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<<switch $EventMark>>
<<case "">>
<<Img "data/overall/story_banner.png">>
<br>
<center><big><b>Disclaimer:</b></big></center>
All events in this game, as well as its characters, are fictional. Any coincidences with real events or people are entirely accidental.
<br><br>
The game contains adult content and is not intended for anyone under the age of 21. By clicking "Continue", you confirm that you are legally allowed to view pornography in your country.
<br><br>
<<btnChoice "Continue" "Start game" "Setting MC">>
<<case "Setting MC">>
<table>
<tr>
<td style="width:50%">
@@.picCap;[img[data/mc/img/main_pic.jpg]]@@
</td>
<td style="vertical-align:top">
In this game, you play as a male character. You can change following features:
<hr>
First Name:
<br><<textbox "$mc.name" $mc.name>>
<<silently>>
<br><br>Penis size:
<<listbox "$mc.penisSize">>
<<option "Small" "small">>
<<option "Average" "average" selected>>
<<option "Huge" "huge">>
<</listbox>>
<</silently>>
<br><br>
<center>@@.btnChoice;<<button "Continue" "Start game">>
<<if $mc.penisSize == "huge">>
<<set $mc.confidence += 5>>
<<elseif $mc.penisSize == "small">>
<<set $mc.confidence -= 5>>
<</if>>
<<set $EventMark = "Setting Melinda">>
<</button>>@@</center>
</td>
</tr>
</table>
<<case "Setting Melinda">>
<table>
<tr>
<td style="width:50%">
@@.picCap;[img[data/npc/melinda/first_sight.jpg]]@@
</td>
<td style="vertical-align:top">
For as long as you can remember, she's always take care and support you.
<hr>
Her Name:
<br><<textbox "$NPCstat[0].name" $NPCstat[0].name>>
<br>Her Last Name:
<br><<textbox "$NPCstat[0].lastname" $NPCstat[0].lastname>>
<br>And she is your:
<br><<textbox "$BloodSet" $BloodSet>>
<br><br>
<i>Warning, author doesn't approves relationships between blood relatives!</i>
<br><br>
<center>@@.btnChoice;<<button "Continue" "Start game">>
<<set $EventMark = "Setting Claire">>
<<SetRelations>>
<</button>>@@</center>
</td>
</tr>
</table>
<<case "Setting Claire">>
<table>
<tr>
<td style="width:50%">
@@.picCap;[img[data/npc/claire/first_sight.jpg]]@@
</td>
<td style="vertical-align:top">
You used to live beneath the same roof with your $sister.sister, but now she's moved to another city. Don't worry, she'll pay a visit soon.
<hr>
Her Name:
<br><<textbox "$NPCstat[1].name" $NPCstat[1].name>>
<br><br>
<<btnChoice "Continue" "Start game" "Setting Kelly">>
</td>
</tr>
</table>
<<case "Setting Kelly">>
<table>
<tr>
<td style="width:50%">
@@.picCap;[img[data/npc/kelly/first_sight.jpg]]@@
</td>
<td style="vertical-align:top">
She's your new roommate. You'll discover the rest during the game.
<hr>
Her Name:
<br><<textbox "$NPCstat[2].name" $NPCstat[2].name>>
<br><br>
<<btnChoice "Continue" "Start game" "Setting Toggles">>
</td>
</tr>
</table>
<<case "Setting Toggles">>
<center><i>Final Settings</i></center>
<hr>
<table style="width:90%">
<tr>
<td style="width:45%" align="center">
<span id="ntr_status">
<<if $NTRmode>>
<b>NTR is now ON</b>
<<else>>
<b>NTR is now OFF</b>
<</if>>
</span>
</td>
<td style="width:45%" align="center">
<span id="ntr_switch">
<<if $NTRmode>>
<<set _txt = "Turn it OFF">>
<<else>>
<<set _txt = "Turn it ON">>
<</if>>
@@.btnWide;<<button _txt>>
<<if $NTRmode>>
<<set $NTRmode = false>>
<<else>>
<<set $NTRmode = true>>
<</if>>
<<NTRswitch>>
<</button>>@@
</span>
</td>
</tr>
<tr>
<td colspan="2">
<span id="ntr_warning">
<<if $NTRmode>>
<br>
<font color="red">Warning! NTR is now ON. This means that you may face with unavoidable NTR scenes. If you don't want to see this type of content, turn it off. It won't affect the game's plot in any way.</font>
<<else>>
<br><br><br>
<</if>>
</span>
</td>
</tr>
</table>
<hr>
<table style="width:90%">
<tr>
<td style="width:50%">
Background
</td>
<td style="width:50%" align="center">
@@.bgBlack;<<button " ">>
<<set $Background = 0>>
<<goto "Start game">>
<</button>>@@
@@.bgCrimson;<<button " ">>
<<set $Background = 1>>
<<goto "Start game">>
<</button>>@@
</td>
</tr>
</table>
<hr>
<br><br>
<<btnChoice "Continue" "Start game" "Skiping">>
<<case "Skiping">>
In future versions you can start from the second or third week.
<hr>
<center>@@.btnChoice;<<button "Start from beginning" "Prologue">>
<<if $NTRmode == false>>
<<set $NPCstat[7].infoImg = "none">>
<</if>>
<<set $EventMark = "Prologue">>
<</button>>@@</center>
<</switch>><<HouseNPCmark>>
<<HouseEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "mc_house" "mc_room">>
<br>
<<if $Tutorial == false>>
<center><b><i><font color="DarkOrange">You can check protagonist's stats by clicking on his picture</font></i></b></center>
<br>
<</if>>
This is a typical guy's room. The bed is in utter disarray, clothes are scattered everywhere, and empty energy cans take up a good half of the computer table.
<br><br>
<<btnLink "Turn on PC" "MC Room" "pc">>
<<if $time.weekday <= 4>>
<<if $time.daytime > 2 and $time.daytime < 7>>
<<if $item.dumbbells and $action.roomtrain == false>>
<br>
<<btnLink "Work out" "MC Room" "work out" 1>>
<</if>>
<br>
<<btnLink "Take a nap" "MC Room" "" 1>>
<</if>>
<<elseif $time.daytime < 7>>
<<if $item.dumbbells and $action.roomtrain == false>>
<br>
<<btnLink "Work out" "MC Room" "work out" 1>>
<</if>>
<br>
<<btnLink "Take a nap" "MC Room" "" 1>>
<</if>>
<<if $time.daytime == 7>>
<br>
<center>@@.btnWide;<<button "Sleep" "MC Room">>
<<set $location.sub = "sleep">>
<<StartNewDay>>
<</button>>@@</center>
<</if>>
<<if $JessicaQuest[0].stage > 0>>
<br>
<<btnLink "Look out the window" "MC Room" "peep on Jessica">>
<</if>>
<br>
<<btnLink "Leave room" "Hallway" "">>
<<case "sleep">>
<<include "Dreams">>
<br><br>
<<btnLink "Get up" "MC Room" "">>
<<case "pc">>
<<set _img = "data/overall/desktop.jpg">>
<<Img _img>>
<br>
<<if $time.weekday <= 4>>
<<if $time.daytime >= 3 and $time.daytime < 7>>
<<btnLink "Play a video game" "MC Room" "play games" 1>>
<br>
<<btnLink "Watch porn" "MC Room" "watch porn" 1>>
<br>
<</if>>
<<else>>
<<btnLink "Play a video game" "MC Room" "play games" 1>>
<br>
<<btnLink "Watch porn" "MC Room" "watch porn" 1>>
<br>
<</if>>
<<btnLink "Turn off PC" "MC Room" "">>
<<case "play games">>
<<ActionMV "overwatch">>
<br>
You played few matches.
<br><br>
<<btnLink "Turn off PC" "MC Room" "">>
<<case "watch porn">>
<<set _img = "data/overall/pornhub.jpg">>
<<Img _img>>
<br>
<center><i>Choose category</i></center>
<br>
<<btnLink "Hardcore" "Watch Mode" "porn hardcore">>
<<btnLink "Lesbian" "Watch Mode" "porn lesbian">>
<br>
<<btnLink "Turn off PC" "MC Room" "">>
<<case "work out">>
<<set $action.roomtrain = true>>
<<SmallImg "dumbbell_work">>
<br>
You worked out with dumbbells.
<<AddStat "mc" "buff" 2 10>>
<<AddStat "mc" "confidence" 1 20>>
<br>
<<if $mc.buff >= 10>>
<<TH "I won't get stronger just with dumbbells. I need hit the gym for progress">>
<</if>>
<br>
<<btnLink "Finish training" "MC Room" "">>
/* PEEP ON JESSICA */
<<case "peep on Jessica">>
<<if $time.daytime == 0>>
<<if $JacobVisit == 2>>
<<NPCmedia "jessica" "jacob_morning" 1>>
<br>
You see Jacob fucking Jessica.
<<else>>
<<NPCmedia "jessica" "peep_morning" 1>>
<br>
You see Jessica get up from her bed.
<</if>>
<br><br>
<<btnLink "Finish" "MC Room" "">>
<<elseif $time.daytime == 7>>
<<LocImg "mc_house" "jessica_window">>
<br>
Jessica is obviosly sleeping.
<br><br>
<<btnLink "Finish" "MC Room" "">>
<<else>>
<<LocImg "mc_house" "jessica_window">>
<br>
You don't see anybody.
<br><br>
<<btnLink "Finish" "MC Room" "">>
<</if>>
<</switch>><<set $skip_time_img = "data/gui/skip_time.png">>
<<set $time = {
daytime: 0,
date: 1,
weekday: 0,
temp: 0,
passtime: function(t) {
if (this.daytime < (8 - t)) {
this.daytime += t;
} else {
this.daytime = 7;
};
}
}>>
<<set $DayTime = []>>
<<set $DayTime[0] = "Early Morning">>
<<set $DayTime[1] = "Morning">>
<<set $DayTime[2] = "Noon">>
<<set $DayTime[3] = "Afternoon">>
<<set $DayTime[4] = "Late Afternoon">>
<<set $DayTime[5] = "Evening">>
<<set $DayTime[6] = "Late Evening">>
<<set $DayTime[7] = "Night">>
<<set $WeekDay = []>>
<<set $WeekDay[0] = "Monday">>
<<set $WeekDay[1] = "Tuesday">>
<<set $WeekDay[2] = "Wednesday">>
<<set $WeekDay[3] = "Thursday">>
<<set $WeekDay[4] = "Friday">>
<<set $WeekDay[5] = "Saturday">>
<<set $WeekDay[6] = "Sunday">><<HouseNPCmark>>
<<HouseEvents>>
<<set $location.intown = "MC House">>
<<LocImg "mc_house" "hallway">>
<br>
<<if $time.date >= 9>>
<<set _time = 7 - $time.daytime>>
<<btnLink "Skip Day" "Hallway" "" _time>>
<</if>>
<br>
<<btnLink "Your room" "MC Room" "">>
<<btnLink "Master bedroom" "Mom Bedroom" "">>
<<set _txt = $NPCstat[2].name + "'s room">>
<<btnLink _txt "Sister Bedroom" "">>
<<btnLink "Living room" "Living Room" "">>
<<btnLink "Kitchen" "Kitchen" "">>
<<btnLink "Bathroom" "Bathroom" "">>
<br>
<<btnLink "Garden" "Garden" "">>
<<btnLink "Basement" "Basement" "">>
<<if $time.weekday < 5>>
<<if $time.daytime == 1>>
<br>
<<btnLink "Go to School" "School Hallway" "">>
<</if>>
<<if $item.sneakers and $time.daytime >= 3 and $time.daytime < 7>>
<br>
<<btnLink "Jog in the park" "Park Main" "running" 1>>
<</if>>
<<elseif $time.weekday == 5>>
<<FormDates>>
<<if $item.sneakers and $time.daytime < 7 and $PlannedSaturdayDate == "">>
<br>
<<btnLink "Jog in the park" "Park Main" "running" 1>>
<</if>>
<<elseif $time.weekday == 6>>
<<FormDates>>
<<if $item.sneakers and $time.daytime < 7 and $PlannedSundayDate == "">>
<br>
<<btnLink "Jog in the park" "Park Main" "running" 1>>
<</if>>
<</if>>
<<if $time.weekday < 5>>
<<if $time.daytime >= 3 and $time.daytime < 7>>
<br>
<<btnLink "Leave house" "Town Map" "">>
<</if>>
<<else>>
<<if $time.daytime < 7 and $PlannedSaturdayDate == "" and $PlannedSundayDate == "">>
<br>
<<btnLink "Leave house" "Town Map" "">>
<</if>>
<</if>><<SchoolNPCmark>>
<<SchoolEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "school" "hallway">>
<br>
Students scurry back and forth along the corridor. School life goes on as usual.
<<if $time.daytime == 1>>
<br><br>
<<btnLink "Go to lesson" "School Lesson" "" 1>>
<<elseif $time.daytime == 2>>
<br><br>
<<btnLink "Cafe" "School Cafe" "">>
<<btnLink "Library" "School Library" "">>
<<if $time.date > 3 or $SchoolBreak == false>>
<br>
<<btnLink "Go to lesson" "School Lesson" "" 1>>
<</if>>
<<else>>
<br>
<<if $time.daytime == 3>>
<br>
<<btnLink "Library" "School Library" "">>
<</if>>
<<if $MainQuest[0].stage == 1>>
<br>
<<btnLink "Go to Mall" "Mall Hall" "">>
<<elseif $MainQuest[0].stage > 1>>
<br>
<<btnLink "Go to work" "Mall IT" "work" 2>>
<</if>>
<<if $JessicaQuest[0].stage >= 3>>
<<btnLink "Go to downtown" "Downtown" "">>
<</if>>
<br>
<<btnLink "Go home" "Hallway" "">>
<</if>>
<</switch>><<LocImg "school" "class">>
<br>
Nothing interesting happened during the lesson. Finally, the bell rang.
<br><br>
<<btnLink "Leave classroom" "School Hallway" "">><<SchoolNPCmark>>
<<SchoolEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "school" "cafe">>
<br>
<<if $SchoolBreak>>
It's not easy to find an empty seat in the cafe.
<br><br>
<<if $LindseyQuest[0].stage >= 1 and $time.weekday != 1 and $time.weekday != 3>>
<<btnLink "Lunch with Lindsey" "School Cafe" "lunch Lindsey">>
<</if>>
<<btnLink "Lunch with Duncan and Chad" "School Cafe" "lunch Bros">>
<<else>>
The cafe is practically empty.
<br>
<</if>>
<br>
<<btnLink "Leave" "School Hallway" "">>
<<case "lunch Lindsey">>
<<if $LindseyQuest[0].stage <= 5>>
<<set $LindseyQuest[0].stage += 1>>
<</if>>
<<set $SchoolBreak = false>>
<<if $LindseyQuest[0].stage == 2>>
<<set $location.sub = "">>
<<set $EventMark = "Lunch A(start)">>
<<goto "Lindsey Story">>
<<elseif $LindseyQuest[0].stage == 3>>
<<set $location.sub = "">>
<<set $EventMark = "Lunch B(start)">>
<<goto "Lindsey Story">>
<<elseif $LindseyQuest[0].stage == 4>>
<<set $location.sub = "">>
<<set $EventMark = "Lunch C(start)">>
<<goto "Lindsey Story">>
<<elseif $LindseyQuest[0].stage == 5>>
<<set $location.sub = "">>
<<set $EventMark = "Lunch D(start)">>
<<goto "Lindsey Story">>
<<else>>
<<NPCmedia "lindsey" "school lunch" 0>>
<br>
You have lunch with $NPCstat[3].name as usual.
<<AddStat 3 "trust" 2 40>>
<</if>>
<br><br>
<<btnLink "Finish lunch" "School Hallway" "">>
<<case "lunch Bros">>
<<set $SchoolBreak = false>>
<<SmallImg "school_lunch">>
<br>
You take the food tray and walk over to the table where Duncan and Chad are sitting. You sit down opposite them. Duncan puts his phone in front of your face. There is typical gacha game with bouncing boobs on main screen.
<br>
<br><<PHR 4 "Have you seen this game? I play it all day.">>
<br><<PHR 5 "You're swaping these games every week. You should focus on one.">>
<br><<PHR 4 "It's different. They said the first person who reaches the hundredth level win a date with Bellemane. She released a video about this game yesterday.">>
<br><<PHR 5 "Do you hope to be able to compete with chinese whales?">>
<br>You start eating your burger.
<br><br>
<<btnLink "Finish lunch" "School Hallway" "">>
<</switch>><<SchoolNPCmark>>
<<SchoolEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "school" "library">>
<br>
<<if $SchoolBreak>>
A couple of people are sitting in the library.
<<else>>
The library is empty.
<</if>>
<br><br>
<<if $time.date >= 5>>
<<if $SchoolBreak or $time.daytime == 3>>
<<if $NPCstat[9].meet>>
<<btnLink "Talk with Adele" "School Library" "Adele(talk)">>
<br>
<</if>>
<<btnLink "Read a book" "School Library" "read">>
<br>
<</if>>
<</if>>
<<btnLink "Leave" "School Hallway" "">>
<<case "read">>
<<set $SchoolBreak = false>>
You have read a little and raised your intellect. Too bad it doesn't affect the game in any way.
<br><br>
<<btnLink "Leave" "School Hallway" "">>
<<case "Adele(talk)">>
<<set $SchoolBreak = false>>
<<if $AdeleQuest[0].stage == 0>>
<<set $AdeleQuest[0].stage = 1>>
<<NPCmedia "adele" "library talk" 0>>
<br><<PHR 9 "H-hello, can I help you with something?">>
<<set _txt = "Just want to say hi. " + $mc.name + " is mine name">>
<br><<PHR "mc" _txt>>
<<set _txt = "Nice to meet you. I'm " + $NPCstat[9].name + ". Today is my first day at your school.">>
<br><<PHR 9 _txt>>
<br><<PHR "mc" "Well, local guys prefer staring in their phones then reading books, so don't expect too much from this work.">>
<br><<PHR 9 "It's pity. I 'd rather have as many customers as possible.">>
<br><<PHR "mc" "I can swear I shall visit you from time to time.">>
<br>$NPCstat[9].name laughs.
<br>
<br><<PHR 9 "Look forward to it.">>
<<else>>
<<NPCmedia "adele" "library talk" 0>>
<<set _txt = "H-hi, " + $mc.name + ". Do you want me to help you with something?">>
<br><<PHR 9 _txt>>
<br><<PHR "mc" "Nope, I just came to talk. Are you busy?">>
<br><<PHR 9 "Not at all. I mean, I'm always enjoy your company.">>
<br>You have a little chat with $NPCstat[9].name.
<br>
<</if>>
<br>
<<btnLink "Leave" "School Hallway" "">>
<</switch>><<widget "SchoolEvents">>
<<set $EventMark = "">>
/* MAIN EVENTS */
<<if $time.date == 1 and $time.daytime == 1 and passage() == "School Hallway">>
<<set $EventMark = "Meet friends">>
<<goto "Main Story">>
<</if>>
<<if $MainQuest[0].status == "active">>
<<if passage() == "School Cafe" and $location.sub == "lunch Bros">>
<<set $SchoolBreak = false>>
<<set $location.sub = "">>
<<set $EventMark = "Get Job(lunch)">>
<<goto "Main Story">>
<</if>>
<</if>>
/* JESSICA EVENTS */
<<if $JessicaQuest[0].status == "" and $time.date >= 8>>
<<if passage() == "School Hallway" and $time.daytime == 3>>
<<set $EventMark = "Jessica Arrive(cancel job)">>
<<goto "Jessica Story">>
<</if>>
<</if>>
/* LINDSEY EVENTS */
<<if $time.date == 2 and $LindseyQuest[0].status == "" and passage() == "School Cafe">>
<<set $SchoolBreak = false>>
<<set $$location.sub = "">>
<<set $EventMark = "Meet Lindsey">>
<<goto "Lindsey Story">>
<</if>>
<<if $LindseyQuest[0].status == "active" and $LindseyQuest[0].stage == 0>>
<<if passage() == "School Cafe" and $location.sub == "lunch Bros">>
<<set $SchoolBreak = false>>
<<set $location.sub = "">>
<<set $EventMark = "Lunch A(bros)">>
<<goto "Lindsey Story">>
<</if>>
<</if>>
/* ADELE EVENTS */
<<if $AdeleQuest[0].status == "" and passage() == "School Hallway">>
<<if $time.date >= 5 and $time.daytime == 2>>
<<set $EventMark = "Meet Adele">>
<<goto "Adele Story">>
<</if>>
<</if>>
<</widget>><span id="caption">
<<for _i to 0; _i <= 14; _i++>>
<<for _det to 0; _det <= 99; _det++>>
<<if $NPCstat[_i].infoImg == "none">>
<<set _i += 1>>
<<else>>
<<break>>
<</if>>
<</for>>
<center><table style="width:100%">
<tr>
<td style="width:48%;">
<<if $NPCstat[_i].meet>>
<<set _img = $NPCstat[_i].infoImg>>
<<else>>
<<set _img = $NPCstat[_i].infoImg>>
<<set _img = _img.slice(0,-4)>>
<<set _img = _img + "(none_meet).jpg">>
<</if>>
@@.picCap;[img[_img]]@@
</td>
<td style="width:4%;" rowspan="2">
</td>
<td style="width:48%;">
<<set _ii = _i + 1>>
<<for _det to 0; _det <= 99; _det++>>
<<if _ii > 14>>
<<set _img = "data/gui/blank(none_meet).jpg">>
<<break>>
<<elseif $NPCstat[_ii].infoImg == "none">>
<<set _ii += 1>>
<<else>>
<<break>>
<</if>>
<</for>>
<<if _ii <= 14>>
<<if $NPCstat[_ii].meet>>
<<set _img = $NPCstat[_ii].infoImg>>
<<else>>
<<set _img = $NPCstat[_ii].infoImg>>
<<set _img = _img.slice(0,-4)>>
<<set _img = _img + "(none_meet).jpg">>
<</if>>
<</if>>
@@.picCap;[img[_img]]@@
</td>
</tr>
<tr>
<td style="vertical-align:top">
<center>@@.infoTable;<table style="width:100%">
<tr>
<th colspan="4">
<b>$NPCstat[_i].name</b>
<<set _img = "data/gui/info_border.png">>
@@.picCap;[img[_img]]@@
</th>
</tr>
<tr>
<<if $NPCstat[_i].meet>>
<td style="width:25%;">
<<FormStat _i "trust">>
</td>
<td style="width:25%;">
<<FormStat _i "love">>
</td>
<td style="width:25%;">
<<FormStat _i "corruption">>
</td>
<td style="width:25%;">
<<FormStat _i "obidience">>
</td>
<<else>>
<td colspan="4">
<br>
</td>
<</if>>
</tr>
<tr>
<td colspan="4">
<<set _img = "data/gui/info_border.png">>
@@.picCap;[img[_img]]@@
<<ShowMoodStatus _i>>
</td>
</tr>
</table>@@</center>
</td>
<<set _i += 1>>
<<if _i > 14>><<break>><</if>>
<<for _det to 0; _det <= 99; _det++>>
<<if $NPCstat[_i].infoImg == "none">>
<<set _i += 1>>
<<else>>
<<break>>
<</if>>
<</for>>
<td style="vertical-align:top">
<center>@@.infoTable;<table style="width:100%">
<tr>
<th colspan="4">
<b>$NPCstat[_i].name</b>
<<set _img = "data/gui/info_border.png">>
@@.picCap;[img[_img]]@@
</th>
</tr>
<tr>
<<if $NPCstat[_i].meet>>
<td style="width:25%;">
<<FormStat _i "trust">>
</td>
<td style="width:25%;">
<<FormStat _i "love">>
</td>
<td style="width:25%;">
<<FormStat _i "corruption">>
</td>
<td style="width:25%;">
<<FormStat _i "obidience">>
</td>
<<else>>
<td colspan="4">
<br>
</td>
<</if>>
</tr>
<tr>
<td colspan="4">
<<set _img = "data/gui/info_border.png">>
@@.picCap;[img[_img]]@@
<<ShowMoodStatus _i>>
</td>
</tr>
</table>@@</center>
</td>
</tr>
</table></center>
<br>
<</for>>
<center><<return "Close">></center>
</span><<switch $location.intown>>
<<case "MC House">>
<<LocImg "town_map" "street_1">>
<br>
<<btnLink "Go home" "Hallway" "">>
<br>
<<btnLink "Sity Park" "Park Main" "">>
<<btnLink "Mall" "Mall Hall" "">>
<<btnLink "Downtown" "Downtown" "">>
<br>
<<btnLink "Local shop" "Local Shop" "">>
<<if $JessicaQuest[0].status != "">>
<br>
<<btnLink "Visit Jessica" "Jessica House" "">>
<</if>>
<<case "mall">>
<<LocImg "town_map" "mall">>
<br>
<<btnLink "Mall" "Mall Hall" "">>
<<btnLink "Sity Park" "Park Main" "">>
<<btnLink "Downtown" "Downtown" "">>
<br>
<<btnLink "Go home" "Hallway" "">>
<<case "park">>
<<LocImg "town_map" "park">>
<br>
<<btnLink "Sity Park" "Park Main" "">>
<<btnLink "Mall" "Mall Hall" "">>
<<btnLink "Downtown" "Downtown" "">>
<br>
<<btnLink "Go home" "Hallway" "">>
<</switch>><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "park" "park">>
<br>
<<btnLink "Cafe" "Park Cafe" "">>
<br>
<<btnLink "Dark Alley" "Park Dark Alley" "">>
<<if $time.daytime < 7>>
<br>
<<btnLink "Walk around" "Park Main" "" 1>>
<</if>>
<br>
<center>@@.btnWide;<<button "Leave" "Town Map">>
<<set $location.sub = "">>
<<set $location.intown = "park">>
<</button>>@@</center>
<<case "running">>
<<LocImg "park" "park">>
<br>
You jogging
<br><br>
<<btnLink "Finish" "Park Main" "">>
<br>
<<btnLink "Go home" "Hallway" "">>
<</switch>><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "mall" "hallway">>
<br>
<<btnLink "E-Shop" "Mall IT" "">>
<<btnLink "Female Boutique" "Mall Female Boutique" "">>
<<btnLink "Shoe store" "Mall Shoe Store" "">>
<<btnLink "Lingerie Store" "Mall Lingerie Store" "">>
<<if $time.daytime < 7>>
<br>
<<btnLink "Walk around" "Mall Hall" "" 1>>
<</if>>
<br>
<center>@@.btnWide;<<button "Leave" "Town Map">>
<<set $location.sub = "">>
<<set $location.intown = "mall">>
<</button>>@@</center>
<</switch>><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "park" "cafe">>
<br>
You are not hungry.
<br><br>
<<btnLink "Leave" "Park Main" "">>
<</switch>><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "mall" "service">>
<br>
<<if $MainQuest[0].stage == 1>>
<<btnLink "Ask about job" "Mall IT" "job interview" 1>>
<br>
<<elseif $MainQuest[0].stage > 1 and $time.daytime <= 5>>
<<btnLink "Work" "Mall IT" "work" 2>>
<br>
<</if>>
<<btnLink "Leave" "Mall Hall" "">>
<<case "job interview">>
<<set $MainQuest[0].status = "complete">>
<<set $MainQuest[0].stage = 2>>
<<LocImg "mall" "service">>
<br>
You meet with $NPCstat[4].name's brother to talk to him about work.
<br>
<<set _txt = "Without any doubt, " + $mc.name + ", I'm very glad you wanna work with me. Maybe, we can build a real man out of you, unlike my brother.">>
<br><<PHR "m_Duncan brother" _txt>>
<br><<PHR "mc" "And the fact that I'm spending half day in school doesn't bother you?">>
<br><<PHR "m_Duncan brother" "Who cares? We're here to have a fun, aren't we?">>
<br>Anyway, you got the job. Now you can come to Matthew's store after school to earn some money.
<br><br>
<<btnLink "Leave" "Mall IT" "">>
<<case "work">>
<<set $money += 50>>
For the next few hours, you took requests for repairs and set up programs.
<br><br>
<i>You got 50$</i>
<br><br>
<<btnLink "Leave" "Mall Hall" "">>
<</switch>><<widget "FormStat">>
<<set _i = $args[0]>>
<<if $args[1] == "trust">>
<img src="data/gui/trust_icon.png" title="Trust">
$NPCstat[_i].trust
<<elseif $args[1] == "love">>
<<if _i != 7>>
<img src="data/gui/love_icon.png" title="Love">
$NPCstat[_i].love
<</if>>
<<elseif $args[1] == "corruption">>
<<if _i != 7>>
<img src="data/gui/corruption_icon.png" title="Corruption">
$NPCstat[_i].corruption
<</if>>
<<elseif $args[1] == "obidience">>
<<if _i != 7>>
<img src="data/gui/obidience_icon.png" title="Obidience">
$NPCstat[_i].obidience
<</if>>
<</if>>
<<if $DevBuild>>
<br>
<<include "Dev NPC Stat">>
<</if>>
<</widget>>
<<widget "DisplayGoals">>
/* MAIN */
<<if $MainQuest[0].status == "active">>
<br>
<<if $MainQuest[0].stage == 0>>
<i>You should talk with Duncan and Chad about job</i>
<<elseif $MainQuest[0].stage == 1>>
<i>You should go to Mall and get interview at E-Shop</i>
<</if>>
<</if>>
<<if $MainQuest[1].status == "active">>
<<if $MainQuest[1].stage == 0>>
<br>
<i>You should see $NPCstat[0].name in the garden this weekend</i>
<<elseif $MainQuest[1].stage == 1>>
<br>
<i>$NPCstat[0].name asked you to help clean the garden</i>
<<elseif $MainQuest[1].stage == 2 and $item.poolchemicals == false>>
<br>
<i>You should buy chemicals for pool in the local store</i>
<<elseif $MainQuest[1].stage == 2 and $item.poolchemicals>>
<br>
<i>You should clean the pool</i>
<<elseif $MainQuest[1].stage == 3 and $LoungersRepair == false>>
<br>
<i>You should find old loungers in the basement and repair them</i>
<<elseif $MainQuest[1].stage == 4 and $item.toolbox == false>>
<br>
<i>You should buy toolbox in the local store</i>
<<elseif $MainQuest[1].stage == 4 and $item.toolbox>>
<br>
<i>You should find old loungers in the basement and repair them</i>
<</if>>
<</if>>
/* MELINDA */
<<if $time.weekday >= 5 and $MelindaQuest[0].status == "active" and $MelindaQuest[0].stage == 0>>
<br>
<i>Maybe, you should invite $NPCstat[0].name to diner</i>
<</if>>
<<if $MelindaQuest[0].stage == 2 and $item.bathsalt == false>>
<br>
<i>You should buy bath salt in the local store</i>
<<elseif $MelindaQuest[0].stage == 2 and $item.bathsalt>>
<br>
<i>You should make bath with nice salt for $NPCstat[0].name</i>
<</if>>
/* KELLY */
<<if $KellyQuest[0].status == "active" and $KellyQuest[0].stage == 0>>
<br>
<i>You're going to shop with $NPCstat[2].name this Saturday</i>
<</if>>
<<if $KellyQuest[1].status == "active" and $KellyQuest[1].stage == 2>>
<br>
<i>You should talk to $NPCstat[2].name about her actions</i>
<</if>>
<<if $KellyQuest[2].status == "active" and $KellyQuest[2].stage == 1>>
<br>
<i>You should buy wine for $NPCstat[0].name</i>
<</if>>
/* LINDSEY */
<<if $LindseyQuest[0].status == "active">>
<<if $LindseyQuest[0].stage >= 1 and $LindseyQuest[0].stage < 4>>
<br>
<i>You can lunch with $NPCstat[3].name when she alone</i>
<</if>>
<</if>>
<</widget>>
<<widget "DisplayChores">>
<<if $KellyQuest[3].status != "">>
<br>
<i>You should bring $NPCstat[2].name coffee in the morning every weekend</i>
<</if>>
<</widget>><<switch $location.sub>>
<<case "">>
<<LocImg "places" "shop">>
<br>
<<if $MainQuest[1].stage == 2 and $item.poolchemicals == false>>
<span id="action">
<center>@@.btnWide;<<button "Buy chemicals for pool - 30$">>
<<replace "#action">>
<<if $money >= 30>>
<<set $money -= 30>>
<<set $item.poolchemicals = true>>
<center>You bought chemicals.</center>
<<else>>
<center>You don't have money for chemicals.</center>
<</if>>
<</replace>>
<</button>>@@</center>
</span>
<br>
<</if>>
<<if $MainQuest[1].stage == 4 and $item.toolbox == false>>
<span id="action">
<center>@@.btnWide;<<button "Buy toolbox - 100$">>
<<replace "#action">>
<<if $money >= 100>>
<<set $money -= 100>>
<<set $item.toolbox = true>>
<center>You bought toolbox.</center>
<<else>>
<center>You don't have money for toolbox.</center>
<</if>>
<</replace>>
<</button>>@@</center>
</span>
<br>
<</if>>
<<if $MelindaQuest[0].stage == 2 and $item.bathsalt == false>>
<span id="action">
<center>@@.btnWide;<<button "Buy bath salt - 35$">>
<<replace "#action">>
<<if $money >= 35>>
<<set $money -= 35>>
<<set $item.bathsalt = true>>
<<set $EventMark = "Make bath(buy salt)">>
<<goto "Melinda Story">>
<<else>>
<center>You don't have money for salt.</center>
<</if>>
<</replace>>
<</button>>@@</center>
</span>
<br>
<</if>>
<<if $KellyQuest[2].stage == 1 and $item.wine == 0>>
<span id="action">
<center>@@.btnWide;<<button "Buy wine - 80$">>
<<replace "#action">>
<<if $money >= 80>>
<<set $EventMark = "Confrontation(wine buy)">>
<<goto "Kelly Story">>
<<else>>
<center>You don't have money for wine.</center>
<</if>>
<</replace>>
<</button>>@@</center>
</span>
<br>
<</if>>
<<btnLink "Go home" "Hallway" "">>
<</switch>><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "park" "dark_alley">>
<br>
It's a quiet place, and it's hard to meet anyone here.
