diff --git a/DoL Changelog.txt b/DoL Changelog.txt index 340e736647d7e3b7c097059664aaa484ede9ac50..025b96b8b6c987931334e4ea2312f0d172b7e8c9 100644 --- a/DoL Changelog.txt +++ b/DoL Changelog.txt @@ -29,7 +29,7 @@ Added the "Withering Truths" feat. Thanks to Lollipop Scythe for the following additions and improvements: Items in clothing shops can now have multiple styles, that can be switched when viewing an item. All the classic items have been moved back to the main clothing shop as an alternate style. -Added and orgasm scene add-on when breastfeeding during a mansion job. +Added an orgasm scene add-on when breastfeeding during a mansion job. Re-wrote the island build system to improve it's usability and code. Minor additions to Sydney comments to the pc. @@ -53,12 +53,12 @@ Added the "serving" trait to the cheongsam and short cheongsam. Thanks to Lollipop Scythe for the following balance changes: Increased the impact on the chance of food events appearing when searching along the shore on the island, particularly when camped at the rocky hillock. -Mother's can now use breast pumps while still having low awareness in specific locations. Thanks to Lollipop Scythe. +Mothers can now use breast pumps while still having low awareness in specific locations. Thanks to Lollipop Scythe. Increased the rarity of getting food from the bird feeder on the island to make upgrading it worth it. Thanks to Lollipop Scythe. Slightly increased the chances of getting wood on the island when specifically searching for it. -Fame will no longer effect allure when on the lost island. +Fame will no longer affect allure when on the lost island. Using pepper spray on the island will no longer be counted as assault. -Stealing from islander's now has a 10% chance to steal food, or a 5% chance to steal wood when effective skulduggery is above grade A. +Stealing from islanders now has a 10% chance to steal food, or a 5% chance to steal wood when effective skulduggery is above grade A. Naked NPCs can no longer be stolen from. Adjusted the journal. @@ -130,6 +130,28 @@ Fixed combat sprites for butterfly hairpin. Thanks to Beta. Fixed turtleneck leotard breast sprites. +0.4.3.1 +The PC will now be embarrassed to be naked in the temple cloister. +Added a small scene to the temple cloister. +The PC should now get dressed after helping an orphan pick up their dropped paper at the orphanage. +Fixed some NPC errors found when your camp in the gulch is found when sleeping on the island. Thanks to Lollipop Scythe. +Properly setup the temple wardrobe for future use. Thanks to Lollipop Scythe. +Fix to some shop code running too late, creating empty pages. Thanks to Lollipop Scythe. +Removed a superfluous sleep option from the temple quarters. + +Thanks to PurityGuy for the following fixes: +Fixed a warp from the temple bunk beds to the orphanage. +Fixed outfits being destroyed or deleted at the temple beds. +Fixed the shortcut tunnel from the park to the school. +Bailey will no longer show up at the temple before the player's promotion. +Patched the leaky roof in the temple's training quarters. +Fixed certain link text displaying with blind stats turned on. +Fixed an issue with the new linkOverride code, thanks to Majou. +Fixed several softlocks caused by Sydney leaving for the night. +Fixed a time inconsistency with the path to the cloister. +Typos and pronoun issues. + + 0.4.2.7 Fixed the infinite the loop when going to Alex's Farm with a pregnant belly. Thanks to Cutiland. Fixed an issue with Alex's gender in some passages. Thanks to Cutiland. @@ -138,7 +160,7 @@ Fixed bug with moderate start gender settings, including a fix for pre-existing Journal will now display the time you need to be outside the brothel for the escort job. Thanks to Kirsty. Fixed broken image bugs for combat legwear and rag shop trait. Thanks to Kirsty. Filled out missing icons and fixed some line break issues. Thanks to Kirsty. - +Fixed an error found when gagged in the prison. Thanks to Khaos423. 