diff --git a/DoL Changelog.txt b/DoL Changelog.txt index ed7b9d3e2f4452d022f116006884c920ca903a20..d6b8b6e2c64927757b8cc6e534e0296f536c91b6 100644 Binary files a/DoL Changelog.txt and b/DoL Changelog.txt differ diff --git a/devTools/androidsdk/image/cordova/config.xml b/devTools/androidsdk/image/cordova/config.xml index 6b2729ec78cfbad58c541b725e62f38954344968..10f717cbe98fbd9776d8475b53c7ad510a76a9fd 100644 --- a/devTools/androidsdk/image/cordova/config.xml +++ b/devTools/androidsdk/image/cordova/config.xml @@ -1,7 +1,7 @@ <?xml version='1.0' encoding='utf-8'?> <widget id="dol" - version="0.3.4.9" + version="0.3.4.10" xmlns="http://www.w3.org/ns/widgets" xmlns:cdv="http://cordova.apache.org/ns/1.0" android-packageName="com.vrelnir.DegreesOfLewdity" diff --git a/game/01-config/sugarcubeConfig.js b/game/01-config/sugarcubeConfig.js index d63f919d68c4c10bd84961fcfcbb3e4bb423dcc7..ff24b0b73ac7295777139b1a56a227f18c55f4d2 100644 --- a/game/01-config/sugarcubeConfig.js +++ b/game/01-config/sugarcubeConfig.js @@ -22,7 +22,7 @@ window.StartConfig = { "debug": false, "enableImages": true, "enableLinkNumberify": true, - "version": "0.3.4.8", + "version": "0.3.5.0", } /* convert version string to numeric value */ diff --git a/game/02-CSS/base.css b/game/02-CSS/base.css index 4224973de1c4fbf9d69f22d2eebdd3c7e6989fd4..fcda6e20101f2bcd5316c49166e965a9ff45a6e7 100644 --- a/game/02-CSS/base.css +++ b/game/02-CSS/base.css @@ -555,6 +555,34 @@ mouse.tooltip:hover span { z-index: 20; } +#prison_map { + position: relative; + left: 0px; + top: 0px; + z-index: 10; +} + +#prison_map_overlay { + position: absolute; + left: 0px; + top: 0px; + z-index: 20; +} + +#prison_map_rut { + position: absolute; + left: 0px; + top: 86px; + z-index: 10; +} + +#prison_map_rut_overlay { + position: absolute; + left: 0px; + top: 86px; + z-index: 20; +} + #ui-bar-toggle { z-index: 500; } diff --git a/game/03-JavaScript/canvasmodel-editor.js b/game/03-JavaScript/canvasmodel-editor.js index 1630901e7e275878dae284084c143a64f74b8b16..a6024e58028f0ffd32e3b61be27d7099f3002496 100644 --- a/game/03-JavaScript/canvasmodel-editor.js +++ b/game/03-JavaScript/canvasmodel-editor.js @@ -604,10 +604,10 @@ Macro.add('canvasModelEditor', { optionCategory("Hair"), selectOption("hair_colour", hairColourOptions), - selectOption("hair_sides_type", ["", "default", "braid left", "braid right", "flat ponytail", "loose", "messy", "pigtails", "ponytail", "short", "side tail left", "side tail right", "straight", "swept left", "twin braids", "twintails", "curl"]), + selectOption("hair_sides_type", ["", "default", "braid left", "braid right", "flat ponytail", "loose", "messy", "pigtails", "ponytail", "short", "side tail left", "side tail right", "straight", "swept left", "twin braids", "twintails", "curl", "neat"]), selectOption("hair_sides_length", ["short", "shoulder", "chest", "navel", "thighs", "feet"]), selectOption("hair_sides_position", ["front", "back"]), - selectOption("hair_fringe_type", ["", "default", "thin flaps", "wide flaps", "hime", "loose", "messy", "overgrown", "ringlets", "split", "straight", "swept left", "back", "parted", "flat", "quiff", "straight curl", "ringlet curl"]), + selectOption("hair_fringe_type", ["", "default", "thin flaps", "wide flaps", "hime", "loose", "messy", "overgrown", "ringlets", "split", "straight", "swept left", "back", "parted", "flat", "quiff", "straight curl", "ringlet curl", "curtain"]), selectOption("hair_fringe_length", ["short", "shoulder", "chest", "navel", "thighs", "feet"]), selectOption("brows_colour", xhairColourOptions), selectOption("pbhair_colour", xhairColourOptions), diff --git a/game/03-JavaScript/ingame.js b/game/03-JavaScript/ingame.js index 30e371ce9cae949dcf40c8a0658b2f05ef69ac59..49d6be99b1f35ed3669023a816219a9888a5b83f 100644 --- a/game/03-JavaScript/ingame.js +++ b/game/03-JavaScript/ingame.js @@ -829,9 +829,9 @@ window.clothesDataTrimmerLoop = function(){ window.clothesDataTrimmer = function(item){ if(!item) return; - const toDelete = ["name_cap","iconFile","accIcon","notuck","skirt","description","colour_options","accessory_colour_options","fabric_strength","integrity_max","bustresize","sleeve_img","breast_img","exposed_base","vagina_exposed_base","anus_exposed_base","state_top_base","state_base","word","femininity","strap","cost","shop"]; + const toDelete = ["name_cap","iconFile","accIcon","notuck","skirt","description","colour_options","accessory_colour_options","fabric_strength","integrity_max","bustresize","sleeve_img","breast_img","exposed_base","vagina_exposed_base","anus_exposed_base","state_top_base","state_base","word","femininity","strap","cost","shop","short"]; //To prevent it from running on variables multiple times, when updating toDelete, the last of the new additions should be added here - const trimmerVersion = ["shop"]; + const trimmerVersion = ["shop","short"]; let version = 0; let indexToUpdateVersion = toDelete.indexOf(trimmerVersion[version]); toDelete.forEach((v, index) => { diff --git a/game/04-Variables/variables-start.twee b/game/04-Variables/variables-start.twee index 0442ea3a4536c47221ca2cd7da693789323289b4..dacc1c9eadfe28e63576e60424b5edbe92913acb 100644 --- a/game/04-Variables/variables-start.twee +++ b/game/04-Variables/variables-start.twee @@ -504,6 +504,7 @@ <<set $danceevent to 0>> <<set $dancephysique to 0>> <<set $hypnosis to 0>> +<<set $hypnotised to 0>> <<set $pills to 0>> <<set $medicated to 0>> <<set $trance to 0>> @@ -532,6 +533,7 @@ <<set $famescrap to 0>> <<set $famepimp to 0>> <<set $famesocial to 0>> +<<set $famemodel to 0>> <<set $famepark to 0>> <<set $famepregnancy to 0>> <<set $park_run_seen_by to []>> diff --git a/game/04-Variables/variables-versionUpdate.twee b/game/04-Variables/variables-versionUpdate.twee index f081a60a6028eff3bfe71f0b0a7230a3f0148f25..b3b458e3ec135110e233c4b6a316b98095873c4f 100644 --- a/game/04-Variables/variables-versionUpdate.twee +++ b/game/04-Variables/variables-versionUpdate.twee @@ -1292,9 +1292,9 @@ <!-- updateClothes was moved to <<backcomp>> at the bottom of this file --> -<<if $objectVersion.wardrobes lt 3 or $objectVersion.wardrobes is undefined>> +<<if $objectVersion.wardrobes lt 4 or $objectVersion.wardrobes is undefined>> <<wardrobesUpdate>> - <<set $objectVersion.wardrobes to 3>> + <<set $objectVersion.wardrobes to 4>> <</if>> <<if $mathsprojectwon is 1>> @@ -2671,10 +2671,10 @@ Remove `colour_combat` or `accessory_colour_combat` where this is the case, they are independant so `colour_combat` will only clear `colour`--> <</if>> - <<if $objectVersion.specialClothes lt 5 or $objectVersion.specialClothes is undefined>> + <<if $objectVersion.specialClothes lt 6 or $objectVersion.specialClothes is undefined>> <<specialClothesSetup>> <<specialClothesUpdate>> - <<set $objectVersion.specialClothes to 5>> + <<set $objectVersion.specialClothes to 6>> <</if>> <<if $objectVersion.museumAntiques lt 7 or $objectVersion.museumAntiques is undefined>> @@ -2689,4 +2689,13 @@ <<set $nectar_timer to 0>> <</if>> + <<set $hypnotised to 0>> + <<if $hypnotised is undefined>> + <<set $hypnotised to 0>> + <<set $famemodel to 0>> + <</if>> + <<if $chef_state gte 5 and $photo_known is undefined>> + <<set $photo_known to 1>> + <</if>> + <</widget>> diff --git a/game/base-clothing/clothing-feet.twee b/game/base-clothing/clothing-feet.twee index d1189d78e660f138d2de5c939feb322c0aea8a06..152b8170f7058749b9e40d53e3b566c5bff41d11 100644 --- a/game/base-clothing/clothing-feet.twee +++ b/game/base-clothing/clothing-feet.twee @@ -724,6 +724,62 @@ location: 0, iconFile: "Long boots.png", accIcon: 0 +}, + + {index: 25, + name: "light-up trainers", + name_cap: "Light-up trainers", + variable: "lightuptrainers", + integrity: 250, + integrity_max: 250, + fabric_strength: 20, + reveal: 200, + word: "n", + plural: 1, + colour: 0, + colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"], + colour_sidebar: 1, + type: ["normal"], + gender: "n", + warmth: 10, + cost: 4500, + description: "For better visibility.", + shop: ["clothing"], + accessory: 1, + accessory_colour: 0, + accessory_colour_options: [], + cursed: 0, + location: 0, + iconFile: "Light-up trainers.png", + accIcon: "Light-up trainers_acc.png" +}, + + {index: 26, + name: "ball and chain", + name_cap: "Ball and chain", + variable: "ballchain", + integrity: 400, + integrity_max: 400, + fabric_strength: 20, + reveal: 200, + word: "n", + plural: 1, + colour: 0, + colour_options: [], + colour_combat:"black", + type: ["fetish", "shackle"], + gender: "n", + warmth: 0, + cost: 10000, + description: "Requires a special tool to unlock.", + shop: [], + accessory: 0, + accessory_colour: 0, + accessory_colour_options: [], + cursed: 1, + location: 0, + iconFile: 0, + accIcon: 0 } diff --git a/game/base-clothing/clothing-head.twee b/game/base-clothing/clothing-head.twee index 46afa21f2c6ee64f1a1a137627ed4afb54de18cd..237af89c3ef129d3852e34ef5f6177673ecac248 100644 --- a/game/base-clothing/clothing-head.twee +++ b/game/base-clothing/clothing-head.twee @@ -1064,6 +1064,7 @@ one_piece: 1, plural: 0, hood: 1, + mask_img: 1, colour: 0, colour_options: [], type: ["costume"], @@ -1112,6 +1113,37 @@ location: 0, iconFile: "", accIcon: 0 +}, + +{index: 37, + name: "mini snowman", + name_cap: "Mini snowman", + variable: "minisnowman", + integrity: 100, + integrity_max: 100, + fabric_strength: 5, + reveal: 1, + word: "n", + one_piece: 0, + plural: 0, + hood: 0, + colour: 0, + colour_options: [], + colour_combat: "white", + type: ["costume"], + gender: "n", + warmth: 40, + cost: 2500, + description: "Surprisingly warm.", + shop: ["forest"], + accessory: 0, + accessory_colour: 0, + accessory_colour_options: [], + back_img: 0, + cursed: 0, + location: 0, + iconFile: "", + accIcon: 0 } ]>> diff --git a/game/base-clothing/clothing-lower.twee b/game/base-clothing/clothing-lower.twee index 89fd555e3f5c1347f220c00da30826dc291fe853..c7cc6970ede4dd29274c62b073a08ccf873bcd19 100644 --- a/game/base-clothing/clothing-lower.twee +++ b/game/base-clothing/clothing-lower.twee @@ -15,6 +15,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: 0, state_base: 0, plural: 0, @@ -58,6 +59,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -103,6 +105,7 @@ one_piece: 0, skirt: 0, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -146,6 +149,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -189,6 +193,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -232,6 +237,7 @@ one_piece: 0, skirt: 0, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -275,6 +281,7 @@ one_piece: 0, skirt: 0, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -319,6 +326,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -363,6 +371,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -406,6 +415,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -451,6 +461,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -496,6 +507,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -541,6 +553,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -586,6 +599,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -631,6 +645,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -677,6 +692,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -721,6 +737,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -765,6 +782,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -808,6 +826,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -852,6 +871,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -896,6 +916,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -940,6 +961,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -983,6 +1005,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -1026,6 +1049,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -1069,6 +1093,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -1113,6 +1138,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -1157,6 +1183,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -1201,6 +1228,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -1245,6 +1273,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -1289,6 +1318,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -1333,6 +1363,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -1379,6 +1410,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -1422,6 +1454,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -1467,6 +1500,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -1509,6 +1543,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -1552,6 +1587,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -1598,6 +1634,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -1642,6 +1679,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -1687,6 +1725,7 @@ one_piece: 1, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -1731,6 +1770,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -1774,6 +1814,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -1820,6 +1861,7 @@ one_piece: 1, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -1864,6 +1906,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -1910,6 +1953,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -1956,6 +2000,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -2000,6 +2045,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -2043,6 +2089,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -2090,6 +2137,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -2134,6 +2182,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -2178,6 +2227,7 @@ one_piece: 1, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -2223,6 +2273,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -2267,6 +2318,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -2311,6 +2363,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -2355,6 +2408,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -2399,6 +2453,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -2443,6 +2498,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -2488,6 +2544,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -2533,6 +2590,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -2577,6 +2635,7 @@ one_piece: 1, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -2622,6 +2681,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -2667,6 +2727,7 @@ one_piece: 0, skirt: 0, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -2711,6 +2772,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -2755,6 +2817,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -2800,6 +2863,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -2845,6 +2909,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -2889,6 +2954,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -2933,6 +2999,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -2977,6 +3044,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -3019,6 +3087,7 @@ one_piece: 1, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -3063,6 +3132,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -3106,6 +3176,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -3151,6 +3222,7 @@ one_piece: 0, skirt: 1, skirt_down: 1, + short: 1, state: "waist", state_base: "waist", plural: 0, @@ -3194,6 +3266,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -3238,6 +3311,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -3282,6 +3356,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -3325,6 +3400,7 @@ one_piece: 1, skirt: 1, skirt_down: 1, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -3370,6 +3446,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 1, state: "waist", state_base: "waist", plural: 1, @@ -3414,6 +3491,7 @@ one_piece: 0, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 1, @@ -3458,6 +3536,7 @@ one_piece: 1, skirt: 0, skirt_down: 0, + short: 0, state: "waist", state_base: "waist", plural: 0, @@ -3487,6 +3566,52 @@ iconFile: "", accIcon: 0, outfitSecondary: ["upper","prison jumpsuit"] +}, + + {index: 79, + name: "patient gown skirt", + name_cap: "Patient gown skirt", + variable: "patient", + integrity: 100, + integrity_max: 100, + fabric_strength: 30, + reveal: 400, + rearresize: 0, + word: "a", + one_piece: 1, + skirt: 1, + skirt_down: 1, + short: 0, + state: "waist", + state_base: "waist", + plural: 0, + colour: 0, + colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"], + colour_sidebar: 1, + exposed: 0, + exposed_base: 0, + vagina_exposed: 0, + vagina_exposed_base: 0, + anus_exposed: 1, + anus_exposed_base: 1, + type: ["normal"], + set: "patient", + gender: "f", + femininity: 200, + warmth: 20, + cost: 0, + description: "Leaves your back wide open.", + shop: [""], + accessory: 0, + accessory_colour: 0, + accessory_colour_options: [], + high_img: 0, + back_img: 0, + cursed: 0, + location: 0, + iconFile: 0, + accIcon: 0, + outfitSecondary: ["upper","patient gown"] } ]>> diff --git a/game/base-clothing/clothing-upper.twee b/game/base-clothing/clothing-upper.twee index f70be5a53248da4b2a73573b4050333ac3c420ff..c714d71e37d3d1c8efe0a16dc9eb12de943626e0 100644 --- a/game/base-clothing/clothing-upper.twee +++ b/game/base-clothing/clothing-upper.twee @@ -3591,6 +3591,7 @@ plural - widget will output "are" if 1, and "is" if 0. eg - Your hat <<upperplur cursed: 0, location: 0, iconFile: "", + accIcon: "", accIcon: 0, notuck: 0 }, @@ -3763,6 +3764,93 @@ plural - widget will output "are" if 1, and "is" if 0. eg - Your hat <<upperplur accIcon: 0, outfitPrimary:{lower:"prison jumpsuit trousers"}, notuck: 0 +}, + + {index: 87, + name: "patient gown", + name_cap: "Patient gown", + variable: "patient", + integrity: 100, + integrity_max: 100, + fabric_strength: 30, + reveal: 400, + bustresize: 0, + word: "a", + one_piece: 1, + strap: 0, + open: 0, + state: "waist", + state_base: "waist", + state_top: "chest", + state_top_base: "chest", + plural: 0, + colour: 0, + colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"], + colour_sidebar: 1, + exposed: 0, + exposed_base: 0, + type: ["asylum"], + set: "patient", + gender: "n", + femininity: 0, + warmth: 30, + cost: 0, + description: "Leaves your back wide open.", + shop: [], + accessory: 0, + accessory_colour: 0, + accessory_colour_options: [], + sleeve_img: 1, + breast_img: 0, + cursed: 0, + location: 0, + iconFile: "", + accIcon: 0, + outfitPrimary:{lower:"patient gown skirt"}, + notuck: 0 +}, + + {index: 88, + name: "cropped hoodie", + name_cap: "Cropped hoodie", + variable: "croppedhoodie", + integrity: 200, + integrity_max: 200, + fabric_strength: 30, + reveal: 700, + bustresize: 0, + word: "a", + one_piece: 0, + strap: 0, + open: 0, + state: "waist", + state_base: "waist", + state_top: "chest", + state_top_base: "chest", + plural: 0, + colour: 0, + colour_options: ["black", "blue", "brown", "green", "pink", "purple", "red", "tangerine", "teal", "white", "yellow", "custom"], + colour_sidebar: 1, + exposed: 0, + exposed_base: 0, + type: ["normal"], + set: "upper", + gender: "f", + femininity: 200, + warmth: 35, + cost: 4000, + description: "Show's off your belly, and a fair bit more.", + shop: ["clothing"], + accessory: 0, + accessory_colour: 0, + accessory_colour_options: [], + sleeve_img: 1, + breast_img: 0, + cursed: 0, + location: 0, + iconFile: "", + accIcon: 0, + notuck: 0 } ]>> diff --git a/game/base-clothing/images.twee b/game/base-clothing/images.twee index fc1c6a66a765e11c0a90edc1dddedb71f45ca5d2..bc97247edbb1776048f060cf3e4b5fd2ed92c15e 100644 --- a/game/base-clothing/images.twee +++ b/game/base-clothing/images.twee @@ -661,6 +661,11 @@ <<widget "clothesactive">> <<imgOpacity>> <div class="i256"> + +<<if $worn.head.name is "mini snowman">> + <img @class="'layer-sexlower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/head/minisnowman/active.png">> +<</if>> + <<if $worn.upper.set is $worn.lower.set and setup.clothes.lower[$worn.lower.index].skirt is 1>> <<if $worn.upper.state is "waist">> <<if setup.clothes.lower[$worn.lower.index].skirt_down is 1>> @@ -675,6 +680,7 @@ <</if>> <</if>> +/* _feet_pos is set to "footjob_" for doggy images, but "feetjob_" for missionary images. */ <<if $feetuse is "penis" or $feetstate is "tentacles">> <<set _feet_pos to "footjob_">> <<else>> @@ -692,39 +698,61 @@ <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/gymbloomers/doggyactive_shorts_ankles.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> <<elseif !$worn.lower.type.includes("naked") and $worn.upper.set isnot $worn.lower.set>> - <<if setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.skirt_down is 0 and $worn.lower.state is "waist">> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.vagina_exposed is 1>> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.state is "waist">> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_hips.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.state is "thighs">> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_thighs.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.state is "knees">> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_knees.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.state is "ankles">> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_ankles.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<if setup.clothes.lower[$worn.lower.index].skirt is 1>> + <<if setup.clothes.lower[$worn.lower.index].short is 1>> + <<if $worn.lower.skirt_down is 0 and $worn.lower.state is "waist">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.vagina_exposed is 1>> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "waist">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_hips.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "thighs">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_thighs.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "knees">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_knees.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "ankles">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/skirt/doggyactive_skirt_ankles.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <</if>> + <<else>> + <<if $worn.lower.state is "waist">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/longskirt/' + _feet_pos + 'waist.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "thighs">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/longskirt/' + _feet_pos + 'thighs.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "knees">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/longskirt/' + _feet_pos + 'knees.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "ankles">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/longskirt/' + _feet_pos + 'ankles.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <</if>> + <</if>> <<elseif $worn.lower.state is "waist">> <<if $worn.lower.name is "jeans">> <img @class="'layer-sexlower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/jeans/' + _feet_pos + 'waist.png'"> + <<elseif $worn.lower.short is 1>> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/shorts/' + _feet_pos + 'waist.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/trousers/' + _feet_pos + 'waist.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> <<elseif $worn.lower.state is "thighs">> <<if $worn.lower.name is "jeans">> <img @class="'layer-sexlower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/jeans/' + _feet_pos + 'thighs.png'"> + <<elseif $worn.lower.short is 1>> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/shorts/' + _feet_pos + 'thighs.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/trousers/' + _feet_pos + 'thighs.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> <<elseif $worn.lower.state is "knees">> <<if $worn.lower.name is "jeans">> <img @class="'layer-sexlower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/jeans/' + _feet_pos + 'knees.png'"> + <<elseif $worn.lower.short is 1>> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/shorts/' + _feet_pos + 'knees.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/trousers/' + _feet_pos + 'knees.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> <<elseif $worn.lower.state is "ankles">> <<if $worn.lower.name is "jeans">> <img @class="'layer-sexlower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/jeans/' + _feet_pos + 'ankles.png'"> + <<elseif $worn.lower.short is 1>> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/shorts/' + _feet_pos + 'ankles.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/trousers/' + _feet_pos + 'ankles.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> @@ -806,6 +834,10 @@ <</if>> <</if>> +<<elseif $worn.upper.name is "sweater" or $worn.upper.name is "girl's sweater">> + <img @class="'layer-sexupper colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/sweater/' + $worn.upper.state + '.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> +<<elseif $worn.upper.name is "cable knit turtleneck" or $worn.upper.name is "turtleneck jumper" or $worn.upper.name is "turtleneck">> + <img @class="'layer-sexupper colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/turtleneck/' + $worn.upper.state + '.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif !$worn.upper.type.includes("naked") and $worn.upper.set isnot $worn.lower.set>> <<if $leftarm isnot "bound" and $leftarm isnot "grappled" and $leftarm isnot "behind">> <<if $worn.upper.state is "waist">> @@ -822,27 +854,31 @@ <</if>> <</if>> - <<if setup.clothes.upper[$worn.upper.index].sleeve_img is 1 and $worn.upper.name isnot "t-shirt">> + <<if $worn.upper.name is "sweater" or $worn.upper.name is "girl's sweater" or $worn.upper.name is "cable knit turtleneck" or $worn.upper.name is "turtleneck jumper" or $worn.upper.name is "turtleneck">> + <<set _sleeves to "sweatersleeves">> + <<else>> + <<set _sleeves to "sleeves">> + <</if>> <<if $leftarm is "bound" or $leftarm is "grappled" or $leftarm is "behind">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/sleeves/left_sleeve_bound.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/left_sleeve_bound.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif $leftarm is "penis" or $leftarmstate is "tentacle">> <<if $enemytype is "beast">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/sleeves/left_sleeve_handjob_beast.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/left_sleeve_handjob_beast.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<else>> - <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/sleeves/left_sleeve_handjob.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/left_sleeve_handjob.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <<else>> - <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/sleeves/left_sleeve.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/left_sleeve.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <<if $rightarm is "penis" or $rightarmstate is "tentacle">> <<if $enemytype is "beast">> - <img @class="'layer-sexsleeveback colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/sleeves/right_sleeve_handjob_beast.