<br><br>
<<btnLink "Leave" "Park Main" "">>
<</switch>><<include "Time System">>
<<include "Event System">>
<<include "Navigation">>
<<include "MC Stats">>
<<include "NPC System">>
<<set $Background = 1>>
<<set $BloodSet = "Landlady">>
<<set $NTRmode = false>>
<<set $DevBuild = false>>
<<set $money = 0>>
/* *** */
<<set $BathDoor = "null">>
<<set $PoolClean = false>>
<<set $LoungersRepair = false>>
<<set $Groceries = 100>>
/* *** */
<<set $SchoolBreak = true>><<set $EventMark = "">>
<<set $SceneMark = "">>
<<set $PlannedSaturdayDate = "">>
<<set $PlannedSundayDate = "">>
<<set $MelindaDates = false>>
<<set $MelindaDatesDate = -1>>
<<set $LindseyDates = false>>
<<set $LindseyDatesDate = -1>>
/* MAIN QUEST */
<<set $MainQuest = []>>
/* Get Job */
<<set $MainQuest[0] = {
status: "",
stage: 0,
counter: 0
}>>
/* Clean Garden */
<<set $MainQuest[1] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MainQuest[2] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MainQuest[3] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MainQuest[4] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MainQuest[5] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MainQuest[6] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MainQuest[7] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MainQuest[8] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MainQuest[9] = {
status: "",
stage: 0,
counter: 0
}>>
/* NPC QUEST */
/* MELINDA */
<<set $MelindaQuest = []>>
/* Dates Events */
<<set $MelindaQuest[0] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MelindaQuest[1] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MelindaQuest[2] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MelindaQuest[3] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MelindaQuest[4] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MelindaQuest[5] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MelindaQuest[6] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MelindaQuest[7] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $MelindaQuest[8] = {
status: "",
stage: 0,
counter: 0
}>>
/* CLAIRE */
<<set $ClaireQuest = []>>
/* Initiation */
<<set $ClaireQuest[0] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $ClaireQuest[1] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $ClaireQuest[2] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $ClaireQuest[3] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $ClaireQuest[4] = {
status: "",
stage: 0,
counter: 0
}>>
/* KELLY */
<<set $KellyQuest = []>>
/* Shopping quest */
<<set $KellyQuest[0] = {
status: "",
stage: 0,
counter: 0
}>>
/* Confrontation */
<<set $KellyQuest[1] = {
status: "",
stage: 0,
counter: 0
}>>
/* Cooperation */
<<set $KellyQuest[2] = {
status: "",
stage: 0,
counter: 0
}>>
/* Chores boy */
<<set $KellyQuest[3] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $KellyQuest[4] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $KellyQuest[5] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $KellyQuest[6] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $KellyQuest[7] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $KellyQuest[8] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $KellyQuest[9] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $KellyQuest[10] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $KellyQuest[11] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $KellyQuest[12] = {
status: "",
stage: 0,
counter: 0
}>>
/* JESSICA */
<<set $JessicaQuest = []>>
/* Arrive */
<<set $JessicaQuest[0] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $JessicaQuest[1] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $JessicaQuest[2] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $JessicaQuest[3] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $JessicaQuest[4] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $JessicaQuest[5] = {
status: "",
stage: 0,
counter: 0
}>>
/* LINDSEY */
<<set $LindseyQuest = []>>
/* Meet */
<<set $LindseyQuest[0] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $LindseyQuest[1] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $LindseyQuest[2] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $LindseyQuest[3] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $LindseyQuest[4] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $LindseyQuest[5] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $LindseyQuest[6] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $LindseyQuest[7] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $LindseyQuest[8] = {
status: "",
stage: 0,
counter: 0
}>>
/* OLIVIA */
<<set $OliviaQuest = []>>
/* Confront */
<<set $OliviaQuest[0] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $OliviaQuest[1] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $OliviaQuest[2] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $OliviaQuest[3] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $OliviaQuest[4] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $OliviaQuest[5] = {
status: "",
stage: 0,
counter: 0
}>>
/* ADELE */
<<set $AdeleQuest = []>>
/* Meet */
<<set $AdeleQuest[0] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $AdeleQuest[1] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $AdeleQuest[2] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $AdeleQuest[3] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $AdeleQuest[4] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $AdeleQuest[5] = {
status: "",
stage: 0,
counter: 0
}>>
/* LORI */
<<set $LoriQuest = []>>
/* Meet */
<<set $LoriQuest[0] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $LoriQuest[1] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $LoriQuest[2] = {
status: "",
stage: 0,
counter: 0
}>>
/* SIDE */
<<set $SideQuest = []>>
/* Terry and Adele */
<<set $SideQuest[0] = {
status: "",
stage: 0,
counter: 0
}>>
/* Chad Mother */
<<set $SideQuest[1] = {
status: "",
stage: 0,
counter: 0
}>>
/* Paige */
<<set $SideQuest[2] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[3] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[4] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[5] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[6] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[7] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[8] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[9] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[10] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[11] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[12] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[13] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[14] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[15] = {
status: "",
stage: 0,
counter: 0
}>>
/* Reserve */
<<set $SideQuest[16] = {
status: "",
stage: 0,
counter: 0
}>>
/* ENCOUNTERS */
<<set $Encounters = []>>
<<set $EncountersMeter = 0>><<set $location = {
main: "",
sub: ""
}>>
<<set $markHouse = {
mcroom: "",
living: "",
kitchen: "",
momroom: "",
sisroom: "",
bathroom: "",
garden: "",
basement: ""
}>>
<<set $markSchool = {
cafe: "",
library: ""
}>><<widget "LocImg">>
<<set _f = $args[0]>>
<<set _s = $args[1]>>
<<set _img = "data/locations/" + _f + "/" + _s + ".jpg">>
@@.pic;[img[_img]]@@
<</widget>>
<<widget "Img">>
<<set _img = $args[0]>>
@@.pic;[img[_img]]@@
<</widget>>
<<widget "SmallImg">>
<<set _f = $args[0]>>
<<set _img = "data/overall/" + _f + ".jpg">>
@@.picS;[img[_img]]@@
<</widget>>
<<widget "DialogImg">>
<<set _id = $args[0]>>
<<set _str = String(_id)>>
<<if _str == "mc">>
<<set _img = "data/mc/img/dialog_img.jpg">>
<<elseif _str == "male">>
<<set _img = "data/npc/male_img.jpg">>
<<elseif _str == "female">>
<<set _img = "data/npc/female_img.jpg">>
<<else>>
<<if _id == 0>><<set _npc = "melinda">><</if>>
<<if _id == 1>><<set _npc = "claire">><</if>>
<<if _id == 2>><<set _npc = "kelly">><</if>>
<<if _id == 3>><<set _npc = "lindsey">><</if>>
<<if _id == 4>><<set _npc = "duncan">><</if>>
<<if _id == 5>><<set _npc = "chad">><</if>>
<<if _id == 6>><<set _npc = "jessica">><</if>>
<<if _id == 7>><<set _npc = "jacob">><</if>>
<<if _id == 8>><<set _npc = "olivia">><</if>>
<<if _id == 9>><<set _npc = "adele">><</if>>
<<if _id == 10>><<set _npc = "terry">><</if>>
<<if _id == 11>><<set _npc = "maxine">><</if>>
<<if _id == 12>><<set _npc = "lori">><</if>>
<<if _id == 13>><<set _npc = "vicky">><</if>>
<<if _id == 14>><<set _npc = "monique">><</if>>
<<if _id == 15>><<set _npc = "paige">><</if>>
<<set _img = "data/npc/" + _npc + "/dialog_img.jpg">>
<</if>>
@@.dlgImg;[img[_img]]@@
<</widget>>
<<widget "NPCmedia">>
<<set _path = "data/npc/" + $args[0] + "/" + $args[1]>>
<<if $args[2] == 0>>
<<set _path += ".jpg">>
<<Img _path>>
<</if>>
<<if $args[2] == 1>>
<<set _path += ".mp4">>
<div @class="'vid video'">
<video autoplay loop playsinline muted="muted">
<source @src="_path" type="video/mp4">
</video>
</div>
<</if>>
<</widget>>
<<widget "ActionMV">>
<<set _path = "data/action/" + $args[0] + ".mp4">>
<div @class="'vid video'">
<video autoplay loop playsinline muted="muted">
<source @src="_path" type="video/mp4">
</video>
</div>
<</widget>>
<<widget "PHR">>
<<set _id = $args[0]>>
<<set _str = String(_id)>>
<<if _str == "mc">>
<<= '@@.mc;\n<<DialogImg _str>><b>' + $mc.name + ':</b>\n$args[1]<br><br>\n@@'>>
<<elseif _str.first() == "m">>
<<if _str == "m_driver">><<set _name = "Driver">><</if>>
<<if _str == "m_Duncan brother">><<set _name = "Matthew">><</if>>
<<if _str == "m_salesman">><<set _name = "Salesman">><</if>>
<<if _str == "m_student">><<set _name = "Student">><</if>>
<<= '@@.common;\n<<DialogImg "male">><b>' + _name + ':</b>\n$args[1]<br><br>\n@@'>>
<<elseif _str.first() == "f">>
<<if _str == "f_Olivia_friend">><<set _name = $NPCstat[8].name + "'s friend">><</if>>
<<= '@@.common;\n<<DialogImg "female">><b>' + _name + ':</b>\n$args[1]<br><br>\n@@'>>
<<else>>
<<= '@@.' + $NPCstat[_id].style + ';\n<<DialogImg _id>><b>' + $NPCstat[_id].name + ':</b>\n$args[1]<br><br>\n@@'>>
<</if>>
<</widget>>
<<widget "TH">>
<blockquote><<= '@@.thought;\n$args[0]\n@@'>></blockquote>
<</widget>>
<<widget "btnLink">>
<<set _inf = $args[0]>>
<<if passage() == "Hallway">>
<<if $args[1] == "MC Room" and $markHouse.mcroom != "">>
<<set _inf += "<font color=OrangeRed>">>
<<set _inf += $markHouse.mcroom>>
<<set _inf += "</font>">>
<</if>>
<<if $args[1] == "Mom Bedroom" and $markHouse.momroom != "">>
<<set _inf += "<font color=OrangeRed>">>
<<set _inf += $markHouse.momroom>>
<<set _inf += "</font>">>
<</if>>
<<if $args[1] == "Sister Bedroom" and $markHouse.sisroom != "">>
<<set _inf += "<font color=OrangeRed>">>
<<set _inf += $markHouse.sisroom>>
<<set _inf += "</font>">>
<</if>>
<<if $args[1] == "Living Room" and $markHouse.living != "">>
<<set _inf += "<font color=OrangeRed>">>
<<set _inf += $markHouse.living>>
<<set _inf += "</font>">>
<</if>>
<<if $args[1] == "Kitchen" and $markHouse.kitchen != "">>
<<set _inf += "<font color=OrangeRed>">>
<<set _inf += $markHouse.kitchen>>
<<set _inf += "</font>">>
<</if>>
<<if $args[1] == "Bathroom" and $markHouse.bathroom != "">>
<<set _inf += "<font color=OrangeRed>">>
<<set _inf += $markHouse.bathroom>>
<<set _inf += "</font>">>
<</if>>
<<if $args[1] == "Garden" and $markHouse.garden != "">>
<<set _inf += "<font color=OrangeRed>">>
<<set _inf += $markHouse.garden>>
<<set _inf += "</font>">>
<</if>>
<<if $args[1] == "Basement" and $markHouse.basement != "">>
<<set _inf += "<font color=OrangeRed>">>
<<set _inf += $markHouse.basement>>
<<set _inf += "</font>">>
<</if>>
<</if>>
<<if passage() == "School Hallway">>
<<if $args[1] == "School Cafe" and $markSchool.cafe != "">>
<<set _inf += "<font color=OrangeRed>">>
<<set _inf += $markSchool.cafe>>
<<set _inf += "</font>">>
<</if>>
<<if $args[1] == "School Library" and $markSchool.library != "">>
<<set _inf += "<font color=OrangeRed>">>
<<set _inf += $markSchool.library>>
<<set _inf += "</font>">>
<</if>>
<</if>>
<<if $args[3] > 0>>
<<for _i to 1; _i <= $args[3]; _i++>>
<<set _inf += " [img[$skip_time_img]]">>
<</for>>
<</if>>
<center>@@.btnWide;<<button _inf $args[1]>>
<<set $location.sub = $args[2]>>
<<if $args[3] > 0>>
<<set _t = $args[3]>>
<<run $time.passtime(_t)>>
<</if>>
<<if $args[4] != null>>
<<set $EventMark = $args[4]>>
<</if>>
<</button>>@@</center>
<</widget>>
<<widget "btnEventLink">>
<<btnLink $args[0] $args[1] $location.sub $args[3] $args[2]>>
<</widget>>
<<widget "btnChoice">>
<center>@@.btnChoice;<<button $args[0] $args[1]>>
<<set $EventMark = $args[2]>>
<</button>>@@</center>
<</widget>><<set $Tutorial = false>>
<<set $mc = {
name: "Mark",
surname: "Jett",
confidence: 0,
dominant: 0,
submassive: 0,
buff: 0,
penisSize: "average"
}>>
<<set $action = {
cleangarden: false,
rubMelinda: false,
massageKelly: false,
roomtrain: false,
gymtrain: false,
Melindabath: false
}>>
<<set $item = {
dumbbells: false,
toolbox: false,
poolchemicals: false,
gympass: false,
bathsalt: false,
wine: 0
}>>
<<set $reputation = {
school: 0,
gym: 0,
studio: 0
}>>
<<set $PornId = {
lesbian: 1,
hardcore: 1
}>>
/* Counters */
<<set $KellyMassageFeetCount = 0>>
<<set $KellyBringCoffeeCount = 0>>
/* Flags */
<<set $KellyPeep = false>>
<<set $KellyPeepForgive = false>>
<<set $KellyMassageFeet = false>>
<<set $KellyCarryBags = false>>
<<set $KellyShowSlapAss = false>>
<<set $KellyShowBreasts = false>>
<<set $LindseyCake = false>>
<<set $LindseySkate = false>>
<<set $LindseyConfess = false>>
<<set $ChadStandUp = false>>
<<set $JessicaAskMoney = false>><<set $NewNPC = false>>
<<set $NPCstat = []>>
<<set $NPCtrait = []>>
<<set $NPCmood = []>>
<<set $NPCattract = []>>
<<set $mom = {
mother: "",
Mom: ""
}>>
<<set $sister = {
sister: "",
sis: ""
}>>
<<set $son = {
son: ""
}>>
<<set $brother = {
brother: "",
bro: ""
}>>
<<set $npc = {
female: function(cm) {
if (cm === 4) {
return false;
} else if (cm === 5) {
return false;
} else if (cm === 7) {
return false;
} else if (cm === 14) {
return false;
} else {
return true;
};
}
}>>
/* Melinda */
<<set $NPCstat[0] = {
meet: false,
name: "Melinda",
lastname: "Brown",
style: "melinda",
arousal: 0,
trust: 70,
love: 20,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "data/npc/melinda/info_img.jpg",
location: ""
}>>
<<set $NPCtrait[0] = {
blood: false,
allowance: 200
}>>
<<set $NPCmood[0] = {
status: "",
caring: 100
}>>
<<set $NPCattract[0] = {
mc: 0,
Kelly: 0
}>>
/* Claire */
<<set $NPCstat[1] = {
meet: false,
name: "Claire",
style: "claire",
arousal: 0,
trust: 70,
love: 20,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "data/npc/claire/info_img.jpg",
location: ""
}>>
<<set $NPCattract[1] = {
mc: 0,
Kelly: 0
}>>
/* Kelly */
<<set $NPCstat[2] = {
meet: false,
name: "Kelly",
style: "kelly",
arousal: 0,
trust: -20,
love: -30,
obidience: -80,
corruption: 20,
diary: "",
infoImg: "data/npc/kelly/info_img.jpg",
location: ""
}>>
<<set $NPCmood[0] = {
status: "",
bore: 0,
badboy: 0,
goodboy: 0,
jerk: 0
}>>
<<set $NPCattract[2] = {
mc: 0
}>>
/* Lindsey */
<<set $NPCstat[3] = {
meet: false,
name: "Lindsey",
style: "lindsey",
arousal: 0,
trust: 0,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "data/npc/lindsey/info_img.jpg",
location: ""
}>>
<<set $NPCattract[3] = {
mc: 0,
Kelly: 0
}>>
<<set $NPCtrait[3] = {
friendzone: 0
}>>
/* Duncan */
<<set $NPCstat[4] = {
meet: false,
name: "Duncan",
style: "common",
trust: 60,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "none",
location: ""
}>>
/* Chad */
<<set $NPCstat[5] = {
meet: false,
name: "Chad",
style: "common",
trust: 50,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "none",
location: ""
}>>
/* Jessica */
<<set $NPCstat[6] = {
meet: false,
name: "Jessica",
style: "jessica",
arousal: 0,
trust: 20,
love: 0,
obidience: 0,
corruption: 30,
diary: "",
infoImg: "data/npc/jessica/info_img.jpg",
location: ""
}>>
<<set $NPCattract[6] = {
mc: 0,
Jacob: 5,
Kelly: 0
}>>
<<set $JacobVisit == 0>>
/* Jacob */
<<set $NPCstat[7] = {
meet: false,
name: "Jacob",
style: "jacob",
arousal: 0,
trust: 0,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "data/npc/jacob/info_img.jpg",
location: ""
}>>
/* Olivia */
<<set $NPCstat[8] = {
meet: false,
name: "Olivia",
style: "olivia",
arousal: 0,
trust: 0,
love: 0,
obidience: -80,
corruption: 0,
diary: "",
infoImg: "data/npc/olivia/info_img.jpg",
location: ""
}>>
<<set $NPCattract[8] = {
mc: 0,
Kelly: 0
}>>
/* Adele */
<<set $NPCstat[9] = {
meet: false,
name: "Adele",
style: "adele",
arousal: 0,
trust: 0,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "data/npc/adele/info_img.jpg",
location: ""
}>>
<<set $NPCattract[9] = {
mc: 0,
Kelly: 0
}>>
/* Terry */
<<set $NPCstat[10] = {
meet: false,
name: "Terry",
style: "common",
arousal: 0,
trust: 0,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "none",
location: ""
}>>
<<set $NPCattract[10] = {
mc: 0,
Kelly: 0
}>>
/* Maxine */
<<set $NPCstat[11] = {
meet: false,
name: "Maxine",
style: "common",
arousal: 0,
trust: 0,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "none",
location: ""
}>>
<<set $NPCattract[11] = {
mc: 0,
Kelly: 0
}>>
/* Lori */
<<set $NPCstat[12] = {
meet: false,
name: "Lori",
style: "lori",
arousal: 0,
trust: 0,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "data/npc/lori/info_img.jpg",
location: ""
}>>
<<set $NPCattract[12] = {
mc: 0,
Kelly: 0
}>>
/* Vicky */
<<set $NPCstat[13] = {
meet: false,
name: "Vicky",
style: "common",
arousal: 0,
trust: 0,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "none",
location: ""
}>>
<<set $NPCattract[13] = {
mc: 0,
Kelly: 0
}>>
/* Monique */
<<set $NPCstat[14] = {
meet: false,
name: "Monique",
lastname: "Wilson",
style: "monique",
trust: 0,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "data/npc/monique/info_img.jpg",
location: ""
}>>
<<set $NPCattract[14] = {
mc: 0,
Kelly: 0
}>>
/* Paige */
<<set $NPCstat[15] = {
meet: false,
name: "Strange Girl",
style: "paige",
trust: 0,
love: 0,
obidience: 0,
corruption: 0,
diary: "",
infoImg: "none",
location: ""
}>>
<<set $NPCattract[15] = {
mc: 0,
Kelly: 0
}>><<if passage() != "Start game">>
<<set _t = $time.weekday>>
$WeekDay[_t],
<<set _t = $time.daytime>>
<<print $DayTime[_t]>>
<br>
$time.date days have passed
<hr>
<<if $DevBuild>>
<<set _st = 1>>
<<include "Dev MC Stat">>
<<else>>
Money: <<print $money>>$
<</if>>
<hr>
<<set _img = "data/mc/img/caption.jpg">>
@@.btnSpecial;<<button @@.picCap;[img[_img]]@@>>
<<if $location.sub == "" and $EventMark == "">>
<<goto "Caption MC">>
<</if>>
<</button>>@@
<br>
<span id="con_bar">
<<ConfidenceBar>>
</span>
<<if $DevBuild>>
<<set _st = 2>>
<<include "Dev MC Stat">>
<</if>>
<hr>
<<if $LindseyQuest[0].status != "">>
<b>Goals:</b>
<<DisplayGoals>>
<hr>
<</if>>
<<if $KellyQuest[3].status != "">>
<b>Chores:</b>
<<DisplayChores>>
<hr>
<</if>>
<<if $NPCstat[0].meet>>
<<if $location.sub == "" and $EventMark == "">>
<<set _txt = "Characters">>
<<if $NewNPC>><<set _txt += " - <font color=Orange><i>New!</i></font>">><</if>>
@@.btnCaption;<<button _txt "Caption NPC">>
<<set $NewNPC = false>>
<<set $CaptionMark = -1>>
<</button>>@@
@@.btnCaption;<<button "Credits" "Caption Credits">>
<<set $CaptionMark = 0>>
<</button>>@@
<<else>>
<<set _txt = "Characters">>
<<if $NewNPC>><<set _txt += " - <font color=Orange><i>New!</i></font>">><</if>>
@@.btnCaptionDisabled;<<button _txt>>
<</button>>@@
@@.btnCaptionDisabled;<<button "Credits">>
<</button>>@@
<</if>>
<</if>>
<</if>><<widget "NTRswitch">>
<<if $NTRmode>>
<<set _txt = "Turn it OFF">>
<<replace "#ntr_status">>
<b>NTR is now ON</b>
<</replace>>
<<replace "#ntr_warning">>
<br>
<font color="red">Warning! NTR is now ON. This means that you may face with unavoidable NTR scenes. If you don't want to see this type of content, turn it off. It won't affect the game's plot in any way.</font>
<</replace>>
<</if>>
<<if $NTRmode == false>>
<<set _txt = "Turn it ON">>
<<replace "#ntr_status">>
<b>NTR is now OFF</b>
<</replace>>
<<replace "#ntr_warning">>
<br><br><br>
<</replace>>
<</if>>
<<replace "#ntr_switch">>
@@.btnWide;<<button _txt>>
<<if $NTRmode>>
<<set $NTRmode = false>>
<<else>>
<<set $NTRmode = true>>
<</if>>
<<NTRswitch>>
<</button>>@@
<</replace>>
<</widget>>
<<widget "SetRelations">>
<<set _txt = $BloodSet>>
<<if _txt.includes("mo") or _txt.includes("Mo")>>
<<if _txt.first() == "m" or _txt.first() == "M">>
<<set $NPCtrait[0].blood = true>>
<</if>>
<</if>>
<<if $NPCtrait[0].blood>>
<<set $mom.mother = "mother">>
<<set $mom.Mom = "Mom">>
<<set $sister.sister = "sister">>
<<set $sister.sis = "sis">>
<<set $son.son = "son">>
<<set $son.Son = "son">>
<<set $brother.brother = "brother">>
<<set $brother.bro = "bro">>
<<else>>
<<set $mom.mother = "landlady">>
<<set $mom.Mom = "Ms." + $NPCstat[0].lastname>>
<<set $sister.sister = "friend">>
<<set $sister.sis = $NPCstat[1].name>>
<<set $son.son = "tenant">>
<<set $son.Son = $mc.name>>
<<set $brother.brother = "friend">>
<<set $brother.bro = $mc.name>>
<</if>>
<<set _txt = $NPCstat[0].lastname>>
<<if _txt.first() == "w" or _txt.first() == "W">>
<<set $NPCstat[14].lastname = "Miller">>
<</if>>
<</widget>>
<<widget "StartNewDay">>
<<set $time.daytime = 0>>
<<set $time.weekday += 1>>
<<if $time.weekday > 6>>
<<set $time.weekday = 0>>
<</if>>
<<set $time.date += 1>>
<<set $Groceries -= 30>>
<<if $Groceries < 0>><<set $Groceries = 100>><</if>>
<<set $SchoolBreak = true>>
/* Action */
<<set $action.cleangarden = false>>
<<set $action.rubMelinda = false>>
<<set $action.massageKelly = false>>
<<set $action.roomtrain = false>>
<<set $action.gymtrain = false>>
<<set $action.Melindabath = false>>
/* Dates */
<<if $time.weekday == 6>>
<<set $PlannedSaturdayDate = "">>
<</if>>
<<if $time.weekday == 0>>
<<set $PlannedSundayDate = "">>
<</if>>
<<set $MelindaDates = false>>
<<set $LindseyDates = false>>
/* Event generate */
/* Buy wine */
<<if $KellyQuest[1].stage == 4 and $KellyQuest[2].status == "">>
<<set $KellyQuest[2].status = "active">>
<</if>>
/* Peep on Jessica */
<<if $NPCstat[6].meet and $NTRmode>>
<<if $JacobVisit == 0 or $JacobVisit == 2>>
<<set _rng = random(9)>>
<<if _rng < 5>>
<<set $JacobVisit = 1>>
<<else>>
<<set $JacobVisit = 0>>
<</if>>
<<elseif $JacobVisit == 1>>
<<set $JacobVisit = 2>>
<</if>>
<</if>>
/* Quest activate */
<<if $time.date == 7>>
<<set $MelindaQuest[0].status = "active">>
<</if>>
<<if $JessicaQuest[0].status == "active" and $JessicaQuest[0].stage == 0>>
<<set $JessicaQuest[0].stage = 1>>
<</if>>
<</widget>>
/* BLOCKBAR */
<<widget "BlockBar">>
<<if $args[0] >= 0>>
<<set _lim = 0>>
<center>
<<for _i to 0; _i < 10; _i++>>
<<set _lim += 10>>
<<if $args[0] <= (_lim - 5) && $args[0] > (_lim - 10)>>
[img["data/gui/blockbar(halfgreen).png"]]
<<elseif $args[0] > (_lim - 5)>>
[img["data/gui/blockbar(green).png"]]
<<else>>
[img["data/gui/blockbar(null).png"]]
<</if>>
<</for>>
</center>
<<else>>
<<set _lim = -100>>
<center>
<<for _i to 0; _i < 10; _i++>>
<<set _lim += 10>>
<<if $args[0] >= (_lim - 5) && $args[0] < (_lim)>>
[img["data/gui/blockbar(halfred).png"]]
<<elseif $args[0] < (_lim - 5)>>
[img["data/gui/blockbar(red).png"]]
<<else>>
[img["data/gui/blockbar(null).png"]]
<</if>>
<</for>>
</center>
<</if>>
<</widget>>
<<widget "ConfidenceBar">>
<<if $mc.confidence >= 0>>
<<set _con = $mc.confidence>>
<<set _color = "green_">>
Dominance
<<else>>
<<set _con = $mc.confidence * (-1)>>
<<set _color = "pink_">>
Submissive
<</if>>
<br>
<<if _con < 5>>
<<set _num = 0>>
<<elseif _con < 10>>
<<set _num = 5>>
<<else>>
<<for _i to 10; _i <= _con; _i += 10>>
<<set _num = _i>>
<</for>>
<</if>>
<<set _img = "data/gui/" + _color + _num + ".jpg">>
@@.pic;[img[_img]]@@
<</widget>><<switch $EventMark>>
<<case "Prologue">>
<<LocImg "mc_house" "prologue">>
<br>
You was woken up by sunlight hitting you right in the face. Realizing that you don't want to sleep anymore, you roll over and grab phone from the nightstand.
<br><<TH "It's 3:00 pm alredy!">>
You decide to go down to the kitchen and get a couple of sandwiches, but as soon as you step into the hallway, the doorbell stops you.
<br>
<<set _txt = $mc.name + ", open the door. It must be " + $NPCstat[2].name + ".">>
<br><<PHR 0 _txt>>
<br>Yeah, that $NPCstat[2].name... A week ago, your $mom.mother surprised you by fact that she was planning to rent out your $sister.sister's room. You tried to object, but she said she'd already found a tenant. It turned out to be a girl who recently got a job in the office where your $mom.mother works. And today is that day when $NPCstat[2].name should move in.
<br><br>
<<btnEventLink "Open door" "Prologue" "Prologue(open)">>
<<case "Prologue(open)">>
<<NPCmedia "kelly" "first_meet" 0>>
<br>
You open door and face $NPCstat[2].name. She looks to be in her mid-twenties and she is slightly shorter than you. Black semi-transparent tunic is falling from her shoulders and hide her figure, but you can easily realise she's not wearing a bra. Noticing your confusion, $NPCstat[2].name takes initiative.
<br>
<<set _txt = "Hi there! You must be " + $mc.name + ". " + $NPCstat[0].name + " told me so much about you... So, are you going to invite me in?">>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "Of course, come in.">>
<br>Your new roommate steps inside and holds out her hand to you. She keep her eyes on you, as if she's testing you, and you feel like you've already lost a few points.
<br>
<<set _txt = $NPCstat[2].name + " is my name! Look forward to living with you.">>
<br><<PHR 2 _txt>>
<<set _txt = $NPCstat[2].name + "! We expected you arrive sooner.">>
<br><<PHR 0 _txt>>
<br>Your $mom.mother come out from the kitchen and without hesitation hug her colleague. You mentally praise your $mom.mother cause $NPCstat[2].name turn her attention to $NPCstat[0].name.
<br>
<br><<PHR 2 "I had to wait two hours before that damn hotel fixed the net so I could pay them with my card. I feel absolutely drained.">>
<br><<PHR 0 "I feel so sorry for you. I can make you a cappuccino if you want">>
<br><<PHR 2 "That's so sweet of you, but I wanna take a bath first. I wonder if you let me try your shampoo. I always like how your hair smells.">>
<br><<PHR 0 "Of course, dear, you can use it. The bathroom is next to your room.">>
<br><<PHR 2 "Great! Also I need help with something.">>
<br>$NPCstat[2].name points to two large suitcases on the porch.
<br>
<<set _txt = $mc.name + ", help " + $NPCstat[2].name + " with her stuff, please. I'll get on with the coffee.">>
<br><<PHR 0 _txt>>
<<if $NPCtrait[0].blood>>
<br>Your $mom.Mom disappears, leaving you alone with $NPCstat[2].name.
<<else>>
<br>$mom.Mom disappears, leaving you alone with $NPCstat[2].name.
<</if>>
<br><<TH "Fucking awesome!">>
<br>
<<set _txt = "Help " + $NPCstat[2].name>>
<<btnEventLink _txt "Prologue" "Prologue(room)">>
<<case "Prologue(room)">>
<<LocImg "mc_house" "sis_room">>
<br>
You take the suitcases to your sister's former bedroom and drop them on the floor.
<br>
<br><<PHR 2 "Put them on the bed... please.">>
<br>You do as she ask. $NPCstat[2].name unzips one and starts rummaging through it. You still feel awkward about how you met her and think if you ask a few questions, it would be a good idea.