0.4.2.6 Safe island events now have a 50% chance of triggering before allure is taken into account. diff --git a/game/base-system/text.twee b/game/base-system/text.twee index 9699cbd304e8d3a1662f58ff48d453a1f826beeb..4c9f3b3fbb1411a3a657b1117c01de2de6fcf1f5 100644 --- a/game/base-system/text.twee +++ b/game/base-system/text.twee @@ -6252,7 +6252,12 @@ <</widget>> <<widget "monk">><<silently>> - <<set _text_output to ($pronoun is "m" ? "monk" : "nun")>> + <<if _args[0] is "desc">> + <<set _text_output to $description + " ">> + <<set _text_output += ($pronoun is "m" ? "monk" : "nun")>> + <<else>> + <<set _text_output to ($pronoun is "m" ? "monk" : "nun")>> + <</if>> <</silently>><<print _text_output>><</widget>> <<widget "monks">><<silently>> diff --git a/game/overworld-town/loc-home/events.twee b/game/overworld-town/loc-home/events.twee index 95ee9975cd1a8c280d4786fa96e9c3b29ea8bb79..4b663041a5671611e55d905cc02a959b78184912 100644 --- a/game/overworld-town/loc-home/events.twee +++ b/game/overworld-town/loc-home/events.twee @@ -1116,10 +1116,10 @@ You ask the <<person>> to sit down until you can replace <<his>> bandages. A def <</if>> <br><br> - +<<clotheson>> <<endcombat>> -<<link [[Next|Orphanage]]>><<endevent>><</link>> +<<link [[Next|Orphanage]]>><</link>> :: Home Orphan Music Calm Choice <<effects>> diff --git a/game/overworld-town/loc-island/main.twee b/game/overworld-town/loc-island/main.twee index 59b3dd2b1dda951df56191e27505f97991c7f4f1..91448ad2a7f90ae25a8989ada1dc21607925e51e 100644 --- a/game/overworld-town/loc-island/main.twee +++ b/game/overworld-town/loc-island/main.twee @@ -548,6 +548,7 @@ Where do you want to explore? <<if $island[$island.home].trap is "simple" and random(1, 2) is 2 or $island[$island.home].trap is "basic" and random(1, 4) gte 2 or $island[$island.home].trap is "advanced">> You're awoken by a scream. Your trap caught someone. There are three other voices however, coming this way.<<lcamp_concealment>><<set $island.hide += 1>> <br><br> + <<endevent>> <<generateRole 0 0 "islander">> <<generateRole 1 0 "islander">> <<generateRole 2 0 "islander">> @@ -576,10 +577,6 @@ Where do you want to explore? <</if>> <<lcamp_concealment>><<set $island.hide += 1>> <br><br> - <<generateRole 0 0 "islander">> - <<generateRole 1 0 "islander">> - <<generateRole 2 0 "islander">> - <<person1>> <<link [[Defend yourself|Island Sleep Defend]]>><<unset $island_roll>><</link>> <br> /* diff --git a/game/overworld-town/loc-temple/cloister.twee b/game/overworld-town/loc-temple/cloister.twee index 43b93fd5bb0af90b86344ad5768c9ee4ecad6e74..36686848b191924598a3beac21a4b343fce43ce8 100644 --- a/game/overworld-town/loc-temple/cloister.twee +++ b/game/overworld-town/loc-temple/cloister.twee @@ -6,29 +6,54 @@ You are in the temple cloister, an area not accessible by the public. <<if $male A six-armed, six-winged angel statue stands resolute in the centre. Its bottom two arms hold a large mirror at ground level. <br><br> - -<<if $temple_cloister_progress is undefined>> - <<link [[Explore (1:00)|Temple Cloister Explore]]>><<set $temple_cloister_progress to 1>><<pass 60>><</link>> +<<if isPlayerNonparasitePregnancyEnding() and !$possessed>> + <<pregnancyWatersBrokenPassout "temple">> +<<elseif $stress gte $stressmax>> + <<passouttemple>> +<<elseif $exposed gte 1>> + You creep around the cloister, concealing your nudity behind a column of gargoyles whenever you hear the shuffle of feet. + <br><br> + <<if $temple_cloister_progress>> + <<link [[Secret passage to quarters (0:01)|Temple Quarters]]>><<pass 1>><</link>> + <br> + <</if>> + <<link [[Public hall (0:01)|Temple]]>><<pass 1>><</link>> <br> -<<else>> - <<link [[Training room (0:01)|Temple Cloister Training]]>><<pass 1>><</link>> +<<elseif $temple_monk_days gte 7 and $loris_met is undefined>> + <<generateTemple 1>><<person1>> + You notice a <<monk desc>> knelt in prayer before the statue, so still <<he>> could be a statue <<himself>>. <<His>> lips move, then <<he>> rises and opens <<his>> eyes. + <br><br> + "Ah," <<he>> says with a smile. "I haven't seen you before." <<He>> bows. "Welcome to our order." + <br><br> + <<link [[Next|Temple Loris]]>><<saveNPC 0 "loris_younger">><<set $loris_met to 1>><</link>> <br> - <<if $temple_confessor_intro>> - <<link [[Examine the statue of Virgo|Temple Cloister Statue]]>><</link>> +<<else>> + <<if $temple_cloister_progress is undefined>> + <<link [[Explore (1:00)|Temple Cloister Explore]]>><<set $temple_cloister_progress to 1>><<pass 60>><</link>> <br> <<else>> - <<link [[Examine the six-armed statue|Temple Cloister Statue]]>><</link>> + <<link [[Training room (0:01)|Temple Cloister Training]]>><<pass 1>><</link>> + <br> + <<if $temple_confessor_intro>> + <<link [[Examine the statue of Virgo|Temple Cloister Statue]]>><</link>> + <br> + <<else>> + <<link [[Examine the six-armed statue|Temple Cloister Statue]]>><</link>> + <br> + <</if>> + <<link [[Look into the mirror|Temple Cloister Mirror]]>><<preMirror>><</link>> + <br> + <<link [[Showers (0:01)|Temple Cloister Showers]]>><<pass 1>><</link>> <br> <</if>> - <<link [[Look into the mirror|Temple Cloister Mirror]]>><<preMirror>><</link>> <br> - <<link [[Showers (0:01)|Temple Cloister Showers]]>><<pass 1>><</link>> + <<if $temple_cloister_progress>> + <<link [[Secret passage to quarters (0:01)|Temple Quarters]]>><<pass 1>><</link>> + <br> + <</if>> + <<link [[Public hall (0:01)|Temple]]>><<pass 1>><</link>> <br> <</if>> -<br> - -<<link [[Leave|Temple]]>><</link>> -<br> :: Temple Cloister Explore <<effects>><<set $outside to 0>> @@ -71,7 +96,7 @@ You look at the closest gargoyle. It grins back at you. One hand rests on the st Jordan leads you down one of the underground passages, and pauses beside a wooden door. "Remember," <<he>> says over the sound of clanging metal. "Everything you learn here is a secret to the outside world." The clanging becomes much louder as the heavy door swings open. <br><br> -A <<person2>><<person>> and <<person3>><<person>> dance in the middle of a circular room. They pirouette away from each other, then lunge to meet once more, leaving a trail of sand in their wake. Then they repeat. Each time, a clang of metal rings out. They're not dancing. They're fighting. +A <<person2>><<monk desc>> and <<person3>><<monk desc>> dance in the middle of a circular room. They pirouette away from each other, then lunge to meet once more, leaving a trail of sand in their wake. Then they repeat. Each time, a clang of metal rings out. They're not dancing. They're fighting. <br><br> Three others stand with arms folded, watching. Jordan claps <<person1>><<his>> hands, and the battle stops. @@ -83,10 +108,10 @@ Three others stand with arms folded, watching. Jordan claps <<person1>><<his>> h :: Temple Cloister Explore 4 <<effects>> <<person1>> -"This is one of our training rooms," Jordan says. <<He>> <<person2>>addresses the <<person>>. "<<if $pronoun is "m">>Brother<<else>>Sister<</if>>. Please present your weapon." +"This is one of our training rooms," Jordan says. <<He>> <<person2>>addresses the <<monk desc>>. "<<if $pronoun is "m">>Brother<<else>>Sister<</if>>. Please present your weapon." <br><br> -The <<person>> rests <<his>> baton in both hands as <<he>> steps forward, holding it out for you to see. Rings of metal surround a thick wooden shaft. +The <<monk desc>> rests <<his>> baton in both hands as <<he>> steps forward, holding it out for you to see. Rings of metal surround a thick wooden shaft. <br><br> "We use two weapons in our duties here," Jordan continues. "This baton is one of them." <<person1>><<He>> reaches beneath <<his>> habit, and produces a coiled whip. <<He>> holds it out of you to inspect. "This is the other. Choose one." @@ -104,13 +129,13 @@ The <<person>> rests <<his>> baton in both hands as <<he>> steps forward, holdin :: Temple Cloister Baton <<effects>> -The <<person2>><<person>> hands you the baton. It's heavier than it looks, particularly at the tip. +The <<person2>><<monk desc>> hands you the baton. It's heavier than it looks, particularly at the tip. <br><br> "Now step into the arena <<sister>>," Jordan says, addressing you. "Don't worry. This is just a demonstration." <br><br> -You step with Jordan onto the sand. <<person3>>The <<person>> hands <<him>> a baton of <<person1>><<his>> own. "By sparring, we become closer to one another. Don't put too much force into your blows. Not here." Without warning, <<he>> springs forward <span class="red">delivering a painful smack to your hip</span> and landing behind you.