText = [
"You look towards $PartnerName, as the last ripples of pleasure roll over $EntityValues[$Partner].sHimHer."]>>
<<set $PartnerSquirtReleaseFaceText = [
"$PartnerName is pushed over the edge as they feel themselves letting go, welcoming in the release as $EntityValues[$Partner].sHeShe climaxes.<br><br>$PartnerName groans in pleasure as $EntityValues[$Partner].sHisHer <<Vagina>> completely covers your face in their tasty juices.<br><br>You gag and cough as you try to keep up with $EntityValues[$Partner].sHisHer excessive squirting, hungrily gulping down as much as possible.<br><br><<Satisfy $Partner>>"]>>
<<set $PartnerSquirtDomAftermathFaceText = [
"You let $PartnerName gather $EntityValues[$Partner].sHisHer strength."]>>
<<set $PartnerSquirtSubAftermathFaceText = [
"You look towards $PartnerName, as the last ripples of pleasure roll over $EntityValues[$Partner].sHimHer."]>>
<<set $PartnerSquirtReleaseDefaultText = [
"$PartnerName is pushed over the edge as they feel themselves letting go, welcoming in the release as $EntityValues[$Partner].sHeShe climaxes.<br><br>$PartnerName groans in pleasure as $EntityValues[$Partner].sHisHer <<Vagina>> squirts its juices all over the place.<br><br>You enjoy $EntityValues[$Partner].sHisHer lustful climax and look on with a seductive smirk.<br><br><<Satisfy $Partner>>"]>>
<<set $PartnerSquirtDomAftermathDefaultText = [
"You let $PartnerName gather $EntityValues[$Partner].sHisHer strength."]>>
<<set $PartnerSquirtSubAftermathDefaultText = [
"You look towards $PartnerName, as the last ripples of pleasure roll over $EntityValues[$Partner].sHimHer."]>>
<<set $PartnerCumReleaseDefaultText = [
"$PartnerName is pushed over the edge as they feel themselves letting go, welcoming in the release as $EntityValues[$Partner].sHeShe climaxes.<br><br>$PartnerName groans in pleasure as $EntityValues[$Partner].sHisHer <<Penis>> shoots out it’s nasty spunk all over the place.<br><br>You enjoy $EntityValues[$Partner].sHisHer lustful climax and look on with a seductive smirk.<br><br><<Satisfy $Partner>>"]>>
<<set $PartnerCumDomAftermathDefaultText = [
"You let $PartnerName gather $EntityValues[$Partner].sHisHer strength."]>>
<<set $PartnerCumSubAftermathDefaultText = [
"You look towards $PartnerName, as the last ripples of pleasure roll over $EntityValues[$Partner].sHimHer."]>>
<</widget>><<widget SexCumHandling>>
<<if $PlayerClimax is true>>
<<set $PlayerSatisfaction = 0>>
<<set $SexState to false>>
<<if $PlayerCumPartnerMouth is true>>
<<set $PlayerCumPartnerMouth to false>>
<<set $PartnerIsDone to true>>
<<set $PlayerClimax to false>>
<<set $SexSceneText = $PlayerCumReleaseMouthText.random()>>
<<if $SexPlayerOnTop is true>>
<<set $MainSexText = $PlayerCumDomAftermathMouthText.random()>>
<<else>>
<<set $MainSexText = $PlayerCumSubAftermathMouthText.random()>>
<</if>>
<<elseif $PlayerCumPartnerFace is true>>
<<set $PlayerCumPartnerFace to false>>
<<set $PartnerIsDone to true>>
<<set $PlayerClimax to false>>
<<set $SexSceneText = $PlayerCumReleaseFaceText.random()>>
<<if $SexPlayerOnTop is true>>
<<set $MainSexText = $PlayerCumDomAftermathFaceText.random()>>
<<else>>
<<set $MainSexText = $PlayerCumSubAftermathFaceText.random()>>
<</if>>
<<elseif $PlayerCumPartnerInsideVagina is true>>
<<set $PlayerCumPartnerInsideVagina to false>>
<<set $PlayerClimax to false>>
<<set $SexSceneText = $PlayerCumReleaseInsideVaginaText.random()>>
<<if $SexPlayerOnTop is true>>
<<set $MainSexText = $PlayerCumDomAftermathInsideVaginaText.random()>>
<<else>>
<<set $MainSexText = $PlayerCumSubAftermathInsideVaginaText.random()>>
<</if>>
<<elseif $PlayerCumPartnerOutsideVagina is true>>
<<set $PlayerCumPartnerOutsideVagina to false>>
<<set $PlayerClimax to false>>
<<set $SexSceneText = $PlayerCumReleaseOutsideVaginaText.random()>>
<<if $SexPlayerOnTop is true>>
<<set $MainSexText = $PlayerCumDomAftermathOutsideVaginaText.random()>>
<<else>>
<<set $MainSexText = $PlayerCumSubAftermathOutsideVaginaText.random()>>
<</if>>
<<elseif $PlayerCumPartnerInsideAss is true>>
<<set $PlayerCumPartnerInsideAss to false>>
<<set $PlayerClimax to false>>
<<set $SexSceneText = $PlayerCumReleaseInsideAssText.random()>>
<<if $SexPlayerOnTop is true>>
<<set $MainSexText = $PlayerCumDomAftermathInsideAssText.random()>>
<<else>>
<<set $MainSexText = $PlayerCumSubAftermathInsideAssText.random()>>
<</if>>
<<elseif $PlayerCumPartnerOutsideAss is true>>
<<set $PlayerCumPartnerOutsideAss to false>>
<<set $PlayerClimax to false>>
<<set $SexSceneText = $PlayerCumReleaseOutsideAssText.random()>>
<<if $SexPlayerOnTop is true>>
<<set $MainSexText = $PlayerCumDomAftermathOutsideAssText.random()>>
<<else>>
<<set $MainSexText = $PlayerCumSubAftermathOutsideAssText.random()>>
<</if>>
<<elseif $PlayerSquirtPartnerFace is true>>
<<set $PlayerSquirtPartnerFace to false>>
<<set $PartnerIsDone to true>>
<<set $PlayerClimax to false>>
<<set $SexSceneText = $PlayerSquirtReleaseFaceText.random()>>
<<if $SexPlayerOnTop is true>>
<<set $MainSexText = $PlayerSquirtDomAftermathFaceText.random()>>
<<else>>
<<set $MainSexText = $PlayerSquirtSubAftermathFaceText.random()>>
<</if>>
<<elseif $PlayerSquirtDefault is true>>
<<set $PlayerSquirtDefault to false>>
<<set $PlayerClimax to false>>
<<set $SexSceneText = $PlayerSquirtReleaseDefaultText.random()>>
<<if $SexPlayerOnTop is true>>
<<set $MainSexText = $PlayerSquirtDomAftermathDefaultText.random()>>
<<else>>
<<set $MainSexText = $PlayerSquirtSubAftermathDefaultText.random()>>
<</if>>
<<elseif $PlayerCumDefault is true>>
<<set $PlayerCumDefault to false>>
<<set $PlayerClimax to false>>
<<set $SexSceneText = $PlayerCumReleaseDefaultText.random()>>
<<if $SexPlayerOnTop is true>>
<<set $MainSexText = $PlayerCumDomAftermathDefaultText.random()>>
<<else>>
<<set $MainSexText = $PlayerCumSubAftermathDefaultText.random()>>
<</if>>
<</if>>
<<elseif $PartnerClimax is true>>
<<set $PartnerSatisfaction = 0>>
<<set $PartnerIsDone to true>>
<<set $SexState to false>>
<<if $PartnerCumPlayerMouth is true>>
<<set $PartnerCumPlayerMouth to false>>
<<set $PartnerClimax to false>>
<<set $SexSceneText = $PartnerCumReleaseMouthText.random()>>
<<if $SexPlayerOnBottom is true>>
<<set $MainSexText = $PartnerCumDomAftermathMouthText.random()>>
<<else>>
<<set $MainSexText = $PartnerCumSubAftermathMouthText.random()>>
<</if>>
<<elseif $PartnerCumPlayerFace is true>>
<<set $PartnerCumPlayerFace to false>>
<<set $PartnerClimax to false>>
<<set $SexSceneText = $PartnerCumReleaseFaceText.random()>>
<<if $SexPlayerOnBottom is true>>
<<set $MainSexText = $PartnerCumDomAftermathFaceText.random()>>
<<else>>
<<set $MainSexText = $PartnerCumSubAftermathFaceText.random()>>
<</if>>
<<elseif $PartnerCumPlayerInsideVagina is true>>
<<set $PartnerCumPlayerInsideVagina to false>>
<<set $PartnerClimax to false>>
<<set $SexSceneText = $PartnerCumReleaseInsideVaginaText.random()>>
<<if $SexPlayerOnBottom is true>>
<<set $MainSexText = $PartnerCumDomAftermathInsideVaginaText.random()>>
<<else>>
<<set $MainSexText = $PartnerCumSubAftermathInsideVaginaText.random()>>
<</if>>
<<elseif $PartnerCumPlayerOutsideVagina is true>>
<<set $PartnerCumPlayerOutsideVagina to false>>
<<set $PartnerClimax to false>>
<<set $SexSceneText = $PartnerCumReleaseOutsideVaginaText.random()>>
<<if $SexPlayerOnBottom is true>>
<<set $MainSexText = $PartnerCumDomAftermathOutsideVaginaText.random()>>
<<else>>
<<set $MainSexText = $PartnerCumSubAftermathOutsideVaginaText.random()>>
<</if>>
<<elseif $PartnerCumPlayerInsideAss is true>>
<<set $PartnerCumPlayerInsideAss to false>>
<<set $PartnerClimax to false>>
<<set $SexSceneText = $PartnerCumReleaseInsideAssText.random()>>
<<if $SexPlayerOnBottom is true>>
<<set $MainSexText = $PartnerCumDomAftermathInsideAssText.random()>>
<<else>>
<<set $MainSexText = $PartnerCumSubAftermathInsideAssText.random()>>
<</if>>
<<elseif $PartnerCumPlayerOutsideAss is true>>
<<set $PartnerCumPlayerOutsideAss to false>>
<<set $PartnerClimax to false>>
<<set $SexSceneText = $PartnerCumReleaseOutsideAssText.random()>>
<<if $SexPlayerOnBottom is true>>
<<set $MainSexText = $PartnerCumDomAftermathOutsideAssText.random()>>
<<else>>
<<set $MainSexText = $PartnerCumSubAftermathOutsideAssText.random()>>
<</if>>
<<elseif $PartnerSquirtPlayerFace is true>>
<<set $PartnerSquirtPlayerFace to false>>
<<set $PartnerClimax to false>>
<<set $SexSceneText = $PartnerSquirtReleaseFaceText.random()>>
<<if $SexPlayerOnBottom is true>>
<<set $MainSexText = $PartnerSquirtDomAftermathFaceText.random()>>
<<else>>
<<set $MainSexText = $PartnerSquirtSubAftermathFaceText.random()>>
<</if>>
<<elseif $PartnerSquirtDefault is true>>
<<set $PartnerSquirtDefault to false>>
<<set $PartnerClimax to false>>
<<set $SexSceneText = $PartnerSquirtReleaseDefaultText.random()>>
<<if $SexPlayerOnBottom is true>>
<<set $MainSexText = $PartnerSquirtDomAftermathDefaultText.random()>>
<<else>>
<<set $MainSexText = $PartnerSquirtSubAftermathDefaultText.random()>>
<</if>>
<<elseif $PartnerCumDefault is true>>
<<set $PartnerCumDefault to false>>
<<set $PartnerClimax to false>>
<<set $SexSceneText = $PartnerCumReleaseDefaultText.random()>>
<<if $SexPlayerOnBottom is true>>
<<set $MainSexText = $PartnerCumDomAftermathDefaultText.random()>>
<<else>>
<<set $MainSexText = $PartnerCumSubAftermathDefaultText.random()>>
<</if>>
<</if>>
<</if>>
<</widget>><<widget PlayerInvoluntaryCumHandling>>
<<set $PartnerCumRandom = random(100)>>
<<if $PartnerOralOnPlayerPenis is true>>
<<if $PartnerCumRandom <= 50>>
[[Cum|Sex - Main Menu][$PlayerCumPartnerMouth to true, $PlayerClimax to true]]
<<else>>
[[Cum|Sex - Main Menu][$PlayerCumPartnerFace to true, $PlayerClimax to true]]
<</if>>
<<elseif $PartnerVaginaOnPlayerPenis is true>>
<<if $PartnerCumRandom <= 50>>
[[Cum|Sex - Main Menu][$PlayerCumPartnerInsideVagina to true, $PlayerClimax to true]]
<<else>>
[[Cum|Sex - Main Menu][$PlayerCumPartnerOutsideVagina to true, $PlayerClimax to true]]
<</if>>
<<elseif $PartnerAssOnPlayerPenis is true>>
<<if $PartnerCumRandom <= 50>>
[[Cum|Sex - Main Menu][$PlayerCumPartnerInsideAss to true, $PlayerClimax to true]]
<<else>>
[[Cum|Sex - Main Menu][$PlayerCumPartnerOutsideAss to true, $PlayerClimax to true]]
<</if>>
<<elseif $PartnerOralOnPlayerVagina is true>>
[[Cum|Sex - Main Menu][$PlayerSquirtPartnerFace to true, $PlayerClimax to true]]
<<else>>
<<if $EntityValues[$Player].Body.Penis.Has is true>>
[[Cum|Sex - Main Menu][$PlayerCumDefault to true, $PlayerClimax to true]]
<<else>>
[[Cum|Sex - Main Menu][$PlayerSquirtDefault to true, $PlayerClimax to true]]
<</if>>
<</if>>
<</widget>>
<<widget PartnerInvoluntaryCumHandling>>
<<set $PartnerCumRandom = random(100)>>
<<if $PartnerPenisOnPlayerOral is true>>
<<if $PartnerCumRandom <= 50>>
[[$CumPartnerCumPlayerMouthOption|Sex - Main Menu][$PartnerCumPlayerMouth to true, $PartnerClimax to true]]
<<else>>
[[$CumPartnerCumPlayerFaceOption|Sex - Main Menu][$PartnerCumPlayerFace to true, $PartnerClimax to true]]
<</if>>
<<elseif $PartnerPenisOnPlayerVagina is true>>
<<if $PartnerCumRandom <= 50>>
[[$CumPartnerCumPlayerInsideVaginaOption|Sex - Main Menu][$PartnerCumPlayerInsideVagina to true, $PartnerClimax to true]]
<<else>>
[[$CumPartnerCumPlayerOutsideVaginaOption|Sex - Main Menu][$PartnerCumPlayerOutsideVagina to true, $PartnerClimax to true]]
<</if>>
<<elseif $PartnerPenisOnPlayerAss is true>>
<<if $PartnerCumRandom <= 50>>
[[$CumPartnerCumPlayerInsideAssOption|Sex - Main Menu][$PartnerCumPlayerInsideAss to true, $PartnerClimax to true]]
<<else>>
[[$CumPartnerCumPlayerOutsideAssOption|Sex - Main Menu][$PartnerCumPlayerOutsideAss to true, $PartnerClimax to true]]
<</if>>
<<elseif $PartnerVaginaOnPlayerOral is true>>
[[$CumPartnerCumPlayerFaceOption|Sex - Main Menu][$PartnerSquirtPlayerFace to true, $PartnerClimax to true]]
<<else>>
<<if $EntityValues[$Partner].Body.Penis.Has is true>>
[[$CumPartnerCumDefaultOption|Sex - Main Menu][$PartnerCumDefault to true, $PartnerClimax to true]]
<<else>>
[[$CumPartnerCumDefaultOption|Sex - Main Menu][$PartnerSquirtDefault to true, $PartnerClimax to true]]
<</if>>
<</if>>
<</widget>><<widget SexRefresh>>
<<if $SexState is true>>
<<set $PlayerOralOnPartnerPenis to false>>
<<set $PlayerVaginaOnPartnerPenis to false>>
<<set $PlayerAssOnPartnerPenis to false>>
<<set $PlayerPenisOnPartnerOral to false>>
<<set $PlayerPenisOnPartnerAss to false>>
<<set $PlayerPenisOnPartnerVagina to false>>
<<set $PlayerVaginaOnPartnerOral to false>>
<<set $PlayerOralOnPartnerVagina to false>>
<<set $PartnerOralOnPlayerPenis to false>>
<<set $PartnerVaginaOnPlayerPenis to false>>
<<set $PartnerAssOnPlayerPenis to false>>
<<set $PartnerPenisOnPlayerOral to false>>
<<set $PartnerPenisOnPlayerAss to false>>
<<set $PartnerPenisOnPlayerVagina to false>>
<<set $PartnerVaginaOnPlayerOral to false>>
<<set $PartnerOralOnPlayerVagina to false>>
<<set $PlayerPenisCumOnPartnerOralSwallow to false>>
<<set $PlayerPenisCumOnPartnerFacial to false>>
<<set $PlayerPenisCumOnPartnerInsidePussy to false>>
<<set $PlayerPenisCumOnPartnerOutsidePussy to false>>
<<set $PlayerPenisCumOnPartnerInsideAss to false>>
<<set $PlayerPenisCumOnPartnerOutsideAss to false>>
<<set $PlayerVaginaCumOnPartnerFacial to false>>
<<set $PlayerPenisCumDefault to false>>
<<set $PlayerVaginaCumDefault to false>>
<<set $PartnerPenisCumOnPlayerOralSwallow to false>>
<<set $PartnerPenisCumOnPlayerFacial to false>>
<<set $PartnerPenisCumOnPlayerInsidePussy to false>>
<<set $PartnerPenisCumOnPlayerOutsidePussy to false>>
<<set $PartnerPenisCumOnPlayerInsideAss to false>>
<<set $PartnerPenisCumOnPlayerOutsideAss to false>>
<<set $PartnerVaginaCumOnPlayerFacial to false>>
<<set $PartnerPenisCumDefault to false>>
<<set $PartnerVaginaCumDefault to false>>
<</if>>
<</widget>><<widget RefreshEntity>>
<<set $Refreshed = $args[0]>>
<<set $EntityValues[$Refreshed].CurrentHealth = $EntityValues[$Refreshed].MaxHealth>>
<<set $EntityValues[$Refreshed].CurrentMana = $EntityValues[$Refreshed].MaxMana>>
<<set $EntityValues[$Refreshed].CurrentEnergy = $EntityValues[$Refreshed].MaxEnergy>>
<<set $EntityValues[$Refreshed].CurrentLust = 0>>
<<set $EntityValues[$Refreshed].CurrentResistance = $EntityValues[$Refreshed].MaxResistance>>
<</widget>><<if $BackgroundMode is true>>
<img src="Images/Encounters/OrcMaleBerserkerEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/OrcFemaleHunterEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/HighElfMaleGuardianEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/HighElfFemaleRangerEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/DarkElfMalePirateEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/DarkElfFemaleAssassinEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/ImpEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/HumanMaleCultistEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/HumanFemaleCultistEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/OrcMaleWarlockEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/OrcFemaleShamanEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/HighElfMaleWizardEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/HighElfFemaleMageEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/DarkElfMaleSorcererEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/DarkElfFemaleWarlockEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/SatyrMaleEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/SatyrFemaleEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/CentaurMaleEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/CentaurFemaleEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/MinotaurEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/SuccubusTemptressEncounterBanner.png" alt="image" width=100% height=92%>>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Encounters/SuccubusSeductressEncounterBanner.png" alt="image" width=100% height=92%>
<</if>><<widget PruneWilderness>>
<<if $PruneWilderness is true>>
<<set $PruneWilderness to false>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<set $DeletedEntity = $i>>
<<if $EntityValues[$i].Location == "Wilderness">>
<<print 'Deleted: ' + $EntityValues[$i].Name + ''>>
<<set $EntityValues.splice($DeletedEntity)>>
<</if>>
<</for>>
<<set $FindEntities to true>>
<<FindEntities>>
<</if>>
<</widget>><<widget StartWearables>>
<<set $Wearables = [
{
ID: 0,
Name: "Rags",
Equipped: false,
Description: "You examine the @@.lightbluetext;Rags@@. A set of torn, filthy and worn out rag that can wear in a similar fashion to a long poncho. Wearing this would make you appear as a common beggar.",
Class: "@@.povertytext;Poverty@@",
Quantity: 0,
DropGroup: ['Human', 'Goblin', 'Imp'],
DropRate: 5,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 5,
Concealing: false,
Decency: 10,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: true,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 1,
Name: "Thug's Bandana",
Equipped: false,
Description: "You examine the @@.lightbluetext;Thug’s Bandana@@. A bandana used for concealment. The bandana would be able to conceal the wearer should the need arise.",
Class: "@@.regulartext;Regular@@",
Quantity: 0,
DropGroup: ['Human', 'Dark Elf', 'Goblin', 'Imp'],
DropRate: 5,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 5,
Concealing: true,
Decency: 0,
Head: true,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 2,
Name: "Peasant's Shirt",
Equipped: false,
Description: "You examine the @@.lightbluetext;Peasant's Shirt@@. A regular shirt in poor quality.",
Class: "@@.povertytext;Poverty@@",
Quantity: 0,
DropGroup: ['Human'],
DropRate: 5,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 15,
Concealing: false,
Decency: 10,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: false
},
{
ID: 3,
Name: "Peasant's Blouse",
Equipped: false,
Description: "You examine the @@.lightbluetext;Peasant's Blouse@@. A blouse showing a small amount of cleavage in poor quality.",
Class: "@@.povertytext;Poverty@@",
Quantity: 0,
DropGroup: ['Human'],
DropRate: 5,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 15,
Concealing: false,
Decency: 5,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: false
},
{
ID: 4,
Name: "Peasant's Pants",
Equipped: false,
Description: "You examine the @@.lightbluetext;Peasant's Pants@@. A pair of pants in poor quality.",
Class: "@@.povertytext;Poverty@@",
Quantity: 0,
DropGroup: ['Human'],
DropRate: 5,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 15,
Concealing: false,
Decency: 15,
Head: false,
Chest: false,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: true
},
{
ID: 5,
Name: "Peasant's Shoes",
Equipped: false,
Description: "You examine the @@.lightbluetext;Peasant's Shoes@@. A pair of shoes in poor quality.",
Class: "@@.povertytext;Poverty@@",
Quantity: 0,
DropGroup: ['Human'],
DropRate: 5,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 20,
Concealing: false,
Decency: 5,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: true,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 6,
Name: "Dracura Gloves",
Equipped: false,
Description: "You examine the @@.lightbluetext;Dracura Gloves@@. A pair of leather gloves of exceptional quality. The gloves are made from the exotic skin of a virgin Dracura serpent. You would expect these to be worn by someone of noble status. You would not really appear promiscuous wearing this.",
Class: "@@.nobilitytext;Nobility@@",
Quantity: 0,
DropGroup: ['Centaur', 'Satyr'],
DropRate: 2,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Dracura",
Modifiers: [],
Value: 2100,
Concealing: false,
Decency: 5,
Head: false,
Chest: false,
Hands: true,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 7,
Name: "Leather Harness",
Equipped: false,
Description: "You examine the @@.lightbluetext;Leather Harness@@. A sturdy and studded leather chest-piece, with a pair of hard leather pants.",
Class: "@@.combattext;Combat@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Leather",
Modifiers: ['Sturdy'],
Value: 150,
Concealing: false,
Decency: 35,
Head: false,
Chest: true,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 8,
Name: "Leather Jerkin",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Jerkin@@. A sturdy leather jerkin with leather pants fit for most occasions whilst also protecting the wearer.",
Class: "@@.regulartext;Regular@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Armor",
Style: "None",
Material: "Leather",
Modifiers: ['Flexible'],
Value: 150,
Concealing: false,
Decency: 35,
Head: false,
Chest: true,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 9,
Name: "Chain Mail",
Equipped: false,
Description: "You examine the @@.lightbluetext;Chain Mail@@. A hard leather shirt covered by a chain mail. The armor-piece includes a pair of hard leather pants with iron knee guards.",
Class: "@@.combattext;Combat@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Iron",
Modifiers: ['Flexible'],
Value: 350,
Concealing: false,
Decency: 35,
Head: false,
Chest: true,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 10,
Name: "Plated Armor",
Equipped: false,
Description: "You examine the @@.lightbluetext;Plated Armor@@. A hard breastplate made of iron. The armor-piece includes a pair of hard leather pants with iron knee guards.",
Class: "@@.combattext;Combat@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Iron",
Modifiers: ['Plated'],
Value: 400,
Concealing: false,
Decency: 35,
Head: false,
Chest: true,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 11,
Name: "Knight's Armor",
Equipped: false,
Description: "You examine the @@.lightbluetext;Knight's Armor@@. A knightly armor piece covering most of the body in plated steel. The steel is polished and of superior quality. It also includes plated sabatons and greaves.",
Class: "@@.knightlytext;Knightly@@",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Steel",
Modifiers: ['Plated', 'Decorated', 'Stylish'],
Value: 5400,
Concealing: false,
Decency: 60,
Head: false,
Chest: true,
Hands: false,
Legs: true,
Feet: true,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 12,
Name: "Maiden's Armor",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Maiden's Armor@@. A sleek knightly armor piece covering the entire body in slender more delicate plated steel. It also includes plated sabatons and greaves.",
Class: "@@.knightlytext;Knightly@@",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Steel",
Modifiers: ['Plated', 'Decorated', 'Feminine'],
Value: 5400,
Concealing: false,
Decency: 60,
Head: false,
Chest: true,
Hands: false,
Legs: true,
Feet: true,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 13,
Name: "Knight's Helmet",
Equipped: false,
Description: "You examine the @@.lightbluetext;Knight’s Helmet@@. A steel-plated helmet fit for a knight. The helmet would be able to conceal the wearer should the need arise.",
Class: "@@.knightlytext;Knightly@@",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Steel",
Modifiers: ['Plated', 'Decorated'],
Value: 1100,
Concealing: false,
Decency: 5,
Head: true,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 14,
Name: "Maiden's Helmet",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Maiden’s Helmet@@. A sleek steel-plated helmet fit for a maiden. The helmet would be able to conceal the wearer should the need arise.",
Class: "@@.knightlytext;Knightly@@",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Steel",
Modifiers: ['Plated', 'Decorated'],
Value: 1100,
Concealing: false,
Decency: 5,
Head: true,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 15,
Name: "Iron Barbute",
Equipped: false,
Description: "You examine the @@.lightbluetext;Barbute@@. An iron helmet fit for combat.",
Class: "@@.combattext;Combat@@",
Quantity: 0,
DropGroup: [],
DropRate: 0,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Iron",
Modifiers: [],
Value: 250,
Concealing: false,
Decency: 5,
Head: true,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 16,
Name: "Leather Bodice",
Equipped: false,
Description: "You examine the @@.lightbluetext;Bodice@@. A leather bodice that is low-cut showing of the wearers tummy and arms whilst also providing ample cleavage.",
Class: "@@.regulartext;Regular@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Leather",
Modifiers: [],
Value: 55,
Concealing: false,
Decency: 10,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: false
},
{
ID: 17,
Name: "Leather Corset",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Corset@@. A leather corset designed to form the wearer’s body and provide as much cleavage as possible.",
Class: "@@.courtesantext;Courtesan@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Leather",
Modifiers: [],
Value: 45,
Concealing: false,
Decency: 5,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: false
},
{
ID: 18,
Name: "Long-sleeved Crop Top",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Crop Top@@. A baggy long-sleeved crop top showing of ample cleavage and the tummy of the wearer.",
Class: "@@.streetwalkertext;Street-walker@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 40,
Concealing: false,
Decency: 5,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: false
},
{
ID: 19,
Name: "Westdalian Shirt",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Shirt@@. A regular shirt made in the westdalian style.",
Class: "@@.regulartext;Regular@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "Westdalian",
Material: "Fabric",
Modifiers: [],
Value: 75,
Concealing: false,
Decency: 20,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: false
},
{
ID: 20,
Name: "Westdalian Blouse",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Blouse@@. A regular blouse designed to show a fair amount of cleavage. ",
Class: "@@.regulartext;Regular@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "Westdalian",
Material: "Fabric",
Modifiers: [],
Value: 70,
Concealing: false,
Decency: 15,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: false
},
{
ID: 21,
Name: "Fishnet Blouse",
Equipped: false,
Description: "You examine the @@.lightbluetext;Fishnet Blouse@@. A fishnet blouse that is completely see-through and offers no modesty at all.",
Class: "@@.streetwalkertext;Street-walker@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 45,
Concealing: false,
Decency: -10,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 22,
Name: "Maiden's Dress",
Equipped: false,
Description: "You examine the @@.lightbluetext;Maiden's Dress@@. A fine dress that accentuates the features of the wearer, fit for a fair maiden.",
Class: "@@.regulartext;Regular@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 95,
Concealing: false,
Decency: 25,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 23,
Name: "Westdalian Noble Dress",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Noble Dress@@. A sublime dress made out of silk in the right places, with frills around the shoulders and the cleavage. The dress is slightly low cut showing of the wearer's lower legs.",
Class: "@@.nobilitytext;Nobility@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Silk",
Modifiers: [],
Value: 2550,
Concealing: false,
Decency: 20,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 24,
Name: "Vrinerian Noble Dress",
Equipped: false,
Description: "You examine the @@.lightbluetext;Vrinerian Noble Dress@@. An outstanding dress made out entirely of silk, with frills around the shoulders and the cleavage. The dress shows plenty of cleavage and has a slitted cut skirt showing of the wearer's legs to just below crotch height.",
Class: "@@.nobilitytext;Nobility@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "Vrinerian",
Material: "Silk",
Modifiers: [],
Value: 3250,
Concealing: false,
Decency: 15,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 25,
Name: "Caernian Noble Dress",
Equipped: false,
Description: "You examine the @@.lightbluetext;Caernian Noble Dress@@. A beautiful purple dress, that is obviously worn by the wealthy and noble. It comes with a tight corset to properly accentuate the wearers features, as well as a small umbrella and fan. The dress is designed in the unique caernian design with intricate hearts and squares in all the right places, using frills along the stomach and shoulders. It's made of lydric fabric which is both comfortable and beautiful. The dress is in excellent quality and make you appear acceptable in almost any circumstance.",
Quantity: 0,
DropGroup: ['Succubus', 'Minotaur'],
DropRate: 2,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "Caernian",
Material: "Lydric",
Modifiers: [],
Value: 5750,
Concealing: false,
Decency: 15,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 26,
Name: "Micro Skirt",
Equipped: false,
Description: "You examine the @@.lightbluetext;Micro skirt@@. A micro skirt so short you would flash your crotch if you would bend over.",
Class: "@@.streetwalkertext;Street-walker@@",
Quantity: 0,
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 30,
Concealing: false,
Decency: -5,
Head: false,
Chest: false,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: true
},
{
ID: 27,
Name: "Short Skirt",
Equipped: false,
Description: "You examine the @@.lightbluetext;Short skirt@@. A short skirt covering the crotch whilst still showing off the wearer's thighs.",
Class: "@@.courtesantext;Courtesan@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 40,
Concealing: false,
Decency: 0,
Head: false,
Chest: false,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: true
},
{
ID: 28,
Name: "Leather Leggings",
Equipped: false,
Description: "You examine the @@.lightbluetext;Leather Leggings@@. A pair of tight leather leggings that truly show of the wearers curves and ass, whilst still providing ample protection.",
Class: "@@.regulartext;Regular@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Leather",
Modifiers: [],
Value: 125,
Concealing: false,
Decency: 5,
Head: false,
Chest: false,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: true
},
{
ID: 29,
Name: "Short Pants",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Short Pants@@. A pair of short pants that fit loosely and show of the wearers bottom.",
Class: "@@.regulartext;Regular@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 45,
Concealing: false,
Decency: 0,
Head: false,
Chest: false,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: true
},
{
ID: 30,
Name: "Hot Pants",
Equipped: false,
Description: "You examine the @@.lightbluetext;Hot Pants@@. A pair of tight fitting hot pants cut so short it barely covers the wearers bottom.",
Class: "@@.streetwalkertext;Street-walker@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 35,
Concealing: false,
Decency: -5,
Head: false,
Chest: false,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: true
},
{
ID: 31,
Name: "Westdalian Trousers",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Trousers@@. A pair of baggy trousers made in the Westdalian style.",
Class: "@@.regulartext;Regular@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "Westdalian",
Material: "Fabric",
Modifiers: [],
Value: 75,
Concealing: false,
Decency: 15,
Head: false,
Chest: false,
Hands: false,
Legs: true,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: true
},
{
ID: 32,
Name: "Leather Gloves",
Equipped: false,
Description: "You examine the @@.lightbluetext;Leather Gloves@@. A pair of leather gloves.",
Class: "@@.regulartext;Regular@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Leather",
Modifiers: [],
Value: 65,
Concealing: false,
Decency: 5,
Head: false,
Chest: false,
Hands: true,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 33,
Name: "Iron Gauntlets",
Equipped: false,
Description: "You examine the @@.lightbluetext;Iron Gauntlets@@. A pair of gauntlets to protect your hands.",
Class: "@@.combattext;Combat@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Iron",
Modifiers: [],
Value: 245,
Concealing: false,
Decency: 5,
Head: false,
Chest: false,
Hands: true,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 34,
Name: "Knight's Gauntlets",
Equipped: false,
Description: "You examine the @@.lightbluetext;Knight's Gauntlets@@. A pair of knightly gauntlets to protect your hands.",
Class: "@@.knightlytext;Knightly@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Steel",
Modifiers: [],
Value: 545,
Concealing: false,
Decency: 10,
Head: false,
Chest: false,
Hands: true,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 35,
Name: "Maiden's Gauntlets",
Equipped: false,
Description: "You examine the @@.lightbluetext;Maiden's Gauntlets@@. A pair of knightly gauntlets to protect your hands.",
Class: "@@.knightlytext;Knightly@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Steel",
Modifiers: [],
Value: 545,
Concealing: false,
Decency: 10,
Head: false,
Chest: false,
Hands: true,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 36,
Name: "Leather Boots",
Equipped: false,
Description: "You examine the @@.lightbluetext;Leather Boots@@. A pair of leather boots of average quality.",
Class: "@@.regulartext;Regular@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Footwear'],
Type: "Clothing",
Style: "None",
Material: "Leather",
Modifiers: [],
Value: 65,
Concealing: false,
Decency: 5,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: true,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 37,
Name: "Period Shoes",
Equipped: false,
Description: "You examine the @@.lightbluetext;Period Shoes@@. A pair of hard leather shoes with short heels of average quality.",
Class: "@@.merchanttext;Merchant@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Footwear'],
Type: "Clothing",
Style: "None",
Material: "Leather",
Modifiers: [],
Value: 95,
Concealing: false,
Decency: 10,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: true,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 38,
Name: "Leather High Heels",
Equipped: false,
Description: "You examine the @@.lightbluetext;Leather High Heels@@. A pair of high heels of average length with straps for fastening.",
Class: "@@.streetwalkertext;Street-walker@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Footwear'],
Type: "Clothing",
Style: "None",
Material: "Leather",
Modifiers: [],
Value: 125,
Concealing: false,
Decency: -5,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: true,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 39,
Name: "Iron Greaves",
Equipped: false,
Description: "You examine the @@.lightbluetext;Iron Greaves@@. A pair of boots clad in flexible iron for protection of the feet and legs.",
Class: "@@.combattext;Combat@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Blacksmith'],
Type: "Armor",
Style: "None",
Material: "Iron",
Modifiers: [],
Value: 595,
Concealing: false,
Decency: 10,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: true,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 40,
Name: "Brassiere",
Equipped: false,
Description: "You examine the @@.lightbluetext;Brassiere@@. A lace brassiere made to support the bosom of the wearer.",
Class: "@@.streetwalkertext;Street-walker@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 75,
Concealing: false,
Decency: 0,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: true,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: false
},
{
ID: 41,
Name: "Band",
Equipped: false,
Description: "You examine the @@.lightbluetext;Band@@. A skimpy band made to support the bosom of the wearer.",
Class: "@@.regulartext;Regular@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 65,
Concealing: false,
Decency: 0,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: true,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: false
},
{
ID: 42,
Name: "Balconette",
Equipped: false,
Description: "You examine the @@.lightbluetext;Balconette@@. A sort of lower cut brassiere made in satin for holding the wearers bosom.",
Class: "@@.courtesantext;Courtesan@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Satin",
Modifiers: [],
Value: 125,
Concealing: false,
Decency: 0,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: true,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: false
},
{
ID: 43,
Name: "Underpants",
Equipped: false,
Description: "You examine the @@.lightbluetext;Westdalian Underpants@@. A pair of baggy underpants to cover the wearer's crotch.",
Class: "@@.regulartext;Regular@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 55,
Concealing: false,
Decency: 5,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: true,
Accessory: false,
CoversChest: false,
CoversCrotch: true
},
{
ID: 44,
Name: "Maiden's Panties",
Equipped: false,
Description: "You examine the @@.lightbluetext;Maiden's Panties@@. A pair of tight panties to cover the wearer's crotch.",
Class: "@@.regulartext;Regular@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 85,
Concealing: false,
Decency: 5,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: true,
Accessory: false,
CoversChest: false,
CoversCrotch: true
},
{
ID: 45,
Name: "Maiden's Underdress",
Equipped: false,
Description: "You examine the @@.lightbluetext;Maiden's Underdress@@. An underdress to cover the wearer's private parts. A stable in every fair maiden's day-to-day clothes. Would go well with a bodice.",
Class: "@@.regulartext;Regular@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 115,
Concealing: false,
Decency: 20,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: true,
Accessory: false,
CoversChest: true,
CoversCrotch: true
},
{
ID: 46,
Name: "Strumpet's G-string",
Equipped: false,
Description: "You examine the @@.lightbluetext;Strumpet's G-string@@. A g-string considered a must have for any whore.",
Class: "@@.streetwalkertext;Street-walker@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: [],
Value: 85,
Concealing: false,
Decency: -5,
Head: false,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: true,
Accessory: false,
CoversChest: false,
CoversCrotch: true
},
{
ID: 47,
Name: "Hood of Agana",
Equipped: false,
Description: "You examine the @@.lightbluetext;Hood of Agana@@. A hood used for Ritual purposes decorated with intricate fiery runes and scripture. You would expect these to be worn by someone attending a ritual of sorts. The hood would be able to conceal the wearer should the need arise.",
Class: "@@.ritualtext;Ritual@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: ['Magical'],
Value: 285,
Concealing: true,
Decency: 10,
Head: true,
Chest: false,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: false,
CoversCrotch: false
},
{
ID: 48,
Name: "Robes of Agana",
Equipped: false,
Description: "You examine the @@.lightbluetext;Robes of Agana@@. A white silky robe that completely covers your body from head-to-toe, and decorated by colorful fiery runes. The robe is overall in good quality, and would make you appear acceptable for ritual circumstances.",
Class: "@@.ritualtext;Ritual@@",
DropGroup: ['All'],
DropRate: 1,
MerchantGroup: ['Clothing'],
Type: "Clothing",
Style: "None",
Material: "Fabric",
Modifiers: ['Magical'],
Value: 785,
Concealing: true,
Decency: 25,
Head: false,
Chest: true,
Hands: false,
Legs: false,
Feet: false,
Bra: false,
Underwear: false,
Accessory: false,
CoversChest: true,
CoversCrotch: true
}
]>>
<</widget>><<widget AddWeapon>>
<<set $EntityID = $args[0]>>
<<set $WeaponID = $args[1]>>
<<set $Amount = $args[2]>>
<<set $AddedAmount to false>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WeaponsInventory.length; $i++>>
<<if $EntityValues[$EntityID].WeaponsInventory[$i].ID == $WeaponID>>
<<set $EntityValues[$EntityID].WeaponsInventory[$i].Quantity += $Amount>>
<<set $AddedAmount to true>>
<</if>>
<</for>>
<<if $AddedAmount is false>>
<<set $AddedWeapon to clone($Weapons[$WeaponID])>>
<<set $AddedWeapon.Quantity = $Amount>>
<<set $EntityValues[$EntityID].WeaponsInventory.push($AddedWeapon)>>
<</if>>
<<print 'Added ' + $Weapons[$WeaponID].Name + ' to ' + $EntityValues[$EntityID].Name + ' Inventory.'>>
<</widget>>
<<widget RemoveWeapon>>
<<set _EntityID = $args[0]>>
<<set _WeaponID = $args[1]>>
<<set _Amount = $args[2]>>
<<for _i to 0; _i lt $EntityValues[_EntityID].WeaponsInventory.length; _i++>>
<<if $EntityValues[_EntityID].WeaponsInventory[_i].ID == _WeaponID>>
<<set $EntityValues[_EntityID].WeaponsInventory[_i].Quantity -= _Amount>>
<</if>>
<<if $EntityValues[_EntityID].WeaponsInventory[_i].Quantity <= 0>>
<<set $EntityValues[_EntityID].WeaponsInventory.splice(_i, 1)>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayWeaponsInventory>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].WeaponEquipped == 0>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WeaponsInventory.length; $i++>>
<<print 'x' + $EntityValues[$EntityID].WeaponsInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WeaponsInventory[$i].Name + ' - [[Wield|Inventory][$WeaponEquipID to "' + $EntityValues[$EntityID].WeaponsInventory[$i].ID + '", $EntityEquipID to $EntityID, $EquipWeapon to true]] - [[Examine|Inventory][$ExamineWeapon to true, $ExamineWeaponID to ' + $EntityValues[$EntityID].WeaponsInventory[$i].ID + ']] - [[Drop|Inventory][$DropWeapon to true, $EntityDropID to $EntityID, $WeaponDropID to ' + $EntityValues[$EntityID].WeaponsInventory[$i].ID + ']]'>>
<br><</for>>
<<else>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WeaponsInventory.length; $i++>>
<<print 'x' + $EntityValues[$EntityID].WeaponsInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WeaponsInventory[$i].Name + ' - Wield - [[Examine|Inventory][$ExamineWeapon to true, $ExamineWeaponID to ' + $EntityValues[$EntityID].WeaponsInventory[$i].ID + ']] - [[Drop|Inventory][$DropWeapon to true, $EntityDropID to $EntityID, $WeaponDropID to ' + $EntityValues[$EntityID].WeaponsInventory[$i].ID + ']]'>>
<br><</for>>
<</if>>
<</widget>>
<<widget EntityEquipWeapon>>
<<if $EquipWeapon is true>>
<<set $EquipWeapon to false>>
<<set $EntityValues[$EntityEquipID].WeaponEquipped.push($Weapons[$WeaponEquipID])>>
<<RemoveWeapon $EntityEquipID $WeaponEquipID 1>>
<</if>>
<</widget>>
<<widget EntityUnequipWeapon>>
<<if $UnequipWeapon is true>>
<<set $UnequipWeapon to false>>
<<set $EntityValues[$EntityUnequipID].WeaponEquipped.splice(0, 1)>>
<<AddWeapon $EntityUnequipID $WeaponUnequipID 1>>
<</if>>
<</widget>>
<<widget EntityDropWeapon>>
<<if $DropWeapon is true>>
<<set $DropWeapon to false>>
<<RemoveWeapon $EntityDropID $WeaponDropID 1>>
<</if>>
<</widget>>
<<widget WeaponEquipped>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].WeaponEquipped == 0>>
No Weapon Equipped.