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeveback colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/right_sleeve_handjob_beast.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<else>> - <img @class="'layer-sexsleeveback colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/sleeves/right_sleeve_handjob.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeveback colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/right_sleeve_handjob.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <<elseif $rightarm isnot "bound" and $rightarm isnot "grappled" and $rightarm isnot "behind">> - <img @class="'layer-sexsleeveback colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/sleeves/right_sleeve.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeveback colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/right_sleeve.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <</if>> @@ -852,6 +888,19 @@ <<else>> <img @class="'layer-sexunder colour-under_upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/bikinitop/doggyactive_bikinitop_'+$worn.under_upper.state+'.png'" @style="($worn.under_upper.colour is 'custom' ? $worn.under_upper.colourCustom + _underUpperOpacity : '')"> <</if>> +<<elseif $worn.under_upper.name is "tape">> + <<if $player.perceived_breastsize is 0>> + <<set _size to "none">> + <<elseif $player.perceived_breastsize is 1 or $player.perceived_breastsize is 2>> + <<set _size to "tiny">> + <<elseif $player.perceived_breastsize is 3 or $player.perceived_breastsize is 4>> + <<set _size to "small">> + <<elseif $player.perceived_breastsize gte 5 and $player.perceived_breastsize lte 7>> + <<set _size to "large">> + <<elseif $player.perceived_breastsize gte 8 and $player.perceived_breastsize lte 12>> + <<set _size to "huge">> + <</if>> + <img @class="'layer-sexbreastunderupper colour-under_upper anim-doggy-4f-'+_animspeed" @src="'img/sex/doggy/active/tape/'+_size+'.png'" @style="($worn.under_upper.colour is 'custom' ? $worn.under_upper.colourCustom + _underUpperOpacity : '')"> <<elseif $worn.under_upper.name is "mesh shirt">> <<if $worn.under_upper.exposed is 0>> <<if $player.perceived_breastsize is 0>> @@ -926,6 +975,8 @@ <img @class="'layer-sexunder anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/cow/full.png"> <<elseif $worn.neck.name is "necktie">> <img @class="'layer-sextiedoggy colour-neck anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/tie/neck.png"> +<<elseif $worn.neck.name is "scarf">> + <img @class="'layer-sexunder colour-neck anim-doggy-4f-'+_animspeed" src="img/sex/doggy/active/scarf/full.png" @style="($worn.neck.colour is 'custom'? $worn.neck.colourCustom + _neckOpacity : '')"> <</if>> <<if $worn.hands.name isnot "naked">> @@ -957,7 +1008,7 @@ <</if>> <</if>> -<<if $worn.feet.type.includes("heels")>> +<<if $worn.feet.type.includes("heels") or $worn.feet.name is "wedge sandals" or $worn.feet.name is "light-up trainers">> <<set _feetjob to ($feetuse is 'penis' ? 'feetjob' : $feetstate is 'tentacle' ? 'feetjob' : 'thighs')>> <<if $worn.feet.colour>> <<set _shoeColour to $worn.feet.colourCustom>> @@ -1021,8 +1072,6 @@ <</if>> <</if>> - - </div> <</widget>> @@ -1030,6 +1079,11 @@ <<widget "clothesidle">> <<imgOpacity>> <div class="i256"> + +<<if $worn.head.name is "mini snowman">> + <img class="layer-sexlower anim-idle-2f" src="img/sex/doggy/active/head/minisnowman/idle.png"> +<</if>> + <<if $worn.upper.set is $worn.lower.set and setup.clothes.lower[$worn.lower.index].skirt is 1>> <<if $worn.upper.state is "waist">> <<if $worn.lower.skirt_down is 1>> @@ -1058,7 +1112,6 @@ <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/lowertowel/doggyactive_towel_' + $worn.lower.state + '.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> - <<elseif $worn.lower.name is "gym bloomers">> <<if $worn.lower.state is "waist">> <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/gymbloomers/doggyactive_shorts_hips.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> @@ -1090,39 +1143,61 @@ @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</switch>> <<elseif !$worn.lower.type.includes("naked") and $worn.upper.set isnot $worn.lower.set>> - <<if setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.skirt_down is 0 and $worn.lower.state is "waist">> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.vagina_exposed is 1>> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.state is "waist">> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_hips.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.state is "thighs">> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_thighs.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.state is "knees">> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_knees.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif setup.clothes.lower[$worn.lower.index].skirt is 1 and $worn.lower.state is "ankles">> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_ankles.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<if setup.clothes.lower[$worn.lower.index].skirt is 1>> + <<if setup.clothes.lower[$worn.lower.index].short is 1>> + <<if $worn.lower.skirt_down is 0 and $worn.lower.state is "waist">> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.vagina_exposed is 1>> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "waist">> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_hips.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "thighs">> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_thighs.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "knees">> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_knees.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "ankles">> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/doggy/active/skirt/doggyactive_skirt_ankles.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <</if>> + <<else>> + <<if $worn.lower.state is "waist">> + <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/longskirt/' + _feet_pos + 'waist.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "thighs">> + <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/longskirt/' + _feet_pos + 'thighs.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "knees">> + <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/longskirt/' + _feet_pos + 'knees.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "ankles">> + <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/longskirt/' + _feet_pos + 'ankles.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <</if>> + <</if>> <<elseif $worn.lower.state is "waist">> <<if $worn.lower.name is "jeans">> <img class="layer-sexlower anim-idle-2f" @src="'img/sex/doggy/active/jeans/' + _feet_pos + 'waist.png'"> + <<elseif $worn.lower.short is 1>> + <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/shorts/' + _feet_pos + 'waist.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/trousers/' + _feet_pos + 'waist.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> <<elseif $worn.lower.state is "thighs">> <<if $worn.lower.name is "jeans">> <img class="layer-sexlower anim-idle-2f" @src="'img/sex/doggy/active/jeans/' + _feet_pos + 'thighs.png'"> + <<elseif $worn.lower.short is 1>> + <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/shorts/' + _feet_pos + 'thighs.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/trousers/' + _feet_pos + 'thighs.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> <<elseif $worn.lower.state is "knees">> <<if $worn.lower.name is "jeans">> <img class="layer-sexlower anim-idle-2f" @src="'img/sex/doggy/active/jeans/' + _feet_pos + 'knees.png'"> + <<elseif $worn.lower.short is 1>> + <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/shorts/' + _feet_pos + 'knees.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/trousers/' + _feet_pos + 'knees.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> <<elseif $worn.lower.state is "ankles">> <<if $worn.lower.name is "jeans">> <img class="layer-sexlower anim-idle-2f" @src="'img/sex/doggy/active/jeans/' + _feet_pos + 'ankles.png'"> + <<elseif $worn.lower.short is 1>> + <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/shorts/' + _feet_pos + 'ankles.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/doggy/active/trousers/' + _feet_pos + 'ankles.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> @@ -1202,6 +1277,10 @@ <img class="layer-sexupper colour-upper_acc anim-idle-2f" src="img/sex/doggy/active/gymshirt/boundneck_acc.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <</if>> +<<elseif $worn.upper.name is "sweater" or $worn.upper.name is "girl's sweater">> + <img class="layer-sexupper colour-upper anim-idle-2f" @src="'img/sex/doggy/active/sweater/' + $worn.upper.state + '.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> +<<elseif $worn.upper.name is "cable knit turtleneck" or $worn.upper.name is "turtleneck jumper" or $worn.upper.name is "turtleneck">> + <img class="layer-sexupper colour-upper anim-idle-2f" @src="'img/sex/doggy/active/turtleneck/' + $worn.upper.state + '.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif $worn.upper.name is "tie-front top">> <<if $worn.upper.state is "waist">> <<switch $player.perceived_breastsize>> @@ -1240,17 +1319,22 @@ <</if>> <<if setup.clothes.upper[$worn.upper.index].sleeve_img is 1 and $worn.upper.name isnot "t-shirt">> + <<if $worn.upper.name is "sweater" or $worn.upper.name is "girl's sweater" or $worn.upper.name is "cable knit turtleneck" or $worn.upper.name is "turtleneck jumper" or $worn.upper.name is "turtleneck">> + <<set _sleeves to "sweatersleeves">> + <<else>> + <<set _sleeves to "sleeves">> + <</if>> <<if $leftarm is "bound" or $leftarm is "grappled" or $leftarm is "behind">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/doggy/active/sleeves/left_sleeve_bound.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/left_sleeve_bound.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif $leftarm is "penis" or $leftarmstate is "tentacle">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/doggy/active/sleeves/left_sleeve_handjob.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/left_sleeve_handjob.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<else>> - <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/doggy/active/sleeves/left_sleeve.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/left_sleeve.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <<if $rightarm is "penis" or $rightarmstate is "tentacle">> - <img @class="'layer-sexsleeveback colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/doggy/active/sleeves/right_sleeve_handjob.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeveback colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/right_sleeve_handjob.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif $rightarm isnot "bound" and $rightarm isnot "grappled" and $rightarm isnot "behind">> - <img @class="'layer-sexsleeveback colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/doggy/active/sleeves/right_sleeve.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeveback colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/doggy/active/' + _sleeves + '/right_sleeve.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <</if>> @@ -1260,6 +1344,19 @@ <<else>> <img class="layer-sexunder colour-under_upper anim-idle-2f" @src="'img/sex/doggy/active/bikinitop/doggyactive_bikinitop_'+$worn.under_upper.state+'.png'" @style="($worn.under_upper.colour is 'custom' ? $worn.under_upper.colourCustom + _underUpperOpacity : '')"> <</if>> +<<elseif $worn.under_upper.name is "tape">> + <<if $player.perceived_breastsize is 0>> + <<set _size to "none">> + <<elseif $player.perceived_breastsize is 1 or $player.perceived_breastsize is 2>> + <<set _size to "tiny">> + <<elseif $player.perceived_breastsize is 3 or $player.perceived_breastsize is 4>> + <<set _size to "small">> + <<elseif $player.perceived_breastsize gte 5 and $player.perceived_breastsize lte 7>> + <<set _size to "large">> + <<elseif $player.perceived_breastsize gte 8 and $player.perceived_breastsize lte 12>> + <<set _size to "huge">> + <</if>> + <img @class="'layer-sexbreastunderupper colour-under_upper'" @src="'img/sex/doggy/active/tape/'+_size+'.png'" @style="($worn.under_upper.colour is 'custom' ? $worn.under_upper.colourCustom + _underUpperOpacity : '')"> <<elseif $worn.under_upper.name is "mesh shirt">> <<if $worn.under_upper.exposed is 0>> <<if $player.perceived_breastsize is 0>> @@ -1334,6 +1431,8 @@ <img class="layer-sexunder anim-idle-2f" src="img/sex/doggy/active/cow/full.png"> <<elseif $worn.neck.name is "necktie">> <img class="layer-sextiedoggy colour-neck" src="img/sex/doggy/active/tie/neck.png" style="transform: translateX(-75%);"> +<<elseif $worn.neck.name is "scarf">> + <img class="layer-sexunder colour-neck anim-idle-2f" src="img/sex/doggy/active/scarf/full.png" @style="($worn.neck.colour is 'custom'? $worn.neck.colourCustom + _neckOpacity : '')"> <</if>> <<if $worn.hands.name isnot "naked">> @@ -1361,7 +1460,7 @@ <</if>> <</if>> -<<if $worn.feet.type.includes("heels")>> +<<if $worn.feet.type.includes("heels") or $worn.feet.name is "wedge sandals" or $worn.feet.name is "light-up trainers">> <<set _feetjob to ($feetuse is 'penis' ? 'feetjob' : 'thighs')>> <<if $worn.feet.colour>> <<set _shoeColour to $worn.feet.colourCustom>> @@ -1437,6 +1536,10 @@ <<leg_position>> <div class="i256"> +<<if $worn.head.name is "mini snowman">> + <img class="layer-sexupper anim-idle-2f" src="img/sex/missionary/active/head/minisnowman/active.png"> +<</if>> + <<if !$worn.upper.type.includes("naked") and $worn.upper.name isnot "gym shirt" and $worn.upper.name isnot "tube top" and $worn.upper.name isnot "towel top">> @@ -1453,7 +1556,7 @@ <</if>> <</if>> -<<if !$worn.under_upper.type.includes("naked") and $worn.under_upper.state_top is setup.clothes.under_upper[$worn.under_upper.index].state_top_base and $worn.under_upper.name isnot "chest wrap" and $worn.under_upper.name isnot "mesh shirt">> +<<if !$worn.under_upper.type.includes("naked") and $worn.under_upper.state_top is setup.clothes.under_upper[$worn.under_upper.index].state_top_base and $worn.under_upper.name isnot "chest wrap" and $worn.under_upper.name isnot "mesh shirt" and $worn.under_upper.name isnot "tape">> <<if $player.perceived_breastsize is 0>> <img class="layer-sexunder colour-under_upper anim-idle-2f" src="img/sex/missionary/idle/breastcover/none.png" @style="($worn.under_upper.colour is 'custom'? $worn.under_upper.colourCustom + _underUpperOpacity : '')"> <<elseif $player.perceived_breastsize lte 2>> @@ -1541,7 +1644,10 @@ <<else>> <img class="layer-sexupper colour-upper anim-idle-2f" src="img/sex/missionary/active/gymshirt/huge.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> - +<<elseif $worn.upper.name is "sweater" or $worn.upper.name is "girl's sweater">> + <img class="layer-sexupper colour-upper anim-idle-2f" @src="'img/sex/missionary/active/sweater/' + $worn.upper.state + '.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> +<<elseif $worn.upper.name is "cable knit turtleneck" or $worn.upper.name is "turtleneck jumper" or $worn.upper.name is "turtleneck">> + <img class="layer-sexupper colour-upper anim-idle-2f" @src="'img/sex/missionary/active/turtleneck/' + $worn.upper.state + '.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif $worn.upper.name is "tube top" or $worn.upper.name is "towel top">> <<if $worn.upper.state_top is "chest">> <<if $player.perceived_breastsize is 0>> @@ -1577,20 +1683,25 @@ <</if>> <<if setup.clothes.upper[$worn.upper.index].sleeve_img is 1 and $worn.upper.name isnot "t-shirt">> + <<if $worn.upper.name is "sweater" or $worn.upper.name is "girl's sweater" or $worn.upper.name is "cable knit turtleneck" or $worn.upper.name is "turtleneck jumper" or $worn.upper.name is "turtleneck">> + <<set _sleeves to "sweatersleeves">> + <<else>> + <<set _sleeves to "sleeves">> + <</if>> <<if ($leftarm is "bound" or $leftarm is "grappled" or $leftarm is "behind") and ($rightarm is "bound" or $rightarm is "grappled" or $rightarm is "behind")>> - <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/missionary/active/sleeves/both_sleeves_bound.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/both_sleeves_bound.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<else>> <<if $leftarm is "penis" or $leftarmstate is "tentacle">> - <img @class="'layer-sexsleeveback colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/missionary/active/sleeves/left_sleeve_handjob.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeveback colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/left_sleeve_handjob.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <<if $rightarm is "penis" or $rightarmstate is "tentacle">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/missionary/active/sleeves/right_sleeve_handjob.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/right_sleeve_handjob.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif ($rightarm is "bound" or $rightarm is "grappled" or $rightarm is "behind") and $leftarm isnot "bound" and $leftarm isnot "grappled" and $leftarm isnot "behind">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/missionary/active/sleeves/right_sleeve_bound.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/right_sleeve_bound.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif $enemytype is "beast" and $monster isnot 1 and _stanceCheck is "top" and $leftarm isnot "bound" and $leftarm isnot "grappled" and $leftarm isnot "behind">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/missionary/active/sleeves/right_sleeve_stroke.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/right_sleeve_stroke.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif $leftarm isnot "bound" and $leftarm isnot "grappled" and $leftarm isnot "behind">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" src="img/sex/missionary/active/sleeves/right_sleeve.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-2f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/right_sleeve.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <</if>> <</if>> @@ -1644,30 +1755,36 @@ <</if>> <</if>> <<elseif !$worn.lower.type.includes("naked") and $worn.upper.set isnot $worn.lower.set and setup.clothes.lower[$worn.lower.index].skirt is 1>> - <<if $worn.lower.state is "waist">> - <<if $worn.lower.skirt_down is 1>> + <<if setup.clothes.lower[$worn.lower.index].short is 1>> + <<if $worn.lower.state is "waist">> + <<if $worn.lower.skirt_down is 1>> + <<if $anususe is "penis" or _leg_position is "up">> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<else>> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/down.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <</if>> + <<elseif $worn.lower.skirt_down is 0>> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/hips.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <</if>> + <<elseif $worn.lower.state is "midriff">> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/tummy.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "chest">> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/neck.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<else>> <<if $anususe is "penis" or _leg_position is "up">> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/tummy.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/down.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/ankledown.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> - <<elseif $worn.lower.skirt_down is 0>> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/hips.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> - <<elseif $worn.lower.state is "midriff">> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/tummy.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif $worn.lower.state is "chest">> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/neck.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> - <<if $anususe is "penis" or _leg_position is "up">> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/tummy.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<else>> - <img class="layer-sexlower colour-lower anim-idle-2f" src="img/sex/missionary/idle/skirt/ankledown.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <</if>> + <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/missionary/active/longskirt/' + $worn.lower.state + _feet_pos + '.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> <<elseif !$worn.lower.type.includes("naked") and $worn.upper.set isnot $worn.lower.set>> <<if $worn.lower.name is "jeans">> <img class="layer-sexlower anim-idle-2f" @src="'img/sex/missionary/active/jeans/' + $worn.lower.state + _feet_pos + '.png'"> + <<elseif $worn.lower.short is 1>> + <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/missionary/active/shorts/' + $worn.lower.state + _feet_pos + '.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> <img class="layer-sexlower colour-lower anim-idle-2f" @src="'img/sex/missionary/active/trousers/' + $worn.lower.state + _feet_pos + '.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> @@ -1701,6 +1818,19 @@ <<elseif $player.perceived_breastsize gte 8 and $player.perceived_breastsize lte 12>> <img class="layer-sexunder colour-under_upper anim-idle-2f" src="img/sex/missionary/active/chestwrap/huge.png" @style="($worn.under_upper.colour is 'custom'? $worn.under_upper.colourCustom + _underUpperOpacity : '')"> <</if>> +<<elseif $worn.under_upper.name is "tape">> + <<if $player.perceived_breastsize is 0>> + <<set _size to "none">> + <<elseif $player.perceived_breastsize is 1 or $player.perceived_breastsize is 2>> + <<set _size to "tiny">> + <<elseif $player.perceived_breastsize is 3 or $player.perceived_breastsize is 4>> + <<set _size to "small">> + <<elseif $player.perceived_breastsize gte 5 and $player.perceived_breastsize lte 7>> + <<set _size to "large">> + <<elseif $player.perceived_breastsize gte 8 and $player.perceived_breastsize lte 12>> + <<set _size to "huge">> + <</if>> + <img @class="'layer-sexunder colour-under_upper'" @src="'img/sex/missionary/active/tape/'+_size+'.png'" @style="($worn.under_upper.colour is 'custom' ? $worn.under_upper.colourCustom + _underUpperOpacity : '')"> <<elseif $worn.under_upper.name is "mesh shirt">> <<if $worn.under_upper.state is "midriff">> <<set _state to "midriff">> @@ -1757,6 +1887,8 @@ <img class="layer-sexunder anim-idle-2f" src="img/sex/missionary/active/cow/full.png"> <<elseif $worn.neck.name is "necktie">> <img class="layer-sextiemissionary colour-neck" src="img/sex/missionary/active/tie/neck.png"> +<<elseif $worn.neck.name is "scarf">> + <img class="layer-sexunder colour-neck anim-idle-2f" src="img/sex/missionary/active/scarf/full.png" @style="($worn.neck.colour is 'custom'? $worn.neck.colourCustom + _neckOpacity : '')"> <</if>> <<if $worn.hands.name isnot "naked">> @@ -1783,7 +1915,7 @@ <</if>> <</if>> -<<if $worn.feet.type.includes("heels")>> +<<if $worn.feet.type.includes("heels") or $worn.feet.name is "wedge sandals" or $worn.feet.name is "light-up trainers">> <<set _legl to ((_leg_position is "up") ? 'legl' : 'legldown')>> <<set _legr to ((_leg_position is "up") ? 'legr' : 'legrdown')>> <<if $worn.feet.colour>> @@ -1878,6 +2010,10 @@ <<imgOpacity>> <div class="i256"> +<<if $worn.head.name is "mini snowman">> + <img class="layer-sexupper anim-idle-2f" src="img/sex/missionary/active/head/minisnowman/active.png"> +<</if>> + <<if !$worn.upper.type.includes("naked") and $worn.upper.name isnot "gym shirt" and $worn.upper.name isnot "tube top" and $worn.upper.name isnot "towel top">> @@ -1894,7 +2030,7 @@ <</if>> <</if>> -<<if !$worn.under_upper.type.includes("naked") and $worn.under_upper.state_top is setup.clothes.under_upper[$worn.under_upper.index].state_top_base and $worn.under_upper.name isnot "chest wrap" and $worn.under_upper.name isnot "mesh shirt">> +<<if !$worn.under_upper.type.includes("naked") and $worn.under_upper.state_top is setup.clothes.under_upper[$worn.under_upper.index].state_top_base and $worn.under_upper.name isnot "chest wrap" and $worn.under_upper.name isnot "mesh shirt" and $worn.under_upper.name isnot "tape">> <<if $player.perceived_breastsize is 0>> <img @class="'layer-sexunder colour-under_upper anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/breastcover/none.png" @style="($worn.under_upper.colour is 'custom'? $worn.under_upper.colourCustom + _underUpperOpacity : '')"> <<elseif $player.perceived_breastsize lte 2>> @@ -1959,6 +2095,10 @@ <img @class="'layer-sexupper colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/gymshirt/huge.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> +<<elseif $worn.upper.name is "sweater" or $worn.upper.name is "girl's sweater">> + <img @class="'layer-sexupper colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/sweater/' + $worn.upper.state + '.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> +<<elseif $worn.upper.name is "cable knit turtleneck" or $worn.upper.name is "turtleneck jumper" or $worn.upper.name is "turtleneck">> + <img @class="'layer-sexupper colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/turtleneck/' + $worn.upper.state + '.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif $worn.upper.name is "tube top" or $worn.upper.name is "towel top">> <<if $worn.upper.state_top is "chest">> <<if $player.perceived_breastsize is 0>> @@ -1993,20 +2133,25 @@ <<if setup.clothes.upper[$worn.upper.index].sleeve_img is 1 and $worn.upper.name isnot "t-shirt">> + <<if $worn.upper.name is "sweater" or $worn.upper.name is "girl's sweater" or $worn.upper.name is "cable knit turtleneck" or $worn.upper.name is "turtleneck jumper" or $worn.upper.name is "turtleneck">> + <<set _sleeves to "sweatersleeves">> + <<else>> + <<set _sleeves to "sleeves">> + <</if>> <<if ($leftarm is "bound" or $leftarm is "grappled" or $leftarm is "behind") and ($rightarm is "bound" or $rightarm is "grappled" or $rightarm is "behind")>> - <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/sleeves/both_sleeves_bound.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/both_sleeves_bound.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<else>> <<if $leftarm is "penis" or $leftarmstate is "tentacle">> - <img @class="'layer-sexsleeveback colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/sleeves/left_sleeve_handjob.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeveback colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/left_sleeve_handjob.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <<if $rightarm is "penis" or $rightarmstate is "tentacle">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/sleeves/right_sleeve_handjob.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/right_sleeve_handjob.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif ($rightarm is "bound" or $rightarm is "grappled" or $rightarm is "behind") and $leftarm isnot "bound" and $leftarm isnot "grappled" and $leftarm isnot "behind">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/sleeves/right_sleeve_bound.