<<pain 1>><<gpain>> +You step with Jordan onto the sand. <<person3>>The <<monk desc>> hands <<him>> a baton of <<person1>><<his>> own. "By sparring, we become closer to one another. Don't put too much force into your blows. Not here." Without warning, <<he>> springs forward <span class="red">delivering a painful smack to your hip</span> and landing behind you.<<pain 1>><<gpain>> <br><br> <<link [[Counterattack|Temple Cloister Baton Counterattack]]>><</link>> @@ -217,7 +242,7 @@ An uneasy silence descends on the arena. The <<monks_and_nuns>> glance at each o Jordan leads you from the room, and back to the cloister. You follow <<him>> around the edge, and down another passage. There are no doors along the corridor here, save at the end. Jordan opens it. <br><br> -Inside are a <<person2>><<person>> and <<person3>><<person>>, standing beside a lit brazier. Smoke rises through a hole in the ceiling. +Inside are a <<person2>><<monk desc>> and <<person3>><<monk desc>>, standing beside a lit brazier. Smoke rises through a hole in the ceiling. <br><br> The pair bow to Jordan, and observe you with curious eyes. @@ -231,7 +256,7 @@ The pair bow to Jordan, and observe you with curious eyes. <<person1>>"Light the brazier," Jordan says. A curious command, as the brazier is already lit. "I want a demonstration for our new <<sister>>." <br><br> -The <<person2>><<person>> approaches a row of shelves along one wall, and reaches into a jar. <<He>> withdraws the hand, now clasped, and returns to the brazier. +The <<person2>><<monk desc>> approaches a row of shelves along one wall, and reaches into a jar. <<He>> withdraws the hand, now clasped, and returns to the brazier. <br><br> A sweet-smelling incense fills the room as <<he>> flicks a fistful of powder on the flame.<<garousal>><<ghallucinogens>><<hallucinogen 60>><<arousal 600>> <br><br> @@ -278,7 +303,7 @@ The slab is restored with a thud. "More experienced <<brothers_and_sisters>> wil :: Temple Cloister Explore 11 <<effects>> <<generate4>> -You follow Jordan back to the cloister, then to the temple proper. <<He>> leads you towards the confessional. A <<person4>><<person>> emerges at that moment, looking serene. +You follow Jordan back to the cloister, then to the temple proper. <<He>> leads you towards the confessional. A <<person4>><<monk desc>> emerges at that moment, looking serene. <br><br> Jordan pauses, and watches <<him>> leave the building. <br><br> @@ -366,7 +391,7 @@ The hem of <<his>> habit flares as <<he>> turns and departs. <<generateTemple 1>> <<generateTemple 2>> <<person1>> - You enter one of the training rooms, and find a <<person>> sparring with a <<person2>><<person>>. A weapon rack sits at the back of the room, sporting vicious-looking whips and batons. + You enter one of the training rooms, and find a <<monk desc>> sparring with a <<person2>><<monk desc>>. A weapon rack sits at the back of the room, sporting vicious-looking whips and batons. <br><br> <<else>> You enter one of the training rooms. It's empty. Despite the heavy use it sees during the day, not a grain of sand lies outside the arena in the centre. A weapon rack sits at the back of the room, sporting vicious-looking whips and batons. @@ -435,7 +460,7 @@ You place your whip, and take a baton. The metal gleams, eager. :: Temple Cloister Spar Fail <<effects>> -"You've sparred enough for one day <<sister>>!" the <<person1>><<person>> says. "Our bodies can only take so much. I don't want to have to inform