<<else>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WeaponEquipped.length; $i++>>
<<print '' + $EntityValues[$EntityID].WeaponEquipped[$i].Name + ' - [[Unwield|Inventory][$WeaponUnequipID to "' + $EntityValues[$EntityID].WeaponEquipped[$i].ID + '", $EntityUnequipID to $EntityID, $UnequipWeapon to true]]'>>
<</for>>
<</if>>
<</widget>>
<<widget DebugPrintWeapons>>
<<for $i to 0; $i lt $Weapons.length; $i++>>
<<print 'x' + $Weapons[$i].Quantity + ' ' + $Weapons[$i].Name + ''>>
<</for>>
<</widget>>
<<widget ApplyCoreMoves>>
<<set $MonstrousSlamMove = {
ID: 41,
Name: "@@.boldtext;Monstrous Slam@@",
NameNE: "Monstrous Slam",
Description: "Attack with monstrous strength at the cost of energy.",
IsPlayer: false,
IsEnemy: false,
Effect: "None",
TraitGroup: ["Monstrous"],
SkillGroup: [],
AIRate: 25,
IsSlotted: false,
IsPhysical: false,
IsMagical: true,
IsSeductive: false,
IsActivated: false,
PlayerCanActivate: true,
EnemyCanActivate: true,
CanBeEvaded: true,
CanBeMissed: true,
CanBeBlocked: false,
CanBeNullified: true,
CanBeCritical: true,
HealthDamage: 35,
ManaDamage: 0,
EnergyDamage: 0,
LustDamage: 0,
ResistanceDamage: 0,
LethalityBuff: 0,
ArmorBuff: 0,
SorceryBuff: 0,
BindingBuff: 0,
SeductionBuff: 0,
DepravityBuff: 0,
AccuracyBuff: 0,
EvasionBuff: 0,
CriticalityBuff: 0,
HealthCost: 0,
ManaCost: 0,
EnergyCost: -40,
LustCost: 0,
ResistanceCost: 0,
LethalityDebuff: 0,
ArmorDebuff: 0,
SorceryDebuff: 0,
BindingDebuff: 0,
SeductionDebuff: 0,
DepravityDebuff: 0,
AccuracyDebuff: 0,
EvasionDebuff: 0,
CriticalityDebuff: 0,
PlayerCriticalMoveText: "You attack $EnemyName with a massive slam and manage to land a critical hit!",
PlayerCriticalOutcomeText: "You critically wound $EnemyName for @@.healthtext;$PMHealthDamage@@ damage!",
PlayerStandardMoveText: "You attempt to attack $EnemyName with a massive slam!",
PlayerStandardOutcomeText: "You deal @@.healthtext;$PMHealthDamage@@ damage to $EnemyName!",
PlayerBNOutcomeText: "You deal @@.healthtext;$PMHealthDamage@@ damage to $EnemyName, but @@.armortext;$PMBNDamage@@ was blocked!",
EnemyCriticalMoveText: "$EnemyName attacks you with a massive slam and manage to land a critical hit!",
EnemyCriticalOutcomeText: "You're critically wounded for @@.healthtext;$EMHealthDamage@@ damage from $EnemyName!",
EnemyStandardMoveText: "$EnemyName attempts to attack you with a massive slam!",
EnemyStandardOutcomeText: "You receive @@.healthtext;$EMHealthDamage@@ damage from $EnemyName!",
EnemyBNOutcomeText: "You receive @@.healthtext;$EMHealthDamage@@ damage from $EnemyName, but @@.armortext;$EMBNDamage@@ was blocked!"
}>>
<<set $Moves.pushUnique($MonstrousSlamMove)>>
<</widget>><<silently>>
<</silently>>
!Submit
----------------------------------
Are you sure you wish to submit?
You will be at the mercy of your foe.
<<if $HoverMode is false>>[[Yes|Combat Defeat][$Submitted to true]] or [[No|Combat - Main Menu][$CombatState to false]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Yes|Combat Defeat][$Submitted to true]] or [[No|Combat - Main Menu][$CombatState to false]]<</replace>><</if>><<widget CountExplorationQuests>>
<<set $Quests[0].VisitedCount = 0>>
<<set $Quests[0].TotalCount = $PointsTablePlainsWestdale.length - 1>>
<<set $Quests[1].VisitedCount = 0>>
<<set $Quests[1].TotalCount = $PointsTableDarkForest.length - 1>>
<<set $Quests[2].VisitedCount = 0>>
<<set $Quests[2].TotalCount = $PointsTableRuinsValendale.length - 1>>
<<set $Quests[3].VisitedCount = 0>>
<<set $Quests[3].TotalCount = $PointsTableCraterCorruption.length - 1>>
<<for $i to 0; $i lt $PointsTablePlainsWestdale.length; $i++>>
<<if $PointsTablePlainsWestdale[$i].Visited is true>>
<<set $Quests[0].VisitedCount += 1>>
<</if>>
<</for>>
<<for $i to 0; $i lt $PointsTableDarkForest.length; $i++>>
<<if $PointsTableDarkForest[$i].Visited is true>>
<<set $Quests[1].VisitedCount += 1>>
<</if>>
<</for>>
<<for $i to 0; $i lt $PointsTableRuinsValendale.length; $i++>>
<<if $PointsTableRuinsValendale[$i].Visited is true>>
<<set $Quests[2].VisitedCount += 1>>
<</if>>
<</for>>
<<for $i to 0; $i lt $PointsTableCraterCorruption.length; $i++>>
<<if $PointsTableCraterCorruption[$i].Visited is true>>
<<set $Quests[3].VisitedCount += 1>>
<</if>>
<</for>>
<</widget>><<widget EQStatus>>
<<set $QuestID = $args[0]>>
<<print '<<if $Quests[' + $QuestID + '].VisitedCount >= $Quests[' + $QuestID + '].TotalCount>>
[[Complete Quest|QuestList][$Quests[' + $QuestID + '].Completed to true, $Quests[' + $QuestID + '].Activated to false, $Exp += $Quests[' + $QuestID + '].Experience]]
<<elseif $Quests[' + $QuestID + '].Completed is true>>
Completed
<<else>>
$Quests[' + $QuestID + '].VisitedCount/$Quests[' + $QuestID + '].TotalCount
<</if>>'>>
<</widget>><<widget AddWearable>>
<<set $EntityID = $args[0]>>
<<set $WearableID = $args[1]>>
<<set $Amount = $args[2]>>
<<set $AddedAmount to false>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesInventory.length; $i++>>
<<if $EntityValues[$EntityID].WearablesInventory[$i].ID == $WearableID>>
<<set $EntityValues[$EntityID].WearablesInventory[$i].Quantity += $Amount>>
<<set $AddedAmount to true>>
<</if>>
<</for>>
<<if $AddedAmount is false>>
<<set $AddedWearable to clone($Wearables[$WearableID])>>
<<set $AddedWearable.Quantity = $Amount>>
<<set $EntityValues[$EntityID].WearablesInventory.push($AddedWearable)>>
<</if>>
<<print 'Added ' + $Wearables[$WearableID].Name + ' to ' + $EntityValues[$EntityID].Name + ' Inventory.'>>
<</widget>>
<<widget RemoveWearable>>
<<set _EntityID = $args[0]>>
<<set _WearableID = $args[1]>>
<<set _Amount = $args[2]>>
<<for _i to 0; _i lt $EntityValues[_EntityID].WearablesInventory.length; _i++>>
<<if $EntityValues[_EntityID].WearablesInventory[_i].ID == _WearableID>>
<<set $EntityValues[_EntityID].WearablesInventory[_i].Quantity -= _Amount>>
<</if>>
<<if $EntityValues[_EntityID].WearablesInventory[_i].Quantity <= 0>>
<<set $EntityValues[_EntityID].WearablesInventory.splice(_i, 1)>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayWearablesInventory>>
<<set $EntityID = $args[0]>>
<<set $HeadEquipped to false>>
<<set $ChestEquipped to false>>
<<set $HandsEquipped to false>>
<<set $LegsEquipped to false>>
<<set $FeetEquipped to false>>
<<set $BraEquipped to false>>
<<set $UnderwearEquipped to false>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Head is true>>
<<set $HeadEquipped to true>>
<</if>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Chest is true>>
<<set $ChestEquipped to true>>
<</if>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Hands is true>>
<<set $HandsEquipped to true>>
<</if>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Legs is true>>
<<set $LegsEquipped to true>>
<</if>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Feet is true>>
<<set $FeetEquipped to true>>
<</if>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Bra is true>>
<<set $BraEquipped to true>>
<</if>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Underwear is true>>
<<set $UnderwearEquipped to true>>
<</if>>
<</for>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesInventory.length; $i++>>
<<if $EntityValues[$EntityID].WearablesInventory[$i].Head is true>>
<<if $HeadEquipped is false>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - [[Wear|Inventory][$WearableEquipID to "' + $EntityValues[$EntityID].WearablesInventory[$i].ID + '", $EntityEquipID to $EntityID, $EquipWearable to true]] - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<<else>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - Wear - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<</if>>
<<elseif $EntityValues[$EntityID].WearablesInventory[$i].Chest is true>>
<<if $ChestEquipped is false>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - [[Wear|Inventory][$WearableEquipID to "' + $EntityValues[$EntityID].WearablesInventory[$i].ID + '", $EntityEquipID to $EntityID, $EquipWearable to true]] - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<<else>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - Wear - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<</if>>
<<elseif $EntityValues[$EntityID].WearablesInventory[$i].Hands is true>>
<<if $HandsEquipped is false>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - [[Wear|Inventory][$WearableEquipID to "' + $EntityValues[$EntityID].WearablesInventory[$i].ID + '", $EntityEquipID to $EntityID, $EquipWearable to true]] - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<<else>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - Wear - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<</if>>
<<elseif $EntityValues[$EntityID].WearablesInventory[$i].Legs is true>>
<<if $LegsEquipped is false>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - [[Wear|Inventory][$WearableEquipID to "' + $EntityValues[$EntityID].WearablesInventory[$i].ID + '", $EntityEquipID to $EntityID, $EquipWearable to true]] - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<<else>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - Wear - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<</if>>
<<elseif $EntityValues[$EntityID].WearablesInventory[$i].Feet is true>>
<<if $FeetEquipped is false>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - [[Wear|Inventory][$WearableEquipID to "' + $EntityValues[$EntityID].WearablesInventory[$i].ID + '", $EntityEquipID to $EntityID, $EquipWearable to true]] - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<<else>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - Wear - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<</if>>
<<elseif $EntityValues[$EntityID].WearablesInventory[$i].Bra is true>>
<<if $BraEquipped is false>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - [[Wear|Inventory][$WearableEquipID to "' + $EntityValues[$EntityID].WearablesInventory[$i].ID + '", $EntityEquipID to $EntityID, $EquipWearable to true]] - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<<else>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - Wear - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<</if>>
<<elseif $EntityValues[$EntityID].WearablesInventory[$i].Underwear is true>>
<<if $UnderwearEquipped is false>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - [[Wear|Inventory][$WearableEquipID to "' + $EntityValues[$EntityID].WearablesInventory[$i].ID + '", $EntityEquipID to $EntityID, $EquipWearable to true]] - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<<else>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' - Wear - [[Examine|Inventory][$ExamineWearable to true, $ExamineWearableID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropWearable to true, $EntityDropID to $EntityID, $WearableDropID to ' + $EntityValues[$EntityID].WearablesInventory[$i].ID + ']]'>>
<</if>>
<</if>>
<br><</for>>
<</widget>>
<<widget EntityEquipWearable>>
<<if $EquipWearable is true>>
<<set $EquipWearable to false>>
<<set $EntityValues[$EntityEquipID].WearablesEquipped.push($Wearables[$WearableEquipID])>>
<<RemoveWearable $EntityEquipID $WearableEquipID 1>>
<</if>>
<</widget>>
<<widget EntityUnequipWearable>>
<<if $UnequipWearable is true>>
<<set $UnequipWearable to false>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityUnequipID].WearablesEquipped[$i].ID == $WearableUnequipID>>
<<set $EntityValues[$EntityUnequipID].WearablesEquipped.splice($i, 1)>>
<</if>>
<</for>>
<<AddWearable $EntityUnequipID $WearableUnequipID 1>>
<</if>>
<</widget>>
<<widget HeadEquipped>>
<<set $EntityID = $args[0]>>
<<set $HasHeadEquipment to false>>
Head:
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Head is true>>
<<set $HasHeadEquipment to true>>
<<print '' + $EntityValues[$EntityID].WearablesEquipped[$i].Name + ' - [[Take Off|Inventory][$WearableUnequipID to ' + $EntityValues[$EntityID].WearablesEquipped[$i].ID + ', $EntityUnequipID to $EntityID, $UnequipWearable to true]]'>>
<</if>>
<</for>>
<<if $HasHeadEquipment is false>>
Nothing.
<</if>>
<</widget>>
<<widget ChestEquipped>>
<<set $EntityID = $args[0]>>
<<set $HasChestEquipment to false>>
Chest:
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Chest is true>>
<<set $HasChestEquipment to true>>
<<print '' + $EntityValues[$EntityID].WearablesEquipped[$i].Name + ' - [[Take Off|Inventory][$WearableUnequipID to ' + $EntityValues[$EntityID].WearablesEquipped[$i].ID + ', $EntityUnequipID to $EntityID, $UnequipWearable to true]]'>>
<</if>>
<</for>>
<<if $HasChestEquipment is false>>
Nothing.
<</if>>
<</widget>>
<<widget HandsEquipped>>
<<set $EntityID = $args[0]>>
<<set $HasHandsEquipment to false>>
Hands:
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Hands is true>>
<<set $HasHandsEquipment to true>>
<<print '' + $EntityValues[$EntityID].WearablesEquipped[$i].Name + ' - [[Take Off|Inventory][$WearableUnequipID to ' + $EntityValues[$EntityID].WearablesEquipped[$i].ID + ', $EntityUnequipID to $EntityID, $UnequipWearable to true]]'>>
<</if>>
<</for>>
<<if $HasHandsEquipment is false>>
Nothing.
<</if>>
<</widget>>
<<widget LegsEquipped>>
<<set $EntityID = $args[0]>>
<<set $HasLegsEquipment to false>>
Legs:
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Legs is true>>
<<set $HasLegsEquipment to true>>
<<print '' + $EntityValues[$EntityID].WearablesEquipped[$i].Name + ' - [[Take Off|Inventory][$WearableUnequipID to ' + $EntityValues[$EntityID].WearablesEquipped[$i].ID + ', $EntityUnequipID to $EntityID, $UnequipWearable to true]]'>>
<</if>>
<</for>>
<<if $HasLegsEquipment is false>>
Nothing.
<</if>>
<</widget>>
<<widget FeetEquipped>>
<<set $EntityID = $args[0]>>
<<set $HasFeetEquipment to false>>
Feet:
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Feet is true>>
<<set $HasFeetEquipment to true>>
<<print '' + $EntityValues[$EntityID].WearablesEquipped[$i].Name + ' - [[Take Off|Inventory][$WearableUnequipID to ' + $EntityValues[$EntityID].WearablesEquipped[$i].ID + ', $EntityUnequipID to $EntityID, $UnequipWearable to true]]'>>
<</if>>
<</for>>
<<if $HasFeetEquipment is false>>
Nothing.
<</if>>
<</widget>>
<<widget BraEquipped>>
<<set $EntityID = $args[0]>>
<<set $HasBraEquipment to false>>
Bra:
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Bra is true>>
<<set $HasBraEquipment to true>>
<<print '' + $EntityValues[$EntityID].WearablesEquipped[$i].Name + ' - [[Take Off|Inventory][$WearableUnequipID to ' + $EntityValues[$EntityID].WearablesEquipped[$i].ID + ', $EntityUnequipID to $EntityID, $UnequipWearable to true]]'>>
<</if>>
<</for>>
<<if $HasBraEquipment is false>>
Nothing.
<</if>>
<</widget>>
<<widget UnderwearEquipped>>
<<set $EntityID = $args[0]>>
<<set $HasUnderwearEquipment to false>>
Underwear:
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesEquipped.length; $i++>>
<<if $EntityValues[$EntityID].WearablesEquipped[$i].Underwear is true>>
<<set $HasUnderwearEquipment to true>>
<<print '' + $EntityValues[$EntityID].WearablesEquipped[$i].Name + ' - [[Take Off|Inventory][$WearableUnequipID to ' + $EntityValues[$EntityID].WearablesEquipped[$i].ID + ', $EntityUnequipID to $EntityID, $UnequipWearable to true]]'>>
<</if>>
<</for>>
<<if $HasUnderwearEquipment is false>>
Nothing.
<</if>>
<</widget>>
<<widget EntityDropWearable>>
<<if $DropWearable is true>>
<<set $DropWearable to false>>
<<RemoveWearable $EntityDropID $WearableDropID 1>>
<</if>>
<</widget>>
@@.boldtext;Head@@: $Wearables_PlayerHead
@@.boldtext;Chest@@: $Wearables_PlayerChest
@@.boldtext;Hands@@: $Wearables_PlayerHands
@@.boldtext;Legs@@: $Wearables_PlayerLegs
@@.boldtext;Feet@@: $Wearables_PlayerFeet
@@.boldtext;Bra@@: $Wearables_PlayerBra<<if $PlayerBra_Visible is false>> - (Not Visible)<</if>>
@@.boldtext;Underwear@@: $Wearables_PlayerUnderwear<<if $PlayerUnderwear_Visible is false>> - (Not Visible)<</if>>
@@.boldtext;Social Class@@: $PlayerSocialClass
<<PlayerBreastCoverage>>
<<PlayerCrotchCoverage>>
<<PlayerPromiscuity>>
<<for $i to 0; $i lt $Consumables.length; $i++>>
<<if $Consumables[$i].Rarity == "Common">>
/* Common Beers and Beverages */
<<if $Consumables[$i].Type == "Beverage" and $Consumables[$i].Name != "Grond Mead">>
<<set $Consumables[$i].HighTavernQuantity = random(10)>>
<<set $Consumables[$i].StableTavernQuantity = random(10)>>
<<elseif $Consumables[$i].Type == "Beverage" and $Consumables[$i].Name == "Grond Mead">>
<<set $Consumables[$i].WanderingDwarfQuantity = random(10)>>
<</if>>
/* Common General Goods */
<<if $Consumables[$i].Type == "Ingredient" or $Consumables[$i].Type == "General" or $Consumables[$i].Type == "Potion" or $Consumables[$i].Type == "Edible">>
<<set $Consumables[$i].WestdaleGeneralQuantity = random(10)>>
<</if>>
/* Common Minerals and Resources */
<<if $Consumables[$i].Type == "Resource" or $Consumables[$i].Type == "Mineral">>
<<set $Consumables[$i].MinoranQuantity = 10 + random(40)>>
<</if>>
/* Common Drugs */
<<if $Consumables[$i].Type == "Drug">>
<<set $Consumables[$i].TrixieTattooQuantity = random(5)>>
<</if>>
/*Specials*/
<<if $Consumables[$i].Name == "Mandari Elixir" or $Consumables[$i].Name == "Quindari Elixir" or $Consumables[$i].Name == "Taurox Candy">>
<<set $Consumables[$i].WanderingDwarfQuantity = random(1)>>
<</if>>
<</if>>
<</for>>
/* Weapons Only*/
<<for $i to 0; $i lt $Weapons.length; $i++>>
<<if $Weapons[$i].Rarity == "Common">>
<<set $Weapons[$i].MinoranQuantity = random(5)>>
<</if>>
<</for>>
/*Wearables Only*/
<<for $i to 0; $i lt $Wearables.length; $i++>>
<<if $Wearables[$i].Type == "Clothing">>
<<if $Wearables[$i].Feet is false>>
<<set $Wearables[$i].ValenQuantity = random(1)>>
<<elseif $Wearables[$i].Feet is true>>
<<set $Wearables[$i].FeliciaFootwearQuantity = random(1)>>
<</if>>
<<elseif $Wearables[$i].Type == "Armor">>
<<set $Wearables[$i].MinoranQuantity = random(2)>>
<</if>>
<</for>>
/*<<if $PlayerHasWeaponWielded is true>>
<<for $k to 0; $k lt $Weapons.length; $k++>>
<<if $Weapons[$k].Name == $WeaponPlayerWielded>>
<<set $EntityValues[$UE].LethalityItemApply += $Weapons[$k].LethalityApply>>
<<set $EntityValues[$UE].ArmorItemApply += $Weapons[$k].ArmorApply>>
<<set $EntityValues[$UE].SorceryItemApply += $Weapons[$k].SorceryApply>>
<<set $EntityValues[$UE].BindingItemApply += $Weapons[$k].BindingApply>>
<<set $EntityValues[$UE].SeductionItemApply += $Weapons[$k].SeductionApply>>
<<set $EntityValues[$UE].DepravityItemApply += $Weapons[$k].DepravityApply>>
<<set $EntityValues[$UE].AccuracyItemApply += $Weapons[$k].AccuracyApply>>
<<set $EntityValues[$UE].EvasionItemApply += $Weapons[$k].EvasionApply>>
<<set $EntityValues[$UE].CriticalityItemApply += $Weapons[$k].CriticalityApply>>
<<set $EntityValues[$UE].MaxHealthItemApply += $Weapons[$k].HealthApply>>
<<set $EntityValues[$UE].MaxManaItemApply += $Weapons[$k].ManaApply>>
<<set $EntityValues[$UE].MaxEnergyItemApply += $Weapons[$k].EnergyApply>>
<<set $EntityValues[$UE].MaxLustItemApply += $Weapons[$k].LustMaxApply>>
<<set $EntityValues[$UE].MaxResistanceItemApply += $Weapons[$k].ResistanceApply>>
<<set $EntityValues[$UE].MinHealthItemApply += 0>>
<<set $EntityValues[$UE].MinManaItemApply += 0>>
<<set $EntityValues[$UE].MinEnergyItemApply += 0>>
<<set $EntityValues[$UE].MinLustItemApply += $Weapons[$k].LustMinApply>>
<<set $EntityValues[$UE].MinResistanceItemApply += 0>>
<</if>>
<</for>>
<</if>>
<<if $PlayerHasWearableWorn is true>>
<<for $n to 0; $n lt $Wearables.length; $n++>>
<<if $Wearables[$n].Equipped is true>>
<<set $EntityValues[$UE].LethalityItemApply += $Wearables[$n].LethalityApply>>
<<set $EntityValues[$UE].ArmorItemApply += $Wearables[$n].ArmorApply>>
<<set $EntityValues[$UE].SorceryItemApply += $Wearables[$n].SorceryApply>>
<<set $EntityValues[$UE].BindingItemApply += $Wearables[$n].BindingApply>>
<<set $EntityValues[$UE].SeductionItemApply += $Wearables[$n].SeductionApply>>
<<set $EntityValues[$UE].DepravityItemApply += $Wearables[$n].DepravityApply>>
<<set $EntityValues[$UE].AccuracyItemApply += $Wearables[$n].AccuracyApply>>
<<set $EntityValues[$UE].EvasionItemApply += $Wearables[$n].EvasionApply>>
<<set $EntityValues[$UE].CriticalityItemApply += $Wearables[$n].CriticalityApply>>
<<set $EntityValues[$UE].MaxHealthItemApply += $Wearables[$n].HealthApply>>
<<set $EntityValues[$UE].MaxManaItemApply += $Wearables[$n].ManaApply>>
<<set $EntityValues[$UE].MaxEnergyItemApply += $Wearables[$n].EnergyApply>>
<<set $EntityValues[$UE].MaxLustItemApply += $Wearables[$n].LustMaxApply>>
<<set $EntityValues[$UE].MaxResistanceItemApply += $Wearables[$n].ResistanceApply>>
<<set $EntityValues[$UE].MinHealthItemApply += 0>>
<<set $EntityValues[$UE].MinManaItemApply += 0>>
<<set $EntityValues[$UE].MinEnergyItemApply += 0>>
<<set $EntityValues[$UE].MinLustItemApply += $Wearables[$n].LustMinApply>>
<<set $EntityValues[$UE].MinResistanceItemApply += 0>>
<</if>>
<</for>>
<</if>>*/<<widget AddConsumable>>
<<set $EntityID = $args[0]>>
<<set $ConsumableID = $args[1]>>
<<set $Amount = $args[2]>>
<<set $AddedAmount to false>>
<<for $i to 0; $i lt $EntityValues[$EntityID].ConsumablesInventory.length; $i++>>
<<if $EntityValues[$EntityID].ConsumablesInventory[$i].ID == $ConsumableID>>
<<set $EntityValues[$EntityID].ConsumablesInventory[$i].Quantity += $Amount>>
<<set $AddedAmount to true>>
<</if>>
<</for>>
<<if $AddedAmount is false>>
<<set $AddedConsumable to clone($Consumables[$ConsumableID])>>
<<set $AddedConsumable.Quantity = $Amount>>
<<set $EntityValues[$EntityID].ConsumablesInventory.push($AddedConsumable)>>
<</if>>
<<print 'You add @@.lightbluetext;' + $Consumables[$ConsumableID].Name + ' to ' + $EntityValues[$EntityID].Name + '@@ to your Inventory.'>>
<</widget>>
<<widget RemoveConsumable>>
<<set _EntityID = $args[0]>>
<<set _ConsumableID = $args[1]>>
<<set _Amount = $args[2]>>
<<for _i to 0; _i lt $EntityValues[_EntityID].ConsumablesInventory.length; _i++>>
<<if $EntityValues[_EntityID].ConsumablesInventory[_i].ID == _ConsumableID>>
<<set $EntityValues[_EntityID].ConsumablesInventory[_i].Quantity -= _Amount>>
<</if>>
<<if $EntityValues[_EntityID].ConsumablesInventory[_i].Quantity <= 0>>
<<set $EntityValues[_EntityID].ConsumablesInventory.splice(_i, 1)>>
<</if>>
<</for>>
<</widget>>
<<widget DisplayConsumablesInventory>>
<<set $EntityID = $args[0]>>
<<for $i to 0; $i lt $EntityValues[$EntityID].ConsumablesInventory.length; $i++>>
<<print 'x' + $EntityValues[$EntityID].ConsumablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].ConsumablesInventory[$i].Name + ' - [[$EntityValues[$EntityID].ConsumablesInventory[$i].Consumption|Use Consumable][$Consumer = ' + $Player + ', $ConsumableEffect = ' + $EntityValues[$EntityID].ConsumablesInventory[$i].ID + ', $DropConsumable to true, $EntityDropID to $EntityID, $ConsumableDropID to ' + $EntityValues[$EntityID].ConsumablesInventory[$i].ID + ']] - [[Examine|Inventory][$ExamineConsumable to true, $ExamineConsumableID to ' + $EntityValues[$EntityID].ConsumablesInventory[$i].ID + ']] - [[Drop|Inventory][$DropConsumable to true, $EntityDropID to $EntityID, $ConsumableDropID to ' + $EntityValues[$EntityID].ConsumablesInventory[$i].ID + ']]'>>
<br><</for>>
<</widget>>
<<widget EntityDropConsumable>>
<<if $DropConsumable is true>>
<<set $DropConsumable to false>>
<<RemoveConsumable $EntityDropID $ConsumableDropID 1>>
<</if>>
<</widget>><<widget StartMerchants>>
<<set $Merchants = [
{
ID: 0,
Name: "High Tavern",
MerchantGroup: "Tavern",
IsWeapons: false,
IsWearables: false,
IsConsumables: true,
WeaponsStock: [],
WearablesStock: [],
ConsumablesStock: []
},
{
ID: 1,
Name: "Minoran Blacksmith",
MerchantGroup: "Blacksmith",
IsWeapons: true,
IsWearables: true,
IsConsumables: true,
WeaponsStock: [],
WearablesStock: [],
ConsumablesStock: []
},
{
ID: 2,
Name: "Valen Clothing Store",
MerchantGroup: "Clothing",
IsWeapons: false,
IsWearables: true,
IsConsumables: false,
WeaponsStock: [],
WearablesStock: [],
ConsumablesStock: []
},
{
ID: 3,
Name: "Westdale General Store",
MerchantGroup: "General",
IsWeapons: false,
IsWearables: false,
IsConsumables: true,
WeaponsStock: [],
WearablesStock: [],
ConsumablesStock: []
},
{
ID: 4,
Name: "Felicias Footwear",
MerchantGroup: "Footwear",
IsWeapons: false,
IsWearables: true,
IsConsumables: false,
WeaponsStock: [],
WearablesStock: [],
ConsumablesStock: []
},
{
ID: 5,
Name: "Trixies Tattoos",
MerchantGroup: "Drugs",
IsWeapons: false,
IsWearables: false,
IsConsumables: true,
WeaponsStock: [],
WearablesStock: [],
ConsumablesStock: []
},
{
ID: 5,
Name: "Wandering Dwarf",
MerchantGroup: "SpecialDwarf",
IsWeapons: false,
IsWearables: false,
IsConsumables: true,
WeaponsStock: [],
WearablesStock: [],
ConsumablesStock: []
}
]>>
<</widget>><<widget RestockWeapon>>
<<set $MerchantID = $args[0]>>
<<set $WeaponID = $args[1]>>
<<set $Amount = $args[2]>>
<<set $RestockedWeapon to clone($Weapons[$WeaponID])>>
<<set $RestockedWeapon.Quantity = $Amount>>
<<set $Merchants[$MerchantID].WeaponsStock.push($RestockedWeapon)>>
<</widget>>
<<widget MAddWeapon>>
<<set $MerchantID = $args[0]>>
<<set $WeaponID = $args[1]>>
<<set $Amount = $args[2]>>
<<set $AddedAmount to false>>
<<for $i to 0; $i lt $Merchants[$MerchantID].WeaponsStock.length; $i++>>
<<if $Merchants[$MerchantID].WeaponsStock[$i].ID == $WeaponID>>
<<set $Merchants[$MerchantID].WeaponsStock[$i].Quantity += $Amount>>
<<set $AddedAmount to true>>
<</if>>
<</for>>
<<if $AddedAmount is false>>
<<set $AddedWeapon to clone($Weapons[$WeaponID])>>
<<set $AddedWeapon.Quantity = $Amount>>
<<set $Merchants[$MerchantID].WeaponsStock.push($AddedWeapon)>>
<</if>>
<</widget>>
<<widget MRemoveWeapon>>
<<set _MerchantID = $args[0]>>
<<set _WeaponID = $args[1]>>
<<set _Amount = $args[2]>>
<<for _i to 0; _i lt $Merchants[_MerchantID].WeaponsStock.length; _i++>>
<<if $Merchants[_MerchantID].WeaponsStock[_i].ID == _WeaponID>>
<<set $Merchants[_MerchantID].WeaponsStock[_i].Quantity -= _Amount>>
<</if>>
<<if $Merchants[_MerchantID].WeaponsStock[_i].Quantity <= 0>>
<<set $Merchants[_MerchantID].WeaponsStock.splice(_i, 1)>>
<</if>>
<</for>>
<</widget>>
<<widget RestockWearable>>
<<set $MerchantID = $args[0]>>
<<set $WearableID = $args[1]>>
<<set $Amount = $args[2]>>
<<set $RestockedWearable to clone($Wearables[$WearableID])>>
<<set $RestockedWearable.Quantity = $Amount>>
<<set $Merchants[$MerchantID].WearablesStock.push($RestockedWearable)>>
<</widget>>
<<widget MAddWearable>>
<<set $MerchantID = $args[0]>>
<<set $WearableID = $args[1]>>
<<set $Amount = $args[2]>>
<<set $AddedAmount to false>>
<<for $i to 0; $i lt $Merchants[$MerchantID].WearablesStock.length; $i++>>
<<if $Merchants[$MerchantID].WearablesStock[$i].ID == $WearableID>>
<<set $Merchants[$MerchantID].WearablesStock[$i].Quantity += $Amount>>
<<set $AddedAmount to true>>
<</if>>
<</for>>
<<if $AddedAmount is false>>
<<set $AddedWearable to clone($Wearables[$WearableID])>>
<<set $AddedWearable.Quantity = $Amount>>
<<set $Merchants[$MerchantID].WearablesStock.push($AddedWearable)>>
<</if>>
<</widget>>
<<widget MRemoveWearable>>
<<set _MerchantID = $args[0]>>
<<set _WearableID = $args[1]>>
<<set _Amount = $args[2]>>
<<for _i to 0; _i lt $Merchants[_MerchantID].WearablesStock.length; _i++>>
<<if $Merchants[_MerchantID].WearablesStock[_i].ID == _WearableID>>
<<set $Merchants[_MerchantID].WearablesStock[_i].Quantity -= _Amount>>
<</if>>
<<if $Merchants[_MerchantID].WearablesStock[_i].Quantity <= 0>>
<<set $Merchants[_MerchantID].WearablesStock.splice(_i, 1)>>
<</if>>
<</for>>
<</widget>>
<<widget RestockConsumable>>
<<set $MerchantID = $args[0]>>
<<set $ConsumableID = $args[1]>>
<<set $Amount = $args[2]>>
<<set $RestockedConsumable to clone($Consumables[$ConsumableID])>>
<<set $RestockedConsumable.Quantity = $Amount>>
<<set $Merchants[$MerchantID].ConsumablesStock.push($RestockedConsumable)>>
<</widget>>
<<widget MAddConsumable>>
<<set $MerchantID = $args[0]>>
<<set $ConsumableID = $args[1]>>
<<set $Amount = $args[2]>>
<<set $AddedAmount to false>>
<<for $i to 0; $i lt $Merchants[$MerchantID].ConsumablesStock.length; $i++>>
<<if $Merchants[$MerchantID].ConsumablesStock[$i].ID == $ConsumableID>>
<<set $Merchants[$MerchantID].ConsumablesStock[$i].Quantity += $Amount>>
<<set $AddedAmount to true>>
<</if>>
<</for>>
<<if $AddedAmount is false>>
<<set $AddedConsumable to clone($Consumables[$ConsumableID])>>
<<set $AddedConsumable.Quantity = $Amount>>
<<set $Merchants[$MerchantID].ConsumablesStock.push($AddedConsumable)>>
<</if>>
<</widget>>
<<widget MRemoveConsumable>>
<<set _MerchantID = $args[0]>>
<<set _ConsumableID = $args[1]>>
<<set _Amount = $args[2]>>
<<for _i to 0; _i lt $Merchants[_MerchantID].ConsumablesStock.length; _i++>>
<<if $Merchants[_MerchantID].ConsumablesStock[_i].ID == _ConsumableID>>
<<set $Merchants[_MerchantID].ConsumablesStock[_i].Quantity -= _Amount>>
<</if>>
<<if $Merchants[_MerchantID].ConsumablesStock[_i].Quantity <= 0>>
<<set $Merchants[_MerchantID].ConsumablesStock.splice(_i, 1)>>
<</if>>
<</for>>
<</widget>>
<<widget RestockMerchants>>
<<for $i to 0; $i lt $Weapons.length; $i++>>
<<RestockWeapon 1 $Weapons[$i].ID 10>>
<</for>>
<</widget>>
<<widget DisplayMerchandise>>
<<MerchantTransactions>>
<<set $MerchantID = $args[0]>>
<<set $StockType = $args[1]>>
<<set $Category = $args[2]>>
<<if $StockType == "Weapons">>
$Category
<br>------------------------------<br>
<<for $i to 0; $i lt $Merchants[$MerchantID].WeaponsStock.length; $i++>>
<<print 'x' + $Merchants[$MerchantID].WeaponsStock[$i].Quantity + ' ' + $Merchants[$MerchantID].WeaponsStock[$i].Name + ' @@.boldtext;Price:@@' + $Merchants[$MerchantID].WeaponsStock[$i].Value + ' - [[Examine|Merchant - Main Menu][$ExamineWeapon to true, $ExamineWeaponID to ' + $Merchants[$MerchantID].WeaponsStock[$i].ID + ']] - <<if $PlayerCoins >= ' + $Merchants[$MerchantID].WeaponsStock[$i].Value + '>>[[Purchase|Merchant - Main Menu][$PurchasedWeapon to true, $EntityCustomerID to $Player, $StockID to $MerchantID, $WeaponPurchasedID to ' + $Merchants[$MerchantID].WeaponsStock[$i].ID + ']]<<else>>Purchase<</if>>'>>
<br><</for>>
<<elseif $StockType == "Wearables">>
$Category
<br>------------------------------<br>
<<for $i to 0; $i lt $Merchants[$MerchantID].WearablesStock.length; $i++>>
<<print 'x' + $Merchants[$MerchantID].WearablesStock[$i].Quantity + ' ' + $Merchants[$MerchantID].WearablesStock[$i].Name + ' @@.boldtext;Price:@@' + $Merchants[$MerchantID].WearablesStock[$i].Value + ' - [[Examine|Merchant - Main Menu][$ExamineWearable to true, $ExamineWearableID to ' + $Merchants[$MerchantID].WearablesStock[$i].ID + ']] - <<if $PlayerCoins >= ' + $Merchants[$MerchantID].WearablesStock[$i].Value + '>>[[Purchase|Merchant - Main Menu][$PurchasedWearable to true, $EntityCustomerID to $Player, $StockID to $MerchantID, $WearablePurchasedID to ' + $Merchants[$MerchantID].WearablesStock[$i].ID + ']]<<else>>Purchase<</if>>'>>