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/right_sleeve_bound.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif $enemytype is "beast" and $monster isnot 1 and _stanceCheck is "top" and $leftarm isnot "bound" and $leftarm isnot "grappled" and $leftarm isnot "behind">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/sleeves/right_sleeve_stroke.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/right_sleeve_stroke.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <<elseif $leftarm isnot "bound" and $leftarm isnot "grappled" and $leftarm isnot "behind">> - <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/sleeves/right_sleeve.png" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> + <img @class="'layer-sexsleeve colour-upper anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/' + _sleeves + '/right_sleeve.png'" @style="($worn.upper.colour is 'custom' ? $worn.upper.colourCustom + _upperOpacity : '')"> <</if>> <</if>> <</if>> @@ -2054,26 +2199,32 @@ <</if>> <</if>> <<elseif !$worn.lower.type.includes("naked") and $worn.upper.set isnot $worn.lower.set and setup.clothes.lower[$worn.lower.index].skirt is 1>> - <<if $worn.lower.state is "waist">> - <<if $worn.lower.skirt_down is 1>> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif $worn.lower.skirt_down is 0>> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/hips.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <</if>> - <<elseif $worn.lower.state is "midriff">> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/tummy.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<elseif $worn.lower.state is "chest">> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/neck.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> - <<else>> - <<if $penisuse is "othervagina" or $penisuse is "otheranus">> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/ankledown.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<if setup.clothes.lower[$worn.lower.index].short is 1>> + <<if $worn.lower.state is "waist">> + <<if $worn.lower.skirt_down is 1>> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/waist.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.skirt_down is 0>> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/hips.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <</if>> + <<elseif $worn.lower.state is "midriff">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/tummy.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<elseif $worn.lower.state is "chest">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/neck.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> - <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/ankle.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<if $penisuse is "othervagina" or $penisuse is "otheranus">> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/ankledown.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <<else>> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/skirt/ankle.png" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> + <</if>> <</if>> + <<else>> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/longskirt/' + $worn.lower.state + _feet_pos + '.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> <<elseif !$worn.lower.type.includes("naked") and $worn.upper.set isnot $worn.lower.set>> <<if $worn.lower.name is "jeans">> <img @class="'layer-sexlower anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/jeans/' + $worn.lower.state + _feet_pos + '.png'"> + <<elseif $worn.lower.short is 1>> + <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/shorts/' + $worn.lower.state + _feet_pos + '.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <<else>> <img @class="'layer-sexlower colour-lower anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/trousers/' + $worn.lower.state + _feet_pos + '.png'" @style="($worn.lower.colour is 'custom'? $worn.lower.colourCustom + _lowerOpacity : '')"> <</if>> @@ -2107,6 +2258,19 @@ <<elseif $player.perceived_breastsize gte 8 and $player.perceived_breastsize lte 12>> <img @class="'layer-sexunder colour-under_upper anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/chestwrap/huge.png" @style="($worn.under_upper.colour is 'custom'? $worn.under_upper.colourCustom + _underUpperOpacity : '')"> <</if>> +<<elseif $worn.under_upper.name is "tape">> + <<if $player.perceived_breastsize is 0>> + <<set _size to "none">> + <<elseif $player.perceived_breastsize is 1 or $player.perceived_breastsize is 2>> + <<set _size to "tiny">> + <<elseif $player.perceived_breastsize is 3 or $player.perceived_breastsize is 4>> + <<set _size to "small">> + <<elseif $player.perceived_breastsize gte 5 and $player.perceived_breastsize lte 7>> + <<set _size to "large">> + <<elseif $player.perceived_breastsize gte 8 and $player.perceived_breastsize lte 12>> + <<set _size to "huge">> + <</if>> + <img @class="'layer-sexunder colour-under_upper anim-doggy-4f-'+_animspeed" @src="'img/sex/missionary/active/tape/'+_size+'.png'" @style="($worn.under_upper.colour is 'custom' ? $worn.under_upper.colourCustom + _underUpperOpacity : '')"> <<elseif $worn.under_upper.name is "mesh shirt">> <<if $worn.under_upper.state is "midriff">> <<set _state to "midriff">> @@ -2152,6 +2316,8 @@ <img @class="'layer-sexunder anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/cow/full.png"> <<elseif $worn.neck.name is "necktie">> <img @class="'layer-sextiemissionary colour-neck anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/tie/neck.png"> +<<elseif $worn.neck.name is "scarf">> + <img @class="'layer-sexunder colour-neck anim-doggy-4f-'+_animspeed" src="img/sex/missionary/active/scarf/full.png" @style="($worn.neck.colour is 'custom'? $worn.neck.colourCustom + _neckOpacity : '')"> <</if>> <<if $worn.hands.name isnot "naked">> @@ -2180,7 +2346,7 @@ <</if>> <</if>> -<<if $worn.feet.type.includes("heels")>> +<<if $worn.feet.type.includes("heels") or $worn.feet.name is "wedge sandals" or $worn.feet.name is "light-up trainers">> <<if $feetuse is "penis" or $feetstate is "tentacle">> <<set _legl to 'legl'>> <<set _legr to 'feetjob'>> diff --git a/game/base-clothing/update.twee b/game/base-clothing/update.twee index 882b388862279dc646eecc876cf45f7c325732a2..6511f7389dffa3f4e159b687d328a9deb157e55c 100644 --- a/game/base-clothing/update.twee +++ b/game/base-clothing/update.twee @@ -306,7 +306,7 @@ <</for>> <</if>> -<<if $objectVersion.wardrobes lt 3>> +<<if $objectVersion.wardrobes lt 4>> <<run clothesDataTrimmerLoop()>> <</if>> diff --git a/game/base-clothing/widgets.twee b/game/base-clothing/widgets.twee index 43ddeb39d4a4641e13e59bff591a9dacd6cf047f..dbf9c6e3c4b24520ba535bd30fb6d4fa28efa862 100644 --- a/game/base-clothing/widgets.twee +++ b/game/base-clothing/widgets.twee @@ -1050,6 +1050,22 @@ <<generalUndress _undress_temp "feet">> <</widget>> +<<widget "undressKeepFace">> +<<set _undress_temp to $args[0]>> +<<generalUndress _undress_temp "over_upper">> +<<generalUndress _undress_temp "over_lower">> +<<generalUndress _undress_temp "over_head">> +<<generalUndress _undress_temp "upper">> +<<generalUndress _undress_temp "lower">> +<<generalUndress _undress_temp "under_upper">> +<<generalUndress _undress_temp "under_lower">> +<<generalUndress _undress_temp "head">> +<<generalUndress _undress_temp "neck">> +<<generalUndress _undress_temp "hands">> +<<generalUndress _undress_temp "legs">> +<<generalUndress _undress_temp "feet">> +<</widget>> + <<widget "undressSleep">> <<set _undress_temp to $args[0]>> <<for $_label, $_value range $worn>> diff --git a/game/base-combat/actions-hands.twee b/game/base-combat/actions-hands.twee index 0083b237da3157eaac80c609cd41d2dee75e0fd9..d271e39f04857e9685e89f2d1af43adbaa64fdac 100644 --- a/game/base-combat/actions-hands.twee +++ b/game/base-combat/actions-hands.twee @@ -1675,6 +1675,8 @@ $NPCList[5].lefthand is "pen" or $NPCList[5].righthand is "pen">> <<case "socks">> <<combat-hand-on-socks $_hand>> <<case "shackle_imminent">> <<combat-hand-on-shackle $_hand>> <<case "shackle_entrance">> <<combat-hand-on-shackle-imminent $_hand>> ++ <<case "throat">> <<combat-hand-on-throat $_hand>> ++ <<case "none">> <<combat-set-hand-start $_hand>> <<case 0>> <<combat-set-hand-start $_hand>> <<default>> <<run console.error("NPC hand action unaccounted for! Hand: " + $hand + " Value: " + $_npcHand)>> <<run throw new Error("NPC hand action unaccounted for! Hand: " + $hand + " Value: " + $_npcHand)>> <</switch>> diff --git a/game/base-combat/actions-vagina.twee b/game/base-combat/actions-vagina.twee index c63bae094353649136f2d1e9a4a1d152b906d7f9..37c01ec1de497a06701dcb7b050ed9cf7a3721f0 100644 --- a/game/base-combat/actions-vagina.twee +++ b/game/base-combat/actions-vagina.twee @@ -304,7 +304,7 @@ <<widget "actionsvaginapenisdoublefuck">> <<if !$worn.genitals.type.includes("chastity") and $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1 and $awareness gte 300>> - <<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man" and $awareness lt 300) and !$promiscuityIgnore) or $NPCList[_j].chastity.penis.includes("chastity")>> + <<if $consensual is 1 and (($promiscuity lte 74 and $enemytype is "man" or $deviancy lte 74 and $enemytype isnot "man" and $awareness lt 300) and !$promiscuityIgnore) or $NPCList[$vaginatarget].chastity.penis.includes("chastity")>> <!-- Do Nothing --> <<else>> <<if $NPCList[$vaginatarget].penis is "vaginadouble" or $NPCList[$vaginatarget].chastity.penis.includes("chastity")>> diff --git a/game/base-combat/beast-generation.twee b/game/base-combat/beast-generation.twee index b30d5c82bb1c951643fae19824329e934015f599..3d9d8042fece667796e752d528a65342368194c6 100644 --- a/game/base-combat/beast-generation.twee +++ b/game/base-combat/beast-generation.twee @@ -117,7 +117,7 @@ <!-- Set hallucination creatures to always be monsters. Shadow types could be .monster = "shadow" --> <<if $NPCList[_n].type is "creature" and !_tower_creature>> <<set $NPCList[_n].monster to "monster">> -<<elseif ($monsterchance gte $rng and $hallucinations gte 1) or ($monsterchance gte $rng and $monsterhallucinations is "f") or (_beast_monster is "monster") or ($bestialitydisable is "t")>> +<<elseif ($monsterchance gte $rng and $hallucinations gte 1) or ($monsterchance gte $rng and $monsterhallucinations is "f") or (_beast_monster is "monster") or ($bestialitydisable is "t" and $NPCList[0].monster is "monster")>> <<set $NPCList[_n].monster to "monster">> <<if $NPCList[_n].type is "horse">> <<set $NPCList[_n].type to "centaur">> diff --git a/game/base-combat/ejaculation-sydney.twee b/game/base-combat/ejaculation-sydney.twee index 0763b5bac89611b539c119ef5857301190de1700..db76430c47fe043596e3fd9b0dd77dc384a7c187 100644 --- a/game/base-combat/ejaculation-sydney.twee +++ b/game/base-combat/ejaculation-sydney.twee @@ -281,7 +281,7 @@ "I'll break both of these things one day," <<he>> says. <<else>> "Fucking sextease." <<he>> pouts, glaring at your $worn.genitals.name. - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -322,7 +322,7 @@ "I'll break both of these things one day," <<he>> says. "I need you inside me." <<else>> "Fucking cocktease," <<he>> pouts, glaring at your $worn.genitals.name. - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -333,7 +333,7 @@ "I'll break this thing one day," <<he>> says. "I need you inside me." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you fuck me?" - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -344,7 +344,7 @@ "I'll break both of these things one day," <<he>> says. "I need you inside me." <<else>> "Fucking cocktease," <<he>> pouts, glaring at your $worn.genitals.name. - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -355,7 +355,7 @@ "I'll break this thing one day," <<he>> says. "I need you inside me." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you fuck me?" - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -366,14 +366,14 @@ "I'll break both of these things one day," <<he>> says. <<else>> "Fucking sextease." <<he>> pouts, glaring at your $worn.genitals.name. - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> <br><br> <<elseif $NPCList[_nn].vagina is "frot">> <<He>> grinds <<his>> clit hard against your cock as <<he>> cums. "Fucking cocktease," <<he>> pouts. "Why didn't you fuck me?" - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <br><br> @@ -912,7 +912,7 @@ "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -939,7 +939,7 @@ "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -987,7 +987,7 @@ "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -1017,7 +1017,7 @@ "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -1047,7 +1047,7 @@ "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -1256,7 +1256,7 @@ "I'll break these things one day," <<he>> says. "I need to be inside you." <<else>> "Fucking cocktease," <<he>> pouts. "Why didn't you let me fuck you?" - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> @@ -1277,7 +1277,7 @@ <<He>> sighs as <<he>> ejaculates onto <<his>> own chest. <<He>> seems sad rather than spent. "I need the real thing." <br><br> <</switch>> - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <<elseif $NPCList[_nn].penis isnot 0 and $NPCList[_nn].penis.startsWith("penis") and $worn.genitals.type.includes("chastity")>> @@ -1286,7 +1286,7 @@ "I'll break both of these things one day," <<he>> says. <<else>> "Fucking sextease." <<he>> pouts, glaring at your $worn.genitals.name. - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>><<He>> uncaps a marker, quickly writing something on your <<bodypart _bodypart>> before you can react. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting stupid_little_fucking_sextease_bitch_fucker>><</if>> <</if>> <</if>> diff --git a/game/base-combat/man-combat.twee b/game/base-combat/man-combat.twee index 88f8d7b9a0302b9bfa5f79970909f381fb12605b..a353ca8ed36b02a2e95af88073866273f86d3d6d 100644 --- a/game/base-combat/man-combat.twee +++ b/game/base-combat/man-combat.twee @@ -1266,7 +1266,6 @@ <<widget "combat-set-hand-start">> <<set $rng to random(1, 100)>> - <<combat-get-other-hand $args[0]>> <<if $askedtochoke is 1 and $consensual is 1 and $asphyxiaLvl gte 1 and ($neckuse isnot "hand" or ($otherNPChand is "throat" and $rng lte 30))>> @@ -1311,7 +1310,7 @@ <<set _stripped to true>> <</if>> <<combat-set-hand-target $args[0] $handtarget>> - <<elseif $rng lte 7 and ($consensual isnot 1 or ["Whitney", "Kylar", "Sydney"].includes($npc[$npcrow.indexOf(_n)])) and $bodywritingdisable is "f" and $enemytype isnot "beast" and !$noBodyWriting>> + <<elseif $rng lte 7 and ($consensual isnot 1 or ["Whitney", "Kylar", "Sydney"].includes($npc[$npcrow.indexOf(_n)])) and $bodywritingLvl gte 2 and $enemytype isnot "beast" and !$noBodyWriting>> <<set _rng to random(1, 5)>> <<if (_rng is 5 and $NPCList[_n].type isnot "plant") or $npc.includes("Sydney")>> <span class="purple"><<He>> pulls a <span class="pink">permanent</span> marker pen from <<his>> pocket, flicking off the lid.</span> diff --git a/game/base-combat/npc-damage.twee b/game/base-combat/npc-damage.twee index 13ba64be935f610cadab085c8e0c408339142544..5aa29001cce8ae9d062eb6ff4b9090f9284473d4 100644 --- a/game/base-combat/npc-damage.twee +++ b/game/base-combat/npc-damage.twee @@ -151,6 +151,9 @@ <<set $enemyhealth += $NPCList[_returnHP].health>> <</if>> <</for>> +<<if $newtarget is undefined>> + <<set $newtarget to $oldtarget>> +<</if>> <!-- Give PC stats uptick. Could be replaced with <<violence -xx>> call --> <<set $pain to 0>> <<stress -18>><<trauma -6>> diff --git a/game/base-combat/widgets.twee b/game/base-combat/widgets.twee index 15c0f07f3c8b9d54d24d91f0b562bbce89c3eb25..dc860d17d6bb39a0c1bde12a42cd62400f236cab 100644 --- a/game/base-combat/widgets.twee +++ b/game/base-combat/widgets.twee @@ -17,6 +17,8 @@ <<case "Great Hawk">><<earnFeat "Great Hawk the Terror">> <<case "Wren">><<earnFeat "Wren the Sly">> <<case "Black Wolf">><<earnFeat "Great Wolf the Alpha">> + <<case "Harper">><<earnFeat "Harper the Hypnotist">> + <<case "Morgan">><<earnFeat "Morgan the Lost">> <</switch>> <</if>> <<if $args[0] isnot undefined and $args[0] isnot 0>> diff --git a/game/base-debug/clothesTesting.twee b/game/base-debug/clothesTesting.twee index 07b172d29ecfe8902041d3ff46c78c0931a5cc1c..35bca6a553148964be1d78a8292c3c15232de421 100644 --- a/game/base-debug/clothesTesting.twee +++ b/game/base-debug/clothesTesting.twee @@ -524,7 +524,7 @@ Yellowish: <br> <<set _hairTypeByName to {"Default": "default", "Braid left": "braid left", "Braid right": "braid right", "Flat ponytail": "flat ponytail", "Loose": "loose", "Messy": "messy", "Pigtails": "pigtails", "Ponytail": "ponytail", "Short": "short", "Side tail left": "side tail left", -"Side tail right": "side tail right", "Straight": "straight", "Swept left": "swept left", "Twin braids": "twin braids", "Twintails": "twintails", "Curl": "curl"}>> +"Side tail right": "side tail right", "Straight": "straight", "Swept left": "swept left", "Twin braids": "twin braids", "Twintails": "twintails", "Curl": "curl", "Neat": "neat"}>> <<set _keys to Object.keys(_hairTypeByName)>> <<for _i to 0; _i lt _keys.length; _i++>> <label> @@ -537,7 +537,7 @@ Yellowish: <span class="gold">Fringe Type</span> <br> <<set _fringeTypeByName to {"Default": "default", "Thin flaps": "thin flaps", "Wide flaps": "wide flaps", "Hime": "hime", "Loose": "loose", "Messy": "messy", "Overgrown": "overgrown", -"Ringlets": "ringlets", "Split": "split", "Straight": "straight", "Swept left": "swept left", "Back": "back", "Parted": "parted", "Flat": "flat", "Quiff": "quiff", "Straight curl": "straight curl", "Ringlet curl": "ringlet curl"}>> +"Ringlets": "ringlets", "Split": "split", "Straight": "straight", "Swept left": "swept left", "Back": "back", "Parted": "parted", "Flat": "flat", "Quiff": "quiff", "Straight curl": "straight curl", "Ringlet curl": "ringlet curl", "Curtain": "curtain"}>> <<set _keys to Object.keys(_fringeTypeByName)>> <<for _i to 0; _i lt _keys.length; _i++>> <label> diff --git a/game/base-system/caption.twee b/game/base-system/caption.twee index 5c09e20a585c2918a0e5765013160789be361bae..b87428937c53fd09504b8b832984372f4c83bf2a 100644 --- a/game/base-system/caption.twee +++ b/game/base-system/caption.twee @@ -19,7 +19,7 @@ <<combateffects>> <div id="storyCaptionDiv" @class="($extendedStats ? 'storyCaptionDivExtended' : '')"> - + <<if $numpad is true>> <style> diff --git a/game/base-system/cheats.twee b/game/base-system/cheats.twee index 29fe4c76e7a3b2929f27d5cf1de286700889d61c..c9ddc34687bcfcf71b2230ee61461a4c424e930a 100644 --- a/game/base-system/cheats.twee +++ b/game/base-system/cheats.twee @@ -2082,6 +2082,15 @@ Socialite: <span id="statsfamesocial"><<print Math.trunc($famesocial)>></span> | <<link ">>>">><<set $famesocial += 1000>><<set $fame += 100>><<fameclamp>><<replace "#statsfamesocial">><<print Math.trunc($famesocial)>><</replace>><</link>> <br> +<<link "<<<">><<set $famemodel -= 1000>><<set $fame -= 100>><<fameclamp>><<replace "#statsfamemodel">><<print Math.trunc($famemodel)>><</replace>><</link>> | +<<link "<<">><<set $famemodel -= 100>><<set $fame -= 10>><<fameclamp>><<replace "#statsfamemodel">><<print Math.trunc($famemodel)>><</replace>><</link>> | +<<link "<">><<set $famemodel -= 10>><<set $fame -= 1>><<fameclamp>><<replace "#statsfamemodel">><<print Math.trunc($famemodel)>><</replace>><</link>> | +Model: <span id="statsfamemodel"><<print Math.trunc($famemodel)>></span> + | <<link ">">><<set $famemodel += 10>><<set $fame += 1>><<fameclamp>><<replace "#statsfamemodel">><<print Math.trunc($famemodel)>><</replace>><</link>> + | <<link ">>">><<set $famemodel += 100>><<set $fame += 10>><<fameclamp>><<replace "#statsfamemodel">><<print Math.trunc($famemodel)>><</replace>><</link>> + | <<link ">>>">><<set $famemodel += 1000>><<set $fame += 100>><<fameclamp>><<replace "#statsfamemodel">><<print Math.trunc($famemodel)>><</replace>><</link>> +<br> + <</widget>> <<widget "cheats-other">> diff --git a/game/base-system/clamp.twee b/game/base-system/clamp.twee index 4c39e6bbd4242e7922e2a1bdb3012a0c2ed38c78..dd2a44d4f342a850c340dc4062f1e54134d85f22 100644 --- a/game/base-system/clamp.twee +++ b/game/base-system/clamp.twee @@ -161,6 +161,7 @@ <<set $famebusiness to Math.clamp($famebusiness, 0, 2000)>> <<set $famepimp to Math.clamp($famepimp, 0, 2000)>> <<set $famesocial to Math.clamp($famesocial, 0, 2000)>> +<<set $famemodel to Math.clamp($famemodel, 0, 2000)>> <<set $fame to ($famesex + $famerape + $famebestiality + $fameexhibitionism + $fameprostitution + $famescrap + $famegood + $famebusiness + $famepimp + $famesocial)>> diff --git a/game/base-system/fame.twee b/game/base-system/fame.twee index c2d49a01add5367d3570a5a00ca08ad067468614..c1972e6d2fbf226f8a1bbdfc7b2e94c37e9affbd 100644 --- a/game/base-system/fame.twee +++ b/game/base-system/fame.twee @@ -120,3 +120,13 @@ <</if>> <</if>> <</widget>> + +<<widget "famemodel">> +<<if $args[0] and $statFreeze isnot true>> + <<if $face isnot "covered" and !$worn.face.type.includes("mask") and !$gloryhole>> + <<set $fame += $args[0]>> + <<set $famemodel += $args[0]>> + <<set $famemodel to Math.clamp($famemodel, 0, 2000)>> + <</if>> +<</if>> +<</widget>> diff --git a/game/base-system/feats.twee b/game/base-system/feats.twee index b74f2c05177acf0ea6055b4233c432db93c63e29..78997d5c37cbc6f3ad6fdd350f2b9f538d6d3273 100644 --- a/game/base-system/feats.twee +++ b/game/base-system/feats.twee @@ -477,11 +477,11 @@ <<earnFeat "Cattle">> <</if>> <<if $orgasmtrait gte 1 or $ejactrait gte 1 or $molesttrait gte 1 or $rapetrait gte 1 or $bestialitytrait gte 1 - or $tentacletrait gte 1 or $voretrait gte 1 or $milkdranktrait gte 1>> + or $tentacletrait gte 1 or $voretrait gte 1 or $milkdranktrait gte 1 or $choketrait gte 1>> <<earnFeat "A Special Trait">> <</if>> <<if $orgasmtrait gte 1 and $ejactrait gte 1 and $molesttrait gte 1 and $rapetrait gte 1 and $bestialitytrait gte 1 - and $tentacletrait gte 1 and $voretrait gte 1 and $milkdranktrait gte 1>> + and $tentacletrait gte 1 and $voretrait gte 1 and $milkdranktrait gte 1 and $choketrait gte 1>> <<earnFeat "A Special Trait Collector">> <</if>> <<if $sexStats.anus.pregnancy.motherStatus is 2>> @@ -1051,6 +1051,20 @@ series: "", filter: ["All", "Social"], }, + "Harper the Hypnotist":{ + title: "Harper the Hypnotist", + desc: "They gave their virginity to you.", + difficulty: 2, + series: "", + filter: ["All", "Social"], + }, + "Morgan the Lost":{ + title: "Morgan the Lost", + desc: "They gave their virginity to you.", + difficulty: 2, + series: "", + filter: ["All", "Social"], + }, "Love Triangles":{ title: "Love Triangles", desc: "You don't know who to choose.", diff --git a/game/base-system/images.twee b/game/base-system/images.twee index 85943c989b54cf0325f0a80a826497b3ce3e10b3..a2bce8e9712c1f0b69823d1e9a3a51ee0b144f7c 100644 --- a/game/base-system/images.twee +++ b/game/base-system/images.twee @@ -1021,12 +1021,98 @@ <</if>> <</widget>> +<<widget "stairsicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/stairs.png"> + <</if>> +<</widget>> + +<<widget "stairschristmasicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/stairs_christmas.png"> + <</if>> +<</widget>> + +<<widget "doubledoorsicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/double_doors.png"> + <</if>> +<</widget>> + +<<widget "shoppingcentreicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/shopping_centre.png"> + <</if>> +<</widget>> + +<<widget "beachicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/beach.gif"> + <</if>> +<</widget>> + +<<widget "plaqueicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/plaque.png"> + <</if>> +<</widget>> + +<<widget "prisonrunicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/prison_run.png"> + <</if>> +<</widget>> + +<<widget "prisonlifticon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/prison_lift.png"> + <</if>> +<</widget>> + +<<widget "prisoncanteenicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/prison_canteen.png"> + <</if>> +<</widget>> + +<<widget "prisonmedicalicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/prison_medical.png"> + <</if>> +<</widget>> + +<<widget "prisonlaundryicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/prison_laundry.png"> + <</if>> +<</widget>> + +<<widget "prisondooricon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/prison_door.png"> + <</if>> +<</widget>> + +<<widget "hospitalicon">> + <<if $images is 1>> + <img id="icon" src="img/misc/icon/hospital.png"> + <</if>> +<</widget>> + <<widget "ind">> <<if $images is 1>> <img id="icon" src="img/misc/icon/indent.png"> <</if>> <</widget>> +<<widget "main_hall_icon">> +<<if $christmas is 1>> + <<stairschristmasicon>> +<<else>> + <<stairsicon>> +<</if>> +<</widget>> + <<widget "clothingicon">> <<if $images is 1>> <<set $_item to setup.clothes[$args[1]][$args[0].index]>> diff --git a/game/base-system/journal.twee b/game/base-system/journal.twee index e9a4195d31c5991bb2cc5b6d51e3b36bc5ba5d2c..fd61eae84af304166bc905b973a779914cffdf04 100644 --- a/game/base-system/journal.twee +++ b/game/base-system/journal.twee @@ -321,6 +321,16 @@ <br> <</if>> +<<if $photo>> + <<if $photo.silly is "accepted">> + A business owner on the High Street is expecting you during the day. + <br> + <<elseif $photo.silly is "done">> + You can collect your pay for the High Street job from Niki. + <br> + <</if>> +<</if>> + <br> <<if $scienceproject is "ongoing">> <hr> diff --git a/game/base-system/mirror.twee b/game/base-system/mirror.twee index fac58dcab8163bef6df1f0e4721f7dfd92082236..ecba4493566f04b0992701ad35ce908cfaab806c 100644 --- a/game/base-system/mirror.twee +++ b/game/base-system/mirror.twee @@ -1054,8 +1054,8 @@ __Hair__ Your sides are in the "$hairtype" style, and positioned <<if $hairposition is "front">>in front of<<else>>behind<</if>> your body. <br> -<<set _hairTypeByName to {"Braid left": "braid left", "Braid right": "braid right", "Flat ponytail": "flat ponytail", "Loose": "loose", "Messy": "messy", "Pigtails": "pigtails", "Ponytail": "ponytail", "Short": "short", "Side tail left": "side tail left", "Side tail right": "side tail right", "Straight": "straight", "Swept left": "swept left", "Twin braids": "twin braids", "Twintails": "twintails", "Curl": "curl", "Defined curl": "defined curl"}>> -<<set _fringeTypeByName to {"Thin flaps": "thin flaps", "Wide flaps": "wide flaps", "Hime": "hime", "Loose": "loose", "Messy": "messy", "Overgrown": "overgrown", "Ringlets": "ringlets", "Split": "split", "Straight": "straight", "Swept left": "swept left", "Back": "back", "Parted": "parted", "Flat": "flat", "Quiff": "quiff", "Straight curl": "straight curl", "Ringlet curl": "ringlet curl"}>> +<<set _hairTypeByName to {"Braid left": "braid left", "Braid right": "braid right", "Flat ponytail": "flat ponytail", "Loose": "loose", "Messy": "messy", "Pigtails": "pigtails", "Ponytail": "ponytail", "Short": "short", "Side tail left": "side tail left", "Side tail right": "side tail right", "Straight": "straight", "Swept left": "swept left", "Twin braids": "twin braids", "Twintails": "twintails", "Curl": "curl", "Defined curl": "defined curl", "Neat": "neat"}>> +<<set _fringeTypeByName to {"Thin flaps": "thin flaps", "Wide flaps": "wide flaps", "Hime": "hime", "Loose": "loose", "Messy": "messy", "Overgrown": "overgrown", "Ringlets": "ringlets", "Split": "split", "Straight": "straight", "Swept left": "swept left", "Back": "back", "Parted": "parted", "Flat": "flat", "Quiff": "quiff", "Straight curl": "straight curl", "Ringlet curl": "ringlet curl", "Curtain": "curtain"}>> <<linkradiogroup "$hairtype" _hairTypeByName>> diff --git a/game/base-system/persistent-npcs.twee b/game/base-system/persistent-npcs.twee index 79cb1ae56f13a113934c999d8a34ea12956f07b0..428be868f71ced53c4e4acd9a67512a78cd81df4 100644 --- a/game/base-system/persistent-npcs.twee +++ b/game/base-system/persistent-npcs.twee @@ -24,6 +24,11 @@ <<set _temp0 to $args[0]>> <<set $NPCList[_temp0] to clone($per_npc[_temp1])>> <<if $enemyno lt 6>><<set $enemyno += 1>><</if>> + <<if $NPCList[_temp0].monster is "monster">> + <<set $monster to 1>> + <<else>> + <<set $monster to 0>> + <</if>> <<pushEventNPC $args[0]>> <<set $enemynomax to $enemyno>> <</if>> diff --git a/game/base-system/settings.twee b/game/base-system/settings.twee index 6fefe2d50ccc6b1d2866e7755684c36c3a13def2..24a144ef10b75215645498e67ca139cc48070550 100644 --- a/game/base-system/settings.twee +++ b/game/base-system/settings.twee @@ -779,7 +779,7 @@ Values above 5 can lead to errors when creating new saves! Make sure you know wh <label>At any time <<radiobutton "$monsterhallucinations" "f" autocheck>></label> <br><br> - <span class="red">Disabling bestiality will automatically replace all beasts with monster girls or boys, regardless of the above settings.