Jordan that I injured you during a friendly bout." +"You've sparred enough for one day <<sister>>!" the <<person1>><<monk desc>> says. "Our bodies can only take so much. I don't want to have to inform Jordan that I injured you during a friendly bout." <br><br> <<link [[Next|Temple Cloister]]>><</link>> @@ -444,10 +469,10 @@ You place your whip, and take a baton. The metal gleams, eager. :: Temple Cloister Spar Baton <<effects>> -The <<person1>><<person>> and <<person2>><<person>> bow to each other, then the <<person>> steps from the arena. <<He>> watches from the sidelines as you step onto the sand. +The <<person1>><<monk desc>> and <<person2>><<monk desc>> bow to each other, then the <<monk desc>> steps from the arena. <<He>> watches from the sidelines as you step onto the sand. <br><br> -The <<person1>><<person>> bows to you, then assumes a guarded posture. +The <<person1>><<monk desc>> bows to you, then assumes a guarded posture. <br><br> <<if $prof.baton gte 1000>> @@ -459,22 +484,22 @@ The <<person1>><<person>> bows to you, then assumes a guarded posture. <br><br> After a while <<he>> starts to get the hang of it, a little, managing to redirect the energy of your attack and forcing you into a quick recovery. You deflect <<his>> counter attack, and smack <<him>> with your own. <br><br> - Exhausted, you bow to each other. The <<person2>><<person>> applauds. + Exhausted, you bow to each other. The <<person2>><<monk desc>> applauds. <br><br> <<elseif $prof.baton gte 800>> You strike first, forcing your opponent to react. Your batons meet, you land, pirouette, and lunge again. <<He>> matches you each time. You move so fast that you have to close your eyes to avoid the flying sand. <br><br> - You press each other like this for a while, <span class="teal">but it's clear the <<person>> is tiring faster.</span> <<He>> knows it as well. <<He>> makes a desperate, wild assault, putting all that remains of <<his>> strength into a single blow. + You press each other like this for a while, <span class="teal">but it's clear the <<monk desc>> is tiring faster.</span> <<He>> knows it as well. <<He>> makes a desperate, wild assault, putting all that remains of <<his>> strength into a single blow. <br><br> <<if random(1, 2) is 2>> Your batons meet. The slightest mistake on your part would cause your defeat. Instead, you parry it like any other. Your opponent lands on the sand, and throws it into the air as they skid to a halt. <br><br> - The <<person2>><<person>> claps twice. "I love a bout between experts." + The <<person2>><<monk desc>> claps twice. "I love a bout between experts." <br><br> <<else>> <<His>> baton meets yours, and the force disrupts your momentum. You spin in the air, and land together on the sand. <br><br> - "A draw," the <<person2>><<person>> says. "And an entertaining one at that. + "A draw," the <<person2>><<monk desc>> says. "And an entertaining one at that. <br><br>" <</if>> <<elseif $prof.baton gte 600>> @@ -483,15 +508,15 @@ The <<person1>><<person>> bows to you, then assumes a guarded posture. <span class="lblue">You trade blows,</span> then pirouette with a kick of sand, and fly at each other once more. The slightest mistake from either party would end the fight. Instead, the intensity increases, the speed increases, <<if random(1, 2) is 2>> - until at last the <<person>>'s concentration falters. <<He>> succeeds in parrying your blow, but fails the landing, and falls on <<his>> rear. + until at last the <<monk desc>>'s concentration falters. <<He>> succeeds in parrying your blow, but fails the landing, and falls on <<his>> rear. <br><br> <<else>> until at last your concentration falters. You parry the final blow, but lose your footing, and fall on your <<bottom>>. <br><br> - The <<person>> helps you to your feet, and bows. + The <<monk desc>> helps you to your feet, and bows. <br><br> <</if>> - The <<person2>><<person>> applauds. You help the <<person1>><<person>> to <<his>> feet, and bow. + The <<person2>><<monk