<br>
<</for>>
<<elseif $StockType == "Consumables">>
$Category
<br>------------------------------<br>
<<for $i to 0; $i lt $Merchants[$MerchantID].ConsumablesStock.length; $i++>>
<<print 'x' + $Merchants[$MerchantID].ConsumablesStock[$i].Quantity + ' ' + $Merchants[$MerchantID].ConsumablesStock[$i].Name + ' @@.boldtext;Price:@@' + $Merchants[$MerchantID].ConsumablesStock[$i].Value + ' - [[Examine|Merchant - Main Menu][$ExamineConsumable to true, $ExamineConsumableID to ' + $Merchants[$MerchantID].ConsumablesStock[$i].ID + ']] - <<if $PlayerCoins >= ' + $Merchants[$MerchantID].ConsumablesStock[$i].Value + '>>[[Purchase|Merchant - Main Menu][$PurchasedConsumable to true, $EntityCustomerID to $Player, $StockID to $MerchantID, $ConsumablePurchasedID to ' + $Merchants[$MerchantID].ConsumablesStock[$i].ID + ']]<<else>>Purchase<</if>><<if $PlayerCoins >= ' + $Merchants[$MerchantID].ConsumablesStock[$i].Value + '* 10>><<if ' + $Merchants[$MerchantID].ConsumablesStock[$i].Quantity + ' >= 10>> - [[Purchase x10|Merchant - Main Menu][$PurchasedConsumable10 to true, $EntityCustomerID to $Player, $StockID to $MerchantID, $ConsumablePurchasedID to ' + $Merchants[$MerchantID].ConsumablesStock[$i].ID + ']]<</if>><</if>><<if $PlayerCoins >= ' + $Merchants[$MerchantID].ConsumablesStock[$i].Value + ' * ' + $Merchants[$MerchantID].ConsumablesStock[$i].Quantity + ' >> - [[Purchase Max|Merchant - Main Menu][$PurchasedConsumableMax to true, $EntityCustomerID to $Player, $StockID to $MerchantID, $PurchasedMax to ' + $Merchants[$MerchantID].ConsumablesStock[$i].Quantity + ', $ConsumablePurchasedID to ' + $Merchants[$MerchantID].ConsumablesStock[$i].ID + ']]<</if>>'>>
<br>
<</for>>
<</if>>
<</widget>>
<<widget SellMerchandise>>
<<MerchantTransactions>>
<<set $EntityID = $args[0]>>
<<set $MerchantID = $args[1]>>
<<set $MerchantGroup = $args[2]>>
Sell Items
<br>------------------------------<br>
<<if $Merchants[$MerchantID].IsWeapons is true>>
[[Sell Extra Weapons|Merchant - Main Menu][$SoldWeaponExtra to true, $EntityCustomerID to $Player, $StockID to $MerchantID]]<br>
<</if>>
<<if $Merchants[$MerchantID].IsWearables is true>>
[[Sell Extra Clothes|Merchant - Main Menu][$SoldWearableExtra to true, $EntityCustomerID to $Player, $StockID to $MerchantID]]<br>
<</if>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WeaponsInventory.length; $i++>>
<<if $EntityValues[$EntityID].WeaponsInventory[$i].MerchantGroup.includes($MerchantGroup)>>
<<print 'x' + $EntityValues[$EntityID].WeaponsInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WeaponsInventory[$i].Name + ' @@.boldtext;Price:@@ ' + Math.round($EntityValues[$EntityID].WeaponsInventory[$i].Value * 0.75) + ' - [[Sell|Merchant - Main Menu][$SoldWeapon to true, $EntityCustomerID to $Player, $StockID to $MerchantID, $WeaponSoldID to ' + $EntityValues[$Player].WeaponsInventory[$i].ID + ']]'>><br>
<</if>>
<</for>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesInventory.length; $i++>>
<<if $EntityValues[$EntityID].WearablesInventory[$i].MerchantGroup.includes($MerchantGroup)>>
<<print 'x' + $EntityValues[$EntityID].WearablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].WearablesInventory[$i].Name + ' @@.boldtext;Price:@@ ' + Math.round($EntityValues[$EntityID].WearablesInventory[$i].Value * 0.75) + ' - [[Sell|Merchant - Main Menu][$SoldWearable to true, $EntityCustomerID to $Player, $StockID to $MerchantID, $WearableSoldID to ' + $EntityValues[$Player].WearablesInventory[$i].ID + ']]'>><br>
<</if>>
<</for>>
<<for $i to 0; $i lt $EntityValues[$EntityID].ConsumablesInventory.length; $i++>>
<<if $EntityValues[$EntityID].ConsumablesInventory[$i].MerchantGroup.includes($MerchantGroup)>>
<<print 'x' + $EntityValues[$EntityID].ConsumablesInventory[$i].Quantity + ' ' + $EntityValues[$EntityID].ConsumablesInventory[$i].Name + ' @@.boldtext;Price:@@ ' + Math.round($EntityValues[$EntityID].ConsumablesInventory[$i].Value * 0.75) + ' - [[Sell|Merchant - Main Menu][$SoldConsumable to true, $EntityCustomerID to $Player, $StockID to $MerchantID, $ConsumableSoldID to ' + $EntityValues[$Player].ConsumablesInventory[$i].ID + ']]<<if ' + $EntityValues[$Player].ConsumablesInventory[$i].Quantity + ' >= 10>> - [[Sell x10|Merchant - Main Menu][$SoldConsumable10 to true, $EntityCustomerID to $Player, $StockID to $MerchantID, $ConsumableSoldID to ' + $EntityValues[$Player].ConsumablesInventory[$i].ID + ']]<</if>>'>><br>
<</if>>
<</for>>
<</widget>>
<<widget MerchantStand>>
<<set $MerchantID = $args[0]>>
<<if $Merchants[$MerchantID].IsWeapons is true>>
<<DisplayMerchandise $MerchantID 'Weapons' 'Weapons'>><br>
<</if>>
<<if $Merchants[$MerchantID].IsWearables is true>>
<<DisplayMerchandise $MerchantID 'Wearables' 'Wearables'>><br>
<</if>>
<<if $Merchants[$MerchantID].IsConsumables is true>>
<<DisplayMerchandise $MerchantID 'Consumables' 'Consumables'>><br>
<</if>>
<</widget>><<widget MerchantTransactions>>
<<if $PurchasedWeapon is true>>
<<set $PurchasedWeapon to false>>
<<AddWeapon $EntityCustomerID $WeaponPurchasedID 1>>
<<MRemoveWeapon $StockID $WeaponPurchasedID 1>>
<<set $PlayerCoins -= $Weapons[$WeaponPurchasedID].Value>>
<</if>>
<<if $PurchasedWearable is true>>
<<set $PurchasedWearable to false>>
<<AddWearable $EntityCustomerID $WearablePurchasedID 1>>
<<MRemoveWearable $StockID $WearablePurchasedID 1>>
<<set $PlayerCoins -= $Wearables[$WearablePurchasedID].Value>>
<</if>>
<<if $PurchasedConsumable is true>>
<<set $PurchasedConsumable to false>>
<<AddConsumable $EntityCustomerID $ConsumablePurchasedID 1>>
<<MRemoveConsumable $StockID $ConsumablePurchasedID 1>>
<<set $PlayerCoins -= $Consumables[$ConsumablePurchasedID].Value>>
<</if>>
<<if $PurchasedConsumable10 is true>>
<<set $PurchasedConsumable10 to false>>
<<AddConsumable $EntityCustomerID $ConsumablePurchasedID 10>>
<<MRemoveConsumable $StockID $ConsumablePurchasedID 10>>
<<set $PlayerCoins -= $Consumables[$ConsumablePurchasedID].Value * 10>>
<</if>>
<<if $SoldWeapon is true>>
<<set $SoldWeapon to false>>
<<RemoveWeapon $EntityCustomerID $WeaponSoldID 1>>
<<MAddWeapon $StockID $WeaponSoldID 1>>
<<set $PlayerCoins += Math.round($Weapons[$WeaponSoldID].Value * 0.75)>>
<</if>>
<<if $SoldWearable is true>>
<<set $SoldWearable to false>>
<<RemoveWearable $EntityCustomerID $WearableSoldID 1>>
<<MAddWearable $StockID $WearableSoldID 1>>
<<set $PlayerCoins += Math.round($Wearables[$WearableSoldID].Value * 0.75)>>
<</if>>
<<if $SoldConsumable is true>>
<<set $SoldConsumable to false>>
<<RemoveConsumable $EntityCustomerID $ConsumableSoldID 1>>
<<MAddConsumable $StockID $ConsumableSoldID 1>>
<<set $PlayerCoins += Math.round($Consumables[$ConsumableSoldID].Value * 0.75)>>
<</if>>
<<if $SoldConsumable10 is true>>
<<set $SoldConsumable10 to false>>
<<RemoveConsumable $EntityCustomerID $ConsumableSoldID 10>>
<<MAddConsumable $StockID $ConsumableSoldID 10>>
<<set $PlayerCoins += Math.round($Consumables[$ConsumableSoldID].Value * 0.75 * 10)>>
<</if>>
<<if $SoldWearableExtra is true>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WearablesInventory.length; $i++>>
<<if $EntityValues[$EntityID].WearablesInventory[$i].Quantity gt 1>>
<<set $DupeVal = $EntityValues[$EntityID].WearablesInventory[$i].Quantity - 1>>
<<set $WearableSoldID = $EntityValues[$EntityID].WearablesInventory[$i].ID>>
<<set $PlayerCoins += Math.round($Wearables[$WearableSoldID].Value * $DupeVal * 0.75)>>
<<MAddWearable $StockID $WearableSoldID $DupeVal>>
<<RemoveWearable $EntityCustomerID $WearableSoldID $DupeVal>>
<</if>><</for>>
<<set $SoldWearableExtra to false>><</if>>
<<if $SoldWeaponExtra is true>>
<<for $i to 0; $i lt $EntityValues[$EntityID].WeaponsInventory.length; $i++>>
<<if $EntityValues[$EntityID].WeaponsInventory[$i].Quantity gt 1>>
<<set $DupeVal = $EntityValues[$EntityID].WeaponsInventory[$i].Quantity - 1>>
<<set $WeaponSoldID = $EntityValues[$EntityID].WeaponsInventory[$i].ID>>
<<set $PlayerCoins += Math.round($Weapons[$WeaponSoldID].Value * $DupeVal * 0.75)>>
<<MAddWeapon $StockID $WeaponSoldID $DupeVal>>
<<RemoveWeapon $EntityCustomerID $WeaponSoldID $DupeVal>>
<</if>><</for>>
<<set $SoldWeaponExtra to false>><</if>>
<<if $PurchasedConsumableMax is true>>
<<set $PurchasedConsumableMax to false>>
<<AddConsumable $EntityCustomerID $ConsumablePurchasedID $PurchasedMax>>
<<MRemoveConsumable $StockID $ConsumablePurchasedID $PurchasedMax>>
<<set $PlayerCoins -= $Consumables[$ConsumablePurchasedID].Value * $PurchasedMax>>
<</if>>
<</widget>>
<<silently>>
<<FindMerchant>>
<<MerchantTransactions>>
<</silently>>
!Merchant - $CurrentMerchant
---------------------------------------
You browse the various wares the merchant is selling.
You may purchase or sell wares, selling will give you a return of 75% of the items original value.
This merchant restocks their goods on @@.boldtext;Mondays@@.
<<ExamineItem>>
<<MerchantStand $MerchantID>>
<<SellMerchandise $Player $MerchantID $MerchantGroup>>
<<LocationReturn>><<widget FindMerchant>>
<<for $i to 0; $i lt $Merchants.length; $i++>>
<<if $CurrentMerchant == $Merchants[$i].Name>>
<<set $MerchantID = $Merchants[$i].ID>>
<<set $ShowWaresID = $Merchants[$i].ID>>
<<set $MerchantGroup = $Merchants[$i].MerchantGroup>>
<</if>>
<</for>>
<</widget>><<widget WeaponModifierApply>>
<<set $UE = $args[0]>>
<<set $WE = $args[1]>>
<<if $EntityValues[$UE].WeaponEquipped[$WE].Material == "Iron">>
<<set $EntityValues[$UE].LethalityItemApply += 5>>
<<elseif $EntityValues[$UE].WeaponEquipped[$WE].Material == "Steel">>
<<set $EntityValues[$UE].LethalityItemApply += 11>>
<<elseif $EntityValues[$UE].WeaponEquipped[$WE].Material == "Black Iron">>
<<set $EntityValues[$UE].LethalityItemApply += 16>>
<<elseif $EntityValues[$UE].WeaponEquipped[$WE].Material == "Demonic Steel">>
<<set $EntityValues[$UE].LethalityItemApply += 22>>
<<else>>
<<set $EntityValues[$UE].LethalityItemApply += 1>>
<</if>>
<<if $EntityValues[$UE].WeaponEquipped[$WE].Modifiers.includes("Piercing")>>
<<set $EntityValues[$UE].AccuracyItemApply += 5>>
<</if>>
<<if $EntityValues[$UE].WeaponEquipped[$WE].Modifiers.includes("Reach")>>
<<set $EntityValues[$UE].CriticalityItemApply += 5>>
<</if>>
<<if $EntityValues[$UE].WeaponEquipped[$WE].Modifiers.includes("Flexible")>>
<<set $EntityValues[$UE].EvasionItemApply += 5>>
<</if>>
<<if $EntityValues[$UE].WeaponEquipped[$WE].Modifiers.includes("Sharp")>>
<<set $EntityValues[$UE].LethalityItemApply += 2>>
<</if>>
<<if $EntityValues[$UE].WeaponEquipped[$WE].Modifiers.includes("Broken")>>
<<set $EntityValues[$UE].LethalityItemApply -= 3>>
<</if>>
<<if $EntityValues[$UE].WeaponEquipped[$WE].Modifiers.includes("Crude")>>
<<set $EntityValues[$UE].LethalityItemApply -= 1>>
<<set $EntityValues[$UE].CriticalityItemApply += 2>>
<<set $EntityValues[$UE].AccuracyItemApply += 2>>
<<set $EntityValues[$UE].EvasionItemApply += 2>>
<</if>>
<<if $EntityValues[$UE].WeaponEquipped[$WE].Modifiers.includes("Light")>>
<<set $EntityValues[$UE].LethalityItemApply -= 2>>
<<set $EntityValues[$UE].EvasionItemApply += 10>>
<<set $EntityValues[$UE].AccuracyItemApply += 10>>
<</if>>
<</widget>>
<<widget WearableModifierApply>>
<<set $UE = $args[0]>>
<<set $WE = $args[1]>>
<<set $WearableWeight = 0>>
<<if $EntityValues[$UE].WearablesEquipped[$WE].Head is true>>
<<set $WearableWeight += 1>>
<</if>>
<<if $EntityValues[$UE].WearablesEquipped[$WE].Chest is true>>
<<set $WearableWeight += 1>>
<</if>>
<<if $EntityValues[$UE].WearablesEquipped[$WE].Hands is true>>
<<set $WearableWeight += 1>>
<</if>>
<<if $EntityValues[$UE].WearablesEquipped[$WE].Legs is true>>
<<set $WearableWeight += 1>>
<</if>>
<<if $EntityValues[$UE].WearablesEquipped[$WE].Feet is true>>
<<set $WearableWeight += 1>>
<</if>>
<<if $EntityValues[$UE].WearablesEquipped[$WE].Bra is true>>
<<set $WearableWeight += 1>>
<</if>>
<<if $EntityValues[$UE].WearablesEquipped[$WE].Underwear is true>>
<<set $WearableWeight += 1>>
<</if>>
<<if $EntityValues[$UE].WearablesEquipped[$WE].Material == "Fabric">>
<<set $EntityValues[$UE].EvasionItemApply += 1 * $WearableWeight>>
<<elseif $EntityValues[$UE].WearablesEquipped[$WE].Material == "Leather">>
<<set $EntityValues[$UE].ArmorItemApply += 3 * $WearableWeight>>
<<elseif $EntityValues[$UE].WearablesEquipped[$WE].Material == "Iron">>
<<set $EntityValues[$UE].ArmorItemApply += 6 * $WearableWeight>>
<<elseif $EntityValues[$UE].WearablesEquipped[$WE].Material == "Steel">>
<<set $EntityValues[$UE].ArmorItemApply += 9 * $WearableWeight>>
<<elseif $EntityValues[$UE].WearablesEquipped[$WE].Material == "Dracura">>
<<set $EntityValues[$UE].ArmorItemApply += 5 * $WearableWeight>>
<<else>>
<<set $EntityValues[$UE].EvasionItemApply += 1 * $WearableWeight>>
<</if>>
<</widget>><<widget ApplyLoot>>
<<set $Looted = $args[0]>>
<<for $WPLG to 0; $WPLG lt $Weapons.length; $WPLG++>>
<<set $LootRandom = random(100)>>
<<if $Weapons[$WPLG].DropGroup.includes($Looted) or $Weapons[$WPLG].DropGroup.includes('All')>>
<<if $LootRandom <= $Weapons[$WPLG].DropRate>>
<<set $AddedID = $Weapons[$WPLG].ID>>
<<set $DroppedText = 'a @@.lightbluetext;' + $Weapons[$WPLG].Name + '@@'>>
<<set $DropTableText.push($DroppedText)>>
<<AddWeapon $Player $AddedID 1>>
<</if>>
<</if>>
<</for>>
<<for $WBLG to 0; $WBLG lt $Wearables.length; $WBLG++>>
<<set $LootRandom = random(100)>>
<<if $Wearables[$WBLG].DropGroup.includes($Looted) or $Wearables[$WBLG].DropGroup.includes('All')>>
<<if $LootRandom <= $Wearables[$WBLG].DropRate>>
<<set $AddedID = $Wearables[$WBLG].ID>>
<<set $DroppedText = 'a @@.lightbluetext;' + $Wearables[$WBLG].Name + '@@'>>
<<set $DropTableText.push($DroppedText)>>
<<AddWearable $Player $AddedID 1>>
<</if>>
<</if>>
<</for>>
<<for $CLG to 0; $CLG lt $Consumables.length; $CLG++>>
<<set $LootRandom = random(100)>>
<<if $LootRandom <= $Consumables[$CLG].DropRate>>
<<if $Consumables[$CLG].DropGroup.includes($Looted) or $Consumables[$CLG].DropGroup.includes('All')>>
<<set $AddedID = $Consumables[$CLG].ID>>
<<set $DroppedText = 'a @@.lightbluetext;' + $Consumables[$CLG].Name + '@@'>>
<<set $DropTableText.push($DroppedText)>>
<<AddConsumable $Player $AddedID 1>>
<</if>>
<</if>>
<</for>>
<</widget>><<if $BackgroundMode is true>>
<img src="Images/Social/Tracy/TracyCombatBanner.png" alt="tracy-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Lisa/LisaDefaultBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Lisa/LisaGreetingBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Lisa/LisaDisgustedBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Lisa/LisaNudeBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Lisa/LisaEnslavedBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Lisa/LisaCombatBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<widget CheckConsumables>>
<<set $EntityID = $args[0]>>
<<set $ConsumableID = $args[1]>>
<<set $Amount = $args[2]>>
<<set $Criteria to false>>
<<for $i to 0; $i lt $EntityValues[$EntityID].ConsumablesInventory.length; $i++>>
<<if $EntityValues[$EntityID].ConsumablesInventory[$i].ID == $ConsumableID>>
<<if $EntityValues[$EntityID].ConsumablesInventory[$i].Quantity >= $Amount>>
<<set $Criteria to true>>
<</if>>
<</if>>
<</for>>
<</widget>><<silently>>
<<TestValues>>
<<set $PlayerActive to false>>
<<if $DiscoverAll is true>>
<<set $DiscoverAll to false>>
<<Discover 1>>
<<Discover 2>>
<<Discover 3>>
<<Discover 4>>
<</if>>
<<if $GetResources is true>>
<<set $GetResources to false>>
<<AddConsumable $Player 33 1000>>
<<AddConsumable $Player 32 1000>>
<<AddConsumable $Player 31 1000>>
<<AddConsumable $Player 30 1000>>
<<AddConsumable $Player 17 1000>>
<</if>>
<</silently>>
!Debugging
-----------------------------------
@@.redtext;Note: If you make changes here, you will not be able to exit the debug menu with those changes.@@
Player ID: $Player
Emergency Exit: [[Press Me|Home - The Cave]]
[[Discover Every Explorable Areas|Debug Menu][$DiscoverAll to true]]
[[Get Test Items|Debug Menu][$GetTestItems to true]]
[[Get Resources|Debug Menu][$GetResources to true]]
[[Mr. Moneybags|Debug Menu][$PlayerCoins += 1000]]
[[I Shard Myself Daddy|Debug Menu][$PlayerShards += 1000]]
[[Test Westdale Caverns Activity|Activity Info - Westdale Caverns Exploration]]
[[Test High Tavern Activity|Activity Info - High Tavern Waitress]]
[[Test Western Trade Road|Activity Info - Western Trade Road]]
[[Test Western Trade Road (Smuggling)|Activity Info - Western Trade Road (Smuggling)]]
[[Test Street-walking|Activity Info - Street-walking]]
[[Test Streets of Westdale Exploration|Exploration - Streets of Westdale]]
[[Test Plains of Westdale Exploration|Exploration - Plains of Westdale]]
[[Test Dark Forest Exploration|Exploration - Dark Forest]]
[[Test Ruins of Valendale Exploration|Exploration - Ruins of Valendale]]
[[Test Crater of Corruption Exploration|Exploration - Crater of Corruption]]
[[NPC Test Room|NPC Test Room]] - Test the limits of your game.
[[Test Dominant Social Sex (Tracy)|Sex - Introduction][$SexType = "Social", $Speaker = $Tracy, $SexPlayerOnTop to true, $SexPlayerOnBottom to false]]
[[Test Dominant Social Sex (Arnold)|Sex - Introduction][$SexType = "Social", $Speaker = $Arnold, $SexPlayerOnTop to true, $SexPlayerOnBottom to false]]
[[Test Submissive Social Sex (Tracy)|Sex - Introduction][$SexType = "Social", $Speaker = $Tracy, $SexPlayerOnBottom to true, $SexPlayerOnTop to false]]
[[Test Submissive Social Sex (Arnold)|Sex - Introduction][$SexType = "Social", $Speaker = $Arnold, $SexPlayerOnBottom to true, $SexPlayerOnTop to false]]
Locations
[[Westhall Square|City - Westhall Square]]
[[High Tavern|City - Tracy's High Tavern]]
[[Witch Shack|Point of Interest - The Witch Shack]]
[[Westdale Eastern Gates|Outer City - Westdale Eastern Gates]]
Story Quest: [[Test A Curious Ritual|Story Quest - A Curious Ritual Part 1]]
Prison: [[Go to Prison|CITY - Silverblack Prison Sentence]]
Enslavement: [[Become Enslaved (Goblins)|Combat - Enslavement]]
Encounter Goblin - [[Start|Encounter][$EncounterEnemy = "Goblin"]]
Encounter Imp - [[Start|Encounter][$EncounterEnemy = "Imp"]]
Encounter Succubus - [[Start|Encounter][$EncounterEnemy = "Succubus"]]
Encounter Human - [[Start|Encounter][$EncounterEnemy = "Human"]]
Encounter Dark Elf - [[Start|Encounter][$EncounterEnemy = "DarkElf"]]
Encounter High Elf - [[Start|Encounter][$EncounterEnemy = "HighElf"]]
Encounter Minotaur - [[Start|Encounter][$EncounterEnemy = "Minotaur"]]
Encounter Centaur - [[Start|Encounter][$EncounterEnemy = "Centaur"]]
Encounter Orc - [[Start|Encounter][$EncounterEnemy = "Orc"]]
Kalareen Altar - [[Test|Point of Interest - Kalareen Altar]]
Tolareen Altar - [[Test|Point of Interest - Tolareen Altar]]
Banoreen Altar - [[Test|Point of Interest - Banoreen Altar]]
Slated Gate - [[Test|Point of Interest - The Slated Gate]]
<<if $HoverMode is false>><<link "Return" $return>><</link>><<elseif $HoverMode is true>><<replace "#linkbar">><<link "Return" $return>><</link>><</replace>><</if>><<widget TemporaryTraitApplication>>
<<set $UE = $args[0]>>
<<if $EntityValues[$UE].Traits.includes("Empowered")>>
<<set $EntityValues[$UE].LethalityTraitApply += 1>>
<<set $EntityValues[$UE].MaxHealthTraitApply += 20>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Exhausted")>>
<<set $EntityValues[$UE].LethalityTraitApply -= 1>>
<<set $EntityValues[$UE].MaxHealthTraitApply -= 20>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Enhanced")>>
<<set $EntityValues[$UE].AccuracyTraitApply += 2>>
<<set $EntityValues[$UE].EvasionTraitApply += 3>>
<<set $EntityValues[$UE].MaxEnergyTraitApply += 20>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Debilitated")>>
<<set $EntityValues[$UE].AccuracyTraitApply -= 2>>
<<set $EntityValues[$UE].EvasionTraitApply -= 3>>
<<set $EntityValues[$UE].MaxEnergyTraitApply -= 20>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Ascended")>>
<<set $EntityValues[$UE].LethalityTraitApply += 2>>
<<set $EntityValues[$UE].SorceryTraitApply += 2>>
<<set $EntityValues[$UE].BindingTraitApply += 2>>
<<set $EntityValues[$UE].SeductionTraitApply += 2>>
<<set $EntityValues[$UE].CriticalityTraitApply += 2>>
<<set $EntityValues[$UE].AccuracyTraitApply += 2>>
<<set $EntityValues[$UE].EvasionTraitApply += 2>>
<<set $EntityValues[$UE].MaxManaTraitApply += 100>>
<<set $EntityValues[$UE].MaxEnergyTraitApply += 100>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Mind-Blank")>>
<<set $EntityValues[$UE].LethalityTraitApply -= 10>>
<<set $EntityValues[$UE].SorceryTraitApply -= 10>>
<<set $EntityValues[$UE].BindingTraitApply -= 10>>
<<set $EntityValues[$UE].SeductionTraitApply -= 10>>
<<set $EntityValues[$UE].CriticalityTraitApply -= 10>>
<<set $EntityValues[$UE].AccuracyTraitApplyy -= 10>>
<<set $EntityValues[$UE].EvasionTraitApply -= 10>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Tipsy")>>
<<set $EntityValues[$UE].LethalityTraitApply += 1>>
<<set $EntityValues[$UE].SeductionTraitApply += 2>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Drunk")>>
<<set $EntityValues[$UE].LethalityTraitApply += 3>>
<<set $EntityValues[$UE].SeductionTraitApply -= 5>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Wasted")>>
<<set $EntityValues[$UE].LethalityTraitApply -= 10>>
<<set $EntityValues[$UE].BindingTraitApply -= 10>>
<<set $EntityValues[$UE].SeductionTraitApply -= 15>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Overflow")>>
<<set $EntityValues[$UE].SorceryTraitApply += 2>>
<<set $EntityValues[$UE].BindingTraitApply += 2>>
<<set $EntityValues[$UE].MaxManaTraitApply += 100>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Insight")>>
<<set $EntityValues[$UE].SorceryTraitApply += 1>>
<<set $EntityValues[$UE].MaxManaTraitApply += 50>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Confused")>>
<<set $EntityValues[$UE].SorceryTraitApply -= 1>>
<<set $EntityValues[$UE].MaxManaTraitApply -= 50>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Tainted")>>
<<set $EntityValues[$UE].SorceryTraitApply += 2>>
<<set $EntityValues[$UE].BindingTraitApply -= 2>>
<<set $EntityValues[$UE].MaxManaTraitApply += 100>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Corrupted")>>
<<set $EntityValues[$UE].SorceryTraitApply += 10>>
<<set $EntityValues[$UE].BindingTraitApply -= 10>>
<<set $EntityValues[$UE].MaxManaTraitApply += 200>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Wrecked")>>
<<set $EntityValues[$UE].SorceryTraitApply += 20>>
<<set $EntityValues[$UE].BindingTraitApply -= 20>>
<<set $EntityValues[$UE].MaxManaTraitApply += 350>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Lustful Frenzy")>>
<<set $EntityValues[$UE].SorceryTraitApply -= 10>>
<<set $EntityValues[$UE].BindingTraitApply -= 10>>
<<set $EntityValues[$UE].LethalityTraitApply -= 10>>
<<set $EntityValues[$UE].EvasionTraitApply -= 15>>
<<set $EntityValues[$UE].CriticalityTraitApply -= 15>>
<<set $EntityValues[$UE].AccuracyTraitApply -= 25>>
<</if>>
<</widget>><<widget SpecialTraitApplication>>
<<set $UE = $args[0]>>
<<if $EntityValues[$UE].Traits.includes("Submissive")>>
<<set $EntityValues[$UE].SeductionTraitApply += 2>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Dominant")>>
<<set $EntityValues[$UE].SeductionTraitApply += 1>>
<<set $EntityValues[$UE].LethalityTraitApply += 1>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Impatient")>>
<<set $EntityValues[$UE].LethalityTraitApply += 2>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Aggressive")>>
<<set $EntityValues[$UE].LethalityTraitApply += 3>>
<<set $EntityValues[$UE].SeductionTraitApply -= 2>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Tough")>>
<<set $EntityValues[$UE].MaxHealthTraitApply += 100>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Hardened Skin")>>
<<set $EntityValues[$UE].MaxHealthTraitApply += 75>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Masochist")>>
<<set $EntityValues[$UE].MaxHealthTraitApply += 75>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Sensitive")>>
<<set $EntityValues[$UE].MaxHealthTraitApply -= 20>>
<<set $EntityValues[$UE].MaxManaTraitApply += 20>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Hellish Skin")>>
<<set $EntityValues[$UE].MaxHealthTraitApply += 125>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Source")>>
<<set $EntityValues[$UE].MaxManaTraitApply += 125>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Slutty")>>
<<set $EntityValues[$UE].MaxLustTraitApply += 50>>
<<set $EntityValues[$UE].MinLustTraitApply += 25>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Insatiable")>>
<<set $EntityValues[$UE].MinLustTraitApply += 80>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Infernal")>>
<<set $EntityValues[$UE].MaxLustTraitApply += 250>>
<<set $EntityValues[$UE].MaxManaTraitApply += 200>>
<<set $EntityValues[$UE].SorceryTraitApply += 15>>
<<set $EntityValues[$UE].DepravityTraitApply += 25>>
<<set $EntityValues[$UE].BindingTraitApply += 5>>
<<set $EntityValues[$UE].SeductionTraitApply += 10>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Elder")>>
<<set $EntityValues[$UE].MaxHealthTraitApply += 1150>>
<<set $EntityValues[$UE].MaxManaTraitApply += 250>>
<<set $EntityValues[$UE].SorceryTraitApply += 55>>
<<set $EntityValues[$UE].BindingTraitApply += 115>>
<<set $EntityValues[$UE].LethalityTraitApply += 25>>
<<set $EntityValues[$UE].SeductionTraitApply += 20>>
<</if>>
<<if $EntityValues[$UE].Traits.includes("Vampirism")>>
<<set $EntityValues[$UE].MaxHealthTraitApply += 50>>
<<set $EntityValues[$UE].MaxManaTraitApply += 50>>
<<set $EntityValues[$UE].SorceryTraitApply += 5>>
<<set $EntityValues[$UE].BindingTraitApply += 5>>
<<set $EntityValues[$UE].LethalityTraitApply += 5>>
<<set $EntityValues[$UE].SeductionTraitApply += 10>>
<</if>>
<</widget>>
<<widget EntitySkillApplication>>
<<set $UE = $args[0]>>
<<if $EntityValues[$UE].Skills.includes("Pyromancy")>>
<<set $EntityValues[$UE].MaxManaTraitApply += 50>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Biomancy")>>
<<set $EntityValues[$UE].MaxManaTraitApply += 50>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Luxomancy")>>
<<set $EntityValues[$UE].MaxManaTraitApply += 50>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Umbramancy")>>
<<set $EntityValues[$UE].MaxManaTraitApply += 50>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Astrapomancy")>>
<<set $EntityValues[$UE].MaxManaTraitApply += 50>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Occultism")>>
<<set $EntityValues[$UE].MaxManaTraitApply += 50>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Eromancy")>>
<<set $EntityValues[$UE].MaxManaTraitApply += 50>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Shadow Dancing")>>
<<set $EntityValues[$UE].EvasionTraitApply += 10>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Hunting")>>
<<set $EntityValues[$UE].MaxEnergyTraitApply += 50>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Trickster")>>
<<set $EntityValues[$UE].MaxEnergyTraitApply += 25>>
<<set $EntityValues[$UE].MaxManaTraitApply += 25>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Archery")>>
<<set $EntityValues[$UE].MaxManaTraitApply += 25>>
<</if>>
<<if $EntityValues[$UE].Skills.includes("Arcanist")>>
<<set $EntityValues[$UE].MaxManaTraitApply += 100>>
<</if>>
<</widget>><<widget StartOtherworlderQuestline>>
<<set $Questline_OW = [
{
ID: 0,
Textline: "Yes. I know. Whom imports these. But such lucrative information. Will cost you. Let's say. Five Hundred. Shards. Deal?",
Reward: "<<CompleteQuest>><<AcceptQuest 15>>"
},
{
ID: 1,
Textline: "The one you seek. The Red Seductress. Not someone you want to find, i warn you now. But if you insist. She resides in the Crater of Corruption. Where worlds meet. That is all i know.",
Reward: "<<CompleteQuest>><<AcceptQuest 13>>"
},
{
ID: 2,
Textline: "Where i buy these? Uhm... Well, all the merchandise i get from the Royal Imports. I don't think they're the kind to share that information. Maybe... ask Zako? He always seem to know these things. He might have a price though.",
Reward: ""
},
{
ID: 3,
Textline: "Most excellent. I suppose that seals the deal my new dearest pet. Here, take it. Take the key. Don't get too dissapointed though, I would hate to see my priced possessions saddened.",
Reward: "<<CompleteQuest>><<AddConsumable $Player 41 1>><<AddQuest 16>>"
}
]>>
<</widget>><<silently>>
<<ResetPassage "Crater Corruption Background Pack Left" "Crater Corruption Background Pack Right">>
<<set $AmbienceText_Random = random(5)>>
<</silently>>
!Crater of Corruption - The Slated Gate
----------------------------------------------------------
<<if $PointsTableCraterCorruption[2].Visited is false>><<set $PointsTableCraterCorruption[2].Visited to true>>As you explore the crater, you're suddenly led down a rocky unnatural path littered with inhuman bones of various vibrant colors.
You follow the path, only to stand before a dark red gate twice your height. The gate is carved into a massive rock and blends well with the surroundings.
!!!@@.discoverytext;You have discovered The Slated Gate! (Point of Interest)@@
The gate houses a lock with a skull above it and four pearls forming a square pattern around it.<<elseif $PointsTableCraterCorruption[2].Visited is true>>You return to The Slated Gate.
The gate is twice your height and iscarved into a massive rock blending well with the surroundings. The gate houses a lock with a skull above it and four pearls forming a square pattern around it.<</if>>
$Location_COC_Ambience_Text[$AmbienceText_Random]
!!!People & Interests
---------------------------------------
You see the gate.
<<SocialHub "Slated Gate">>
<<StoryGateProgress>>
<<Home>><<silently>>
<<ResetPassage "Crater Corruption Background Pack Left" "Crater Corruption Background Pack Right">>
<</silently>>
!The Crater of Corruption - Kalareen Altar
----------------------------------------------------------
<<if $PointsTableCraterCorruption[1].Visited is false>><<set $PointsTableCraterCorruption[1].Visited to true>>The cracking of corrupting lighting and thunder roars through the crater as you explore it.
After some time, you reach a secluded area shielded off by spiking rocky formations.
As you enter, you see at the center of the area what you can only describe as an altar.
!!!@@.discoverytext;You have discovered The Kalareen Altar! (Point of Interest)@@
The altar appears to be of somewhat demonic origin, and is covered in intricate scripture and runes that you don't understand. The altar has a wheel that you think can be turned.<<elseif $PointsTableCraterCorruption[1].Visited is true>>You reach the Kalareen Altar.