</span> + <span class="red">Disabling bestiality will stil allow lewd events with monster girls and boys.</span> <br> <span class="gold">Beast Toggles</span> diff --git a/game/base-system/social.twee b/game/base-system/social.twee index 40ff6d5e08bde3010c52b270e9ff467b44de9002..f11acf6bf5dfc4947d35eafd5df9e7e0e2439907 100644 --- a/game/base-system/social.twee +++ b/game/base-system/social.twee @@ -390,6 +390,7 @@ <<set _kindnessFameConfig = { currentValue: $famegood, preText: 'Kindness:', flavorText: 'do-gooder', states: _inverseFameStates }>> <<set _businessFameConfig = { currentValue: $famebusiness, preText: 'Business:', flavorText: 'entrepreneur', states: _inverseFameStates }>> <<set _socialFameConfig = { currentValue: $famesocial, preText: 'Socialite:', flavorText: 'schmoozer', states: _inverseFameStates }>> + <<set _modelFameConfig = { currentValue: $famemodel, preText: 'Modelling:', flavorText: 'show off', states: _inverseFameStates }>> <<set _overallFameConfig = { currentValue: $fame, preText: 'Overall:', flavorText: '', states: [ { requiredValue: 0, color: 'green', description: ' Unknown'}, { requiredValue: 100, color: 'teal', description: ' Obscure'}, @@ -410,6 +411,7 @@ <<set _kindnessFameBoxConfig = { description : '<<relation-text _kindnessFameConfig>>' }>> <<set _businessFameBoxConfig = { description : '<<relation-text _businessFameConfig>>' }>> <<set _socialFameBoxConfig = { description : '<<relation-text _socialFameConfig>>' }>> + <<set _modelFameBoxConfig = { description : '<<relation-text _modelFameConfig>>' }>> <<set _overallFameBoxConfig = { description : '<<relation-text _overallFameConfig>>' }>> <</silently>> @@ -418,6 +420,9 @@ <<relation-box-simple _rapeFameBoxConfig>> <<relation-box-simple _bestialityFameBoxConfig>> <<relation-box-simple _exhibitionismFameBoxConfig>> + <<if $famemodel gte 1>> + <<relation-box-simple _modelFameBoxConfig>> + <</if>> /*ToDo: Pregnancy, remove check to properly enable*/ <<if $pregnancyTesting>> <<relation-box-simple _pregnancyFameBoxConfig>> diff --git a/game/base-system/statistics.twee b/game/base-system/statistics.twee index ad4fa94fcc2ceca393bb97a8b6115baa175a3710..01c755deee086dff123ee0c972a68bfc83a88d61 100644 --- a/game/base-system/statistics.twee +++ b/game/base-system/statistics.twee @@ -317,6 +317,8 @@ Sentenced with the pillory: $stat_police.pillory <br> Days in prison: $stat_police.prison <br> +Hypnotised: $hypnotised +<br> <br><br> __Save Game Details__ @@ -514,6 +516,8 @@ __Save Game Details__ <br> Socialite fame: <<print Math.trunc($famesocial)>> <br> + Model fame: <<print Math.trunc($famemodel)>> + <br> <br> diff --git a/game/base-system/text.twee b/game/base-system/text.twee index ecefd3777c0e10b84543ac14f27058f4ad0a5785..66c126dee34a9015f126269f45c1bbf1393f8cbe 100644 --- a/game/base-system/text.twee +++ b/game/base-system/text.twee @@ -5623,7 +5623,7 @@ a teacher <<widget "monster_passage">> <<if _monster_passage is undefined>> - <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> <<if $malechance gte 100>> <<set _monster_passage to "m">> <<elseif $malechance lte 0>> @@ -5639,13 +5639,13 @@ a teacher <<widget "farm_text_many">> <<if $args[0] is "horse">> - <<if $farm_work[$args[0]].monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>> + <<if $farm_work[$args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<set _text_output to "centaurs">> <<else>> <<set _text_output to "horses">> <</if>> <<elseif $args[0] is "pig">> - <<if $farm_work[$args[0]].monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>> + <<if $farm_work[$args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<if $farm_work[$args[0]].gender_plural is "m">> <<set _text_output to "pigboys">> <<elseif $farm_work[$args[0]].gender_plural is "f">> @@ -5657,7 +5657,7 @@ a teacher <<set _text_output to "pigs">> <</if>> <<elseif $args[0] is "dog">> - <<if $farm_work[$args[0]].monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>> + <<if $farm_work[$args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<if $farm_work[$args[0]].gender_plural is "m">> <<set _text_output to "dogboys">> <<elseif $farm_work[$args[0]].gender_plural is "f">> @@ -5669,7 +5669,7 @@ a teacher <<set _text_output to "dogs">> <</if>> <<else>> - <<if $farm_work[$args[0]].monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>> + <<if $farm_work[$args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<if $farm_work[$args[0]].gender_plural is "m">> <<set _text_output to "bullboys">> <<elseif $farm_work[$args[0]].gender_plural is "f">> @@ -5686,13 +5686,13 @@ a teacher <<widget "farm_text">> <<if $args[0] is "horse">> - <<if $farm_work[$args[0]].monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>> + <<if $farm_work[$args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<set _text_output to "centaur">> <<else>> <<set _text_output to "horse">> <</if>> <<elseif $args[0] is "pig">> - <<if $farm_work[$args[0]].monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>> + <<if $farm_work[$args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<if $farm_work[$args[0]].gender is "m">> <<set _text_output to "pigboy">> <<else>> @@ -5702,7 +5702,7 @@ a teacher <<set _text_output to "pig">> <</if>> <<elseif $args[0] is "dog">> - <<if $farm_work[$args[0]].monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>> + <<if $farm_work[$args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<if $farm_work[$args[0]].gender is "m">> <<set _text_output to "dogboy">> <<else>> @@ -5712,7 +5712,7 @@ a teacher <<set _text_output to "dog">> <</if>> <<else>> - <<if $farm_work[$args[0]].monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>> + <<if $farm_work[$args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<if $farm_work[$args[0]].gender is "m">> <<set _text_output to "bullboy">> <<else>> diff --git a/game/base-system/time.twee b/game/base-system/time.twee index 9ce11ecbef9b2e6881f7b30c09ad4ed99dc84fca..29f3fb171448f88fbd9d185c14b290e49edbc7f4 100644 --- a/game/base-system/time.twee +++ b/game/base-system/time.twee @@ -1587,6 +1587,13 @@ <<set $wolfcavepatrol to 1>> <</if>> +<<if $photo>> + <<if $photo.silly is "paid">> + <<set $photo.silly to 0>> + <</if>> + <<set $photo.shoot to 0>> +<</if>> + <</widget>> <<widget "year">> diff --git a/game/base-system/tips.twee b/game/base-system/tips.twee index 211e8ebf8de89aed97f7fc4f65f7faaef5f2ec84..7d187b252b38c0dc7ade4d77d06fbd01337bdb30 100644 --- a/game/base-system/tips.twee +++ b/game/base-system/tips.twee @@ -201,7 +201,7 @@ <<set setup.tipsList to setup.tipsList.concat(setup.tips.lactation)>> <</if>> - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 1>> <<set setup.tipsList to setup.tipsList.concat(setup.tips.bodywriting)>> <</if>> diff --git a/game/base-system/widgets.twee b/game/base-system/widgets.twee index fb50f4cabde9328e7071e9158d9a7d1ed6a68206..a246c5142a24a50c6c7c359b7aa91e8f16c765b6 100644 --- a/game/base-system/widgets.twee +++ b/game/base-system/widgets.twee @@ -1838,7 +1838,7 @@ <<case pool>> <img id="location" @src="'img/misc/' + _weather_display + '/poolday.gif'"> <<case landfill>> - <img id="location" @src="'img/misc/' + _weather_display + '/landfillday.gif'"> + <img id="location" @src="'img/misc/' + _weather_display + '/landfillday.png'"> <<case temple>> <img id="location" @src="'img/misc/' + _weather_display + '/templeday.png'"> <<case strip_club>> @@ -1977,7 +1977,7 @@ <<case pool>> <img id="location" @src="'img/misc/' + _weather_display + '/poolnight.gif'"> <<case landfill>> - <img id="location" @src="'img/misc/' + _weather_display + '/landfillnight.gif'"> + <img id="location" @src="'img/misc/' + _weather_display + '/landfillnight.png'"> <<case temple>> <img id="location" @src="'img/misc/' + _weather_display + '/templenight.png'"> <<case strip_club>> @@ -2126,7 +2126,7 @@ <<case pool>> <img id="location" @src="'img/misc/' + _weather_display + '/pooldawn.gif'"> <<case landfill>> - <img id="location" @src="'img/misc/' + _weather_display + '/landfilldawn.gif'"> + <img id="location" @src="'img/misc/' + _weather_display + '/landfilldawn.png'"> <<case temple>> <img id="location" @src="'img/misc/' + _weather_display + '/templedawn.png'"> <<case strip_club>> @@ -2255,7 +2255,7 @@ <<case pool>> <img id="location" @src="'img/misc/' + _weather_display + '/pooldusk.gif'"> <<case landfill>> - <img id="location" @src="'img/misc/' + _weather_display + '/landfilldusk.gif'"> + <img id="location" @src="'img/misc/' + _weather_display + '/landfilldusk.png'"> <<case temple>> <img id="location" @src="'img/misc/' + _weather_display + '/templedusk.png'"> <<case strip_club>> @@ -5148,4 +5148,10 @@ __Map__<br> <<if $drugged lte 0>> <<set $rescue to 1>> <</if>> +<</widget>> + +<<widget "hypnotised">> +<<if $args[0]>> + <<set $hypnotised += $args[0]>> +<</if>> <</widget>> \ No newline at end of file diff --git a/game/overworld-forest/loc-asylum/main.twee b/game/overworld-forest/loc-asylum/main.twee index 298b9a2be1711c6b8e6829141c556736e1ca852c..492edff19fca560f68055b6abbcdfcb785088b91 100644 --- a/game/overworld-forest/loc-asylum/main.twee +++ b/game/overworld-forest/loc-asylum/main.twee @@ -456,7 +456,7 @@ You are in the asylum, deep in the forest. The building is over a century old, a <br> <<else>> <<if $exposed gte 1>> - <<link [[Ask for towels|Asylum Towels]]>><<trauma 6>><<stress 3>><<suspicion 1>><</link>><<gsuspicion>><<gtrauma>><<gstress>> + <<link [[Ask for clothes|Asylum Towels]]>><<trauma 6>><<stress 3>><<suspicion 1>><</link>><<gsuspicion>><<gtrauma>><<gstress>> <br> <</if>> <<if $edendistract is 1>> @@ -580,38 +580,38 @@ You ask for help distracting the orderlies. You have trouble finding anyone who You sneak to a nurse. "Excuse me," you say. <<if ($beauty gte ($beautymax / 3) * 2) and _towel lte 3>> /* 1 in 5 to skip beauty*/ <<if _towel is 0>> /*1 in 4 chance*/ - <<He>> turns, and smiles with open lust when <<he>> sees you. <<covered>> "Can I have some towels please?" + <<He>> turns, and smiles with open lust when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> "Nah, you're hot," <<he>> pulls out a phone. "I wanna watch you go and ask someone else." <<fameexhibitionism 2 pic>> <<else>> - <<He>> turns, and smiles with open lust when <<he>> sees you. <<covered>> "Can I have some towels please?" + <<He>> turns, and smiles with open lust when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> "Seems like a shame, but sure," <<he>> nods, and wraps some around you. - <<towelup>><<fameexhibitionism 1>> + <<upperwear 87>><<fameexhibitionism 1>> <</if>> <<elseif $penissize gte 3>> - <<He>> turns, and smiles when <<he>> sees you. <<covered>> "Can I have some towels please?" + <<He>> turns, and smiles when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> "One moment," <<he>> says. <<He>> pulls out a phone and takes a quick photo of your <<genitals>>. - <<He>> nods at the screen, and then wraps the towels around you. "Seems like a damn shame to cover that up." - <<towelup>><<fameexhibitionism 2 pic>> + <<He>> nods at the screen, and then chucks a bundle of fabric at you. "Seems like a damn shame to cover that up." + <<upperwear 87>><<fameexhibitionism 2 pic>> <<elseif $breastsize gte 7>> - <<He>> turns, and smiles when <<he>> sees you. <<covered>> "Can I have some towels please?" + <<He>> turns, and smiles when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> "One moment," <<he>> says. <<He>> pulls out a phone and takes a quick photo of your <<breasts>>. - <<He>> nods at the screen, and then wraps the towels around you. "Seems like a damn shame to cover those up." - <<towelup>><<fameexhibitionism 2 pic>> + <<He>> nods at the screen, and then chucks a bundle of fabric at you. "Seems like a damn shame to cover those up." + <<upperwear 87>><<fameexhibitionism 2 pic>> <<elseif _towel gte 2>> - <<He>> turns, and seems completely unphased when <<he>> sees you. <<covered>> "Can I have some towels please?" + <<He>> turns, and seems completely unphased when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> - <<He>> nods, and wraps some around you. - <<towelup>><<fameexhibitionism 1>> + <<He>> nods, and gives you a patient gown. + <<upperwear 87>><<fameexhibitionism 1>> <<else>> - <<He>> turns, and puts a hand to <<his>> mouth to conceal laughter when <<he>> sees you. <<covered>> "Can I have some towels please?" + <<He>> turns, and puts a hand to <<his>> mouth to conceal laughter when <<he>> sees you. <<covered>> "Can I have some clothes please?" <br><br> - <<He>> nods, and wraps some around you. - <<towelup>><<fameexhibitionism 1>> + <<He>> nods, and gives you a patient gown. + <<upperwear 87>><<fameexhibitionism 1>> <</if>><br><br><<unset _towel>> <<link [[Next|Asylum]]>><<endevent>><</link>> <br> @@ -2467,7 +2467,7 @@ will be very angry and it will set back your progress. This should be kept secre <</if>> <<else>> The <<person2>><<person>> removes the straightjacket. - <<unbind>><<exposure>><<towelup>> + <<unbind>><<exposure>><<upperwear 87>> <</if>><br><br> <<if $NPCList[3].description is "long-haired">> diff --git a/game/overworld-forest/loc-asylum/widgets.twee b/game/overworld-forest/loc-asylum/widgets.twee index b4e28f3f80bfe0c4b2ce3d8a00f239ba13db4cc0..95a3f3decbc7e50912a196e4fa20e3d4a05f25ad 100644 --- a/game/overworld-forest/loc-asylum/widgets.twee +++ b/game/overworld-forest/loc-asylum/widgets.twee @@ -115,7 +115,7 @@ <br><br> "Yes," the <<person>> says. "I will enjoy it." <br><br> - <<link [[Obey|Asylum Hypnosis Oral]]>><<set $sexstart to 1>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>> + <<link [[Obey|Asylum Hypnosis Oral]]>><<hypnotised 1>><<set $sexstart to 1>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>> <br> <<link [[Resist|Asylum Hypnosis Resist]]>><<stress 6>><<suspicion 5>><<npcincr Harper dom -5>><</link>><<ggsuspicion>><<ggstress>> <br> @@ -130,7 +130,7 @@ <br><br> "Good," The doctor says. "I want you to take off your clothes. We're going for a walk." <br><br> - <<link [[Obey|Asylum Hypnosis Exhibitionism]]>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>> + <<link [[Obey|Asylum Hypnosis Exhibitionism]]>><<hypnotised 1>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>> <br> <<link [[Resist|Asylum Hypnosis Resist]]>><<stress 6>><<suspicion 5>><<npcincr Harper dom -5>><</link>><<ggsuspicion>><<ggstress>> <br> @@ -155,18 +155,29 @@ This continues for several minutes. Harper somehow picks up on whenever one of your minds starts to wander, and brings you back to focus. You feel something shift in your consciousness as you enter a trance. <br><br> <<beastNEWinit 1 dog>> - <<if $monster is 1>> - "Good," The doctor says. "Bring <<bhim>> in." A group of orderlies enter. One holds a <<beasttype>> on a leash, who appears to be panting heavily. <<bHis>> nude body is on full display. <<bHe>> strains to reach you. Harper turns to you. "We found <<bhim>> up near those farms," <<nnpc_he "Harper">> says. "<<bHe>>'s been misbehaving, and could use some "personal" attention. From a bitch in heat, more specifically. You can't wait to be bred." You feel an urge to bark. - <br><br> + <<if $monster is 1 or $bestialitydisable is "f">> + <<if $monster is 1>> + "Good," The doctor says. "Bring <<bhim>> in." A group of orderlies enter. One holds a <<beasttype>> on a leash, who appears to be panting heavily. <<bHis>> nude body is on full display. <<bHe>> strains to reach you. Harper turns to you. "We found <<bhim>> up near those farms," <<nnpc_he "Harper">> says. "<<bHe>>'s been misbehaving, and could use some "personal" attention. From a bitch in heat, more specifically. You can't wait to be bred." You feel an urge to bark. + <br><br> + <<else>> + "Good," The doctor says. "Bring it in." A group of orderlies enter. One holds a dog on a leash. It strains to reach you. Harper turns to you. "You're a bitch in heat. You can't wait to be bred." You feel an urge to bark. + <br><br> + <</if>> + + <<link [[Present yourself|Asylum Hypnosis Dog]]>><<hypnotised 1>><<set $sexstart to 1>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>> + <br> + <<link [[Resist|Asylum Hypnosis Dog Resist]]>><<stress 6>><<suspicion 5>><<npcincr Harper dom -5>><</link>><<ggsuspicion>><<ggstress>> + <br> <<else>> - "Good," The doctor says. "Bring it in." A group of orderlies enter. One holds a dog on a leash. It strains to reach you. Harper turns to you. "You're a bitch in heat. You can't wait to be bred." You feel an urge to bark. + <<endevent>> + <<npc Harper>><<person1>> + "Good," The doctor says. "I want you to take off your clothes. We're going for a walk." <br><br> + <<link [[Obey|Asylum Hypnosis Exhibitionism]]>><<hypnotised 1>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>> + <br> + <<link [[Resist|Asylum Hypnosis Resist]]>><<stress 6>><<suspicion 5>><<npcincr Harper dom -5>><</link>><<ggsuspicion>><<ggstress>> + <br> <</if>> - - <<link [[Present yourself to the dog|Asylum Hypnosis Dog]]>><<set $sexstart to 1>><<npcincr Harper dom 5>><<control 25>><<stress -12>><<awareness -10>><<suspicion -5>><</link>><<ggcontrol>><<llsuspicion>><<llawareness>><<lstress>> - <br> - <<link [[Resist|Asylum Hypnosis Dog Resist]]>><<stress 6>><<suspicion 5>><<npcincr Harper dom -5>><</link>><<ggsuspicion>><<ggstress>> - <br> <<else>> <<npc Harper>><<person1>><<generate2>><<generate3>> You enter Doctor Harper's office. <<He>> sits behind <<his>> desk. A <<person2>><<person>> and <<person3>><<person>> sit in front of <<him>>, both in white coats. They turn to regard you. @@ -273,44 +284,44 @@ Harper stares at you across the desk. "In your sleep you talk about being attack <</if>> <br><br> -<<if $asylumdistracted is 1>> -<<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<gggsuspicion>><<ltrauma>><<lstress>> -<br> -<<else>> -<<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> -<br> -<</if>> -<<if $asylumkeycard isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound">> -<<set $skulduggerydifficulty to 900 + (20 * $suspicion)>> -<<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <i>This will be easier with low suspicion.</i> -<br> -<</if>> -<<link [[Insist that isn't true|Asylum Beast Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>> -<br> -<<link [[Say you aren't sure|Asylum Beast Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>> -<br> + <<if $asylumdistracted is 1>> + <<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<gggsuspicion>><<ltrauma>><<lstress>> + <br> + <<else>> + <<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> + <br> + <</if>> + <<if $asylumkeycard isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound">> + <<set $skulduggerydifficulty to 900 + (20 * $suspicion)>> + <<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <i>This will be easier with low suspicion.</i> + <br> + <</if>> + <<link [[Insist that isn't true|Asylum Beast Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>> + <br> + <<link [[Say you aren't sure|Asylum Beast Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>> + <br> <<elseif $asylumassessmentprogress lte 3>> -<<set $asylumassessmentprogress += 1>> -Harper stares at you across the desk. "There are marks on your body," <<he>> says. "You did this to yourself, didn't you." -<br><br> + <<set $asylumassessmentprogress += 1>> + Harper stares at you across the desk. "There are marks on your body," <<he>> says. "You did this to yourself, didn't you." + <br><br> -<<if $asylumdistracted is 1>> -<<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<gggsuspicion>><<ltrauma>><<lstress>> -<br> -<<else>> -<<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> -<br> -<</if>> -<<if $asylumkeycard isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound">> -<<set $skulduggerydifficulty to 900 + (20 * $suspicion)>> -<<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <i>This will be easier with low suspicion.</i> -<br> -<</if>> -<<link [[Insist that isn't true|Asylum Hurt Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>> -<br> -<<link [[Say you aren't sure|Asylum Hurt Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>> -<br> + <<if $asylumdistracted is 1>> + <<link [[Attack|Asylum Fight]]>><<suspicion 15>><<trauma -6>><<stress -6>><<set $fightstart to 1>><</link>><<gggsuspicion>><<gggsuspicion>><<ltrauma>><<lstress>> + <br> + <<else>> + <<link [[Attack|Asylum Punish]]>><<suspicion 15>><<trauma -6>><<stress -6>><</link>><<gggsuspicion>><<ltrauma>><<lstress>> + <br> + <</if>> + <<if $asylumkeycard isnot 1 and $leftarm isnot "bound" and $rightarm isnot "bound">> + <<set $skulduggerydifficulty to 900 + (20 * $suspicion)>> + <<link [[Steal keycard|Asylum Keycard]]>><</link>><<skulduggerydifficulty>> <i>This will be easier with low suspicion.</i> + <br> + <</if>> + <<link [[Insist that isn't true|Asylum Hurt Meek]]>><<awareness -1>><<stress 3>><</link>><<lawareness>><<gstress>> + <br> + <<link [[Say you aren't sure|Asylum Hurt Sub]]>><<trauma -6>><<suspicion -5>><<awareness -10>><</link>><<llsuspicion>><<llawareness>><<ltrauma>> + <br> <<else>> <<set $asylumassessmentprogress to 0>> diff --git a/game/overworld-forest/loc-cabin/hunt.twee b/game/overworld-forest/loc-cabin/hunt.twee index 32483251c25b4a5db498d5dc4bf7097337638306..02465ba2cb81fe04e6daa69216b0090d8087d453 100644 --- a/game/overworld-forest/loc-cabin/hunt.twee +++ b/game/overworld-forest/loc-cabin/hunt.twee @@ -122,42 +122,59 @@ You sneak over to the bush, careful not to disturb a single twig. Once there you <<if $rng gte 81 and $bestialitydisable is "f" and $voredisable is "f">> - You round a tree and come face to face with a pair of eyes, hovering just inches from your face. All strength drains from your muscles, and you collapse to the ground. The snake slithers onto the forest floor. - <<set $trance to 1>> - <br><br> - - <<link [[Next|Eden Hunt Snake]]>><<set $molestationstart to 1>><</link>> - <br> - - <!-- Modified for monster people --> - <<elseif $rng gte 41>> - <<beastNEWinit 1 wolf>> - A <<beasttype>> emerges from between the trees, teeth bared. - <<if $monster is 1>> - <<bHis>> gaze meets yours. "Hush hush, prey. Hunter won't save you." - <</if>> - Eden would hear your screams from here, but won't be happy with you. - <br><br> + You round a tree and come face to face with a pair of eyes, hovering just inches from your face. All strength drains from your muscles, and you collapse to the ground. The snake slithers onto the forest floor. + <<set $trance to 1>> + <br><br> - <<link [[Next|Eden Hunt Wolf]]>><<set $molestationstart to 1>><</link>> + <<link [[Next|Eden Hunt Snake]]>><<set $molestationstart to 1>><</link>> <br> + <!-- Modified for monster people --> + <<elseif $rng gte 41>> + <<beastNEWinit 1 wolf>> + <<if $monster is 1 or $bestialitydisable is "f">> + A <<beasttype>> emerges from between the trees, teeth bared. + <<if $monster is 1>> + <<bHis>> gaze meets yours. "Hush hush, prey. Hunter won't save you." + <</if>> + Eden would hear your screams from here, but won't be happy with you. + <br><br> + + <<link [[Next|Eden Hunt Wolf]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + <<endevent>> + <<generate1>><<generate2>>Something presses against your back. "What have we here?" the <<person1>><<person>> says. <<Hes>> holding a gun to your back. + <br><br> + + A <<person2>><<person>> puts a hand on your shoulder, "Turn around <<girl>>. Now, what's a little thing like you doing all alone in the forest?" + <br><br> + + <<person1>>"It's dangerous out here," the <<person>> interjects. "But it's okay, we can keep you safe." <<He>> grabs your <<bottom>> and pulls you closer. + <br><br> + + Eden would hear your screams from here, but won't be happy with you. + <br><br> + + <<link [[Next|Eden Hunt Molestation]]>><<set $molestationstart to 1>><</link>> + <br> + <</if>> <<else>> - <<generate1>><<generate2>>Something presses against your back. "What have we here?" the <<person1>><<person>> says. <<Hes>> holding a gun to your back. - <br><br> + <<generate1>><<generate2>>Something presses against your back. "What have we here?" the <<person1>><<person>> says. <<Hes>> holding a gun to your back. + <br><br> - A <<person2>><<person>> puts a hand on your shoulder, "Turn around <<girl>>. Now, what's a little thing like you doing all alone in the forest?" - <br><br> + A <<person2>><<person>> puts a hand on your shoulder, "Turn around <<girl>>. Now, what's a little thing like you doing all alone in the forest?" + <br><br> - <<person1>>"It's dangerous out here," the <<person>> interjects. "But it's okay, we can keep you safe." <<He>> grabs your <<bottom>> and pulls you closer. - <br><br> + <<person1>>"It's dangerous out here," the <<person>> interjects. "But it's okay, we can keep you safe." <<He>> grabs your <<bottom>> and pulls you closer. + <br><br> - Eden would hear your screams from here, but won't be happy with you. - <br><br> + Eden would hear your screams from here, but won't be happy with you. + <br><br> - <<link [[Next|Eden Hunt Molestation]]>><<set $molestationstart to 1>><</link>> - <br> + <<link [[Next|Eden Hunt Molestation]]>><<set $molestationstart to 1>><</link>> + <br> <</if>> diff --git a/game/overworld-forest/loc-forest/events.twee b/game/overworld-forest/loc-forest/events.twee index 704154617471e6aba0f791e1be29db8dd64607b9..7b005967f8cea7d84c6c1900137667a06c6ea14c 100644 --- a/game/overworld-forest/loc-forest/events.twee +++ b/game/overworld-forest/loc-forest/events.twee @@ -1009,15 +1009,16 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<if $danger gte (9900 - ($allure * $forestmod)) and $eventskip is 0>> <!