desc>> applauds. You help the <<person1>><<monk desc>> to <<his>> feet, and bow. <br><br> <<elseif $prof.baton gte 400>> <<He>> observes you, watching for any twitch of a muscle that might betray your intent. You're not sure if you gave anything away, but you leap at each other at the same time, your batons colliding with a clang. @@ -504,12 +529,12 @@ The <<person1>><<person>> bows to you, then assumes a guarded posture. <br><br> You manage to deflect <<his>> lunge, but the force is too great. You both end up on the sand. <br><br> - "An unusual draw," the <<person2>><<person>> says. + "An unusual draw," the <<person2>><<monk desc>> says. <br><br> <<else>> You try to make up the lost time, but your opponent meets you on the descent. You block <<his>> blow rather than parry, and the force knocks you on your back. <br><br> - "You're getting the hang of this," the <<person2>><<person>> says as the <<person1>><<person>> helps you to your feet. + "You're getting the hang of this," the <<person2>><<monk desc>> says as the <<person1>><<monk desc>> helps you to your feet. <br><br> <</if>> <<elseif $prof.baton gte 200>> @@ -521,7 +546,7 @@ The <<person1>><<person>> bows to you, then assumes a guarded posture. <br><br> You decide to be more aggressive. You step into <<his>> blow, parry it, and let <<his>> own force almost trip <<him>>. You bring your baton round for a counterattack. <<He>> frowns in concentration, and manages to bring <<his>> weapon up to intercept yours just in time, then backs away. <br><br> - The <<person2>><<person>> claps. "You're a natural. Keep at it." + The <<person2>><<monk desc>> claps. "You're a natural. Keep at it." <br><br> <<else>> Without warning, <<he>> springs at you. You try to shield yourself with your baton, <span class="pink">but <<hes>> too quick.</span> <<He>> delivers a light tap on your hip, spins, and assumes a guarded posture. @@ -533,7 +558,7 @@ The <<person1>><<person>> bows to you, then assumes a guarded posture. You go decide to go on the offensive. <<He>> looks shocked for a moment, but manages to parry your blow to the side. You stumble, and <<he>> taps you on the shin as you pass. <br><br> - "You might not feel it," the <<person2>><<person>> says, still watching from the sidelines. "But you're making progress." + "You might not feel it," the <<person2>><<monk desc>> says, still watching from the sidelines. "But you're making progress." <br><br> <</if>> You leave the arena, aching all over. @@ -545,10 +570,10 @@ The <<person1>><<person>> bows to you, then assumes a guarded posture. :: Temple Cloister Spar Whip <<effects>> -The <<person1>><<person>> and <<person2>><<person>> bow to each other, then the <<person>> steps from the arena. <<He>> watches from the sidelines as you step onto the sand. +The <<person1>><<monk desc>> and <<person2>><<monk desc>> bow to each other, then the <<monk desc>> steps from the arena. <<He>> watches from the sidelines as you step onto the sand. <br><br> -The <<person1>><<person>> bows to you, then flies into a dance. +The <<person1>><<monk desc>> bows to you, then flies into a dance. <br><br> <<if $prof.whip gte 1000>> @@ -558,7 +583,7 @@ The <<person1>><<person>> bows to you, then flies into a dance. <br><br> This continues for a time, until <<he>> no longer has the strength for such a gambit. You trip <<him>> with the tip of your whip, and leave <<him>> sprawled on the sand. <br><br> - You help your opponent to <<his>> feet, and bow. The <<person>><<person>> applauds. + You help your opponent to <<his>> feet, and bow. The <<person2>><<monk desc>> applauds. <br><br> <<elseif $prof.whip gte 800>> You dance to meet <<him>>. <<His>> brow furrows in concentration as you <span class="teal">put <<him>> on the defensive at once.