The altar appears to be of somewhat demonic origin, and is covered in intricate scripture and runes that you don't understand. The altar has a wheel that you think can be turned.<</if>>
<span id="Activate_Altar"><<click "Turn the wheel">><<replace "#Activate_Altar">><<set $StoryDemonicAltarsKalareen to true>>You turn the wheel, and the altar makes a weird eldritch sound, almost as if it roars internally and begins to give off a violet glow from its runes and scripture. Then shortly after, the roar is followed by a deafening silence...<</replace>><</click>></span>
<<Home>><<silently>>
<<ResetPassage "Dark Forest Background Pack Left" "Dark Forest Background Pack Right">>
<</silently>>
!The Dark Forest - Banoreen Altar
----------------------------------------------------------
<<if $PointsTableDarkForest[4].Visited is false>><<set $PointsTableDarkForest[4].Visited to true>>The twisting forest roars in it's sombering voice as you traverse the wild path littered with broken branches, dark leaves and evergrowing bushes.
After some time you come upon a curious path leading into a darker part of the forest. You decide to follow it and soon after you enter a darkened grove with an altar in it's center.
!!!@@.discoverytext;You have discovered The Banoreen Altar! (Point of Interest)@@
The altar appears to be of somewhat demonic origin, and is covered in vines, intricate scripture and runes that you don't understand. The altar has a wheel that you think can be turned.<<elseif $PointsTableDarkForest[4].Visited is true>>You reach the Banoreen Altar.
The altar appears to be of somewhat demonic origin, and is covered in vines, intricate scripture and runes that you don't understand. The altar has a wheel that you think can be turned.<</if>>
<span id="Activate_Altar"><<click "Turn the wheel">><<replace "#Activate_Altar">><<set $StoryDemonicAltarsBanoreen to true>>You turn the wheel, and the altar makes a weird eldritch sound, almost as if it roars internally and begins to give off a green glow from its runes and scripture. Then shortly after, the roar is followed by a deafening silence...<</replace>><</click>></span>
<<Home>><<widget StoryGateProgress>>
<<if $StoryDemonicAltarsKalareen is true>>
<<set $SlatedGateVioletPearl = "The violet pearl appears to be glowing brightly.">>
<<else>>
<<set $SlatedGateVioletPearl = "The violet pearl does not appear to glow at all.">>
<</if>>
<<if $StoryDemonicAltarsBanoreen is true>>
<<set $SlatedGateGreenPearl = "The green pearl appears to be glowing brightly.">>
<<else>>
<<set $SlatedGateGreenPearl = "The green pearl does not appear to glow at all.">>
<</if>>
<<if $StoryDemonicAltarsTolareen is true>>
<<set $SlatedGateBluePearl = "The blue pearl appears to be glowing brightly.">>
<<else>>
<<set $SlatedGateBluePearl = "The blue pearl does not appear to glow at all.">>
<</if>>
<<if $StoryDemonicAltarsVanoreen is true>>
<<set $SlatedGateRedPearl = "The red pearl appears to be glowing brightly.">>
<<else>>
<<set $SlatedGateRedPearl = "The red pearl does not appear to glow at all.">>
<</if>>
<<if $AllPearlsActivated is false>>
<<set $AllPearlsText = "The Pearls of the Slated Gate appear to have four colors, red, green, blue and violet. $SlatedGateRedPearl $SlatedGateGreenPearl $SlatedGateBluePearl $SlatedGateVioletPearl">>
<<else>>
<<set $AllPearlsText = "All four pearls are glowing brightly.">>
<</if>>
<<if $SkeletonKeyUsed is false>>
<<if $AllPearlsActivated is false>>
<<set $SlatedGateText = "The keyhole is sealed.">>
<<else>>
<<CheckConsumables $Player 41 1>>
<<if $Criteria is true>>
<<set $SlatedGateText = "[[Unlock the Gate with the Skeleton Key|Story Quest - Opening the Slated Gate][$SkeletonKeyUsed to true]]">>
<<else>>
<<set $SlatedGateText = "You don't have the key.">>
<</if>>
<</if>>
<</if>>
<<if $SkeletonKeyUsed is true and $AllPearlsActivated is true>>
<<set $SlatedGateText = "The Slated Gate is open.<br><br>[[Enter The Slated Gate|The Roaring Rift]]">>
<</if>>
$AllPearlsText
<br><br>
$SlatedGateText
<</widget>>
<<widget ARedMeetingQuestCompletion>>
<<if $Quests[12].Activated is true and $Quests[12].Completed is false>>
<<set $Quests[12].Completed to true>><<CompleteQuest>>
<<else>>
<<set $Quests[12].Activated to true>>
<<set $Quests[12].Completed to true>>
<</if>>
<<if $Quests[13].Activated is true and $Quests[13].Completed is false>>
<<set $Quests[13].Completed to true>><<CompleteQuest>>
<<else>>
<<set $Quests[13].Activated to true>>
<<set $Quests[13].Completed to true>>
<</if>>
<<if $Quests[15].Activated is true and $Quests[15].Completed is false>>
<<set $Quests[15].Completed to true>><<CompleteQuest>>
<<else>>
<<set $Quests[15].Activated to true>>
<<set $Quests[15].Completed to true>>
<</if>>
<</widget>><<silently>>
<</silently>>
!The Roaring Rift
----------------------------------------------------------
<<if $StoryVisitedRoaringRift is false>><<set $StoryVisitedRoaringRift to true>>You enter The Slated Gate and enter a crude cavernous path. The way leads downwards and as you traverse it, a trembling sound grows louder. You finally seem to reach the end of the path, and what you can see infront of you is a massive rift-like portal.
The rift roars with an unnatural sound that you've never heard before. The way it carves into the caverns walls is definitely not man-made.<<else>>You enter The Slated Gate and reach the Roaring Rift<</if>>
!!!People & Interests
---------------------------------------
You see the rift and several crates of Helion Wine stacked all over the place.
<<SocialHub "Roaring Rift">>
[[Enter the Rift|Story Quest - Entering the Rift]]
<<if $HoverMode is false>>[[Exit The Roaring Rift|Point of Interest - The Slated Gate]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Exit The Roaring Rift|Point of Interest - The Slated Gate]]<</replace>><</if>><<silently>>
<<replace "#image-bar">><<display "Velindra Default Banner">><</replace>>
<</silently>>
!A Red Meeting
---------------------------------------
As you close in on the Slated Gate, you suddenly get the feeling that you're not alone.
A cackling seductive laughter fills the crater.
@@.velindravoice;"Oh my, so you've been the one to interfere with my little~ secret. How amusing."@@
The voice suddenly shifts it's direction, giving you the sense that you're surrounded.
@@.velindravoice;"I sense you've been looking for me? If not. Well, I have some bad~ news for you. You see... That gate will not open without the key. A key that i so~ happen to be in possession of."@@
A demonicly echoing click and clack... Someone's coming closer. Click... clack... You hear the sound of demonic heels coming closer and suddnely. A warm embrace. A hand caressing from the back of your neck to your shoulder. You stiffen. Your body becoming unresponsive.
@@.velindravoice;"Ahhh... so easy. Hmph. So dissapointing. Oh well. I suppose I should give you a chance anyway."@@
You see her red seductive visage move in from your left as her hand leaves your shoulder and she enters your view.
@@.velindravoice;"I'll let you have the key of course. If you do me a little favor."@@
She snaps and giggles lightly in a deep tone. You feel yourself able to move again suddenly.
<<if $HoverMode is false>>[[Continue|Story Quest - A Red Offer]] or [[Attack her immediately.|Story Quest - A Red Confrontation]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Red Offer]] or [[Attack her immediately.|Story Quest - A Red Confrontation]]<</replace>><</if>><<widget ZakoQuests>>
<<if $StoryTracyWineTalk is true>>
<<if $Quests[12].Completed is false>>
<<if $Quests[12].Activated is true>>
(Quest): [[Can you tell me more about whom is selling Helion Wine?|Social - Main Menu][$Quests[12].Completed to true, $QuestAftermath to true, $QuestMessage = $Questline_OW[0].Reward, $NPCTalk = $Questline_OW[0].Textline]]<br><br>
<</if>>
<</if>>
<</if>>
<<if $Quests[15].Completed is false>>
<<if $Quests[15].Activated is true>>
(Quest): [[I have the shards.|Social - Main Menu][$Quests[15].Completed to true, $NPCTalk = $Questline_OW[1].Textline, $QuestAftermath to true, $QuestMessage = $Questline_OW[1].Reward]]<br><br>
<</if>>
<</if>>
<</widget>><<silently>>
<<replace "#image-bar">><<display "Velindra Default Banner">><</replace>>
<<set $EntityValues[$Velindra].Location = "Slated Gate">>
<<set $StoryARedMeeting to true>>
<</silently>>
!A Red Offer
---------------------------------------
You stand still and keep listening
@@.velindravoice;"I require a certain ingredient. Not anything too difficult, trust me. You can consider it. The start of a healthy, stable, fertile~ relationship."@@
She smiles seductively.
@@.velindravoice;"Bring me the bone of an ancient nefarious creature. I require it for my rituals. If you can prove yourself an obedient pet. I'll let you have the key. Sound good?"@@
You nod.
@@.velindravoice;"Very well then. Return when you have it."@@
<<ARedMeetingQuestCompletion>>
<<AcceptQuest 14>>
<<Home>><<silently>>
<<replace "#image-bar">><<display "Velindra Default Banner">><</replace>>
<<set $EntityValues[$Velindra].Location = "Slated Gate">>
<<set $StoryARedMeeting to true>>
<</silently>>
!A Red Confrontation
---------------------------------------
You immediately prepare to fight her, but only find yourself completely frozen again.
You look up at her... she does not look amused.
@@.velindravoice;"Right. You're a lot more dense than i thought. I suppose i've wasted my time with you. For this slight, you can become the plaything of this world."@@
She raises her hand and places it on your forehead. A mild burning sensation fills your whole body as she marks you.
<<AddTrait $Player 'Insatiable'>>
@@.velindravoice;"When you come to your senses... If you ever do... Seek me out again. I wouldn't mind feeding on your depraved experiences. That is of course, if you survive."@@
A deep demonic laughter violates your ears as your vision fades to black...
<<ARedMeetingQuestCompletion>>
<<if $Quests[14].Activated is false<<AcceptQuest 14>>
<<Home>><<silently>>
<</silently>>
!Entering the Rift
---------------------------------------
You move closer to the rift.
However, as you move closer to the rift you find yourself repelled by a strong force-field.
No matter how hard you try, you simply can't penetrate it.
<<if $HoverMode is false>>[[Move Back|The Roaring Rift]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Move Back|The Roaring Rift]]<</replace>><</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Velindra/VelindraDefaultBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<widget StoryGlobalValues>>
<<if $StoryDemonicAltarsKalareen is true and $StoryDemonicAltarsBanoreen is true and $StoryDemonicAltarsTolareen is true and $StoryDemonicAltarsVanoreen is true>>
<<set $AllPearlsActivated to true>>
<</if>>
<</widget>><<widget VelindraQuests>>
<<if $Quests[14].Completed is false>>
<<if $Quests[14].Activated is true>>
<<CheckConsumables $Player 35 1>>
<<if $Criteria is true>>
(Quest): [[I have the bone.|Social - Main Menu][$Quests[14].Completed to true, $QuestAftermath to true, $QuestMessage = $Questline_OW[3].Reward, $NPCTalk = $Questline_OW[3].Textline, $StorySoulPledgedToVelindra to true]]<br><br>
<<else>>
(Quest): Requires 1 Nefarious Bone.
<</if>>
<</if>>
<</if>>
<</widget>><<widget HaldenQuests>>
<<if $Quests[17].Completed is false>>
<<if $Quests[17].Activated is false>>
(Quest): [[You need any help?|Social - Main Menu][$QuestAftermath to true, $QuestMessage = $Questline_NH[0].Reward, $NPCTalk = $Questline_NH[0].Textline]]<br><br>
<<else>>
<<CheckConsumables $Player 24 1>>
<<if $Criteria is true>>
(Quest): [[I have the flask.|Social - Main Menu][$Quests[17].Completed to true, $NPCTalk = $Questline_NH[1].Textline, $QuestAftermath to true, $QuestMessage = $Questline_NH[1].Reward, $EntityValues[$Halden].Location = "Outer Slums"]]<br><br>
<<else>>
(Quest): Retrieve a flask containing a corrupt soul.<br><br>
<</if>>
<</if>>
<</if>>
<<if $Quests[17].Completed is true>>
<<if $Quests[18].Completed is false>>
<<if $Quests[18].Activated is true>>
<<if $DayTime >= 4>>
(Quest): [[Alright, i'm here?|Story Quest - The Tasty Treat]]<br><br>
<<else>>
(Quest): Wait until nighttime.
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>><<silently>>
<<set $Quests[16].Completed to true>>
<</silently>>
!The Slated Gate Opens...
---------------------------------------
You place the Skeleton Key at the blasphemous keyhole, insert it and turn.
At first, a terrible silence grabs hold of you... but after a while, a turn and a twist. You hear the wheels move in the ground as the gate finally begins to open up on it's own.
A roar fills the crater as the pressure trapped behind the gate escapes.
<<CompleteQuest>>
You move back a little, as the gate opens it's jaws completely, revealing a cavernous entrance.
<<if $HoverMode is false>>[[Continue|Point of Interest - The Slated Gate]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Point of Interest - The Slated Gate]]<</replace>><</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Arnold/ArnoldDefaultBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Candice/CandiceDefaultBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Felicia/FeliciaDefaultBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Halden/HaldenDefaultBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Leonard/LeonardDefaultBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Sandra/SandraDefaultBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<img src="Images/Social/Zako/ZakoDefaultBanner.png" alt="lisa-image" width=100% height=92%>
<</if>><<widget StartNightHunterQuestline>>
<<set $Questline_NH = [
{
ID: 0,
Textline: "Ahhh... well, you can most certainly help me. You see, i'm currently on the hunt. For that hunt to succeed, I will need a very special ingredient. That ingredient, being a flask containing a potent soul, for sacrifice that is. Bring me this, and i'll give you a nice little reward.",
Reward: "<<AcceptQuest 17>>"
},
{
ID: 1,
Textline: "Very nice. Very nice indeed. I suppose that this should suffice as payment. Now, I have another task for you, should you be interested. Perfectly safe I assure you. I'll be there after all. Meet me in the slums outside the city during nightfall.",
Reward: "<<CompleteQuest>><<AcceptQuest 18>>"
}
]>>
<</widget>><<silently>>
<<set $Quests[18].Completed to true>>
<</silently>>
!The Tasty Treat
---------------------------------------
The night is dark and the slums are filled with a dreadful silence.
@@.haldenvoice;"Ah, I see you've made it. Most excellent."@@
He fiddles with some of his equipment as he takes out a small talisman, seemingly created with the flask you gave him earlier.
@@.haldenvoice;"Here, wear this. It'll protect you."@@
You take the talisman, slightly confused asking him what it'll protect you from.
@@.haldenvoice;"It's merely a precaution. I have things under control, don't you worry, just sleep now."@@
Before you can react, he raises his hand and draws some sort of sigil infront of you.
<<CompleteQuest>>
Everything turns to darkness...
<<if $HoverMode is false>>[[Continue|Story Quest - A Dark Dream]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Dark Dream]]<</replace>><</if>><<silently>>
<</silently>>
!A Dark Dream
---------------------------------------
The darkness surrounds you, whispers everywhere, a seductive laughter.
@@.sandravoice;"Sleep... Take it easy my little pet."@@
You feel a warm hand pressing at the center of your chest, then a lick along your neck.
@@.sandravoice;"So tasty, so potent... Mmmmmh... How sad, that I already fed on that fool."@@
The hand trails from your chest along your stomach towards your crotch.
@@.sandravoice;"You would have done nicely, but I have other plans for someone as interesting as you."@@
You try to fight the darkness, but your body is unresponsive.
@@.sandravoice;"Embrace it darling, if you don't, you will not survive the night."@@
The hand returns to your chest and you feel a thick pair of lips touch your own. A metallic taste fills your mouth as your mouth is parted by a luscious tongue feeding you some sort of liquid. The smacking slushing sound fills the silence as your mouth is taken.
The hand touching your chest suddenly turns cold and the taste in your mouth turns sweet.
<<AcceptQuest 19>>
The darkness grows strong once again as you feel something tugging at your very soul.
<<if $HoverMode is false>>[[Continue|Story Quest - Blood Awakening]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - Blood Awakening]]<</replace>><</if>><<silently>>
<<set $EntityValues[$Halden].Location = "Sandra's Sex Dungeon">>
<<set $EntityValues[$Player].Body.Eyes.Color = "Red">>
<</silently>>
!Blood Awakening
---------------------------------------
A hunger stirs in you. You find yourself running through the streets in a fit to feed and breed.
@@.humanvoice;"You there! Stop!"@@
You turn around, who was that? Do you even care? You lick your bloodied lips and sharpened teeth.
@@.humanvoice;"Wait... Oh no! Not this!"@@
You leap forward and greedily sink your teeth into the poor fools neck.
The bloodlust is never-ending.
Then darkness again, then a new scream. This time, of the feminine sort.
Then another. Where are you? Who are you touching right now?
It's all so delicious, so sweet, so very very tasty.
And then it strikes you, the pain in your gut, and the darkness claims you for good.
...
You wake up in the cave. What happened?
You remember the night, the hunger, the screams, but not much else.
<<AlterTrait $Player 'Vampirism' 'Increase' 'Low'>>
<<AcceptQuest 20>>
<<Satisfy $Player>>
<<if $HoverMode is false>>[[Continue|Home - The Cave]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Home - The Cave]]<</replace>><</if>><<silently>>
<</silently>>
!Activity Info - Street-walking
---------------------------------------
The oldest profession there is. Walk the streets and solicit income in exchange for your whorish services.
Risk: @@.greentext;Low@@ - Time: 1 Day - Repeat: Yes - Cost: @@.boldtext;Nothing@@ - Requires: (@@.boldtext;Social Class:@@ @@.streetwalkertext;Street-walker@@)
!!!Trait and Skill Chart
This displays the traits and skills that affect this assignment.
Traits: @@.lightgreentext;Persuasive@@, @@.lightgreentext;Seductive@@, @@.lightgreentext;Bimbo@@, @@.redtext;Slutty@@.
Skills: @@.lightgreentext;Bartering@@, @@.lightgreentext;Oral Expertise@@.
<<if $EntityValues[$Player].SocialClass == "@@.streetwalkertext;Street-walker@@">>[[Start Whoring|Activity - Street-walking]]<<else>>Start Whoring - Requires being dressed as a whore.<</if>>
<<if $HoverMode is false>>[[Back|City - Westhall Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|City - Westhall Square]]<</replace>><</if>><<widget ActivitySWCheck>>
/*Traits and Skills Check*/
<<if $EntityValues[$Player].Traits.includes("Seductive")>>
<<set $ActivitySuccess += random(15)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Persuasive")>>
<<set $ActivitySuccess += random(10)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Slutty")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Traits.includes("Bimbo")>>
<<set $ActivitySuccess += random(30)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Bartering")>>
<<set $ActivitySuccess += random(20)>>
<</if>>
<<if $EntityValues[$Player].Skills.includes("Oral Expertise")>>
<<set $ActivitySuccess += random(40)>>
<</if>>
<</widget>><<silently>>
<<ActivityReset>>
<<ActivitySWCheck>>
<<ActivityStandardCheck>>
<<ActivityLooksCheck>>
<</silently>>
!Activity - Street-walking
---------------------------------------
You decide to walk the streets and hunt for any cocks and cunts to please for money. You flaunt your body, trying to appear as sexy and slutty as possible, letting everyone know that your fuckholes got a pricetag.
<<ActivitySWOutcome>>
<<ActivityDebugPanel>><<silently>>
<</silently>>
!Outcome - Street-walking
---------------------------------------
No matter how much you flaunt your body or how depraved you seemingly present yourself on the streets. It appears that no one is catching on this time.
<<AlterStat $Player 'Lust' 'Increase' 10 25>>
<<AlterStat $Player "Depravity" "Increase" 1 2>>
You sigh in frustration and dissapointment as you decide to call it a day.
<<Home>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Street-walking
---------------------------------------
<<if $ActivityPostOutcome is false>>As you present yourself as a commodity to be purchased for wanton fuckings. A customer walks up to you grabbing his bulge in his leather trousers.
@@.humanvoice;"I need someone to suck this fatty, and I bet you're that someone eh?"@@
You look him up and down, wondering whether or not you should get your knees dirty stuffing your throat full of his cock.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Sloppy Blowjob][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Sloppy Blowjob][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Sloppy Blowjob][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Sloppy Blowjob][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and seductively grab his hand, leading him into the alley.
He takes out his fairly impressive <<Penis>> and begins to stroke it as you get on your knees.
You give his cock an experimental lick, tasting the sweet pre-cum on your tongue. You then begin to lick his shaft whilst playing with his balls.
@@.humanvoice;"Hnngh... That's it you fucking slut-whore."@@
The man then impatiently grabs your head and shoves his entire length into your throat. You gag in surprise trying to resist the sudden hostile face-fucking, but to no avail. The man continues to rape your face whilst grunting in pleasure.
He then forces his cock down your throat and lets it sit there. You feel yourself getting lightheaded as you fight for air, but before you know it, you find your surroundings darken as you pass out.
When you wake up, you find your face covered in cum and no trace of the customer.
<<AlterStat $Player "Depravity" "Increase" 1 3>>
You've been had...
You return to the streets.
<<StreetsReturn>><<else>>You accept the offer and seductively grab his hand, leading him into the alley.
He takes out his fairly impressive <<Penis>> and begins to stroke it as you get on your knees.
You give his cock an experimental lick, tasting the sweet pre-cum on your tongue. You then begin to lick his shaft whilst playing with his balls.
@@.humanvoice;"Hnngh... That's it you fucking slut-whore."@@
The man then impatiently grabs your head and shoves his entire length into your throat. You gag in surprise trying to resist the sudden hostile face-fucking, but to no avail. The man continues to rape your face whilst grunting in pleasure.
He then forces his cock down your throat and lets it sit there. You feel yourself getting lightheaded as you fight for air. You somehow remain awake and pull through.
@@.humanvoice;"Fuck yes! That's it! Here it comes you fucking cum-slut!"@@
The man relentlessly pounds his cock into your throat and promptly begins to spill his jizz into your gullet.
You feel the torrents of cum coat your tongue as he exits your throat only to enter it again.
After finishing, he tosses some coins at you as you regain your composure.
<<ActivityReward 'Coin' 100 15>>
<<AlterStat $Player "Depravity" "Increase" 1 3>>
@@.humanvoice;"Not bad for a back alley whore, hah!"@@
He then promptly leaves...
You return to the streets.
<<StreetsReturn>><</if>><<elseif $ActivityChoice is "Decline">>You quickly regret the whole thing and turn him down.
@@.humanvoice;"The hell is your problem! Fucking whores these days."@@
You return to the streets.
<<StreetsReturn>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Street-walking
---------------------------------------
<<if $ActivityPostOutcome is false>>As you present yourself as a commodity to be purchased for wanton fuckings. A customer walks up to you grabbing his bulge in his leather trousers.
@@.humanvoice;"Alright listen up. I need myself some ass. Any chance you can help me out with that?"@@
You look him up and down, wondering whether or not you should let him tear your behind open.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Anal Whore][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Anal Whore][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Anal Whore][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Anal Whore][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and seductively grab his hand, leading him into the alley.
He takes out his fairly impressive <<Penis>> and begins to stroke it as you turn around preparing your ass.
You feel his hard <<Penis>> prod your <<Asshole>>. He then slides it between your buttcheeks and spits between them, lubricating them nicely.
@@.humanvoice;"Mhm, some nice behind you got here. Hope it won't be too loose once i'm done."@@
The man then impatiently grabs your hips and thrusts his manhood into your <<Ass>> without warning. You yelp in pain and pleasure as your slutty fuckhole quickly adjusts and accomodates the rough treatment.
<<Stretch $Player 5 "Asshole">>
You feel your sluthole getting fucked like no tomorrow, penetrating you relentlessly sending waves of pleasure through you.
@@.humanvoice;"Fuck, that's it! I'm close!"@@
He then picks up the pace making your eyes roll back into your head from the sheer force as your ass buckles.
You then hear a groan and feel a warm thickness spread inside of you. Your asshole getting filled with cum, he slows down and pulls out covering your ass a bit as well.
You tremble from the rough treatment.
<<Satisfy $Player>>
<<AlterStat $Player "Depravity" "Increase" 1 3>>
@@.humanvoice;"Eh, I guess it wasen't that bad."@@
He throws you some coin.
<<ActivityReward 'Coin' 20 15>>
You're too worn out to make a fuss, lying in your own creampie leaking cum out of your ass.
You eventually get yourself together and return to the streets.
<<StreetsReturn>><<else>>You accept the offer and seductively grab his hand, leading him into the alley.
He takes out his fairly impressive <<Penis>> and begins to stroke it as you turn around preparing your ass.
You feel his hard <<Penis>> prod your <<Asshole>>. He then slides it between your buttcheeks and spits between them, lubricating them nicely.
@@.humanvoice;"Mhm, some nice behind you got here. Hope it won't be too loose once i'm done."@@
The man then impatiently grabs your hips and thrusts his manhood into your <<Ass>> without warning. You yelp in pain and pleasure as your slutty fuckhole quickly adjusts and accomodates the rough treatment.
<<Stretch $Player 5 "Asshole">>
You feel your sluthole getting fucked like no tomorrow, penetrating you relentlessly sending waves of pleasure through you.
@@.humanvoice;"Fuck, that's it! I'm close!"@@
He then picks up the pace making your eyes roll back into your head from the sheer force as your ass buckles.
You then hear a groan and feel a warm thickness spread inside of you. Your asshole getting filled with cum, he slows down and pulls out covering your ass a bit as well.
You tremble from the rough treatment.
<<Satisfy $Player>>
<<AlterStat $Player "Depravity" "Increase" 1 3>>
@@.humanvoice;"Man! You're some fuck!"@@
He throws you a nice fat bag of coin.
<<ActivityReward 'Coin' 200 15>>
You're smile as you lie in your own creampie leaking cum out of your ass.
You eventually get yourself together and return to the streets.
<<StreetsReturn>><</if>><<elseif $ActivityChoice is "Decline">>You quickly regret the whole thing and turn him down.
@@.humanvoice;"The hell is your problem! Fucking whores these days."@@
You return to the streets.
<<StreetsReturn>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Street-walking
---------------------------------------
<<if $ActivityPostOutcome is false>>As you present yourself as a commodity to be purchased for wanton fuckings. A customer walks up to you grabbing his bulge in his leather trousers.
@@.humanvoice;"I need something to fuck real good you know, you that something huh?"@@
You look him up and down, wondering whether or not you should let him defile you.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Vanilla Ice][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Vanilla Ice][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Vanilla Ice][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Vanilla Ice][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and seductively grab his hand, leading him into the alley.
<<if $EntityValues[$Player].Body.Vagina.Has is true>>He takes out his fairly impressive <<Penis>> and begins to stroke it as you turn around and spread your pussy for him.
You feel his hard <<Penis>> prod your cunt. He then slides it between your legs and spits on his <<Penis>> lubricating it nicely.
@@.humanvoice;"Mhm, some nice cunt you got here. Hope it won't be too loose once i'm done."@@
The man then impatiently grabs your hips and thrusts his manhood into your pussy without warning. You yelp in pain and pleasure as your slutty fuckhole quickly adjusts and accomodates the rough treatment.
<<Stretch $Player 5 "Vagina">><<else>>He takes out his fairly impressive <<Penis>> and begins to stroke it as you turn around and spread your ass for him.
You feel his hard <<Penis>> prod your <<Asshole>>. He then slides it between your buttcheeks and spits between them, lubricating them nicely.
@@.humanvoice;"Mhm, some nice behind you got here. Hope it won't be too loose once i'm done."@@
The man then impatiently grabs your hips and thrusts his manhood into your <<Ass>> without warning. You yelp in pain and pleasure as your slutty fuckhole quickly adjusts and accomodates the rough treatment.
<<Stretch $Player 5 "Asshole">><</if>>
You feel your sluthole getting fucked like no tomorrow, penetrating you relentlessly sending waves of pleasure through you.
@@.humanvoice;"Fuck, that's it! I'm close!"@@
He then picks up the pace making your eyes roll back into your head from the sheer force and pleasure.
<<if $EntityValues[$Player].Body.Vagina.Has is true>>You then hear a groan and feel a warm thickness spread inside of you. Your pussy getting bred with cum, he slows down and pulls out covering your pussylips a bit as well.<<else>>You then hear a groan and feel a warm thickness spread inside of you. Your asshole getting filled with cum, he slows down and pulls out covering your ass a bit as well.<</if>>
You tremble from the rough treatment.
<<Satisfy $Player>>
<<AlterStat $Player "Depravity" "Increase" 1 3>>
@@.humanvoice;"Tsk... I've had better..."@@
He then throws a few coins at you and leaves.
<<ActivityReward 'Coin' 50 15>>
Too worn out to protest you simply lie there leaking cum.
You eventually get yourself together and return to the streets.
<<StreetsReturn>><<else>>You accept the offer and seductively grab his hand, leading him into the alley.
<<if $EntityValues[$Player].Body.Vagina.Has is true>>He takes out his fairly impressive <<Penis>> and begins to stroke it as you turn around and spread your pussy for him.
You feel his hard <<Penis>> prod your cunt. He then slides it between your legs and spits on his <<Penis>> lubricating it nicely.
@@.humanvoice;"Mhm, some nice cunt you got here. Hope it won't be too loose once i'm done."@@
The man then impatiently grabs your hips and thrusts his manhood into your pussy without warning. You yelp in pain and pleasure as your slutty fuckhole quickly adjusts and accomodates the rough treatment.
<<Stretch $Player 5 "Vagina">><<else>>He takes out his fairly impressive <<Penis>> and begins to stroke it as you turn around and spread your ass for him.
You feel his hard <<Penis>> prod your <<Asshole>>. He then slides it between your buttcheeks and spits between them, lubricating them nicely.
@@.humanvoice;"Mhm, some nice behind you got here. Hope it won't be too loose once i'm done."@@
The man then impatiently grabs your hips and thrusts his manhood into your <<Ass>> without warning. You yelp in pain and pleasure as your slutty fuckhole quickly adjusts and accomodates the rough treatment.
<<Stretch $Player 5 "Asshole">><</if>>
You feel your sluthole getting fucked like no tomorrow, penetrating you relentlessly sending waves of pleasure through you.
@@.humanvoice;"Fuck, that's it! I'm close!"@@
He then picks up the pace making your eyes roll back into your head from the sheer force and pleasure.
<<if $EntityValues[$Player].Body.Vagina.Has is true>>You then hear a groan and feel a warm thickness spread inside of you. Your pussy getting bred with cum, he slows down and pulls out covering your pussylips a bit as well.<<else>>You then hear a groan and feel a warm thickness spread inside of you. Your asshole getting filled with cum, he slows down and pulls out covering your ass a bit as well.<</if>>
You tremble from the rough treatment.
<<Satisfy $Player>>
<<AlterStat $Player "Depravity" "Increase" 1 3>>
@@.humanvoice;"Man! You're some fuck!"@@
He throws you a nice fat bag of coin.
<<ActivityReward 'Coin' 200 15>>
You smile as you lie in your own creampie.
You eventually get yourself together and return to the streets.
<<StreetsReturn>><</if>><<elseif $ActivityChoice is "Decline">>You quickly regret the whole thing and turn him down.
@@.humanvoice;"The hell is your problem! Fucking whores these days."@@
You return to the streets.
<<StreetsReturn>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Street-walking
---------------------------------------
<<if $ActivityPostOutcome is false>>As you present yourself as a commodity to be purchased for wanton fuckings. A customer walks up to you grabbing his bulge in his leather trousers.
@@.humanvoice;"Me and a buddy of mine need ourselves one fine ass whore to blow off some steam. You that whore eh?"@@
You look him up and down, wondering whether or not you should get your knees dirty stuffing your throat full of his and his buddies cocks.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Double Trouble][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Double Trouble][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Double Trouble][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Double Trouble][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and follow him to a nearby alley where his buddy is waiting already with his cock out stroking it.
@@.humanvoice;"Alright, get down on your knees, time for you to work it."@@
You comply and get down on your knees. The other guy also gets his dick out and shortly after you're stroking both of them.
You begin to suck one <<Penis>> whilst stroking the other, switching in between. They both groan in pleasure as you work them to the best of your slutty abilities.
@@.humanvoice;"Fuck yeah, that's what i'm talking about! Now to the good stuff."@@
Before you could react, one of the guys grab your head and force their cock into your throat making you gag violently. He begins to throatfuck you, caring little for you pathetic attempt to resist.
As you're getting facefucked, the other guy explores your backdoor. He experimentally prods your <<Asshole>> before shoving his cock in.
<<Stretch $Player 5 "Asshole">>
You find yourself spitroasted in the alley, fighting for every chance to breathe. A cock lodged deep into your throat and another completely strecthing out your <<Ass>>.
@@.humanvoice;"Oh fuck! Here it comes!"@@
They both increase the pace and soon after you feel something warm fill your ass, gut and throat.
You see the darkness claim you as your pass out.
Shortly after you wake up in the same alley, cum leaking from both of your abused fuck-holes... And not a damn coin in sight.
<<Satisfy $Player>>
<<AlterStat $Player "Depravity" "Increase" 1 5>>
You've been had...
You return to the streets.
<<StreetsReturn>><<else>>You accept the offer and follow him to a nearby alley where his buddy is waiting already with his cock out stroking it.
@@.humanvoice;"Alright, get down on your knees, time for you to work it."@@
You comply and get down on your knees. The other guy also gets his dick out and shortly after you're stroking both of them.
You begin to suck one <<Penis>> whilst stroking the other, switching in between. They both groan in pleasure as you work them to the best of your slutty abilities.
@@.humanvoice;"Fuck yeah, that's what i'm talking about! Now to the good stuff."@@
Before you could react, one of the guys grab your head and force their cock into your throat making you gag violently. He begins to throatfuck you, caring little for you pathetic attempt to resist.
As you're getting facefucked, the other guy explores your backdoor. He experimentally prods your <<Asshole>> before shoving his cock in.
<<Stretch $Player 5 "Asshole">>
You find yourself spitroasted in the alley, fighting for every chance to breathe. A cock lodged deep into your throat and another completely strecthing out your <<Ass>>.
@@.humanvoice;"Oh fuck! Here it comes!"@@
They both increase the pace and soon after you feel something warm fill your ass, gut and throat.
You power through and eventually feel the two cocks leave your slutty body.
@@.humanvoice;"Shit! You're one grade A cumdumpster alright!"@@
They both throw a bag of coins at your feet.
<<ActivityReward 'Coin' 450 15>>
<<Satisfy $Player>>
<<AlterStat $Player "Depravity" "Increase" 1 5>>
They then promptly leaves...
You return to the streets.
<<StreetsReturn>><</if>><<elseif $ActivityChoice is "Decline">>You quickly regret the whole thing and turn him down.
@@.humanvoice;"The hell is your problem! Fucking whores these days."@@
You return to the streets.
<<StreetsReturn>><</if>><</if>><<silently>>
<<set $EnemyPenis_Size = 7>>
<</silently>>
!Outcome - Street-walking
---------------------------------------
<<if $ActivityPostOutcome is false>>As you present yourself as a commodity to be purchased for wanton fuckings. You see one of the city-guards approaching you.
@@.humanvoice;"You look like a willing whore, hah! Alright, listen up. The garrison is all pent up, haven't shared a couple of fuck-holes with the boys for a while. There'll be some real good coin in it for ya if you serve yourself up. We're only talking some ten-twenty dicks here you know, should be easy for someone like you."@@
You look him up and down, wondering whether or not you should let the city garrison dump their loads into you for a pretty penny.
<<if $HoverMode is false>>[[Accept the offer|Activity Outcome - Garrison Gallery][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]]
[[Decline the offer|Activity Outcome - Garrison Gallery][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept the offer|Activity Outcome - Garrison Gallery][$ActivityPostOutcome to true, $ActivityChoice to "Accept"]] or [[Decline the offer|Activity Outcome - Garrison Gallery][$ActivityPostOutcome to true, $ActivityChoice to "Decline"]]<</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Accept">><<if $ActivitySuccess < $ActivityFailure>>You accept the offer and follow the guard towards the garrison.
As you come closer you see one of the other guards waiting outside the barracks, ready to receive you.
@@.highelfvoice;"That it? That's what were fucking tonight eh?"@@
The guard that propositioned you nods and spanks your ass.
@@.humanvoice;"Aye, this is it?"@@
The guard grabs your hand and drags you inside.
@@.highelfvoice;"Alright then, well allow me to introduce you to your clients then."@@
As you enter you're greeted with various men sitting around the barracks. Some still wearing their guardsmen armor, whilst others are in their underwear. They all snicker as they see you enter and come closer groping your working assets, eyeing you up and down whilst grinning and sharing opinions on the wares.
@@.highelfvoice;"This'll be the entertainment tonight boys! Don't go easy on her! We're paying her well! Hah!"@@
Before you know it, you can feel something thick and hard being pressed up against you.
@@.highelfvoice;"Come on now! Do something with it you dumb whore!"@@
You grab his cock and start stroking it, then another comes over and not long after you're surrounded by a group of rock-hard cocks all demanding attention.
@@.humanvoice;"Ugh! I'm tired of waiting. I'm taking her ass!"@@
With little warning you feel something pressed towards your <<Asshole>>. You moan as the <<Penis>> is roughly pressed into your pliant commodity. A few minutes later and you find yourself spit-roasted with oozing cocks in every sluthole you got.
<<Stretch $Player 5 "Asshole">><<set $EntityValues[$Player].Body.Asshole.Size += 2>><<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 6 "Vagina">><<set $EntityValues[$Player].Body.Vagina.Size += 2>><</if>>
After a few hours, you find yourself filled to the brim with the cum of at least a small platoon of men. Barely able to stand, one of the guards come closer looking at your sorry creampied and cum-covered state.
<<Satisfy $Player>>
@@.humanvoice;"You looking like a proper whore now, that's for sure! Hah!"@@
He then grabs your leg and drags you out of the barracks, leaving a trail of cum.
<<AlterStat $Player "Depravity" "Increase" 5 15>>
As you lie in the middle of the street he tosses a few coins at you.
@@.humanvoice;"If I see you still lying here when the sun rises, smothering the streets with your filth. You can bet your ass you'll be ending up in the pit."@@
<<ActivityReward 'Coin' 150 15>>
You grab the small payment and drag your used ass home.
<<Home>><<else>>You accept the offer and follow the guard towards the garrison.
As you come closer you see one of the other guards waiting outside the barracks, ready to receive you.
@@.highelfvoice;"That it? That's what were fucking tonight eh?"@@
The guard that propositioned you nods and spanks your ass.