<br>
<br><<PHR "mc" "So, why did you decide to move to our sity?">>
<br><<PHR 2 "Because the previous town I lived in was insanely tiresome hole.">>
<br><<PHR "mc" "To say the truth, there aren't many interesting places in our city either.">>
<<set _txt = "It's not about places, " + $mc.name + ". It's all about people.">>
<br><<PHR 2 _txt>>
<br>$NPCstat[2].name turns to you.
<br>
<<set _txt = "Thank you for your help, " + $mc.name + ", but I really wanna take shower. Let's talk later.">>
<br><<PHR 2 _txt>>
<br>
<<NPCmedia "kelly" "prologue_tease" 1>>
<br>
She takes a towel out of her suitcase, come over to you, and put her hand on your shoulder. You gulp when her fingers starts to slide down. Her hand stops on your stomach, and then she pokes you lightly with one finger. Your breath quickens immediately.
<br>
<br><<PHR 2 "Don't try to peek!">>
<br>$NPCstat[2].name gives you a wicked smile and leave the room.
<br><<TH "Is this a pure invitation?">>
<br>
<<btnEventLink "Peep on her" "Prologue" "Prologue(peep)">>
<br>
<<btnEventLink "Don't peep" "Prologue" "Prologue(end)">>
<<case "Prologue(peep)">>
<<set $KellyPeep = true>>
<<NPCmedia "kelly" "first_peep" 0>>
<br>
You hold your breath as you approach the bathroom. The door is open, as you expected, but when you try to look inside, a girl's hand suddenly appears from the bathroom and drags you inside. $NPCstat[2].name was definitely waiting for you.
<br>
<<set _txt = "Who's here? Poor little " + $mc.name + " decided to spy on his new roommate?">>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "Did you plan this from the beginning?">>
<<set _txt = "Nope, " + $mc.name + ", but I recognize little perverts like you when I look at them once. Now we have to decide what we gonna do with you.">>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "Listen, I'm deeply sorry...">>
<br>$NPCstat[2].name interrupts you, putting a finger to your lips.
<br>
<<set _txt = "Easy, easy, we don't want " + $NPCstat[0].name + " to hear us and find out that her " + $son.son + " is a dirty voyeur, do we?">>
<br><<PHR 2 _txt>>
<span id="dialog">
<br>
<center>@@.btnWide;<<button "It's all just a misunderstanding...">>
<<replace "#dialog">>
<br><<PHR "mc" "It's all just a misunderstanding!">>
<br><<PHR 2 "If you continue to deny your guilt, you'll only make your situation worse. You just need to make a proper apology for your inappropriate behavior.">>
<br><<PHR "mc" "This is what I was planning to do.">>
<<set _txt = "Oh, " + $mc.name + ", don't you think you can say sorry and I'll forget everything happened here. You must make an effort for this. How about a good massage for my tired legs?">>
<br><<PHR 2 _txt>>
<<set _txt = "What do you think, " + $mc.name + "? It doesn't even look like a punishment.">>
<br><<PHR 2 _txt>>
<span id="dialog_2">
<br>
<<btnEventLink "Tell her back off" "Prologue" "Prologue(confront)">>
<br>
<center>@@.btnWide;<<button "Agree to massage her feet">>
<<replace "#dialog_2">>
<br><<PHR "mc" "Ok, I'll do it.">>
<<set _txt = "You made the right choice, " + $mc.name + ". Wait in my room while I take a shower.">>
<br><<PHR 2 _txt>>
<br>$NPCstat[2].name pushed you out of the bathroom.
<<RemoveStat "mc" "confidence" 10>>
<br><br>
<<btnEventLink "Go to her room" "Prologue" "Prologue(agree)">>
<</replace>>
<</button>>@@</center>
</span>
<</replace>>
<</button>>@@</center>
<br>
<center>@@.btnWide;<<button "Please, don't tell her...">>
<<set $mc.confidence -= 2>>
<<replace "#dialog">>
<br><<PHR "mc" "Please, don't tell her!">>
<br><<PHR 2 "If you will be a good boy, I'll turn a blind eye to your behavior.">>
<br><<PHR "mc" "A good boy?">>
<br><<PHR 2 "You're so innocent that I'm not even going to seriously punish you. How about a old good foot massage for me? This help me relax after a hard day.">>
<<set _txt = "What do you think, " + $mc.name + "? It doesn't even look like a punishment.">>
<br><<PHR 2 _txt>>
<span id="dialog_2">
<br>
<center>@@.btnWide;<<button "Agree to massage her feet">>
<<replace "#dialog_2">>
<br><<PHR "mc" "Ok, I'll do it.">>
<<set _txt = "You made the right choice, " + $mc.name + ". Wait in my room while I take a shower.">>
<br><<PHR 2 _txt>>
<br>$NPCstat[2].name pushed you out of the bathroom.
<<RemoveStat "mc" "confidence" 10>>
<br><br>
<<btnEventLink "Go to her room" "Prologue" "Prologue(agree)">>
<</replace>>
<</button>>@@</center>
<br>
<<btnEventLink "Tell her back off" "Prologue" "Prologue(confront)">>
</span>
<</replace>>
<</button>>@@</center>
</span>
/* AGREE */
<<case "Prologue(agree)">>
<<set $KellyMassageFeet = true>>
<<set $KellyMassageFeetCount = 1>>
<<NPCmedia "kelly" "quest_0_bedroom" 0>>
<br>
You wait for $NPCstat[2].name in her room, just like she ask. It was about ten minutes before she return.
<br>
<<set _txt = $mc.name + ", how did you end like this? " + $NPCstat[0].name + " described you as a real gentleman, but in the end you turned out to a dirty voyeur.">>
<br><<PHR 2 _txt>>
<br>You keep silence. $NPCstat[2].name lays on the bed.
<br>
<br><<PHR 2 "But I don't blame you. After all, it's hard to resist such a great temptation.">>
<br>She rolls onto her back and stretches out her legs to give you a view of her precious feet.
<br>
<br><<PHR 2 "Like them? I think my feet are pretty beautiful. Come closer... Just a little more... Now get down on the floor.">>
<br>You sit on your knees and her feet has been in a few inches from your groin.
<br>
<<set _txt = "Don't be shy, " + $mc.name + ". Take your time, start with one foot, slow and carefully.">>
<br><<PHR 2 _txt>>
<br>
<<btnEventLink "Start massage her feet" "Prologue" "Prologue(massage 1)">>
<<case "Prologue(massage 1)">>
<<NPCmedia "kelly" "quest_0_massage_1" 1>>
<br>
Hesitantly, you take $NPCstat[2].name's foot in your hand and start massaging it. $NPCstat[2].name stares at you.
<br>
<br><<PHR 2 "Don't be shy, push harder, move your fingers.">>
<br>You increase the pressure and, moving your thumb clockwise, massage her foot from top to bottom. $NPCstat[2].name closes her eyes and leans her head back.
<br>
<br><<PHR 2 "Now the other foot.">>
<br>
<<btnEventLink "Start massage another foot" "Prologue" "Prologue(massage 2)">>
<<case "Prologue(massage 2)">>
<<NPCmedia "kelly" "quest_0_massage_2" 1>>
<br>
You start massaging the other foot. $NPCstat[2].name lets out a small moan.
<br>
<<set _txt = "You're a quick learner, " + $mc.name>>
<br><<PHR 2 _txt>>
<br>Her praise makes you angry, but you continue to work on her foot. After a few minutes, $NPCstat[2].name stops you and rolls over on her stomach.
<br>
<br><<PHR 2 "You may continue.">>
<br>
<<btnEventLink "Continue" "Prologue" "Prologue(massage 3)">>
<<case "Prologue(massage 3)">>
<<NPCmedia "kelly" "quest_0_massage_3" 1>>
<br>
You massage her feet, and Kelly softly purrs with pleasure. This goes on for about ten minutes until your new roommate stops you.
<br>
<<set _txt = "That's enough, " + $mc.name + ". I think you've worked out your misbehave. You may go.">>
<br><<PHR 2 _txt>>
<br>Flushed with embarrassment, you get up and leave her room.
<br><br>
<<btnEventLink "Go to your room" "Prologue" "Prologue(end)">>
/* CONFRONT */
<<case "Prologue(confront)">>
<<set $NPCtrait[0].allowance = -1>>
<<NPCmedia "kelly" "first_peep_confront" 0>>
<br><<PHR 2 "So you chose the hard way?">>
<br>$NPCstat[2].name grins, then takes a deep breath and starts yelling and pushing you towards the door. You hear the sound of approaching footsteps, and $NPCstat[0].name appears in the bathroom.
<br>
<br><<PHR 0 "What's going on here?">>
<<set _txt = "I caught " + $mc.name + "... when he spying on me.">>
<br><<PHR 2 _txt>>
<<set _txt = $mc.name + ", is this true?">>
<br><<PHR 0 _txt>>
<<set _txt = "There is a big misunderstanding. I thought " + $NPCstat[2].name + " give me clear hints...">>
<br><<PHR "mc" _txt>>
<br><<PHR 2 "Hints? Why do all men think that if a girl wanna be nice to them, then she's eager to spread her legs?">>
<br>$NPCstat[2].name pretends to cry, and $NPCstat[0].name momentarily hugs her.
<br>
<<set _txt = "Leave the bathroom, " + $mc.name + ". We'll talk later.">>
<br><<PHR 0 _txt>>
<<AddStat "mc" "confidence" 5 100>>
<br>
<<btnEventLink "Go to your room" "Prologue" "Prologue(park)">>
<<case "Prologue(end)">>
<<set _img = "data/overall/overwatch_prologue.jpg">>
<<Img _img>>
<br>
<<if $KellyPeep>>
<<if $KellyMassageFeet>>
You go back to your room.
<br><<TH "What did I let myself drag into?">>
You decide calm and play some games. Rest of the day passes without any incident.
<<else>>
<<if $SideQuest[2].status == "active">>
You return home and spend the rest of the day playing computer games. The day didn't seem so dreary to you anymore.
<<else>>
You return home and spend the rest of the day playing computer games.
<</if>>
<</if>>
<<else>>
You go back to your room and spend the rest of the day playing computer games.
<</if>>
<br><br>
<center>@@.btnWide;<<button "Start new day" "MC Room">>
<<set $EventMark = "">>
<<set $NewNPC = true>>
<<set $NPCstat[0].meet = true>>
<<set $NPCstat[1].meet = true>>
<<set $NPCstat[2].meet = true>>
<</button>>@@</center>
<<case "Prologue(park)">>
<<set _img = "data/overall/overwatch_prologue.jpg">>
<<Img _img>>
<br>
You go back to your room. You played few matches to calm down, but the irritation doesn't leave you. To add insult in injury, a new skin for your favorite hero was released today.
<<TH "Hell, I needed that money!">>
<br>You decide to get some fresh air to relax.
<br><br>
<<btnEventLink "Go to park" "Prologue" "Prologue(paige meet)">>
<<case "Prologue(paige meet)">>
<<LocImg "park" "park">>
<br>
You walk through the park, replaying last events in your head. You're mad at both your mom and your new roommate, but most of all you're mad at yourself. The trap set by $NPCstat[2].name seems obvious to you now.
<br>
<br><<PHR 15 "Why are you sad on such a sunny day?">>
<br>You turn to the source of the voice. It 's a girl about your age. She wears spanky shorts and pink crop top, so you can easily examine her slender body.
<br>
<br><<PHR "mc" "Have we met before?">>
<br><<PHR 15 "Nope, I just saw you needed help, and that's why I'm here.">>
<br><<PHR "mc" "Don't tell me you're from some psychology society.">>
<br>She laughs.
<br>
<br><<PHR 15 "I don't think they'd approve my methods. But I find them super effective.">>
<br>The girl comes closer. Her eyes sparkle.
<br>
<<set $NPCstat[15].name = "Paige">>
<<set _txt = "I'm " + $NPCstat[15].name + ". What's your name?">>
<br><<PHR 15 _txt>>
<<set _txt = $mc.name + ".">>
<br><<PHR "mc" _txt>>
<br>You realize that under her gaze you start falling into a kind of trance. $NPCstat[15].name, meanwhile, has already taken one of your hands.
<br>
<br><<PHR 15 "C'mon, let me in!">>
<span id="dialog">
<br>
<<btnEventLink "Tell her everything" "Prologue" "Prologue(paige blow)">>
<center>@@.btnWide;<<button "Break her spell">>
<<replace "#dialog">>
<br>You shake your head.
<br>
<<set _txt = "Sorry, " + $NPCstat[15].name + ". But I don't trust strangers.">>
<br><<PHR "mc" _txt>>
<br>$NPCstat[15].name releases your hand and takes a few steps back.
<br>
<br><<PHR 15 "Your loss!">>
<br>You watch her walk away without any words.
<br><br>
<<btnEventLink "Go home" "Prologue" "Prologue(end)">>
<</replace>>
<</button>>@@</center>
</span>
<<case "Prologue(paige blow)">>
<<set $SideQuest[2].status = "active">>
<<NPCmedia "paige" "first_meet_walk" 1>>
<br>
You briefly tell her what happened an hour ago. She listens attentively, while holds you by both hands. After you finish your speech, she pulls back a little and look you right in the eye.
<br>
<br><<PHR 15 "It's terrible. You don't deserve to be treated like this. But I know how to help you. First, we must pass to my special place.">>
<<TH "I hope I won't meet a couple of big guys with baseball bats in that secret place.">>
<br><<PHR 15 "You're not afraid of a pretty little thing like me, are you?">>
<br><<PHR "mc" "Ok, if you wanna lead me into a trap, that's exactly what you'd say.">>
<br><<PHR 15 "You can refuse at any time.">>
<br>After a moment's thought, you agree. There's nothing to take from you anyway, and you don't think the situation can get any worse. You follow her deep into the park, away from strangers eyes. You can recognize this place. $NPCstat[4].name showed it to you once and told he often saw many lovebirds doing lewd things here.
<br>
<br>Finally, you stop. $NPCstat[15].name turns you around and gently pushes you back against the tree. The bark presses against your skin. Unpleasant, but bearable. $NPCstat[15].name's hands are already sliding down your body. She grabs your cock through the fabric of your shorts and starts stroking it intensely. It's filled with blood in just one moment. She also felt your hardness.
<br>
<br><<PHR 15 "You're so quick.">>
<br>She pulls off your shorts and your cock spring out.
<br><br>
<<btnEventLink "Let her continue" "Prologue" "Prologue(paige blow_2)">>
<<case "Prologue(paige blow_2)">>
<<NPCmedia "paige" "first_meet_blow" 1>>
<br>
$NPCstat[15].name begins slowly stroking your penis, from head to root.
<br>
<<set _txt = "Let the feelings take control over you, " + $mc.name + ". That's the only way my magic can work.">>
<br><<PHR 15 _txt>>
<br>You do as she told. She continues jerking your cock with increasing speed. The girl leans closer and whispers in your ear.
<br>
<<set _txt = "I like your dick, " + $mc.name + ". So big and have a beautiful shape. Can't wait to taste your monster.">>
<br><<PHR 15 _txt>>
<br>$NPCstat[15].name inclines her head and look down at your cock. A thin trickle of saliva is slowly draging down from her lips. Finally, it leaves her mounth and drop on your penis, adding a lighty sloshing sound to her hands motion. Increasing arousal spurs you to further action and you grab $NPCstat[15].name bum.
<br>
<br><<PHR 15 "I see the magic starting to work.">>
<br>
<<NPCmedia "paige" "first_meet_blow_2" 1>>
<br>
$NPCstat[15].name got to her knees and immediately swallow you. Then her lips moves back to head of your cock with exaggerated slowness. When your rod leaves her mouth completely she sticks out her tongue and starts teasing you with rapid flicking motions. Waves of pleasure hit your brain and you put hand on her head, running your fingers through her hair and pulling her closer. She takes your hint and swallow your cock once again.
<br><<TH "I can't control myself">>
You begin to move your hips in time with her. $NPCstat[15].name grabs your hips and, as if encouraging you, starts pushing them back and forth. You lose yourself in the sensations and soon realize you're close to orgasm.
<br>
<br><<PHR "mc" "I can't... last longer...">>
<br>The girl doesn't stop blowing you while you're spurting right in her throat. Finally, your cock shots last portion of semen and slides out $NPCstat[15].name mouth. She rises to her feet as if nothing has happened.
<br>
<br><<PHR 15 "How do you like my magic? Feeling better, hah?">>
<br><<PHR "mc" "It was amazing!">>
<br><<PHR 15 "I'm glad you liked it. Now, it's that time when you give me 100$">>
<br><<PHR "mc" "I have... I have no single cent.">>
<br>You're looking around for a pimp who should come out of the bushes right now and knock out a couple of your teeth.
<br>
<<set _txt = "Wait, " + $mc.name + ". Like I said before, I'm a fairy who heals hearts, not some whore. It's okay, if you don't have money right now, you can pay me at any time. Just find me here, 'kay?">>
<br><<PHR 15 _txt>>
<br>It's like a weight has been lifted off your shoulders. $NPCstat[15].name, meanwhile, waves at you and disappears behind the trees. You pull up your shorts and head to exit.
<br><br>
<<btnEventLink "Go to your room" "Prologue" "Prologue(end)">>
<</switch>><<widget "HouseNPCmarkRemove">>
<<set $NPCstat[0].location = "">>
<<set $NPCstat[1].location = "">>
<<set $NPCstat[2].location = "">>
<<set $markHouse.mcroom = "">>
<<set $markHouse.living = "">>
<<set $markHouse.kitchen = "">>
<<set $markHouse.momroom = "">>
<<set $markHouse.sisroom = "">>
<<set $markHouse.bathroom = "">>
<<set $markHouse.garden = "">>
<<set $markHouse.basement = "">>
<</widget>>
<<widget "HouseNPCmark">>
/* -------------------Exceptions------------------- */
<<if $time.weekday == 5 and $MelindaDates == false>>
<<set _MelindaGoOut = true>>
<</if>>
/* ------------------Exceptions end---------------- */
<<set _Mom = $NPCstat[0].name>>
<<set _Ngirl = $NPCstat[2].name>>
<<HouseNPCmarkRemove>>
<<if $time.weekday <= 4>>
<<if $time.daytime == 0>>
<<set $markHouse.kitchen = " - " + _Mom>>
<<set $NPCstat[0].location = "kitchen">>
<<set $markHouse.kitchen += ", " + _Ngirl>>
<<set $NPCstat[2].location = "kitchen">>
<<elseif $time.daytime == 1>>
<<set $markHouse.momroom = " - " + _Mom>>
<<set $NPCstat[0].location = "momroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<set $NPCstat[2].location = "kitchen">>
<<elseif $time.daytime == 3>>
<<set $NPCstat[2].location = "bathroom">>
<<set $markHouse.bathroom = " - " + _Ngirl>>
<<elseif $time.daytime == 4>>
<<if $time.weekday == 0 or $time.weekday == 3>>
<<set $markHouse.kitchen = " - " + _Mom>>
<<set $NPCstat[0].location = "kitchen">>
<<elseif $time.weekday == 1 or $time.weekday == 4>>
<<set $markHouse.basement = " - " + _Mom>>
<<set $NPCstat[0].location = "basement">>
<<elseif $time.weekday == 2>>
<<set $markHouse.living = " - " + _Mom>>
<<set $NPCstat[0].location = "living">>
<</if>>
<<if $time.weekday == 1 or $time.weekday == 3>>
<<if $LoungersRepair>>
<<set $markHouse.garden = " - " + _Ngirl>>
<<set $NPCstat[2].location = "garden">>
<<else>>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<set $NPCstat[2].location = "sisroom">>
<</if>>
<<else>>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<set $NPCstat[2].location = "sisroom">>
<</if>>
<<elseif $time.daytime == 5>>
<<if $time.weekday == 2 or $time.weekday == 4>>
<<set $NPCstat[0].location = "living">>
<<set $markHouse.living = " - " + _Mom>>
<<set $NPCstat[2].location = "living">>
<<set $markHouse.living += ", " + _Ngirl>>
<<else>>
<<set $NPCstat[0].location = "living">>
<<set $markHouse.living = " - " + _Mom>>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<</if>>
<<elseif $time.daytime == 6>>
<<set $markHouse.bathroom = " - " + _Mom>>
<<set $NPCstat[0].location = "bathroom">>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<elseif $time.daytime == 7>>
<<set $markHouse.momroom = " - " + _Mom>>
<<set $NPCstat[0].location = "momroom">>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<</if>>
<<elseif $time.weekday == 5>>
<<if $time.daytime == 0>>
<<set $markHouse.momroom = " - " + _Mom>>
<<set $NPCstat[0].location = "momroom">>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<elseif $time.daytime == 1>>
<<set $NPCstat[0].location = "kitchen">>
<<set $markHouse.kitchen = " - " + _Mom>>
<<if $KellyQuest[3].status == "active">>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<else>>
<<set $NPCstat[2].location = "kitchen">>
<<set $markHouse.kitchen += ", " + _Ngirl>>
<</if>>
<<elseif $time.daytime == 2>>
<<set $markHouse.garden = " - " + _Mom>>
<<set $NPCstat[0].location = "garden">>
<<if $time.date == 6 and $KellyQuest[0].status == "fail">>
<<set $markHouse.garden = "">>
<<set $NPCstat[0].location = "">>
<</if>>
<<elseif $time.daytime == 3>>
<<set $markHouse.garden = " - " + _Mom>>
<<set $NPCstat[0].location = "garden">>
<<if $time.date == 6 and $KellyQuest[0].status == "fail">>
<<set $markHouse.garden = "">>
<<set $NPCstat[0].location = "">>
<</if>>
<<elseif $time.daytime == 4>>
<<set $markHouse.living = " - " + _Mom>>
<<set $NPCstat[0].location = "living">>
<<if $LoungersRepair>>
<<set $markHouse.garden = " - " + _Ngirl>>
<<set $NPCstat[2].location = "garden">>
<<else>>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<set $NPCstat[2].location = "sisroom">>
<</if>>
<<elseif $time.daytime == 5>>
<<set $markHouse.living = " - " + _Mom>>
<<set $NPCstat[0].location = "living">>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<elseif $time.daytime == 6>>
<<if _MelindaGoOut>>
<<set $markHouse.bathroom = "">>
<<set $NPCstat[0].location = "">>
<<set $NPCstat[2].location = "">>
<<set $markHouse.sisroom = "">>
<<else>>
<<set $markHouse.bathroom = " - " + _Mom>>
<<set $NPCstat[0].location = "bathroom">>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<</if>>
<<elseif $time.daytime == 7>>
<<if _MelindaGoOut>>
<<set $markHouse.bathroom = "">>
<<set $NPCstat[0].location = "">>
<<set $NPCstat[2].location = "">>
<<set $markHouse.sisroom = "">>
<<else>>
<<set $markHouse.momroom = " - " + _Mom>>
<<set $NPCstat[0].location = "momroom">>
<<set $NPCstat[2].location = "bathroom">>
<<set $markHouse.bathroom = " - " + _Ngirl>>
<</if>>
<</if>>
<<else>>
<<if $time.daytime == 0>>
<<set $markHouse.momroom = " - " + _Mom>>
<<set $NPCstat[0].location = "momroom">>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<elseif $time.daytime == 1>>
<<set $NPCstat[0].location = "kitchen">>
<<set $markHouse.kitchen = " - " + _Mom>>
<<if $KellyQuest[3].status == "active">>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<else>>
<<set $NPCstat[2].location = "kitchen">>
<<set $markHouse.kitchen += ", " + _Ngirl>>
<</if>>
<<elseif $time.daytime == 2>>
<<set $markHouse.garden = " - " + _Mom>>
<<set $NPCstat[0].location = "garden">>
<<elseif $time.daytime == 3>>
<<set $markHouse.garden = " - " + _Mom>>
<<set $NPCstat[0].location = "garden">>
<<elseif $time.daytime == 4>>
<<set $markHouse.living = " - " + _Mom>>
<<set $NPCstat[0].location = "living">>
<<if $LoungersRepair>>
<<set $markHouse.garden = " - " + _Ngirl>>
<<set $NPCstat[2].location = "garden">>
<<else>>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<set $NPCstat[2].location = "sisroom">>
<</if>>
<<elseif $time.daytime == 5>>
<<set $markHouse.living = " - " + _Mom>>
<<set $NPCstat[0].location = "living">>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<elseif $time.daytime == 6>>
<<set $markHouse.bathroom = " - " + _Mom>>
<<set $NPCstat[0].location = "bathroom">>
<<set $NPCstat[2].location = "sisroom">>
<<set $markHouse.sisroom = " - " + _Ngirl>>
<<elseif $time.daytime == 7>>
<<set $markHouse.momroom = " - " + _Mom>>
<<set $NPCstat[0].location = "momroom">>
<<set $NPCstat[2].location = "bathroom">>
<<set $markHouse.bathroom = " - " + _Ngirl>>
<</if>>
<</if>>
<</widget>>
/* -------------------------------------------------- */
<<widget "SchoolNPCmarkRemove">>
<<set $NPCstat[3].location = "">>
<<set $NPCstat[4].location = "">>
<<set $NPCstat[5].location = "">>
<<set $NPCstat[9].location = "">>
<<set $markSchool.cafe = "">>
<<set $markSchool.library = "">>
<</widget>>
<<widget "SchoolNPCmark">>
<<SchoolNPCmarkRemove>>
<<if $time.daytime == 2>>
<<if $SchoolBreak>>
<<set _txt = " - ">>
<<if $LindseyQuest[0].stage >= 1>>
<<if $time.weekday != 1 and $time.weekday != 3>>
<<set $NPCstat[3].location = "cafe">>
<<set _txt += "Lindsey, ">>
<</if>>
<</if>>
<<set _txt += "Duncan, Chad">>
<<set $markSchool.cafe = _txt>>
<<set $NPCstat[4].location = "cafe">>
<<set $NPCstat[5].location = "cafe">>
<<if $NPCstat[9].meet>>
<<set $NPCstat[9].location = "library">>
<<set $markSchool.library = " - Adele">>
<</if>>
<</if>>
<<elseif $time.daytime == 3>>
<<if $NPCstat[9].meet>>
<<set $NPCstat[9].location = "library">>
<<set $markSchool.library = " - Adele">>
<</if>>
<</if>>
<</widget>>
/* -------------------------------------------------- */<<HouseNPCmark>>
<<HouseEvents>>
<<switch $location.sub>>
<<case "">>
<<if $NPCstat[0].location == "momroom">>
<<if $time.daytime == 1>>
<<LocImg "mc_house" "closed_door">>
<br>
$NPCstat[0].name's bedroom door is closed. Looks like she's changing.
<br><br>
<<btnLink "Return" "Hallway" "">>
<<elseif $time.daytime == 0 or $time.daytime == 7>>
<<LocImg "mc_house" "closed_door">>
<br>
$NPCstat[0].name's bedroom door is closed. Looks like she's asleep.
<br><br>
<<btnLink "Return" "Hallway" "">>
<</if>>
<<else>>
<<if $time.daytime > 1 and $time.daytime < 4>>
<<LocImg "mc_house" "closed_door">>
<br>
$NPCstat[0].name's bedroom door is closed.
<br><br>
<<btnLink "Return" "Hallway" "">>
<<else>>
<<LocImg "mc_house" "mom_room">>
<br>
You entered $NPCstat[0].name's bedroom.
<br><br>
<<btnLink "Leave Room" "Hallway" "">>
<</if>>
<</if>>
<</switch>><<HouseNPCmark>>
<<HouseEvents>>
<<switch $location.sub>>
<<case "">>
<<if $NPCstat[2].location == "sisroom">>
<<if $time.daytime == 1>>
<<LocImg "mc_house" "closed_door">>
<br>
$NPCstat[2].name's bedroom door is closed. Looks like she's changing.
<br><br>
<<btnLink "Return" "Hallway" "">>
<<elseif $time.daytime < 7>>
<<LocImg "mc_house" "sis_room">>
<br>
<<if $KellyQuest[1].stage != 2 and $KellyMassageFeet and $time.date >= 4>>
<<if $time.weekday < 5 and $action.massageKelly == false>>
<<set $location.sub = "foot massage">>
<<goto "SB Events">>
<</if>>
<</if>>
You entered $NPCstat[2].name's bedroom. She sits on bed with her laptop.
<br>
<<if $KellyPeep and $KellyPeepForgive == false>>
<br><<PHR 2 "It's our little voyeur, aren't ya? Sorry, honey, there is no show for you. I'm super busy right now.">>
<<else>>
<br><<PHR 2 "Can we talk later, honey? I'm super busy right now.">>
<</if>>
<br>$NPCstat[2].name doesn't seem in the mood for conversation.
<br><br>
<<if $KellyQuest[1].status == "active" and $KellyQuest[1].stage == 2>>
<center>@@.btnWide;<<button "Demand you should talk [img[$skip_time_img]]">>
<<run $time.passtime(1)>>
<<set $location.sub = "">>
<<set $EventMark = "First Confrontation(start)">>
<<goto "Kelly Story">>
<</button>>@@</center>
<</if>>
<<btnLink "Leave Room" "Hallway" "">>
<<elseif $time.daytime == 7>>
<<LocImg "mc_house" "closed_door">>
<br>
$NPCstat[2].name's bedroom door is closed. Looks like she's asleep.
<br><br>
<<btnLink "Return" "Hallway" "">>
<</if>>
<<else>>
<<if $time.daytime > 1 and $time.daytime < 3>>
<<LocImg "mc_house" "closed_door">>
<br>
$NPCstat[2].name's bedroom door is closed.
<br><br>
<<btnLink "Return" "Hallway" "">>
<<else>>
<<LocImg "mc_house" "sis_room">>
<br>
You entered $NPCstat[2].name's bedroom.
<br><br>
<<btnLink "Leave Room" "Hallway" "">>
<</if>>
<</if>>
<</switch>><<HouseNPCmark>>
<<HouseEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "mc_house" "living">>
<br>
<<if $NPCstat[0].location == "living" and $NPCstat[2].location == "living">>
$NPCstat[0].name and $NPCstat[2].name are sitting on the couch and chatting animatedly.
<br><br>
<<btnLink "Eavesdrop on their conversation" "Living Room" "Kelly_eavesdrop" 1>>
<<btnLink "Leave room" "Hallway" "">>
<<elseif $NPCstat[0].location == "living">>
<<if $time.daytime == 4 and $time.weekday <= 4>>
$NPCstat[0].name is dusting the room.
<br><br>
<<btnLink "Leave room" "Hallway" "">>
<<elseif $time.daytime == 4 or $time.daytime == 5>>
$NPCstat[0].name sits in an armchair and watches another episode of the popular sitcom.
<br><br>
<<btnLink "Watch with her" "Living Room" "Melinda(tv)" 1>>
<br>
<<btnLink "Leave room" "Hallway" "">>
<</if>>
<<elseif $NPCstat[2].location == "living">>
$NPCstat[2].name is watching TV.
<br><br>
<<btnLink "Watch with her" "Living Room" "tv_Kelly" 1>>
<<btnLink "Leave room" "Hallway" "">>
<<else>>
<<if $time.weekday < 5>>
<<if $time.daytime > 1 and $time.daytime < 7>>
<<btnLink "Watch tv" "Living Room" "tv_alone" 1>>
<br>
<</if>>
<<elseif $time.daytime < 7>>
<<btnLink "Watch tv" "Living Room" "tv_alone" 1>>
<br>
<</if>>
<<btnLink "Leave room" "Hallway" "">>
<</if>>
<<case "tv_alone">>
<<set _img = "data/overall/SpongeBob.jpg">>
<<Img _img>>
<br>
You flipped channels searching for something interesting until you stopped on another episode of SpongeBob.
<br><br>
<<btnLink "Finish" "Living Room" "">>
/* MELINDA EVENTS */
<<case "Melinda(tv)">>
<<NPCmedia "melinda" "watch_tv" 0>>
<<set _txt = "Do you mind my company, " + $mom.Mom + "?">>
<br><<PHR "mc" _txt>>
<br><<PHR 0 "Of course not. Sit beside me.">>
<br>You sit down next to $NPCstat[0].name.
<span id="action">
<br><br>
<center>@@.btnWide;<<button "Cuddle with her">>
<<replace "#action">>
<br><br>
<<NPCmedia "melinda" "cuddle" 0>>
<br>
You put your arm around her shoulders. She flinch, catching off guard, but then she she snuggle up to you.
<br>
<br><<PHR 0 "I'm so glad you're staying with me.">>
<br>You continue watch the show.
<<AddStat 0 "love" 2 20>>
<br><br>
<<btnLink "Offer massage" "Living Room" "Melinda(massage)">>
<br>
<<btnLink "Finish" "Living Room" "">>
<</replace>>
<</button>>@@</center>
<br>
<<btnLink "Finish" "Living Room" "">>
</span>
<<case "Melinda(massage)">>
<<if $NPCstat[0].trust < 30>>
She refuses.