-- Modified for monster people --> <<beastNEWinit 1 lizard>> - A large <<beasttype>> rears out of the water! - <br><br> - <<link [[Next|Forest Swim Molestation]]>><<set $molestationstart to 1>><</link>> - - <!-- A large lizard rears out of the water and grabs you in its maw! You manage to struggle free, but not unscathed.<<beastescape>> --> - <!-- <br><br> --> - <!-- <<link [[Next|Forest Swim]]>><<set $eventskip to 1>><</link>> --> - <!-- <br> --> - + <<if $monster is 1 or $bestialitydisable is "f">> + A large <<beasttype>> rears out of the water! + <br><br> + <<link [[Next|Forest Swim Molestation]]>><<set $molestationstart to 1>><</link>> + <<else>> + A large lizard rears out of the water and grabs you in its maw! You manage to struggle free, but not unscathed.<<beastescape>> + <br><br> + <<link [[Next|Forest Swim]]>><<set $eventskip to 1>><</link>> + <br> + <</if>> <<else>> <<swimmingdifficulty 1 600 true>> <<if $swimmingSuccess>> diff --git a/game/overworld-forest/loc-forest/main.twee b/game/overworld-forest/loc-forest/main.twee index 6e5a73927ef768a97f41ea47b2925ca0510a1aab..3d2e2bf4086fcc1e5bc1e5641be7e92e516b496f 100644 --- a/game/overworld-forest/loc-forest/main.twee +++ b/game/overworld-forest/loc-forest/main.twee @@ -227,13 +227,13 @@ <<if $pubtask is "forest" and $pubtask2 isnot 1>> <<set $rng to random(1, 100)>> <!-- Modified for Monster People --> - <<if $pubtasksetting is "bear">> + <<if $pubtasksetting is "bear" and $bestialitydisable is "f">> <<link [[Search for Landry's black box|Forest Bear Box]]>><</link>> <br> <<elseif $pubtasksetting is "pair">> <<link [[Search for Landry's black box|Forest Box]]>><</link>> <br> - <<elseif $rng gte 51>> + <<elseif $rng gte 51 and $bestialitydisable is "f">> <<link [[Search for Landry's black box|Forest Bear Box]]>><</link>> <br> <<else>> diff --git a/game/overworld-forest/loc-forest/widgets.twee b/game/overworld-forest/loc-forest/widgets.twee index fda0d89bd9fc27394b739814c326a57b095906e4..14c339a79fd9ea5659bbfba4884e8efb551e546a 100644 --- a/game/overworld-forest/loc-forest/widgets.twee +++ b/game/overworld-forest/loc-forest/widgets.twee @@ -171,13 +171,16 @@ Go towards town "Found you," <<bhe>> barks. "Mine." <</if>> <br><br> + <<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored. + <<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>><<physique 2>> + <br><br> - <<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>> - <!-- It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored. --> - <!-- <<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>><<physique 2>> --> - <!-- <br><br> --> - - <!-- <<link [[Next (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><</link>> --> + <<link [[Next (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><<endevent>><</link>> + <</if>> <</addinlineevent>> <<addinlineevent "forestoutskirts_safeperson">> <<if $daystate is "night">> @@ -251,18 +254,21 @@ Go towards town <<addinlineevent "forest_wolf" 0.33>> <<beastNEWinit 1 wolf>> <!-- Modified for monster people --> - A lone <<beasttype>> emerges from between the trees, teeth bared. - <<if $monster is 1>> - "Prey. No struggle." - <</if>> - <br><br> - <<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>> - - <!-- It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored. --> - <!-- <<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>><<physique 2>> --> - <!-- <br><br> --> + A lone <<beasttype>> emerges from between the trees, teeth bared. + <<if $monster is 1>> + "Prey. No struggle." + <</if>> + <br><br> + <<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored. + <<beastescape>><<gtiredness>><<tiredness 4>><<gathletics>><<athletics 2>><<physique 2>> + <br><br> - <!-- <<link [[Next (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><</link>> --> + <<link [[Next (0:20)|Forest]]>><<endevent>><<pass 20>><<set $eventskip to 1>><</link>> + <</if>> <</addinlineevent>> <<addevent "forestbear" 0.15>> <<addevent "forestrock" 0.25>> @@ -317,13 +323,16 @@ Go towards town <</if>> <br><br> <!-- Modified for monster people --> - <<link [[Next|Forest Wolf2]]>><<set $molestationstart to 1>><</link>> - - <!-- They chase you through the woods. You run until you can no longer hear them behind you. You're not sure if you outran them or they grew bored. --> - <!-- <<beastescape>><<gtiredness>><<tiredness 8>><<gathletics>><<athletics 4>><<physique 4>> --> - <!-- <br><br> --> + <<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Next|Forest Wolf2]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + They chase you through the woods. You run until you can no longer hear them behind you. You're not sure if you outran them or they grew bored. + <<beastescape>><<gtiredness>><<tiredness 8>><<gathletics>><<athletics 4>><<physique 4>> + <br><br> - <!-- <<link [[Next (0:40)|Forest]]>><<pass 40>><<set $eventskip to 1>><</link>> --> + <<link [[Next (0:40)|Forest]]>><<pass 40>><<set $eventskip to 1>><</link>> + <</if>> <</addinlineevent>> <<if $voredisable is "f" and $bestialitydisable is "f">> <<addevent "forestsnake" 0.33>> @@ -472,7 +481,7 @@ A pair of eyes stares out from the darkness beneath a fern. <<gstress>><<stress 6>> <br><br> <!-- Modified for monster people --> -<<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">> +<<if ($parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime") and $bestialitydisable is "f">> <span class="lewd">You feel the slime in your head command you to drop to all fours.</span> It promises rewards if you comply, and threatens consequences if you do not. <br><br> @@ -486,7 +495,7 @@ A pair of eyes stares out from the darkness beneath a fern. <br> <<else>> - <<if $deviancy gte 15>> + <<if $deviancy gte 15 and $bestialitydisable is "f">> <<link [[Adopt mating posture|Forest Wolf Mate]]>><</link>><<deviant2>> <br> <</if>> @@ -578,7 +587,7 @@ You feel whatever's hunting you draw closer. <<link [[Take a detour (0:30)|Forest]]>><<pass 30>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><<set $eventskip to 1>><</link>> <br> <!-- Modified for Monster People --> -<<if random(1, 5) is 5>> +<<if random(1, 5) is 5 and $bestialitydisable is "f">> <<link [[Ignore them|Forest Bear Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> @@ -703,35 +712,40 @@ You spot a decaying metal shard amongst the fallen bark at your feet. It's an ar <!-- Modified for monster people --> <<npc "Black Wolf">>/*<<beastNNPCinit>>*/ <<if $syndromewolves is 1 and $wolfpacktrust gte 24>> - The Black Wolf bounds towards you! <<bHis>> excitement knocks you over as <<bhe>> leaps on top of you and licks your face, then turns and walks several paces away. <<bHe>> looks back over <<bhis>> shoulder. - <<if $monster is 1>> - "Good to see you," <<bhe>> says. "Not safe here. Cold, dark. Come home." - <</if>> - <br><br> + The Black Wolf bounds towards you! <<bHis>> excitement knocks you over as <<bhe>> leaps on top of you and licks your face, then turns and walks several paces away. <<bHe>> looks back over <<bhis>> shoulder. + <<if $monster is 1>> + "Good to see you," <<bhe>> says. "Not safe here. Cold, dark. Come home." + <</if>> + <br><br> - <<link [[Return to wolf cave (0:30)|Wolf Cave Clearing]]>><<endevent>><<pass 30>><</link>> - <br> - <<link [[Continue|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> - <br> + <<link [[Return to wolf cave (0:30)|Wolf Cave Clearing]]>><<endevent>><<pass 30>><</link>> + <br> + <<link [[Continue|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> + <br> - <<elseif $syndromewolves is 1>> - The Black Wolf bounds towards you! - <<if $monster is 1>> - "Runaway, no good," <<bhe>> says. - <</if>> - <br><br> + <<elseif $syndromewolves is 1 and ($monster is 1 or $bestialitydisable is "f")>> + The Black Wolf bounds towards you! + <<if $monster is 1>> + "Runaway, no good," <<bhe>> says. + <</if>> + <br><br> - <<link [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>> - <<else>> - You hear rustling nearby. A pair of glowing yellow eyes watch you from the canopy. - <<if $monster is 1>> - Tufts of thick black hair cover a nude, towering body from head to toe. With a primal growl, <<bhe>> leaps towards you! - <<else>> - A monstrous black wolf bounds towards you! - <</if>> - <br><br> + <<link [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>> + <<elseif $monster is 1 or $bestialitydisable is "f">> + You hear rustling nearby. A pair of glowing yellow eyes watch you from the canopy. + <<if $monster is 1>> + Tufts of thick black hair cover a nude, towering body from head to toe. With a primal growl, <<bhe>> leaps towards you! + <<else>> + A monstrous black wolf bounds towards you! + <</if>> + <br><br> - <<link [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>> + <<link [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>> + <<else>> + You hear rustling nearby. A pair of glowing yellow eyes watch you from the canopy. A monstrous black wolf bounds towards you! You flee in terror, and somehow manage to escape.<<beastescape>> + <br><br> + <<link [[Next|Forest]]>><<endevent>><</link>> + <br> <</if>> <<elseif $wraith and $wraith.hunt>> <<set $wraith.hunt to 0>> diff --git a/game/overworld-forest/loc-lake/widgets.twee b/game/overworld-forest/loc-lake/widgets.twee index 7ae43565a319d92a5758a83ed9e1091f7b1b7126..002d0a21c9ee9ebabea62b83d878cdf0a3dd9c40 100644 --- a/game/overworld-forest/loc-lake/widgets.twee +++ b/game/overworld-forest/loc-lake/widgets.twee @@ -98,7 +98,7 @@ Someone screams. Everyone turns and backs away from the newcomer, a <<beasttype> <<bHe>> stands some way apart and watches. <br><br> <!-- Modified for Monster People --> -<<if $deviancy gte 15>> +<<if $deviancy gte 15 and ($monster is 1 or $bestialitydisable is "f")>> <<link [[Deal with it|Lake Wolf Sex]]>><<set $sexstart to 1>><</link>><<deviant2>><<gcool>> <br> <</if>> @@ -283,15 +283,21 @@ Someone screams. Everyone turns and backs away from the newcomer, a <<beasttype> <<if ($moonstate is "evening" and $hour gte 21 or $moonstate is "morning" and $hour lt 5) and $wraith and $wraith.state isnot "" and $wraith.hunt is 0 and $wraith.timer gte random(0, 10)>> <<wHunt "lake">> <<elseif $rng gte 81>> -<!-- Modified for Monster People --> -<<beastNEWinit 1 boar>> -You see a <<beasttype>> rifling through litter at the base of a tree. It spots you. -<br><br> - -<<link [[Stand your ground|Lake Boar Stand]]>><</link>> -<br> -<<link [[Run|Lake Boar Run]]>><</link>><<athleticsdifficulty>> -<br> + <!-- Modified for Monster People --> + <<beastNEWinit 1 boar>> + You see a <<beasttype>> rifling through litter at the base of a tree. It spots you. + <br><br> + <<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Stand your ground|Lake Boar Stand]]>><</link>> + <br> + <<link [[Run|Lake Boar Run]]>><</link>><<athleticsdifficulty>> + <br> + <<else>> + You turn and run into the forest. Branches tear at you until you trip and collapse in a heap. You think you got away, but your heart continues to pound.<<beastescape>> + <br><br> + <<endevent>> + <<destinationlake>> + <</if>> <<elseif $rng gte 51>> <<if $wraith and $wraith.state isnot "" or $hallucinations gte 1>> You thought you heard someone call your name, but there's no one there. diff --git a/game/overworld-plains/loc-farm/events.twee b/game/overworld-plains/loc-farm/events.twee index 4e11fa1ba813caa0d8079b9ef6aa8791beb06297..b2fad890129e9f5c1c13280346a32ccacd8981c3 100644 --- a/game/overworld-plains/loc-farm/events.twee +++ b/game/overworld-plains/loc-farm/events.twee @@ -1798,7 +1798,7 @@ You wait for the <<farm_text horse>>. It comes to a stop in front of you. <<else>> You try to encourage the <<farm_text horse>> inside, <span class="red">but it remains obstinate.</span> You try pulling it, pushing it from behind, luring it with a carrot, but nothing works.<<lrespect>><<farm_horses -1>><<pass 20>><<farm_count 20>> <br><br> - <<if $farm.beasts.horses lte -5 and $rng gte 51 and $horsedisable is "f">><!-- Modified for Beast People --> + <<if $farm.beasts.horses lte -5 and $rng gte 51 and $horsedisable is "f" and ($bestialitydisable is "f" or ($farm_work.horse.monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")))>><!-- Modified for Beast People --> You're stood inside the stall, trying to coax <<farm_him horse>> in, when <<farm_he horse>> strikes. <<farm_He horse>> runs at you, forcing you to leap aside to get out of <<farm_his horse>> way. You're left slung over the fence between stalls. <br><br> diff --git a/game/overworld-plains/loc-farm/widgets.twee b/game/overworld-plains/loc-farm/widgets.twee index 1936d3bfb3b1ee815e58520c3f03d8a26ee47b4a..ea155c84adf2fef40c81f40e24ac92dcb305d7ef 100644 --- a/game/overworld-plains/loc-farm/widgets.twee +++ b/game/overworld-plains/loc-farm/widgets.twee @@ -193,7 +193,7 @@ <<widget "fox_gen">> <!-- Modified for monster people --> -<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> <<if $malechance lt random(1, 100)>> <<set $fox to "female">> <<else>> @@ -344,22 +344,22 @@ <<set $farm_work.horse to {}>> <<set $farm_work.cattle to {}>> <!-- Modified for monster people --> - <<if ($monsterchance gte random(1, 100)) or ($bestialitydisable is "t")>> + <<if ($monsterchance gte random(1, 100)) and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<set $farm_work.horse.monster_roll to true>> <<else>> <<set $farm_work.horse.monster_roll to false>> <</if>> - <<if ($monsterchance gte random(1, 100)) or ($bestialitydisable is "t")>> + <<if ($monsterchance gte random(1, 100)) and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<set $farm_work.pig.monster_roll to true>> <<else>> <<set $farm_work.pig.monster_roll to false>> <</if>> - <<if ($monsterchance gte random(1, 100)) or ($bestialitydisable is "t")>> + <<if ($monsterchance gte random(1, 100)) and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<set $farm_work.dog.monster_roll to true>> <<else>> <<set $farm_work.dog.monster_roll to false>> <</if>> - <<if ($monsterchance gte random(1, 100)) or ($bestialitydisable is "t")>> + <<if ($monsterchance gte random(1, 100)) and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<set $farm_work.cattle.monster_roll to true>> <<else>> <<set $farm_work.cattle.monster_roll to false>> @@ -747,10 +747,10 @@ <br> <</if>> <<elseif $deviancy gte 35 and $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>> <!-- Modified for Beast People --> - <<if $farm_work.horse.monster is true>> + <<if $farm_work.horse.monster is true and $horsedisable is "f">> The centaur seem agitated. They need "special" attention. <br> - <<else>> + <<elseif $bestialitydisable is "f" and $horsedisable is "f">> The horses seem agitated. They need "special" attention. <br> <</if>> @@ -888,7 +888,7 @@ <<elseif $deviancy gte 35 and $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2 and $horsedisable is "f">> <<if $farm_work.horse.monster is true>> <<horseicon>><<link [[Approach a centaur|Farm Horses Lewd]]>><</link>><<run _actions++>> - <<else>> + <<elseif $bestialitydisable is "f">> <<horseicon>><<link [[Approach a horse|Farm Horses Lewd]]>><</link>><<run _actions++>> <</if>> <br> @@ -1153,7 +1153,7 @@ <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> <!-- Modified for monster people --> - <<if $horsedisable is "f">> + <<if $horsedisable is "f" and ($bestialitydisable is "f" or $farm_work.horse.monster is true)>> You finish up, and walk toward the gate while cleaning the brush of hair. You hear hooves approach behind you. The <<farm_text horse>> gives chase. <br><br> @@ -1229,7 +1229,7 @@ <br> <<link [[Milk by hand (Up to 0:30, depending on skill)|Farm Cattle Milk Hand]]>><<farm_yield 1>><<set $cattle_milked += 1>><<set $farm_work.cattle_milked += 1>><<tending 1>><<farm_cattle 1>><</link>><<deviant1>><<gfarm>><<gtending>><<grespect>> <br> - <<if $deviancy gte 55>> + <<if $deviancy gte 55 and ($bestialitydisable is "f" or $farm_work.cattle.monster is true)>> <<link [[Milk with your mouth (0:03)|Farm Cattle Milk Mouth]]>><<set $cattle_milked += 1>><<set $farm_work.cattle_milked += 1>><<tending 1>><<farm_count 3>><</link>><<deviant4>><<gtending>> <<if $farm_work.cattle.genitals is "penis" and $player.virginity.oral is true>> | <span class="red">This action will take your oral virginity.</span> @@ -2606,7 +2606,7 @@ Weekly wage: <<printmoney $farm.tower_guard_wage>> <<destination_farm_ride>> <</if>> <<elseif $rng is 3>> - <<if $farm.beasts.horses lt -20 and $horsedisable is "f">><!-- Modified for Beast People --> + <<if $farm.beasts.horses lt -20 and $horsedisable is "f" and ($monster is 1 or $bestiality is "f")>><!-- Modified for Beast People --> The <<beasttype>> jerks in another direction, and breaks into a sprint, running across an open field. It stops beside a haybale, and leans forward, dropping you from the saddle. <br><br> You land on the hay, but the <<beasttype>> forces you down with <<bhis>> weight before you can escape. @@ -2620,7 +2620,7 @@ Weekly wage: <<printmoney $farm.tower_guard_wage>> <<link [[Next|Farm Ride Rape]]>><<set $molestationstart to 1>><</link>> <br> - <<elseif $farm.beasts.horses lt 0 and $horsedisable is "f">><!-- Modified for Beast People --> + <<elseif $farm.beasts.horses lt 0 and $horsedisable is "f" and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People --> The <<beasttype>> pulls to a stop, and refuses to take a step further. <<if $monster is 1>> "I'm frustrated," <<bhe>> says. "It's your job to fix it."" diff --git a/game/overworld-plains/loc-farm/work.twee b/game/overworld-plains/loc-farm/work.twee index bd3029b58dcf57a08db14d2f562e1f56158d878a..9411300511336b9859cf93038acb5bd90d59a554 100644 --- a/game/overworld-plains/loc-farm/work.twee +++ b/game/overworld-plains/loc-farm/work.twee @@ -980,7 +980,8 @@ You release the chickens from their coop, then enter to clean up. It's large eno <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> <!-- Modified for Beast People --> - <<farm_gen dog>> + <<farm_gen dog>> + <<if $monster is 1 or $bestialitydisable is "f">> <<if $farm_work.dog.monster is true>> <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals monster>> <<else>> @@ -998,11 +999,13 @@ You release the chickens from their coop, then enter to clean up. It's large eno <</if>> <<link [[Next|Farm Coop Rape]]>><<set $molestationstart to 1>><</link>> <br> - <!-- You hear a click behind you. The wind blew the door shut. It's stuck. You manage to pull it open, but not beforew worrying that you'll need to call for help.<<stress 6>><<gstress>> --> - <!-- <br><br> --> + <<else>> + You hear a click behind you. The wind blew the door shut. It's stuck. You manage to pull it open, but not beforew worrying that you'll need to call for help.<<stress 6>><<gstress>> + <br><br> - <!-- <<link [[Next|Farm Work]]>><</link>> --> - <!-- <br> --> + <<link [[Next|Farm Work]]>><<endevent>><</link>> + <br> + <</if>> <<else>> <<link [[Next|Farm Work]]>><</link>> @@ -1112,28 +1115,31 @@ You enter the sty, and release the <<farm_text_many pig>>. They walk down the ai <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> <!-- Modified for monster people --> - <<if $farm_work.pig.monster is true>> - The last grasps your hair, and tries to force you to the ground. + <<if $bestialitydisable is "f" or $farm_work.pig.monster is true>> + <<if $farm_work.pig.monster is true>> + The last grasps your hair, and tries to force you to the ground. + <<else>> + The last rears on its hind legs, and tries to force you to the ground. + <</if>> + <br><br> + + <<link [[Scold|Farm Pigs Scold]]>><</link>><<tendingdifficulty 1 600>> + <br> + <<link [[Shove away|Farm Pigs Shove]]>><</link>><<physiquedifficulty 1 12000>> + <br> + <<link [[Endure|Farm Pigs Endure]]>><<trauma 6>><<stress 6>><<farm_pigs -1>><</link>><<lrespect>> + <br> + <<if $deviancy gte 35>> + <<link [[Give it a hand|Farm Pigs Hand]]>><<set $sexstart to 1>><</link>><<deviant3>> + <br> + <</if>> <<else>> - The last rears on its hind legs, and tries to force you to the ground. - <</if>> - <br><br> + The <<farm_text_many pig>> seem agitated. It's a little scary.<<gstress>> + <br><br> - <<link [[Scold|Farm Pigs Scold]]>><</link>><<tendingdifficulty 1 600>> - <br> - <<link [[Shove away|Farm Pigs Shove]]>><</link>><<physiquedifficulty 1 12000>> - <br> - <<link [[Endure|Farm Pigs Endure]]>><<trauma 6>><<stress 6>><<farm_pigs -1>><</link>><<lrespect>> - <br> - <<if $deviancy gte 35>> - <<link [[Give it a hand|Farm Pigs Hand]]>><<set $sexstart to 1>><</link>><<deviant3>> + <<link [[Next|Farm Work]]>><</link>> <br> <</if>> - <!-- The <<farm_text_many pig>> seem agitated. It's a little scary.<<gstress>> --> - <!-- <br><br> --> - - <!-- <<link [[Next|Farm Work]]>><</link>> --> - <!-- <br> --> <<else>> <<link [[Next|Farm Work]]>><</link>> @@ -1208,7 +1214,7 @@ You empty the buckets in the troughs. <br><br> <<set $danger to random(1, 10000)>> -<<if $danger gte (9900 - $allure) and $worn.lower.name isnot "naked">> +<<if $danger gte (9900 - $allure) and $worn.lower.name isnot "naked" and ($bestialitydisable is "f" or $farm_work.pig.monster is true)>> <!-- Modified for Monster People --> <<if $farm.beasts.pigs lte -20 and $rng gte 51>> <<if $farm_work.pig.monster is true>> @@ -1248,7 +1254,7 @@ You empty the buckets in the troughs. You herd the <<farm_text_many pig>> back into the sty. Some of them seem reluctant to move, and need cajoling. <<set $danger to random(1, 10000)>> -<<if $danger gte (9900 - $allure)>> +<<if $danger gte (9900 - $allure) and ($bestialitydisable is "f" or $farm_work.pig.monster is true)>> <!-- Modified for Monster People --> <<if $farm_work.pig.monster is true>> You manage to get the last to stand. You're leading <<farm_him pig>> inside when <<farm_he pig>> grasps your arms and tries to force you to the ground. @@ -1296,6 +1302,7 @@ You open each stall, releasing the <<farm_text_many horse>> within. They know wh <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure) and $horsedisable is "f">> <!-- Modified for Monster People --> + <<if $bestialitydisable is "f" or $farm_work.pig.monster is true>> Most run by, eager to stretch their legs, but a couple hang back. <<if $farm_work.horse.monster is true>> One of them steps in front of you, and pushes you away from the gate. "We don't appreciate being penned up," <<farm_he horse>> says as a pair of powerful hands grasp your shoulders from behind. "How's about you give us a little something by way of apology?" @@ -1325,11 +1332,13 @@ You open each stall, releasing the <<farm_text_many horse>> within. They know wh <<link [[Endure|Farm Horses Endure]]>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <</if>> - <!-- They run by, eager to stretch their legs. One jostles you as it passes, knocking you to the ground.<<gpain>><<pain 4>><<gstress>><<stress 6>> - <!-- <br><br> --> + <<else>> + They run by, eager to stretch their legs. One jostles you as it passes, knocking you to the ground.<<gpain>><<pain 4>><<gstress>><<stress 6>> + <br><br> - <!-- <<link [[Next|Farm Work]]>><</link>> --> - <!-- <br> --> + <<link [[Next|Farm Work]]>><</link>> + <br> + <</if>> <<else>> They run by, eager to stretch their legs. <br><br> @@ -1362,7 +1371,7 @@ You open each stall, releasing the <<farm_text_many horse>> within. They know wh <<link [[Chase|Farm Horses Chase]]>><<tiredness 2>><</link>><<athleticsdifficulty 1 1000>><<gtiredness>> <br> <!-- Modified for Monster People --> - <<if $deviancy gte 15 and $horsedisable is "f">> + <<if $deviancy gte 15 and $horsedisable is "f" and ($bestialitydisable is "f" or $farm_work.horse.monster is true)>> <<link [[Seduce|Farm Horses Seduce]]>><</link>><<deviant2>> <br> <</if>> @@ -1640,7 +1649,7 @@ You call the <<farm_text_many horse>>, and lead them from the field. They seem h <<link [[Call Alex|Farm Horses In Alex]]>><<npcincr Alex dom 1>><<farm_horses -1>><</link>><<lrespect>><<gdom "Alex">> <br> <!-- Modified for Monster People --> - <<if $deviancy gte 15 and $horsedisable is "f">> + <<if $deviancy gte 15 and $horsedisable is "f" and ($bestialitydisable is "f" or $farm_work.horse.monster is true)>> <<link [[Seduce|Farm Horses In Seduce]]>><</link>><<deviant2>> <</if>> <br> @@ -1725,6 +1734,8 @@ You enter the cattle barn. You lead the <<farm_text_many cattle>> into the barn, and strap them into the machine. <!-- Modified for Monster People --> + +<<if $bestialitydisable is "f" or $farm_work.cattle.monster is true>> <<if $cattle_milked lte 6>> <<if $farm_work.cattle.monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<if $farm_work.cattle.gender_plural is "m">> @@ -1804,7 +1815,9 @@ You lead the <<farm_text_many cattle>> into the barn, and strap them into the ma <</if>> <</if>> <</if>> -<!-- The cattle moo in anticipation. --> +<<else>> + The cattle moo in anticipation. +<</if>> <br><br> The milking machine works fast, and soon finishes gathering fluid. You release the <<farm_text_many cattle>>, and they trot away. @@ -2398,7 +2411,8 @@ You carry the feed to the field. Some of the younger <<farm_text_many dog>> beg <br><br> <<set $danger to random(1, 10000)>> <!-- Modified for Monster People --> -<<if $danger gte (9900 - $allure) and $farm.beasts.dogs lte -20>> +<< and ($bestialitydisable is "f" or $farm_work.dog.monster is true)>> +<<if $danger gte (9900 - $allure) and $farm.beasts.dogs lte -20 and ($bestialitydisable is "f" or $farm_work.dog.monster is true)>> You leave the <<farm_text_many dog>> to feed, but hear footsteps approach as you walk from the field. <<if $farm_work.dog.monster is true>> Before you can turn, a pair of hands land on your shoulders. A weight forces you to the ground. @@ -2410,7 +2424,7 @@ You carry the feed to the field. Some of the younger <<farm_text_many dog>> beg <<link [[Next|Farm Dogs Rape]]>><<set $molestationstart to 1>><</link>> <br> <!-- Modified for Monster People --> -<<elseif ($danger gte (9900 - $allure) or $farm.beasts.dogs lte -5)>> +<<elseif ($danger gte (9900 - $allure) or $farm.beasts.dogs lte -5) and ($bestialitydisable is "f" or $farm_work.dog.monster is true)>> You leave the <<farm_text_many dog>> to feed, but hear footsteps approach as you walk from the field. <<if $farm_work.dog.monster is true>> A <<farm_text dog>> wraps <<farm_his dog>> arms around your neck, and humps <<farm_his dog>> pelvis against you. diff --git a/game/overworld-plains/loc-livestock/field.twee b/game/overworld-plains/loc-livestock/field.twee index 1d058454c751a1d0255b5b0d5ace960ac46b1378..5b93eb84a952eea867b0a8df1538de22e01ebc95 100644 --- a/game/overworld-plains/loc-livestock/field.twee +++ b/game/overworld-plains/loc-livestock/field.twee @@ -3,7 +3,7 @@ You are on the cattle field within Remy's farm. <!