@@.humanvoice;"Aye, this is it?"@@
The guard grabs your hand and drags you inside.
@@.highelfvoice;"Alright then, well allow me to introduce you to your clients then."@@
As you enter you're greeted with various men sitting around the barracks. Some still wearing their guardsmen armor, whilst others are in their underwear. They all snicker as they see you enter and come closer groping your working assets, eyeing you up and down whilst grinning and sharing opinions on the wares.
@@.highelfvoice;"This'll be the entertainment tonight boys! Don't go easy on her! We're paying her well! Hah!"@@
Before you know it, you can feel something thick and hard being pressed up against you.
@@.highelfvoice;"Come on now! Do something with it you dumb whore!"@@
You grab his cock and start stroking it, then another comes over and not long after you're surrounded by a group of rock-hard cocks all demanding attention.
@@.humanvoice;"Ugh! I'm tired of waiting. I'm taking her ass!"@@
With little warning you feel something pressed towards your <<Asshole>>. You moan as the <<Penis>> is roughly pressed into your pliant commodity. A few minutes later and you find yourself spit-roasted with oozing cocks in every sluthole you got.
<<Stretch $Player 5 "Asshole">><<set $EntityValues[$Player].Body.Asshole.Size += 2>><<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 6 "Vagina">><<set $EntityValues[$Player].Body.Vagina.Size += 2>><</if>>
After a few hours, you find yourself filled to the brim with the cum of at least a small platoon of men. Barely able to stand, one of the guards come closer looking at your sorry creampied and cum-covered state.
<<Satisfy $Player>>
@@.humanvoice;"You looking like a proper whore now, that's for sure! Hah!"@@
He then grabs your leg and drags you out of the barracks, leaving a trail of cum.
<<AlterStat $Player "Depravity" "Increase" 5 15>>
As you lie in the middle of the street he tosses a couple of coin pouches at you.
@@.humanvoice;"Great service though, I could really feel it to. If you know what I mean. Hah!"@@
<<ActivityReward 'Coin' 900 15>>
You grab the small payment and drag your used ass home.
<<Home>><</if>><</if>><</if>><<silently>>
<</silently>>
!Outcome - Street-walking
---------------------------------------
<<if $ActivityPostOutcome is false>>As you present yourself as a commodity to be purchased for wanton fuckings. You see one of the city-guards approaching you.
@@.humanvoice;"Alright, show me your license whore."@@
With little time to consider your options, you...
<<if $HoverMode is false>><<CheckConsumables $Player 44 1>><<if $Criteria is true>>[[Show your license|Activity Outcome - License Check][$ActivityPostOutcome to true, $ActivityChoice to "Success"]]<<else>>[[Accept the consequences|Activity Outcome - License Check][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]][[Attempt to run away|Activity Outcome - License Check][$ActivityPostOutcome to true, $ActivityChoice to "Run"]]<</if>>
<<elseif $HoverMode is true>><<replace "#linkbar">><<CheckConsumables $Player 44 1>><<if $Criteria is true>>[[Show your license|Activity Outcome - License Check][$ActivityPostOutcome to true, $ActivityChoice to "Success"]]<<else>>[[Accept the consequences|Activity Outcome - License Check][$ActivityPostOutcome to true, $ActivityChoice to "Submit"]][[Attempt to run away|Activity Outcome - License Check][$ActivityPostOutcome to true, $ActivityChoice to "Run"]]<</if>><</replace>><</if>><<elseif $ActivityPostOutcome is true>><<if $ActivityChoice is "Submit">>You stiffen as the guard simply shakes his head.
@@.humanvoice;"Aight, thought so... fucking whores, too cheap to even buy a damn license. Time for you to meet the captain. Maybe if he's horny, he'll be easy on you. For a little in return of course, A-haha!"@@
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>>
<<elseif $ActivityChoice is "Success">>You take out your license and give it to him. He examines it and hands it back.
@@.humanvoice;"Aight, that seems to be in order."@@
As you turn around you feel something large and flat connect with your ass making a loud slap.
@@.humanvoice;"Don't lose it now, i'd love to take an ass like that in... A-haha!"@@
You return to the streets.
<<StreetsReturn>><<elseif $ActivityChoice is "Run">><<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>You turn around a dart off. The guard is caught by surprise by your incredible speed and quickly give up.
After the short chase you decide to return home to safety.
<<Home>><<else>>You turn around, but just before you manage to start sprinting the guard quickly tackles you and holds you in a chokehold.
@@.humanvoice;"Mmmh i love it when they resist... especially the fucking whores, A-ha!"@@
You feel his erect cock growing in his pants pushing towards your asshole.
@@.humanvoice;"I hope the captain throws you into the pit, i'll be using you every fucking day if he does... now get up, no more resisting aight?"@@
The guards puts you in chains and take you away to see their captain.
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>><</if>><</if>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Westdale City - License Office
---------------------------------------
You enter the license office. A small check-in point standing close to the barracks.<<if $LicenseProstitution is true>><<set $LicenseProstitution to false>>
<<AddConsumable $Player 44 1>><<elseif $LicenseSlavery is true>><<set $LicenseSlavery to false>>
<<AddConsumable $Player 45 1>><</if>>
!!!People & Interests
---------------------------------------
You see a small line of people and some signs detailing the different types of licenses they sell.
<<SocialHub "License Office">>
@@.lightbluetext;Prostitution License@@ - [[More Info|City - Prostitution License]]
@@.lightbluetext;Slaver's License@@ - [[More Info|City - Slavers License]]
<<if $HoverMode is false>>[[Return to The Gates|Inner City - Westdale Eastern Gates]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Return to The Gates|Inner City - Westdale Eastern Gates]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Prostitution License
---------------------------------------
You take a closer look at the sign detailing the prostitution license.
@@.boldtext;The prostitution license is a mandatory license if one wishes to sell their body within the realm of the Westdalian Crown. Failure to possess a license whilst partaking in such a venture will result in a fine upwards five-thousand gold coins and immediate detainment for upwards seven to fourteen days and nights.@@
The cost of the license appears to be 250 coins.
<<if $HoverMode is false>><<CheckConsumables $Player 44 1>><<if $Criteria is true>>You already have a license for prostitution.<<else>><<if $PlayerCoins < 250>>Purchase<<else>>[[Purchase|City - License Office][$LicenseProstitution to true, $PlayerCoins -= 250]]<</if>><</if>> - [[Back|City - License Office]]<<elseif $HoverMode is true>><<replace "#linkbar">><<CheckConsumables $Player 44 1>><<if $Criteria is true>>You already have a license for prostitution.<<else>><<if $PlayerCoins < 250>>Purchase<<else>>[[Purchase|City - License Office][$LicenseProstitution to true, $PlayerCoins -= 250]]<</if>><</if>> - [[Back|City - License Office]]<</replace>><</if>><<silently>>
<<ResetPassage "Westdale City Background Pack Left" "Westdale City Background Pack Right">>
<</silently>>
!Slaver's License
---------------------------------------
You take a closer look at the sign detailing the slaver's license.
@@.boldtext;The slaver's license is a mandatory license if one wishes to own or sell slaves within the realm of the Westdalian Crown. Failure to possess a license whilst partaking in such a venture will result in a fine upwards five-thousand gold coins and immediate detainment for upwards seven to fourteen days and nights.@@
The cost of the license appears to be 500 coins.
<<if $HoverMode is false>><<CheckConsumables $Player 45 1>><<if $Criteria is true>>You already have a license for slavery.<<else>><<if $PlayerCoins < 500>>Purchase<<else>>[[Purchase|City - License Office][$LicenseSlavery to true, $PlayerCoins -= 500]]<</if>><</if>> - [[Back|City - License Office]]<<elseif $HoverMode is true>><<replace "#linkbar">><<CheckConsumables $Player 45 1>><<if $Criteria is true>>You already have a license for slavery.<<else>><<if $PlayerCoins < 500>>Purchase<<else>>[[Purchase|City - License Office][$LicenseSlavery to true, $PlayerCoins -= 500]]<</if>><</if>> - [[Back|City - License Office]]<</replace>><</if>><<silently>>
<<set $DayTime = 1>>
<<EnslavedReset 'NoCount'>>
<</silently>>
!Enslaved - $EntityValues[$Player].FactionOwner
-----------------------------------------
You find yourself in the slave's pit of the $EntityValues[$Player].FactionOwner.
$PlayerEnslavedState
$PlayerEnslavedTime
!!!People & Interests
---------------------------------------
You see the slave's pit.
<<SocialHub $EntityValues[$Player].Location>>
<<EnslavedOptions>><<widget EnslaveEntity>>
<<set $EnslavedID = $args[0]>>
<<set $FactionSlaver = $args[1]>>
<<set $EnslavedTime = 0>>
<<set $EnslavedEscaping to true>>
<<set $EntityValues[$EnslavedID].Status = "Enslaved">>
<<if $FactionSlaver == "Red Skull's Horde">>
<<set $EntityValues[$EnslavedID].Status = "Enslaved">>
<<set $EntityValues[$EnslavedID].Location = "Red Skull Slave Pit">>
<<set $EntityValues[$EnslavedID].FactionOwner = $FactionSlaver>>
<<set $EnslavedRaceGroup = "Goblin">>
<<set $EnslavedFactionGroup = "Red Skull">>
<<else>>
<<set $EntityValues[$EnslavedID].Status = "Enslaved">>
<<set $EntityValues[$EnslavedID].Location = "Red Skull Slave Pit">>
<<set $EntityValues[$EnslavedID].FactionOwner = $FactionSlaver>>
<<set $EnslavedRaceGroup = "Goblin">>
<<set $EnslavedFactionGroup = "Red Skull">>
<</if>>
<</widget>><<widget StartEnslavedEvents>>
<<set $EnslavedEvents = [
{
ID: 0,
Name: "Red Skull Inspection",
Group: ['Red Skull', 'Goblin'],
Activated: true,
Triggered: false,
Rate: 100,
Entry: "<<EERedSkullIntroduction>>"
},
{
ID: 1,
Name: "Red Skull Branding",
Group: ['Red Skull', 'Goblin'],
Activated: true,
Triggered: false,
Rate: 50,
Entry: "<<EERedSkullBranding>>"
},
{
ID: 2,
Name: "Goblin Facefuck",
Group: ['Goblin'],
Activated: true,
Triggered: false,
Rate: 45,
Entry: "<<EEGoblinFacefuck>>"
},
{
ID: 3,
Name: "Goblin Gangbang",
Group: ['Goblin'],
Activated: true,
Triggered: false,
Rate: 10,
Entry: "<<EEGoblinGangbang>>"
},
{
ID: 101,
Name: "Silent Night",
Group: ['All'],
Activated: true,
Triggered: false,
Rate: 101,
Entry: "<<EESilentNight>>"
}
]>>
<</widget>>
<<widget EERedSkullIntroduction>><<set $EnslavedEvents[0].Activated to false>>You writhe in your primitive restraints, trying to free yourself from your dire situation until you hear a loud grunt from your behind.
You stop and turn around, only to see two burly goblin's looking at you with a sly smirk.
@@.goblinvoice;"You no accept fate yet? No matter. Red Skull see you now. Be gut little slave. He decide fate for you."@@
The other goblin laughs mockingly at you whilst grabbing his fat cock.
@@.goblinvoice2;"No way he no let us keep you. Me gunna fill you every night' with me' goblin slick. You like every drop, you see, you will! Haha!"@@
@@.redskullvoice;"Silence. Stand aside. Now."@@
Shoving himself between the two burly goblins, a much smaller and more poised goblin comes forth. His face is covered in crude crusty red paint and he's wearing several tribal-like feathers. He moves closer, eyeing you up and down with a measured look.
@@.redskullvoice;"This it eh?"@@
@@.goblinvoice;"Aye, dat it, you like eh?"@@
@@.redskullvoice;"Nuthin' special 'bout this one. Brand it and keep it with da' rest o' 'em."@@
@@.goblinvoice2;"Aye aye chief!"@@
As the red-painted goblin leaves the other goblin looks at you with the same sly smirk as before.
@@.goblinvoice2;"What i tell ya eh? You aaaall ours now."@@
The goblin grabs his cock as he walks closer to you.
@@.goblinvoice;"Not now you gitslicka! Got snacka-duty you know? Later use slave."@@
@@.goblinvoice2;"Aye aye, what-ever. See you pretty little one! Haha!"@@
They both leave you there, still chained up.
<<RSContinue 4>><</widget>><<widget EERedSkullBranding>><<set $EnslavedEvents[1].Activated to false>>You lie around in the slave's pit until some of the goblin's walk up to you.
@@.goblinvoice;"Special day new one. Is time!"@@
@@.goblinvoice2;"Aye aye! Is time!"@@
The goblin smirks at you slyly whilst fiddling with his hands.
@@.goblinvoice;"Is time for branding!"@@
Your collar is grabbed by one of the goblins and you're pulled out of the slave's pit and dragged along.
As you enter the goblin camp, you see that a whole scary amount of goblins have gathered to see the branding. You feel several hands feeling you up, cat-calling you and grabbing their cocks howling at you mockingly. A few of them getting so handsy that the burly goblins dragging you along have to push them away.
You arrive at what appears to be the main gathering area in the goblin camp, and at the center an older looking goblin is waiting.
You're bend over a log and your ass bared for the green mass of goblins whom howl at the sight of your pliant ass.
@@.goblinvoice;"Ay! Snicker you got da' iron eh?"@@
@@.goblinvoice3;"Of course, dey' be bringing it in now."@@
At the corner of your eye you see two goblin's bringing in an iron bowl with glowing coals and what would seem to be a branding iron being heated in it.
The goblin horde gathered around begin to cheer in unison "Brand! Brand! Brand!". The whole thing completely stuns you as you think of every possible way to escape, but you see none.
@@.goblinvoice;"Aight let's get to it then."@@
You realize what he's about to do and begin to writhe and wiggle trying to get free. However, the other goblin keeping you in place is making your attempts completely futile. The crowd only going even wilder at your submissive display.
The goblin keeping you tightly in place, you hear the crowd suddenly grow silent.
Then you feel it, a searing hot pain shooting through your bottom as the iron connects with your poor booty. You scream in pain and the crowd erupts in wild maddening applause.
@@.goblinvoice;"Alright, that's it. Now da' herbs, make sure it heal properly."@@
You feel some hands rubbing a salve on your newly branded booty and the pain quickly subsiding. Then a large hand connects with your other buttcheek.
@@.goblinvoice;"This bitch soon gut' and ready to be a right' propa' crowd pleasa'. First dey heal now eh?"@@
You're dragged back to the slave's pit and the crowd disperses having seen and partaken in the sacred event.
You once again find yourself bound in the slave's pit, now with a new brand however.
<<RSContinue 4>><</widget>>
<<widget EEGoblinFacefuck>>You writhe around in your restraints until you're interrupted by an approaching goblin.
The goblin eyes you up and down, as you meekly look down upon the ground in shame.
@@.goblinvoice;"You git' to taste gut' goblin meat now! You lucky lil' slut!"@@
The goblin pulls it's loincloth to the side and takes out his huge erect green dick. It's rigid form decorated with bumps and veins.
You eye the green cock dangling in front of you, observing the pre-cum already leaking from the beastly cock.
Before you can react, the goblin grabs hold of the back of your head, and plunges it's rock hard cock down your throat. Gagging and spurting from the violent intrusion, you try to fight back for a short while, but quickly give up as the goblin overpowers you completely.
The goblin keeps humping away as it fucks your face. Your throat distending unnaturally with each thrust.
After having had his way with you for some time, the goblin's dick begins to pulse.
The Goblin moaning in pleasure pulls out of you and commands you to present your slutty face to him.
You reluctantly do as you're told and get on your knees, opening your mouth like a wanton whore.
The goblin aims at your face and shoots thick load after load unto your face. You feel the cum land, painting you in vile goblin splooge.
@@.goblinvoice;"Mmmh! Yes! You good Gobbo' whore! Will let others know of your slutty dedication! Hah!"@@
<<AlterStat $Player "Lust" "Increase" 5 15>>
<<AlterStat $Player "Depravity" "Increase" 1 5>>
With that, the Goblin leaves you there, covered in cum and broken in.
<<RSContinue 4>><</widget>><<widget EEGoblinGangbang>>You writhe around in your restraints until you're interrupted by a handful of goblins coming towards you.
@@.goblinvoice;"Alright me boys, no being too rough now, only little bit understand? Haha!"@@
@@.goblinvoice3;"I gun' wreck dem' holes!"@@
@@.goblinvoice3;"I take front, me like slutty mouth!"@@
You feel their green hands all grabbing you, groping you, spanking your ass and forcing your legs apart. Your resistance is quickly overruled as you're overcome by a small horde of goblins all coming in to get a piece of your slutty holes.
You quickly feel a veiny throbbing dick shoved carelessly into your <<Asshole>><<if $EntityValues[$Player].Body.Vagina.Has is true>> and your <<Vagina>>.<<else>>.<</if>>
<<Stretch $Player 5 "Asshole">><<set $EntityValues[$Player].Body.Asshole.Size += 2>><<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<Stretch $Player 6 "Vagina">><<set $EntityValues[$Player].Body.Vagina.Size += 2>><</if>>
A large green dick is also shoved towards your face, covering it in pre-cum, then another and another as you find your face slapped and prodded by a forest of green dicks.
You reluctantly open your mouth and quickly feel a greedy dick shoved in. Your throat getting invaded and distended, you feel your whole body used in every end.
The goblins fucking you don't last long and shortly after having shoved their cocks into you increase the pace, only to fill you with their vile fertile cum. You feel the warm jizz filling you, leaking out of you and covering you.
As each goblin have dumped their load into you, a new one takes the previous ones place.
You quickly lose count of how many goblin dicks your slutty body has pleased, but after several hours, the line seems to have shrunk to only a few.
<<Satisfy $Player>>
<<AlterStat $Player "Depravity" "Increase" 5 15>>
After the last goblin has covered you in it's cum, you're left there in the slave's pit, exhasuted, used, filled and completely covered in cum.
You pass out.
<<RSContinue 4>><</widget>><<widget EnslavedHandling>>
<<set $EnslavedEventFound to false>>
<<for $i to 0; $i lt $EnslavedEvents.length; $i++>>
<<set $EnslavedEventRandom = random(100)>>
<<if $EnslavedEventFound is false>>
<<if $EnslavedEventRandom < $EnslavedEvents[$i].Rate>>
<<if $EnslavedEvents[$i].Activated is true>>
<<set $EnslavedEventFound to true>>
<<set $EnslavedEvent = $EnslavedEvents[$i].Entry>>
<<set $EnslavedEvents[$i].Triggered to true>>
<<break>>
<</if>>
<</if>>
<</if>>
<</for>>
<</widget>><<silently>>
<<set $DayTime = 2>>
<<EnslavedReset 'Count'>>
<<EnslavedHandling>>
<</silently>>
!Enslaved - $EntityValues[$Player].FactionOwner
-----------------------------------------
$EnslavedEvent
<<EnslavedDebugPanel>><<if $BackgroundMode is true>>
<img src="Images/Backgrounds/GatesBackground01.png" alt="background-image" width=100% height=92%>
<</if>><<widget EESilentNight>><<if $EnslavedEscaping is false>>You spent most of the day chained up in the slave's pit.
You're currently decided to remain captured, biting your time to see what might happen.
As night falls you sleep in and try to forget about your dire situation.
<<RSContinue 4>><<else>>You spent most of the day chained up in the slave's pit.
You're currently looking for every opportunity to escape, examining the guards as they shift and slowly trying to get out of your restraints.
<<if $EESuccess is true>>You finally manage to escape your restraints!
You sneak out of the pit and grab your things from the storage, which is surprisingly enough, not guarded at all.
You then make a run for it, leaving your captors none the wiser.
<<FreeEntity $Player>><<HomeContinue>><<else>>You don't manage to escape this time though.
As night falls you sleep in and try to forget about your dire situation, comforting yourself that you will escape soon.
<<RSContinue 4>><</if>><</if>><</widget>><<widget EnslavedContinue>><<if $HoverMode is false>>[[Continue|Enslavement - Main Menu]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Enslavement - Main Menu]]<</replace>><</if>><</widget>><<widget FreeEntity>>
<<set $args[0] = $EnslavedID>>
<<set $EntityValues[$EnslavedID].Status = "Independent">>
<<set $EntityValues[$EnslavedID].Location = "">>
<<set $EntityValues[$EnslavedID].FactionOwner = "">>
<<set $EnslavedRaceGroup = "">>
<<set $EnslavedFactionGroup = "">>
<</widget>><<widget EnslavedOptions>>
<<if $HoverMode is false>>
[[Continue|Enslavement - Event]] -
<<if $EnslavedEscaping is false>>
[[Escape|Enslavement - Main Menu][$EnslavedEscaping to true]] - You're currently not trying to escape.
<<else>>
[[Wait|Enslavement - Main Menu][$EnslavedEscaping to false]] - You're currently trying your best to escape.
<</if>>
<<elseif $HoverMode is true>>
<<replace "#linkbar">>
[[Continue|Enslavement - Event]] -
<<if $EnslavedEscaping is false>>
[[Escape|Enslavement - Main Menu][$EnslavedEscaping to true]] - You're currently not trying to escape.
<<else>>
[[Wait|Enslavement - Main Menu][$EnslavedEscaping to false]] - You're currently trying your best to escape.
<</if>>
<</replace>>
<</if>>
<</widget>><<widget EnslavedReset>>
<<set $EESuccessRandom = random(100)>>
<<if $args[0] != "NoCount">>
<<set $EnslavedTime += 1>>
<</if>>
<<if $EESuccessRandom < 101>>
<<set $EESuccess to true>>
<<else>>
<<set $EESuccess to false>>
<</if>>
<<set $PlayerEnslavedState = "You're currently restrained.">>
<<set $PlayerEnslavedTime = "You've been enslaved for $EnslavedTime days.">>
<</widget>><<silently>>
<<if $PartnerSlaver == "Goblin">>
<<EnslaveEntity $Player "Red Skull's Horde">>
<<else>>
<<EnslaveEntity $Player "Red Skull's Horde">>
<</if>>
<</silently>>
!Enslaved - $EntityValues[$Player].FactionOwner
-----------------------------------------
The $PartnerSlaver comes closer to you, holding out a collar.
With little effort they fit the collar nicely around your neck and shackle you.
@@.goblinvoice;"Time ta' go! Da' boyz will love ya for sure aight! Haha!"@@
You find yourself enslaved.
<<EnslavedContinue>><<widget StartEnslavement>>
<<StartEnslavedEvents>>
<</widget>><<widget EnslavedDebugPanel>>
<<if $DebugMode is true>>
!Debug
-------------------------------------
EnslavedEventFound : $EnslavedEventFound
EnslavedEventRandom : $EnslavedEventRandom
<</if>>
<</widget>><<widget StreetsReturn>>
<<if $HoverMode is false>>[[Continue|City - Westhall Square]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|City - Westhall Square]]<</replace>><</if>>
<</widget>><<widget ResetPassage>>
<<set $LeftBanner = $args[0]>>
<<set $RightBanner = $args[1]>>
<<replace "#image-bar">>
<<display $LeftBanner>>
<</replace>>
<<replace "#right-bar">>
<<display $RightBanner>>
<</replace>>
<<replace "#character-bar">>
<<display "No Image">>
<</replace>>
<<ResetDisplayPC>>
<</widget>><<if $BackgroundMode is true>>
<img src="images/backgrounds/TavernBackground02.png" alt="background-image" width=100% height=92%>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/ForestBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/ForestBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/ForestBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/ForestBackground01.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/ForestBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/ForestBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/ForestBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/ForestBackground02.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/RuinsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/RuinsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/RuinsBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/RuinsBackground01.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/RuinsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/RuinsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/RuinsBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/RuinsBackground02.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/CraterBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/CraterBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/CraterBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/CraterBackground01.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/CraterBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/CraterBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/CraterBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/CraterBackground02.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/WCaveBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/WCaveBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/WCaveBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/WCaveBackground01.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/WCaveBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/WCaveBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/WCaveBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/WCaveBackground02.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/ShopBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/ShopBackground03.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/ShopBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/ShopBackground03.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/ShopBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/ShopBackground04.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/ShopBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/ShopBackground04.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/SmithBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/SmithBackground03.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/SmithBackground01.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/SmithBackground03.png" alt="" width=100% height=92%>
<</if>>
<</if>><<if $BackgroundMode is true>>
<<set $BRandom = random(3)>>
<<if $BRandom == 0>>
<img src="images/backgrounds/SmithBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 1>>
<img src="images/backgrounds/SmithBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 2>>
<img src="images/backgrounds/SmithBackground02.png" alt="" width=100% height=92%>
<<elseif $BRandom == 3>>
<img src="images/backgrounds/SmithBackground02.png" alt="" width=100% height=92%>
<</if>>
<</if>><<widget StartCumming>>
<<set $InnerCumValues = ["cum-filled", "cum-bloated"]>>
<<set $OuterCumValues = ["cum-splattered", "cum-covered", "cum-drenched"]>>
<</widget>><<widget StartEntityModifiers>>
<<set $RedskullBrand = {Type: "Brand", Location: "right buttcheek"}>>
<<set $SkinGroupText = ["skin is soft", "skin is covered in hardened scales", "skin is covered in fur"]>>
<<set $EyesGroupText = ["have a humanoid iris", "have a dim elvish iris", "have a slitted cat-like iris", "have a vampiric iris", "have a corrupted glowing iris"]>>
<<set $FaceGroupText = ["a humanoid face, with", "a bull-like face and head, with"]>>
<<set $EarsGroupText = ["normal ears and", "long elven ears and", "long pointy ears and", "pointy cat-like ears and", "cow-like ears and"]>>
<<set $ArmsGroupText = ["humanoid", "crystal-decorated"]>>
<<set $HandsGroupText = ["normal hands", "normal hands with razor-sharp nails", "tendril-like hands", "strong claws"]>>
<<set $LegsGroupText = ["humanoid", "horse-like", "heavily furred"]>>
<<set $FeetGroupText = ["normal feet", "cloven hooves", "demonic high-heeled feet"]>>
<<set $LipsSizeText = ["thin lips", "thick luscious lips", "cock-sucking lips"]>>
<<set $BallsSizeText = ["tiny", "small", "medium-sized", "large", "huge", "massive"]>>
<<set $PenisSizeText = ["tiny almost non-existent", "small", "below average", "slightly above average", "pretty big", "well hung", "huge veiny", "gigantic veiny"]>>
<<set $PenisRegularText = ["cock", "dick", "penis", "manhood", "prick", "pecker", "schlong", "shaft"]>>
<<set $PenisSissyText = ["clitty", "willy", "useless clit"]>>
<<set $PenisGroupText = ["humanoid", "demonic", "equine", "knotted canine"]>>
<<set $BreastsSizeText = ["chest is flat and manly", "<<Breasts>> are tiny in size and barely noticable", "<<Breasts>> are small in size, but perky", "<<Breasts>> are medium-size, firm and perky", "<<Breasts>> are large, bouncy and very noticable", "<<Breasts>> are very large, voluptuos and extremely noticable", "<<Breasts>> are huge, seductively voluptuos and turn heads everywhere.", "<<Breasts>> are massive, seductively voluptuos with titanic weight and turn heads everywhere"]>>
<<set $BreastsText = ["tits", "breasts", "boobs", "bosom", "teats"]>>
<<set $AssSizeText = ["flat non-existent <<Ass>> ", "small firm <<Ass>> ", "nice round <<Ass>> ", "firm juicy <<Ass>> ", "huge heart-shaped <<Ass>> ", "voluptously round <<Ass>> "]>>
<<set $AssText = ["ass", "butt", "booty", "bottom", "behind", "rump", "derrière", "posterior", "rear", "bum", "anus"]>>
<<set $AssholeSizeText = ["virgin", "tight", "slightly used", "well-used", "gaping", "destroyed"]>>
<<set $AssholeText = ["asshole", "pucker", "bootyhole", "arsehole"]>>
<<set $VaginaSizeText = ["virgin <<Vagina>> ", "tight <<Vagina>> ", "slightly used <<Vagina>> ", "well-used <<Vagina>> ", "gaping <<Vagina>> ", "destroyed <<Vagina>> "]>>
<<set $VaginaText = ["pussy", "vagina", "twat", "cunt", "fuckhole", "slit", "fanny", "tushy", "cherry", "snatch", "muff"]>>
<<set $CumInnerAmount = ["cum-filled","cum-stuffed","cum-bloated"]>>
<<set $CumOuterAmount = ["cum-splattered","cum-covered","cum-drenched"]>>
<</widget>>
<<widget UpdateEntityModifiers>>
<</widget>>
<<if $EntityValues[$Player].Body.Eyes.Color == "Blue">>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Head/Base/Pale/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Head/Base/Tanned/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Head/Base/Dark/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Eyes.Color == "Light Blue">>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Head/Base/Pale/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Head/Base/Tanned/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Head/Base/Dark/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Eyes.Color == "Deep Blue">>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Head/Base/Pale/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Head/Base/Tanned/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Head/Base/Dark/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Eyes.Color == "Green">>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleGreenEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Head/Base/Pale/PCHumanFemaleGreenEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Head/Base/Tanned/PCHumanFemaleGreenEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Head/Base/Dark/PCHumanFemaleGreenEyes.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Eyes.Color == "Red">>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleRedEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Head/Base/Pale/PCHumanFemaleRedEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Head/Base/Tanned/PCHumanFemaleRedEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Head/Base/Dark/PCHumanFemaleRedEyes.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Eyes.Color == "Violet">>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleVioletEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Head/Base/Pale/PCHumanFemaleVioletEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Head/Base/Tanned/PCHumanFemaleVioletEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Head/Base/Dark/PCHumanFemaleVioletEyes.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Eyes.Color == "Brown">>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleBrownEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Head/Base/Pale/PCHumanFemaleBrownEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Head/Base/Tanned/PCHumanFemaleBrownEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Head/Base/Dark/PCHumanFemaleBrownEyes.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Eyes.Color == "Hazel">>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleHazelEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Head/Base/Pale/PCHumanFemaleHazelEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Head/Base/Tanned/PCHumanFemaleHazelEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Head/Base/Dark/PCHumanFemaleHazelEyes.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Eyes.Color == "Amber">>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleHazelEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Head/Base/Pale/PCHumanFemaleHazelEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Head/Base/Tanned/PCHumanFemaleHazelEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Head/Base/Dark/PCHumanFemaleHazelEyes.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Eyes.Color == "Grey">>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleGreyEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Head/Base/Pale/PCHumanFemaleGreyEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Head/Base/Tanned/PCHumanFemaleGreyEyes.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Head/Base/Dark/PCHumanFemaleGreyEyes.png" alt="" width=100% height=92%>
<</if>>
<<else>>
<img src="Images/Player/Human/Female/Head/Base/Fair/PCHumanFemaleBlueEyes.png" alt="" width=100% height=92%>
<</if>>
<<if $EntityValues[$Player].Body.Breasts.Size == 0>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/PCHumanFemaleFlatBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/PCHumanFemaleFlatBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/PCHumanFemaleFlatBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/PCHumanFemaleFlatBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 1>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/PCHumanFemaleTinyBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/PCHumanFemaleTinyBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/PCHumanFemaleTinyBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/PCHumanFemaleTinyBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 2>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/PCHumanFemaleSmallBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/PCHumanFemaleSmallBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/PCHumanFemaleSmallBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/PCHumanFemaleSmallBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 3>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/PCHumanFemaleMediumBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/PCHumanFemaleMediumBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/PCHumanFemaleMediumBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/PCHumanFemaleMediumBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 4>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/PCHumanFemaleLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/PCHumanFemaleLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/PCHumanFemaleLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/PCHumanFemaleLargeBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 5>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/PCHumanFemaleVeryLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/PCHumanFemaleVeryLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/PCHumanFemaleVeryLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/PCHumanFemaleVeryLargeBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 6>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/PCHumanFemaleHugeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/PCHumanFemaleHugeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/PCHumanFemaleHugeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/PCHumanFemaleHugeBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 7>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/PCHumanFemaleMassiveBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/PCHumanFemaleMassiveBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/PCHumanFemaleMassiveBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/PCHumanFemaleMassiveBreasts.png" alt="" width=100% height=92%>
<</if>>
<<else>>
<img src="Images/Player/Human/Female/Chest/Fair/PCHumanFemaleMediumBreasts.png" alt="" width=100% height=92%>
<</if>><<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/PCHumanFemaleLower.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/PCHumanFemaleLower.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/PCHumanFemaleLower.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/PCHumanFemaleLower.png" alt="" width=100% height=92%>
<</if>><<widget DisplayPC>>
<<if $PatreonVersion is true>>
<<replace "#pchair-bar">>
<<display "Player Character Hair">>
<</replace>>
<<replace "#pchead-bar">>
<<display "Player Character Head">>
<</replace>>
<<replace "#pcupper-bar">>
<<display "Player Character Chest">>
<</replace>>
<<replace "#pcgenitals-bar">>
<<display "Player Character Genitals">>
<</replace>>
<<replace "#pclower-bar">>
<<display "Player Character Lower">>
<</replace>>
<<replace "#pcbackupper-bar">>
<<display "Player Character Upper Backside">>
<</replace>>
<<replace "#pcbacklower-bar">>
<<display "Player Character Lower Backside">>
<</replace>>
<<replace "#pcbackhair-bar">>
<<display "Player Character Hair Backside">>
<</replace>>
<<else>>
<</if>>
<</widget>>
<<widget ResetDisplayPC>>
<<replace "#pchair-bar">>
<<display "No Image">>
<</replace>>
<<replace "#pchead-bar">>
<<display "No Image">>
<</replace>>
<<replace "#pcupper-bar">>
<<display "No Image">>
<</replace>>
<<replace "#pcgenitals-bar">>
<<display "No Image">>
<</replace>>
<<replace "#pclower-bar">>
<<display "No Image">>
<</replace>>
<</widget>>
<<widget StartEntityAnatomy>>
<<set $PresetBody = {
Hair: $Hair,
Skin: $Skin,
Face: $Face,
Eyes: $Eyes,
Ears: $Ears,
Lips: $Lips,
Arms: $Arms,
Legs: $Legs,
Breasts: $Breasts,
Penis: $Penis,
Vagina: $Vagina,
Ass: $Ass,
Asshole: $Asshole,
Appearance: $Appearance
}>>
<</widget>>
<<widget Breasts>>
<<if $args[0] is undefined>>
<<set $BreastsRandom = random($BreastsText.length - 1)>>
<<set $BreastsMessage = $BreastsText[$BreastsRandom]>><<print $BreastsMessage>><</if>><</widget>>
<<widget Ass>>
<<if $args[0] is undefined>>
<<set $AssRandom = random($AssText.length - 1)>>
<<set $AssMessage = $AssText[$AssRandom]>><<print $AssMessage>><</if>><</widget>>
<<widget Penis>>
<<set $PenisRandom = random($PenisRegularText.length - 1)>>
<<if $args[0] is undefined>>
<<set $PenisMessage = $PenisRegularText[$PenisRandom]>>
<<else>>
<<set $EntityID = $args[0]>>
<<set $PenisMessage = $PenisSizeText[$EntityValues[$EntityID].Body.Penis.Size] + " " + $PenisRegularText[$PenisRandom]>>
<</if>>
<<print $PenisMessage>><</widget>>
<<widget Asshole>>
<<set $AssholeRandom = random($AssholeText.length - 1)>>
<<if $args[0] is undefined>>
<<set $AssholeMessage = $AssholeText[$AssholeRandom]>>
<<else>>
<<set $EntityID = $args[0]>>
<<set $AssholeMessage = $AssholeSizeText[$EntityValues[$EntityID].Body.Asshole.Size] + " " + $AssholeText[$AssholeRandom]>>
<</if>>
<<print $AssholeMessage>><</widget>>
<<widget Vagina>>
<<set $VaginaRandom = random($VaginaText.length - 1)>>