<br><br>
<<btnLink "Finish" "Living Room" "">>
<<else>>
<<set $NPCmark = 0>>
<<set $location.sub = "living room">>
<<set $EventMark = "Shoulders">>
<<set $MassageAction = 20>>
<<set $MassageCalminess = $NPCstat[0].trust - 40>>
<<if $MassageCalminess > 40>>
<<<set $MassageCalminess = 40>>
<</if>>
<<if $NPCstat[0].corruption < 20>>
<<set $MassageArousal = 0>>
<<elseif $NPCstat[0].corruption < 50>>
<<set $MassageArousal = 10>>
<<else>>
<<set $MassageArousal = 20>>
<</if>>
<<goto "Massage Mode">>
<</if>>
/* KELLY EVENTS */
<<case "Kelly_eavesdrop">>
<<NPCmedia "kelly" "living gossip" 1>>
<br>
<<if $time.date == 3>>
<br><<PHR 2 "You should get a some tan, too.">>
<br>Looks like $NPCstat[2].name's trying to convince your $mom.mother of something. You want to eavesdrop further, but you don't want to risk get caught.
<<elseif $KellyQuest[1].stage == 1 and $time.date >= 10>>
<<set $KellyQuest[1].stage = 2>>
<<set _txt = "You have nothing to lose, " + $NPCstat[2].name + ".">>
<br><<PHR 2 _txt>>
<br>Looks like $NPCstat[2].name's trying to convince your $mom.mother of something. You want to eavesdrop further, but you don't want to risk get caught.
<<else>>
You hear nothing interesting today.
<</if>>
<br><br>
<<btnLink "Finish" "Hallway" "">>
/* OTHER EVENTS */
<</switch>><<HouseNPCmark>>
<<HouseEvents>>
<<switch $location.sub>>
<<case "">>
<<if $NPCstat[0].location == "kitchen" and $NPCstat[2].location == "kitchen">>
<<LocImg "mc_house" "kitchen">>
<br>
The aroma of fried sausages and coffee fills the kitchen. $NPCstat[2].name is sitting at the table, sipping coffee, and $NPCstat[0].name is fussing over the stove.
<br><br>
<<btnLink "Have breakfast" "Kitchen" "breakfast" 1>>
<br>
<<btnLink "Leave room" "Hallway" "">>
<<elseif $NPCstat[0].location == "kitchen" and $time.daytime == 0 and $time.weekday >= 5>>
<<LocImg "mc_house" "kitchen">>
<br>
The aroma of fried sausages and coffee fills the kitchen.
<br><br>
<<btnLink "Have breakfast" "Kitchen" "breakfast" 1>>
<<set _txt = "Bring coffee to " + $NPCstat[2].name>>
<<btnLink _txt "SB Events" "take coffee" 1>>
<br>
<<btnLink "Leave room" "Hallway" "">>
<<elseif $NPCstat[0].location == "kitchen" and $time.daytime == 4 and $time.weekday <= 4>>
<<NPCmedia "melinda" "kitchen" 0>>
<br>
$NPCstat[0].name is bustling around in the kitchen. She see you and smile.
<br>
<br><<PHR 0 "Dinner not ready, honey. There's yogurt in the fridge if you want it.">>
<span id="action">
<br>
<center>@@.btnWide;<<button "Help her">>
<<if $Groceries <= 40>>
<<replace "#action">>
<br><<PHR "mc" "Maybe, I can help with something?">>
<br><<PHR 0 "I need to buy some groceries. If you could go to the shop, you will help me a lot.">>
<br>
<<btnLink "Agree" "Kitchen" "buy groceries" 1>>
<<btnLink "Refuse" "Hallway" "">>
<</replace>>
<<else>>
<<replace "#action">>
<br><<PHR "mc" "Maybe, I can help with something?">>
<br><<PHR 0 "Thanks, but I don't need anything.">>
<br>
<<btnLink "Leave room" "Hallway" "">>
<</replace>>
<</if>>
<</button>>@@</center>
<br>
<<btnLink "Leave kitchen" "Hallway" "">>
</span>
<<else>>
<<LocImg "mc_house" "kitchen">>
<br>
There's nobody here.
<br><br>
<<btnLink "Leave" "Hallway" "">>
<</if>>
<<case "breakfast">>
<<SmallImg "breakfast">>
<br>
<<if $KellyQuest[3].status == "active">>
As soon as you sit down at the table, $NPCstat[2].name rushes into the kitchen, out of breath.
<br>
<br><<PHR 0 "Dear, I'm not used to seeing you late for breakfast.">>
<br><<PHR 2 "I've waited one... important call.">>
<br><<PHR 0 "I thought you'd miss Breakfast.">>
<br><<PHR 2 "No, how can I miss such delicious coffee.">>
<br>Both girls laugh.
<<else>>
You sit down at the table and start eating. Melinda brings two cups of coffee and put it next to you and $NPCstat[2].name.
<br>
<<set _txt = "Thank you, " + $NPCstat[0].name + "!">>
<br><<PHR 2 _txt>>
<<set _txt = "Yeah, thank you, " + $mom.Mom + "!">>
<br><<PHR "mc" _txt>>
<br>You quickly done with the pancakes and take the plate to the sink.
<</if>>
<<if $time.weekday == 0 and $NPCtrait[0].allowance > 0>>
<<set $money += $NPCtrait[0].allowance>>
<br>
<<set _txt = "Here is your pocket money, " + $mc.name>>
<br><<PHR 0 _txt>>
<<set _txt = "Thanks, " + $mom.Mom>>
<br><<PHR "mc" _txt>>
<br><br>
<b><i>You got <<print $NPCtrait[0].allowance>>$</i></b>
<</if>>
<br><br>
<<btnLink "Help with dishes" "Kitchen" "wash dishes at morning">>
<br>
<<btnLink "Finish breakfast" "Hallway" "">>
<<case "wash dishes at morning">>
<<SmallImg "wash_dishes">>
<br><<PHR "mc" "Let me help with the dishes.">>
<br><<PHR 0 "Oh dear, you shouldn't, you'll be late for school.">>
<br><<PHR "mc" "It won't take five minutes.">>
<br>Melinda gives up and hands you the sponge. You quickly wash dishes and put them on the dryer.
<<AddStat 0 "trust" 2 50>>
<br><br>
<<btnLink "Leave kitchen" "Hallway" "">>
<<case "buy groceries">>
<<set $Groceries = 100>>
<<SmallImg "money_a">>
<br>
$NPCstat[0].name gives you money and a shopping list.
<br><br>
<<set $money += 50>>
<b>You receive 50$</b>
<span id="action">
<br><br>
<center>@@.btnWide;<<button "Go to shop">>
<<replace "#action">>
<br><br>
You buy the groceries Melinda ordered. Then you put them in the fridge.
<br>
<br><<PHR 0 "Thanks you a lot. We're going to have dinner soon, so you can watch TV fo now.">>
<<set _rng = random(43,49)
<<set $money -= _rng>>
<br><b>You lost <<print _rng>>$</b>
<<AddStat 0 "trust" 2 50>>
<br><br>
<<btnLink "Leave room" "Hallway" "">>
<</replace>>
<</button>>@@</center>
</span>
<</switch>>
<<HouseNPCmark>>
<<HouseEvents>>
<<switch $location.sub>>
<<case "">>
<<if $NPCstat[0].location == "bathroom">>
<<LocImg "mc_house" "closed_door">>
<br>
The bathroom door is closed. Looks like $NPCstat[0].name is taking a shower.
<br><br>
<<btnLink "Return" "Hallway" "">>
<<elseif $NPCstat[2].location == "bathroom">>
<<LocImg "mc_house" "closed_door">>
<br>
The bathroom door is closed. Looks like $NPCstat[2].name is taking a shower.
<br><br>
<<btnLink "Return" "Hallway" "">>
<<else>>
<<LocImg "mc_house" "bathroom">>
<br>
You entered the bathroom.
<br><br>
<<if $time.daytime == 5 and ($time.weekday != 5 or $MelindaDates)>>
<<if $MelindaQuest[0].stage == 2 and $item.bathsalt and $time.daytime == 5>>
<<set _txt = "Prepare bath for " + $NPCstat[0].name>>
<<btnEventLink _txt "Melinda Story" "Make bath(first time)" 1>>
<br>
<<elseif $MelindaQuest[0].stage > 2>>
<<set _txt = "Prepare bath for " + $NPCstat[0].name>>
<<btnLink _txt "Bathroom" "bath for Melinda" 1>>
<br>
<</if>>
<</if>>
<<btnLink "Leave" "Hallway" "">>
<</if>>
<<case "bath for Melinda">>
<<set $action.Melindabath = true>>
<<SmallImg "bath with salt">>
<br>
You turning on the warm water and take out several colorful bags of salts from the set. After waiting for the bathroom to fill up, you empty one into it. Then you pour the aroma oil into the bathroom and gently stir the water.
<br>
<br>You're finidshe right before $NPCstat[0].name enters the bathroom.
<br>
<br><<PHR "mc" "The bath is ready.">>
<<set _txt = "Thank you, " + $mc.name + "!">>
<br><<PHR 0 _txt>>
<br>She kisses you on the forehead.
<br><br>
<<btnEventLink "Close door" "Hallway" "">>
<<btnEventLink "Wait a little and peek" "Bathroom" "bath for Melinda(peek)">>
<<case "bath for Melinda(peek)">>
<<NPCmedia "melinda" "bath_for_her_peek" 1>>
<br>
You slowly open the door. $NPCstat[0].name had already taken off her robe and now wearing only her panties. The view of her huge boobs made your cock ready to jump out of your pants.
<<set _txt = "What's wrong with me? She's my ">>
<<if $NPCtrait[0].blood>>
<<set _txt += $mom.Mom>>
<<else>>
<<set _txt += $mom.mother>>
<</if>>
<<set _txt += ", but all I can think about is molesting her marvelous body.">>
<br><<TH _txt>>
<br>$NPCstat[0].name looks at herself in the mirror, and you imagine how you come up behind her, put your hands on her breasts and lift them, enjoying the weight. You would turn your $mom.mother around to face you and start covering her with greedy kiss from neck to invitingly protruding nipples.
<br><<TH "What the hell am I thinking?">>
<br>$NPCstat[0].name, meanwhile, takes off her panties and heads toward the bathtub. Looks like it's time for you to leave.
<br><br>
<<btnEventLink "Leave" "Hallway" "">>
<</switch>><<HouseNPCmark>>
<<HouseEvents>>
<<switch $location.sub>>
<<case "">>
<<if $NPCstat[0].location == "garden">>
<<if $time.daytime == 2>>
<<NPCmedia "melinda" "garden yoga" 1>>
<br>
$NPCstat[0].name is doing yoga.
<br><br>
<<btnLink "Back inside" "Hallway" "">>
<<elseif $time.daytime == 3 and $LoungersRepair == false>>
<<NPCmedia "melinda" "garden work" 0>>
<br>
$NPCstat[0].name is working in the garden.
<br><br>
<<btnLink "Back inside" "Hallway" "">>
<<elseif $time.daytime == 3 and $LoungersRepair>>
<<NPCmedia "melinda" "garden tanning" 1>>
<br>
$NPCstat[0].name is tanning beside the pool.
<br><br>
<<btnLink "Talk with her" "Garden" "Melinda(talk)">>
<<btnLink "Back inside" "Hallway" "">>
<</if>>
<<elseif $NPCstat[2].location == "garden">>
<<NPCmedia "kelly" "garden tanning" 1>>
<br>
$NPCstat[2].name is tanning by the pool.
<br><br>
<<btnLink "Back inside" "Hallway" "">>
<<else>>
<<LocImg "mc_house" "garden">>
<br>
You went out into the garden.
<br><br>
<<if $MainQuest[1].stage >= 1 and $MainQuest[1].stage < 3>>
<<if $time.weekday < 5 and $time.daytime >= 3 and $time.daytime < 6>>
<<if $action.cleangarden == false>>
<<btnLink "Clean garden" "Garden" "clean garden" 2>>
<br>
<<else>>
You're worked enough in the backyard, for today.
<br><br>
<</if>>
<<elseif $time.weekday >= 5 and $time.daytime >= 1 and $time.daytime < 6>>
<<if $action.cleangarden == false>>
<<btnLink "Clean garden" "Garden" "clean garden" 2>>
<br>
<<else>>
You're worked enough in the backyard, for today.
<br><br>
<</if>>
<</if>>
<</if>>
<<if $NPCstat[6].meet>>
<<btnLink "Peep on Jessica" "Garden" "peep on Jessica">>
<br>
<</if>>
<<btnLink "Back inside" "Hallway" "">>
<</if>>
/* CLEAN GARDEN */
<<case "clean garden">>
<<if $MainQuest[1].stage == 2>>
<<set $action.cleangarden = true>>
<<if $item.poolchemicals>>
<<set $MainQuest[1].stage = 3>>
<<set $PoolClean = true>>
<<LocImg "mc_house" "pool">>
<br>
Finally, you were able to clean the pool water. Now it remains to arrange the loungers around it. You can find them in the basement.
<<else>>
You don't have chemicals for pool.
<</if>>
<<elseif $MainQuest[1].stage == 3>>
You should find old loungers in the basement and repair them.
<<elseif $MainQuest[1].stage == 4>>
You should find old loungers in the basement and repair them.
<<elseif $MainQuest[1].stage == 5>>
<<set $MainQuest[1].status = "complete">>
<<set $NPCattract[0].mc += 1>>
<<set $LoungersRepair = true>>
<<LocImg "mc_house" "garden">>
<br>
You repair loungers and take them outside. After washing them out of the dust accumulated after months of lying in the basement, you place them around the pool.
<br>
<br>The cleaning of the garden is finally over.
<br><br>
<b><i>$NPCstat[0].name more attract for you</i></b>
<</if>>
<br><br>
<<btnLink "Finish" "Hallway" "">>
/* MELINDA EVENTS */
<<case "Melinda(talk)">>
<<NPCmedia "melinda" "garden tanning" 1>>
<br>
When you look at her marvelous body you feel a little tension in your pants.
<<if $NPCstat[0].trust >= 30 and $action.rubMelinda == false>>
<br>
<<set _txt = $mc.name + ", I glad to see you. Could you put some sunscreen on me?">>
<br><<PHR 0 _txt>>
<br>She hands you a tube.
<<elseif $NPCstat[0].trust < 30>>
<br><br>
<b><i>If $NPCstat[0].name trusted me more, she could ask me to put sunscreen on her.</i></b>
<</if>>
<br><br>
<<if $NPCstat[0].trust >= 30 and $action.rubMelinda == false>>
<<btnLink "Rub her back" "Garden" "Melinda(rub her back)">>
<</if>>
<<btnLink "Finish" "Garden" "">>
<<case "Melinda(rub her back)">>
<<if $NPCstat[0].trust < 30>>
She refuses
<br><br>
<<btnLink "Finish" "Garden" "">>
<<else>>
<<set $action.rubMelinda = true>>
<<set $NPCmark = 0>>
<<set $location.sub = "garden">>
<<set $EventMark = "Rub back">>
<<set $MassageAction = 10>>
<<set $MassageCalminess = $NPCstat[0].trust - 40>>
<<if $MassageCalminess > 40>>
<<<set $MassageCalminess = 40>>
<</if>>
<<if $NPCstat[0].corruption < 20>>
<<set $MassageArousal = 0>>
<<elseif $NPCstat[0].corruption < 50>>
<<set $MassageArousal = 10>>
<<else>>
<<set $MassageArousal = 20>>
<</if>>
<<goto "Massage Mode">>
<</if>>
/* JESSICA EVENTS */
<<case "peep on Jessica">>
<<if $time.daytime == 5>>
<<if $NTRmode and $JacobVisit == 1>>
<<NPCmedia "jessica" "jacob_pool_1" 1>>
<br>
You peep into your neighbors' backyard and see $NPCstat[6].name with $NPCstat[7].name. If you wait, you may see something interesting.
<br><br>
<<btnLink "Continue to peep" "Garden" "jacob_pool" 1>>
<<btnLink "Leave" "Garden" "">>
<<else>>
<<NPCmedia "jessica" "tanning" 1>>
<br>
You peep into your neighbors' backyard and see $NPCstat[6].name sunbathing by the pool.
<br><br>
<<btnLink "Leave" "Garden" "">>
<</if>>
<<else>>
<<LocImg "places" "jessica_backyard">>
<br>
You don't see anybody.
<br><br>
<<btnLink "Leave" "Garden" "">>
<</if>>
<<case "jacob_pool">>
<<NPCmedia "jessica" "jacob_pool_2" 1>>
<br>
$NPCstat[6].name and $NPCstat[7].name start kissing. She grabs his huge dick and starts slowly jerk it off. You feel like your own penis is growing inside your pants.
<br><br>
<<btnLink "Continue to peep" "Garden" "jacob_pool_next">>
<<btnLink "Leave" "Garden" "">>
<<case "jacob_pool_next">>
<<NPCmedia "jessica" "jacob_pool_3" 1>>
<br>
$NPCstat[6].name go down and take $NPCstat[7].name's cock in her mouth. She sucks tip, while using her hands to stroke it along the entire length. You don't notice when you begin rubbing your crotch.
<br>
<br>Finally, $NPCstat[6].name stops his girlfriend, and they go inside the house.
<br><br>
<<btnLink "Leave" "Garden" "">>
<</switch>><<HouseNPCmark>>
<<HouseEvents>>
<<switch $location.sub>>
<<case "">>
<<if $NPCstat[0].location == "basement">>
<<NPCmedia "melinda" "laundry" 0>>
<br>
$NPCstat[0].name is doing laundry.
<br><br>
<<btnLink "Help her" "Basement" "help mom" 1>>
<<btnLink "Leave" "Hallway" "">>
<<else>>
<<LocImg "mc_house" "basement">>
<br>
You entered the basement.
<br><br>
<<if $MainQuest[1].stage == 3 or $MainQuest[1].stage == 4>>
<<btnLink "Find loungers" "Basement" "find loungers">>
<br>
<</if>>
<<btnLink "Back inside" "Hallway" "">>
<</if>>
<<case "help mom">>
<<NPCmedia "melinda" "laundry" 0>>
<br>
<br><<PHR "mc" "Maybe, I can help with something?">>
<br><<PHR 0 "If you wanna help, take the basket and bring your dirty clothes.">>
<span id="action">
<br>
<center>@@.btnWide;<<button "Go to you room">>
<<replace "#action">>
<br>
<<SmallImg "laundry">>
<br>
You go to your room and pick up some clothes.
<br><br>
<<btnLink "Back to the basement" "Basement" "help mom(finish)">>
<</replace>>
<</button>>@@</center>
</span>
<<case "help mom(finish)">>
<<NPCmedia "melinda" "laundry" 0>>
<br>
You bring basket with dirty clothes to your $mom.mother and load them into the washing machine.
<br>
<<set _txt = "Thanks, " + $mc.name + "!">>
<br><<PHR 0 _txt>>
<<AddStat 0 "trust" 2 50>>
<br><br>
<<btnLink "Leave" "Hallway" "">>
<<case "find loungers">>
<<SmallImg "broken loungers">>
<br>
<<if $MainQuest[1].stage == 3 and $item.toolbox == false>>
<<set $MainQuest[1].stage = 4>>
You need a toolbox for repairing loungers. You can buy it in the local store.
<br><br>
<<btnLink "Leave" "Hallway" "">>
<<elseif $MainQuest[1].stage == 4 and $item.toolbox == false>>
You need a toolbox for repairing loungers. You can buy it in the local store.
<br><br>
<<btnLink "Leave" "Hallway" "">>
<<else>>
<<if $action.cleangarden>>
You don't have a time for repairing.
<br><br>
<<elseif $time.weekday < 5 and $time.daytime >= 3 and $time.daytime <= 5>>
<<btnLink "Repair loungers" "Basement" "repair loungers" 2>>
<br>
<<elseif $time.weekday >= 5 and $time.daytime >= 1 and $time.daytime <= 5>>
<<btnLink "Repair loungers" "Basement" "repair loungers" 2>>
<br>
<<else>>
You don't have a time for repairing.
<br><br>
<</if>>
<<btnLink "Leave" "Hallway" "">>
<</if>>
<<case "repair loungers">>
<<set $MainQuest[1].stage = 5>>
<<set $action.cleangarden = true>>
<<SmallImg "broken loungers">>
<br>
You repaired loungers.
<br><br>
<<btnLink "Set up loungers" "Garden" "clean garden">>
<</switch>><<widget "HouseEvents">>
<<set $EventMark = "">>
/* MAIN EVENTS */
<<if $time.date == 1 and passage() == "Kitchen" and $location.sub == "breakfast">>
<<set $EventMark = "First breakfast">>
<<goto "Main Story">>
<</if>>
<<if $time.date == 4 and passage() == "Kitchen" and $location.sub == "breakfast">>
<<set $EventMark = "Clean Garden(start)">>
<<goto "Main Story">>
<</if>>
<<if $MainQuest[1].status == "active" and $MainQuest[1].stage == 0>>
<<if passage() == "Garden" and $NPCstat[0].location == "garden">>
<<set $EventMark = "Clean Garden(talk)">>
<<goto "Main Story">>
<</if>>
<</if>>
/* MELINDA EVENTS */
<<if $MelindaQuest[0].stage == 1 and $MelindaDates == false>>
<<if passage() == "Hallway">>
<<set $EventMark = "Make bath(start)">>
<<goto "Melinda Story">>
<</if>>
<</if>>
/* CLAIRE EVENTS */
/* KELLY EVENTS */
<<if $time.date == 5 and $KellyQuest[0].status == "">>
<<if passage() == "Hallway">>
<<set $EventMark = "Shopping quest(start)">>
<<goto "Kelly Story">>
<</if>>
<</if>>
<<if $time.date == 6 and $KellyQuest[0].status == "active">>
<<if $time.daytime == 2 and $location.sub == "">>
<<set $EventMark = "Shopping(start)">>
<<goto "Kelly Story">>
<</if>>
<</if>>
<<if $KellyQuest[0].status == "active" and $KellyQuest[0].stage >= 1>>
<<set $EventMark = "After shopping(start)">>
<<goto "Kelly Story">>
<</if>>
<<if $KellyQuest[1].stage == 1 and $time.date > 10>>
<<if $time.weekday == 5 and $time.daytime == 7 and $MelindaDates == false>>
<<set $EventMark = "First Confrontation(setup)">>
<<goto "Kelly Story">>
<</if>>
<</if>>
<<if $KellyQuest[2].status == "active" and $KellyQuest[2].stage == 0>>
<<if $time.daytime == 5 and ($time.weekday == 1 or $time.weekday == 3)>>
<<set $EventMark = "Confrontation(wine)">>
<<goto "Kelly Story">>
<</if>>
<</if>>
/* JESSICA EVENTS */
<<if $JessicaQuest[0].status == "" and $time.date >= 8>>
<<if passage() == "Hallway" and $time.daytime >= 3 and $time.daytime < 6>>
<<set $EventMark = "Jessica Arrive">>
<<goto "Jessica Story">>
<</if>>
<</if>>
<<if $JessicaQuest[0].status == "active" and $JessicaQuest[0].stage == 2>>
<<if passage() == "Jessica House" and $location.sub == "kitchen" and $mc.buff >= 20>>
<<set $EventMark = "About job(start)">>
<<goto "Jessica Story">>
<</if>>
<</if>>
/* LINDSEY EVENTS */
<</widget>><<switch $EventMark>>
/* FIRST DATE */
<<case "First date(ask)">>
<<NPCmedia "melinda" "date_ask" 1>>
<br>
<<if $NPCstat[0].location == "kitchen">>
You found $NPCstat[0].name in the kitchen.
<<elseif $NPCstat[0].location == "garden">>
You found $NPCstat[0].name in the garden.
<<elseif $NPCstat[0].location == "living">>
You found $NPCstat[0].name in the living room.
<</if>>
<br>
<<set _txt = $mom.Mom + ", I was looking for you. I realized that we hadn't hang out together in a long time, I think since my " + $sister.sister + " left us. Let's go out for lunch.">>
<br><<PHR "mc" _txt>>
<<if $time.weekday == 5>>
<<set _txt = "That's a great idea, " + $mc.name + ". But " + $NPCstat[2].name + " already invited me to the club. I should prepare for this. We can go out tomorrow or next weekend.">>
<br><<PHR 0 _txt>>
<br>
<<btnEventLink "Try to convince her" "Melinda Story" "First date(convince)">>
<<btnEventLink "Leave her" "Hallway" "">>
<<else>>
<<set _txt = "That's a great idea, " + $mc.name + ". And since you mentioned " + $NPCstat[1].name + ", how about we go to the same place where the three of us used to spend holidays?">>
<br><<PHR 0 _txt>>
<br>You're trying to remember the place $NPCstat[0].name mentioned. Finally, a clearing outside the town appears in your head. When you were a teenager, you often made picnics together on it.
<br>
<br><<PHR "mc" "Are you suggesting go on a picnic?">>
<<set _txt = "Exactly. So what do you say, " + $mc.name + "?">>
<br><<PHR 0 _txt>>
<span id="dialog">
<br>
<<btnEventLink "Go to picnic" "Melinda Story" "First date(packing)" 2>>
<center>@@.btnWide;<<button "Maybe next time">>
<<replace "#dialog">>
<<set _txt = "Maybe, next time, " + $mom.Mom + ".">>
<br><<PHR "mc" _txt>>
<<set _txt = "Waiting for it, " + $son.Son + ".">>
<br><<PHR 0 _txt>>
<br>
<<btnEventLink "Leave her" "Hallway" "">>
<</replace>>
<</button>>@@</center>
</span>
<</if>>
<<case "First date(convince)">>
<<if $KellyQuest[1].stage == 1>>
<<set $KellyQuest[1].stage = 2>>
<</if>>
<<if $NPCattract[0].mc >= $NPCattract[0].Kelly>>
<<set _convince = true>>
<<NPCmedia "melinda" "date_convince" 1>>
<<set _txt = "C'mon " + $mom.Mom + ", it's been a long time since we've enjoyed spending time together.">>
<br><<PHR "mc" _txt>>
<<set _txt = "You know, when you mentioned " + $NPCstat[1].name + ", I remembered one place. We often hang out there, the three of us.">>
<br><<PHR 0 _txt>>
<br><<PHR "mc" "You mean our picnic spot?">>
<<set _txt = "Exactly! I gonna ask " + $NPCstat[2].name + ", maybe she'll join us.">>
<br><<PHR 0 _txt>>
<br>You try to stop her, but your $mom.mother has already disappeared on the second floor. Soon she comes down.
<br>
<<set _txt = $NPCstat[2].name + " said she'd come with us next time. Let's get ready.">>
<br><<PHR 0 _txt>>
<<else>>
<<NPCmedia "melinda" "date_refuse" 1>>
<<set _txt = "C'mon " + $mom.Mom + ", it's been a long time since we've enjoyed spending time together.">>
<br><<PHR "mc" _txt>>
<<set _txt = "You know, when you mentioned " + $NPCstat[1].name + ", I remembered one place. We often hang out there, the three of us.">>
<br><<PHR 0 _txt>>
<br><<PHR "mc" "You mean our picnic spot?">>
<br><<PHR 0 "Exactly! Next time we will definitely go there.">>
<br><<PHR "mc" "But...">>
<<set _txt = "No buts! I made a promise for " + $NPCstat[2].name + " and I'm not going to break it.">>
<br><<PHR 0 _txt>>
<br>Seems it's not possible to convince her this time.
<br>
<</if>>
<br>
<<if _convince>>
<<btnEventLink "Go to picnic" "Melinda Story" "First date(packing)" 2>>
<</if>>
<<btnEventLink "Leave her" "Hallway" "">>
<<case "First date(packing)">>
<<set $MelindaQuest[0].stage = 1>>
<<set $MelindaDates = true>>
<<NPCmedia "melinda" "date_packing" 1>>
<<set _txt = $mc.name + ", hurry up! You aren't forgetting anything, are you? We still have to stop by the store.">>
<br><<PHR 0 _txt>>
<br>You throw a suitcase and a rolled-up blanket in the trunk.
<br>
<br><<PHR "mc" "Why do we need so many things, we are not going on a hike.">>
<br><<PHR 0 "We have to be prepared for anything.">>
<br>You sit in the front seat and fasten your seat belt. You go to the store to buy bottle water and snacks.
<br><br>
<<btnEventLink "Finish" "Melinda Story" "First date(picnic)">>
<<case "First date(picnic)">>
<<set $NPCattract[0].mc += 1>>
<<NPCmedia "melinda" "date_picnic" 1>>
<br>
You arrived at the picnic area, spread out a blanket and laid out snacks.
<br>
<br><<PHR 0 "This place brings back so many memories, doesn't it? When was the last time we were here?">>
<br><<PHR "mc" "A year or so ago.">>
<br>You sit down next to each other. You take a sip from a bottle to wet your dry throat.
<br>
<<set _txt = "Soon you'll leave your home after your " + $sister.sister + ".">>
<br><<PHR 0 _txt>>
<br><<PHR "mc" "I would like to postpone this moment for as long as possible.">>
<br>$NPCstat[0].name suddenly snuggles up to you and rests her head on your shoulder.
<br>
<<set _txt = "You've grown so much, " + $mc.name + ".">>
<br><<PHR 0 _txt>>
<br>
<center>***</center>
The day passes quickly and you are going home.
<br><br>
<b><i>$NPCstat[0].name more attract for you</i></b>
<br><br>
<<btnEventLink "Go home" "Hallway" "">>
/* BATH CHAIN */
<<case "Make bath(start)">>
<<set $MelindaQuest[0].stage = 2>>
<<SmallImg "bath with salt">>
<br>
After a picnic with your $mom.mother, you can't calm down.
<br><<TH "I have to do something nice for her.">>
Then you remember about a set of bath salts you saw recently in a local store.
<br><<TH "That's a great idea.">>
<br>
<<btnEventLink "Finish" "Hallway" "">>
<<case "Make bath(buy salt)">>
<<set $SideQuest[1].status = "active">>
<<LocImg "places" "shop">>
<br>
As you approach the cash register, a familiar voice calls out to you.
<br>
<<set _txt = $mc.name + ", what are you doing here?">>
<br><<PHR 5 _txt>>
<<set _txt = "I'm buying some things for my " + $mom.mother + ".">>
<br><<PHR "mc" _txt>>
<br>You show him a package of bath salts. He looks at her as if he's never seen anything like it before, but quickly returns in sense.
<br><<PHR 5 "Actually, it's a great stroke of luck that I met you. Tim is ill and we need a replacement for the match.">>
<br><<PHR "mc" "You know I'm not even close to your level.">>
<br><<PHR 5 "Don't worry, we will have weak opponents. You are only need don't ruin to much and everything will be fine.">>
<br><<PHR "mc" "Okay, wait for me at the entrance.">>
<br>
<<set _txt = "Go to " + $NPCname[5].name + "house">>
<<btnEventLink _txt "Melinda Story" "Make bath(play game)">>
<<case "Make bath(play game)">>
<<NPCmedia "monique" "first_meet" 0>>
<br>
You come to $NPCstat[5].name's house. He immediately rushes into the living room.
<br>
<br><<PHR 5 "Hurry up! The game is about to start.">>
<br>You follow him, noticing movement in one of the rooms along the way. It's definitely $NPCstat[5].name's mom.
<br>
<<set _txt = $mc.name + ", you haven't been here in a while. How's Ms." + $NPCstat[0].lastname + "?">>
<br><<PHR 14 _txt>>
<br><<PHR "mc" "She is fine.">>
<br><<PHR 14 "I'm glad to hear it.">>
<<set _txt = $mc.name + ", where are you?">>
<br><<PHR 5 _txt>>
<br><<PHR 14 "I think you should hurry.">>
<br>$NPCstat[14].name laughs. You nod and hurry into the living room.
<br>
<<SmallImg "joystick">>
<br>
Finally, the game was over. Contented $NPCstat[5].name says goodbye to you. On the way out, his mother calls out to you.
<br>
<<set _txt = $mc.name + "Mark, visit us this week. I have a little job for you.">>
<br><<PHR 14 _txt>>
<<set _txt = "All right, Ms." + $NPCstat[14].lastname + ".">>
<br><<PHR "mc" _txt>>
<<set _txt = "And give my greetings to " + $NPCstat[0].name + ".">>
<br><<PHR 14 _txt>>
<br>
<<btnEventLink "Go home" "Hallway" "">>
<<case "Make bath(first time)">>
<<set $MelindaQuest[0].stage = 3>>
<<set $action.Melindabath = true>>
<<set $NPCattract[0].mc += 1>>
<<NPCmedia "melinda" "kitchen_2" 0>>
<br>
You find your $mom.mother and tell her about the idea with bath salt. After listening to you, she happily hugs you.