-- Modified for Monster People --> -<<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>> Cowgirls and bullboys munch on grass, staying well away from the electric perimeter fence despite the grass growing thick beside it. <<else>> Cows munch on grass, staying well away from the electric perimeter fence despite the grass growing thick beside it. @@ -122,7 +122,7 @@ A river runs through one corner. The cattle stay almost as far away from the chu <<elseif $arousal gte $arousalmax>> <<orgasm>> Your knees buckle, and you fall to the grass. <!-- Modified for Monster People --> - <<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> + <<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>> <<if $malechance lt random(1, 100)>> Cowgirls around the field look over in confusion. @@ -276,7 +276,7 @@ You ignore the <<person>>, and walk away from <<his>> mocking laughter. <<if $rng gte 81>> <!-- Modified for Monster People --> - <<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> + <<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>> <<if $malechance lt random(1, 100)>> A cowgirl sniffs you, and moos. You pet its head. <<lstress>><<stress -6>> @@ -642,7 +642,7 @@ You walk over to your tunnel. It's still there, though both sides hide in long g :: Livestock Field Horse <<effects>> <!-- Modified for Monster People --> -<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> <<if $malechance lte 0>> <<set _horse_gender to "f">> <<elseif $malechance gte 100>> @@ -700,7 +700,7 @@ You walk over to your tunnel. It's still there, though both sides hide in long g <<link [[Brush their hair (1:00)|Livestock Field Centaur Brush]]>><<pass 60>><<tending 6>><<lstress>><</link>><<gtending>><<lstress>> <br> <!-- Modified for Monster People --> - <<if $awareness gte 200 and $horsedisable is "f">> + <<if $awareness gte 200 and $horsedisable is "f" and (_horse_gender isnot "b" or $bestialitydisable is "f")>> <<if $malechance gte random(1, 100)>> <<if $cbchance gte random(1, 100)>> <<link [[Look beneath one (0:05)|Livestock Field Centaur Male Vagina]]>><<pass 5>><</link>><<deviant1>> @@ -873,7 +873,7 @@ You walk over to your tunnel. It's still there, though both sides hide in long g <br><br> <!-- Modified for Monster People --> - <<if $horsedisable is "f">> + <<if $horsedisable is "f" and (_horse_gender isnot "b" or $bestialitydisable is "f")>> <<if $dgchance gte random(1, 100)>> <<link [[Look beneath her|Livestock Field Centaur Female]]>><</link>><<deviant1>> <br> @@ -889,7 +889,7 @@ You walk over to your tunnel. It's still there, though both sides hide in long g <br><br> <!-- Modified for Monster People --> - <<if $horsedisable is "f">> + <<if $horsedisable is "f" and (_horse_gender isnot "b" or $bestialitydisable is "f")>> <<if $cbchance gte random(1, 100)>> <<link [[Look beneath him|Livestock Field Centaur Male Vagina]]>><</link>><<deviant1>> <br> @@ -2948,7 +2948,7 @@ You slap Remy's face, too quick for <<him>> to dodge. One of the farmhands shock You hear hooves. The <<person1>><<person>> looks up. "Shit!" <<he>> shouts, backing away from you. The others follow suit, leaving you alone on the grass. <br><br> <!-- Modified for Monster People --> - <<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> + <<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>> <<if $malechance lt random(1, 100)>> The hooves grow louder, and a moment later you're surrounded by centaur. They form a protective circle around you while a couple chase the farmhands off the field. <br><br> diff --git a/game/overworld-plains/loc-livestock/intro.twee b/game/overworld-plains/loc-livestock/intro.twee index 871e911496ec537c1ac62dacaa32ca19122078d2..7d956ffab297fbbc9d9e8b853471625503fa6d30 100644 --- a/game/overworld-plains/loc-livestock/intro.twee +++ b/game/overworld-plains/loc-livestock/intro.twee @@ -22,7 +22,7 @@ Your handler gives the leash a rough tug, and you're led inside. <<livestock_init>> <<set $livestock_obey to 50>> <!-- Modified for Monster People --> - <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> Rows of caged cattle line the edge, eating cereal from troughs. It's only as you're pulled closer that you realise they aren't cows, but people with cow ears and tails. They eat from their troughs all the same, their feeding broken only by the occasional moo. <br><br> @@ -55,7 +55,7 @@ Your handler gives the leash a rough tug, and you're led inside. <<else>> <<livestock_obey -10>> <!-- Modified for Monster People --> - <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> Rows of caged cattle line the edge, eating cereal from troughs. It's only as you're pulled closer that you realise they aren't cows, but people with cow ears and tails. They eat from their troughs all the same, their feeding broken only by the occasional moo. <br><br> @@ -214,7 +214,7 @@ Over time, though, you grow accustomed to the sting, and even a bit bored as it <</if>> <br><br> <!-- Modified for Monster People --> -<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t") and $horsedisable is "f">> +<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "f") and $horsedisable is "f">> <<if $malechance lt random(1, 100)>> <<if $dgchance gte 1>> The doors open once more, and you hear the clomp of hooves alongside other footsteps. Remy walks into view, holding a tall woman by a bridle tied around her face. A moment later you realise she's only a woman above the waist. <span class="lewd">The rest of her body is that of a horse.</span> @@ -866,7 +866,7 @@ Other farmhands release the bindings around your face and neck as Remy grasps yo <<effects>> <<npc Remy>><<person1>> <!-- Modified for Monster People --> -<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> Remy leads you halfway down the bar, past dozens of "cows" in their stalls. <<else>> Remy leads you halfway down the barn, past dozens of cows in their stalls. @@ -1100,7 +1100,7 @@ You jump as <<he>> rests a cold finger against your ass cheek. <<He>> trails <<h <</if>> <br><br> -<<if $bodywritingdisable is "f">> +<<if $bodywritingLvl gte 3>> <<link [[Next|Livestock Intro Light Brand]]>><</link>> <br> <<else>> @@ -1162,7 +1162,7 @@ The <<person2>><<person>> and <<person3>><<person>> untie your arms from the tab <<effects>> <<npc Remy>><<person1>> <!-- Modified for Monster People --> -<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> Remy leads you halfway down the bar, past dozens of "cows" in their stalls. <<else>> Remy leads you halfway down the barn, past dozens of cows in their stalls. @@ -1214,7 +1214,7 @@ You jump as Remy rests a cold finger against your ass cheek. <<He>> trails <<his <</if>> <br><br> -<<if $bodywritingdisable is "f">> +<<if $bodywritingLvl gte 3>> <<link [[Next|Livestock Intro Light Brand]]>><</link>> <br> @@ -1261,7 +1261,7 @@ Remy nods at someone behind you, prompting several unseen hands to grasp your li <<bind>><<shackle_feet>> <br><br> -<<if $bodywritingdisable is "f" and $skin.left_bottom.special isnot "cattle">> +<<if $bodywritingLvl gte 3 and $skin.left_bottom.special isnot "cattle">> <<set $livestockReturnBranding to true>> You feel Remy's eyes on your <<bottom>> as the farmhands manhandle you. "Your cattle brand is gone," <<nnpc_he "Remy">> tuts. "We'll worry about it later, though. We have more pressing concerns." <br><br> diff --git a/game/overworld-plains/loc-livestock/main.twee b/game/overworld-plains/loc-livestock/main.twee index 14dee40af19a4e5b1590c74f12a42817e90cedb6..7dde0eba820288e1cd1d96ade2ca8050df48ad69 100644 --- a/game/overworld-plains/loc-livestock/main.twee +++ b/game/overworld-plains/loc-livestock/main.twee @@ -8,7 +8,7 @@ You are in your cell in the barn. There's a bucket of what looks like clean wate The barn's occupants are being herded outside, overseen by Remy. <<elseif $hour gte 18 and $hour lt 21>> <!-- Modified for Monster People --> - <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> Cowgirls and bullboys line up at the edge of their cells as farmhands affix milking machines to their bodies. <<else>> Cows and bulls line up at the edge of their cells as farmhands affix milking machines to their bodies. @@ -685,7 +685,7 @@ You've barely recovered form the orgasm when the vibrations become more intense. <<effects>> <!-- Modified for Monster People --> -<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> You see the cowgirls and bullboys kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> @@ -800,7 +800,7 @@ You remember the gel Remy rubbed into you, and how unnatural that warmth felt. Y <<effects>> <!-- Modified for Monster People --> -<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> You see the cowgirls and bullboys kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> @@ -903,7 +903,7 @@ You remember the gel Remy rubbed into you, and how unnatural that warmth felt. Y :: Livestock Breasts Give 2 <<effects>> <!-- Modified for Monster People --> -<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> You see the cowgirls and bullboys kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> @@ -1025,7 +1025,7 @@ You remember the gel Remy rubbed into you, and how unnatural that warmth felt. Y :: Livestock Both Give 2 <<effects>> <!-- Modified for Monster People --> -<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> You see the cowgirls and bullboys kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> @@ -1269,7 +1269,7 @@ Remy leans against the gate, looking you right in the eyes as <<his>> farmhands <<clotheson>> <<endcombat>> <!-- Modified for Monster People --> - <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> The farmhands finish attaching the milking machine to the "cows." They kneel at the edge of their cells, tubes attached to their breasts and genitals, looking satisfied and content. <<else>> The farmhands finish attaching the milking machine to the cattle. @@ -1289,7 +1289,7 @@ The farmhands push past Remy in a panicked scramble for the exit. Remy lingers a <<clotheson>> <<endcombat>> <!-- Modified for Monster People --> - <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> The farmhands finish attaching the milking machine to the "cows." They kneel at the edge of their cells, tubes attached to their breasts and genitals, looking satisfied and content. <<else>> The farmhands finish attaching the milking machine to the cattle. @@ -1407,7 +1407,7 @@ A weak light pierces the high windows. It's dawn. :: Livestock Cell Leave <<effects>><<set $outside to 1>> <!-- Modified for Monster People --> -<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> You leave your cell, and join the cowgirls and bullboys in their march from the barn. Farmhands flank the group, making sure to drive you in the right direction. <br><br> <<else>> @@ -1508,7 +1508,7 @@ You hear the thundering of hooves behind you. You glance over your shoulder, and <<if $livestock_horse gte 2>> <<unset $livestock_escape>><<livestockescape>> <!-- Modified for Monster People --> - <<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> + <<if $monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")>> <<generate2>> <<He>> raises <<his>> arm above <<his>> head, but as <<he>> brings it down, <span class="green">a powerful hand catches it.</span> <br><br> @@ -1713,7 +1713,7 @@ The farmhands catch up at last, and fall in beside you. The dogs follow close be The farmhands form a circle around you. They struggle to hold back the dogs. Remy remains on <<his>> <<livestock_horse>>, looking thoughtful. <<unset $livestock_escape>> <!-- Modified for Monster People --> -<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t") and $horsedisable is "f">> +<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "f") and $horsedisable is "f">> <<if $malechance lt random(1, 100)>> <<if $dgchance gte 1>> "I know what you deserve," <<he>> says, stroking <<his>> centaur steed behind the ear. The centaur leans into her master's hand. "This girl has been good. Your punishment is her reward." diff --git a/game/overworld-plains/loc-livestock/passout.twee b/game/overworld-plains/loc-livestock/passout.twee index 139d5345066562eaa98a4833c1d7318737e45b4e..0b4f94f4933601b03c9e6e1912060d48ae0d269b 100644 --- a/game/overworld-plains/loc-livestock/passout.twee +++ b/game/overworld-plains/loc-livestock/passout.twee @@ -22,7 +22,7 @@ You awaken in a dingy windowless room, the stone walls lit only by a flaming tor <br><br> <</if>> -<<if $bodywritingdisable is "f">> +<<if $bodywritingLvl gte 3>> <<if $skin.right_bottom.special isnot "cattle" and $skin.right_bottom.pen isnot "brand" and $skin.right_bottom.pen isnot "tattoo" and $skin.right_bottom.pen isnot "magic" and $skin.right_bottom.special isnot "bestiality">> <<set _bodypart to "right_bottom">> <<livestock_bodywriting>> diff --git a/game/overworld-plains/loc-livestock/widgets.twee b/game/overworld-plains/loc-livestock/widgets.twee index 5e0612650ca93e9eb922d9fb85579feaeeda6f2e..2b00de33b0ef79453a94e69b8ce118dd189feb08 100644 --- a/game/overworld-plains/loc-livestock/widgets.twee +++ b/game/overworld-plains/loc-livestock/widgets.twee @@ -38,7 +38,7 @@ <!-- Modified for Monster People --> <<widget "livestock_cows">> -<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> <<if $malechance is 0>> <<set _text_output to "cowgirls">> <<elseif $malechance is 100>> diff --git a/game/overworld-plains/loc-riding/main.twee b/game/overworld-plains/loc-riding/main.twee index 47d4392552f9c108e6225724a353418286d3d86f..a5c52d64c31a6a6fa6d9f0e5d62218426a95fa0b 100644 --- a/game/overworld-plains/loc-riding/main.twee +++ b/game/overworld-plains/loc-riding/main.twee @@ -95,7 +95,7 @@ You are at Remy's riding school. Stables surround a central courtyard. A small o <<else>> <<if $money gte 2500>> - <<link [[Take riding lesson (1:00)|Riding School Lesson]]>><<set $riding_lesson to 0>><<set $money -= 2500>><<set $thighskill += 12>><</link>><<gtiredness>> | <span class="green">+ Thigh skill</span> + <<link [[Take riding lesson (1:00)|Riding School Lesson]]>><<set $riding_lesson to 0>><<set $money -= 2500>><<set $thighskill += 18>><</link>><<gtiredness>> | <span class="green">+ Thigh skill</span> <br> <</if>> @@ -114,7 +114,7 @@ You are at Remy's riding school. Stables surround a central courtyard. A small o <br><br> <</if>> <!-- Modified for Monster People --> - <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f")>> <<if $malechance lt random(1, 100)>> Remy assigns you to a centaur, who watches as you <<thightext>> climb into the saddle. <<set $steed to "female">> @@ -166,6 +166,7 @@ You are at Remy's riding school. Stables surround a central courtyard. A small o Remy leads you to an open field. The steeds are eager to frolic, and become harder to control. <br><br> <!-- Modified for Monster People --> + <<if $steed isnot "mare" and $steed isnot "stallion" or $bestialitydisable is "f">> <<if $thighskill gte 200>> Your <<steed_text>> bolts. You manage to remain steady, but nothing you do convinces the steed to stop. <<else>> @@ -181,13 +182,14 @@ You are at Remy's riding school. Stables surround a central courtyard. A small o <br> <<link [[Brace yourself|Riding School Lesson Brace]]>><</link>> <br> - <!-- You manage to keep yours in line, but some of the newer students lose control. Remy gallops after them, herding them back to the others. --> - <!-- Your <<steed_text>> lurches aside, and gallops. You throw your arms around <<steed_his>> neck and cling as hard as you can, until Remy catches up and grasps the reins, pulling you to a stop.<<gstress>><<stress 6>> --> - <!-- <br><br> --> - - <!-- <<link [[Next|Riding School Lesson]]>><</link>> --> - <!-- <br> --> + <<else>> + You manage to keep yours in line, but some of the newer students lose control. Remy gallops after them, herding them back to the others. + Your <<steed_text>> lurches aside, and gallops. You throw your arms around <<steed_his>> neck and cling as hard as you can, until Remy catches up and grasps the reins, pulling you to a stop.<<gstress>><<stress 6>> + <br><br> + <<link [[Next|Riding School Lesson]]>><</link>> + <br> + <</if>> <<elseif $rng gte 61>> <<npc Remy>><<person1>> Remy leads you to a smooth lane, and pushes <<his>> steed to a trot. The other horses follow suit. @@ -519,7 +521,7 @@ You drop to your knees and crawl inside. The interior is dark and dusty. You get <br><br> <!-- Modified for Monster People --> - <<if $horsedisable is "f">> + <<if $horsedisable is "f" and ($steed isnot "mare" and $steed isnot "stallion" or $bestialitydisable is "f")>> You push against the wall and wiggle your hips. You're making progress, but then something wet touches your <<bottom>>. It's a tongue. <<if $steed is "male" or $steed is "female">> diff --git a/game/overworld-town/loc-alley/events.twee b/game/overworld-town/loc-alley/events.twee index 47678c4321ac6e0c9f0b392b1c160751419e2793..501b5d39423d3c6ac2d1034ad53ea2bca980d314 100644 --- a/game/overworld-town/loc-alley/events.twee +++ b/game/overworld-town/loc-alley/events.twee @@ -473,7 +473,7 @@ You are on the rooftop of a commercial building. You can access the shopping cen <<link [[Glide down|Commercial alleyways]]>><<set $eventskip to 1>><</link>><<flight_text>><<lharass>> <br> <</if>> - <<link [[Shopping centre (0:02)->Shopping Centre Top]]>><<pass 2>><</link>> + <<shoppingcentreicon>><<link [[Shopping centre (0:02)->Shopping Centre Top]]>><<pass 2>><</link>> <br><br> <<else>> <br><br> @@ -483,7 +483,7 @@ You are on the rooftop of a commercial building. You can access the shopping cen <<link [[Glide down|Commercial alleyways]]>><<set $eventskip to 1>><</link>><<flight_text>><<lharass>> <br> <</if>> - <<link [[Shopping centre (0:02)->Shopping Centre Top]]>><<pass 2>><</link>> + <<shoppingcentreicon>><<link [[Shopping centre (0:02)->Shopping Centre Top]]>><<pass 2>><</link>> <br><br> <</if>> <</if>> @@ -666,7 +666,7 @@ At the sound of their approach, the <<beasttype>> ceases its adventure and bound <br><br> <<set $rescued += 1>> <<clothesontowel>> - The <<person1>><<person>> looks concerned. "Are you OK?" <<tearful>> you nod and thank them for their concern, before parting ways. + The <<person1>><<person>> looks concerned. "Are you okay?" <<tearful>> you nod and thank them for their concern, before parting ways. <br><br> <<residentialeventend>> <</if>> diff --git a/game/overworld-town/loc-alley/residential.twee b/game/overworld-town/loc-alley/residential.twee index 5d8d6588a696718264e39f008d506c746f2ce57a..d17c7f61e1d3797a76acad2a649613c1bafd47dd 100644 --- a/game/overworld-town/loc-alley/residential.twee +++ b/game/overworld-town/loc-alley/residential.twee @@ -100,8 +100,10 @@ Your home is nearby. <<link [[Pet|Residential Pet]]>><<stress -6>><</link>><<lstress>> <br> <!-- Modified for Monster People --> - <<link [[Tease|Residential Tease]]>><</link>><<deviant1>> - <br> + <<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Tease|Residential Tease]]>><</link>><<deviant1>> + <br> + <</if>> <<elseif $rng gte 51>> Nothing answers but the breeze, and a distant horn. <br><br> @@ -113,9 +115,10 @@ Your home is nearby. <br><br> <<link [[Pet|Residential Big Pet]]>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>> <br> - <!-- Modified for Monster People --> - <<link [[Tease|Residential Big Tease]]>><</link>><<deviant1>> - <br> + <<if $monster is 1 or $bestialitydisable is "f">><!-- Modified for Monster People --> + <<link [[Tease|Residential Big Tease]]>><</link>><<deviant1>> + <br> + <</if>> <<else>> A light turns on inside an upper story room. A silhouette appears behind the curtains, and the window is thrown open. A <<generate1>><<person1>><<person>> leans out. "Stupid cat," <<he>> shouts. "Shut the fuck up." <<He>> hurls something at you, which you dodge with a hiss. "Finally," <<he>> sighs as <<he>> closes the window. <br><br> diff --git a/game/overworld-town/loc-alley/widgets.twee b/game/overworld-town/loc-alley/widgets.twee index 0850c965c8d991096bcb0738db472a56d05d7317..f2af54b2285311b5d628b0d8006ff335705ef5f6 100644 --- a/game/overworld-town/loc-alley/widgets.twee +++ b/game/overworld-town/loc-alley/widgets.twee @@ -62,17 +62,22 @@ You're passing empty barrels lined up against a wall when the front of a van pee You hear a growl beside you. <br><br> -<<if $daystate isnot "night">> -There are people about. If you run, you'll be seen. -<br><br> -<</if>> - <!-- Modified for Beast People --> +<<if $monster is 1 or $bestialitydisable is "f">> + <<if $daystate isnot "night">> + There are people about. If you run, you'll be seen. + <br><br> + <</if>> + <<link [[Run|Park Ex Run]]>><</link>> + <br> + <<link [[Stay put|Park Ex Dog Molestation]]>><<set $molestationstart to 1>><</link>> + <br> +<<else>> + You turn and run. You manage to escape, but are left worse for wear.<<beastescape>> + <br><br> -<<link [[Run|Park Ex Run]]>><</link>> -<br> -<<link [[Stay put|Park Ex Dog Molestation]]>><<set $molestationstart to 1>><</link>> -<br> + <<destinationeventend>> +<</if>> <</widget>> @@ -148,22 +153,34 @@ You reach into the box. It's empty. There's a loose grate beneath it. <</widget>> <<widget "residentialex2">> -<<beastNEWinit 1 dog>>You continue on, your heart pounding in your chest. You hear voices up ahead, so you move into a blind alley and duck behind a dumpster. The voices get louder, it sounds like a pair of teenagers. They stop at the end of the alley, trapping you. As you look around for an escape route you notice a stray <<beasttype>> looking at you from under a discarded newspaper. -<br><br> +<<beastNEWinit 1 dog>> +<<if $monster is 1 or $bestialitydisable is "f">> + You continue on, your heart pounding in your chest. You hear voices up ahead, so you move into a blind alley and duck behind a dumpster. The voices get louder, it sounds like a pair of teenagers. They stop at the end of the alley, trapping you. As you look around for an escape route you notice a stray <<beasttype>> looking at you from under a discarded newspaper. + <br><br> + + <<bHe>> walks over to you, tail wagging, and begins barking. You hope it doesn't attract attention to you. + <br><br> + <<set $timer to 10>> + + <!-- Modified for Monster People --> + <<if $leftarm is 'bound' and $rightarm is 'bound'>> + <<link [[Endure|Residential Dog]]>><<set $phase to 5>><<set $noise += 1>><</link>> + <<else>> + <<link [[Stroke its ears->Residential Dog]]>><<set $phase to 2>><</link>> + <br> + <<link [[Endure|Residential Dog]]>><<set $phase to 1>><<set $noise += 1>><</link>> + <</if>> + <br><br> +<<else>> + You continue on, your heart pounding in your chest. You hear voices up ahead, so you move into a blind alley and duck behind a dumpster. The voices get louder, it sounds like a pair of teenagers. They stop at the end of the alley, trapping you. As you look around for an escape route you notice a stray <<beasttype>> looking at you from under a discarded newspaper. + <br><br> -<<bHe>> walks over to you, tail wagging, and begins barking. You hope it doesn't attract attention to you. -<br><br> -<<set $timer to 10>> + <<bHe>> growls, <span class="red">alerting the pair.</span> You hear them approach. + <br><br> -<!-- Modified for Monster People --> -<<if $leftarm is 'bound' and $rightarm is 'bound'>> - <<link [[Endure|Residential Dog]]>><<set $phase to 5>><<set $noise += 1>><</link>> -<<else>> - <<link [[Stroke its ears->Residential Dog]]>><<set $phase to 2>><</link>> + <<link [[Next|Residential Dog Alarm]]>><</link>> <br> - <<link [[Endure|Residential Dog]]>><<set $phase to 1>><<set $noise += 1>><</link>> <</if>> -<br><br> <</widget>> diff --git a/game/overworld-town/loc-beach/events.twee b/game/overworld-town/loc-beach/events.twee index f7fc805e8d45fe1583aea41380abc95aecedf75f..989b87c234bacc8e31010db5cfe9a1db754255ce 100644 --- a/game/overworld-town/loc-beach/events.twee +++ b/game/overworld-town/loc-beach/events.twee @@ -822,16 +822,16 @@ Having come this far, you submit to the collar being placed round your neck. You You are led deeper into the dunes. You walk for several minutes, conscious of just how exposed and vulnerable you are. Your captors make no attempt to hide how much they enjoy being in a position of power over you, and constantly leer at your body, knowing there's nothing you can do to stop them. <br><br> <!-- Modified for Monster People --> - <<if $rng gte 51>> - <<saveNPC 0 beach_abduction_dog_1>> - <<saveNPC 1 beach_abduction_dog_2>> - <<endevent>> - + + <<saveNPC 0 beach_abduction_dog_1>> + <<saveNPC 1 beach_abduction_dog_2>> + <<endevent>> + <<beastNEWinit 1 dog>> + + <<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>> <<loadNPC 1 beach_abduction_dog_1>> <<loadNPC 2 beach_abduction_dog_2>> - - <<beastNEWinit 1 dog>> - + <<clearNPC beach_abduction_dog_1>> <<clearNPC beach_abduction_dog_2>> You come to a relatively flat area, surrounded by dunes on all sides, shielding it from view. In the centre is a <<beasttype>>, <<bhis>> leash tied to a wooden post. At the sight of you <<bhe>> leaps to <<bhis>> feet, straining the leash in a bid to reach you. @@ -849,6 +849,12 @@ Having come this far, you submit to the collar being placed round your neck. You <<link [[Allow yourself to be led over|Beach Abduction Dog]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br> <<else>> + <<endevent>> + <<loadNPC 0 beach_abduction_dog_1>> + <<loadNPC 1 beach_abduction_dog_2>> + + <<clearNPC beach_abduction_dog_1>> + <<clearNPC beach_abduction_dog_2>> <<generatey3>><<generatey4>><<generatey5>><<generatey6>>You come to a relatively flat area, surrounded by dunes on all sides, shielding it from view. Four teenagers sit smoking in the centre. Your feelings of humiliation reach a new height as the new pairs of eyes see you in your shameful situation. Their initial shock quickly subsides, leaving a bare and primal lust. <br><br> The <<person2>><<person>> leads you into the middle of the group, their eyes feasting on every inch of your body. "We found this piece of trash near the beach. Can't believe anyone would just leave it laying around, no respect at all," the <<person1>><<person>> <<if $worn.genitals.type.includes("chastity")>>attempts to break<<else>>starts fondling<<set $worn.genitals.integrity -= 50>><</if>> your <<genitals>> in front of everyone, causing your breath to catch in your chest. The rest of the group take the cue. Arms reach out from all around you, each wanting their share. diff --git a/game/overworld-town/loc-beach/widgets.twee b/game/overworld-town/loc-beach/widgets.twee index 7e7a037730a6be9ceccfe1c8be0cb21a219e1522..e25e8065460b68863695fc6e2010a04253529e12 100644 --- a/game/overworld-town/loc-beach/widgets.twee +++ b/game/overworld-town/loc-beach/widgets.twee @@ -175,10 +175,14 @@ A gust of wind blows in from the ocean, pleasantly caressing your skin. <</if>> <br><br> <!