<<if $args[0] is undefined>>
<<set $VaginaMessage = $VaginaText[$VaginaRandom]>>
<<else>>
<<set $EntityID = $args[0]>>
<<set $VaginaMessage = $VaginaSizeText[$EntityValues[$EntityID].Body.Vagina.Size] + " " + $VaginaText[$VaginaRandom]>>
<</if>>
<<print $VaginaMessage>><</widget>><<widget StartBodyParts>>
<<set $Hair = {
Type: "Hair",
Has: true,
Style: "Voss",
StyleText: "chin length",
Color: "brown",
Text: "",
CumAmount: 0,
CumText: "",
Group: 0
}>>
<<set $Face = {
Type: "Face",
Has: true,
Text: "",
CumAmount: 0,
CumText: "",
Group: 0
}>>
<<set $Ears = {
Type: "Ears",
Has: true,
Text: "",
Group: 0
}>>
<<set $Eyes = {
Type: "Eyes",
Has: true,
Size: 1,
Text: "",
Amount: 2,
Color: "Blue",
CumAmount: 0,
CumText: "",
Group: 0
}>>
<<set $Lips = {
Type: "Lips",
Has: true,
Size: 1,
Text: "",
Amount: 1,
Color: "natural"
}>>
<<set $Penis = {
Type: "Penis",
Has: false,
Size: 3,
BallsSize: 2,
Text: "",
CumProduction: 5,
Group: 0
}>>
<<set $Vagina = {
Type: "Vagina",
Has: false,
Size: 3,
Text: "",
CumAmount: 0,
CumText: ""
}>>
<<set $Asshole = {
Type: "Asshole",
Has: true,
Size: 4,
Text: "",
CumAmount: 0,
CumText: ""
}>>
<<set $Ass = {
Type: "Ass",
Has: true,
Size: 3,
Text: "",
CumAmount: 0,
CumText: ""
}>>
<<set $Breasts = {
Type: "Breasts",
Has: true,
Size: 3,
Text: "",
CumAmount: 0,
CumText: ""
}>>
<<set $Arms = {
Type: "Arms",
Has: true,
Size: 1,
Text: "",
Amount: 2,
CumAmount: 0,
CumText: "",
ArmsGroup: 0,
HandsGroup: 0
}>>
<<set $Legs = {
Type: "Legs",
Has: true,
Size: 1,
Text: "",
Amount: 2,
CumAmount: 0,
CumText: "",
LegsGroup: 0,
FeetGroup: 0
}>>
<<set $Skin = {
Type: "Skin",
Has: true,
Color: "Fair",
Text: "",
Group: 0
}>>
<<set $Appearance = {
DoubleGenitals: false,
AttractiveText: "",
SexualText: "",
MuscleText: "",
BuildText: "",
ArmsLegsText: ""
}>>
<</widget>><<widget UpdateAnatomyText>>
<<set $EntityID = $args[0]>>
<<AnatomyValueControl $EntityID>>
<<UpdateAppearanceText $EntityID>>
<<SetEntityHairText $EntityID>>
<<SetEntitySkinText $EntityID>>
<<SetEntityArmsLegsText $EntityID>>
<<SetEntityFaceText $EntityID>>
<<SetEntityEyesText $EntityID>>
<<SetEntityBreastsText $EntityID>>
<<SetEntityPenisText $EntityID>>
<<SetEntityVaginaText $EntityID>>
<<SetEntityAssText $EntityID>>
<<SetEntityAssholeText $EntityID>>
<</widget>>
<<widget SetEntityHairText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].Body.Hair.Style == "Voss">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "chin length">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Perrin">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "set up in a long ponytail">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Leony">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "set up in a ponytail">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Axel">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "short stylish">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Morley">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "short scruffy">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Lyall">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "cheek length">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Scruffy">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "scruffy, but well-cut">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Short">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "short, well-cut">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Medium">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "shoulder-length">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Long">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "chest-length">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Very Long">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "lower-back length">>
<<elseif $EntityValues[$EntityID].Body.Hair.Style == "Bald">>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "bald">>
<<else>>
<<set $EntityValues[$EntityID].Body.Hair.StyleText = "scruffy, but well-cut">>
<</if>>
<<if $EntityValues[$EntityID].IsPlayer is false>>
<<if $EntityValues[$EntityID].Body.Hair.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Hair.CumText = $CumOuterAmount[$EntityValues[$EntityID].Body.Hair.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Hair.Text = $EntityValues[$EntityID].BHisHer + " hair is " + $EntityValues[$EntityID].Body.Hair.CumText + "," + $EntityValues[$EntityID].Body.Hair.Color + " and " + $EntityValues[$EntityID].Body.Hair.StyleText + ".">>
<<else>>
<<set $EntityValues[$EntityID].Body.Hair.CumText = "">>
<<set $EntityValues[$EntityID].Body.Hair.Text = $EntityValues[$EntityID].BHisHer + " hair is " + $EntityValues[$EntityID].Body.Hair.Color + " and " + $EntityValues[$EntityID].Body.Hair.StyleText + ".">>
<</if>>
<<else>>
<<if $EntityValues[$EntityID].Body.Hair.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Hair.CumText = $CumOuterAmount[$EntityValues[$EntityID].Body.Hair.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Hair.Text = "Your hair is " + $EntityValues[$EntityID].Body.Hair.CumText + "," + $EntityValues[$EntityID].Body.Hair.Color + " and " + $EntityValues[$EntityID].Body.Hair.StyleText + ".">>
<<else>>
<<set $EntityValues[$EntityID].Body.Hair.CumText = "">>
<<set $EntityValues[$EntityID].Body.Hair.Text = "Your hair is " + $EntityValues[$EntityID].Body.Hair.Color + " and " + $EntityValues[$EntityID].Body.Hair.StyleText + ".">>
<</if>>
<</if>>
<</widget>>
<<widget SetEntitySkinText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].IsPlayer is false>>
<<set $EntityValues[$EntityID].Body.Skin.Text = $EntityValues[$EntityID].BHisHer + " " + $SkinGroupText[$EntityValues[$EntityID].Body.Skin.Group] + " and " + $EntityValues[$EntityID].Body.Skin.Color + " in color.">>
<<else>>
<<set $EntityValues[$EntityID].Body.Skin.Text = "Your " + $SkinGroupText[$EntityValues[$EntityID].Body.Skin.Group] + " and " + $EntityValues[$EntityID].Body.Skin.Color + " in color.">>
<</if>>
<</widget>>
<<widget SetEntityFaceText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].IsPlayer is false>>
<<if $EntityValues[$EntityID].Body.Face.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Face.CumText = $CumOuterAmount[$EntityValues[$EntityID].Body.Face.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Face.Text = $EntityValues[$EntityID].BHeShe + " has " + $EntityValues[$EntityID].Body.Face.CumText + " " + $FaceGroupText[$EntityValues[$EntityID].Body.Face.Group] + " " + $EarsGroupText[$EntityValues[$EntityID].Body.Ears.Group] + " " + $LipsSizeText[$EntityValues[$EntityID].Body.Lips.Size] + ".">>
<<else>>
<<set $EntityValues[$EntityID].Body.Face.CumText = $CumOuterAmount[$EntityValues[$EntityID].Body.Face.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Face.Text = $EntityValues[$EntityID].BHeShe + " has " + $FaceGroupText[$EntityValues[$EntityID].Body.Face.Group] + " " + $EarsGroupText[$EntityValues[$EntityID].Body.Ears.Group] + " " + $LipsSizeText[$EntityValues[$EntityID].Body.Lips.Size] + ".">>
<</if>>
<<else>>
<<if $EntityValues[$EntityID].Body.Face.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Face.CumText = $CumOuterAmount[$EntityValues[$EntityID].Body.Face.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Face.Text = "You have " + $EntityValues[$EntityID].Body.Face.CumText + " " + $FaceGroupText[$EntityValues[$EntityID].Body.Face.Group] + " " + $EarsGroupText[$EntityValues[$EntityID].Body.Ears.Group] + " " + $LipsSizeText[$EntityValues[$EntityID].Body.Lips.Size] + ".">>
<<else>>
<<set $EntityValues[$EntityID].Body.Face.CumText = $CumOuterAmount[$EntityValues[$EntityID].Body.Face.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Face.Text = "You have " + $FaceGroupText[$EntityValues[$EntityID].Body.Face.Group] + " " + $EarsGroupText[$EntityValues[$EntityID].Body.Ears.Group] + " " + $LipsSizeText[$EntityValues[$EntityID].Body.Lips.Size] + ".">>
<</if>>
<</if>>
<</widget>>
<<widget SetEntitySkinText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].IsPlayer is false>>
<<set $EntityValues[$EntityID].Body.Skin.Text = $EntityValues[$EntityID].BHisHer + " " + $SkinGroupText[$EntityValues[$EntityID].Body.Skin.Group] + " and " + $EntityValues[$EntityID].Body.Skin.Color + " in color.">>
<<else>>
<<set $EntityValues[$EntityID].Body.Skin.Text = "Your " + $SkinGroupText[$EntityValues[$EntityID].Body.Skin.Group] + " and " + $EntityValues[$EntityID].Body.Skin.Color + " in color.">>
<</if>>
<</widget>>
<<widget SetEntityEyesText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].IsPlayer is false>>
<<set $EntityValues[$EntityID].Body.Eyes.Text = $EntityValues[$EntityID].BHisHer + " eyes are " + $EntityValues[$EntityID].Body.Eyes.Color + " in color and " + $EyesGroupText[$EntityValues[$EntityID].Body.Eyes.Group] + ".">>
<<else>>
<<set $EntityValues[$EntityID].Body.Eyes.Text = "Your eyes are " + $EntityValues[$EntityID].Body.Eyes.Color + " in color and " + $EyesGroupText[$EntityValues[$EntityID].Body.Eyes.Group] + ".">>
<</if>>
<</widget>>
<<widget SetEntityArmsLegsText>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Body.Appearance.ArmsLegsText = $EntityValues[$EntityID].BHasHave + " " + $EntityValues[$EntityID].Body.Arms.Amount + " " + $ArmsGroupText[$EntityValues[$EntityID].Body.Arms.ArmsGroup] + " arms ending in " + $HandsGroupText[$EntityValues[$EntityID].Body.Arms.HandsGroup] + " and " + $EntityValues[$EntityID].Body.Legs.Amount + " " + $LegsGroupText[$EntityValues[$EntityID].Body.Legs.LegsGroup] + " legs ending in " + $FeetGroupText[$EntityValues[$EntityID].Body.Legs.FeetGroup] + ".">>
<</widget>>
<<widget SetEntityBreastsText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].IsPlayer is false>>
<<if $EntityValues[$EntityID].Body.Breasts.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Breasts.CumText = $CumOuterAmount[$EntityValues[$EntityID].Body.Breasts.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Breasts.Text = $EntityValues[$EntityID].BHisHer + " " + $EntityValues[$EntityID].Body.Breasts.CumText + " " + $BreastsSizeText[$EntityValues[$EntityID].Body.Breasts.Size] + ".">>
<<else>>
<<set $EntityValues[$EntityID].Body.Breasts.Text = $EntityValues[$EntityID].BHisHer + " " + $BreastsSizeText[$EntityValues[$EntityID].Body.Breasts.Size] + ".">>
<</if>>
<<else>>
<<if $EntityValues[$EntityID].Body.Breasts.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Breasts.CumText = $CumOuterAmount[$EntityValues[$EntityID].Body.Breasts.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Breasts.Text = "Your " + $EntityValues[$EntityID].Body.Breasts.CumText + " " + $BreastsSizeText[$EntityValues[$EntityID].Body.Breasts.Size] + ".">>
<<else>>
<<set $EntityValues[$EntityID].Body.Breasts.Text = "Your " + $BreastsSizeText[$EntityValues[$EntityID].Body.Breasts.Size] + ".">>
<</if>>
<</if>>
<</widget>>
<<widget SetEntityPenisText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].IsPlayer is false>>
<<if $EntityValues[$EntityID].Body.Penis.Has is true>>
<<set $EntityValues[$EntityID].Body.Penis.Text = $EntityValues[$EntityID].BHeShe + " has a " + $PenisSizeText[$EntityValues[$EntityID].Body.Penis.Size] + " " + $PenisGroupText[$EntityValues[$EntityID].Body.Penis.Group] + " " + $PenisRegularText[random($PenisRegularText.length - 1)] + ", with a pair of " + $BallsSizeText[$EntityValues[$EntityID].Body.Penis.BallsSize] + " balls.">>
<<else>>
<<set $EntityValues[$EntityID].Body.Penis.Size = 0>>
<<set $EntityValues[$EntityID].Body.Penis.Text = "">>
<</if>>
<<else>>
<<if $EntityValues[$EntityID].Body.Penis.Has is true>>
<<set $EntityValues[$EntityID].Body.Penis.Text = "You have a " + $PenisSizeText[$EntityValues[$EntityID].Body.Penis.Size] + " " + $PenisGroupText[$EntityValues[$EntityID].Body.Penis.Group] + " " + $PenisRegularText[random($PenisRegularText.length - 1)] + ", with a pair of " + $BallsSizeText[$EntityValues[$EntityID].Body.Penis.BallsSize] + " balls.">>
<<else>>
<<set $EntityValues[$EntityID].Body.Penis.Size = 0>>
<<set $EntityValues[$EntityID].Body.Penis.Text = "">>
<</if>>
<</if>>
<</widget>>
<<widget SetEntityVaginaText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].IsPlayer is false>>
<<if $EntityValues[$EntityID].Body.Vagina.Has is true>>
<<if $EntityValues[$EntityID].Body.Vagina.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Vagina.CumText = $CumInnerAmount[$EntityValues[$EntityID].Body.Vagina.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Vagina.Text = $EntityValues[$EntityID].BHeShe + " has a " + $EntityValues[$EntityID].Body.Vagina.CumText + " " + $VaginaSizeText[$EntityValues[$EntityID].Body.Vagina.Size] + ".">>
<<else>>
<<set $EntityValues[$EntityID].Body.Vagina.CumText = "">>
<<set $EntityValues[$EntityID].Body.Vagina.Text = $EntityValues[$EntityID].BHeShe + " has a " + $VaginaSizeText[$EntityValues[$EntityID].Body.Vagina.Size] + ".">>
<</if>>
<<else>>
<<set $EntityValues[$EntityID].Body.Vagina.Size = 0>>
<<set $EntityValues[$EntityID].Body.Vagina.Text = "">>
<</if>>
<<else>>
<<if $EntityValues[$EntityID].Body.Vagina.Has is true>>
<<if $EntityValues[$EntityID].Body.Vagina.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Vagina.CumText = $CumInnerAmount[$EntityValues[$EntityID].Body.Vagina.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Vagina.Text = "You have a " + $EntityValues[$EntityID].Body.Vagina.CumText + " " + $VaginaSizeText[$EntityValues[$EntityID].Body.Vagina.Size] + ".">>
<<else>>
<<set $EntityValues[$EntityID].Body.Vagina.CumText = "">>
<<set $EntityValues[$EntityID].Body.Vagina.Text = "You have a " + $VaginaSizeText[$EntityValues[$EntityID].Body.Vagina.Size] + ".">>
<</if>>
<<else>>
<<set $EntityValues[$EntityID].Body.Vagina.Size = 0>>
<<set $EntityValues[$EntityID].Body.Vagina.Text = "">>
<</if>>
<</if>>
<</widget>>
<<widget SetEntityAssText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].IsPlayer is false>>
<<if $EntityValues[$EntityID].Body.Ass.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Ass.CumText = $CumOuterAmount[$EntityValues[$EntityID].Body.Ass.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Ass.Text = $EntityValues[$EntityID].BHeShe + " has a " + $EntityValues[$EntityID].Body.Ass.CumText + " " + $AssSizeText[$EntityValues[$EntityID].Body.Ass.Size] + " ">>
<<else>>
<<set $EntityValues[$EntityID].Body.Ass.CumText = "">>
<<set $EntityValues[$EntityID].Body.Ass.Text = $EntityValues[$EntityID].BHeShe + " has a " + $AssSizeText[$EntityValues[$EntityID].Body.Ass.Size] + " ">>
<</if>>
<<else>>
<<if $EntityValues[$EntityID].Body.Ass.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Ass.CumText = $CumOuterAmount[$EntityValues[$EntityID].Body.Ass.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Ass.Text = "You have a " + $EntityValues[$EntityID].Body.Ass.CumText + " " + $AssSizeText[$EntityValues[$EntityID].Body.Ass.Size] + " ">>
<<else>>
<<set $EntityValues[$EntityID].Body.Ass.CumText = "">>
<<set $EntityValues[$EntityID].Body.Ass.Text = "You have a " + $AssSizeText[$EntityValues[$EntityID].Body.Ass.Size] + " ">>
<</if>>
<</if>>
<</widget>>
<<widget SetEntityAssholeText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].Body.Asshole.CumAmount > 0>>
<<set $EntityValues[$EntityID].Body.Asshole.CumText = $CumInnerAmount[$EntityValues[$EntityID].Body.Asshole.CumAmount]>>
<<set $EntityValues[$EntityID].Body.Asshole.Text = "with a " + $EntityValues[$EntityID].Body.Asshole.CumText + " " + $AssholeSizeText[$EntityValues[$EntityID].Body.Asshole.Size] + "<<Asshole>>.">>
<<else>>
<<set $EntityValues[$EntityID].Body.Asshole.CumText = "">>
<<set $EntityValues[$EntityID].Body.Asshole.Text = "with a " + $AssholeSizeText[$EntityValues[$EntityID].Body.Asshole.Size] + "<<Asshole>>.">>
<</if>>
<</widget>>
<<widget AnatomyValueControl>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].Body.Skin.Group > 2>>
<<set $EntityValues[$EntityID].Body.Skin.Group = 0>>
<<elseif $EntityValues[$EntityID].Body.Skin.Group < 0>>
<<set $EntityValues[$EntityID].Body.Skin.Group = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Face.Group > 1>>
<<set $EntityValues[$EntityID].Body.Face.Group = 0>>
<<elseif $EntityValues[$EntityID].Body.Face.Group < 0>>
<<set $EntityValues[$EntityID].Body.Face.Group = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Ears.Group > 4>>
<<set $EntityValues[$EntityID].Body.Ears.Group = 0>>
<<elseif $EntityValues[$EntityID].Body.Ears.Group < 0>>
<<set $EntityValues[$EntityID].Body.Ears.Group = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Eyes.Group > 4>>
<<set $EntityValues[$EntityID].Body.Eyes.Group = 0>>
<<elseif $EntityValues[$EntityID].Body.Eyes.Group < 0>>
<<set $EntityValues[$EntityID].Body.Eyes.Group = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Penis.Group > 3>>
<<set $EntityValues[$EntityID].Body.Penis.Group = 0>>
<<elseif $EntityValues[$EntityID].Body.Penis.Group < 0>>
<<set $EntityValues[$EntityID].Body.Penis.Group = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Arms.ArmsGroup > 1>>
<<set $EntityValues[$EntityID].Body.Arms.ArmsGroup = 0>>
<<elseif $EntityValues[$EntityID].Body.Arms.ArmsGroup < 0>>
<<set $EntityValues[$EntityID].Body.Arms.ArmsGroup = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Arms.HandsGroup > 3>>
<<set $EntityValues[$EntityID].Body.Arms.HandsGroup = 0>>
<<elseif $EntityValues[$EntityID].Body.Arms.HandsGroup < 0>>
<<set $EntityValues[$EntityID].Body.Arms.HandsGroup = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Legs.LegsGroup > 2>>
<<set $EntityValues[$EntityID].Body.Legs.LegsGroup = 0>>
<<elseif $EntityValues[$EntityID].Body.Legs.LegsGroup < 0>>
<<set $EntityValues[$EntityID].Body.Legs.LegsGroup = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Legs.FeetGroup > 2>>
<<set $EntityValues[$EntityID].Body.Legs.FeetGroup = 0>>
<<elseif $EntityValues[$EntityID].Body.Legs.FeetGroup < 0>>
<<set $EntityValues[$EntityID].Body.Legs.FeetGroup = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Hair.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Hair.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Hair.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Hair.CumAmount = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Face.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Face.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Face.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Face.CumAmount = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Ears.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Ears.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Ears.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Ears.CumAmount = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Eyes.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Eyes.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Eyes.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Eyes.CumAmount = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Lips.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Lips.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Lips.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Lips.CumAmount = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Breasts.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Breasts.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Breasts.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Breasts.CumAmount = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Arms.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Arms.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Arms.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Arms.CumAmount = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Legs.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Legs.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Legs.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Legs.CumAmount = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Vagina.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Vagina.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Vagina.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Vagina.CumAmount = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Ass.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Ass.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Ass.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Ass.CumAmount = 0>>
<</if>>
<<if $EntityValues[$EntityID].Body.Asshole.CumAmount > 3>>
<<set $EntityValues[$EntityID].Body.Asshole.CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Asshole.CumAmount < 0>>
<<set $EntityValues[$EntityID].Body.Asshole.CumAmount = 0>>
<</if>>
<</widget>><<widget ImExamine>>
<<set $EntityID = $args[0]>>
<<UpdateEntity $EntityID>>
$EntityValues[$Player].Body.Face.Text $EntityValues[$Player].Body.Eyes.Text
$EntityValues[$Player].Body.Appearance.AttractiveText
$EntityValues[$Player].Body.Appearance.SexualText
$EntityValues[$Player].Body.Hair.Text
<br><br>
$EntityValues[$Player].Body.Skin.Text
$EntityValues[$Player].Body.Appearance.MuscleText
$EntityValues[$Player].Body.Appearance.BuildText
$EntityValues[$Player].Body.Appearance.ArmsLegsText
<br><br>
$EntityValues[$Player].Body.Breasts.Text $EntityValues[$Player].Body.Penis.Text $EntityValues[$Player].Body.Vagina.Text $EntityValues[$Player].Body.Ass.Text $EntityValues[$Player].Body.Asshole.Text
<</widget>><<widget UpdateAppearanceText>>
<<set $EntityID = $args[0]>>
<<if $EntityValues[$EntityID].RankedTraits.SexualTraitType >= 4>>
<<set $EntityValues[$EntityID].Body.Appearance.SexualText = "with an incredibly masculine appearance.">>
<<elseif $EntityValues[$EntityID].RankedTraits.SexualTraitType == 3>>
<<set $EntityValues[$EntityID].Body.Appearance.SexualText = "with a masculine appearance.">>
<<elseif $EntityValues[$EntityID].RankedTraits.SexualTraitType == 2>>
<<set $EntityValues[$EntityID].Body.Appearance.SexualText = "with an androgyne appearance.">>
<<elseif $EntityValues[$EntityID].RankedTraits.SexualTraitType == 1>>
<<set $EntityValues[$EntityID].Body.Appearance.SexualText = "with a feminine appearance.">>
<<elseif $EntityValues[$EntityID].RankedTraits.SexualTraitType <= 0>>
<<set $EntityValues[$EntityID].Body.Appearance.SexualText = "with an incredibly feminine appearance.">>
<</if>>
<<if $EntityValues[$EntityID].RankedTraits.AttractiveTraitLevel <= 0>>
<<set $EntityValues[$EntityID].Body.Appearance.AttractiveText = "$EntityValues[$EntityID].BHisHer looks are otherwise completely abominable and unlovable ">>
<<elseif $EntityValues[$EntityID].RankedTraits.AttractiveTraitLevel == 1>>
<<set $EntityValues[$EntityID].Body.Appearance.AttractiveText = "$EntityValues[$EntityID].BHisHer looks are rather ugly and not too great ">>
<<elseif $EntityValues[$EntityID].RankedTraits.AttractiveTraitLevel == 2>>
<<set $EntityValues[$EntityID].Body.Appearance.AttractiveText = "$EntityValues[$EntityID].BHisHer looks are fairly average and not very noteworthy ">>
<<elseif $EntityValues[$EntityID].RankedTraits.AttractiveTraitLevel == 3>>
<<set $EntityValues[$EntityID].Body.Appearance.AttractiveText = "$EntityValues[$EntityID].BHisHer looks are quite attractive and turn heads ">>
<<elseif $EntityValues[$EntityID].RankedTraits.AttractiveTraitLevel >= 4>>
<<set $EntityValues[$EntityID].Body.Appearance.AttractiveText = "$EntityValues[$EntityID].BHisHer looks are exceptionally beautiful, making jaws drop left and right ">>
<</if>>
<<if $EntityValues[$EntityID].RankedTraits.StrengthTraitLevel <= 0>>
<<set $EntityValues[$EntityID].Body.Appearance.MuscleText = "$EntityValues[$EntityID].BHasHave almost no muscle at all, making $EntityValues[$EntityID].sHimHer look completely defenseless.">>
<<elseif $EntityValues[$EntityID].RankedTraits.StrengthTraitLevel == 1>>
<<set $EntityValues[$EntityID].Body.Appearance.MuscleText = "$EntityValues[$EntityID].BHasHave weak girly muscles, that make $EntityValues[$EntityID].sHimHer look quite pathetic.">>
<<elseif $EntityValues[$EntityID].RankedTraits.StrengthTraitLevel == 2>>
<<set $EntityValues[$EntityID].Body.Appearance.MuscleText = "$EntityValues[$EntityID].BHasHave below average muscles, that make $EntityValues[$EntityID].sHimHer look a little weak.">>
<<elseif $EntityValues[$EntityID].RankedTraits.StrengthTraitLevel == 3>>
<<set $EntityValues[$EntityID].Body.Appearance.MuscleText = "$EntityValues[$EntityID].BHasHave fairly unnoticable muscles, that don't really make $EntityValues[$EntityID].sHimHer stand out.">>
<<elseif $EntityValues[$EntityID].RankedTraits.StrengthTraitLevel == 4>>
<<set $EntityValues[$EntityID].Body.Appearance.MuscleText = "$EntityValues[$EntityID].BHasHave nice well-formed muscles, that give $EntityValues[$EntityID].sHimHer a slightly intimidating look.">>
<<elseif $EntityValues[$EntityID].RankedTraits.StrengthTraitLevel == 5>>
<<set $EntityValues[$EntityID].Body.Appearance.MuscleText = "$EntityValues[$EntityID].BHasHave big burly muscles, that give $EntityValues[$EntityID].sHimHer an intimidating look.">>
<<elseif $EntityValues[$EntityID].RankedTraits.StrengthTraitLevel >= 6>>
<<set $EntityValues[$EntityID].Body.Appearance.MuscleText = "$EntityValues[$EntityID].BHasHave monstrously huge muscles, that give $EntityValues[$EntityID].sHimHer an incredibly intimidating look.">>
<</if>>
<<if $EntityValues[$EntityID].RankedTraits.DexterityTraitLevel <= 0>>
<<set $EntityValues[$EntityID].Body.Appearance.BuildText = "$EntityValues[$EntityID].BHasHave incredibly stiff limbs and move in a graceless almost comical way.">>
<<elseif $EntityValues[$EntityID].RankedTraits.DexterityTraitLevel == 1>>
<<set $EntityValues[$EntityID].Body.Appearance.BuildText = "$EntityValues[$EntityID].BHasHave stiff limbs and move in a comically gawky way.">>
<<elseif $EntityValues[$EntityID].RankedTraits.DexterityTraitLevel == 2>>
<<set $EntityValues[$EntityID].Body.Appearance.BuildText = "$EntityValues[$EntityID].BHasHave a below average flexibility and move in a fairly clumsy way.">>
<<elseif $EntityValues[$EntityID].RankedTraits.DexterityTraitLevel == 3>>
<<set $EntityValues[$EntityID].Body.Appearance.BuildText = "$EntityValues[$EntityID].BHasHave a fairly average flexibility that isn't very noticable.">>
<<elseif $EntityValues[$EntityID].RankedTraits.DexterityTraitLevel == 4>>
<<set $EntityValues[$EntityID].Body.Appearance.BuildText = "$EntityValues[$EntityID].BHasHave a quite flexible body and move with a careful, but admirable pace.">>
<<elseif $EntityValues[$EntityID].RankedTraits.DexterityTraitLevel == 5>>
<<set $EntityValues[$EntityID].Body.Appearance.BuildText = "$EntityValues[$EntityID].BHasHave a very flexible body and move with a daring grace.">>
<<elseif $EntityValues[$EntityID].RankedTraits.DexterityTraitLevel >= 6>>
<<set $EntityValues[$EntityID].Body.Appearance.BuildText = "$EntityValues[$EntityID].BHasHave an incredibly flexible body and move with an unmatched supernatural grace.">>
<</if>>
<</widget>><<if $EntityValues[$Player].Body.Hair.Style == "Voss">>
<<if $EntityValues[$Player].Body.Hair.Color == "Brown">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/PCHumanFemaleHairVossBrown.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Blonde">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/PCHumanFemaleHairVossBlonde.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Black">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/PCHumanFemaleHairVossBlack.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Auburn">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/PCHumanFemaleHairVossAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Red">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/PCHumanFemaleHairVossAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Grey">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/PCHumanFemaleHairVossGrey.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "White">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/PCHumanFemaleHairVossGrey.png" alt="" width=100% height=92%>
<<else>>
<img src="Images/Player/Human/Female/Head/Hair/Voss/PCHumanFemaleHairVossGrey.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Hair.Style == "Perrin">>
<<if $EntityValues[$Player].Body.Hair.Color == "Brown">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/PCHumanFemaleHairPerrinBrown.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Blonde">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/PCHumanFemaleHairPerrinBlonde.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Black">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/PCHumanFemaleHairPerrinBlack.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Auburn">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/PCHumanFemaleHairPerrinAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Red">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/PCHumanFemaleHairPerrinAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Grey">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/PCHumanFemaleHairPerrinGrey.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "White">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/PCHumanFemaleHairPerrinGrey.png" alt="" width=100% height=92%>
<<else>>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/PCHumanFemaleHairPerrinGrey.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Hair.Style == "Leony">>
<<if $EntityValues[$Player].Body.Hair.Color == "Brown">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/PCHumanFemaleHairLeonyBrown.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Blonde">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/PCHumanFemaleHairLeonyBlonde.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Black">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/PCHumanFemaleHairLeonyBlack.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Auburn">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/PCHumanFemaleHairLeonyAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Red">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/PCHumanFemaleHairLeonyAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Grey">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/PCHumanFemaleHairLeonyGrey.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "White">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/PCHumanFemaleHairLeonyGrey.png" alt="" width=100% height=92%>
<<else>>
<img src="Images/Player/Human/Female/Head/Hair/Leony/PCHumanFemaleHairLeonyGrey.png" alt="" width=100% height=92%>
<</if>>
<<else>>
<img src="Images/Player/Human/Female/Head/Hair/Voss/PCHumanFemaleHairVossGrey.png" alt="" width=100% height=92%>
<</if>><<widget Cum>>
<<set $EntityID = $args[0]>>
<<set $RecipientID = $args[1]>>
<<set $Bodypart = $args[2]>>
<<set $Variant = $args[3]>>
<<if $EntityValues[$EntityID].Body.Penis.BallsSize > 4>>
<<set $CumAmount = 3>>
<<elseif $EntityValues[$EntityID].Body.Penis.BallsSize > 2>>
<<set $CumAmount = 2>>
<<else>>
<<set $CumAmount = 1>>
<</if>>
<<if $Bodypart == "Vagina">>
<<if $Variant == "Inside">>
<<set $EntityValues[$RecipientID].Body.Vagina.CumAmount += $CumAmount>>
<<if $EntityValues[$RecipientID].IsPlayer is true>>
<<set $TextMessage = "@@.cum;$EntityValues[$EntityID].BrNoun fills your <<Vagina $Player>> to the brim!@@">>
<<else>>
<<set $TextMessage = "@@.cum;You fill $EntityValues[$RecipientID].BrNoun <<Vagina $RecipientID>> to the brim!@@">>
<</if>>
<<else>>
<<if $EntityValues[$RecipientID].IsPlayer is true>>
<<set $TextMessage = "@@.cum;$EntityValues[$EntityID].BrNoun covers your <<Vagina $Player>> with cum!@@">>
<<else>>
<<set $TextMessage = "@@.cum;You cover $EntityValues[$RecipientID].BrNoun <<Vagina $RecipientID>> with cum!@@">>
<</if>>
<</if>>
<<elseif $Bodypart == "Ass" or $Bodypart == "Asshole">>
<<if $Variant == "Inside">>
<<set $EntityValues[$RecipientID].Body.Asshole.CumAmount += $CumAmount>>
<<if $EntityValues[$RecipientID].IsPlayer is true>>
<<set $TextMessage = "@@.cum;$EntityValues[$EntityID].BrNoun fills your <<Asshole $Player>> to the brim!@@">>
<<else>>
<<set $TextMessage = "@@.cum;You fill $EntityValues[$RecipientID].BrNoun <<Asshole $RecipientID>> to the brim!@@">>
<</if>>
<<else>>
<<set $EntityValues[$RecipientID].Body.Ass.CumAmount += $CumAmount>>
<<if $EntityValues[$RecipientID].IsPlayer is true>>
<<set $TextMessage = "@@.cum;$EntityValues[$EntityID].BrNoun covers your <<Asshole $Player>> with cum!@@">>
<<else>>
<<set $TextMessage = "@@.cum;You cover $EntityValues[$RecipientID].BrNoun <<Ass $RecipientID>> with cum!@@">>
<</if>>
<</if>>
<<elseif $Bodypart == "Face" or $Bodypart == "Mouth">>
<<if $Variant == "Inside">>
<<if $EntityValues[$RecipientID].IsPlayer is true>>
<<set $TextMessage = "@@.cum;$EntityValues[$EntityID].BrNoun shoots creamy jizz down your throat!@@">>
<<else>>
<<set $TextMessage = "@@.cum;You shoot creamy jizz down $EntityValues[$RecipientID].BrNoun throat!@@">>
<</if>>
<<else>>
<<set $EntityValues[$RecipientID].Body.Face.CumAmount += $CumAmount>>
<<set $EntityValues[$RecipientID].Body.Hair.CumAmount += $CumAmount>>
<<if $EntityValues[$RecipientID].IsPlayer is true>>
<<set $TextMessage = "@@.cum;$EntityValues[$EntityID].BrNoun covers your face with cum!@@">>
<<else>>
<<set $TextMessage = "@@.cum;You cover $EntityValues[$RecipientID].BrNoun face with cum!@@">>
<</if>>
<</if>>
<</if>>
$TextMessage
<</widget>>Spare ResetDisplayPC<<widget WaterSpring>>
<<if $Home_HasSpringBath is true>>
@@.lightbluetext;Spring Bath@@
<br>
------------------------------------------------------------------
<br>A small bath created from the natural spring water running through the cave.
<br>
<<HighWash "Bathe">>
<<else>>
@@.lightbluetext;Water Spring@@
<br>
------------------------------------------------------------------
<br>A small spring where you can wash yourself should you become dirty.
<br>
<<LowWash "Wash">>
<</if>>
<</widget>>
<<widget HighWash>>
<<set $EntryPassage = $args[0]>>
<br>[[$EntryPassage|Wash][$EnergyCost to false]]
<</widget>>
<<widget LowWash>>
<<set $EntryPassage = $args[0]>>
<br>[[$EntryPassage|Wash][$EnergyCost to true]] - Energy: -20
<</widget>>
<<widget Wash>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Body.Hair.CumAmount = 0>>
<<set $EntityValues[$EntityID].Body.Face.CumAmount = 0>>
<<set $EntityValues[$EntityID].Body.Eyes.CumAmount = 0>>
<<set $EntityValues[$EntityID].Body.Breasts.CumAmount = 0>>
<<set $EntityValues[$EntityID].Body.Arms.CumAmount = 0>>
<<set $EntityValues[$EntityID].Body.Legs.CumAmount = 0>>
<<set $EntityValues[$EntityID].Body.Vagina.CumAmount = 0>>
<<set $EntityValues[$EntityID].Body.Ass.CumAmount = 0>>
<<set $EntityValues[$EntityID].Body.Asshole.CumAmount = 0>>
<<if $EntityValues[$EntityID].IsPlayer is true>>
@@.lightbluetext;You become pristine clean!@@
<<else>>
@@.lightbluetext;$EntityValues[$EntityID].FirstName become pristine clean!@@
<</if>>
<</widget>>
<<silently>>
<<if $EnergyCost is true>>
<<set $EntityValues[$Player].CurrentEnergy -= 20>>
<</if>>
<</silently>>
!Washing
---------------------------------------
You wash yourself.
<<Wash $Player>>
<<LocationReturn>><<if $EntityValues[$Player].Body.Penis.Has is true>>
<<if $EntityValues[$Player].Body.Penis.Size == 0>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Penis/PCHumanFemaleMicroPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Penis/PCHumanFemaleMicroPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Penis/PCHumanFemaleMicroPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Penis/PCHumanFemaleMicroPenis.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Penis.Size == 1>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Penis/PCHumanFemaleTinyPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Penis/PCHumanFemaleTinyPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Penis/PCHumanFemaleTinyPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Penis/PCHumanFemaleTinyPenis.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Penis.Size == 2>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Penis/PCHumanFemaleSmallPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Penis/PCHumanFemaleSmallPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Penis/PCHumanFemaleSmallPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Penis/PCHumanFemaleSmallPenis.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Penis.Size == 3>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Penis/PCHumanFemaleMediumPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Penis/PCHumanFemaleMediumPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Penis/PCHumanFemaleMediumPenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Penis/PCHumanFemaleMediumPenis.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Penis.Size == 4>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Penis/PCHumanFemaleLargePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Penis/PCHumanFemaleLargePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Penis/PCHumanFemaleLargePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Penis/PCHumanFemaleLargePenis.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Penis.Size == 5>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Penis/PCHumanFemaleVeryLargePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Penis/PCHumanFemaleVeryLargePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Penis/PCHumanFemaleVeryLargePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Penis/PCHumanFemaleVeryLargePenis.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Penis.Size == 6>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Penis/PCHumanFemaleHugePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Penis/PCHumanFemaleHugePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Penis/PCHumanFemaleHugePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Penis/PCHumanFemaleHugePenis.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Penis.Size == 7>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Penis/PCHumanFemaleMassivePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Penis/PCHumanFemaleMassivePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Penis/PCHumanFemaleMassivePenis.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Penis/PCHumanFemaleMassivePenis.png" alt="" width=100% height=92%>
<</if>>
<</if>>
<<else>>
<</if>>
<<silently>>
<</silently>>
!Sell - $EntityValues[$ManagedSlave].Name
---------------------------------------
You take the slave with you to the slave market in Westdale City.
As you enter the market, you're greeted by a guard.
@@.humanvoice;"Halt it right there. Show me your license."@@
With little time to consider your options, you...
<<if $HoverMode is false>><<CheckConsumables $Player 45 1>><<if $Criteria is true>>[[Show your license|Sold Slave]]<<else>>[[Accept the consequences|No License]]
[[Abandon your slave and run away|Home - The Cave]]<</if>><<elseif $HoverMode is true>><<replace "#linkbar">><<CheckConsumables $Player 45 1>><<if $Criteria is true>>[[Show your license|Sold Slave]]<<else>>[[Accept the consequences|No License]] or [[Abandon your slave and run away|Home - The Cave]]<</if>><</replace>><</if>><<silently>>
<<set $PlayerCoins += 1000>>
<</silently>>
!Sell - $EntityValues[$ManagedSlave].Name
---------------------------------------
You successfully show your license and take your slave to the auction blocks.
You sell $EntityValues[$ManagedSlave].Name for a total profit of 1000 gold.
<<Home>><<silently>>
<</silently>>
!Sell - $EntityValues[$ManagedSlave].Name
---------------------------------------
You try to explain yourself, but without any luck.