<br>
<br><<PHR 0 "That's so sweet of you! Let me help!">>
<br><<PHR "mc" "I want to do it all by myself.">>
<br><<PHR 0 "Okay, then I'm going to bedroom and change into something appropriate.">>
<br>$NPCstat[0].name goes to her room, and you go to the bathroom. Turning on the warm water, you take out several colorful bags of salts from the set. After waiting for the bathroom to fill up, you empty one into it. Inside the set you also find several bottles of aromatic oils. You open one of them. Strong citrus aroma hits your nostrils.
<br><<TH "That's what I need.">>
You pour the oil into the bathroom and gently stir the water.
<br><br>
<<NPCmedia "melinda" "bath_for_her" 1>>
<br><<PHR 0 "Wow, you're already done.">>
<br>$NPCstat[0].name enters the bathroom, wearing a bathrobe.
<br>
<<set _txt = "You can start now, " + $mom.Mom + ".">>
<br><<PHR "mc" _txt>>
<<set _txt = "I didn't know my " + $son.son + " is such a gentle and caring man.">>
<br><<PHR 0 _txt>>
<br>She kisses you on the forehead. You can feel your cheeks starting to turn red. You're coming out of the bathroom so as not to interfere with $NPCstat[0].name.
<br><br>
<b><i>$NPCstat[0].name more attract for you</i></b>
<br><br>
<<btnEventLink "Close door" "Hallway" "">>
<<btnEventLink "Wait a little and peek" "Melinda Story" "Make bath(peek)">>
<<case "Make bath(peek)">>
<<NPCmedia "melinda" "bath_for_her_peek" 1>>
<br>
You slowly open the door. $NPCstat[0].name had already taken off her robe and now wearing only her panties. The view of her huge boobs made your cock ready to jump out of your pants.
<<set _txt = "What's wrong with me? She's my ">>
<<if $NPCtrait[0].blood>>
<<set _txt += $mom.Mom>>
<<else>>
<<set _txt += $mom.mother>>
<</if>>
<<set _txt += ", but all I can think about is molesting her marvelous body.">>
<br><<TH _txt>>
<br>$NPCstat[0].name looks at herself in the mirror, and you imagine how you come up behind her, put your hands on her breasts and lift them, enjoying the weight. You would turn your $mom.mother around to face you and start covering her with greedy kiss from neck to invitingly protruding nipples.
<br><<TH "What the hell am I thinking?">>
<br>$NPCstat[0].name, meanwhile, takes off her panties and heads toward the bathtub. Looks like it's time for you to leave.
<br><br>
<<btnEventLink "Leave" "Hallway" "">>
<</switch>><<switch $EventMark>>
<<case "Start Date">>
<<if $MainQuest[1].status != "complete">>
<<if $NPCstat[0].location != "">>
<<if $NPCstat[0].location == "kitchen">>
You found $NPCstat[0].name in the kitchen.
<<elseif $NPCstat[0].location == "garden">>
You found $NPCstat[0].name in the garden.
<<elseif $NPCstat[0].location == "living">>
You found $NPCstat[0].name in the living room.
<</if>>
<br><<set _txt = $mom.Mom + ", do you want to go out and have lunch with me?">>
<br><<PHR "mc" _txt>>
<br><<PHR 0 "I'd love to, but we need to finish cleaning the garden first.">>
<br>
<<btnEventLink "Finish" "Hallway" "">>
<<else>>
You can't find $NPCstat[0].name anywhere.
<br><br>
<<btnEventLink "Finish" "Hallway" "">>
<</if>>
<<else>>
<<NPCmedia "melinda" "date_ask" 1>>
<br>
<<if $NPCstat[0].location != "">>
<<if $NPCstat[0].location == "kitchen">>
You found $NPCstat[0].name in the kitchen.
<<elseif $NPCstat[0].location == "garden">>
You found $NPCstat[0].name in the garden.
<<elseif $NPCstat[0].location == "living">>
You found $NPCstat[0].name in the living room.
<</if>>
<<if $MelindaQuest[0].stage == 0>>
<<set $EventMark = "First date(ask)">>
<<goto "Melinda Story">>
<<else>>
<br>
<<set _txt = $mom.Mom + ", do you want to go out with me?">>
<br><<PHR "mc" _txt>>
<<if $time.weekday == 5>>
<br>
<<set _txt = "Sorry, honey, I'm going to the club with " + $NPCstat[2].name + " today.">>
<br><<PHR 0 _txt>>
<span id="actions">
<br>
<center>@@.btnWide;<<button "Try to convince her">>
<<replace "#actions">>
<<set _txt = "C'mon " + $mom.Mom + ", night clubs are really not for you.">>
<br><<PHR "mc" _txt>>
<<if $NPCattract[0].mc >= $NPCattract[0].Kelly>>
<<set _convince = true>>
<<set _txt = "All right, " + $mc.name + ", I'll just let " + $NPCstat[2].name + " know.">>
<br><<PHR 0 _txt>>
<<else>>
<<set _txt = "I can't break the promise, " + $mc.name + ". We can go out next time.">>
<br><<PHR 0 _txt>>
<</if>>
<br>
<<if _convince>>
<<btnEventLink "Choice where you should go" "Melinda Dates" "Start Date(choice)">>
<</if>>
<<btnEventLink "Finish" "Hallway" "">>
<</replace>>
<</button>>@@</center>
<<btnEventLink "Finish" "Hallway" "">>
</span>
<<else>>
<br>
<br><<PHR 0 "Sure, honey, let's go">>
<br>
<<btnEventLink "Choice where you should go" "Melinda Dates" "Start Date(choice)">>
<<btnEventLink "Finish" "Hallway" "">>
<</if>>
<</if>>
<<else>>
You can't find $NPCstat[0].name anywhere.
<br><br>
<<btnEventLink "Finish" "Hallway" "">>
<</if>>
<</if>>
<<case "Start Date(choice)">>
<center>Choose where you want to invite $NPCstat[0].name</center>
<<if $money >= 50>>
<br>
<<btnEventLink "Go to cafe" "Melinda Dates" "Date(diner)" 2>>
<<else>>
<br>
You don't have enough money to invite $NPCstat[0].name to the cafe.
<</if>>
<br>
<<btnEventLink "Finish" "Hallway" "">>
<<case "Date(diner)">>
<<set $MelindaDates = true>>
<<set $money -= 50>>
<<LocImg "park" "cafe">>
<br><<PHR 0 "How about a cafe in the park?">>
<br><<PHR 0 "That's not a bad idea.">>
<br>You had lunch with $NPCstat[0].name at the cafe.
<<AddStat 0 "trust" 10 70>>
<<btnEventLink "Finish" "Hallway" "">>
<</switch>><<switch $EventMark>>
/* FIRST BREAKFAST */
<<case "First breakfast">>
<<set $EventMark = "">>
<<SmallImg "breakfast">>
<br>
<<if $KellyPeep and $NPCtrait[0].allowance == -1>>
When you got to the kitchen, $NPCstat[2].name is already sitting at the tables, sipping coffee. $NPCstat[0].name is bustling around the stove as usual. Finally, she put a plate of pancakes in front of you. Seeing her displeased face, you prepare for a hard conversation.
<br>
<<set _txt = $mc.name + ", you did something really, really wrong yesterday. And even though " + $NPCstat[2].name + " forgave you, I can't let your actions slip without proper attention. I consulted with " + $NPCstat[2].name + " and decided the best punishment would be to deprive you of all your pocket money for the next month.">>
<br><<PHR 0 _txt>>
<br>Knowing your $mom.mother, trying to change her mind is pointless. Besides, this situation was entirely $NPCstat[2].name's fault. You should focus on her and find out what else she's planning to do.
<br>
<<else>>
When you arrive in the kitchen, $NPCstat[2].name was already sitting at the tables
<<if $KellyPeep>>
, sipping coffee as if nothing had happened. $NPCstat[0].name was bustling around the stove as usual.
<<else>>
and sipping coffee. $NPCstat[0].name was bustling around the stove as usual.
<</if>>
<br>
<<set _txt = $mc.name + ", do you always get up that late?">>
<br><<PHR 2 _txt>>
<br><<PHR 0 "He's a real sleepyhead, especially in Mondays.">>
<br>$mom.Mom put a plate of pancakes in front of you. $NPCstat[2].name stare at you and grin.
<br>
<br><<PHR 2 "Then don't be surprised if you miss all the fun.">>
<br>You decide to ignore her attack, for now. Besides, the pancakes were delicious.
<br>
<<set _txt = "Here is your pocket money, " + $mc.name>>
<br><<PHR 0 _txt>>
<<set _txt = "Thanks, " + $mom.Mom>>
<br><<PHR "mc" _txt>>
<br>
<b><i>You got <<print $NPCtrait[0].allowance>>$</i></b>
<br>
<</if>>
<br>
<<btnLink "Finish breakfast" "Hallway" "">>
/* MEET FRIENDS */
<<case "Meet friends">>
<<LocImg "school" "facade">>
<br>
Yeah, this is your school. As soon as you go inside, you run into your friends.
<br>
<<set _txt = $mc.name + "! How is it?">>
<br><<PHR 4 _txt>>
<<set _txt = "Fucking great! My " + $mom.mother + " rented ">>
<<if $NPCtrait[0].blood>><<set _txt += "my sister">><</if>>
<<if $NPCtrait[0].blood == false>><<set _txt += $NPCstat[1].name>><</if>>
<<set _txt += "'s room. Now one of her female colleague lives with us. ">>
<br><<PHR "mc" _txt>>
<br><<PHR 4 "Is that bad? You have a new chick in the house.">>
<br><<PHR "mc" "Yeah, but she's a bitch. Real one. ">>
<br><<PHR 4 "Nobody is perfect. Maybe, she just love playing hard to get. You definitely should connect with her, you know?">>
<br><<PHR 5 "Or you can hide a camera in her room.">>
<<set _txt = "Don't listen him, " + $mc.name + "! But you should get her picture at least.">>
<br><<PHR 4 _txt>>
<br>You laugh and walk towards the classroom.
<br><br>
<center>@@.btnWide;<<button "Go to lesson" "School Lesson">>
<<run $time.passtime(1)>>
<<set $EventMark = "">>
<<set $NPCstat[4].meet = true>>
<<set $NPCstat[5].meet = true>>
<</button>>@@</center>
/* CLEAN GARDEN */
<<case "Clean Garden(start)">>
<<set $location.sub = "">>
<<set $MainQuest[0].status = "active">>
<<set $MainQuest[1].status = "active">>
<<set $NPCattract[0].Kelly += 1>>
<<set $EventMark = "">>
<<NPCmedia "melinda" "garden quest start" 0>>
<br>
Your $mom.mother looks more agitated than usual.
<br>
<br><<PHR 0 "I inspected our garden yesterday and found it in a terrible state. We should clean it up.">>
<br><<PHR 2 "I'll be glad to assist you.">>
<br><<PHR 0 "I appreciate your offer, but we can handle it by ourself. You're already helping by paying rent.">>
<br><<PHR 2 "However, if you need a helping hand, you can always ask me.">>
<<set _txt = "I think " + $mc.name + " will be happy to work in the garden with me. " + $mc.name + ", don't plan anything for this weekend.">>
<br><<PHR 0 _txt>>
<<set _txt = "Sure, " + $mom.Mom>>
<br><<PHR "mc" _txt>>
<br>You continue you breakfast.
<br><br>
<<btnEventLink "Finish breakfast" "Main Story" "Clean Garden(confront)">>
<<case "Clean Garden(confront)">>
<<set $KellyQuest[1].status = "active">>
<<set $KellyQuest[1].stage = 1>>
<<LocImg "mc_house" "hallway">>
<br>
You feel something strange about your $mom.mother's behavior during breakfast. Besides, you were sure the garden is already in good condition. It looks like $NPCstat[2].name is influencing your $mom.mother in some way. You should find out more about this.
<br><br>
<b><i>$NPCstat[0].name more attract for $NPCstat[2].name</i></b>
<br><br>
<<btnEventLink "Finish" "Hallway" "">>
<<case "Clean Garden(talk)">>
<<set $MainQuest[1].stage = 1>>
<<set $action.cleangarden = true>>
<<run $time.passtime(1)>>
<<LocImg "mc_house" "garden_tree">>
<br>
$NPCstat[0].name is already working in the garden. Her ripped jeans, covered in dirt, shows that she started cleaning the garden right after breakfast.
<br>
<<set _txt = $mc.name + ", I've been waiting for you! Take a rake and collect fallen branches from the ground.">>
<br><<PHR 0 _txt>>
<br><<PHR 0 "Also, we need to clean the pool water. I sure we got chemicals for that in the basement.">>
<br>About half hour passed, when you hear $NPCstat[2].name's voice and see her, dressed in a bathrobe, come out into the backyard with a cup of coffee in her hands. She has a satisfied smile on her face.
<br>
<<set _txt = $NPCstat[0].name + ", could you help me with some thing? I think " + $mc.name + " cope alone for a while.">>
<br><<PHR 2 _txt>>
<<set _txt = "Ok, " + $NPCstat[2].name + ", only if it doesn't take too much time.">>
<br><<PHR 0 _txt>>
<br><<PHR 2 "I promise not distract you for long. Come on.">>
<<set _txt = $mc.name + ", put all the trash in one pile, I'll help you put it in the bags, when I free.">>
<br><<PHR 0 _txt>>
<br>Your $mom.mother puts the rake on the ground and goes to $NPCstat[2].name. Then they disappear inside the house.
<br><br>
<<btnEventLink "Continue work" "Main Story" "Clean Garden(continue work)" 1>>
<<case "Clean Garden(continue work)">>
<<LocImg "mc_house" "garden_coffee">>
<br>
You continue to clean up the garden. When you've done with it, you decide to look for chemicals in the basement and go into the house. Passing by the kitchen, you hear cheerful voices and look inside. $NPCstat[0].name and $NPCstat[2].name are sitting at the table, laughing and sipping coffee. When your $mom.mother sees your face in the doorway, she immediately puts the cup on the table and spring from the chair.
<br>
<<set _txt = "Oh, " + $mc.name + ", I'm so sorry, I've talked away with " + $NPCstat[2].name + ". It's was so careless of me. I'll rejoin you now.">>
<br><<PHR 0 _txt>>
<<set _txt = "Don't apologize, " + $NPCstat[0].name + ", it was totally my fault. I'm the one who held you. But shouldn't " + $mc.name + " have finished the job already?">>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "Actually, i've dealt with it. I'm planning to go down to the basement to search pool chemicals.">>
<<set _txt = "You did great job, " + $mc.name + ". I wanna apologise again!">>
<br><<PHR 0 _txt>>
<<set _txt = "It's alright, " + $mom.Mom + ".">>
<br><<PHR "mc" _txt>>
<br>You leave ladies and go down to the basement.
<br><br>
<<btnEventLink "Enter basement" "Main Story" "Clean Garden(search chemichals)">>
<<case "Clean Garden(search chemichals)">>
<<LocImg "mc_house" "basement">>
<br>
For the last few years, your basement has been used only as a laundry room and as a storage for old stuff. Finding the necessary items here can be problematic.
<span id="search_body">
<br>
</span>
<span id="search_action">
<br>
<center>@@.btnWide;<<button "Search chemichals">>
<<if $MainQuest[1].stage == 1 and $item.dumbbells == false>>
<<set $item.dumbbells = true>>
<<replace "#search_body">>
<br><br>
<<SmallImg "dumbbell">>
<br>
You found some old dumbbells.
<br>
<<TH "I'll take them to my room later">>
<</replace>>
<<elseif $MainQuest[1].stage == 1 and $item.dumbbells>>
<<set $MainQuest[1].stage = 2>>
<<replace "#search_body">>
<br><br>
<<SmallImg "basement shelf">>
<br>
You found nothing interesting.
<br>
<</replace>>
<<elseif $MainQuest[1].stage == 2>>
<<replace "#search_body">>
<br><br>
<<SmallImg "basement shelf">>
<br>
You found nothing interesting.
<br>
<<TH "It's much simpler to buy it at a local store">>
<</replace>>
<<replace "#search_action">>
<<btnEventLink "Finish" "Hallway" "">>
<</replace>>
<</if>>
<</button>>@@</center>
</span>
/* GET JOB */
<<case "Get Job(lunch)">>
<<set $MainQuest[0].stage = 1>>
<<SmallImg "school_lunch">>
<br>
You're having lunch with your friends as usual, but at the same time you can't stop thinking about Kelly.
<br>
<<set _txt = $mc.name + ", are you listening to us? You're completely spaced out.">>
<br><<PHR 4 _txt>>
<br><<PHR "mc" "Mhm. What were you talking about?">>
<br><<PHR 4 "About my brother. Her run electronics store and need someone who can help him from time to time.">>
<br><<PHR "mc" "And you're offering this position to me?">>
<br><<PHR 4 "Well, I think you can get along with him. You know, I can't stay in the same room with my brother longer than a minute, and Chad is busy preparing for the tournament. If you're interested, go to the mall and talk with him.">>
<br><<PHR "mc" "Can't promise anything.">>
<br>
<<btnEventLink "Finish lunch" "School Cafe" "">>
<</switch>><<widget "SityEvents">>
<<set $EventMark = "">>
/* MALL EVENTS */
/* DOWNTOWN EVENTS */
/* PHOTO STUDIO */
<<if $JessicaQuest[0].stage == 3 and passage() == "Photo Studio">>
<<set $EventMark = "About job(enter studio)">>
<<goto "Jessica Story">>
<</if>>
<</widget>><<widget "AddStat">>
<<set _npc = $args[0]>>
<<set _stat = $args[1]>>
<<set _app = $args[2]>>
<<set _limit = $args[3]>>
<<if _npc != "mc">>
<<if _stat == "trust">>
<<if _limit == 0>>
<<set $NPCstat[_npc].trust += _app>>
<br><br>
<i>$NPCstat[_npc].name's trust was increased.</i>
<<elseif $NPCstat[_npc].trust < (_limit - _app)>>
<<set $NPCstat[_npc].trust += _app>>
<br><br>
<i>$NPCstat[_npc].name's trust was increased.</i>
<<elseif $NPCstat[_npc].trust < _limit>>
<<set $NPCstat[_npc].trust = _limit>>
<br><br>
<i>$NPCstat[_npc].name's trust was increased.</i>
<<else>>
<br><br>
<i>This action can't increase $NPCstat[_npc].name's trust further</i>
<</if>>
<</if>>
<<if _stat == "love">>
<<if _limit == 0>>
<<set $NPCstat[_npc].love += _app>>
<br><br>
<i>$NPCstat[_npc].name's love was increased.</i>
<<elseif $NPCstat[_npc].love < (_limit - _app)>>
<<set $NPCstat[_npc].love += _app>>
<br><br>
<i>$NPCstat[_npc].name's love was increased.</i>
<<elseif $NPCstat[_npc].love < _limit>>
<<set $NPCstat[_npc].love = _limit>>
<br><br>
<i>$NPCstat[_npc].name's love was increased.</i>
<<else>>
<br><br>
<i>This action can't increase $NPCstat[_npc].name's love further</i>
<</if>>
<</if>>
<<if _stat == "corruption">>
<<if _limit == 0>>
<<set $NPCstat[_npc].corruption += _app>>
<br><br>
<i>$NPCstat[_npc].name's corruption was increased.</i>
<<elseif $NPCstat[_npc].corruption < (_limit - _app)>>
<<set $NPCstat[_npc].corruption += _app>>
<br><br>
<i>$NPCstat[_npc].name's corruption was increased.</i>
<<elseif $NPCstat[_npc].corruption < _limit>>
<<set $NPCstat[_npc].corruption = _limit>>
<br><br>
<i>$NPCstat[_npc].name's corruption was increased.</i>
<<else>>
<br><br>
<i>This action can't increase $NPCstat[_npc].name's corruption further</i>
<</if>>
<</if>>
<<if _stat == "obidience">>
<<if _limit == 0>>
<<set $NPCstat[_npc].obidience += _app>>
<br><br>
<i>$NPCstat[_npc].name's obidience was increased.</i>
<<elseif $NPCstat[_npc].obidience < (_limit - _app)>>
<<set $NPCstat[_npc].obidience += _app>>
<br><br>
<i>$NPCstat[_npc].name's obidience was increased.</i>
<<elseif $NPCstat[_npc].obidience < _limit>>
<<set $NPCstat[_npc].obidience = _limit>>
<br><br>
<i>$NPCstat[_npc].name's obidience was increased.</i>
<<else>>
<br><br>
<i>This action can't increase $NPCstat[_npc].name's obidience further</i>
<</if>>
<</if>>
<<else>>
<<if _stat == "confidence">>
<<if _limit == 0>>
<<set $mc.confidence += _app>>
<<elseif $mc.confidence < (_limit - _app)>>
<<set $mc.confidence += _app>>
<<elseif $mc.confidence < _limit>>
<<set $mc.confidence = _limit>>
<<else>>
<</if>>
<</if>>
<<if _stat == "buff">>
<<if _limit == 0>>
<<set $mc.buff += _app>>
<br><br>
<<set _int = (_limit - $mc.buff)/2>>
<i>You feel stronger. You need _int training sessions for upgrade.</i>
<<elseif $mc.buff < (_limit - _app)>>
<<set $mc.buff += _app>>
<br><br>
<<set _int = (_limit - $mc.buff)/2>>
<i>You feel stronger. You need _int training sessions for upgrade.</i>
<<elseif $mc.buff < _limit>>
<<set $mc.buff = _limit>>
<br><br>
<i>You feel much stronger. Finally, this training sessions paid off.</i>
<<else>>
<br><br>
<i>This action can't improve your physical shape. For now.</i>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget "RemoveStat">>
<<set _npc = $args[0]>>
<<set _stat = $args[1]>>
<<set _app = $args[2]>>
<<set _limit = $args[3]>>
<<if _npc != "mc">>
<<if _stat == "trust">>
<<if _limit >= ($NPCstat[_npc].trust - _app)>>
<<set $NPCstat[_npc].trust = _limit>>
<br><br>
<i>$NPCstat[_npc].name's trust was decreased.</i>
<<else>>
<<set $NPCstat[_npc].trust -= _app>>
<br><br>
<i>$NPCstat[_npc].name's trust was decreased.</i>
<</if>>
<</if>>
<<if _stat == "love">>
<<if _limit >= ($NPCstat[_npc].love - _app)>>
<<set $NPCstat[_npc].love = _limit>>
<br><br>
<i>$NPCstat[_npc].name's love was decreased.</i>
<<else>>
<<set $NPCstat[_npc].love -= _app>>
<br><br>
<i>$NPCstat[_npc].name's love was decreased.</i>
<</if>>
<</if>>
<<if _stat == "corruption">>
<<if _limit >= ($NPCstat[_npc].corruption - _app)>>
<<set $NPCstat[_npc].corruption = _limit>>
<br><br>
<i>$NPCstat[_npc].name's corruption was decreased.</i>
<<else>>
<<set $NPCstat[_npc].corruption -= _app>>
<br><br>
<i>$NPCstat[_npc].name's corruption was decreased.</i>
<</if>>
<</if>>
<<if _stat == "obidience">>
<<if _limit >= ($NPCstat[_npc].obidience - _app)>>
<<set $NPCstat[_npc].obidience = _limit>>
<br><br>
<i>$NPCstat[_npc].name's obidience was decreased.</i>
<<else>>
<<set $NPCstat[_npc].obidience -= _app>>
<br><br>
<i>$NPCstat[_npc].name's obidience was decreased.</i>
<</if>>
<</if>>
<<else>>
<<if _stat == "confidence">>
<<if _limit >= ($mc.confidence - _app)>>
<<set $mc.confidence = _limit>>
<br><br>
<i>Your confidence was decreased.</i>
<<else>>
<<set $mc.confidence -= _app>>
<br><br>
<i>Your confidence was decreased.</i>
<</if>>
<</if>>
<</if>>
<</widget>><<HouseEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "places" "jessica_house">>
<<if $JacobVisit == 1>>
<br>
There is $NPCstat[7].name's car beside the house. Better not disturb them.
<br>
<<else>>
<br>
<<btnLink "Visit Jessica" "Jessica House" "knock">>
<</if>>
<br>
<<btnLink "Return" "Town Map" "">>
<<case "knock">>
<<if $time.daytime < 7>>
<<LocImg "places" "jessica_door">>
<br>
You knock on the door
<<if $time.daytime <= 4>>
, but nobody answers.
<br><br>
<<btnLink "Leave" "Town Map" "">>
<<elseif $time.daytime == 5>>
, but nobody answers. $NPCstat[6].name is probably tanning at the backyard.
<<if $mc.confidence < 10>>
You can't intrude private territory. You just feel wrong about it.
<</if>>
<br><br>
<<btnLink "Leave" "Town Map" "">>
<<else>>
, and a minute later $NPCstat[6].name open the door for you.
<br>
<<set _txt = "Come in, " + $mc.name + "!">>
<br><<PHR 6 _txt>>
<br>
<<btnLink "Enter" "Jessica House" "kitchen" 1>>
<br>
<<btnLink "Leave" "Town Map" "">>
<</if>>
<<else>>
<<LocImg "places" "jessica_door">>
<br>
She probably sleep.
<br><br>
<<btnLink "Leave" "Town Map" "">>
<</if>>
<<case "kitchen">>
<<NPCmedia "jessica" "kitchen_talk_1" 1>>
<br>
Kelly takes you to the kitchen. She opens the fridge.
<br>
<br><<PHR 6 "Are you want some juice or prefer Red Bull?">>
<br><<PHR "mc" "Red Bull, please.">>
<br>Kelly hands you a jar.
<br>
<br><<PHR 6 "How it's going?">>
<br><<PHR "mc" "It's all good.">>
<br>You chat for a while, then you go home.
<br><br>
<<if $JessicaQuest[0].stage == 1>>
<<btnLink "Ask about her work" "Jessica House" "about job">>
<br>
<</if>>
<<btnLink "Leave" "Town Map" "">>
<<case "about job">>
<<set $JessicaQuest[0].stage = 2>>
<<NPCmedia "jessica" "kitchen_talk_1" 1>>
<br><<PHR "mc" "What brings you to our city? Are you got a good job offer?">>
<br><<PHR 6 "Actually, my friend opened a photo studio here.">>
<br><<PHR "mc" "So, are you work as a model?">>
<<set _txt = "No, you guessed wrong, " + $mc.name + ". I'm the woman who stand behind the camera.">>
<br><<PHR 6 _txt>>
<br><<PHR "mc" "Wow. Honestly, I'm surprised.">>
<br><<PHR 6 "Many did the same.">>
<br>Jessica laughs.
<br>
<<set _txt = "By the way, you have a pretty face, " + $mc.name + ". You could easily get a work as a male model. ">>
<<if $mc.buff < 20>>
<<set _txt += "All you need to do is get yourself in shape. ">>
<<else>>
<<set _txt += "And you're also in great shape. ">>
<</if>>
<br><<PHR 6 _txt>>
<br><<PHR "mc" "Posing for the camera is definitely not about me.">>
<br><<PHR 6 "Well, think about it, you always know where find me.">>
<br>
<<btnLink "Leave" "Town Map" "">>
<<case "backyard">>
You entered the backyard.
<br><br>
<<btnLink "Leave" "Town Map" "">>
<</switch>><<switch $EventMark>>
/* ARRIVE */
<<case "Jessica Arrive(cancel job)">>
<<set $EventMark = "">>
<<SmallImg "phone_call">>
<br>
After class, you got a message from $NPCstat[4].name's brother.
<br>
<br><<PHR "m_Duncan brother" "I closed the store today.">>
<br>
<<btnLink "Go home" "Hallway" "">>
<<case "Jessica Arrive">>
<<set $JessicaQuest[0].status = "active">>
<<if $NTRmode>><<set $JacobVisit = 1>><</if>>
<<NPCmedia "jessica" "truck" 0>>
<br>
When you come to your house, you see a truck parked near a neighbor's house. A man in a uniform is standing next to it, arguing with a blonde woman in tight jeans shorts and a light tank top.
<br>
<br><<PHR 6 "Call your manager, they must find someone!">>
<br><<PHR "m_driver" "Sorry, miss, we've just started delivering to this city and we don't have enough workers. You can contact another company and order movers from them.">>
<br><<PHR 6 "I don't have a time. I need to be at the downtown in 3pm. Why won't you help me?">>
<br><<PHR "m_driver" "I'm sorry again, but I'm not qualified as a mover, and I don't want to take responsibility if something breaks or gets damaged.">>
<br>The girl sighs heavily and takes her phone out of her purse. Then she notices you and starts walking towards you, waving her arms and trying to get your attention.
<br>
<br><<PHR 6 "Hey! Hey! Do you live here?">>
<br>She finally reaches your position and, catching her breath, holds out her hand to you.
<br>
<<set _txt = "What's your name? Mine is " + $NPCstat[6].name>>
<br><<PHR 6 _txt>>
<<set _txt = $mc.name + ". Yeah, i live here.">>
<br><<PHR "mc" _txt>>
<br><<PHR 6 "Nice to meet you. I like it when young strong guys live next door. But this doesn't happen often. Usually you have to get along with grumpy old couples.">>
<br><<PHR "mc" "In fact, our neighborhood is mostly occupied by senior people.">>
<br><<PHR 6 "Then I'm super lucky to meet you. Li-isten, why don't you help me? See that bum beside the truck? His company forgot to send movers, and now I have to carry all these heavy boxes comletely alone. You're not gonna leave poor girl stranded here, are you? Look, I can pay you. How about hundred bucks?">>
<br>
<span id="dialog">
<center>@@.btnWide;<<button "Of course, a hundred bucks couldn't hurt anyone.">>
<<set $JessicaAskMoney = true>>
<<replace "#dialog">>
She smiles.
<br>
<<set _txt = "Thanks. Let's go, " + $mc.name>>
<br><<PHR 6 _txt>>
<br>
<<btnEventLink "Move boxes" "Jessica Story" "Jessica Arrive(move boxes)" 2>>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Of course, I'm always ready to help a girl in trouble">>
<<replace "#dialog">>
She smiles.
<br>
<<set _txt = "Thanks. Let's go, " + $mc.name>>
<br><<PHR 6 _txt>>
<br>
<<btnEventLink "Move boxes" "Jessica Story" "Jessica Arrive(move boxes)" 2>>
<</replace>>
<</button>>@@</center>
</span>
<<case "Jessica Arrive(move boxes)">>
<br>
You spent next few hours carrying boxes into $NPCstat[6].name's house. Packed mostly with clothes, they weren't heavy, but there were a lot of them, and you were completely exhausted at the finish. $NPCstat[6].name tried to help you, but she often broke off for phone calls and blabbering about incompetence of the trucking company.
<br>
<br>Finally, you put last box on the floor. $NPCstat[6].name invites you into the kitchen and hands you a glass of water.
<br>
<br><<PHR 6 "Thank you for your help. Don't know how I 'd manage it without you.">>
<br>She opens her purse and takes out a hundred-dollar banknote.
<br><br>
<span id="dialog">
<center>@@.btnWide;<<button "Take money">>
<<replace "#dialog">>
<<set $mc.confidence += 5>>
<<set $money += 100>>
You take the money and put it in the back pocket of your jeans.
<br>
<br><<PHR "mc" "If there's anything else you need help with, you know where find me.">>
<br>
<<set _txt = "Sure, " + $mc.name + ". And come visit at any time. I think we'll be good friends.">>
<br><<PHR 6 _txt>>
<br><i>Well, it looks like you have a nice neighbor now.</i>
<br><br>
<<if $NTRmode == false>>
<center>@@.btnWide;<<button "Go home" "Hallway">>
<<set $EventMark = "">>
<<set $NewNPC = true>>
<<set $NPCstat[6].meet = true>>
<</button>>@@</center>
<<else>>
<<btnEventLink "Go home" "Jessica Story" "Jessica Arrive(meet Jacob)">>
<</if>>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Don't take money">>
<<replace "#dialog">>
<<PHR "mc" "I can't take them. We're neighbors and we should to help each other, and all that stuff.">>
<br><<PHR 6 "Oh, that's so sweet of you.">>
<br>She hugs you.
<br>
<br><<PHR 6 "Come visit at any time. I think we'll be good friends.">>
<br><i>Well, it looks like you have a nice neighbor now.</i>
<br><br>
<<if $NTRmode == false>>
<center>@@.btnWide;<<button "Go home" "Hallway">>
<<set $EventMark = "">>
<<set $NewNPC = true>>
<<set $NPCstat[6].meet = true>>
<</button>>@@</center>
<<else>>
<<btnEventLink "Go home" "Jessica Story" "Jessica Arrive(meet Jacob)">>
<</if>>
<</replace>>
<</button>>@@</center>
</span>
<<case "Jessica Arrive(meet Jacob)">>
<<NPCmedia "jessica" "meet_jacob" 1>>
<br>
When you have already decided to leave, you hear the screeching of brakes outside. $NPCstat[6].name gets excited.