</span> Each time <<he>> manages make an attack of <<his>> own, you evade with grace and continue your assault without missing a beat. @@ -567,25 +592,25 @@ The <<person1>><<person>> bows to you, then flies into a dance. <<if random(1, 2) is 2>> <<He>> tires until <<he>> can no longer keep up with your pace. <<His>> concentration slips for just a moment, and your whip finds purchase around <<his>> ankles. You spin and yank the thong, pulling <<him>> to the sand. <br><br> - The <<person2>><<person>> nods approvingly. + The <<person2>><<monk desc>> nods approvingly. <br><br> <<else>> <<He>> tires more and more, until <<he>> at last makes a final, desperate attack, throwing all caution the wind. <<He>> succeeds in snaring your ankles, but leaves <<himself>> wide open to your counterattack. You both end up on the sand. <br><br> - The <<person2>><<person>> applauds. + The <<person2>><<monk desc>> applauds. <br><br> <</if>> <<elseif $prof.whip gte 600>> You dance to meet <<him>>, ducking beneath one blow, leaping over the next. <<He>> evades your blows in turn. You spin, jump, duck, pirouette, right next to each other, in the eye of the storm. No one would guess you were fighting, your aggression channeled into the cords flying around you. <br><br> - This continues for a time, your heart racing, <span class="lblue">your mind focused.</span> The <<person2>><<person>> watches, silent, in suspense. + This continues for a time, your heart racing, <span class="lblue">your mind focused.</span> The <<person2>><<monk desc>> watches, silent, in suspense. <<if random(1, 2) is 2>> Until at last, you get the upper hand. Your opponent, worn down by the bout, fails to jump over your final blow. It catches the tip of <<person1>><<his>> shoes, making <<him>> stumble. <<His>> own whip twirls around <<him>>, binding <<his>> legs. <<He>> falls to the sand. <br><br> - The <<person2>><<person>> claps <<his>> hands twice. + The <<person2>><<monk desc>> claps <<his>> hands twice. <br><br> <<else>> - At last however, the <<person1>><<person>> manages to catch you out with a feint. <<His>> whip binds your legs tight together, and you fall to the ground. + At last however, the <<person1>><<monk desc>> manages to catch you out with a feint. <<His>> whip binds your legs tight together, and you fall to the ground. <br><br> <<He>> helps you to your feet, barely able to stand on <<his>> own. <br><br> @@ -606,14 +631,14 @@ The <<person1>><<person>> bows to you, then flies into a dance. It's only then that you notice <<his>> whip coiling around your own thighs. You pull each other to the sand. <br><br> - The <<person2>><<person>> applauds. "A draw." + The <<person2>><<monk desc>> applauds. "A draw." <br><br> <</if>> <<elseif $prof.whip gte 200>> The blur coalesces into a discernable pattern. You extend your whip to meet <<his>>, but <<he>> changes the tempo of <<his>> movements, <span class="purple">evading your blows and continuing the assault.</span> You can only slow <<his>> march across the arena, until you're backed into a corner. <br><br> - With nowhere to turn, you lash your whip directly at the <<persons>> legs. <<He>> hops over it, but there's a respite in <<his>> assault. You seize the moment, and dash through the opening, escaping the trap. The <<person2>><<person>> smiles, but you've no time to appreciate this small victory. + With nowhere to turn, you lash your whip directly at the <<monk desc>>'s legs. <<He>> hops over it, but there's a respite in <<his>> assault. You seize the moment, and dash through the opening, escaping the trap. The <<person2>><<monk desc>> smiles, but you've no time to appreciate this small victory. <br><br> <<person1>><<He>> corners you again, and again. Each time, backed against the wall, you find a sudden desperate will, and manage to escape. But the attacks don't relent, until at last, exhausted, you haven't the speed for such a gambit. <<He>> brings <<his>> whip around your knees, and drags you to the sand. @@ -624,9 +649,9 @@ The <<person1>><<person>> bows to you, then flies into a dance. <<else>> The whip whirls around <<him>>, <span class="pink">faster than your eyes can keep up with,</span> a blur that moves closer with each step. <<He>> forces you back so far you trip over