@@.humanvoice;"They never learn... Alright, time for you to meet the captain."@@
<<if $HoverMode is false>>[[Continue|CITY - Silverblack Prison Sentence]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|CITY - Silverblack Prison Sentence]]<</replace>><</if>><<widget StartRankedTraits>>
<<set $PresetRankedTraits = {
StrengthTraitLevel: 3,
DexterityTraitLevel: 3,
CharismaTraitLevel: 3,
IntelligenceTraitLevel: 3,
WillpowerTraitLevel: 3,
CorruptionTraitLevel: 0,
CorruptorTraitLevel: 0,
AlcoholTraitLevel: 0,
SexualTraitType: 2,
AttractiveTraitLevel: 2,
VampirismTraitLevel: 0
}>>
<</widget>>
<<widget AddRankedTraits>>
<<set $EntityID = $args[0]>>
<<set $RankedTraits to clone($PresetRankedTraits)>>
<<set $EntityValues[$EntityID].RankedTraits = $RankedTraits>>
<</widget>>
<<widget RefreshRankedTraits>>
<<set $PresetRankedTraits = {
StrengthTraitLevel: 3,
DexterityTraitLevel: 3,
CharismaTraitLevel: 3,
IntelligenceTraitLevel: 3,
WillpowerTraitLevel: 3,
CorruptionTraitLevel: 0,
CorruptorTraitLevel: 0,
AlcoholTraitLevel: 0,
SexualTraitType: 2,
AttractiveTraitLevel: 2,
VampirismTraitLevel: 0
}>>
<</widget>><<widget StartInfernalTraits>>
<<set $CorruptedVisionTrait = {
ID: 0,
Name: "Corrupted Vision",
Description: "Your eyes have been cursed with a heightened vision and the ability to see in the dark.",
Benefits: "+5 Accuracy and can see in the dark.",
Penalties: "+1 Corruption.",
RarityGroup: "Rare",
CreationGroup: ["Succubus", "Satyr", "Imp"],
Rate: 50,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 0,
CharacterCost: 0,
IsCC: true,
IsVisual: true,
PlayerInvested: 0
}>>
<<set $HellishSkinTrait = {
ID: 0,
Name: "Hellish Skin",
Description: "Your skin is blessed by depraved magic making you more tough.",
Benefits: "+125 to Max Health.",
Penalties: "None.",
RarityGroup: "Rare",
CreationGroup: ["Succubus"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: 10,
IsCC: false,
IsVisual: true,
PlayerInvested: 0
}>>
<<set $InfernalTrait = {
ID: 0,
Name: "Infernal",
Description: "Your infernal right puts you above lesser beings, which basicly means everyone.",
Benefits: "+250 to Max Lust, +200 to Max Mana, +15 to Sorcery, +25 to Depravity, +5 to Binding and +10 to Seduction.",
Penalties: "None.",
RarityGroup: "Rare",
CreationGroup: [],
Rate: 0,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 3,
CharacterCost: 8,
IsCC: false,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $ElderTrait = {
ID: 0,
Name: "Elder",
Description: "You've walked this hellish world for generations and that's rubbed off on you.",
Benefits: "+1150 to health, +250 to mana, +115 to Binding, +55 to Sorcery, +25 to Lethality and +20 to Seduction.",
Penalties: "None.",
RarityGroup: "Rare",
CreationGroup: [],
Rate: 0,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 25,
CharacterCost: 65,
IsCC: false,
IsVisual: false,
PlayerInvested: 0
}>>
<<AddTraitToCollection $CorruptedVisionTrait>>
<<AddTraitToCollection $HellishSkinTrait>>
<<AddTraitToCollection $InfernalTrait>>
<<AddTraitToCollection $ElderTrait>>
<</widget>><<widget AssignEntityVariables>>
<<for $i to 0; $i lt $EntityValues.length; $i++>>
<<if $EntityValues[$i].IsPlayer is true>>
<<set $Statistics to clone($PresetStatistics)>>
<<set $EntityValues[$i].Statistics = $Statistics>>
<<AddReputation $i 'Global'>>
<</if>>
<<set $Body to clone($PresetBody)>>
<<set $EntityValues[$i].Body = $Body>>
<<AddRankedTraits $i>>
<<AddRankedSkills $i>>
<</for>>
<</widget>>
<<widget StartRankedSkills>>
<<set $PresetRankedSkills = {
OralSkillLevel: 0,
AnalSkillLevel: 0,
SizeSkillLevel: 0,
PartySkillLevel: 0
}>>
<</widget>>
<<widget AddRankedSkills>>
<<set $EntityID = $args[0]>>
<<set $RankedSkills to clone($PresetRankedSkills)>>
<<set $EntityValues[$EntityID].RankedSkills = $RankedSkills>>
<</widget>>
<<widget RefreshRankedSkills>>
<<set $PresetRankedSkills = {
OralSkillLevel: 0,
AnalSkillLevel: 0,
SizeSkillLevel: 0,
PartySkillLevel: 0
}>>
<</widget>><<widget UpdateTraits>>
<<set $EntityID = $args[0]>>
<<UpdateStrengthTrait $EntityID>>
<<UpdateDexterityTrait $EntityID>>
<<UpdateIntelligenceTrait $EntityID>>
<<UpdateCharismaTrait $EntityID>>
<<UpdateWillpowerTrait $EntityID>>
<<UpdateAttractiveTrait $EntityID>>
<<UpdateSexualTrait $EntityID>>
<<UpdateCorruptorTrait $EntityID>>
<<UpdateCorruptionTrait $EntityID>>
<<UpdateAlcoholTrait $EntityID>>
<</widget>>
<<widget UpdateStrengthTrait>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Traits.delete($StrengthTrait[0])>>
<<set $EntityValues[$EntityID].Traits.delete($StrengthTrait[1])>>
<<set $EntityValues[$EntityID].Traits.delete($StrengthTrait[2])>>
<<set $EntityValues[$EntityID].Traits.delete($StrengthTrait[3])>>
<<set $EntityValues[$EntityID].Traits.delete($StrengthTrait[4])>>
<<set $EntityValues[$EntityID].Traits.delete($StrengthTrait[5])>>
<<set $EntityValues[$EntityID].Traits.delete($StrengthTrait[6])>>
<<set $EntityValues[$EntityID].Traits.pushUnique($StrengthTrait[$EntityValues[$EntityID].RankedTraits.StrengthTraitLevel])>>
<<set $EntityValues[$EntityID].Traits.delete($StrengthTrait[3])>>
<</widget>>
<<widget UpdateDexterityTrait>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Traits.delete($DexterityTrait[0])>>
<<set $EntityValues[$EntityID].Traits.delete($DexterityTrait[1])>>
<<set $EntityValues[$EntityID].Traits.delete($DexterityTrait[2])>>
<<set $EntityValues[$EntityID].Traits.delete($DexterityTrait[3])>>
<<set $EntityValues[$EntityID].Traits.delete($DexterityTrait[4])>>
<<set $EntityValues[$EntityID].Traits.delete($DexterityTrait[5])>>
<<set $EntityValues[$EntityID].Traits.delete($DexterityTrait[6])>>
<<set $EntityValues[$EntityID].Traits.pushUnique($DexterityTrait[$EntityValues[$EntityID].RankedTraits.DexterityTraitLevel])>>
<<set $EntityValues[$EntityID].Traits.delete($DexterityTrait[3])>>
<</widget>>
<<widget UpdateIntelligenceTrait>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Traits.delete($IntelligenceTrait[0])>>
<<set $EntityValues[$EntityID].Traits.delete($IntelligenceTrait[1])>>
<<set $EntityValues[$EntityID].Traits.delete($IntelligenceTrait[2])>>
<<set $EntityValues[$EntityID].Traits.delete($IntelligenceTrait[3])>>
<<set $EntityValues[$EntityID].Traits.delete($IntelligenceTrait[4])>>
<<set $EntityValues[$EntityID].Traits.delete($IntelligenceTrait[5])>>
<<set $EntityValues[$EntityID].Traits.delete($IntelligenceTrait[6])>>
<<set $EntityValues[$EntityID].Traits.pushUnique($IntelligenceTrait[$EntityValues[$EntityID].RankedTraits.IntelligenceTraitLevel])>>
<<set $EntityValues[$EntityID].Traits.delete($IntelligenceTrait[3])>>
<</widget>>
<<widget UpdateCharismaTrait>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Traits.delete($CharismaTrait[0])>>
<<set $EntityValues[$EntityID].Traits.delete($CharismaTrait[1])>>
<<set $EntityValues[$EntityID].Traits.delete($CharismaTrait[2])>>
<<set $EntityValues[$EntityID].Traits.delete($CharismaTrait[3])>>
<<set $EntityValues[$EntityID].Traits.delete($CharismaTrait[4])>>
<<set $EntityValues[$EntityID].Traits.delete($CharismaTrait[5])>>
<<set $EntityValues[$EntityID].Traits.delete($CharismaTrait[6])>>
<<set $EntityValues[$EntityID].Traits.pushUnique($CharismaTrait[$EntityValues[$EntityID].RankedTraits.CharismaTraitLevel])>>
<<set $EntityValues[$EntityID].Traits.delete($CharismaTrait[3])>>
<</widget>>
<<widget UpdateWillpowerTrait>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Traits.delete($WillpowerTrait[0])>>
<<set $EntityValues[$EntityID].Traits.delete($WillpowerTrait[1])>>
<<set $EntityValues[$EntityID].Traits.delete($WillpowerTrait[2])>>
<<set $EntityValues[$EntityID].Traits.delete($WillpowerTrait[3])>>
<<set $EntityValues[$EntityID].Traits.delete($WillpowerTrait[4])>>
<<set $EntityValues[$EntityID].Traits.delete($WillpowerTrait[5])>>
<<set $EntityValues[$EntityID].Traits.delete($WillpowerTrait[6])>>
<<set $EntityValues[$EntityID].Traits.pushUnique($WillpowerTrait[$EntityValues[$EntityID].RankedTraits.WillpowerTraitLevel])>>
<<set $EntityValues[$EntityID].Traits.delete($WillpowerTrait[3])>>
<</widget>>
<<widget UpdateAttractiveTrait>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Traits.delete($AttractiveTrait[0])>>
<<set $EntityValues[$EntityID].Traits.delete($AttractiveTrait[1])>>
<<set $EntityValues[$EntityID].Traits.delete($AttractiveTrait[2])>>
<<set $EntityValues[$EntityID].Traits.delete($AttractiveTrait[3])>>
<<set $EntityValues[$EntityID].Traits.delete($AttractiveTrait[4])>>
<<set $EntityValues[$EntityID].Traits.pushUnique($AttractiveTrait[$EntityValues[$EntityID].RankedTraits.AttractiveTraitLevel])>>
<<set $EntityValues[$EntityID].Traits.delete($AttractiveTrait[2])>>
<</widget>>
<<widget UpdateCorruptorTrait>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Traits.delete($CorruptorTrait[0])>>
<<set $EntityValues[$EntityID].Traits.delete($CorruptorTrait[1])>>
<<set $EntityValues[$EntityID].Traits.delete($CorruptorTrait[2])>>
<<set $EntityValues[$EntityID].Traits.delete($CorruptorTrait[3])>>
<<set $EntityValues[$EntityID].Traits.pushUnique($CorruptorTrait[$EntityValues[$EntityID].RankedTraits.CorruptorTraitLevel])>>
<<set $EntityValues[$EntityID].Traits.delete($CorruptorTrait[0])>>
<</widget>>
<<widget UpdateCorruptionTrait>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Traits.delete($CorruptionTrait[0])>>
<<set $EntityValues[$EntityID].Traits.delete($CorruptionTrait[1])>>
<<set $EntityValues[$EntityID].Traits.delete($CorruptionTrait[2])>>
<<set $EntityValues[$EntityID].Traits.delete($CorruptionTrait[3])>>
<<set $EntityValues[$EntityID].Traits.pushUnique($CorruptionTrait[$EntityValues[$EntityID].RankedTraits.CorruptionTraitLevel])>>
<<set $EntityValues[$EntityID].Traits.delete($CorruptionTrait[0])>>
<</widget>>
<<widget UpdateAlcoholTrait>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Traits.delete($AlcoholTrait[0])>>
<<set $EntityValues[$EntityID].Traits.delete($AlcoholTrait[1])>>
<<set $EntityValues[$EntityID].Traits.delete($AlcoholTrait[2])>>
<<set $EntityValues[$EntityID].Traits.delete($AlcoholTrait[3])>>
<<set $EntityValues[$EntityID].Traits.pushUnique($AlcoholTrait[$EntityValues[$EntityID].RankedTraits.AlcoholTraitLevel])>>
<<set $EntityValues[$EntityID].Traits.delete($AlcoholTrait[0])>>
<</widget>>
<<widget UpdateSexualTrait>>
<<set $EntityID = $args[0]>>
<<set $EntityValues[$EntityID].Traits.delete($SexualTrait[0])>>
<<set $EntityValues[$EntityID].Traits.delete($SexualTrait[1])>>
<<set $EntityValues[$EntityID].Traits.delete($SexualTrait[2])>>
<<set $EntityValues[$EntityID].Traits.delete($SexualTrait[3])>>
<<set $EntityValues[$EntityID].Traits.delete($SexualTrait[4])>>
<<set $EntityValues[$EntityID].Traits.pushUnique($SexualTrait[$EntityValues[$EntityID].RankedTraits.SexualTraitType])>>
<</widget>>
<<widget StartSexualTraits>>
<<set $SubmissiveTrait = {
ID: 0,
Name: "Submissive",
Description: "You're naturally submissive and turned on by being dominated and told what to do. Having this with Dominant makes you a Switch.",
Benefits: "+2 to base Seduction.",
Penalties: "More vulnerable to dominant behaviour.",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr"],
Rate: 15,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $DominantTrait = {
ID: 0,
Name: "Dominant",
Description: "You're naturally dominant and turned on by dominating others. Having this with Submissive makes you a Switch.",
Benefits: "+1 to base Lethality and Seduction.",
Penalties: "Unable to submit willingly.",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 15,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $SluttyTrait = {
ID: 0,
Name: "Slutty",
Description: "You just can't help but embrace your true slutty self.",
Benefits: "+50 to Max Lust.",
Penalties: "+25 to Minimum Lust.",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 15,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 2,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $InsatiableTrait = {
ID: 0,
Name: "Insatiable",
Description: "You're completely insatiable and are always on the hunt for more sex, never able to sate your needs.",
Benefits: "",
Penalties: "+60 to Minimum Lust.",
RarityGroup: "Rare",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 3,
CharacterCost: -15,
IsCC: false,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $MasochistTrait = {
ID: 0,
Name: "Masochist",
Description: "You just love pain and get turned on by receiving damage.",
Benefits: "+25 to Max Health.",
Penalties: "Increases lust slightly when receiving damage.",
RarityGroup: "Common",
CreationGroup: ["Succubus"],
Rate: 15,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: -2,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $SadistTrait = {
ID: 0,
Name: "Sadist",
Description: "You just love watching others suffer and get turned on by dealing damage.",
Benefits: "+1 Lethality.",
Penalties: "Increases lust slightly when dealing damage.",
RarityGroup: "Common",
CreationGroup: ["Succubus"],
Rate: 15,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: -2,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<AddTraitToCollection $DominantTrait>>
<<AddTraitToCollection $SluttyTrait>>
<<AddTraitToCollection $InsatiableTrait>>
<<AddTraitToCollection $MasochistTrait>>
<<AddTraitToCollection $SadistTrait>>
<</widget>><<widget StartSocialTraits>>
<<set $PersuasiveTrait = {
ID: 0,
Name: "Persuasive",
Description: "You're fairly persuasive and can pressure most into doing what you want.",
Benefits: "Able to convince some foes and allies.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 2,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $SeductiveTrait = {
ID: 0,
Name: "Seductive",
Description: "You're incredibly seductive, and find it easy to use your looks and sexy behaviour to sway your allies and foes.",
Benefits: "Able to convince some foes and allies.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 2,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $AggressiveTrait = {
ID: 0,
Name: "Aggressive",
Description: "Your temper is short and you often result to violence.",
Benefits: "+3 to base Lethality.",
Penalties: "-2 to Seduction.",
RarityGroup: "Uncommon",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $CuriousTrait = {
ID: 0,
Name: "Curious",
Description: "As Curious as a cat, you just need to stick your nose in everything.",
Benefits: "Chance to trigger special events.",
Penalties: "Events may or may not be beneficial (They probably aren't).",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $ImpatientTrait = {
ID: 0,
Name: "Impatient",
Description: "Waiting around is just not part of your schedule.",
Benefits: "+2 to base Lethality.",
Penalties: "Decreased chance of success with most assignments.",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<AddTraitToCollection $PersuasiveTrait>>
<<AddTraitToCollection $SeductiveTrait>>
<<AddTraitToCollection $AggressiveTrait>>
<<AddTraitToCollection $CuriousTrait>>
<<AddTraitToCollection $ImpatientTrait>>
<</widget>><<widget StartPhysicalTraits>>
<<set $PerceptiveTrait = {
ID: 0,
Name: "Perceptive",
Description: "You're incredibly keen to detail and able to spot key differences in your surroundings.",
Benefits: "Awareness to detect traps and unique choices in special situations.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 2,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $SneakyTrait = {
ID: 0,
Name: "Sneaky",
Description: "You're sneakier than the average person and know how to roam around undetected.",
Benefits: "Chance to avoid forced encounters and unique choices in special situations.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 2,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $FleetfootedTrait = {
ID: 0,
Name: "Fleet-footed",
Description: "You're incredibly fast, and as such can outrun most humanoid creatures.",
Benefits: "Increased chance when trying to escape in combat.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 2,
CharacterCost: 5,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $SensitiveTrait = {
ID: 0,
Name: "Sensitive",
Description: "Your skin is naturally highly sensitive, making it easier for you to get turned on and more sensitive to pain.",
Benefits: "",
Penalties: "+20 to Minimum Lust and -20 to Max Health.",
RarityGroup: "Rare",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 3,
CharacterCost: -10,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $ToughTrait = {
ID: 0,
Name: "Tough",
Description: "You're fairly tough and can take a spanking.",
Benefits: "+100 to Max Health.",
Penalties: "None.",
RarityGroup: "Rare",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: 10,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<set $HardenedSkinTrait = {
ID: 0,
Name: "Hardened Skin",
Description: "Your skin is thick and hard.",
Benefits: "+75 to Max Health.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: ["Centaur", "Minotaur", "Orc"],
Rate: 15,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 1,
CharacterCost: 10,
IsCC: false,
IsVisual: true,
PlayerInvested: 0
}>>
<<AddTraitToCollection $PerceptiveTrait>>
<<AddTraitToCollection $SneakyTrait>>
<<AddTraitToCollection $FleetfootedTrait>>
<<AddTraitToCollection $SensitiveTrait>>
<<AddTraitToCollection $ToughTrait>>
<<AddTraitToCollection $HardenedSkinTrait>>
<</widget>><<widget StartMagicalTraits>>
<<set $SourceTrait = {
ID: 0,
Name: "Source",
Description: "You're naturally gifted with a self-absorbing pool of potent mana.",
Benefits: "+125 to Max Mana.",
Penalties: "None.",
RarityGroup: "Rare",
CreationGroup: ["Human", "High Elf", "Dark Elf", "Succubus", "Satyr", "Imp", "Centaur", "Minotaur", "Orc", "Goblin"],
Rate: 5,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 3,
CharacterCost: 12,
IsCC: true,
IsVisual: false,
PlayerInvested: 0
}>>
<<AddTraitToCollection $SourceTrait>>
<</widget>>
<<widget StartOldTraits>>
<<set $VampirismTrait = {
ID: 17,
Name: "Vampirism",
Description: "You're a creature of the night, cursed with immortality and the need to feed on the essence of the living. Your skin is as hard as steel and you seem to be immune to most types of magic.",
Benefits: "+55 to Binding, +35 to Armor, +10 to Sorcery, +25 to Lethality and +10 to Seduction.",
Penalties: "None.",
RarityGroup: "Rare",
CreationGroup: [],
Rate: 0,
Temporary: false,
PlayerHasTrait: false,
InvestCost: 25,
CharacterCost: 45,
IsCC: true,
IsRanked: true,
IsVisual: false,
PlayerInvested: 0
}>>
<</widget>><<widget StartSexualSkills>>
<<set $GroomedSkill = {
ID: 0,
Name: "Groomed",
Description: "You always make sure you look your best, tidy and clean for whatever the world might have to offer.",
Benefits: "+1 Seduction and a bonus to noble status.",
Penalties: "The less fortunate may treat you less favorably.",
RarityGroup: "Uncommon",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: false,
IsPhysical: false,
IsMental: true,
InvestCost: 5,
CharacterCost: 5,
IsCC: true,
PlayerInvested: 0
}>>
<<AddSkillToCollection $GroomedSkill>>
<</widget>><<widget StartSocialSkills>>
<<set $SlaverySkill = {
ID: 0,
Name: "Slavery",
Description: "You're proficient and educated in the capturing and training of slaves.",
Benefits: "You may take your foes as slaves.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: false,
IsPhysical: false,
IsMental: true,
InvestCost: 5,
CharacterCost: 5,
IsCC: true,
PlayerInvested: 0
}>>
<<AddSkillToCollection $SlaverySkill>>
<</widget>><<widget StartPhysicalSkills>>
<<set $ShadowDancingSkill = {
ID: 0,
Name: "Shadow Dancing",
Description: "You naturally blend in and dance with the shadows, making yourself partially invisible in the darkest of places.",
Benefits: "+10 to Evasion.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: false,
IsPhysical: true,
IsMental: false,
InvestCost: 5,
CharacterCost: 7,
IsCC: true,
PlayerInvested: 0
}>>
<<set $ClimbingSkill = {
ID: 0,
Name: "Climbing",
Description: "You never know when you might need to climb somewhere.",
Benefits: "You know how to climb really well.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: false,
IsPhysical: true,
IsMental: false,
InvestCost: 5,
CharacterCost: 2,
IsCC: true,
PlayerInvested: 0
}>>
<<set $CombatTrainingSkill = {
ID: 0,
Name: "Combat Training",
Description: "You've received training in contemporary combat and know how to use most weapons.",
Benefits: "Access to the Battle Cry skill.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: false,
IsPhysical: true,
IsMental: false,
InvestCost: 5,
CharacterCost: 5,
IsCC: true,
PlayerInvested: 0
}>>
<<set $HuntingSkill = {
ID: 0,
Name: "Hunting",
Description: "You're a naturally gifted hunter and know how to hunt game... whatever that may be.",
Benefits: "+50 Max Energy and access to the Hunting skills.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: false,
IsPhysical: true,
IsMental: false,
InvestCost: 5,
CharacterCost: 10,
IsCC: true,
PlayerInvested: 0
}>>
<<set $TricksterSkill = {
ID: 0,
Name: "Trickster",
Description: "You're a naughty little jester and carry a magical flute around capable of many depraved things.",
Benefits: "+25 Max Energy, +25 Max Mana and access to the Trickster skills.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: false,
IsPhysical: false,
IsMental: true,
InvestCost: 5,
CharacterCost: 10,
IsCC: true,
PlayerInvested: 0
}>>
<<set $ArcherySkill = {
ID: 0,
Name: "Archery",
Description: "You're a capable Archer and carry a trusty bow around.",
Benefits: "+25 Max Mana and access to the Magic Arrow skill.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: false,
IsPhysical: true,
IsMental: false,
InvestCost: 5,
CharacterCost: 5,
IsCC: true,
PlayerInvested: 0
}>>
<<AddSkillToCollection $ShadowDancingSkill>>
<<AddSkillToCollection $ClimbingSkill>>
<<AddSkillToCollection $CombatTrainingSkill>>
<<AddSkillToCollection $HuntingSkill>>
<<AddSkillToCollection $TricksterSkill>>
<<AddSkillToCollection $ArcherySkill>>
<</widget>><<widget StartMagicalSkills>>
<<set $PyromancySkill = {
ID: 0,
Name: "Pyromancy",
Description: "You're educated in the special magical arts of pyromancy, which let's you command and use various fire spells. Will make you popular at barbeques, just remember to put out whatever fires you start, or not.",
Benefits: "+50 Mana and access to fire-based spells.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: true,
IsPhysical: false,
IsMental: false,
InvestCost: 5,
CharacterCost: 15,
IsCC: true,
PlayerInvested: 0
}>>
<<set $BiomancySkill = {
ID: 0,
Name: "Biomancy",
Description: "You're educated in the special magical arts of biomancy, which let's you command and use various body altering spells and lustful incantations.",
Benefits: "+50 Mana and access to body-based spells.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: true,
IsPhysical: false,
IsMental: false,
InvestCost: 5,
CharacterCost: 15,
IsCC: true,
PlayerInvested: 0
}>>
<<set $LuxomancySkill = {
ID: 0,
Name: "Luxomancy",
Description: "You're educated in the special magical arts of luxomancy, which let's you command and use various holy spells, as well as spells used for chastity. For those with a denial fetish and a need to purify all the lewd. Good luck.",
Benefits: "+50 Mana and access to light-based spells.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: true,
IsPhysical: false,
IsMental: false,
InvestCost: 5,
CharacterCost: 15,
IsCC: true,
PlayerInvested: 0
}>>
<<set $UmbramancySkill = {
ID: 0,
Name: "Umbramancy",
Description: "You're educated in the special magical arts of umbramancy, which let's you command and use various shadowy spells, as well as spells used for trickery.",
Benefits: "+50 Mana and access to shadow-based spells.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: true,
IsPhysical: false,
IsMental: false,
InvestCost: 5,
CharacterCost: 15,
IsCC: true,
PlayerInvested: 0
}>>
<<set $AstrapomancySkill = {
ID: 0,
Name: "Astrapomancy",
Description: "You're educated in the special magical arts of astrapomancy, which let's you command and use various lightning spells.",
Benefits: "+50 Mana and access to fire-based spells.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: true,
IsPhysical: false,
IsMental: false,
InvestCost: 5,
CharacterCost: 15,
IsCC: true,
PlayerInvested: 0
}>>
<<set $OccultismSkill = {
ID: 0,
Name: "Occultism",
Description: "You're educated in the special magical arts of occultism, which let's you command and use various occult spells.",
Benefits: "+50 Mana and access to occult-based spells.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: true,
IsPhysical: false,
IsMental: false,
InvestCost: 5,
CharacterCost: 15,
IsCC: true,
PlayerInvested: 0
}>>
<<set $EromancySkill = {
ID: 0,
Name: "Eromancy",
Description: "You're educated in the special magical arts of eromancy, which let's you command and use various perverted spells. Force your foes to orgasmic defeat or just rub them out the right way.",
Benefits: "+50 Mana and access to depravity-based spells.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: true,
IsPhysical: false,
IsMental: false,
InvestCost: 5,
CharacterCost: 20,
IsCC: true,
PlayerInvested: 0
}>>
<<set $ArcanistSkill = {
ID: 0,
Name: "Arcanist",
Description: "You're fairly knowledgable in all things magic.",
Benefits: "+100 Max Mana and access to the Mage Armor skill.",
Penalties: "None.",
RarityGroup: "Common",
CreationGroup: [],
Rate: 100,
Temporary: false,
PlayerHasTrait: false,
IsMagical: false,
IsPhysical: false,
IsMental: true,
InvestCost: 5,
CharacterCost: 8,
IsCC: true,
PlayerInvested: 0
}>>
<<AddSkillToCollection $PyromancySkill>>
<<AddSkillToCollection $LuxomancySkill>>
<<AddSkillToCollection $BiomancySkill>>
<<AddSkillToCollection $UmbramancySkill>>
<<AddSkillToCollection $AstrapomancySkill>>
<<AddSkillToCollection $EromancySkill>>
<<AddSkillToCollection $OccultismSkill>>
<<AddSkillToCollection $ArcanistSkill>>
<</widget>><<widget StartInfernalSkills>>
<</widget>><<widget StartReputation>>
<<set $PresetReputationValues = {
ID: 0,
Name: "",
Fame: 0,
Popularity: 10,
Notority: 10,
Majesty: 10,
Lechery: 0,
Renown: [],
Crimes: []
}>>
<<set $Fame = ["Unknown", "Commoner", "Known", "Well Known", "Famous"]>>
<<set $Popularity = ["Hated", "Disliked", "Indifferent", "Liked", "Loved"]>>
<<set $Notority = ["Ghost", "Stealthed", "Unknown", "Wanted", "Highly Wanted"]>>
<<set $Majesty = ["Exiled", "Peasant", "Commoner", "Noble", "High Noble"]>>
<<set $Lechery = ["Prude", "Maiden", "Lecherer", "Wanton Slut", "Public Cumdumpster"]>>
<</widget>>
<<widget AddReputation>>
<<set $EntityID = $args[0]>>
<<set $AddedRep to clone($PresetReputationValues)>>
<<set $AddedRep.ID = $EntityValues[$EntityID].Reputation.length + 1>>
<<set $AddedRep.Name = $args[1]>>
<<set $EntityValues[$EntityID].Reputation.pushUnique($AddedRep)>>
<</widget>>
<<widget DisplayReputation>>
<<set $EntityID = $args[0]>>
<<if $ShowReputation is true>>
<<for $i to 0; $i lt $EntityValues[$EntityID].Reputation.length; $i++>>
<<print '[[' + $EntityValues[$EntityID].Reputation[$i].Name + '|Character][$RepShownID = ' + $EntityValues[$EntityID].Reputation[$i].ID + ']] - '>>
<</for>>[[Hide Reputation|Character][$ShowReputation to false]]
<<for $i to 0; $i lt $EntityValues[$EntityID].Reputation.length; $i++>>
<<if $EntityValues[$EntityID].Reputation[$i].ID == $RepShownID>>
<br><br>
<<print '@@.boldtext;' + $EntityValues[$EntityID].Reputation[$i].Name + '@@'>>
<br>Fame: <<ShowFame $EntityID $i>>
<br>Popularity: <<ShowPopularity $EntityID $i>>
<br>Notority: <<ShowNotority $EntityID $i>>
<br>Majesty: <<ShowMajesty $EntityID $i>>
<br>Lechery: <<ShowLechery $EntityID $i>>
<br>Renown: <<ShowRenown $EntityID $i>>
<br>Crimes: <<ShowCrimes $EntityID $i>>
<</if>>
<</for>>
<<else>>
[[Show Reputation|Character][$ShowReputation to true]]
<</if>>
<</widget>>
<<widget ShowFame>>
<<set $EntityID = $args[0]>>
<<set $ReputationID = $args[1]>>
<<if $EntityValues[$EntityID].Reputation[$ReputationID].Fame >= 1000>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Fame + " " + "(" + $Fame[4] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Fame >= 100>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Fame + " " + "(" + $Fame[3] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Fame >= 10>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Fame + " " + "(" + $Fame[2] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Fame >= 1>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Fame + " " + "(" + $Fame[1] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Fame <= 0>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Fame + " " + "(" + $Fame[0] + ")">>
<</if>>
<</widget>>
<<widget ShowPopularity>>
<<set $EntityID = $args[0]>>
<<set $ReputationID = $args[1]>>
<<if $EntityValues[$EntityID].Reputation[$ReputationID].Popularity >= 1000>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Popularity + " " + "(" + $Popularity[4] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Popularity >= 100>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Popularity + " " + "(" + $Popularity[3] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Popularity >= 10>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Popularity + " " + "(" + $Popularity[2] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Popularity >= 1>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Popularity + " " + "(" + $Popularity[1] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Popularity <= 0>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Popularity + " " + "(" + $Popularity[0] + ")">>
<</if>>
<</widget>>
<<widget ShowNotority>>
<<set $EntityID = $args[0]>>
<<set $ReputationID = $args[1]>>
<<if $EntityValues[$EntityID].Reputation[$ReputationID].Notority >= 1000>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Notority + " " + "(" + $Notority[4] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Notority >= 100>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Notority + " " + "(" + $Notority[3] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Notority >= 10>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Notority + " " + "(" + $Notority[2] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Notority >= 1>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Notority + " " + "(" + $Notority[1] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Notority <= 0>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Notority + " " + "(" + $Notority[0] + ")">>
<</if>>
<</widget>>
<<widget ShowMajesty>>
<<set $EntityID = $args[0]>>
<<set $ReputationID = $args[1]>>
<<if $EntityValues[$EntityID].Reputation[$ReputationID].Majesty >= 1000>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Majesty + " " + "(" + $Majesty[4] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Majesty >= 100>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Majesty + " " + "(" + $Majesty[3] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Majesty >= 10>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Majesty + " " + "(" + $Majesty[2] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Majesty >= 1>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Majesty + " " + "(" + $Majesty[1] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Majesty <= 0>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Majesty + " " + "(" + $Majesty[0] + ")">>
<</if>>
<</widget>>
<<widget ShowLechery>>
<<set $EntityID = $args[0]>>
<<set $ReputationID = $args[1]>>
<<if $EntityValues[$EntityID].Reputation[$ReputationID].Lechery >= 1000>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Lechery + " " + "(" + $Lechery[4] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Lechery >= 100>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Lechery + " " + "(" + $Lechery[3] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Lechery >= 10>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Lechery + " " + "(" + $Lechery[2] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Lechery >= 1>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Lechery + " " + "(" + $Lechery[1] + ")">>
<<elseif $EntityValues[$EntityID].Reputation[$ReputationID].Lechery <= 0>>
<<print $EntityValues[$EntityID].Reputation[$ReputationID].Lechery + " " + "(" + $Lechery[0] + ")">>
<</if>>
<</widget>>
<<widget ShowCrimes>>
<<set $EntityID = $args[0]>>
<<set $ReputationID = $args[1]>>
<<if $EntityValues[$EntityID].Reputation[$ReputationID].Renown.length <= 0>>
You have not committed any crimes yet.
<<else>>
<<for $Crime to 0; $Crime lt $EntityValues[$EntityID].Reputation[$ReputationID].Crimes.length; $Crime++>>
$EntityValues[$EntityID].Reputation[$ReputationID].Crimes[$Crime]<<set _n = $Crime + 1>><<if _n < $EntityValues[$EntityID].Reputation[$ReputationID].Crimes.length>>, <<elseif _n == $EntityValues[$EntityID].Reputation[$ReputationID].Crimes.length>>.<</if>>
<</for>>
<</if>>
<</widget>>
<<widget ShowRenown>>
<<set $EntityID = $args[0]>>
<<set $ReputationID = $args[1]>>
<<if $EntityValues[$EntityID].Reputation[$ReputationID].Renown.length <= 0>>
You have not achieved any renown yet.
<<else>>
<<for $Renown to 0; $Renown lt $EntityValues[$EntityID].Reputation[$ReputationID].Renown.length; $Renown++>>
$EntityValues[$EntityID].Reputation[$ReputationID].Renown[$Renown]<<set _n = $Renown + 1>><<if _n < $EntityValues[$EntityID].Reputation[$ReputationID].Renown.length>>, <<elseif _n == $EntityValues[$EntityID].Reputation[$ReputationID].Renown.length>>.<</if>>
<</for>>
<</if>>
<</widget>>
<<widget StartStatistics>>
<<set $PresetStatistics = {
TimesVaginalSex: 0,
TimesAnalSex: 0,
TimesOralSex: 0,
TimesHandSex: 0,
TimesPublicSex: 0,
TimesDominantSex: 0,
TimesSubmissiveSex: 0,
TimesThreesomeSex: 0,
TimesGangbangSex: 0,
TimesSwallowedCum: 0
}>>
<</widget>>
<<widget AlterStatistic>>
<<set $EntityID = $args[0]>>
<<set $Amount = $args[1]>>
<<set $AlteredStatistic = $args[2]>>
<<if $AlteredStatistic == "VaginalSex">>
<<set $EntityValues[$EntityID].Statistics.TimesVaginalSex += $Amount>>
<<elseif $AlteredStatistic == "AnalSex">>
<<set $EntityValues[$EntityID].Statistics.TimesAnalSex += $Amount>>
<<elseif $AlteredStatistic == "OralSex">>
<<set $EntityValues[$EntityID].Statistics.TimesOralSex += $Amount>>
<<elseif $AlteredStatistic == "HandSex">>
<<set $EntityValues[$EntityID].Statistics.TimesHandSex += $Amount>>
<<elseif $AlteredStatistic == "PublicSex">>
<<set $EntityValues[$EntityID].Statistics.TimesPublicSex += $Amount>>
<<elseif $AlteredStatistic == "DominantSex">>
<<set $EntityValues[$EntityID].Statistics.TimesDominantSex += $Amount>>
<<elseif $AlteredStatistic == "SubmissiveSex">>
<<set $EntityValues[$EntityID].Statistics.TimesSubmissiveSex += $Amount>>
<<elseif $AlteredStatistic == "ThreesomeSex">>
<<set $EntityValues[$EntityID].Statistics.TimesThreesomeSex += $Amount>>
<<elseif $AlteredStatistic == "GangbangSex">>
<<set $EntityValues[$EntityID].Statistics.TimesGangbangSex += $Amount>>
<<elseif $AlteredStatistic == "SwallowedCum">>
<<set $EntityValues[$EntityID].Statistics.TimesSwallowedCum += $Amount>>
<</if>>
<</widget>><<widget AlterReputation>>
<<set $EntityID = $args[0]>>
<<set $AlteredReputation = $args[1]>>
<<set $Amount = $args[3]>>
<<set $TargetFaction = $args[4]>>
<<for $i to 0; $i lt $EntityValues[$EntityID].Reputation.length; $i++>>
<<if $EntityValues[$EntityID].Reputation[$i].Name == $TargetFaction>>
<<if $AlteredReputation == "Fame">>
<<set $EntityValues[$EntityID].Reputation[$i].Fame += $Amount>>
<<elseif $AlteredReputation == "Popularity">>
<<set $EntityValues[$EntityID].Reputation[$i].Popularity += $Amount>>
<<elseif $AlteredReputation == "Notority">>
<<set $EntityValues[$EntityID].Reputation[$i].Notority += $Amount>>
<<elseif $AlteredReputation == "Majesty">>
<<set $EntityValues[$EntityID].Reputation[$i].Majesty += $Amount>>
<<elseif $AlteredReputation == "Lechery">>
<<set $EntityValues[$EntityID].Reputation[$i].Lechery += $Amount>>
<</if>>
<<break>>
<</if>>
<</for>>
<<if $args[2] == "Increase">>
<<set $TextMessage = "Your $AlteredReputation increases by $Amount with $TargetFaction">>
<<elseif $args[2] == "Decrease">>
<<set $TextMessage = "Your $AlteredReputation decreases for $Amount with $TargetFaction">>
<</if>>
$TextMessage
<</widget>><<widget StartBloodAwakeningQuestline>>
<<set $Questline_NH = [
{
ID: 0,
Textline: "",
Reward: "<<AcceptQuest 17>>"
},
{
ID: 1,
Textline: "Very nice. Very nice indeed. I suppose that this should suffice as payment. Now, I have another task for you, should you be interested. Perfectly safe I assure you. I'll be there after all. Meet me in the slums outside the city during nightfall.",
Reward: "<<CompleteQuest>><<AcceptQuest 18>>"
}
]>>
<</widget>><<widget CheckNotority>>
<<set $CurrentNotority = 0>>
<<if $CurrentExploration == "PlainsWestdale">>
<<for $i to 0; $i lt $EntityValues[$Player].Reputation.length; $i++>>
<<if $EntityValues[$Player].Reputation.Name == "Westdale">>
<<set $CurrentNotority = $EntityValues[$Player].Reputation[$i].Notority>>
<</if>>
<</for>>
<</if>>
<</widget>><<silently>>
<<set $Quests[20].Completed to true>>
<</silently>>
!Blood & Lust
---------------------------------------
You walk closer to Lisa, seemingly feeling that you're somehow connected, she's almost startled, but quickly keeps a keen eye on you.
@@.lisavoice;"You seem familiar... hmmm, ah! I see we're of the same kind."@@
She closes in on you, whilst taking a whiff from you.
@@.lisavoice;"Yes. And fresh, newly turned. I suppose your master did not care to show their new whelp the reigns? A cruel fate indeed."@@
She walks around you, almost as if she is preying upon you. You stiffen, as you feel her presence penetrate your soulless chest. As if your body is naturally submitting to her advances.
@@.lisavoice;"Let me guess. My sister did this to you? How... Typical. You're not the first. I'll let you know that. She enjoys turning the commonfolk, only to watch them succumb to the hunger, letting it rip them apart."@@
She sighs as she stops infront of you. Arching her back, pushing her massive chest up, almost making her tits spill out for the whole tavern to see.
@@.lisavoice;"You know. I tire of my sister and her boring games. I'll give you an offer, an offer you would be a fool to refuse. Drink my blood, and submit to me. Transfer your thrallhood into my care, and i'll share with you the darkest secrest of this gift. A gift it can be, if treated right. A curse, if mismanaged. What do you say?"@@
<<if $HoverMode is false>>[[Accept Her Offer|Story Quest - Thrallhood]] or [[Decline Her Offer|Story Quest - The Lone Wolf]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Accept Her Offer|Story Quest - Thrallhood]] or [[Decline Her Offer|Story Quest - The Lone Wolf]]<</replace>><</if>><<silently>>
<</silently>>
!The Lone Wolf
---------------------------------------
You decline her offer, making her sigh.