<br>
<<set _txt = "It must be " + $NPCstat[7].name + "! You should definitely get to know each other.">>
<br>
<br><<PHR 6 _txt>>
<<set _txt = $NPCstat[7].name + "?">>
<br><<PHR "mc" _txt>>
<br><<PHR 6 "He is my boyfriend. Don't worry, he's not jealous.">>
<br>A tall black guy appears in the doorway. Jessica immediately runs to him. He grabs her ass, pulls her closer to him and kisses on the lips. Then he notices you.
<<set _txt = $NPCstat[7].name + ", meet " + $mc.name + ". He helped me with my stuff.">>
<br>
<br><<PHR 6 _txt>>
<br><<PHR 7 "Thanks for that, bro!">>
<br>He turns to Jessica.
<br>
<br><<PHR 7 "Let's celebrate your arrival. I bought some good wine for us.">>
<br><<PHR 6 "Yippee!">>
<br>You feel like it's time for you to leave.
<br>
<br><<PHR "mc" "Well, I think I'll go home.">>
<<set _txt = "Bye, " + $mc.name + ". Come visit when you have an time.">>
<br>You go out into the corridor. When you reach front door, you hear a noise from the kitchen, and after it - a girly giggle. Looks like $NPCstat[7].name and $NPCstat[6].name already started to "celebrate".
<br><br>
<center>@@.btnWide;<<button "Go home" "Hallway">>
<<set $EventMark = "">>
<<set $NewNPC = true>>
<<set $NPCstat[6].meet = true>>
<<set $NPCstat[7].meet = true>>
<</button>>@@</center>
/* ABOUT JOB */
<<case "About job(start)">>
<<set $EventMark = "">>
<<set $JessicaQuest[0].stage += 1>>
<<set $NPCattract[6].mc += 1>>
<<NPCmedia "jessica" "kitchen_talk_2" 1>>
<br>
You come into the kitchen. You can't help but notice that $NPCstat[6].name is very enthusiastic today.
<br>
<<set _txt = $mc.name + "! You look nice today.">>
<br><<PHR 6 _txt>>
<br><<PHR "mc" "Thanks fo complement, I think.">>
<br>$NPCstat[6].name hands you a glass of juice.
<br>
<<set _txt = $mc.name + ", I really insist you should stop by my friend's studio. With your physical shape you can easily get a job.">>
<br><<PHR 6 _txt>>
<br><<PHR "mc" "We already had discuss about that.">>
<br><<PHR 6 "Come on, give it a chance, no one will hold you against your own will. Here, take this.">>
<br>
<<SmallImg "studio_card">>
<br>She gives you a photo studio card.
<br>
<br><<PHR 6 "I hope you come.">>
<br><<PHR "mc" "Can't promise anything.">>
<br>
<b><i>$NPCstat[6].name more attract for you</i></b>
<br><br>
<<btnLink "Go home" "Hallway" "">>
<<case "About job(enter studio)">>
<<set $JessicaQuest[0].stage = 4>>
<<LocImg "downtown" "photo studio">>
<br>
You walk into a photo studio and hear $NPCstat[6].name's voice. She's standing in the middle of the studio waving at you.
<br>
<<set _txt = $mc.name + ", you finally came! Let me show you around.">>
<br><<PHR 6 _txt>>
<br>You approach her.
<span id="dialog">
<br><br>
<center>@@.btnWide;<<button "Just say hello">>
<<replace "#dialog">>
<br>
<br><<PHR "mc" "Actually, I just came by to say hello.">>
<br><<PHR 6 "Come on, I clearly see the interest in your eyes. How about a test shoot?">>
<span id="dialog_2">
<br>
<center>@@.btnWide;<<button "Firmly tell her no">>
<<replace "#dialog_2">>
<br><<PHR "mc" "I told you I don't want to pose for the camera.">>
<br>$NPCstat[6].name purses her lips resentfully.
<br>
<br><<PHR 6 "If you change your mind, you know where to find me.">>
<br>
<<btnEventLink "Leave" "Photo Studio" "">>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Show little interest">>
<<replace "#dialog_2">>
<br><<PHR "mc" "Okay, I can try.">>
<br><<PHR 6 "Great, we just have to wait until the shooting set is free. In the meantime, you can undress in the dressing room.">>
<br><<PHR "mc" "Wait, you didn't say anything about it.">>
<br><<PHR 6 "Relax, you can leave your pants on. For the first time, a naked torso will be enough.">>
<br>$NPCstat[6].name strokes your shoulder.
<br>
<br><<PHR 6 "Go to the dressing room while I talk to the manager.">>
<br>
<<btnEventLink "Go to the dressing room" "Jessica Story" "About job(change)">>
<</replace>>
<</button>>@@</center>
</span>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "I want work like a model">>
<<replace "#dialog">>
<br><<PHR "mc" "I'd like to try.">>
<br><<PHR 6 "Great, we just have to wait until the shooting set is free. In the meantime, you can undress in the dressing room.">>
<br><<PHR "mc" "Wait, you didn't say anything about it.">>
<br><<PHR 6 "Relax, you can leave your pants on. For the first time, a naked torso will be enough.">>
<br>$NPCstat[6].name strokes your shoulder.
<br>
<br><<PHR 6 "Go to the dressing room while I talk to the manager.">>
<br>
<<btnEventLink "Go to the dressing room" "Jessica Story" "About job(change)">>
<</replace>>
<</button>>@@</center>
</span>
<<case "About job(change)">>
<<set $LoriQuest[0].status = "active">>
<<LocImg "downtown" "photo dressing_room">>
<br>
You enter the dressing room. There are clothes everywhere inside, and perfume smell fills the air.
<br>
<<set _txt = "Hello-o, new guy! I heard your conversation with " + $NPCstat[6].name>>
<br><<PHR 12 _txt>>
<br>You turn in the direction of the voice and see a woman with a voluptuous body. She's looking at you with genuine interest.
<br>
<br><<PHR 12 "Don't worry, I work here and can help you with various things.">>
<br><<PHR "mc" "What kind of thing?">>
<br>
<<NPCmedia "lori" "studio_tease" 1>>
<br>
Woman gets up from the chair and comes to you. You can feel her hot breath on your neck.
<br>
<br><<PHR 12 "I usually help with makeup or hair, but... this is your first shoot, so the most important thing for you is re-lax.">>
<br>She suddenly puts her hand on your groin and squeezes it lightly.
<br>
<br><<PHR 12 "Come on, whip it out.">>
<br>
<<btnEventLink "Unbutton your seat belt" "Jessica Story" "About job(agree for blow)">>
<<btnEventLink "Push her away" "Jessica Story" "About job(disagree for blow)">>
<<case "About job(agree for blow)">>
<<set $LoriQuest[0].stage = 1>>
<<NPCmedia "lori" "studio_suck" 1>>
<br>
$NPCstat[12].name drops to her knees, while you're unbuttoning your belt. You start unzipping your fly, but $NPCstat[12].name takes control and does it for you. Then she pulls off your pants with briefs, so your semi-erect penis is now hanging out in front of her face.
<br>
<br>Her full lips wrap around head of your cock. She starts with slow motion, teasing it with her tongue. Your knees is trembling.
<br><<TH "Shit. This is fucking awesome!">>
<br>
<<NPCmedia "lori" "studio_suck_2" 1>>
<br>
$NPCstat[12].name pulls her mouth off, sticks out her tongue and runs it along the entire length of your penis.
<br>
<br><<PHR 12 "I love your taste, new guy!">>
<<set _txt = "I'm " + $mc.name + ".">>
<br><<PHR "mc" _txt>>
<br><<PHR 12 "Shh! New guy sounds better.">>
<br>She shallows you cock again, starting suck at an increasing pace. Your penis starts twitching, and $NPCstat[12].name pulls it out.
<br><br>
<<btnEventLink "Cum" "Jessica Story" "About job(agree for blow_2)">>
<<case "About job(agree for blow_2)">>
<<set $LoriQuest[0].stage = 1>>
<<NPCmedia "lori" "studio_suck_cum" 1>>
<br>
You start cumming right on her face, gushes of your cum is covering up her cheeks, her lustful eyes, and her greedy plump limps. $NPCstat[12].name begin to play with your semen, wiping it with her fingers and moving in her mouth.
<br>
<<set _txt = "You must was accumulate your cum for a year! I'd like to continue, but " + $NPCstat[6].name + " is waiting for you.">>
<br><<PHR 12 _txt>>
<<TH "Oh, shit!">>
You take off your shirt and run out of the dressing room.
<br><br>
<<set _txt = "Find " + $NPCstat[6].name>>
<<btnEventLink _txt "Jessica Story" "About job(shooting)">>
<<case "About job(disagree for blow)">>
<<NPCmedia "lori" "studio_tease_2" 1>>
<br>
<<PHR 12 "Come on, no one refuses me.">>
<<if $mc.confidence >= 0>>
<<set _txt = "I really like your offer, but " + $NPCstat[6].name + "'s waiting for me. We can have some fun next time.">>
<br><<PHR "mc" _txt>>
<br><<PHR 12 "Do you think I give you a second chance when we meet again?">>
<br><<PHR "mc" "Well, I'm pretty confident about that.">>
<br>You take off your shirt and walk out of the dressing room.
<<else>>
<br>You lower your head in embarrassment.
<<set _txt = "I can't, " + $NPCstat[6].name + "'s waiting for me.">>
<br><<PHR "mc" _txt>>
<<set _txt = "To hell with " + $NPCstat[6].name + "!">>
<br><<PHR 12 _txt>>
<br><<PHR "mc" "I must go!">>
<br>You take off your shirt and run out of the dressing room.
<</if>>
<br><br>
<<set _txt = "Find " + $NPCstat[6].name>>
<<btnEventLink _txt "Jessica Story" "About job(shooting)">>
<<case "About job(shooting)">>
<<set $JessicaQuest[0].stage = 5>>
<<NPCmedia "jessica" "studio_shooting" 0>>
<<set _txt = "Why is it taking so long, " + $mc.name + "? Come on, we don't much time.">>
<br><<PHR 6 _txt>>
<br><<PHR "mc" "I'm just... ahem, talking with your makeup girl.">>
<br><<PHR 6 "I hope you didn't do anything nasty?">>
<br><<PHR "mc" "Of course, not.">>
<br><<PHR 6 "Glad to hear it. You should stay professional at any time.">>
<br>$NPCstat[6].name leads you to the set.
<br>
<br><<PHR 6 "Stand here. Good, now relax and try to act natural.">>
<<TH "Easy to say...">>
<<PHR 6 "Don't stand like a statue. Move right leg forward, cross arms on chest.">>
<br>You try to follow $NPCstat[6].name's commands and stay as casual as possible.
<br>
<br><<PHR 6 "That's better. Don't purse your lips, relax your face.">>
<br>
<<NPCmedia "jessica" "studio_shooting_2" 0>>
<br>
Gradually, you get involved in the process and even try to improvise. The photo shoot lasts about ten minutes, but at the end you find that you're sweaty, like after a session in the gym.
<br>
<br><<PHR 6 "Great, one more close-up shot and we'll finish.">>
<br>$NPCstat[6].name takes one last picture, and you finally leave the set.
<br>
<br><<PHR 6 "Now I need to edit the pictures. Come back in a few days, I'll show you the result.">>
<br>
<<btnEventLink "Leave studio" "Downtown" "">>
<</switch>><<switch $EventMark>>
/* MEET */
<<case "Meet Lindsey">>
<<set $LindseyQuest[0].status = "active">>
<<set $OliviaQuest[0].status = "active">>
<<SmallImg "broken plate">>
<br>
When you enter the cafe, you see a crowd near the food counter. You notice a food tray on the floor. $NPCstat[5].name is standing over it and looking at $NPCstat[8].name.
<br>
<br>$NPCstat[8].name has a reputation as a spoiled brat and likes to humiliate everyone who she considers have lower status than her. You can see a sauce stain on her dress. It's obvious it was the cause of the commotion.
<br>
<br><<PHR 8 "Do you know how much it cost? All your stuff prices less, you fucking loser!">>
<<set _txt = "I'm sorry, " + $NPCstat[8].name + ". I can take it to the laundry and pay for it.">>
<br><<PHR 5 _txt>>
<br><<PHR 8 "Do you think I can trust my precious dress to a whimp like you?">>
<br>With a fierce look, $NPCstat[8].name comes closer to your friend.
<br>
<br><<PHR 8 "You'll seriously regret about this.">>
<br>
<<btnEventLink "Stand up for him" "Lindsey Story" "Meet Lindsey(stand up)">>
<br>
<<btnEventLink "Wait a little" "Lindsey Story" "Meet Lindsey(wait)">>
<<case "Meet Lindsey(stand up)">>
<<set $ChadStandUp = true>>
<<set $mc.confidence += 10>>
<<set $NPCstat[8].trust -= 40>>
<<set $NPCstat[8].love -= 20>>
<<set _img = "data/npc/olivia/cafe_scene.jpg">>
@@.picS;[img[_img]]@@
<br>
You stand between them.
<br>
<<set _txt = "Enough. " + $NPCstat[5].name + " already apologized to you.">>
<br><<PHR "mc" _txt>>
<br><<PHR 8 "Great, another scum. Fuck off while you still can.">>
<br><<PHR "mc" "You should calm down...">>
<br><<PHR 8 "Don't dare tell me what to do. Your pal owes me a lot of money and he's gonna lick my ass all day to earn forgiveness.">>
<<set _txt = "I can guarantee you bumped into " + $NPCstat[5].name + " yourself. So he doesn't owe you anything.">>
<br><<PHR "mc" _txt>>
<<set _txt = "Stop it, " + $NPCstat[8].name>>
<br><<PHR 3 _txt>>
<br>$NPCstat[3].name, one of the most popular and smart girl in school, appears next to $NPCstat[8].name. You often saw her hanging out with $NPCstat[8].name, and you didn't understand the reasons for this alliance.
<br>
<br><<PHR 3 "His friend is right, you're the one bumped into him, shouting he was staring at you.">>
<br><<PHR 8 "He'll answer for this, too!">>
<<set _txt = "Leave these guys alone, " + $NPCstat[8].name>>
<br><<PHR 3 _txt>>
<br>$NPCstat[8].name snorts and heads for the exit with her friends.
<br>
<br><<PHR 3 "I hate her sometimes.">>
<br><<PHR "mc" "So why do you hang out with her?">>
<<set _txt = "That... long story. However, you did the right thing when you defended your friend. What's your name? Mine's " + $NPCstat[3].name>>
<br><<PHR 3 _txt>>
<<set _txt = "I'm " + $mc.name + ", nice to meet you.">>
<br><<PHR "mc" _txt>>
<br>
<<btnEventLink "Go to table" "Lindsey Story" "Meet Lindsey(finish)">>
<<case "Meet Lindsey(wait)">>
<<set $mc.confidence -= 5>>
<<set _img = "data/npc/olivia/cafe_scene.jpg">>
@@.picS;[img[_img]]@@
<br><<PHR 8 "First, you gonna clean up mess you've made.">>
<<set _txt = "Sure, " + $NPCstat[8].name + ", I'll just find a mop.">>
<br><<PHR 5 _txt>>
<br><<PHR 8 "You gonna use your shirt, stupid jerkoff. Although it already looks like a used rag.">>
<br><<PHR "f_Olivia_friend" "Fu-fu, he's such a loser.">>
<br>It looks like $NPCstat[5].name is about to get down on his knees in front of $NPCstat[8].name. You decide to step in, but someone get ahead of you.
<br>
<<set _txt = "Stop it, " + $NPCstat[8].name>>
<br><<PHR 3 _txt>>
<br>$NPCstat[3].name, one of the most popular and smart girl in school, appears next to $NPCstat[8].name. You often saw her hanging out with $NPCstat[8].name, and you didn't understand the reasons for this alliance.
<br>
<br><<PHR 3 "You're the one bumped into him, shouting he was staring at you.">>
<br><<PHR 8 "He'll answer for this, too!">>
<<set _txt = "Leave this guy alone, " + $NPCstat[8].name>>
<br><<PHR 3 _txt>>
<br>$NPCstat[8].name snorts and heads for the exit with her friends.
<br>
<br><<PHR 3 "I hate her sometimes.">>
<br>You grab $NPCstat[5].name and lead him to your table.
<br><br>
<<btnEventLink "Go to table" "Lindsey Story" "Meet Lindsey(finish)">>
<<case "Meet Lindsey(finish)">>
<<SmallImg "school_lunch">>
<br>
You and $NPCstat[5].name walk to your table. A minute later, Duncan appears. You briefly tell him what happened earlier.
<br>
<br><<PHR 4 "She is lucky I wasn't there. I'd put her in her place immediately.">>
<br><<PHR 5 "Talk to her is useless. Better to ignore her.">>
<<if $ChadStandUp>>
<br><<PHR "mc" "Ignore is not a solution. You need to learn how stand up for yourself.">>
<<set _txt = "I wish I have your courage, " + $mc.name>>
<br><<PHR 5 _txt>>
<<else>>
<<set _txt = "It's a good that " + $NPCstat[3].name + " stepped in.">>
<br><<PHR "mc" _txt>>
<br><<PHR 5 "Yeah, she is really cool.">>
<</if>>
<br>
<center>@@.btnWide;<<button "Finish lunch" "School Cafe">>
<<set $EventMark = "">>
<<set $NewNPC = true>>
<<set $NPCstat[3].meet = true>>
<<set $NPCstat[8].meet = true>>
<</button>>@@</center>
<<case "Lunch A(bros)">>
<<set $LindseyQuest[0].stage = 1>>
<<SmallImg "school_lunch">>
<br>
Lunch starts as usual.
<br>
<<set _txt = "Look, " + $mc.name + ", today " + $NPCstat[3].name + " is having lunch alone. She must have had a big fight with " + $NPCstat[8].name + ".">>
<br><<PHR 4 _txt>>
<br><<PHR "mc" "I'm not surprised.">>
<br><<PHR 4 "You should sit down with her.">>
<br><<PHR "mc" "What? I don't even know her.">>
<br><<PHR 4 "So now you have a chance">>
<span id="dialog">
<br>
<<btnEventLink "Sit with her" "Lindsey Story" "Lunch A(start)">>
<center>@@.btnWide;<<button "Refuse">>
<<replace "#dialog">>
<br><<PHR "mc" "I don't think she won't talk to me">>
<br>
<<btnEventLink "Finish lunch" "School Cafe" "">>
<</replace>>
<</button>>@@</center>
</span>
<<case "Lunch A(start)">>
<<set $LindseyQuest[0].stage = 2>>
<<set $mc.confidence += 5>>
<<if $ChadStandUp == false>>
<<set $NPCtrait[3].friendzone += 1>>
<</if>>
<<NPCmedia "lindsey" "school lunch" 0>>
<br>
You walk over to the table where $NPCstat[3].name is sitting. She look up at you, then take a quick glance at your friends.
<br>
<br><<PHR "mc" "Do you mind if I join you?">>
<br><<PHR 3 "Why? Don't you wanna sit with your friends?">>
<<set _txt = "After the incident with " + $NPCstat[8].name + ", you're having lunch alone, so I want to know if everything is okay.">>
<br><<PHR "mc" _txt>>
<<set _txt = "I don't need you to comfort me, " + $mc.name + ".">>
<br><<PHR 3 _txt>>
<br>She gives you a heavy glance. You realize all girls you've met in the last days aren't likable people in most aspects. But when you want to come back to your friends, $NPCstat[3].name stops you.
<br>
<br><<PHR 3 "Did I let you go?">>
<br><<PHR "mc" "Guess, I made a mistake when I came to you.">>
<br>$NPCstat[3].name laughs.
<br>
<br><<PHR 3 "Come on, I'm just messing with you. Of course, you can sit with me.">>
<br>You put the food tray on the table and sit.
<br>
<br><<PHR 3 "Sorry about that. I've just been fed up with questions since the morning and just wanted to blow off some steam. How is your friend?">>
<br><<PHR "mc" "He's fine. He asked me to thank you.">>
<<if $ChadStandUp>>
<<set _txt = "Don't need it. You did a great job, too. " + $NPCstat[8].name + " always was a bitch, but yesterday she crossed the line.">>
<br><<PHR 3 _txt>>
<<else>>
<<set _txt = "Don't need it. " + $NPCstat[8].name + " always was a bitch, but yesterday she crossed the line.">>
<br><<PHR 3 _txt>>
<</if>>
<br><<PHR "mc" "So why are you hanging out with her?">>
<br><<PHR 3 "We used to be childhood friends, but she's changed a lot in the last year. Perhaps, we'd have split up sooner or later. Enough about her, let's eat, I'm bloody hungry.">>
<<AddStat 3 "trust" 5 100>>
<br><br>
<<btnEventLink "Finish lunch" "School Cafe" "">>
<<case "Lunch B(start)">>
<<SmallImg "cake">>
<br>
While you're filling the tray with food, you notice new cakes.
<<set _txt = "Should I buy " + $NPCstat[3].name + " one?">>
<br><<TH _txt>>
On the one hand, if you show attention, you can get closer, but on the other, you know nothing about her food preferences. What if she doesn't like this kind of cake, or doesn't like sweets at all.
<br><br>
<<if $mc.confidence < 0 and $money >= 10>>
<center>@@.btnWide;<<button "Buy cake" "Lindsey Story">>
<<set $EventMark = "Lunch B(continue)">>
<<set $NPCtrait[3].friendzone += 1>>
<<set $money -= 10>>
<<set $LindseyCake = true>>
<</button>>@@</center>
<</if>>
<<btnEventLink "Don't buy" "Lindsey Story" "Lunch B(continue)">>
<<if $mc.confidence >= 0 and $money >= 10>>
<center>@@.btnWide;<<button "Buy cake" "Lindsey Story">>
<<set $EventMark = "Lunch B(continue)">>
<<set $NPCtrait[3].friendzone += 1>>
<<set $money -= 10>>
<<set $LindseyCake = true>>
<</button>>@@</center>
<</if>>
<<case "Lunch B(continue)">>
<<NPCmedia "lindsey" "school lunch" 0>>
<<if $LindseyCake>>
<br>
You buy a cake and head to the table where Lindsay is sitting.
<br>
<br><<PHR "mc" "Look what I have. This is for you.">>
<<set _txt = "Thank you, " + $mc.name + ", but I don't really like them.">>
<br><<PHR 3 _txt>>
<br><<PHR "mc" "Oh, sorry, I'll take the other one next time.">>
<br><<PHR 3 "No need to apologize. Don't buy something without thinking. You should have just asked me.">>
<br><<PHR "mc" "Oh, ok.">>
<<set _txt = "Don't worry, " + $mc.name + ", let's eat.">>
<br><<PHR 3 _txt>>
<<else>>
<br><<PHR "mc" "Hi! How are you?">>
<br><<PHR 3 "Hi! Great, what about you?">>
<br><<PHR "mc" "Me, too.">>
<br>You sit down at the table.
<br>
<br><<PHR "mc" "I've seen such delicious cakes in the show-case. I thought about buying one for you, but decided to ask you first.">>
<br><<PHR 3 "You thought right. I've seen them too and I would eat them only if you paid me a hundred bucks.">>
<br><<PHR "mc" "It seems like I saved a lot of money">>
<br>You both laugh.
<</if>>
<<AddStat 3 "trust" 5 100>>
<br><br>
<<btnEventLink "Finish lunch" "School Cafe" "">>
<<case "Lunch C(start)">>
<<NPCmedia "lindsey" "school lunch" 0>>
<br>
You decide to have lunch with Lindsay again. This time the conversation is going more fluently. She tells a little about her family, about her brother who went in another city, and how she misses him. You, in your turn, tell her about your sister and your new roommate and her attempts to influence your mother.
<br>
<br><<PHR 3 "Maybe, you exaggerate when you think she's up to something bad?">>
<br><<PHR "mc" "I don't know, just the way she talks, the way she presents herself... There's something predatory in her character.">>
<<if $mc.confidence >= 0>>
<<set _txt = "Better not tell her about the incident happened the day when " + $NPCstat[2].name + " arrived.">>
<<else>>
<<set _txt = "Maybe, I should tell her about the incident happened the day " + $NPCstat[2].name + " arrived.">>
<</if>>
<br><<TH _txt>>
<br>
<<if $mc.confidence < 0>>
<center>@@.btnWide;<<button "Tell about the incident" "Lindsey Story">>
<<set $EventMark = "Lunch C(continue)">>
<<set $NPCtrait[3].friendzone += 2>>
<<set $LindseyConfess = true>>
<</button>>@@</center>
<</if>>
<<btnEventLink "Don't mention it" "Lindsey Story" "Lunch C(continue)">>
<<if $mc.confidence >= 0 >>
<center>@@.btnWide;<<button "Tell about the incident" "Lindsey Story">>
<<set $EventMark = "Lunch C(continue)">>
<<set $NPCtrait[3].friendzone += 2>>
<<set $LindseyConfess = true>>
<</button>>@@</center>
<</if>>
<<case "Lunch C(continue)">>
<<NPCmedia "lindsey" "school lunch" 0>>
<<if $LindseyConfess>>
<br>
You tell Lindsay what happened in the bathroom, but you skip the foot massage.
<br>
<<set _txt = $mc.name + ", you did the wrong thing!">>
<br><<PHR 3 _txt>>
<br><<PHR "mc" "But she gave such clear hints.">>
<<set _txt = "You need to learn to understand women better. And make sure you apologize to " + $NPCstat[2].name + " again.">>
<br><<PHR 3 _txt>>
<br>You continue your lunch in silence.
<<else>>
<br><<PHR 3 "You should talk to her directly and discuss it.">>
<br><<PHR "mc" "Yeah, maybe, you right.">>
<br>You continue your lunch.
<</if>>
<<AddStat 3 "trust" 5 100>>
<br><br>
<<btnEventLink "Finish lunch" "School Cafe" "">>
<<case "Lunch D(start)">>
<<NPCmedia "lindsey" "school lunch" 0>>
<br>
You decide to have lunch with Lindsay again.
<br>
<br><<PHR 3 "Since school lunches is slowly becoming our little tradition, maybe, you tell a little more about yourself. What do you like doing in free time?">>
<br>
<center>@@.btnWide;<<button "Tell you like skating" "Lindsey Story">>
<<set $EventMark = "Lunch D(continue)">>
<<set $LindseySkate = true>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Tell you like playing games" "Lindsey Story">>
<<set $EventMark = "Lunch D(continue)">>
<</button>>@@</center>
<<case "Lunch D(continue)">>
<<NPCmedia "lindsey" "school lunch" 0>>
<br>
<<if $LindseySkate>>
<<set _txt = "Well, the usual stuff. Hanging out with " + $NPCstat[4].name + " and " + $NPCstat[5].name + ", walking in the park, skating.">>
<br><<PHR "mc" _txt>>
<br><<PHR 3 "Wow, I like skating too. Maybe, you give me a few hints sometime?">>
<br><<PHR "mc" "I'll be happy to do it.">>
<<TH "Shit, I'm worst skater ever. How am I supposed to teach her?">>
<<PHR 3 "I'll call you on Sunday.">>
<br>You continue your lunch.
<<else>>
<br><<PHR "mc" "Well, the usual stuff. Hanging out with Duncan and Chad, playing computer games. Nothing special.">>
<<set _txt = "This isn't good, " + $mc.name + ". You need to spend more time outdoors. Well, we'll fix it.">>
<<PHR 3 _txt>>
<br>$NPCstat[3].name smile mysteriously.
<</if>>
<<AddStat 3 "trust" 5 100>>
<br><br>
<<btnEventLink "Finish lunch" "School Cafe" "">>
<</switch>><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "mall" "female store">>
<br>
<<btnLink "Leave" "Mall Hall" "">>
<</switch>><span id="massage_media">
<<include "Massage Media">>
<br>
</span>
<span id="massage_stats">
<<include "Massage Stats">>
</span>
<span id="massage_main">
<<include "Massage Main">>
</span>/* MELINDA */
<<if $NPCmark == 0 and $location.sub == "living room">>
<<if $EventMark == "Shoulders">>
<<NPCmedia "melinda" "massage_shoulders" 0>>
<<elseif $EventMark == "Head">>
<<NPCmedia "melinda" "massage_head" 0>>
<<elseif $EventMark == "Peek at boobs">>
<<NPCmedia "melinda" "cleavege" 0>>
<<elseif $EventMark == "Breasts">>
<<if $NPCstat[0].corruption < 25>>
<<NPCmedia "melinda" "stop" 0>>
<<else>>
<<NPCmedia "melinda" "massage_boobs" 1>>
<</if>>
<</if>>
<</if>>
<<if $NPCmark == 0 and $location.sub == "garden">>
<<if $EventMark == "Rub back">>
<<NPCmedia "melinda" "pool_back_rub" 1>>
<<elseif $EventMark == "Rub thighs">>
<<NPCmedia "melinda" "pool_back_rub" 1>>
<<elseif $EventMark == "Rub ass">>
<<if $NPCattract[0].mc < 3>>
<<NPCmedia "melinda" "stop" 0>>
<<else>>
<<NPCmedia "melinda" "pool_ass_rub" 1>>
<</if>>
<</if>>
<</if>>
/* KELLY */
<<if $NPCmark == 2 and $location.sub == "sis room">>
<<if $EventMark == "Feet right">>
<<NPCmedia "kelly" "room_feet_massage_1" 1>>
<<elseif $EventMark == "Feet left">>
<<NPCmedia "kelly" "room_feet_massage_2" 1>>
<</if>>
<</if>><center>$NPCstat[$NPCmark].name's Calminess</center>
<<BlockBar $MassageCalminess>>
<center>$NPCstat[$NPCmark].name's Arousal</center>
<<BlockBar $MassageArousal>>
<br>
<center>Remaining actions: $MassageAction</center>/* MELINDA */
/* LIVING ROOM */
<<if $NPCmark == 0 and $location.sub == "living room">>
<<if $EventMark == "Shoulders">>
<<if $MassageAction == 20>>
You start with light strokes, gradually increasing the pressure. When her skin was warm enough, you start massaging it with strong circular movements.
<<else>>
You continue to massage her shoulders, moving from the base of her neck down and back.
<</if>>
<<if $MassageAction >= 2>>
<br><br>
<center>@@.btnWide;<<button "Continue (2 action point)">>
<<set $MassageCalminess += 3>>
<<set $MassageAction -= 2>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Massage her head (2 action point)">>
<<set $EventMark = "Head">>
<<set $MassageCalminess += 3>>
<<set $MassageAction -= 2>>
<<replace "#massage_media">>
<<include "Massage Media">>
<br>
<</replace>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<</if>>
<<if $MassageAction >= 1>>
<center>@@.btnWide;<<button "Take peek at her boobs (1 action point)">>
<<set $EventMark = "Peek at boobs">>
<<if $NPCstat[0].corruption < 25>>
<<set $MassageCalminess -= 5>>
<</if>>
<<set $MassageAction -= 1>>
<<replace "#massage_media">>
<<include "Massage Media">>
<br>
<</replace>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<</if>>
<<if $MassageAction == 0>>
<br>
<</if>>
<</if>>
<<if $EventMark == "Head">>
You continue head massage. Starting from her forehead, with soft circular movements of your fingers, you go all the way to the back of her head.
<<if $MassageAction >= 2>>
<br><br>
<center>@@.btnWide;<<button "Continue (2 action point)">>
<<set $MassageCalminess += 3>>
<<set $MassageAction -= 2>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Massage her shoulders (2 action point)">>
<<set $EventMark = "Shoulders">>
<<set $MassageCalminess += 3>>
<<set $MassageAction -= 2>>
<<replace "#massage_media">>
<<include "Massage Media">>
<br>
<</replace>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<</if>>
<<if $MassageAction <= 1>>
<br>
<</if>>
<</if>>
<<if $EventMark == "Peek at boobs">>
You take a peek at her boobs. How you want to crumple them in your hands, but you know better than to do it.
<<if $NPCstat[0].corruption < 25>>
You feel $NPCstat[0].name start to tense up, it's time to get back to the massage.
<<else>>
Your $mom.mother doesn't react to your actions. But you need get back to the massage.