-- Modified for Beast People --> -<<link [[Next|Beach Night Dog]]>><<set $eventskip to 1>><<set $molestationstart to 1>><</link>> -<!-- You manage to escape, but not unscathed.<<beastescape>> --> -<!-- <br><br> --> -<!-- <<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> --> +<<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Next|Beach Night Dog]]>><<set $eventskip to 1>><<set $molestationstart to 1>><</link>> + <br> +<<else>> + You manage to escape, but not unscathed.<<beastescape>> + <br><br> + <<link [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</link>> +<</if>> <</widget>> <<widget "beachnight2">> diff --git a/game/overworld-town/loc-brothel/main.twee b/game/overworld-town/loc-brothel/main.twee index 741758676278e19bc2f13bd8d16dd599a7503d1f..6112c1f0dc6c3e6cd612fcc781e5f9998ee5d2fc 100644 --- a/game/overworld-town/loc-brothel/main.twee +++ b/game/overworld-town/loc-brothel/main.twee @@ -1127,7 +1127,7 @@ The <<person>> recoils from the hole. You hear <<him>> shout at someone, then si <<if $bestialitydisable is "f">> "Or," <<he>> says, "we could get a pig in from one of the local farms. Then you do nasty things with it for the audience's amusement. I don't know how many would be into it, but it would get tongues flapping. Which is what we want. You'll get £1500 for that." <br><br> -<<else>> +<<elseif $monsterchance gte 1>> "Or," <<he>> says, "we could get a pig person in from one of the local farms. Then you do nasty things with it for the audience's amusement. I don't know how many would be into it, but it would get tongues flapping. Which is what we want. You'll get £1500 for that." <br><br> <</if>> @@ -1158,7 +1158,7 @@ You aren't promiscuous or deviant enough to take up any of the offers. <br> <</if>> <!-- Modified for Monster People --> -<<if $deviancy gte 75>> +<<if $deviancy gte 75 and ($bestialitydisable is "f")>> <<link [[Pig|Briar's Office Show 2]]>><<acceptbrothelshow "pig">><</link>><<deviant5>> <br> <<if $farm_stage gte 7 and $farm.steed>> diff --git a/game/overworld-town/loc-brothel/shows.twee b/game/overworld-town/loc-brothel/shows.twee index 66d13f9c2744151f8e89ff86035418bad6c1a6bd..209cfcc1170841d51e10057fa4ccba496b638b69 100644 --- a/game/overworld-town/loc-brothel/shows.twee +++ b/game/overworld-town/loc-brothel/shows.twee @@ -38,6 +38,28 @@ Briar turns to you. "We're all set and ready. Just waiting for the star." The cage beside <<him>> shakes. "The beast is a bit worked up, but I'm sure you can handle it." You walk onto the stage. A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you. <br><br> <<endevent>> + + <<if $monsterchance gte random(1, 100)>> + <<if $malechance gte random(1, 100)>> + <<if $cbchance gte random(1, 100)>> + <<beastNEWinit 1 pig m vagina monster>> + <<else>> + <<beastNEWinit 1 pig m penis monster>> + <</if>> + <<else>> + <<if $dgchance gte random(1, 100)>> + <<beastNEWinit 1 pig f penis monster>> + <<else>> + <<beastNEWinit 1 pig f vagina monster>> + <</if>> + <</if>> + <<else>> + <<if $malechance gte random(1, 100)>> + <<beastNEWinit 1 pig m penis beast>> + <<else>> + <<beastNEWinit 1 pig f vagina beast>> + <</if>> + <</if>> <<beastNEWinit 1 pig>> "Ladies and gentlemen!" Briar's voice rings throughout the room. "We have a special treat for you today. The tale of a <<girl>> lost in the woods, attacked by a ravenous beast!" You hear the cage open, and the <<beasttype>> walks onto the stage. A leash is attached to <<bhis>> neck and trails behind the set. It has slack enough to reach you. The audience cheers it on. <<deviancy5>> diff --git a/game/overworld-town/loc-cafe/main.twee b/game/overworld-town/loc-cafe/main.twee index 592a75d95d14c287162ff235ba4ba9a308f1aa0b..0d7c44f2be3683af603f47c999f17362276ba63e 100644 --- a/game/overworld-town/loc-cafe/main.twee +++ b/game/overworld-town/loc-cafe/main.twee @@ -512,21 +512,22 @@ You ask if <<he>> has any work for you. <<His>> smile broadens. "As a matter of <<else>> <<set $rng to random(1, 100)>> <!-- Modified for Monster People --> - <<if $rng gte 51>> <<beastNEWinit 1 dog>> -Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster, however, is a stray <<beasttype>>. It growls as you approach. -<br><br> + <<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>> + Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster, however, is a stray <<beasttype>>. It growls as you approach. + <br><br> -<<link [[Continue regardless|Ocean Breeze Dumpster Dog]]>><<stress 6>><</link>><<gstress>> -<br> -<<link [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</link>> + <<link [[Continue regardless|Ocean Breeze Dumpster Dog]]>><<stress 6>><</link>><<gstress>> + <br> + <<link [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</link>> <<else>> -<<generate1>><<generate2>>Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster, however, are a <<person1>><<person>> and a <<person2>><<person>>. They have a dangerous look about them. -<br><br> + <<endevent>> + <<generate1>><<generate2>>Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster, however, are a <<person1>><<person>> and a <<person2>><<person>>. They have a dangerous look about them. + <br><br> -<<link [[Continue regardless|Ocean Breeze Dumpster]]>><<stress 6>><</link>><<gstress>> -<br> -<<link [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</link>> + <<link [[Continue regardless|Ocean Breeze Dumpster]]>><<stress 6>><</link>><<gstress>> + <br> + <<link [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</link>> <</if>> <</if>> diff --git a/game/overworld-town/loc-compound/main.twee b/game/overworld-town/loc-compound/main.twee index fdb55c30ad6874bd2f6be1e48090988a60bac676..261355b82e3c394b73d82482974879c227564196 100644 --- a/game/overworld-town/loc-compound/main.twee +++ b/game/overworld-town/loc-compound/main.twee @@ -51,14 +51,19 @@ You are in the compound on Elk Street. Three red brick buildings stand surrounde <<beastNEWinit 1 dog>> A guard <<beasttype>> runs towards you. <<bHe>> stops a few feet away and starts barking. <br><br> - <<if $deviancy gte 15>> - <<link [[Calm it|Elk Compound Bestiality]]>><<set $sexstart to 1>><</link>><<deviant2>> + <<if $monster is 1 or $bestialitydisable is "f">> + <<if $deviancy gte 15>> + <<link [[Calm it|Elk Compound Bestiality]]>><<set $sexstart to 1>><</link>><<deviant2>> + <br> + <</if>> + <<link [[Fight|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>> + <br> + <<link [[Escape the compound|Elk Compound Run]]>><<crimeup 30>><</link>><<athleticsdifficulty 1 1000>><<crime>> + <br> + <<else>> + <<link [[Escape the compound|Elk Compound Run]]>><<crimeup 30>><<set $athleticsSuccess to true>><</link>><<crime>> <br> <</if>> - <<link [[Fight|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>> - <br> - <<link [[Escape the compound|Elk Compound Run]]>><<crimeup 30>><</link>><<athleticsdifficulty 1 1000>><<crime>> - <br> <<else>> A hand rests on your shoulder. <<generate1>><<person1>>"Alright <<girl>>, playtime's over," <<he>> waves <<his>> baton in front of your face. "I found <<phim>> outside," <<he>> says into <<his>> radio. "Alright, I'll keep <<phim>> here until then." <br><br> @@ -247,7 +252,7 @@ The <<person>> slams the door. An alarm blares a moment later. <<set $outside to 1>><<set $location to "compound">><<effects>> <<if $athleticsSuccess>> - You <span class="green">successfully</span> climb the fence and haul yourself over the top, landing on Elk Street proper. <<beasttype>>s bark behind you and alert the guards who arrive in time to see you escape. + You <span class="green">successfully</span> climb the fence and haul yourself over the top, landing on Elk Street proper. You hear <<beasttype>>s bark behind you, alerting the guards, who arrive in time to see you escape. <br><br> <<set $compoundalarm to 0>> <<set $compoundpipes to 0>> diff --git a/game/overworld-town/loc-danube-homes/meal.twee b/game/overworld-town/loc-danube-homes/meal.twee index 5c1ebd723c53b97d62d3137a5b9de24fcf3cf516..e7a71ad7881fd3a709f76b78cf2d0604b7ea89f7 100644 --- a/game/overworld-town/loc-danube-homes/meal.twee +++ b/game/overworld-town/loc-danube-homes/meal.twee @@ -37,12 +37,19 @@ You hear a door opening, and then you fly through the air before landing on hard <<beastNEWinit 3 dog>> You have yet to recover your bearings when a growl sends a chill down your back. You realise why they would just dump food onto the ground like this. Three stray <<beastsplural>> advance on you, hunger in their eyes. <!-- Modified for Beast People --> - <!-- You flee, dropping cream and strawberries as you go. You manage to escape them, but not without injury. <<beastescape>> --> - <!-- <br><br> --> - <!-- <<set $stress -= 1000>> --> - <!-- <<residentialquick>> --> - <br><br> +<br><br> +<<if $monster is 1 or $bestialitydisable is "f">> <<link [[Next|Danube Meal Dogs]]>><<set $molestationstart to 1>><</link>> + <br> +<<else>> + You flee, dropping cream and strawberries as you go. You manage to escape them, but not without injury. <<beastescape>> + <br><br> + <<set $stress -= 1000>> + <<endevent>> + <<residentialquick>> +<</if>> + + :: Widgets Danube Meal [widget] diff --git a/game/overworld-town/loc-danube-homes/skulduggery.twee b/game/overworld-town/loc-danube-homes/skulduggery.twee index 7578f1e63d62cfa314cd09dbb3826c782268fa34..3aa87f9f948e3891b8c548510cbd18200f8be353 100644 --- a/game/overworld-town/loc-danube-homes/skulduggery.twee +++ b/game/overworld-town/loc-danube-homes/skulduggery.twee @@ -43,18 +43,23 @@ You sneak around the mansion and look for anything of value. "Intruder! Masters won't be pleased." <<bHe>> flicks <<bhis>> tail. <</if>> <br><br> - <<if $cat gte 6>> - <<link [[Meow|Danube House Meow]]>><</link>><<cat>> - <br> - <</if>> - <<if $deviancy gte 15>> - <<link [[Try to calm it|Danube House Cat]]>><<set $sexstart to 1>><</link>><<deviant2>> + <<if $monster is 1 or $bestialitydisable is "f">> + <<if $cat gte 6>> + <<link [[Meow|Danube House Meow]]>><</link>><<cat>> + <br> + <</if>> + <<if $deviancy gte 15>> + <<link [[Try to calm it|Danube House Cat]]>><<set $sexstart to 1>><<generate2>><</link>><<deviant2>> + <br> + <</if>> + <<link [[Fight|Danube House Cat]]>><<set $molestationstart to 1>><<generate2>><<set $phase to 0>><</link>> <br> + <<link [[Run|Danube House Run]]>><</link>><<athleticsdifficulty>> + <br><br> + <<else>> + <<link [[Run|Danube House Run]]>><<set $athleticsSuccess to true>><</link>> + <br><br> <</if>> - <<link [[Fight|Danube House Cat]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>> - <br> - <<link [[Run|Danube House Run]]>><</link>><<athleticsdifficulty>> - <br><br> <!-- A pair of yellow eyes pierce the darkness, and a large cat emerges. It prepares to pounce. <br><br> You flee out the house, the cat following. It doesn't chase you beyond the front door, content to watch you from the door.<<beastescape>> diff --git a/game/overworld-town/loc-danube-homes/work.twee b/game/overworld-town/loc-danube-homes/work.twee index 53cd302fd28a98b3583b3a5233fa17eb62520667..6010c4e726e016be78e847d9b759c23a9ac4f6f9 100644 --- a/game/overworld-town/loc-danube-homes/work.twee +++ b/game/overworld-town/loc-danube-homes/work.twee @@ -1032,17 +1032,16 @@ You are led to the sprawling back garden, the extent of which is concealed by se ... Wait. What? What's going on with your <<if $leftarm is "bound" or $rightarm is "bound">>arms<</if>><<if ($leftarm is "bound" or $rightarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>? Are they tied up?" <br><br> <<He>> <<if $rightarm is "bound" or $leftarm is "bound">>spins you around to look at your bound arms<<elseif $feetuse is "bound">>crouches to look at your bound legs<</if>> and - <<if $rng gte 25>> <!-- Modified for Beast People --> - <<set $NPCList[1] to clone($NPCList[0])>> - <<clearsinglenpc 0>> - <<generate3>> - <<beastNEWinit 1 dog>> + + <<set $NPCList[1] to clone($NPCList[0])>> + <<clearsinglenpc 0>> + <<generate3>> + <<beastNEWinit 1 dog>> + <<if $rng gte 25 and ($monster is 1 or $bestialitydisable is "f")>> <!-- Modified for Beast People --> growls with irritation. "Is this a joke to you? Wasting my time? What work can you do like that?" <br><br> - <<person2>><<He>> grabs your shoulder and marches you toward the exit. <<He>> stops when a <<person3>><<person>> appears at the side door. <<He>> beckons the <<person2>><<person>> over, and they exchange a few whispered words. - <br> - The <<person>> grabs your shoulder, and leads you back into the garden. + <<person2>><<He>> grabs your shoulder and marches you toward the exit. <<He>> stops when a <<person3>><<person>> appears at the side door. <<He>> beckons the <<person2>><<person>> over, and they exchange a few whispered words. <<He>> turns you back to the garden <br><br> "Since you're being paid to work, the <<if $NPCList[2].pronoun is "m">>Lord<<else>>Lady<</if>> of the House has thought of one job you're perfectly equipped for." @@ -1060,7 +1059,7 @@ You are led to the sprawling back garden, the extent of which is concealed by se <<unbind>> "I don't know what's wrong with young people nowadays. As I was saying..." <br><br> - <<link [[Continue|Danube Garden]]>><</link>> + <<link [[Continue|Danube Garden]]>><<endevent>><</link>> <br> <</if>> <<else>> @@ -1087,11 +1086,26 @@ You are led to the sprawling back garden, the extent of which is concealed by se <<pass 2 hours>> <<beastNEWinit 1 dog>> - You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You're reaching in to remove a large shrub at its roots when something prods your <<bottom>>. You turn to look, but <<bhe>> has already mounted you. - <br><br> - - <<link [[Next|Danube Dog]]>><<set $molestationstart to 1>><</link>> - <br> + <<if $monster is 1 or $bestialitydisable is "f">> + You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You're reaching in to remove a large shrub at its roots when something prods your <<bottom>>. You turn to look, but <<bhe>> has already mounted you. + <br><br> + + <<link [[Next|Danube Dog]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + <<pass 2 hours>> + You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You notice movement above, and see a <<person2>><<person>> at the window, watching you. It's pretty creepy. + <<gstress>><<stress 6>> + <br><br> + + <<pass 2 hours>> + Over the next two hours you barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. Regardless, the <<person1>><<person>> seems satisfied, and hands you <<moneyGain 50>>. + <<physique 6>> + <br><br> + + <<link [[Next|Danube Street]]>><<endevent>><</link>> + <br> + <</if>> <<else>> diff --git a/game/overworld-town/loc-docks/skulduggery.twee b/game/overworld-town/loc-docks/skulduggery.twee index 693bdfb64212678330ced11ba39e640fbff1bf4a..bf057d3c9a86fe0881a49dd56bd2084366b9ddc7 100644 --- a/game/overworld-town/loc-docks/skulduggery.twee +++ b/game/overworld-town/loc-docks/skulduggery.twee @@ -676,29 +676,34 @@ You wait around the corner, listening for the patter of feet. <br><br> <!-- Modified for Beast People --> + <<if $monster is 1 or $bestialitydisable is "f">> <<link [[Next|Docks Dog]]>><<set $molestationstart to 1>><</link>> <br> - <!-- <<beastescape>> + <<else>> + <<beastescape>> It's a struggle, but you manage to cow her into rolling onto her back in submission, and escape before help arrives. That should keep them off your trail for now. <br><br> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><<unset $dock_dog>><</link>> - <br> --> + <br> + <</if>> <<elseif $dock_dog is "boy">> The dogboy should arrive soon. You'll need to subdue him before help arrives. <br><br> You pounce as soon as he appears. "Intruder!" he shouts. <br><br> - <!-- Modified for Beast People --> + <<if $monster is 1 or $bestialitydisable is "f">> <<link [[Next|Docks Dog]]>><<set $molestationstart to 1>><</link>> <br> - <!-- <<beastescape>> + <<else>> + <<beastescape>> It's a struggle, but you manage to cow him into rolling onto his back in submission, and escape before help arrives. That should keep them off your trail for now. <br><br> <<link [[Next|Docks Sneak]]>><<endevent>><<set $eventskip to 1>><<unset $dock_dog>><</link>> - <br> --> + <br> + <</if>> <<else>> The dog should arrive soon. You'll need to subdue it before help arrives. <br><br> diff --git a/game/overworld-town/loc-docks/widgets.twee b/game/overworld-town/loc-docks/widgets.twee index b0193af86c17e1b17b7f072484c11a65889b9f12..5cdfdd39810c738c95341ce845a5da461c338e41 100644 --- a/game/overworld-town/loc-docks/widgets.twee +++ b/game/overworld-town/loc-docks/widgets.twee @@ -617,7 +617,7 @@ is lovemaking, which prompts a bawdy cheer. Your colleagues insist this will be <<elseif $rng is 3>> You hear a patter of feet on the other side of a row of containers. <!-- Modified for Monster People --> - <<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> + <<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f"))>> <<if $beastmalechance lt random(1, 100)>> <<set $dock_dog to "girl">> You peer between them, and see a doggirl on all fours sniffing the ground. You walked there not long ago. She has your scent. diff --git a/game/overworld-town/loc-domus-homes/skulduggery.twee b/game/overworld-town/loc-domus-homes/skulduggery.twee index 08dea1bda5c1051d57ee24083026269cda1a90a9..e4a70ed03ad424dd7f62951a417b1fd7dbfc09e0 100644 --- a/game/overworld-town/loc-domus-homes/skulduggery.twee +++ b/game/overworld-town/loc-domus-homes/skulduggery.twee @@ -28,7 +28,8 @@ You successfully pick the lock and enter the abode. You sneak around the house and look for anything of value. <<if $rng gte 81>> <!-- Modified for Beast People --> - <<beastNEWinit 1 dog>> + <<beastNEWinit 1 dog>> + <<if $monster is 1 or $bestialitydisable is "f">> A low growl interrupts you, and a <<beasttype>> emerges from the darkness. <<bHe>> starts to bark. <br><br> <<if $deviancy gte 15>> @@ -39,15 +40,15 @@ You sneak around the house and look for anything of value. <br> <<link [[Run|Domus House Run]]>><<transform cat 1>><</link>> <br><br> - <!-- + <<else>> A low growl interrupts you, and a dog emerges from the darkness. It starts to bark. <br><br> You flee out the house, the dog snapping at your heels. It doesn't chase you beyond the front door, content to bark into the night. <<beastescape>> <br><br> - <<link [[Next|Domus Street]]>><</link>> + <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> - --> + <</if>> <<elseif $rng gte 61>> You find a safe with a combination lock. <br><br> diff --git a/game/overworld-town/loc-domus-homes/work.twee b/game/overworld-town/loc-domus-homes/work.twee index b464cfc2a79c8632a3b1388d571476dd002c1e85..126d296c0c87f8edd608a22182d46e35dc11d69c 100644 --- a/game/overworld-town/loc-domus-homes/work.twee +++ b/game/overworld-town/loc-domus-homes/work.twee @@ -12,9 +12,10 @@ You walk up to one of the homes and knock on the door. "Trespasser! Trespasser! Friend?" <</if>> <br><br> - - <<link [[Tease|Domus House Tease]]>><<transform cat 2>><</link>><<deviant1>> - <br> + <<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Tease|Domus House Tease]]>><<transform cat 2>><</link>><<deviant1>> + <br> + <</if>> <<link [[Ignore|Domus House Ignore]]>><</link>> <br> @@ -961,7 +962,7 @@ The <<person2>><<person>> shoves you out the door. <<tearful>> you rise to your <<set $outside to 0>><<set $location to "town">><<effects>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> -<<if $danger gte (9900 - $allure)>> +<<if $danger gte (9900 - $allure) and ($monster is 1 or $bestialitydisable is "f")>> You kneel down and reach out a hand. <<bHe>> stops growling, but now seems a bit too friendly. <<bHe>> tries to mount you. <<if $monster is 1>> @@ -993,7 +994,7 @@ The <<beasttypes>> demeanour changes at your show of affection. <<bHe>> licks yo :: Domus Entrance Run <<set $outside to 0>><<set $location to "town">><<effects>> -<<if $rng gte 91>> +<<if $rng gte 91 and ($monster is 1 or $bestialitydisable is "f")>> You turn to run, but trip over a hose and fall flat on your face. The <<beasttype>> jumps on top of you. <<if $monster is 1>> "I changed my mind. Stick around for a little while!" @@ -1556,7 +1557,7 @@ The bathroom is <<print either("small","tiny","very clean")>>. <br><br> <<set $model_host to clone($NPCList[0])>> <<set $model_dom to clone($NPCList[1])>> - <<if $rng gte 50>><!-- Modified for Monster People --> + <<if $rng gte 50 and ($bestialitydisable is "f" or $monsterchance gte 100 and ($hallucinations gte 1 or $monsterhallucinations is "f"))>><!-- Modified for Monster People --> "Finally," the <<person2>><<person>> mutters. You feel something hard brush against your butt. <br><br> <<endevent>> /* clears out the initial person1 from combat */ @@ -2185,7 +2186,7 @@ The shopkeeper spontaneously breaks into song. Unsure what to do, you awkwardly <br><br> <<link [[Next|Domus Street]]>><<endevent>><</link>> <br> - <<elseif $deviancy gte 35 and $rng lte 33>><!-- Modified for Beast People --> + <<elseif $deviancy gte 35 and $rng lte 33 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People --> <<pass 60>> Blushes. Looks down. <br> diff --git a/game/overworld-town/loc-home/main.twee b/game/overworld-town/loc-home/main.twee index 4167a0c7d014dc1ffe324293a2a59fae2c141ee9..5470d5af20cf290243f8064dec48e19a0caaa9d1 100644 --- a/game/overworld-town/loc-home/main.twee +++ b/game/overworld-town/loc-home/main.twee @@ -170,7 +170,7 @@ You are in your bedroom. <<bedroomicon>><<link [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass 1>><</link>> <br> <</if>> - <<ind>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> + <<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> <br> <<home_outside>> <br><br> @@ -205,7 +205,7 @@ You are in your bedroom. <<bedroomicon>><<link [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass 1>><</link>> <br> <</if>> - <<ind>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> + <<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> <br> <<home_outside>> <br><br> @@ -223,10 +223,10 @@ You are in your bedroom. <br> <</if>> <<if $hour gte 18 and $hour lte 20 and $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 40 and $robinmissing isnot 1 and !$robinTraumaVisit>> - <<ind>><<link [[Main hall (0:01)|Robin Trauma Visit]]>><<set $phase to 1>><<pass 1>><</link>> + <<main_hall_icon>><<link [[Main hall (0:01)|Robin Trauma Visit]]>><<set $phase to 1>><<pass 1>><</link>> <br> <<else>> - <<ind>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> + <<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> <br> <</if>> <<home_outside>> @@ -245,10 +245,10 @@ You are in your bedroom. <br> <</if>> <<if $hour gte 18 and $hour lte 20 and $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 40 and $robinmissing isnot 1 and !$robinTraumaVisit>> - <<ind>><<link [[Main hall (0:01)|Robin Trauma Visit]]>><<set $phase to 1>><<pass 1>><</link>> + <<main_hall_icon>><<link [[Main hall (0:01)|Robin Trauma Visit]]>><<set $phase to 1>><<pass 1>><</link>> <br> <<else>> - <<ind>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> + <<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> <br> <</if>> <<home_outside>> @@ -333,7 +333,7 @@ You are in the bathroom. <<bedroomicon>><<link [[Bedroom (0:01)->Bedroom]]>><<pass 1>><</link>> <br> - <<ind>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> + <<main_hall_icon>><<link [[Main hall (0:01)->Orphanage]]>><<pass 1>><</link>> <br> <<if $NPCName[$NPCNameList.indexOf("Robin")].init is 1 and $exposed lte 0>> <<bedroomicon>><<link [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass 1>><</link>> @@ -1892,8 +1892,10 @@ You're interrupted when you spot a pair of eyes watching you from a bush nearby. <<loadNPC 0 nude_cat>> <!-- Modified for Beast People --> -<<link [[Spread your legs|Nude Oral]]>><<trauma -6>><<stress -12>><<arousal 600>><</link>><<ltrauma>><<lstress>><<garousal>><<deviant1>> -<br> +<<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Spread your legs|Nude Oral]]>><<trauma -6>><<stress -12>><<arousal 600>><</link>><<ltrauma>><<lstress>><<garousal>><<deviant1>> + <br> +<</if>> <<link [[Pet|Nude Pet]]>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>> <br> diff --git a/game/overworld-town/loc-home/widgets.twee b/game/overworld-town/loc-home/widgets.twee index b926b23b41661090629ee5ac3b4d4ff37422fbce..dfb6464c74527cd43ab69cd7d0581c4421e01fd1 100644 --- a/game/overworld-town/loc-home/widgets.twee +++ b/game/overworld-town/loc-home/widgets.twee @@ -4,28 +4,28 @@ <<if $exposed gte 2>> <<if $daystate is "night">> <<if $exhibitionism gte 55>> - <<ind>><<link [[Sneak outside (0:02)|Home Leave Naked]]>><</link>><<if $ex_fence isnot 1>><<exhibitionist4>><</if>> + <<doubledoorsicon>><<link [[Sneak outside (0:02)|Home Leave Naked]]>><</link>><<if $ex_fence isnot 1>><<exhibitionist4>><</if>> <</if>> <<else>> <<if $exhibitionism gte 75>> - <<ind>><<link [[Sneak outside (0:05)|Home Leave Naked Day]]>><</link>><<if $ex_fence isnot 1>><<exhibitionist5>><</if>> + <<doubledoorsicon>><<link [[Sneak outside (0:05)|Home Leave Naked Day]]>><</link>><<if $ex_fence isnot 1>><<exhibitionist5>><</if>> <</if>> <</if>> <<elseif $exposed gte 1>> <<if $daystate is "night">> <<if $exhibitionism gte 15>> - <<ind>><<link [[Sneak outside (0:02)|Home Leave Undies]]>><</link>><<if $ex_fence isnot 1>><<exhibitionist2>><</if>> + <<doubledoorsicon>><<link [[Sneak outside (0:02)|Home Leave Undies]]>><</link>><<if $ex_fence isnot 1>><<exhibitionist2>><</if>> <</if>> <<else>> <<if $exhibitionism gte 35>> - <<ind>><<link [[Sneak outside (0:05)|Home Leave Undies Day]]>><</link>><<if $ex_fence isnot 1>><<exhibitionist3>><</if>> + <<doubledoorsicon>><<link [[Sneak outside (0:05)|Home Leave Undies Day]]>><</link>><<if $ex_fence isnot 1>><<exhibitionist3>><</if>> <</if>> <</if>> <<else>> <<if $hour gte 18 and $hour lte 20 and $NPCName[$NPCNameList.indexOf("Robin")].trauma gte 40 and $robinmissing isnot 1 and !$robinTraumaVisit>> - <<ind>><<link [[Leave orphanage (0:01)|Robin Trauma Visit]]>><<set $phase to 2>><<pass 1>><</link>> + <<doubledoorsicon>><<link [[Leave orphanage (0:01)|Robin Trauma Visit]]>><<set $phase to 2>><<pass 1>><</link>> <<else>> - <<ind>><<link [[Leave orphanage (0:01)|Domus Street]]>><<pass 1>><</link>> + <<doubledoorsicon>><<link [[Leave orphanage (0:01)|Domus Street]]>><<pass 1>><</link>> <br> <</if>> <</if>> diff --git a/game/overworld-town/loc-hospital/abduction.twee b/game/overworld-town/loc-hospital/abduction.twee index a87b4972eb4f7e1c0ef4af90a982620d8620e81e..475e53c2b6cb328f438f753ee530dd294a4b2a5c 100644 --- a/game/overworld-town/loc-hospital/abduction.twee +++ b/game/overworld-town/loc-hospital/abduction.twee @@ -5,7 +5,6 @@ <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 2 wolf>> <<beastCombatInit>> <<beastTrainGenerate>> @@ -38,7 +37,7 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the sound of grinding metal. <<beastNEWinit 6 wolf>> -<<if $rng gte 81>> +<<if $rng gte 81 or ($monster isnot 1 and $bestialitydisable is "t")>> You pull on the handle, and the door aches open. You dash through and shut it behind you, seeing a number of <<beastsplural>> bounding down the corridor as you do. <br><br> @@ -60,13 +59,23 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the s :: Abduction Hospital Hole <<effects>> + +<<beastNEWinit 6 wolf>> <<if $physiquesize lte 6000>> Dropping to your hands and knees, you squeeze through the gap. It's a tight fit, but your small frame proves an advantage.