the edge of the arena, landing on your <<bottom>>. <br><br> - <<He>> bows as you rise to your feet, then returns to the starting position. You try again, and again, but each time the violent whirling of the <<persons>> whip proves too much for you to overcome. Your opponent begins each bout with the same solemnity as the first. + <<He>> bows as you rise to your feet, then returns to the starting position. You try again, and again, but each time the violent whirling of the <<monk desc>>'s whip proves too much for you to overcome. Your opponent begins each bout with the same solemnity as the first. <br><br> - Then, for a moment, you glimpse a pattern in the chaos. Rather than step backwards, you step forwards and bring your whip against <<his>>, forcing <<him>> to react. <<He>> evades your attack, and twirls into a counterattack, snapping the length of <<his>> weapon around your legs. You topple to the ground. The <<person2>><<person>> applauds your progress. + Then, for a moment, you glimpse a pattern in the chaos. Rather than step backwards, you step forwards and bring your whip against <<his>>, forcing <<him>> to react. <<He>> evades your attack, and twirls into a counterattack, snapping the length of <<his>> weapon around your legs. You topple to the ground. The <<person2>><<monk desc>> applauds your progress. <br><br> <</if>> You leave the arena, aching all over. @@ -734,3 +759,19 @@ The mirror it holds is almost wide enough to see the whole room. <br> <<mirror>> <br><br> + + +:: Temple Loris +<<effects>> + +"Have you been practising your weapon skills?" the <<monk desc>> asks. "I suspect Jordan is keeping you from danger, but <<nnpc_he "Jordan">> won't be able to hold you back forever. Keep your wits sharp." +<br><br> + +<<He>> rests <<his>> hand on <<his>> hip, revealing the shape of a baton. "My name is Loris Younger. When the time comes, I'll face you in the arena. I hope you prove a trial." +<br><br> + +<<He>> disappears among the gargoyles. +<br><br> + +<<link [[Next|Temple Cloister]]>><<endevent>><</link>> +<br> \ No newline at end of file diff --git a/game/overworld-town/loc-temple/main.twee b/game/overworld-town/loc-temple/main.twee index 7857c7242f333065972e6487d90f0b2ad9a16b70..5fdf71f5de6fae02fdaf75a59a8af148d3bfa1f5 100644 --- a/game/overworld-town/loc-temple/main.twee +++ b/game/overworld-town/loc-temple/main.twee @@ -22,7 +22,7 @@ You are in the main hall of the temple. Stone walls and pillars tower into darkn <<if Time.dayState isnot "night" and Time.dayState isnot "dusk">> The figure turns. It's Jordan. "My child," <<he>> says. "It is time for your chastity examination. <<else>> - "My child," says a voice from the side. It's Jordan. "It is time for you chastity examination. + "My child," says a voice from the side. It's Jordan. "It is time for your chastity examination. <</if>> We must make sure you're still pure. You and your partner will be purified if you are not." <br><br> diff --git a/game/overworld-town/loc-temple/quarters.twee b/game/overworld-town/loc-temple/quarters.twee index a117a6c503fdd182f87e6d493db6e1b9f11731de..549a4c469d77b8fe05a6782e0bed8aca454b59af 100644 --- a/game/overworld-town/loc-temple/quarters.twee +++ b/game/overworld-town/loc-temple/quarters.twee @@ -37,7 +37,7 @@ You are in the temple quarters on the second floor of the temple, where the monk You hide beneath your bunk to protect your dignity. <br><br> - <<link [[Next|Temple Bunk]]>><</link>> + <<ind>><<link [[Your bunk|Temple Bunk]]>><</link>> <br> <<else>> You hide beneath a bunk to protect your dignity. diff --git a/game/special-templates/main.twee b/game/special-templates/main.twee index 29321102dd51c75f72a2bc71a2d8151430ff549c..a5b288ddbf02bf88e37ab3352502938b6963f5af 100644 --- a/game/special-templates/main.twee +++ b/game/special-templates/main.twee @@ -4,6 +4,8 @@ <<link [[Test]]>><</link>> <br><br> + + :: Robin <<set $NPCName[$NPCNameList.indexOf("Robin")].love to 50>> <<if $NPCName[$NPCNameList.indexOf("Robin")].love gte 50>>