<</if>>
<<if $MassageAction >= 2>>
<br><br>
<center>@@.btnWide;<<button "Back to massage (2 action point)">>
<<set $EventMark = "Shoulders">>
<<set $MassageCalminess += 3>>
<<set $MassageAction -= 2>>
<<replace "#massage_media">>
<<include "Massage Media">>
<br>
<</replace>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Fondle her breasts (2 action point)">>
<<set $EventMark = "Breasts">>
<<if $NPCstat[0].corruption < 25>>
<<set $MassageCalminess -= 20>>
<<else>>
<<set $MassageCalminess += 3>>
<<set $MassageArousal += 3>>
<</if>>
<<set $MassageAction -= 2>>
<<replace "#massage_media">>
<<include "Massage Media">>
<br>
<</replace>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<</if>>
<<if $MassageAction <= 1>>
<br>
<</if>>
<</if>>
<<if $EventMark == "Breasts">>
<<if $NPCstat[0].corruption < 25>>
<<set $MassageAction = 0>>
You put your hands on $NPCstat[0].name's chest and try to caress it, but she jumps up from the couch and stops you.
<br>
<<set _txt = $mc.name + ", what are you doing?">>
<br><<PHR 0 _txt>>
<br><<PHR "mc" "It's just part of the massage.">>
<br><<PHR 0 "I don't think it's part of the massage. That's it, we're done for today.">>
<br>You have no choice but leave.
<<RemoveStat 0 "trust" 30 -100>>
<<else>>
You gently massage $NPCstat[0].name's breasts. Under her shirt you feel the dense texture of the bra.
<br>
<br><<PHR "mc" "Take a deep breath!">>
<br>$NPCstat[0].name follows your advice, which makes her chest begin to heave, stretching her shirt's fabric.
<</if>>
<<if $MassageAction >= 2>>
<br><br>
<center>@@.btnWide;<<button "Continue (2 action point)">>
<<set $MassageCalminess += 3>>
<<set $MassageArousal += 3>>
<<set $MassageAction -= 2>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Massage her shoulders (2 action point)">>
<<set $EventMark = "Shoulders">>
<<set $MassageCalminess += 3>>
<<set $MassageAction -= 2>>
<<replace "#massage_media">>
<<include "Massage Media">>
<br>
<</replace>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<</if>>
<</if>>
<br>
<center>@@.btnWide;<<button "Finish massage" "Massage Finish">>
<<set $EventMark = "">>
<</button>>@@</center>
<</if>>
/* GARDEN */
<<if $NPCmark == 0 and $location.sub == "garden">>
<<if $EventMark == "Rub back">>
You squeeze the cream out of the tube into your hand and starte applying it to $NPCstat[0].name's back. She lay there motionless. You start with the shoulders and move smoothly down, bypassing the thin strap of the swimsuit.
<<AddStat 0 "corruption" 2 10>>
<br><br>
<center>@@.btnWide;<<button "Rub her thighs">>
<<set $EventMark = "Rub thighs">>
<<replace "#massage_media">>
<<include "Massage Media">>
<br>
<</replace>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<</if>>
<<if $EventMark == "Rub thighs">>
<<if $NPCstat[0].trust < 50>>
You try to put cream on her thighs, but she stop you.
<<PHR 0 "I can do this by myself">>
<<else>>
You start applying cream to her thighs, carefully treating each area. Along the way, you can't help but take a few involuntary glances at her gorgeous ass. You soon reach her feet. Maybe you should try something else?
<<AddStat 0 "corruption" 2 15>>
<br><br>
<center>@@.btnWide;<<button "Rub her ass">>
<<set $EventMark = "Rub ass">>
<<replace "#massage_media">>
<<include "Massage Media">>
<br>
<</replace>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<</if>>
<</if>>
<<if $EventMark == "Rub ass">>
<<if $NPCattract[0].mc < 3>>
You try to put cream on her ass, but she stop you right away. Her voice is calm, but you can read the displeasure in her eyes.
<br>
<<set _txt = "Enough, " + $mc.name + ". I can handle it from here.">>
<br><<PHR 0 _txt>>
<br>You have no choice but leave.
<<RemoveStat 0 "trust" 30 -100>>
<br>
<<else>>
You smear your hands with cream and nervously place them on her ass, expecting her to rebuke you as usual. But $NPCstat[0].name is lying motionless. You start spreading the cream, feeling how her firm buttocks resist your every push.
<<AddStat 0 "corruption" 3 25>>
<</if>>
<</if>>
<br>
<center>@@.btnWide;<<button "Finish massage" "Massage Finish">>
<<set $EventMark = "">>
<</button>>@@</center>
<</if>>
/* KELLY */
/* HER ROOM */
<<if $NPCmark == 2 and $location.sub == "sis room">>
<<if $EventMark == "Feet right">>
<<if $MassageAction == 20>>
You walk slowly over to her and take her foot in your hands. You start massaging it from the top, increasing the pressure as your fingers slide down. $NPCstat[2].name leans back and closes her eyes. A small moan escapes her lips.
<br>
<br><<PHR 2 "I've been waiting for this all day.">>
<br>You're rubbing her feet with circular motions.
<<elseif $MassageTension < 50>>
You're rubbing her foot with circular motions. Not forgetting about the toes, you massage each of them separately, pinching it between your fingers and as if pulling it up. $NPCstat[2].name shivers with pleasure every time.
<<else>>
You're rubbing her foot with circular motions, but $NPCstat[2].name stops you and frees her foot from your grip.
<br>
<br><<PHR 2 "Now, another foot!">>
<</if>>
<<if $MassageAction >= 2 and $MassageTension < 50>>
<br><br>
<center>@@.btnWide;<<button "Continue (2 action point)">>
<<set $MassageTension += 10>>
<<set $MassageCalminess += 3>>
<<set $MassageArousal += 3>>
<<set $MassageAction -= 2>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<<else>>
<br>
<center>@@.btnWide;<<button "Massage another foot (2 action point)">>
<<set $EventMark = "Feet left">>
<<set $MassageTension = 0>>
<<set $MassageCalminess += 3>>
<<set $MassageArousal += 3>>
<<set $MassageAction -= 2>>
<<replace "#massage_media">>
<<include "Massage Media">>
<</replace>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<</if>>
<<if $MassageAction <= 1>>
<br>
<</if>>
<</if>>
<<if $EventMark == "Feet left">>
<<if $MassageAction == 10>>
You switch to the other leg and continue the massage. $NPCstat[2].name smiles at you with satisfaction. Her gaze is blurred and there is arousal in her eyes.
<br>
<br><<PHR 2 "Good boy!">>
<br>You tense up internally at her words, but keep working on her foot. Kelly returns to her usual position.
<<else>>
You're rubbing her foot with circular motions. Not forgetting about the toes, you massage each of them separately, pinching it between your fingers and as if pulling it up. $NPCstat[2].name shivers with pleasure every time.
<</if>>
<<if $MassageAction >= 2 and $MassageTension < 50>>
<br><br>
<center>@@.btnWide;<<button "Continue (2 action point)">>
<<set $MassageTension += 10>>
<<set $MassageCalminess += 3>>
<<set $MassageArousal += 3>>
<<set $MassageAction -= 2>>
<<replace "#massage_stats">>
<<include "Massage Stats">>
<</replace>>
<<replace "#massage_main">>
<<include "Massage Main">>
<</replace>>
<</button>>@@</center>
<</if>>
<<if $MassageAction <= 1>>
<br>
<</if>>
<</if>>
<br>
<center>@@.btnWide;<<button "Finish massage" "Massage Finish">>
<<set $EventMark = "">>
<</button>>@@</center>
<</if>><<if $NPCmark == 0 and $location.sub == "living room">>
<<if $MassageCalminess >= 50>>
You did a good massage
<<AddStat 0 "love" 5 30>>
<<else>>
You did a certain massage
<</if>>
<</if>>
<<if $NPCmark == 0 and $location.sub == "garden">>
$NPCstat[0].name thanks you and returns to tanning.
<</if>>
<<if $NPCmark == 2 and $location.sub == "sis room">>
<<if $MassageCalminess >= 50>>
You finished the massage. $NPCstat[2].name stretches and yawns.
<br>
<<set _txt = "You're the best, " + $mc.name + "!">>
<br><<PHR 2 _txt>>
<<else>>
You finished the massage. Kelly looks displeased.
<br>
<<set _txt = "What was that, " + $mc.name + "? You didn't even try.">>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "I'm not a professional.">>
<br><<PHR 2 "That's not an excuse. You should put your heart into it! Try harder next time.">>
<</if>>
<</if>>
<br>
<<if $NPCmark == 0 and $location.sub == "living room">>
<br>
<<btnLink "Finish" "Living Room" "">>
<</if>>
<<if $NPCmark == 0 and $location.sub == "garden">>
<br>
<<btnLink "Finish" "Garden" "">>
<</if>>
<<if $NPCmark == 2 and $location.sub == "sis room">>
<<btnLink "Finish" "Sister Bedroom" "">>
<</if>><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "downtown" "gym">>
<br>
<<if $time.daytime >= 2 and $time.daytime < 7>>
<<if $item.gympass == false>>
<span id="buy_pass">
You don't have a gym membership and you can't practice in the gym.
<br><br>
@@.btnWide;<<button "Bye gym pass - 100$">>
<<if $money >= 100>>
<<set $money -= 100>>
<<set $item.gympass = true>>
<<replace "#buy_pass">>
You've bought gym membership. Now you can work out here.
<br><br>
<<btnLink "Work with weights" "Gym" "work with weights" 1>>
<</replace>>
<<else>>
<<replace "#buy_pass">>
You don't have a gym membership and you can't practice in the gym.
<br><br>
You don't have enough money...
<</replace>>
<</if>>
<</button>>@@
<br>
</span>
<<elseif $action.gymtrain>>
<i>You're feel too exhausted to train.</i>
<br>
<<else>>
<<btnLink "Work with weights" "Gym" "work with weights" 1>>
<</if>>
<<else>>
Gym is closed.
<br>
<</if>>
<br>
<<btnLink "Leave" "Downtown" "">>
<<case "work with weights">>
<<ActionMV "gym_background">>
<br>
You look at big juicy asses and feel your muscles grow and get tougher just by increasing level of testosterone. You also make several reps with dumbbells to strengthen the effect.
<<AddStat "mc" "buff" 2 20>>
<<AddStat "mc" "confidence" 1 40>>
<br><br>
<<btnLink "Finish" "Gym" "">>
<</switch>><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "downtown" "downtown">>
<br>
<<btnLink "Gym" "Gym" "">>
<<if $JessicaQuest[0].stage >= 3>>
<<btnLink "Photo Studio" "Photo Studio" "">>
<</if>>
<<if $time.daytime < 7>>
<br>
<<btnLink "Walk around" "Downtown" "" 1>>
<</if>>
<br>
<<btnLink "Go home" "Hallway" "">>
<<btnLink "Mall" "Mall Hall" "">>
<<btnLink "Sity Park" "Park Main" "">>
<</switch>><<switch $location.sub>>
<<case "take coffee">>
<<SmallImg "coffee">>
<<set _txt = $mc.name + ", have you seen " + $NPCstat[2].name + "? Usually, she's already down by this moment.">>
<br><<PHR 0 _txt>>
<br><<PHR "mc" "Yes, she decided to stay in bed a little longer today and asked me to bring her coffee.">>
<<if $KellyBringCoffeeCount == 0>>
<br><<PHR 0 "It's such a pity she won't be joining us for breakfast. So be it, then I'll also make toast for her.">>
<<else>>
<br><<PHR 0 "Again? So be it, I'll make coffee and toast for her.">>
<</if>>
<br>Soon $NPCstat[0].name hands you a cup of coffee and a plate with a toast.
<br><br>
<<set _txt = "Go to " + $NPCstat[2].name + " room">>
<<btnLink _txt "SB Events" "bring coffee">>
<<case "take coffee">>
<<set $KellyBringCoffeeCount += 1>>
<<SmallImg "coffee">>
<br>
When you step into $NPCstat[2].name's room, you can she's already dressed, but still lying on the bed.
<<if $KellyBringCoffeeCount == 1>>
<br>
<br><<PHR 2 "I thought you wouldn't come. Don't worry, it will soon turn into a habit for your.">>
<br><<PHR "mc" "I don't really wanna repeat that.">>
<br><<PHR 2 "Come on, you get it too much to heart. Take it easy, otherwise, you gonna swell up like a balloon fish.">>
<br>You put the coffee on the nightstand next to the bed. $NPCstat[2].name breathes in the smell and a satisfied smile appears on her face.
<br>
<<set _txt = "Excellent, as always. ">>
<<if $KellyQuest[1].stage < 5>>
<<set _txt += "You can go. And give my thanks to ">>
<<set _txt += $NPCstat[0].name>>
<<set _txt += "!">>
<<else>>
<<set _txt += "Now tell me what you wanted to talk about.">>
<</if>>
<br><<PHR 2 _txt>>
<<if $KellyQuest[1].stage < 5>>
<<set _txt = "I wanna talk about my ">>
<<if $NPCtrait[0].blood>>
<<set _txt += "Mom ">>
<<else>>
<<set _txt += "landlady ">>
<</if>>
<<set _txt += "You think I don't understand you're trying to influence her. Every day you attempt to instil your ideas inside her head.">>
<br><<PHR "mc" _txt>>
<<set _txt = "You fantasize too much, " + $mc.name + ". Yes, sometimes I give advice to " + $NPCstat[0].name + ", but only as a friend.">>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "I gave you my warning! You're not the only one who have a bag of tricks here.">>
<br><<PHR 2 "If your next trick is cleaning my room or washing my underwear, I'll be happy to see one of your tricks.">>
<<TH "I should think carefully about my strategy">>
<<PHR "mc" "We'll see...">>
<</if>>
<<else>>
<br>
<br><<PHR 2 "I thought you wouldn't come. Don't late next time.">>
<br>You put the coffee on the nightstand next to the bed. $NPCstat[2].name breathes in the smell and a satisfied smile appears on her face.
<br>
<<set _txt = "Excellent, as always. You can go. And give my thanks to " + $NPCstat[0].name + "!">>
<br><<PHR 2 _txt>>
<</if>>
<br>
<<btnLink "Leave her room" "Hallway" "">>
<<case "foot massage">>
<<set $action.massageKelly = true>>
<<NPCmedia "kelly" "bedroom_tease" 0>>
<br>
You entered $NPCstat[2].name's bedroom. She sits on bed with her laptop.
<br>
<<set _txt = $mc.name + "I'm so glad to see you!">>
<br><<PHR 2 _txt>>
<br>$NPCstat[2].name stretches out her legs toward you. She wiggles her toes as if luring you come closer.
<br>
<br><<PHR 2 "You know, i've been on my feet all day and i'm so tired.">>
<<TH "I think I know what she wants from me.">>
<<if $KellyMassageFeetCount == 1>>
<br><<PHR 2 "Why do you ask questions when you should act?">>
<br>$NPCstat[2].name crosses one leg over the other so that her foot is pointed at your face. You look down, embarrassed.
<br>
<<set _txt = "What's wrong, " + $mc.name + "? Is there something wrong with my feet? Actually, I think one of them is much larger than the second. Didn't you feel it when you gave me a massage?">>
<br><<PHR 2 _txt>>
<br>You want to say you didn't have time to compare her feet at that moment.
<<set _txt = "What do you say, " + $mc.name + "? If necessary, you can use your hands for measurements.">>
<br><<PHR 2 _txt>>
<<set _txt = "Listen, " + $NPCstat[2].name + ", if you want another foot massage, just say it straight.">>
<br><<PHR "mc" _txt>>
<<set _txt = $mc.name + ", it's only matter what you want.">>
<br><<PHR 2 _txt>>
<</if>>
<br>
<center>@@.btnWide;<<button "Give her foot massage">>
<<set $NPCmark = 2>>
<<set $location.sub = "sis room">>
<<set $EventMark = "Feet right">>
<<set $MassageAction = 20>>
<<set $MassageCalminess = 0>>
<<set $MassageArousal = 0>>
<<set $MassageTension = 0>>
<<goto "Massage Mode">>
<</button>>@@</center>
<br>
<<btnLink "Leave Room" "Hallway" "">>
<</switch>><span id="watch_media">
<<include "Watch Media">>
<br>
</span>
<span id="watch_stats">
<<include "Watch Stats">>
</span>
<span id="watch_main">
<<include "Watch Main">>
</span>/* WATCH PORN */
<<if $location.sub == "porn hardcore">>
<<set _path = "data/action/porn/hardcore_" + $PornId.hardcore + ".mp4">>
<div @class="'vid video'">
<video autoplay loop playsinline muted="muted">
<source @src="_path" type="video/mp4">
</video>
</div>
<</if>>
<<if $location.sub == "porn lesbian">>
<<set _path = "data/action/porn/lesbian_" + $PornId.lesbian + ".mp4">>
<div @class="'vid video'">
<video autoplay loop playsinline muted="muted">
<source @src="_path" type="video/mp4">
</video>
</div>
<</if>>/* WATCH PORN */
<<if $location.sub == "porn hardcore" and $EventMark == "">>
<center>@@.btnWide;<<button "Next video">>
<<set $PornId.hardcore += 1>>
<<if $PornId.hardcore == 4>>
<<set $PornId.hardcore = 1>>
<</if>>
<<replace "#watch_media">>
<<include "Watch Media">>
<br>
<</replace>>
<<replace "#watch_main">>
<<include "Watch Main">>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Jerk off">>
<<set $EventMark = "Jerk off">>
<<replace "#watch_main">>
<<include "Watch Main">>
<</replace>>
<</button>>@@</center>
<br>
<<btnLink "Turn off PC" "MC Room" "">>
<<elseif $location.sub == "porn hardcore" and $EventMark == "Jerk off">>
<<set $EventMark = "">>
You beat your meat.
<br><br>
<<btnLink "Turn off PC" "MC Room" "">>
<</if>>
<<if $location.sub == "porn lesbian" and $EventMark == "">>
<center>@@.btnWide;<<button "Next video">>
<<set $PornId.lesbian += 1>>
<<if $PornId.lesbian == 4>>
<<set $PornId.lesbian = 1>>
<</if>>
<<replace "#watch_media">>
<<include "Watch Media">>
<br>
<</replace>>
<<replace "#watch_stats">>
<<include "Watch Stats">>
<</replace>>
<<replace "#watch_main">>
<<include "Watch Main">>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Jerk off">>
<<set $EventMark = "Jerk off">>
<<replace "#watch_main">>
<<include "Watch Main">>
<</replace>>
<</button>>@@</center>
<br>
<<btnLink "Turn off PC" "MC Room" "">>
<<elseif $location.sub == "porn lesbian" and $EventMark == "Jerk off">>
<<set $EventMark = "">>
You beat your meat.
<br><br>
<<btnLink "Turn off PC" "MC Room" "">>
<</if>><<switch $EventMark>>
/* MEET */
<<case "Meet Adele">>
<<set $AdeleQuest[0].status = "active">>
<<NPCmedia "adele" "first meet" 0>>
<br>
At break, you notice a young girl walking into the library. She is clearly not a student, although she looks quite young. You stop one of your classmates.
<br>
<br><<PHR "mc" "Do you know who it is?">>
<br><<PHR "m_student" "She is our new librarian. Pretty hot stuff, isn't she?">>
<<if $mc.confidence >= 0>>
<br>It looks promising.
<<else>>
<br>It looks interesting.
<</if>>
<br><br>
<center>@@.btnWide;<<button "Leave" "School Hallway">>
<<set $EventMark = "">>
<<set $NewNPC = true>>
<<set $NPCstat[9].meet = true>>
<</button>>@@</center>
<</switch>><<switch $EventMark>>
/* SHOPPING */
<<case "Shopping quest(start)">>
<<set $KellyQuest[0].status = "active">>
<<NPCmedia "kelly" "shopping_ask" 0>>
<br>
As you're leaving your room, you bump into $NPCstat[2].name. She is surprisingly happy, as if she expected to see you.
<br>
<<set _txt = $mc.name + "! I was looking for you. ">>
<<if $KellyPeep>>
<<set _txt += "There was a bit of a misunderstanding between us, but I thought about it and decided it would be best for us to get over it and start with a clean slate.">>
<<else>>
<<set _txt += "I want to ask you a little favor.">>
<</if>>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "What do you want?">>
<br><<PHR 2 "I'm gonna go shopping this Saturday, buy some clothes, you know. It would be great if you be my guide and show me around.">>
<br>$NPCstat[2].name make the most innocent face possible.
<br><br>
<span id="dialog">
<center>@@.btnWide;<<button "Agree">>
<<set $KellyPeepForgive = true>>
<<set $PlannedSaturdayDate = "kelly">>
<<replace "#dialog">>
<<PHR 2 "It's gonna be awesome!">>
<br>$NPCstat[2].name smile and head toward the kitchen.
<br><br>
<<btnEventLink "Finish" "Hallway" "">>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Disagree">>
<<set $KellyQuest[0].status = "fail">>
<<set $NPCattract[0].Kelly += 1>>
<<replace "#dialog">>
<<set _txt = "Okay, then I'll ask " + $NPCstat[0].name + ".">>
<<PHR 2 _txt>>
<br>$NPCstat[2].name turn away and head toward the kitchen.
<br><br>
<<btnEventLink "Finish" "Hallway" "">>
<</replace>>
<</button>>@@</center>
</span>
<<case "Shopping(start)">>
<<set $PlannedSaturdayDate = "">>
<<set $KellyQuest[0].stage = 1>>
<<NPCmedia "kelly" "shopping_start" 0>>
<<set _txt = $mc.name + ", " + $mc.name + "!">>
<br><<PHR 2 _txt>>
<br>You hear $NPCstat[2].name's voice somewhere outside your room. It doesn't stop for a second. You look out, but can't see $NPCstat[2].name anywhere. Her voice comes from first floor. You go down and find her in the living room, sitting on the sofa in a waiting pose. She's wearing a sexy tight dress and high heels.
<br>
<br><<PHR 2 "Why aren't you ready for shopping? I'll wait you in the garage.">>
<br>Sighing, you went back to your room and quickly put on suitable clothes.
<span id="dialog">
<br><br>
<center>@@.btnWide;<<button "Go to garage">>
<<replace "#dialog">>
<br><br>
When you go down to the garage, you find Kelly in your $mom.mother's car. You feel anger and jealousy at the same time because $NPCstat[0].name won't let you drive her car.
<br>
<<set _txt = $mom.Mom + " trust you with the car?">>
<br><<PHR "mc" _txt>>
<br><<PHR 2 "Why are you so surprised? I think it's normal for good friends to borrow things from each other.">>
<br>You get comfortable in the seat and fasten your seat belt. $NPCstat[2].name looks at you, and you see a satisfied smile on her face.
<br>
<br><<PHR 2 "Don't tell me she won't let you drive?">>
<br><<PHR "mc" "I'm just not like driving.">>
<<set _txt = "As you say, " + $mc.name + ", as you say.">>
<br><<PHR 2 _txt>>
<br>$NPCstat[2].name pulls out of the garage and drives toward the mall.
<br><br>
<<btnEventLink "Enjoy the ride" "Kelly Story" "Shopping(arrive)" 1>>
<</replace>>
<</button>>@@</center>
</span>
<<case "Shopping(arrive)">>
<<LocImg "mall" "parking">>
<br>
After Kelly parked the car, you go inside the shopping center.
<br>
<br><<PHR 2 "First I want to buy a couple of new dresses">>
<br>
<<btnEventLink "Enter a boutique" "Kelly Story" "Shopping(boutique)">>
<<case "Shopping(boutique)">>
<<LocImg "mall" "female store">>
<br>
In the boutique, you are met by a saleswoman in a strict suit.
<br>
<<set _txt = "Good afternoon, welcome to our boutique, miss. You can call me " + $NPCstat[13].name + ".">>
<br><<PHR 13 _txt>>
<<set _txt = $NPCstat[2].name + " is my name. I wanna buy a pair of dresses which help me outshine everyone on the dance floor, you know.">>
<br><<PHR 2 _txt>>
<br><<PHR 13 "Sure, let me show you what's in our collection.">>
<br>The girls head to clothing stands while you decide to pick some fashion magazines from the glass table. In between, you eavesdrop on their conversation.
<br>
<<set _txt = $NPCstat[13].name + ", I just moved to this city and haven't chance to stroll down the streets. What places would you advise me to visit? I'm interested especially for the ones where the hot guys hang out.">>
<br><<PHR 2 _txt>>
<br><<PHR 13 "What about you companion?">>
<<if $KellyPeep>>
<br>$NPCstat[2].name leans over to the $NPCstat[13].name and begins to whisper something in her ear. Vicki starts to giggle, and at the end just covers her mouth with her hand trying not to laugh.
<br>
<br><<PHR 2 "So what's up with the guys?">>
<<else>>
<br><<PHR 2 "He's so boring. So what's up with the guys?">>
<</if>>
<br><<PHR 13 "Well, you should visit the Dark Apple. This is the most wicked club in town. You can also sign up to a gym, if you prefer athletic guys.">>
<br><<PHR 2 "Oh, I see you like to party...">>
<br><<TH "Damn, it looks like they're going to talk forever...">>
<br>
<<btnEventLink "Listen further" "Kelly Story" "Shopping(gossip)">>
<<case "Shopping(gossip)">>
<<set $KellyQuest[0].stage += 1>>
<<NPCmedia "kelly" "shopping_gossip" 0>>
<br>
$NPCstat[2].name keeps talking to the $NPCstat[13].name while you flip through the magazines.
<br><br>
<<if $KellyQuest[0].stage <= 4>>
<<btnEventLink "Continue listen" "Kelly Story" "Shopping(gossip)">>
<br><<btnEventLink "Stop her" "Kelly Story" "Shopping(boutique buy)">>
<<else>>
<br><<btnEventLink "Continue" "Kelly Story" "Shopping(boutique buy)">>
<</if>>
<<case "Shopping(boutique buy)">>
<<if $KellyQuest[0].stage == 2>>
<<set $mc.confidence += 2>>
<<elseif $KellyQuest[0].stage == 5>>
<<set $mc.confidence -= 2>>
<</if>>
<<set _stage = $KellyQuest[0].stage>>
<<set $KellyQuest[0].stage = 1>>
<<NPCmedia "kelly" "shopping_ask_bags" 0>>
<<if _stage < 5>>
<br>Your patience runs out and you decide to interrupt their conversation.
<br>
<br><<PHR "mc" "We're supposed to be shopping, not talking, aren't we?">>
<<set _txt = "This is so rude, " + $mc.name + ". But you're right, I don't have much time.">>
<<else>>
<<set _txt = "I'd talk to you all day, " + $NPCstat[13].name + ". But I don't have much time.">>
<</if>>
<br><<PHR 2 _txt>>
<br>$NPCstat[2].name starts trying on dresses, while $NPCstat[13].name evaluate each one. Finally, the dressing session ends, and the girls head to the counter. $NPCstat[13].name packed the clothes $NPCstat[2].name bought into branded bags and handed them to your roommate. She, in her turn, turns to you.
<<if $KellyCarryBags>>
<br>
<<set _txt = "Look what I have for you, "$mc.name + ".">>
<br><<PHR 2 _txt>>
<<else>>
<br>
<<set _txt = $mc.name + ", can you carry the bags?">>
<br><<PHR 2 _txt>>
<br>You seem to understand why she asked you to come with her.
<</if>>
<br><br>
<center>@@.btnWide;<<button "Agree to carry her bags" "Kelly Story">>
<<set $EventMark = "Shopping(carry agree)">>
<<set $mc.confidence -= 3>>
<</button>>@@</center>
<<if $mc.confidence >= -10>>
<<btnEventLink "Agree carry only a half" "Kelly Story" "Shopping(carry disagree)">>
<</if>>
<<if $mc.confidence >= 10>>
<<btnEventLink "Refuse to carry her bags" "Kelly Story" "Shopping(carry disagree)">>
<</if>>
<<case "Shopping(carry agree)">>
<<set $KellyCarryBags = true>>
<<NPCmedia "kelly" "shopping_carry_bags" 0>>
<br>
Without a word, you take the bags $NPCstat[2].name hands you and walk out of the boutique. $NPCstat[2].name says goodbye to the saleswoman and catches up with you.
<br>
<br><<PHR 2 "Now to the shoe store!">>
<br>
<center>@@.btnWide;<<button "Go to shoe shop" "Kelly Story">>
<<set $EventMark = "Shopping(shoe buy)">>
<<set $NewNPC = true>>
<<set $NPCstat[13].meet = true>>
<</button>>@@</center>
<<case "Shopping(carry disagree)">>
<<set $KellyQuest[0].stage = 2>>
<<NPCmedia "kelly" "shopping_gossip" 0>>
<br>
$NPCstat[2].name makes a sad face, and $NPCstat[13].name looks at you with disappointment, too.
<br>
<<set _txt = "I thought you were a gentleman, " + $mc.name + ". Do you really want a girl to carry all these heavy bags when it's going to be easiest thing for you?">>
<br><<PHR 2 _txt>>
<<set _txt = $NPCstat[2].name + "'s right, boys should help girls.">>
<br><<PHR 13 _txt>>
<<if $mc.confidence >= 0>>
<<TH "I don't owe anyone anything.">>
<<else>>
<<TH "Maybe, she's right.">>
<</if>>
$NPCstat[2].name sighs heavily.
<br>
<<set _txt = "Okay, " + $mc.name + ", I see you need a little push. If you carry my bags, I promise you a pleasant surprise when we get home. What do you say?">>
<br><<PHR 2 _txt>>
<br><<PHR 13 "Oh, my. I can only imagine how hot this surprise can be">>
<br>The girls wait for your decision.
<span id="dialog">
<br><br>
<<btnEventLink "Agree to carry her bags" "Kelly Story" "Shopping(carry agree)">>
<center>@@.btnWide;<<button "Agree carry only a half">>
<<replace "#dialog">>
<br><br>
You insist that everyone should bear half of bags.
<br>
<br><<PHR 2 "As you wish. There are no surprises for you then.">>
<br>$NPCstat[2].name grab her half, turns away, and walks toward the exit.
<br><br>
<center>@@.btnWide;<<button "Go to shoe shop" "Kelly Story">>
<<set $EventMark = "Shopping(shoe buy)">>
<<set $NewNPC = true>>
<<set $NPCstat[13].meet = true>>
<</button>>@@</center>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Refuse to carry her bags">>
<<replace "#dialog">>
<br><br>
You insist that she should bear all of bags.
<br>
<br><<PHR 2 "As you wish. There are no surprises for you then.">>
<br>$NPCstat[2].name grab bags, turns away, and walks toward the exit.
<br><br>
<center>@@.btnWide;<<button "Go to shoe shop" "Kelly Story">>
<<set $EventMark = "Shopping(shoe buy)">>
<<set $NewNPC = true>>
<<set $NPCstat[13].meet = true>>
<</button>>@@</center>
<</replace>>
<</button>>@@</center>
</span>
<<case "Shopping(shoe buy)">>
<<set _img = "data/npc/kelly/shopping_shoe.jpg">>
@@.picS;[img[_img]]@@
<br>
You enter a shoe store. The salesman hurries to you.
<br>
<br><<PHR 2 "Wow, that's the choice. Looks like we're gonna stop here for a long time.">>
<br><<PHR "m_salesman" "Let me help you, miss.">>
<br>$NPCstat[2].name starts trying on shoes, while the salesman circles around her, eager to please her every desire. Finally, she buys a couple of shoes and leaves the store.
<br>
<br><<PHR 2 "I think I bought everything I wanted.">>
<br>Then she spots the show-case of a lingerie store and smiles happily.
<br>
<br><<PHR 2 "Well, I was wrong about this.">>
<br>
<<btnEventLink "Enter lingerie shop" "Kelly Story" "Shopping(lingerie buy)">>
<<case "Shopping(lingerie buy)">>
<<LocImg "mall" "lingerie store">>
<br>
<<if $KellyCarryBags and $KellyQuest[0].stage == 1>>
You freeze before you enter, because this is the first time you'll be in a lingerie store.
<br>
<<set _txt = "Hurry up, " + $mc.name + ".">>
<br><<PHR 2 _txt>>
<br>You go inside. $NPCstat[2].name is already chatting with the saleswoman.
<br>
<<set _txt = "Stay close, " + $mc.name + ". I might need your help.">>
<br><<PHR 2 _txt>>
<br>While $NPCstat[2].name is shopping, you're looking at the variety of articles this store offers. Finally, $NPCstat[2].name steps out of the fitting room and heads to the counter.
<br>
<<set _txt = $mc.name + ", " + $mc.name + "! Why are you still sitting there?">>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "You said...">>
<br><<PHR 2 "You can see I'm gonna pay off. You should run over and get my bags. Why do I need to teach you?">>
<br><<TH "Who am I? A kind of servant for her?">>
<<set _txt = "Hurry up, " + $mc.name + ".">>
<br><<PHR 2 _txt>>
<br>You decide not protest right now and wordlessly take her bags.
<br>
<br><<PHR 2 "We can go home.">>
<<else>>
You freeze before you enter, because this is the first time you'll be in a lingerie store.