@@.lisavoice;"Very well then, if you're that eager to perish. Let it be so. I will have you know, that you can always come back. Should you be able to, that is."@@
<<CompleteQuest>>
With that she whisks you away and you leave her alone.
<<if $HoverMode is false>>[[Continue|City - Tracy's High Tavern]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|City - Tracy's High Tavern]]<</replace>><</if>><<silently>>
<</silently>>
!Thrallhood
---------------------------------------
You accept her offer and she grasps your hand with a seductive smirk.
@@.lisavoice;"Wise choice. Follow me. Away from prying eyes."@@
She leads you through the tavern and downstairs, into the musky tavern cellar.
@@.lisavoice;"Stay calm, this will be over soon, and much more pleasant for you, than me. Trust me."@@
She takes your arm out and you comply to her advances. It being too late to back out now.
You watch as her eyes increase in brightness, with a lusty hunger. She opens mouth as her teeth extend and prepare for their taking of blood.
Her teeth connect blissfully with your right forearm, as you feel a pleasant sensation creep up through your veins and into your heart. You feel yourself filled with a new purpose, a need to serve and please.
She stops and her teeth retreat out of view. She smiles at you lusciously as a drop of blood trails down her neck.
She smiles blissfully, the sensation not having completely stopped.
@@.lisavoice;"Mhm. Most excellent. I must say I have had much worse. Anyhow, Let's complete the ritual. It's time for you to die. Again."@@
You feel yourself stiffen up from her words. A sudden fear taking hold of you.
@@.lisavoice;"Lie down, I'm in a bit of a... needy mood."@@
You do as she says, without question or any hesitation.
@@.lisavoice;"You can consider this a reward I suppose."@@
She seductively removes her panties, soaked in her juices and lightly drops them to the floor.
<<if $HoverMode is false>>[[Continue|Story Quest - Sweet Death]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - Sweet Death]]<</replace>><</if>><<silently>>
<</silently>>
!Sweet Death
---------------------------------------
She places her between you head as it rests on the damp cold cellar floor.
@@.lisavoice;"Don't dissapoint me now."@@
She then calmly get's down on her knees, aligning her glistening wet snatch with your mouth.
You feel her juices coat your mouth and nose, the scent overwhelming you. You begin to lick and suck in a wild sex craze as you take in every bit of her wanton cunt.
You hear her moan slightly, grabbing her dress in pleasure.
@@.lisavoice;"Oooh yes, just like t-that!"@@
You slick your tongue around her wet pussy, playing with the lips and drilling it all the way in every now and then.
As her moaning becomes more heated, you up the pace and increase the force of your relentless tongue-fucking.
@@.lisavoice;"Oh! By Lucira! Yes!"@@
You feel her lush juices fill your mouth as she covers your face completely. Her legs squirming, keeping you ever tighter.
The last torrents of pleasure storming through her, you begin to feel the for air as her firm thighs keep you in check.
@@.lisavoice;"That's it... sleep in my pet."@@
You writhe in desperation as you feel a slight minor amount of control return. But... It is already too late.
You hopelessly struggle against her, but eventually succumb and finally drown in her pussy as the lights go out.
<<if $HoverMode is false>>[[Continue|Story Quest - A Lingering Scent]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|Story Quest - A Lingering Scent]]<</replace>><</if>><<silently>>
<</silently>>
!A Lingering Scent
---------------------------------------
You later wake up on cold damp cellar floor with a beating headache.
You get up, with clear memory of what have transpired. Lisa however, no longer present.
The scent of her womanhood still smothering you completely.
<<CompleteQuest>>
You leave the cellar, without knowing the consequences of your actions... yet.
<<if $HoverMode is false>>[[Continue|City - High Tavern Cellar]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Continue|City - High Tavern Cellar]]<</replace>><</if>><<widget LisaQuests>>
<<if $Quests[20].Activated is true>>
<<if $Quests[20].Completed is false>>
(Quest): [[You feel familiar...|Story Quest - Blood & Lust]]<br><br>
<</if>>
<</if>>
<</widget>><<silently>>
<<UpdateEntity $Enemy>>
<</silently>>
!$EntityValues[$Enemy].Title ($EntityValues[$Enemy].Race)
--------------------------------------
<<ClothedExamine $Enemy>>
<<if $DebugMode is true>>
!Debug
-------------------------------------
<<PrintPrimary $Enemy>>
<<PrintStats $Enemy>>
<<PrintAnatomy $Enemy>>
<</if>>
<<if $HoverMode is false>>[[Back|Combat - Main Menu][$CombatState to false]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Combat - Main Menu][$CombatState to false]]<</replace>><</if>><<if $EntityValues[$Player].Body.Breasts.Size <= 3>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/Back/PCHumanFemaleHiddenBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/Back/PCHumanFemaleHiddenBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/Back/PCHumanFemaleHiddenBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/Back/PCHumanFemaleHiddenBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 4>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/Back/PCHumanFemaleLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/Back/PCHumanFemaleLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/Back/PCHumanFemaleLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/Back/PCHumanFemaleLargeBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 5>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/Back/PCHumanFemaleVeryLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/Back/PCHumanFemaleVeryLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/Back/PCHumanFemaleVeryLargeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/Back/PCHumanFemaleVeryLargeBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 6>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/Back/PCHumanFemaleHugeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/Back/PCHumanFemaleHugeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/Back/PCHumanFemaleHugeBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/Back/PCHumanFemaleHugeBreasts.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Breasts.Size == 7>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Chest/Fair/Back/PCHumanFemaleMassiveBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Chest/Pale/Back/PCHumanFemaleMassiveBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Chest/Tanned/Back/PCHumanFemaleMassiveBreasts.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Chest/Dark/Back/PCHumanFemaleMassiveBreasts.png" alt="" width=100% height=92%>
<</if>>
<<else>>
<img src="Images/Player/Human/Female/Chest/Fair/Back/PCHumanFemaleMediumBreasts.png" alt="" width=100% height=92%>
<</if>><<if $EntityValues[$Player].Body.Ass.Size >= 6>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Back/PCHumanFemaleLowerHugeAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Back/PCHumanFemaleLowerHugeAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Back/PCHumanFemaleLowerHugeAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Back/PCHumanFemaleLowerHugeAss.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Ass.Size >= 4>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Back/PCHumanFemaleLowerLargeAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Back/PCHumanFemaleLowerLargeAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Back/PCHumanFemaleLowerLargeAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Back/PCHumanFemaleLowerLargeAss.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Ass.Size >= 2>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Back/PCHumanFemaleLowerMediumAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Back/PCHumanFemaleLowerMediumAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Back/PCHumanFemaleLowerMediumAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Back/PCHumanFemaleLowerMediumAss.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Ass.Size == 1>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Back/PCHumanFemaleLowerSmallAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Back/PCHumanFemaleLowerSmallAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Back/PCHumanFemaleLowerSmallAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Back/PCHumanFemaleLowerSmallAss.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Ass.Size == 0>>
<<if $EntityValues[$Player].Body.Skin.Color == "Fair">>
<img src="Images/Player/Human/Female/Lower/Fair/Back/PCHumanFemaleLowerTinyAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Pale">>
<img src="Images/Player/Human/Female/Lower/Pale/Back/PCHumanFemaleLowerTinyAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Tanned">>
<img src="Images/Player/Human/Female/Lower/Tanned/Back/PCHumanFemaleLowerTinyAss.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Skin.Color == "Dark">>
<img src="Images/Player/Human/Female/Lower/Dark/Back/PCHumanFemaleLowerTinyAss.png" alt="" width=100% height=92%>
<</if>>
<<else>>
<img src="Images/Player/Human/Female/Lower/Fair/Back/PCHumanFemaleMediumAss.png" alt="" width=100% height=92%>
<</if>><<if $EntityValues[$Player].Body.Hair.Style == "Voss">>
<<if $EntityValues[$Player].Body.Hair.Color == "Brown">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/Back/PCHumanFemaleHairVossBrown.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Blonde">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/Back/PCHumanFemaleHairVossBlonde.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Black">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/Back/PCHumanFemaleHairVossBlack.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Auburn">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/Back/PCHumanFemaleHairVossAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Red">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/Back/PCHumanFemaleHairVossAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Grey">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/Back/PCHumanFemaleHairVossGrey.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "White">>
<img src="Images/Player/Human/Female/Head/Hair/Voss/Back/PCHumanFemaleHairVossGrey.png" alt="" width=100% height=92%>
<<else>>
<img src="Images/Player/Human/Female/Head/Hair/Voss/Back/PCHumanFemaleHairVossGrey.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Hair.Style == "Perrin">>
<<if $EntityValues[$Player].Body.Hair.Color == "Brown">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/Back/PCHumanFemaleHairPerrinBrown.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Blonde">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/Back/PCHumanFemaleHairPerrinBlonde.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Black">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/Back/PCHumanFemaleHairPerrinBlack.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Auburn">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/Back/PCHumanFemaleHairPerrinAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Red">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/Back/PCHumanFemaleHairPerrinAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Grey">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/Back/PCHumanFemaleHairPerrinGrey.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "White">>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/Back/PCHumanFemaleHairPerrinGrey.png" alt="" width=100% height=92%>
<<else>>
<img src="Images/Player/Human/Female/Head/Hair/Perrin/Back/PCHumanFemaleHairPerrinGrey.png" alt="" width=100% height=92%>
<</if>>
<<elseif $EntityValues[$Player].Body.Hair.Style == "Leony">>
<<if $EntityValues[$Player].Body.Hair.Color == "Brown">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/Back/PCHumanFemaleHairLeonyBrown.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Blonde">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/Back/PCHumanFemaleHairLeonyBlonde.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Black">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/Back/PCHumanFemaleHairLeonyBlack.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Auburn">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/Back/PCHumanFemaleHairLeonyAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Red">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/Back/PCHumanFemaleHairLeonyAuburn.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "Grey">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/Back/PCHumanFemaleHairLeonyGrey.png" alt="" width=100% height=92%>
<<elseif $EntityValues[$Player].Body.Hair.Color == "White">>
<img src="Images/Player/Human/Female/Head/Hair/Leony/Back/PCHumanFemaleHairLeonyGrey.png" alt="" width=100% height=92%>
<<else>>
<img src="Images/Player/Human/Female/Head/Hair/Leony/Back/PCHumanFemaleHairLeonyGrey.png" alt="" width=100% height=92%>
<</if>>
<<else>>
<img src="Images/Player/Human/Female/Head/Hair/Voss/Back/PCHumanFemaleHairVossGrey.png" alt="" width=100% height=92%>
<</if>><<widget UpdateLustful>>
<<set $UE = $args[0]>>
<<RemoveTrait $UE 'Lustful Frenzy' 'NoText'>>
<<if $EntityValues[$UE].CurrentLust >= $EntityValues[$UE].MaxLust>>
<<AddTrait $UE 'Lustful Frenzy' 'NoText'>>
<</if>>
<</widget>><<widget Scene>>
<<set $Act = $args[0]>>
<<set $ActBackground = $args[1]>>
<<if $ActBackground == "PlainsWestdale">>
<img src="Images/Scenes/Backgrounds/PlainsSceneBackground.png" style="position: absolute;" width=40% height=40%>
<<elseif $ActBackground == "Tavern">>
<img src="Images/Scenes/Backgrounds/TavernSceneBackground.png" style="position: absolute;" width=40% height=40%>
<</if>>
<<if $Act == "GoblinMaleDoggy">>
<img src="Images/Scenes/Defaults/Goblin/Male/Doggy-1.png" width=40% height=40%>
<<elseif $Act == "GoblinMaleFacefuck">>
<img src="Images/Scenes/Defaults/Goblin/Male/Facefuck-1.png" width=40% height=40%>
<</if>>
/*
<<set $MainActor = $args[2]>>
<<set $SecondActor = $args[3]>>
<<set $ActorType = $args[4]>>
<<set $ActN = random(2) + 1>>
*/
/*<<set $ImgLoc = "Images/Scenes/" + $ActorType + "/" + $MainActor + "/" + $SecondActor + "/" + $Act + $ActN + ".png">>
[img[$ImgLoc]]
<img src="' + $ImgLoc + '" style="position: absolute;" width=50% height=50%>*/
<</widget>><<silently>>
<<for $i to 0; $i lt $EntityValues[$Player].ConsumablesInventory.length; $i++>>
<<if $EntityValues[$Player].ConsumablesInventory[$i].ID == $Timber>>
<<set $TimberQuantity = $EntityValues[$Player].ConsumablesInventory[$i].Quantity>>
<<elseif $EntityValues[$Player].ConsumablesInventory[$i].ID == $CopperOre>>
<<set $CopperOreQuantity = $EntityValues[$Player].ConsumablesInventory[$i].Quantity>>
<<elseif $EntityValues[$Player].ConsumablesInventory[$i].ID == $IronOre>>
<<set $IronOreQuantity = $EntityValues[$Player].ConsumablesInventory[$i].Quantity>>
<<elseif $EntityValues[$Player].ConsumablesInventory[$i].ID == $GoldOre>>
<<set $GoldOreQuantity = $EntityValues[$Player].ConsumablesInventory[$i].Quantity>>
<</if>><</for>>
<</silently>>
!Forge ($Homes[$Home].Name)
---------------------------------------
<<nobr>><<if $TimberQuantity < 1>>
You don't have enough timber for fuel!<br>
<<else>>
<<if $CopperOreQuantity > 2>>
[[Smelt Copper Bar|Manage Forge][set $EntityValues[$Player].ConsumablesInventory[$CopperOre].Quantity -= 2, set $EntityValues[$Player].ConsumablesInventory[$Timber].Quantity -= 1, set $EntityValues[$Player].ConsumablesInventory[$CopperBar].Quantity += 1]]
<<else>>
You don't have enough copper ore to smelt!
<</if>><br>
<<if $IronOreQuantity > 2>>
[[Smelt Iron Bar|Manage Forge][set $EntityValues[$Player].ConsumablesInventory[$IronOre].Quantity -= 2, set $EntityValues[$Player].ConsumablesInventory[$Timber].Quantity -= 1, $EntityValues[$Player].ConsumablesInventory[$IronBar].Quantity += 1]]
<<else>>
You don't have enough iron ore to smelt!
<</if>><br>
<<if $IronOreQuantity > 2>>
[[Smelt Steel Bar|Manage Forge][set $EntityValues[$Player].ConsumablesInventory[$IronOre].Quantity -= 2, set $EntityValues[$Player].ConsumablesInventory[$Timber].Quantity -= 1, $EntityValues[$Player].ConsumablesInventory[$SteelBar].Quantity += 1]]
<<else>>
You don't have enough iron ore to smelt!
<</if>><br>
<<if $GoldOreQuantity > 1>>
[[Smelt Gold Bar|Manage Forge][set $EntityValues[$Player].ConsumablesInventory[$GoldOre].Quantity -= 1, set $EntityValues[$Player].ConsumablesInventory[$Timber].Quantity -= 1, $EntityValues[$Player].ConsumablesInventory[$GoldBar].Quantity += 1]]
<<else>>
You don't have enough gold ore to smelt!
<</if>><br>
<</if>>
<<if $HoverMode is false>>[[Back|Housing Upgrades]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|Housing Upgrades]]<</replace>><</if>><</nobr>>
<<widget EVENT_IMPGANGGALORE>>The blasted crater suddenly collects a silence, as if the serene peace and quiet is a little too good for your current whereabouts.
You look around, and realize that the crevice of high ground on angles would be perfect for an ambush. Indeed, before you can react, you hear a tainted screech coming from up high above you.
What appears to be at least a dusin of Imp's descend upon you, giving you little time to react at all. Their corrupted cocks hard and ready to violate every inch of you, and too many to even attempt to deal with.
Your options aren't many, and you will have to decide quickly.
<<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 5>>[[Attempt to breach through them|303 Crater Event - Imp Gang Galore Outcome][$EventOutcome = "BreachSuccess"]]<<else>>[[Attempt to breach through them|303 Crater Event - Imp Gang Galore Outcome][$EventOutcome = "BreachFailure"]]<</if>>
[[Submit to the ambush completely|303 Crater Event - Imp Gang Galore Outcome][$EventOutcome = "Submit"]]
<<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>[[Make a run for it|303 Crater Event - Imp Gang Galore Outcome][$EventOutcome = "Flee"]]<</if>><</widget>><<widget EVENT_CHORTCHALLENGE>>You wander the blasted crater and travel down a desolated path littered with the bones of the damnded. As you continue, you spot a shadowy towering figure in the distance.
Upon getting closer, what you see can only be described as a massive dark-skinned demon. It's tipped tail slowly moving side-to-side, it's four horns menacingly pointing forward, and it's two, at least 12-inch, incredibly thick bulbed demonic cocks hanging freely between it's hoofed legs. The demonic pre-seed staining the ground it treads on.
@@.chortvoice;"You freely wander into my lair mortal? What has thine come for? My seed, or to challenge me?".@@
<<if $EntityValues[$Player].Traits.includes("Insight")>>You get a feeling that you should not be accepting it's challenge.<<else>>You think about what to do.<</if>>
[[Accept it's challenge|304 Crater Event - Chort Challenge Outcome][$EventOutcome = "Challenge"]]
<<if $StoryChortKnowledge is true>>[[Ignore the chort and carry on|304 Crater Event - Chort Challenge Outcome][$EventOutcome = "Ignore"]]<<else>>[[Make a run for it|304 Crater Event - Chort Challenge Outcome][$EventOutcome = "Flee"]]<</if>>
<<if $EntityValues[$Player].Traits.includes("Insatiable")>>[[Submit to it freely|304 Crater Event - Chort Challenge Outcome][$EventOutcome = "Submit"]]<</if>>
<</if>><</widget>><<widget EVENT_CENTAURCATTLE>>You wander the plains under the open sky, the wind rushing and far reaches of the grassy fields roiling. You feel the ground, only to realize that something is of...
The ground shakes and trembles slightly, increasing slowly. You decide to dash towards some nearby rocks to hide, and you were smart in that choice.
After a few minutes, the trembling increases ever more, and a few minutes after that, the first centaurs ride past your hiding spot. They don't seem to spot you at all. After the first ones, you're shocked to see an entire horde of at least a hundred centaurs ride past your spot.
Some of them dragging along carriages, filled with women and men in shackles, likely enslaved by the tribe.
<<if $EntityValues[$Player].Traits.includes("Perceptive")>>You see some centaurs having something strapped unto their bellies, and it's not until further inspection, that you realize that they're slaves. The slaves straddled, as if they were cock-holsters.<<else>>You see some of the centuars carrying odd packages beneath their bellies. You wish you could get a closer look, but you're just not perceptive enough.<</if>>
The ground thunders for quite a while as they pass on by.
You remain at your hiding spot, well aware that should you leave, you would only join their collection of slaves.
As the steppe horde moves on, you leave your spot to continue your exploration.
<<PlainsExplore>><</widget>><<widget EVENT_HIDDENTREASURE>>You travel the laid out trail on the plains, following it to see where it leads.
However, as you've followed it for some time, you feel a whisper, something wanting to draw you off the path.
<<if $EntityValues[$Player].Traits.includes("Insight")>>The whispers tell you to take a hard turn and walk towards a hilly mound. You do so, and end up upon the hill-top.
Searching around the hilltop, you eventually find a small black chest. After opening it, you realize that it contains a decent amount of coins, and even some shards.
Who led you to it? Who was the whisperer? You have no idea... But you do not mind the treasure one bit and pocket it.
<<ActivityTreasureReward_High>>
You then continue your exploration.<<else>>The whispers appear weird, distorted and you can't understand them. You try your best to interpret them, but you're clueless as to where they're trying to draw you to.
You end up just continueing your exploration...<</if>>
<<PlainsExplore>><</widget>><<widget EVENT_BURNINGGIFT>><<set $EventTableDarkForest[7].Triggered to true>><<set $EventTableDarkForest[7].Activated to false>>You wander the forest, only to find yourself lost in the wild nature and brush, the trees darkening the sky and the forest floor completely unfamiliar.
However, something makes you continue, draws you into the darknes, almost as if something has taken hold of you. You see a light at the end of the wild darkness, and follow it into a clearing.
<<if $EntityValues[$Player].Traits.includes("Corrupted Vision")>>What eventually stands before you can only be explained as a crystalline bush, the leaves of gold, it's blinding glory almost burning your eyes, yet allowing you to gaze upon it with your damned eyes of oblivion.<<else>>What eventually stands before you can only be explained as a burning bush, but the leaves remain intact, and the flames possessing a blueish hue.
<</if>>@@.manatext;"Welcome, you have traveled far I presume?"@@
You nod almost in a daze as the bush speaks to you.
@@.manatext;"Allow me to guide you on this journey, I am one of many gifts, many surprises and many horrors. Though this time, I promise, I'll spare you of the latter. Please, accept this gift, as gratitude for what you will do in the future."@@
Before your eyes an apple of sorts manifests, lulling freely in the air, waiting for you to take it.
@@.manatext;"Go on then... take it."@@
<<if $EntityValues[$Player].Traits.includes("Insight")>>Although you sense that the bush is not of this world, you're almost certain that it means no ill.
<</if>>You briefly escape your daze, or were you released to make the choice? It matters not you think to yourself, the apple awaits you still, what do you do?
[[Accept the gift|107 Forest Event - Burning Gift Outcome][$EventOutcome == "Accepted"]]
[[Decline the gift|107 Forest Event - Burning Gift Outcome][$EventOutcome == "Declined"]]
<<if $EntityValues[$Player].Traits.includes("Aggressive")>>[[Attack the bush|107 Forest Event - Burning Gift Outcome][$EventOutcome == "Attack"]]
<</if>><<if $EntityValues[$Player].Traits.includes("Insatiable")>>[[Begin to masturbate|107 Forest Event - Burning Gift Outcome][$EventOutcome == "Masturbate"]]
<</if>><<if $EntityValues[$Player].RankedTraits.WillpowerTraitLevel <= 3>>[[Turn tail and run away|107 Forest Event - Burning Gift Outcome][$EventOutcome == "Flee"]]
<</if>><</widget>><<widget EVENT_GOBLINAMBUSH>>The forest is dark, and silent, almost too silent. You continue to wander the wild nature of the trail and realize that something is off.
You look around and listen, the chirping of the birds are not there and the wildlife completely absent. However, before you can react further, a wild shriek fills your ears.
You see at least a small horde of goblins rush towards you with their weapons drawn, far too many for you to even consider to deal with.
Your options aren't many, and you will have to decide quickly.
<<if $EntityValues[$Player].RankedTraits.StrengthTraitLevel >= 5>>[[Attempt to breach through them|108 Forest Event - Goblin Ambush Outcome][$EventOutcome = "BreachSuccess"]]<<else>>[[Attempt to breach through them|108 Forest Event - Goblin Ambush Outcome][$EventOutcome = "BreachFailure"]]<</if>>
[[Submit to the ambush completely|108 Forest Event - Goblin Ambush Outcome][$EventOutcome = "Submit"]]
<<if $EntityValues[$Player].Traits.includes("Fleet-footed")>>[[Make a run for it|108 Forest Event - Goblin Ambush Outcome][$EventOutcome = "Flee"]]<</if>><</widget>><<silently>>
<</silently>>
!Crater of Corruption
-------------------------------------------------
<<if $EventChoice is "BreachFailure">>You attempt to breach through the oncoming gang of Imps, but are quickly subdued as you're not even close to being strong enough to deal with them all at once.
You quickly find yourself held in place, struggling and beaten as the Imps begin to prod their <<Penis>>'s at your fuckholes, dick-slapping your face and otherwise trying to make you jack them off.
<<DoubleStretch $Player 6>>
It doesn't take long for them to force their cocks into you, not caring whether or not you can take it. You whimper for mercy at every opportunity, but find yourself mostly choking on Imp cock as your throat is distended by their unholy members and burning juices.
They chuckle and laugh at your pathetic display, and pass you around like a toy to be used. As they pump you full of their cum, you feel it burn into you, marking your womb.
You lose slightly track of time as they use your holes for the better part of an hour. And just as one of the Imp's close in on you with a collar, ready to seal your fate as their new favorite cumdumpster... A massive roar can be heard throughout the crater.
The Imps all whimper and cry out in fear, almost completely forgetting you, lying there in a pool of fiery Imp splooge.
The Imp's completely abandon you, scattering about.
You get up and quickly drag yourself home to rest.
<<Home>><<elseif $EventChoice is "BreachSuccess">>You successfully shove the Imps aside, tossing them around like the feeble little creatures they are.
They still attempt to force themselves unto you, but you make quick work of them.
You make a run for it as an opening presents itself, leaving them all behind to continue your exploration.
<<CraterExplore>><<elseif $EventChoice is "Submit">>You submit completely and are quickly subdued as you decide to not put up any fight at all.
You quickly find yourself held in place, struggling and beaten as the Imps begin to prod their <<Penis>>'s at your fuckholes, dick-slapping your face and otherwise trying to make you jack them off.
<<DoubleStretch $Player 6>>
It doesn't take long for them to force their cocks into you, not caring whether or not you can take it. You whimper for mercy at every opportunity, but find yourself mostly choking on Imp cock as your throat is distended by their unholy members and burning juices.
They chuckle and laugh at your pathetic display, and pass you around like a toy to be used. As they pump you full of their cum, you feel it burn into you, marking your womb.
You lose slightly track of time as they use your holes for the better part of an hour. And just as one of the Imp's close in on you with a collar, ready to seal your fate as their new favorite cumdumpster... A massive roar can be heard throughout the crater.
The Imps all whimper and cry out in fear, almost completely forgetting you, lying there in a pool of fiery Imp splooge.
The Imp's completely abandon you, scattering about.
You get up and quickly drag yourself home to rest.
<<Home>><<elseif $EventChoice is "Flee">>You quickly make a dash for it. The Imps not even being close to being fast enough to keep up with you.
You leave them behind, and continue your exploration of the crater.
<<CraterExplore>><</if>><<silently>>
<</silently>>
!The Old Whispers of the South
---------------------------------------
I bring this tale hither from the south, where the whispers of old, they hold and are told. I am but a man, but what I was and heard, could make me go ham! The South has fallen, my mouth spits it like pollen.
In their hearts, I now only see dark parts and the practice of unholy arts. Down there they have no heir, that I swear. It is the long night and it is full of fright, that I know of, I am surely right.
Their Lord and ruler, shocked and cucked, his wife got docked. Tried he did to get her locked, but her world got rocked, not by him, but someone from his close-kin.
Now she is, merely a whore, the whole nation chore. From town to town, she sucks and fucks, it creates quite the influx. Little do they know, she is a succubus, a vile harlot, called Charlotte.
Her reign is planned, bathed in the essence of men's quintessence.
Do not venture south, for she worships the vile, and you would merely join the pile.
This I know, for I have been told, it may be cold, but the whispers of old, they hold. That I am told.
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>>
<<silently>>
<</silently>>
!Crazy Cavern Tales #4: Westdale Caverns
---------------------------------------
We finally arrived at one of the many many entrances to the fabled caverns of westdale. Oh joyeus, my manly parts tingled with anticipation to explore these feisty cavernous crevices.
We descended into the gaping maw, and the darkness swallowed us hole. It spoke to us, what a beauty, as we slid into the deepest belly of these treacherous passages.
We had heard of treasure, aye, not just any treasure. But an elven beauty, a cursed pendulum, supposedly swallowed whole, oh-joy!
We had to find it, for the expedition, for my father's work! Oh how I desire! I desire it! I must acquire, I must go deeper, further down!
Our torches were running out, but that was okay, I enjoy getting lost, it's so much more... thrilling! Yes!
We knew where to look, aye, the walls guided us, touched and befuddled our minds in all those nasty ways you know. I felt a little used, my mind filled with the wisdom juice of those without names.
Ah! And there I saw it, the light in the dark, she had led us right to it. The pendulum, elven, beautiful and... so wrong... Oh I long for it, to touch it... And I did, I reached out! And I took it!
As the walls closed in on me and my men, I smiled to the screams of my fellow brothers, those that took with me on this expedition. No bother, they wouldn't understand me anyway. They can stay here, the walls may try to eat my mind, but that's okay, it was lost a long time ago anyway.
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>>
<<silently>>
<</silently>>
!Nancy's Guide to Noble Etiquette
---------------------------------------
In this exciting new guide, I, Nancy, will guide you through the most important of the ten noble etiquettes, that will turn you into a most formal individual at any gathering with your betters.
We will go through all ten, starting from the most important, to the still important ones, but less important, but still important enough for you to take note.
1. Always bow when firstly on the day, addressing a holder of the landed title, of which you are currently present in. It is rude to bow more than once, with each passing of the two moons.
2. Address any holder of a title, be it landed or not, by their appropriate title name, unless they are of the highest rank in the demesne, of which you will then address them, “your grace”.
3. Never touch, grope, kiss, rape, hurt or otherwise physically insult anyone whilst at court. Unless specified, specifically.
4. Always speak directly and clearly, it is rude to repeat yourself.
5. Do not touch your face, that is rude and unsanitary.
6. When engaging in the consumption of any goods, the first to break the meal, is the holder of the lowest title, with the highest title last.
7. The holder of a higher or more prestigious title, is never required to answer your questions of any kind at any time.
8. In case of accidents, ignore and carry on.
9. Always carry your weapons and arms openly, to hide them, is considered rude.
10. Glove your hands at all times, to expose them is naughtier than exposing your bosom or buttocks.
That was all from Nancy this time, see you around plebians!
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>><<silently>>
<</silently>>
!Crater of Corruption
-------------------------------------------------
<<if $EventChoice is "Challenge">>You accept the Chort's challenge and brace yourself.
@@.chortvoice;"Very well, I was eager to break someone like you in. Hah!".@@
With lightning speed the Chort charges towards, almost unnaturally considering it's sheer size.
What follows is you merely getting ragdolled around as it toys with you until it tires.
@@.chortvoice;"And, now to my reward!".@@
Without hesitation, the Chort inserts it's unholy member into your pliant <<Asshole>>.
<<Stretch $Player 5 "Asshole">>
<<if $EntityValues[$Player].Body.Vagina.Has is true>>The other bulbous demonic cock penetrates your pussy.
<<Stretch $Player 7 "Vagina">>
<</if>>The chort leaves you no time to accomodate it's size, and immediately begins to ravage you without remorse or shame. As you feel your insides violated, your ears are filled with the demonic laughter of your tormentor.
Not long after, you feel it increase the pace, clenching you tight to it, and shortly then, a stream of burning seed fills your behind<<if $EntityValues[$Player].Body.Vagina.Has is true>> and fertile womb<</if>>.
@@.chortvoice;"Ahhhh! That was something. I think I'll go for another round.".@@
The demon continues to use and abuse you for hours, not letting you go until it is completely spend. Once again, filling you with it's unholy seed, and again... and again.
<<Stretch $Player 5 "Asshole">>
<<if $EntityValues[$Player].Body.Vagina.Has is true>><<Stretch $Player 7 "Vagina">>
<</if>>When it's finally spend, it simply leaves you on the red hellish ground, now marked and stained with it's cum.
You manage to gather enough strength to leave and return home...
<<Home>><<elseif $EventChoice is "Flee">>You turn tail and immediately run for your life. To your surprise, the chort does not seem to bother chasing after you.
You continue your exploration of the crater.
<<CraterExplore>><<elseif $EventChoice is "Ignore">>You think back on your previous knowledge of Chort's, and remember that you can simply ignore him.
You walk past him as if he doesn't even exist, and he grumbles loudly.
@@.chortvoice;"You dare to merely stroll through my lair?!...".@@
Followed by a mere sigh, and him scratching his chin.
@@.chortvoice;"Whatever then... You'll come back! You-... You will!".@@
You venture through his lair, as he simply leaves you alone, allowing you to continue your exploration of the crater.
<<CraterExplore>><<elseif $EventChoice is "Submit">>You submit to the chort fully, allowing it to do with you as they please.
@@.chortvoice;"Very well, I was eager to break someone like you in. Hah!".@@
The chort quickly grabs hold of you as if you were a mere plaything to be used.
Without hesitation, the Chort inserts it's unholy member into your pliant <<Asshole>>.
<<Stretch $Player 5 "Asshole">>
<<if $EntityValues[$Player].Body.Vagina.Has is true>>The other bulbous demonic cock penetrates your pussy.
<<Stretch $Player 7 "Vagina">>
<</if>>The chort leaves you no time to accomodate it's size, and immediately begins to ravage you without remorse or shame. As you feel your insides violated, your ears are filled with the demonic laughter of your tormentor.
Not long after, you feel it increase the pace, clenching you tight to it, and shortly then, a stream of burning seed fills your behind<<if $EntityValues[$Player].Body.Vagina.Has is true>> and fertile womb<</if>>.
@@.chortvoice;"Ahhhh! That was something. I think I'll go for another round.".@@
The demon continues to use and abuse you for hours, not letting you go until it is completely spend. Once again, filling you with it's unholy seed, and again... and again.
<<Stretch $Player 5 "Asshole">>
<<if $EntityValues[$Player].Body.Vagina.Has is true>><<Stretch $Player 7 "Vagina">>
<</if>>When it's finally spend, it simply leaves you on the red hellish ground, now marked and stained with it's cum.
You manage to gather enough strength to leave and return home...
<<Home>><</if>>
<<silently>>
<<set $StoryChortKnowledge to true>>
<</silently>>
!Bastian's Bestiary: On Chorts
---------------------------------------
The Chort, a darkened massive demon of immense corruptive power. They feed on the meek, the weak and unwilling.
Typically dark of skin color, with the traits one would expect from a demon, horns, tipped tail and hooved legs. They are known to sometimes posses more than one cock, always of ridiculous size.
Unable to breed or procreate, they are extremely rare. A chort is created, when a male mortal bathes in a pool of virgin's tears taken by force, mixed with the corruptive force of the otherplane and Imp semen.
They enjoy the suffering of others, and have been cursed to always and only follow the traditions of the lands that they inhabit.
Therefore, if one is to ever encounter a chort, to never accept it's challenge and merely ignore it's presence. As such, it cannot do you any harm, as it would be breaking it's cursed vows.
Though, should you be so unfortunate as to accidentally accept it's challenge, know this. You will have one very sorry bootyhole the next day.
That is all, Bastian blasts off again!
<<if $HoverMode is false>>[[Back|The Cave - Bookcase]]<<elseif $HoverMode is true>><<replace "#linkbar">>[[Back|The Cave - Bookcase]]<</replace>><</if>>If Player has Penis or Vagene:
<<if $EntityValues[$Player].Body.Vagina.Has is true>>
<<if $EntityValues[$Player].Body.Penis.Has is true>><<silently>>
<</silently>>
!The Dark Forest
-------------------------------------------------
<<if $EventChoice is "Accepted">>You take the apple hovering infront of you.
<<AddConsumable $Player 25 1>>
@@.manatext;"Wise choice, now I shall leave you on the journey. I'm sure you will do well."@@
Your world suddenly spins, and you're no longer in the darkened grove. You stand on the trail, a familiar one even, as you know exactly where you are... holding the apple in your hand.
<<ForestExplore>><<elseif $EventChoice is "Declined">>You remain calm and collected, declining the apple.
@@.manatext;"Most interesting. Very well then. Be on your journey then. I will continue to observe."@@
Your world suddenly spins, and you're no longer in the darkened grove. You stand on the trail, a familiar one even, as you know exactly where you are.
<<ForestExplore>><<elseif $EventChoice is "Flee">>You turn around run as fast as you can. You're not fucking dealing with burning bush that can talk, that's too much!
@@.manatext;"...not what I expected, but very well..."@@
Your world suddenly spins, and you're no longer in the darkened grove. You stand on the trail, a familiar one even, as you know exactly where you are.
<<ForestExplore>><<elseif $EventChoice is "Attack">>You give out a might roar and charge the burning bush. However, you quickly find yourself frozen in place, unable to move.
@@.manatext;"...not what I expected, but very well..."@@
Your world suddenly spins, and you're no longer in the darkened grove. You stand on the trail, a familiar one even, as you know exactly where you are.
<<ForestExplore>><<elseif $EventChoice is "Masturbate">>You're just too damn horny to really give a damn about this dumb bush and decide that this is the perfect time to rub one out. However, before you can really get down to business, you feel yourself frozen in place.
@@.manatext;"...not what I expected, but very well..."@@
Your world suddenly spins, and you're no longer in the darkened grove. You stand on the trail, a familiar one even, as you know exactly where you are.
<<ForestExplore>><</if>><<silently>>
<</silently>>
!Crater of Corruption
-------------------------------------------------
<<if $EventChoice is "BreachFailure">>You attempt to breach through the oncoming horde of Goblins, but are quickly subdued as you're not even close to being strong enough to deal with them all at once.
You quickly find yourself held in place, struggling and beaten as the Goblins begin to prod their <<Penis>>'s at your fuckholes, dick-slapping your face and otherwise trying to make you jack them off.
<<DoubleStretch $Player 6>>
It doesn't take long for them to force their cocks into you, not caring whether or not you can take it. You whimper for mercy at every opportunity, but find yourself mostly choking on Goblin cock as your throat is distended by their lusty members and fertile juices.
They chuckle and laugh at your pathetic display, and pass you around like a toy to be used. As they pump you full of their cum.
You lose slightly track of time as they use your holes for the better part of an hour.
As they're close to done, one of the Goblin's close in on you and grab your hair. You're dragged along as their new plaything, unaware of what the future may now hold for you.
[[Continue|Combat - Enslavement][$PartnerSlaver = "Goblin"]]<<elseif $EventChoice is "BreachSuccess">>You successfully shove the Goblins aside, tossing them around like the feeble little creatures they are.
They still attempt to force themselves unto you, but you make quick work of them.
You make a run for it as an opening presents itself, leaving them all behind to continue your exploration.
<<ForestExplore>><<elseif $EventChoice is "Submit">>You submit completely and are quickly subdued as you decide to not put up any fight at all.
You quickly find yourself held in place, struggling and beaten as the Goblins begin to prod their <<Penis>>'s at your fuckholes, dick-slapping your face and otherwise trying to make you jack them off.
<<DoubleStretch $Player 6>>
It doesn't take long for them to force their cocks into you, not caring whether or not you can take it. You whimper for mercy at every opportunity, but find yourself mostly choking on Goblin cock as your throat is distended by their lusty members and fertile juices.
They chuckle and laugh at your pathetic display, and pass you around like a toy to be used. As they pump you full of their cum.
You lose slightly track of time as they use your holes for the better part of an hour.
As they're close to done, one of the Goblin's close in on you and grab your hair. You're dragged along as their new plaything, unaware of what the future may now hold for you.
[[Continue|Combat - Enslavement][$PartnerSlaver = "Goblin"]]<<elseif $EventChoice is "Flee">>You quickly make a dash for it. The Goblins not even being close to being fast enough to keep up with you.
You leave them behind, and continue your exploration of the dark forest.
<<ForestExplore>><</if>>