<br>
<<set _txt = "Hurry up, " + $mc.name + ".">>
<br><<PHR 2 _txt>>
<br>You go inside. $NPCstat[2].name is already chatting with the saleswoman.
<br>
<<set _txt = "Stay close, " + $mc.name + ". I might need your help.">>
<br><<PHR 2 _txt>>
<br>While $NPCstat[2].name is shopping, you're looking at the variety of articles this store offers. Finally, $NPCstat[2].name steps out of the fitting room and heads to the counter. She pays off and comes up to you
<<if $KellyCarryBags>>
handing you her last bags.
<<else>>
.
<</if>>
<br>
<br><<PHR 2 "We can go home.">>
<</if>>
<br>
<<btnEventLink "Go home" "Hallway" "" 1>>
/* AFTER SHOPPING */
<<case "After shopping(start)">>
<<set $KellyQuest[0].status = "complete">>
<<NPCmedia "kelly" "after_shopping" 0>>
<br>
<<if $KellyCarryBags>>
You arrive at home. You carry bags in $NPCstat[2].name's room.
<<else>>
You arrive at home. $NPCstat[2].name she disappears inside her room.
<</if>>
<br><br>
<<if $KellyCarryBags and $KellyQuest[0].stage == 2>>
<<btnEventLink "Wait for surprise" "Kelly Story" "After shopping(her room)">>
<<else>>
<<btnEventLink "Go to you room" "MC Room" "">>
<</if>>
<<case "After shopping(her room)">>
<<LocImg "mc_house" "sis_room">>
<br>
You lay bags on the bed. Satisfied $NPCstat[2].name plops down near them.
<br>
<br><<PHR 2 "Well, my little knight, are you ready for the promised surprise? I thought you deserved a little show.">>
<br>$NPCstat[2].name pulls lingerie out of bag.
<br>
<br><<PHR 2 "But you must wait outside while I'm changing.">>
<span id="dialog">
<br>
<<if $mc.confidence >= 20>>
<center>@@.btnWide;<<button "Insist that you stay">>
<<replace "#dialog">>
<br><<PHR "mc" "Since I've been working as a pack boy for you, I'm the one who should choose what kind of show he want to see.">>
<br>$NPCstat[2].name jumps out of bed to come to you. There's a glow of defiance in her eyes.
<br>
<<set _txt = "You're crossing a line, " + $mc.name + ". I can throw you out the door at any time.">>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "If you wanna have a little chance to manipulate me in the future, you should offer more worthwhile rewards.">>
<br><<PHR 2 "Fine, you can stay. But you must close your eyes.">>
<<AddStat "mc" "confidence" 5 100>>
<<AddStat 2 "obidience" 10 100>>
<br><br>
<<btnEventLink "Close your eyes" "Kelly Story" "After shopping(stay)">>
<</replace>>
<</button>>@@</center>
<</if>>
<<btnEventLink "Leave room" "Kelly Story" "After shopping(leave)">>
</span>
<<case "After shopping(stay)">>
<<set $KellyQuest[0].stage = 3>>
<<LocImg "mc_house" "sis_room">>
<br>
You stand in the middle of the room, listening how bags rustle as $NPCstat[2].name rummages through them. Then you hear the bed creak. You want to peek, but you decide to play by $NPCstat[2].name's rules for now.
<br>
<br><<PHR 2 "You may open your eyes.">>
<br>
<<btnEventLink "Open your eyes" "Kelly Story" "After shopping(show starts)">>
<<case "After shopping(leave)">>
<<LocImg "mc_house" "closed_door">>
<br>
You're standing outside $NPCstat[2].name's room. Anxious thoughts are swarming in your head.
<<TH "What if she just tell me fuck off?">>
<br>Several minutes pass in painful suspense.
<br><<PHR 2 "You may come in.">>
<br>
<<btnEventLink "Enter her room" "Kelly Story" "After shopping(show starts)">>
<<case "After shopping(show starts)">>
<<NPCmedia "kelly" "after_shopping_show_1" 1>>
<br>
<<if $KellyQuest[0].stage == 3>>
When you open your eyes,
<<else>>
When you go inside,
<</if>>
you freeze for a moment. $NPCstat[2].name is sitting on the bed turned her back to you. Pink underwear barely covers her sexy body.
<br><<TH "Even if she's a bitch, she's really hot.">>
$NPCstat[2].name giggles and starts swaying her ass.
<br>
<br><<PHR 2 "Like it? You can come closer. But control youself and keep it in your pants.">>
<br>You're getting closer. $NPCstat[2].name starts moving back and forth, almost hitting you with her ass.
<br>
<br><<PHR 2 "It would be so-o nice if you could touch me, wouldn't it? But you haven't earned it. Yet...">>
<br>
<<if $mc.confidence >= 20>>
<<btnEventLink "Smack her ass" "Kelly Story" "After shopping(smack ass)">>
<</if>>
<<btnEventLink "Continue watch" "Kelly Story" "After shopping(show continue)">>
<<case "After shopping(smack ass)">>
<<set $KellyShowSlapAss = true>>
<<NPCmedia "kelly" "slap_you" 0>>
<br>
You can't stay long and give her ass good slap. $NPCstat[2].name immediately spring up and hit you in your face.
<br>
<br><<PHR 2 "What are you doing, fucking perv? Get out of my room!">>
<br><<PHR "mc" "Stop playing missy innocent, you want that.">>
<<set _txt = "What? Do you forget who is in charge here? Leave now, otherwise I'll call " + $NPCstat[0].name + ".">>
<br><<PHR 2 _txt>>
<br>$NPCstat[2].name starts softly pushing you toward the exit. You won this time.
<<AddStat "mc" "confidence" 5 100>>
<br><br>
<<btnEventLink "Go to you room" "MC Room" "">>
<<case "After shopping(show continue)">>
<<NPCmedia "kelly" "after_shopping_show_2" 1>>
<br>
<<PHR 2 "I see you really like it. Wanna see the rest?">>
<br><<PHR "mc" "Sure, you still ask.">>
<<set _txt = "Not so fast. You could get a lot more of my body next time, but only if you'll be a good boy. Are you gonna be a good boy, " + $mc.name + "?">>
<br><<PHR 2 _txt>>
<br>
<<if $mc.confidence >= 20>>
<<btnEventLink "Demand she should show her tits" "Kelly Story" "After shopping(show tits)">>
<</if>>
<<if $mc.confidence >= -20>>
<<btnEventLink "Only if she'll be good girl" "Kelly Story" "After shopping(show continue_2)">>
<</if>>
<<btnEventLink "Nod your head" "Kelly Story" "After shopping(show continue_3)">>
<<case "After shopping(show tits)">>
<<set $KellyShowBreasts = true>>
<<NPCmedia "kelly" "after_shopping_show_2" 1>>
<br>
<<PHR "mc" "But the show not over.">>
<<set _txt = "What are you talking about, " + $mc.name + "?">>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "You haven't shown me your tits">>
<br><<PHR 2 "Someone's feeling daring today?">>
<br><<PHR "mc" "You promised me a show, but you just swayed your ass. You can only seduce beta boys this way.">>
<br>
<<NPCmedia "kelly" "after_shopping_show_tits" 1>>
<br>
$NPCstat[2].name stares at you.
<br>
<br><<PHR 2 "Then look closely, alpha man.">>
<br>She slowly lowers her bra, releasing her firm breasts. $NPCstat[2].name plays with it a little, squeezing her boobs and teasing you. Then she returns the bra back.
<br>
<br><<PHR 2 "That's enough for you. I'll call when I need you.">>
<<AddStat "mc" "confidence" 5 100>>
<<AddStat 2 "obidience" 10 100>>
<br><br>
<<btnEventLink "Go to you room" "MC Room" "">>
<<case "After shopping(show continue_2)">>
<<NPCmedia "kelly" "after_shopping_show_2" 1>>
<br><<PHR "mc" "Only if you'll be good girl.">>
<br>$NPCstat[2].name grins and walks over to you. Her fingers stroke your hair, moving lower, brushing lightly against your ear.
<br>
<br><<PHR 2 "You're starting to understand game's rules.">>
<br>Suddenly, her other hand moves to your groin and squeezes it.
<br>
<br><<PHR 2 "And the first rule is that I set the rules here!">>
<br><<PHR "mc" "You forgot my hands are free, too!">>
<br>You try to grab one of her breasts, but $NPCstat[2].name jumps away.
<br>
<br><<PHR 2 "That's enough games for today. I'm tired from shopping and wanna take a shower. But we absolutely should continue next time.">>
<br>You better be prepared...
<<AddStat 2 "trust" 5 100>>
<<AddStat 2 "love" 10 100>>
<br><br>
<<btnEventLink "Go to you room" "MC Room" "">>
<<case "After shopping(show continue_3)">>
<<NPCmedia "kelly" "after_shopping_show_3" 1>>
<br>
<br><<PHR 2 "Wonderful. I knew we gonna get along.">>
<br>$NPCstat[2].name continues swaying her ass.
<br>
<br><<PHR 2 "I thought you deserved one kiss. Come on, give one right here, on my sweet bum.">>
<br><<PHR "mc" "What? I won't do it!">>
<br>$NPCstat[2].name turns to you and laughs loudly.
<br>
<<set _txt = "Relax, " + $mc.name + ", I'm kidding. But if you change your mind, I'll wait for you right here.">>
<br><<PHR 2 _txt>>
<br>$NPCstat[2].name shows you her sexy ass one last time.
<br>
<br><<PHR 2 "You can go now. If you wanna jerk off, do it in your room and don't occupy bathroom. I gonna take shower.">>
<<RemoveStat "mc" "confidence" 5>>
<br><br>
<<btnEventLink "Go to you room" "MC Room" "">>
/* CONFRONTATION */
<<case "First Confrontation(setup)">>
<<set $KellyQuest[1].stage = 2>>
<<NPCmedia "kelly" "club_return(with Mel)" 1>>
<br>
The last match ends and you decide to go to bed. At that moment, you hear a noise on the ground floor. Opening the door a crack, you see two shadows rising up the stairs to the second floor. You easily recognize $NPCstat[2].name and $NPCstat[0].name.
<br>
<<set _txt = "I hope " + $mc.name + " doesn't wake up.">>
<br><<PHR 0 _txt>>
<br><<PHR 2 "Don't worry, I'm sure he's out like a light already.">>
<br>The girls go to their rooms, trying not make too much noise.
<<set _txt = $NPCstat[2].name + " has a negative effect on my " + $mom.mother + ". I need to talk to her about it.">>
<<TH _txt>>
<br>
<<btnEventLink "Close door" "MC Room" "">>
<<case "First Confrontation(start)">>
<<set $KellyQuest[1].stage = 3>>
<<if $KellyMassageFeetCount > 0>>
<<NPCmedia "kelly" "bedroom_tease" 0>>
<br>$NPCstat[2].name stretches out her legs toward you. She wiggles her toes as if luring you come closer.
<br>
<br><<PHR 2 "I'd love to talk to you, but I've been on my feet all day and feel so tired.">>
<<TH "I think I know what she wants from me.">>
<<PHR "mc" "I'm not forcing you to get out of bed.">>
<<set _txt = "Those aren't the words you should've said, " + $mc.name + ". Try one more time.">>
<br><<PHR 2 _txt>>
<<else>>
<<NPCmedia "kelly" "bedroom_wanna_talk" 0>>
<<set _txt = $mc.name + ", I'm a busy girl. If I don't see any use in the upcoming conversation, I won't talk.">>
<br><<PHR 2 _txt>>
<br>You gather your courage, trying to sound as confident as possible.
<br>
<br><<PHR "mc" "We're gonna talk one way or another.">>
<br><<PHR 2 "Then offer me something worthwhile in exchange.">>
<</if>>
<br>
<<if $KellyMassageFeetCount >= 2>>
<<btnEventLink "Ask if she wants foot massage" "Kelly Story" "First Confrontation(about massage)">>
<</if>>
<<if $KellyMassageFeetCount > 0>>
<<btnEventLink "Ask what she wants" "Kelly Story" "First Confrontation(about massage_ask)">>
<<else>>
<<btnEventLink "Ask what she wants" "Kelly Story" "First Confrontation(about wish)">>
<</if>>
<<if $mc.confidence >= -20>>
<<btnEventLink "Make your speech anyway" "Kelly Story" "First Confrontation(make speech)">>
<</if>>
<<case "First Confrontation(about massage_ask)">>
<<NPCmedia "kelly" "bedroom_wanna_talk" 0>>
<br><<PHR 2 "Why do you ask questions when you should act?">>
<br>$NPCstat[2].name crosses one leg over the other so that her foot is pointed at your face. You look down, embarrassed.
<br>
<<set _txt = "What's wrong, " + $mc.name + "? Is there something wrong with my feet? Actually, I think one of them is much larger than the second. Didn't you feel it when you gave me a massage?">>
<br><<PHR 2 _txt>>
<br>You want to say you didn't have time to compare her feet at that moment.
<br>
<<set _txt = "What do you say, " + $mc.name + "? If necessary, you can use your hands for measurements.">>
<br><<PHR 2 _txt>>
<<set _txt = "Listen, " + $NPCstat[2].name + ", if you want another foot massage, just say it straight.">>
<br><<PHR "mc" _txt>>
<<set _txt = $mc.name + ", it's only matter what you want.">>
<br><<PHR 2 _txt>>
<br>
<<btnEventLink "Ask if she wants foot massage" "Kelly Story" "First Confrontation(about massage)">>
<<case "First Confrontation(about massage)">>
<<NPCmedia "kelly" "bedroom_wanna_talk_2" 0>>
<<if $KellyMassageFeetCount >= 4>>
<<set _txt = "Of course, " + $mc.name + ", what else can you offer besides a foot massage? Am I kinda squeezing toy for you?">>
<br><<PHR 2 _txt>>
<br><<PHR 2 "How many times already you gave me a massage?">>
<br><<PHR "mc" "Honestly, I can't call to mind the...">>
<br><<PHR 2 "See? You don't even care about my feelings at all. It's all about you and my feet. You should offer something including me too.">>
<<set _txt = "Ok, " + $NPCstat[2].name + ". What would you want from me?">>
<br><<PHR "mc" _txt>>
<br>$NPCstat[2].name considers for a few moments.
<br>
<<set _txt = "Got it! I love lying in the bed on weekends, you know, but I also love the coffee " + $NPCstat[0].name + " makes. How about you bring it to me in the morning right here, in my room. That would be wonderful!">>
<br><<PHR 2 _txt>>
<<else>>
<<set _txt = "Finally, you're able to find right words and put them in the correct order. That's right, " + $mc.name + ". I want my beautiful wonderful lovely peerless legs to get the best massage you can give.">>
<br><<PHR 2 _txt>>
<br><<PHR 2 "You may start now, and I'll listen to what you've gotta tell me.">>
<</if>>
<br>
<<if $KellyMassageFeetCount >= 4>>
<<btnEventLink "Agree to bring coffee on weekends" "Kelly Story" "First Confrontation(coffee agree)">>
<<btnEventLink "You won't do it" "Kelly Story" "First Confrontation(coffee disagree)">>
<<else>>
<<btnEventLink "Give her another foot massage" "Kelly Story" "First Confrontation(about massage give)">>
<</if>>
<<case "First Confrontation(coffee agree)">>
<<set $KellyQuest[3].status = "active">>
<<set $KellyQuest[3].stage = 1>>
<<NPCmedia "kelly" "bedroom_wanna_talk_2" 0>>
<br><<PHR 2 "Great, we'll talk Saturday morning then.">>
<br><<PHR "mc" "But...">>
<<set _txt = "No buts, " + $mc.name + ", you signed up for this. Now, let me rest.">>
<br><<PHR 2 _txt>>
<br>
<<btnEventLink "Leave her room" "Hallway" "">>
<<case "First Confrontation(coffee disagree)">>
<<set $KellyQuest[3].status = "active">>
<<NPCmedia "kelly" "bedroom_wanna_talk_2" 0>>
<br><<PHR 2 "But if you don't do it, we won't be able to have conversation.">>
<br><<PHR "mc" "Do I look like your servant?">>
<br><<PHR 2 "But if you don't do it, we won't be able to have conversation. You gonna do what I ask, and I gonna do the same. Now, let me rest.">>
<br>
<<btnEventLink "Leave her room" "Kelly Story" "First Confrontation(end)">>
<<btnEventLink "Give her another foot massage" "Kelly Story" "First Confrontation(about massage give)">>
<<case "First Confrontation(about massage give)">>
<<set $KellyMassageFeetCount += 1>>
<<NPCmedia "kelly" "room_feet_massage_1" 1>>
<br>You slowly approach $NPCstat[2].name. She watches your every move intently, never ceasing to smile mockingly.
<br>
<<set _txt = "Don't be shy, " + $mc.name + " You already know what to do, and soon you'll get used to it.">>
<br><<PHR 2 _txt>>
<br>You get down on one knee and take one of her feet in your hands. $NPCstat[2].name nods, as if she lets you begin the massage. You start working with your fingers, carefully rubbing her foot. $NPCstat[2].name leans back and relaxes.
<br>
<br><<PHR 2 "Okay, you can tell me what's so important you wanna inform me.">>
<<set _txt = "I wanted to talk about your attempts to influence " + $NPCstat[0].name + ". I've eavesdropped on your conversations several times, and I know perfectly well that you wanna win her over to your side.">>
<br><<PHR "mc" _txt>>
<<set _txt = "Wow, " + $mc.name + ", I see you like not only peeking. But let me disappoint you, I haven't even started working with " + $NPCstat[2].name + " yet. Realize, you've already lost.">>
<br><<PHR 2 _txt>>
<br>You freeze, feeling a mix of rage and humiliation slowly fills you.
<br><<TH "Why the hell am I humiliating myself in front of her?">>
<br>$NPCstat[2].name twirls her foot a little, hinting you should go back to the massage. But you get to your feet and return to the room exit.
<br>
<br><<PHR "mc" "We'll see.">>
<br>
<<btnEventLink "Leave her room" "Hallway" "">>
<<case "First Confrontation(about wish)">>
<<NPCmedia "kelly" "bedroom_wanna_talk_2" 0>>
<br>
$NPCstat[2].name thinks for a moment. Then her face clears.
<br>
<br><<PHR 2 "Actually, I'd like some wine. Couple of bottles will be enough. And it will be great if you buy some good chocolate.">>
<br><<PHR "mc" "Wine? Do you wanna celebrate something?">>
<<set _txt = "I just wanna hang out down with " + $NPCstat[0].name + ", talk about girl stuff, you know.">>
<br><<PHR 2 _txt>>
<<set _txt = "That's what I wanted to talk about! You think I don't understand you're trying to influence my " + $mom.mother + "? I'm sure you wanna get her drunk, take advantage of it, and instil your ideas inside her head.">>
<br><<PHR "mc" _txt>>
<<set _txt = "Get her drunk? " + $mc.name + ", that's what a man would do. It's men who put drugs into girls alcohol, in order to later fuck her with their friends.">>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "I don't know anyone who would do that.">>
<<set _txt = "It's because you're a naive little boy, " + $mc.name + ".">>
<br><<PHR 2 _txt>>
<<if $KellyShowSlapAss>>
<br><<PHR "mc" "Your ass can say I'm naive.">>
<br><<PHR 2 "Oh, feeling brave? Then go on with what you started, raise your hand and hit me, right in the face.">>
<<set _txt = "Damn, if I do that, " + $NPCstat[0].name + " would throw me out of the house on the same day. I need to use a other way.">>
<<TH _txt>>
<<elseif $KellyShowBreasts>>
<br><<PHR "mc" "Maybe, I'm naive, but I've already seen your tits.">>
<br><<PHR 2 "Do you really think I'd let you see more than i wanted to show? Do you think you convinced me to do it?">>
<<set _txt = "I'm in charge here, " + $mc.name + ".">>
<br><<PHR 2 _txt>>
<<TH "Damn, I can't do anything with her right now. I need to use a other way.">>
<<else>>
<br>
<</if>>
<<PHR "mc" "I gave you my warning! You're not the only one who have a bag of tricks here.">>
<<set _txt = "Wow, " + $mc.name + ". I'm looking forward to see one of your... tricks.">>
<br><<PHR 2 _txt>>
<<TH "I should think carefully about my strategy">>
<span id="dialog">
<br>
<center>@@.btnWide;<<button "Leave her room">>
<<replace "#dialog">>
When you're almost out of the room, $NPCstat[2].name calls out to you. There's a slight sneer in her voice.
<br>
<br><<PHR 2 "Don't forget I like white and semi-sweet wine!">>
<br>
<<btnEventLink "Leave her room for sure" "Kelly Story" "First Confrontation(end)">>
<</replace>>
<</button>>@@</center>
</span>
<<case "First Confrontation(make speech)">>
<<NPCmedia "kelly" "bedroom_wanna_talk_2" 0>>
<<set _txt = "I owe you nothing, and you can't manipulate me the way you're trying to manipulate " + $NPCstat[0].name + ".">>
<br><<PHR "mc" _txt>>
<<set _txt = "You're so dense, " + $mc.name + ". You can't even figure out when a girl is flirting with you.">>
<br><<PHR 2 _txt>>
<<set _txt = "I'm not so naive as to fall for your tricks. I don't know what you're up to, but you should leave my " + $mom.mother + " alone.">>
<br><<PHR "mc" _txt>>
<<set _txt = "And you're gonna be really mad if I refuse you? I wanna look at evil " + $mc.name + " so much.">>
<<if $KellyShowSlapAss>>
<<set _txt += " What are you gonna do, spank me?">>
<<elseif $KellyShowBreasts>>
<<set _txt += " What are you gonna do, strip me and put in the corner?">>
<<else>>
<<set _txt += " What are you gonna do?">>
<</if>>
<br><<PHR 2 _txt>>
<br><<PHR "mc" "Don't worry, I'll think of something original.">>
<br><<PHR 2 "I sincerely hope so. Now - Shoo, Shoo!">>
<br>$NPCstat[2].name makes waves with her hands, as if scaring you away.
<<TH "She's really got a problem.">>
<<AddStat "mc" "confidence" 10 100>>
<br>
<<btnEventLink "Leave her room" "Kelly Story" "First Confrontation(end)">>
<<case "First Confrontation(end)">>
<<set $KellyQuest[1].stage = 4>>
<<LocImg "mc_house" "closed_door">>
<<set _txt = "It's getting annoying. First of all, I should learn more about " + $NPCstat[2].name + ". I think I'll start by asking " + $mom.Mom + ".">>
<br><<TH _txt>>
<<if $KellyQuest[3].status = "active" and $KellyQuest[3].stage == 0>>
<br><<TH "Or I can bring her coffee only that time and try to talk to her again.">>
<</if>>
<br>
<<btnEventLink "Continue" "Hallway" "">>
<<case "Confrontation(wine)">>
<<set $KellyQuest[2].stage = 1>>
<<NPCmedia "melinda" "kitchen" 0>>
<<set _txt = $mc.name + ", I'm glad I met you. I want to ask you to go to the store and buy a couple of bottles of wine.">>
<br><<PHR 0 _txt>>
<<set _txt = $NPCstat[2].name + " asked you to, didn't she?">>
<br><<PHR "mc" _txt>>
<br><<PHR 0 "Yes, but how did you guess?">>
<br><<PHR "mc" "She asked me the same thing the other day.">>
<br><<PHR 0 "Why did you refuse?">>
<br>You sigh and gather your strength.
<br>
<<set _txt = $mom.Mom + ", I think she's trying to get you drunk so she can influence you more easily.">>
<br><<PHR "mc" _txt>>
<<set _txt = "What are you talking about, " + $mc.name + "? " + $NPCstat[2].name + " could barely overcome her embarrassment at the moment when she asked me for wine. I understand that part of you is protesting that someone else is living in our house, in your sister's room. But I'm asking you to be conscious. You're a grown man now. Will you do that for me?">>
<br><<PHR 0 _txt>>
<<set _txt = "Okay, " + $mom.Mom + ".">>
<br><<PHR "mc" _txt>>
<br>Melinda hands you a banknote.
<br>
<br><<PHR 0 "Don't forget visit the store.">>
<br><b><i>You got 100$</i></b>
<br><br>
<<btnEventLink "Continue" "Hallway" "">>
<<case "Confrontation(wine buy)">>
<<set $KellyQuest[2].stage = 3>>
<<LocImg "places" "shop_wine">>
<br>
You approach the wine shelves.
<<set _txt = $NPCstat[2].name + " said she prefered white and semi-sweet, didn't she?">>
<br><<TH _txt>>
<br>
<span id="action">
<center>@@.btnWide;<<button "Buy red dry wine">>
<<replace "#action">>
<<set $money -= 80>>
<<set $item.wine = 1>>
<center>You bought wine.</center>
<br>
<<btnEventLink "Go home" "Kelly Story" "Confrontation(wine deliver)">>
<</replace>>
<</button>>@@</center>
<center>@@.btnWide;<<button "Buy white semi-sweet wine">>
<<replace "#action">>
<<set $money -= 80>>
<<set $item.wine = 2>>
<center>You bought wine.</center>
<br>
<<btnEventLink "Go home" "Kelly Story" "Confrontation(wine deliver)">>
<</replace>>
<</button>>@@</center>
</span>
<<case "Confrontation(wine deliver)">>
<<if $item.wine == 1>>
<<SmallImg "wine_red">>
<<elseif $item.wine == 2>>
<<SmallImg "wine_white">>
<</if>>
<br>
You're going home. $NPCstat[2].name and $NPCstat[0].name are waiting for you in the kitchen. You put the bottles on the table, and $NPCstat[2].name immediately grabs one of them and starts examining the label.
<br>
<<if $item.wine == 2>>
<<set _txt = "Wow, you've remembered about my preferences. Thank You, " + $mc.name + ".">>
<br><<PHR 2 _txt>>
<<set _txt = "Thank You, " + $mc.name + ".">>
<br><<PHR 0 _txt>>
<<elseif $item.wine == 1>>
<<set _txt = "Wow, this is one of my favorite brands. Thank You, " + $mc.name + ".">>
<br><<PHR 2 _txt>>
<<set _txt = "Thank You, " + $mc.name + ".">>
<br><<PHR 0 _txt>>
<<TH "Is she faking it or she lied about her preferences, knowing I would do exactly the opposite?">>
<</if>>
<br>
<<btnEventLink "Leave kitchen" "Hallway" "">>
<</switch>><center><b><i><u>Credits</u></i></b></center>
<br><<PHR "mc" "Tyler Nixon">>
<br><<PHR 0 "Alexis Fawx">>
<br><<PHR 1 "Sydney Cole">>
<br><<PHR 2 "Cassidy Klein">>
<br><<PHR 3 "Naomi Swann">>
<br><<PHR 6 "Bailey Brooke">>
<<if $NTRmode>>
<br><<PHR 7 "Jason Luv">>
<</if>>
<br><<PHR 8 "Ana Foxxx">>
<br><<PHR 9 "Sheri Vi">>
<br><<PHR 12 "Tory Lane">>
<br><<PHR 13 "Megan Sage">>
<br><<PHR 14 "Nicole Aniston">>
<br><<PHR 15 "Ava Parker">>
<br><br>
<center><<return "Close">></center><<if $time.date == 2 and $mc.confidence < 0>>
<<set _img = "data/npc/kelly/feet_dream_1.jpg">>
@@.picS;[img[_img]]@@
<<set _txt = "Do you like my feet, " + $mc.name + "?">>
<br><<PHR 2 _txt>>
<br>It's a bad sign that you started dreaming about her feet.
<<else>>
You didn't dream anything last night...
<</if>><<widget "FormDates">>
<<if $time.weekday == 5 and $PlannedSaturdayDate == "">>
<<if $time.daytime >= 1 and $time.daytime <= 5>>
<<if $MelindaDates == false>>
<br>
<<set _txt = "Spend time with " + $NPCstat[0].name>>
<<btnEventLink _txt "Melinda Dates" "Start Date">>
<</if>>
<<if $LindseyDates == false and $money >= 100 and $LindseyQuest[0].stage >= 999>>
<br>
<<set _txt = "Spend time with " + $NPCstat[3].name + " - 100$">>
<<btnEventLink _txt "Lindsey Dates" "Start Date">>
<</if>>
<</if>>
<<elseif $time.weekday == 5>>
<<if $PlannedSutardayDate == "kelly">>
<br>
Today you go shopping with $NPCstat[2].name.
<</if>>
<</if>>
<<if $time.weekday == 6 and $PlannedSundayDate == "">>
<<if $time.daytime >= 1 and $time.daytime <= 5>>
<<if $MelindaDates == false>>
<br>
<<set _txt = "Spend time with " + $NPCstat[0].name>>
<<btnEventLink _txt "Melinda Dates" "Start Date">>
<</if>>
<<if $LindseyDates == false and $money >= 100 and $LindseyQuest[0].stage >= 999>>
<br>
<<set _txt = "Spend time with " + $NPCstat[3].name + " - 100$">>
<<btnEventLink _txt "Lindsey Dates" "Start Date">>
<</if>>
<</if>>
<<elseif $time.weekday == 6>>
<<if $PlannedSundayDate == "kelly">>
<br>
Today you go shopping with $NPCstat[2].name.
<</if>>
<</if>>
<</widget>>
<<widget "ShowMoodStatus">>
<<if $args[0] == 0>>
<b>Affection fo you:</b> $NPCattract[_i].mc
<br>
<<if $NPCattract[0].mc < 3>>
$NPCstat[0].name treats you as a her beloved $son.son
<<else>>
$NPCstat[0].name treats you as a her beloved $son.son, but sometimes she can't help by realize how much you're grown up.
<</if>>
<br>
<b>Affection fo $NPCstat[2].name:</b> $NPCattract[_i].Kelly
<br>
$NPCstat[0].name and $NPCstat[2].name are good friends
<</if>>
<<if $args[0] != 0>>
<br>
<</if>>
<</widget>>
<<widget "RandomEncounters">>
<</widget>><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "downtown" "photo studio">>
<br>
<<if $time.daytime <= 4>>
You see Jessica.
<br><br>
<<btnLink "Talk with her" "Photo Studio" "Jessica(talk)">>
<</if>>
<br>
<<btnLink "Leave" "Downtown" "">>
<<case "Jessica(talk)">>
<<LocImg "downtown" "Jessica(talk)">>
<<if $JessicaQuest[0].stage == 4>>
<br><<PHR 6 "Did you finally decide to shoot? If you're ready, go to the dressing room.">>
<<else>>
<br><<PHR "mc" "How are my photos doing?">>
<br><<PHR 6 "I'm still working on them.">>
<</if>>
<br>
<<if $JessicaQuest[0].stage == 4>>
<<btnLink "Go to the dressing room" "Downtown" "Jessica(shooting)" 1>>
<</if>>
<<btnLink "Leave" "Downtown" "">>
<<case "Jessica(shooting)">>
<<LocImg "downtown" "Jessica(shooting)">>
<br>
<<if $JessicaQuest[0].stage == 4>>
<<set $EventMark = "About job(change)">>
<<goto "Jessica Story">>
<</if>>
<br><br>
<<btnLink "Leave" "Downtown" "">>
<</switch>><<set $Tutorial = true>>
Your confidence: $mc.confidence
<br>Your athleticism: $mc.buff
<<silently>>
<br><br>
<<if $mc.penisSize == "huge">>
You have a huge penis.
<<elseif $mc.penisSize == "average">>
<You have a average penis.
<<elseif $mc.penisSize == "small">>
You have a small penis.
<</if>>
<</silently>>
<br><br>
<center><<return "Close">></center><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "mall" "shoe store">>
<br>
<<btnLink "Leave" "Mall Hall" "">>
<</switch>><<SityEvents>>
<<switch $location.sub>>
<<case "">>
<<LocImg "mall" "lingerie store">>
<br>
<<btnLink "Leave" "Mall Hall" "">>
<</switch>><<if $Background == 1>>
<<addclass "body" "background">>
<</if>><a href="https://www.patreon.com/antimyx" target="_blank">@@.pic;<img src="data/gui/patreon_banner.jpg">@@</a>
<a href="https://discord.gg/NTyTfP38NV" target="_blank">@@.pic;<img src="data/gui/discord_banner.jpg">@@</a><<switch $EventMark>>
/* INITIATION */
<<case "Initiation(start)">>
<<set $ClaireQuest[0].status == "active">>
<<SmallImg "phone">>
<br>
<br>
<<btnEventLink "Hang up" "MC Room" "">>
<</switch>><<if $KellyQuest[1].status == "active" and $KellyQuest[1].stage == 4>>
<br>
<i>You should talk to $NPCstat[0].name and find out something useful about $NPCstat[2].name(not implemented in this version)</i>
<</if>>