<<small_text>> <br><br> <<set $stripintegrity to 10>><<set $stripobject to "steel wire">><<stripobject>> You see light penetrating the ceiling up ahead. After a short journey, you find a manhole leading outside. <br><br> - + <<endevent>> + <<commercialquick>> +<<elseif $monster isnot 1 and $bestialitydisable is "t">> + Dropping to your hands and knees, you squeeze through the gap. It's a tight fit, but you're able to fit. + <br><br> + <<set $stripintegrity to 10>><<set $stripobject to "steel wire">><<stripobject>> + You see light penetrating the ceiling up ahead. After a short journey, you find a manhole leading outside. + <br><br> + <<endevent>> <<commercialquick>> <<else>> Dropping to your hands and knees, you squeeze through the gap. It goes well at first, you manage to get your stomach through before becoming stuck. You hear a sharp buzz and the sound of grinding metal as you try to pull out, but you're stuck tight. Something pokes your rear! @@ -221,7 +230,6 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the s <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 6 wolf>> <<beastCombatInit>> <<beastTrainGenerate>> <<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">> diff --git a/game/overworld-town/loc-hospital/appointments.twee b/game/overworld-town/loc-hospital/appointments.twee index eefc439a836b4af55abac88e188e203de53c4a50..de413f52c93e05ff7532c3039f0008603252a214 100644 --- a/game/overworld-town/loc-hospital/appointments.twee +++ b/game/overworld-town/loc-hospital/appointments.twee @@ -24,7 +24,7 @@ You knock on the door, and hear Harper's voice on the other side. "Come in." You <<link [[This feels nice|Doctor Harper's Office Trance]]>><<pass 10>><<set $phase to 1>><<npcincr Harper dom 5>><<control 25>><<set $trance to 1>><<trauma -6>><<stress -12>><<awareness -10>><</link>><<ggcontrol>><<llawareness>><<ltrauma>><<lstress>> <br> <<link [[Resist|Doctor Harper's Office Trance]]>><<pass 10>><<set $phase to 0>><<stress 6>><<npcincr Harper dom -5>><</link>><<gstress>> - + <br> <<elseif $rng gte 51>> "Please, sit down and relax." You do so, and <<he>> swivels to face you. <<His>> voice takes on a soothing quality. "I want you to breathe deeply." <<He>> holds up <<his>> pen. "Focus on the pen. There's nothing in the universe except this pen, my voice, and your own breath." @@ -118,7 +118,7 @@ You knock on the door, and hear Harper's voice on the other side. "Come in." You <<link [[Next|Hospital Foyer]]>><<endevent>><</link>> <<elseif $phase is 1>> - <<if $hypnosis is 0>><<set $hypnosis to 1>> + <<if $hypnosis is 0>><<set $hypnosis to 1>><<hypnotised 1>> You slip deeper into the trance. <span class="green">You don't remember ever feeling so tranquil.</span> You hear Harper's voice drifting toward you. "That's very good. Now, the next time you feel overwhelmed by it all, I want you to remember this feeling, and..." <<He>> gives you instructions. "...you won't remember this. "When I drop this pen, you will awaken." <br><br> @@ -134,7 +134,7 @@ You knock on the door, and hear Harper's voice on the other side. "Come in." You You slip deeper into the trance. <span class="green">You return to the familiar state of tranquillity.</span> You hear Harper's voice drifting toward you. "That's very good." <<He>> rummages through the drawer on <<his>> desk and produces a camera. "Now, take off your clothes." <br><br> - <<link [[Take off your clothes|Doctor Harper's Office Camera]]>><<pass 20>><<npcincr Harper dom 5>><<set $hypnosis to 2>><<set $phase to 1>><<strip>><</link>> + <<link [[Take off your clothes|Doctor Harper's Office Camera]]>><<pass 20>><<npcincr Harper dom 5>><<set $hypnosis to 2>><<hypnotised 1>><<set $phase to 1>><<strip>><</link>> <br> <<link [[Refuse|Doctor Harper's Office Camera]]>><<npcincr Harper dom -5>><<set $phase to 0>><<stress 6>><</link>><<gstress>> <br> @@ -145,18 +145,19 @@ You knock on the door, and hear Harper's voice on the other side. "Come in." You While <<he>> sets it up, <<person1>>Harper turns to you and softly speaks. "Take off your clothes." <br><br> - <<link [[Take off your clothes|Doctor Harper's Office Camera2]]>><<pass 20>><<npcincr Harper dom 5>><<set $hypnosis to 3>><<set $phase to 1>><<strip>><</link>> + <<link [[Take off your clothes|Doctor Harper's Office Camera2]]>><<pass 20>><<npcincr Harper dom 5>><<set $hypnosis to 3>><<set $phase to 1>><<hypnotised 1>><<strip>><</link>> <br> <<link [[Refuse|Doctor Harper's Office Camera2]]>><<npcincr Harper dom -5>><<stress 6>><<set $phase to 0>><</link>><<gstress>> <br> <<elseif $hypnosis gte 3>> + <span class="green">You slip deeper into the trance and return to the familiar state of tranquillity.</span> You hear Harper's voice drifting toward you. "That's very good." <<He>> walks briskly over to the window. <<He>> opens it, and a <<generate2>><<person2>><<person>> climbs through, carrying a large camera and tripod. <<generate3>><<generate4>><<generate5>><<generate6>><<He>> is closely followed by four others, a <<person3>><<person>>, a <<person4>><<person>>, a <<person5>><<person>> and a <<person6>><<person>>. <br><br> <<person2>>While the <<person>> sets up the camera, the other four start handing Harper money.<<person1>> <<He>> counts it, then hides it away in <<his>> drawer before turning to face you. "Take off your clothes," <<he>> says softly. <br><br> - <<link [[Take off your clothes|Doctor Harper's Office Camera3]]>><<pass 20>><<npcincr Harper dom 5>><<set $phase to 1>><<strip>><</link>> + <<link [[Take off your clothes|Doctor Harper's Office Camera3]]>><<pass 20>><<npcincr Harper dom 5>><<set $phase to 1>><<hypnotised 1>><<strip>><</link>> <br> <<link [[Refuse|Doctor Harper's Office Camera3]]>><<npcincr Harper dom -5>><<stress 6>><<set $phase to 0>><</link>><<gstress>> <br> diff --git a/game/overworld-town/loc-hospital/main.twee b/game/overworld-town/loc-hospital/main.twee index 48d2f2232aa1464454b06c87f0afca0045d05471..dddf8b174fc848599b831e92828b4db7c726b0c6 100644 --- a/game/overworld-town/loc-hospital/main.twee +++ b/game/overworld-town/loc-hospital/main.twee @@ -148,11 +148,14 @@ You awaken on a hard metallic surface in a dark room. Dim lights along the walls Through the door and to the left there is a precipitous drop. You peer down and see dark running water; you can vaguely make out a wide tunnel leading away from the bottom. To the right is a long corridor. A door stands shut at the other end. In front of you is a small hole in the wall, which you might be able to squeeze through. <br><br> -<<link [[Climb down to the water (0:01)|Abduction Hospital Water]]>><<set $molestationstart to 1>><<pass 1>><</link>> -<br> -<<link [[Head down the corridor (0:01)|Abduction Hospital Corridor]]>><<pass 1>><</link>> +<<beastNEWinit 2 wolf>> +<<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Climb down to the water (0:01)|Abduction Hospital Water]]>><<set $molestationstart to 1>><<pass 1>><</link>> + <br> +<</if>> +<<link [[Head down the corridor (0:01)|Abduction Hospital Corridor]]>><<pass 1>><<endevent>><</link>> <br> -<<link [[Squeeze through the hole (0:01)|Abduction Hospital Hole]]>><<pass 1>><</link>> +<<link [[Squeeze through the hole (0:01)|Abduction Hospital Hole]]>><<pass 1>><<endevent>><</link>> <br> :: Molestation Hospital diff --git a/game/overworld-town/loc-landfill/widgets.twee b/game/overworld-town/loc-landfill/widgets.twee index 3926088edd93276a44b440dbbc208b236cce0f09..f9386b3988dffe598f4503e5127e2be3eb7c6beb 100644 --- a/game/overworld-town/loc-landfill/widgets.twee +++ b/game/overworld-town/loc-landfill/widgets.twee @@ -23,21 +23,21 @@ It only lasts a moment, but you think you feel the ground tremble. <br> <<elseif $rng gte 61>> -<<beastNEWinit 1 dog>> -You hear a growl behind you. A <<beasttype>> steps out from behind a pile, teeth bared. -<br><br> - - <!-- Modified for Beast People --> - <<link [[Next|Trash Beast]]>><<set $molestationstart to 1>><</link>> - <br> - <!-- - You run. You manage to escape, though not without injury. - <<beastescape>> + <<beastNEWinit 1 dog>> + You hear a growl behind you. A <<beasttype>> steps out from behind a pile, teeth bared. <br><br> + <<if $monster is 1 or $bestialitydisable is "f">> + <!-- Modified for Beast People --> + <<link [[Next|Trash Beast]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + You run. You manage to escape, though not unscathed. + <<beastescape>> + <br><br> - <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> - <br> - --> + <<link [[Next|Trash]]>><<endevent>><<set $eventskip to 1>><</link>> + <br> + <</if>> <<elseif $rng gte 41>> diff --git a/game/overworld-town/loc-park/main.twee b/game/overworld-town/loc-park/main.twee index c5068ef1eb41f7e95c5b3da5d83aa4855c1bba75..32938d10b07bafaf7c4c9d1ebc1cca1f07134ecc 100644 --- a/game/overworld-town/loc-park/main.twee +++ b/game/overworld-town/loc-park/main.twee @@ -289,20 +289,21 @@ The <<beasttype>> whimpers and flees into a bush. <<tearful>> you gather yoursel <<if $weather is "rain" or $weather is "snow">> /*10% chance if running naked in the park at night during rain or snow.*/ As you pass <<print either("near a storm-drain","the bridge over the lake","the lake","some trees by the lake","some bushes by the storm-drain")>> something grabs your leg, dragging you down. - <!-- Modified for Monster People --> - <<beastNEWinit 1 lizard>> - <br> + <!-- Modified for Monster People --> + <<beastNEWinit 1 lizard>> + <br> + <<if $monster is 1 or $bestialitydisable is "f">> Before you can react, a giant sewer <<beasttype>> has clambered upon you. <br><br> <<link [[Next|Park Lizard Rape]]>><<set $molestationstart to 1>><</link>> <br> - <!-- + <<else>> It's a giant lizard. <br> - You narrowly manage to squirm free from the giant lizard's claws and dash away. Glancing behind, you can just make it out scurrying back toward the sewer. + You narrowly manage to squirm free from the giant lizard's claws and dash away. Glancing behind, you can just make it out scurrying back toward the sewer.<<beastescape>> <br><br> - <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> - --> + <<link [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</link>> + <</if>> <<else>>You don't encounter anyone. <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> diff --git a/game/overworld-town/loc-photography/main.twee b/game/overworld-town/loc-photography/main.twee index aa2f188ce20df0e88c21810f6e26d921f1642d7a..b54f08c4ddb3b72cf5bd3864086c42d50bfcaa24 100644 --- a/game/overworld-town/loc-photography/main.twee +++ b/game/overworld-town/loc-photography/main.twee @@ -1,6 +1,198 @@ +:: Photo Entrance +<<effects>> + +You approach the photography studio, a tall old building opposite the hospital. There's a short flight of steps leading up to the door. "Niki's photo studio. Models wanted." +<br><br> + +<<link [[Knock|Photo Intro]]>><</link>> +<br> +<<link [[Leave|Nightingale Street]]>><</link>> +<br> + +:: Photo Intro +<<effects>> +<<set $photo_known to 2>> +<<set $photo to {}>> +<<set $photo.refused to 0>> +<<npc Niki>><<person1>> + +You lift the heavy knocker, and let it fall against the door. You wait a minute, then reach to knock again. The door swings open first. A young <<nnpc_gender "Niki">> stands there, a white stick poking out of <<his>> mouth. It's Niki. +<br><br> + +<<if $submissive gte 1150>> + "A-are you looking for models?" you ask. +<<elseif $submissive lte 850>> + "You're looking for models," you say. "Got any work?" +<<else>> + "I'm looking for work," you say. +<</if>> +<br><br> + +Niki opens the door the rest of the way. "Come in." +<br><br> + +<<set $niki_seen to "photo">> + +<<link [[Enter|Photo Intro 2]]>><</link>> +<br> + +:: Photo Intro 2 +<<effects>> + +You follow Niki into the more modern interior, past a flight of stairs, and into a room with a desk and computer. Niki sits behind it. Pictures of + +<<if $malevictimchance gte 100>> + men +<<elseif $malevictimchance lte 0>> + women +<<else>> + men and women +<</if>> +cover the wall behind <<him>>, most of them suggestive, but all tasteful. <<He>> points at a chair behind you, and you take a seat. +<br><br> + +"Studio's upstairs," <<he>> says, removing the white stick from <<his>> mouth and flicking it into a bin. "A photoshoot takes three hours. You get paid upfront. <span class="gold">£450</span> per shoot." <<He>> gestures at the wall behind <<him>>. "This is the sort of thing we do." +<br><br> + +<<He>> pulls a lollipop from <<his>> pocket, and sticks it in <<his>> mouth. "One shoot a week. What do you think?" +<br><br> + +<<link [[Accept|Photo Accept]]>><<npcincr Niki love 1>><</link>><<glove>> +<br> +<<link [[Refuse|Photo Refuse]]>><</link>> +<br> + +:: Photo Accept +<<effects>> + +<<if $submissive gte 1150>> + "O-okay," you say. "I need the money." +<<elseif $submissive lte 850>> + "Sounds good," you say. "I could use the money." +<<else>> + "Okay," you say. "I do need the money." +<</if>> +<br><br> + +Niki nods. "Let me know when you're ready to start." +<br><br> + +<<link [[Next|Photo]]>><<endevent>><</link>> +<br> + +:: Photo Refuse +<<effects>> + +<<if $submissive gte 1150>> + "I-I don't like people looking," you say. "Sorry." +<<elseif $submissive lte 850>> + "I don't like the thought of old pervs looking at me," you say. +<<else>> + "I don't think that's for me," you say. "Sorry." +<</if>> +<br><br> + +Niki nods. "You know where I am if you change your mind." +<br><br> + + +<<link [[Next|Nightingale Street]]>><<endevent>><</link>> +<br> + +:: Photo +<<set $outside to 0>><<effects>> + +<<npc Niki>><<person1>> +You are in the photo studio on Nightingale Street. Niki sits behind a desk, staring at a computer screen. Pictures of + +<<if $malevictimchance gte 100>> + men +<<elseif $malevictimchance lte 0>> + women +<<else>> + men and women +<</if>> +cover the wall behind <<him>>, most of them suggestive, but all tasteful. +<br><br> +<<if $photo.shoot is 1>> + <span class="blue">You've already worked as a model this week.</span> + <br> +<<else>> + <<link [[Model (3:00)|Photo Model]]>><<set $photo.shoot to 1>><</link>><<exhibitionist1>> + <br> +<</if>> +/* +<<link [[Ask for other work|Photo Ask]]>><</link>> +<br> +<<if $photo.silly is "done">> + <<link [[Get paid for the silly outfit job|Photo Street Paid]]>><<set $photo.silly to "paid">><</link>> + <br> +<</if>> +*/ +<<link [[Leave|Nightingale Street]]>><<endevent>><</link>> +<br> + +<<set $niki_seen to "photo">> + +:: Photo Ask +<<effects>> + +Niki nods, and stares at <<his>> screen a moment longer. +<br><br> + +<<if !$photo.silly>> + <<set _work_available to true>> + "Business owner needs someone to stand outside their shop in a silly outfit. Not glamorous, but it pays <span class="gold">£100.</span> Everyone starts somewhere." + <br><br> +<</if>> + +<<if !_work_available>> + <<if $fame lt 3000>> + <<He>> shakes <<his>> head. "Nothing for you," <<he>> says. <span class="purple">"Maybe if you were known better."</span> + <<else>> + <<He>> shakes <<his>> head. "Nothing," <<he>> says. "Come back next week." + <</if>> + <br><br> +<<else>> + "Jobs takes a few hours." + <br><br> +<</if>> + +<<if !$photo.silly>> + <<link [[Accept silly outfit job|Photo Silly]]>><<set $photo.silly to "accepted">><</link>> + <br> +<</if>> + +<<link [[Leave|Nightingale Street]]>><<endevent>><</link>> +<br> + +:: Photo Silly Paid +<<effects>> + +Niki throws you a small bundle of notes. You make <<moneyGain 100>>. +<br><br> + +<<link [[Ask for work|Photo Ask]]>><</link>> +<br> +<<link [[Leave|Nightingale Street]]>><<endevent>><</link>> +<br> + +:: Photo Silly +<<effects>> + +Niki nods. "Shop's on the High Street." <<He>> hands you the business card with the address. "Come back after for your pay." +<br><br> + +<<link [[Ask for work|Photo Ask]]>><</link>> +<br> +<<link [[Leave|Nightingale Street]]>><<endevent>><</link>> +<br> + :: Photography Chef <<set $outside to 0>><<set $location to "town">><<effects>> - +<<if $photo_known is undefined>> + <<set $photo_known to 1>> +<</if>> <<npc Niki>><<person1>>You approach the address given by Sam. It's an old building opposite the hospital. You're lifting your hand to knock when the door swings open. A young <<nnpc_gender "Niki">> stands there, a white stick poking out of <<his>> mouth. <<He>> stares at you, waiting. @@ -22,7 +214,7 @@ A young <<nnpc_gender "Niki">> stands there, a white stick poking out of <<his>> You recognise <<him>>. It's Niki, the photographer from the farm. You freeze on the spot. Niki stares at you, then removes the stick from <<his>> mouth and flicks it onto the street. "Studio's ready." <<He>> pauses. "I'm glad you're okay." <br><br> <<else>> - You recognise <<him>>. It's Niki, the photographer. Niki nods at you. "Thought the description sounded familiar." <<He>> removes the stick from <<his>> mouth and flicks it onto the street. "Studio's ready." + It's Niki, the photographer. <<He>> regards you. "Thought the description sounded familiar." <<He>> removes the stick from <<his>> mouth and flicks it onto the street. "Studio's ready." <br><br> <</if>> <<set $niki_seen to "chef">> @@ -36,7 +228,11 @@ A young <<nnpc_gender "Niki">> stands there, a white stick poking out of <<his>> The interior is more modern. You follow Niki up a flight of stairs, and enter a large room dominated by a white screen. Several lights and a single camera wait. <br><br> -"You done this before?" Niki asks, fiddling with the camera. <<He>> has another white stick in <<his>> mouth. You shake your head. <<He>> nods without looking at you. "Clothes are over there. Should be done in a few hours." +<<if $photo_known is 1>> + "You done this before?" Niki asks, fiddling with the camera. <<He>> has another white stick in <<his>> mouth. You shake your head. <<He>> nods without looking at you. "Clothes are over there. Should be done in a few hours." +<<else>> + "Were you told the details?" Niki asks, fiddling with the camera. <<He>> has another white stick in <<his>> mouth. You shake your head. <<He>> nods without looking at you. "Clothes are over there. Should be done in a few hours." +<</if>> <br><br> You walk behind a screen, and find a chef's apron and hat. You put them on. @@ -244,7 +440,11 @@ You end up on the floor, with the pot on your head, covered head-to-toe in stick :: Photography Chef 7 <<set $outside to 0>><<set $location to "town">><<effects>> -"Done," Niki says, sticking another lollipop in <<his>> mouth. "It was a pleasure working with you. Give Sam my regards." +<<if $photo_known is 1>> + "Done," Niki says, sticking another lollipop in <<his>> mouth. "It was a pleasure working with you. You have talent. <span class="gold">Drop by if you're looking for work.</span> Give Sam my regards." +<<else>> + "Done," Niki says, sticking another lollipop in <<his>> mouth. "It was a pleasure working with you. Give Sam my regards." +<</if>> <br><br> <<if $chef_picture is "lewd">> You pass <<him>> on the way to the exit. <<He>> wrinkles <<his>> nose and frowns. @@ -257,3 +457,29 @@ You end up on the floor, with the pot on your head, covered head-to-toe in stick <<set $chef_state to 5>> <<link [[Walk out onto the street|Nightingale Street]]>><<set $eventskip to 1>><</link>> <br> + + +:: Photo Street Stop +<<effects>> + +<span class="gold">"The name's Niki,"</span> <<he>> continues, stopping beside you. "I'm a photographer. Have you considered working as a model? Pays well, and you have the looks." +<br><br> + +<<He>> removes the white stick from <<his>> mouth, and flicks it into the road. <span class="gold">"I run a studio on Nightingale Street,"</span> <<he>> continues. "Drop by sometime." <<He>> drives away. +<br><br> + +<<endevent>> +<<destinationeventend>> + + +:: Photo Street Hasten +<<effects>> + +You hasten your steps to escape the pervert. "Hold up," <<he>> says, speeding up to keep pace. "I'll be quick. <span class="gold">The name's Niki. I run a photography studio on Nightingale Street.</span> Drop by sometime if you need work." +<br><br> + +You dart into an alley, leaving <<him>> to drive away. +<br><br> + +<<endevent>> +<<destinationeventend>> \ No newline at end of file diff --git a/game/overworld-town/loc-photography/model.twee b/game/overworld-town/loc-photography/model.twee new file mode 100644 index 0000000000000000000000000000000000000000..0986adbca39b3b8daeda13171eeb7bf8949017c3 --- /dev/null +++ b/game/overworld-town/loc-photography/model.twee @@ -0,0 +1,1045 @@ +:: Photo Model +<<effects>> + +You follow Niki up a flight of steps, into a large room dominated by a white screen. Several lights and a single camera wait. +<br><br> + +<<set $photo.money to 450>> + + +"Clothes are over there," Niki says, pointing at a screen near the corner. + +<<if $worn.face.type.includes("mask")>> + "I'd recommend removing the mask. Earning a reputation might open new opportunities for you." +<</if>> +<br><br> + +You find two outfits behind the screen. +<<set _rng to random(1, 9)>> +<<if _rng is 1>> + There's a sundress, + <<set $photo_upper_f_index to 1>> + <<set $photo_lower_f_index to 0>> +<<elseif _rng is 2>> + There's an evening gown, + <<set $photo_upper_f_index to 7>> + <<set $photo_lower_f_index to 0>> +<<elseif _rng is 3>> + There's an ballgown, + <<set $photo_upper_f_index to 9>> + <<set $photo_lower_f_index to 0>> +<<elseif _rng is 4>> + There's a kimono, + <<set $photo_upper_f_index to 10>> + <<set $photo_lower_f_index to 0>> +<<elseif _rng is 5>> + There's a mini kimono, + <<set $photo_upper_f_index to 11>> + <<set $photo_lower_f_index to 0>> +<<elseif _rng is 6>> + There's a gingham dress, + <<set $photo_upper_f_index to 38>> + <<set $photo_lower_f_index to 0>> +<<elseif _rng is 7>> + There's a cheongsam, + <<set $photo_upper_f_index to 46>> + <<set $photo_lower_f_index to 0>> +<<elseif _rng is 8>> + There's a short cheongsam dress, + <<set $photo_upper_f_index to 47>> + <<set $photo_lower_f_index to 0>> +<<elseif _rng is 9>> + There's a keyhole dress, + <<set $photo_upper_f_index to 84>> + <<set $photo_lower_f_index to 0>> +<</if>> +and a +<<set _rng to random(1, 5)>> +<<if _rng is 1>> + tuxedo. + <<set $photo_upper_m_index to 15>> + <<set $photo_lower_m_index to 16>> +<<elseif _rng is 2>> + black leather jacket. + <<set $photo_upper_m_index to 40>> + <<set $photo_lower_m_index to 23>> +<<elseif _rng is 3>> + brown leather jacket. + <<set $photo_upper_m_index to 41>> + <<set $photo_lower_m_index to 23>> +<<elseif _rng is 4>> + dress shirt. + <<set $photo_upper_m_index to 37>> + <<set $photo_lower_m_index to 23>> +<<elseif _rng is 5>> + karate outfit. + <<set $photo_upper_m_index to 55>> + <<set $photo_lower_m_index to 50>> +<</if>> +<br><br> + +There's also a pair of lace panties, and a pair of briefs. +<<set $photo_under_f_index to 3>> +<<set $photo_under_m_index to 4>> +<<exhibitionism1>> + +<<if $worn.face.type.includes("mask")>> + <<link [[Keep mask on and wear the feminine outfit|Photo Model 2]]>> + <<undressKeepFace "photo">> + <<set $photo_upper_index to $photo_upper_f_index>> + <<set $photo_lower_index to $photo_lower_f_index>> + <<set $photo_under_index to $photo_under_f_index>> + <<underlowerwear $photo_under_index>> + <<lowerwear $photo_lower_index>> + <<upperwear $photo_upper_index>> + <</link>> + <br> + <<link [[Keep mask on and wear the masculine outfit|Photo Model 2]]>> + <<undressKeepFace "photo">> + <<set $photo_upper_index to $photo_upper_m_index>> + <<set $photo_lower_index to $photo_lower_m_index>> + <<set $photo_under_index to $photo_under_m_index>> + <<underlowerwear $photo_under_index>> + <<lowerwear $photo_lower_index>> + <<upperwear $photo_upper_index>> + <</link>> + <br><br> + + <<link [[Strip everything and wear the feminine outfit|Photo Model 2]]>> + <<undress "photo">> + <<set $photo_upper_index to $photo_upper_f_index>> + <<set $photo_lower_index to $photo_lower_f_index>> + <<set $photo_under_index to $photo_under_f_index>> + <<underlowerwear $photo_under_index>> + <<lowerwear $photo_lower_index>> + <<upperwear $photo_upper_index>> + <</link>> + <br> + <<link [[Strip everything and wear the masculine outfit|Photo Model 2]]>> + <<undress "photo">> + <<set $photo_upper_index to $photo_upper_m_index>> + <<set $photo_lower_index to $photo_lower_m_index>> + <<set $photo_under_index to $photo_under_m_index>> + <<underlowerwear $photo_under_index>> + <<lowerwear $photo_lower_index>> + <<upperwear $photo_upper_index>> + <</link>> + <br><br> +<<else>> + <<link [[Wear the feminine outfit|Photo Model 2]]>> + <<undress "photo">> + <<set $photo_upper_index to $photo_upper_f_index>> + <<set $photo_lower_index to $photo_lower_f_index>> + <<set $photo_under_index to $photo_under_f_index>> + <<underlowerwear $photo_under_index>> + <<lowerwear $photo_lower_index>> + <<upperwear $photo_upper_index>> + <</link>> + <br> + <<link [[Wear the masculine outfit|Photo Model 2]]>> + <<undress "photo">> + <<set $photo_upper_index to $photo_upper_m_index>> + <<set $photo_lower_index to $photo_lower_m_index>> + <<set $photo_under_index to $photo_under_m_index>> + <<underlowerwear $photo_under_index>> + <<lowerwear $photo_lower_index>> + <<upperwear $photo_upper_index>> + <</link>> + <br><br> +<</if>> + +:: Photo Model 2 +<<effects>> +<<endevent>> +You put on the $worn.upper.name, and emerge from behind the screen. +<<if random(1, 2) is 2 and $famemodel gte 100>> + <<if $photo.fame_stage gte 11>> + <<set $photo.fame_stage to 12>> + <<set $photo.money += 50>> + <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> + <<person1>>Six <<people>> sit to one side once again, watching you. One of them, a <<person>>, licks <<his>> lips. + <<elseif $photo.fame_stage is 10 and $famemodel gte 600>> + <<set $photo.fame_stage to 11>> + <<set $photo.money += 50>> + <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> + <<person1>>Six <<people>> sit to one side, watching you. One of them, a <<person>>, chats with the <<person2>><<person>> beside <<person1>><<him>>, but watches you all the while. + <<elseif $photo.fame_stage is 9>> + <<set $photo.fame_stage to 10>> + <<set $photo.money += 50>> + <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>> + <<person1>>Five <<people>> sit to one side once again, chatting. One of them, a <<person>>, watches you without breaking conversation. + <<elseif $photo.fame_stage is 8 and $famemodel gte 500>> + <<set $photo.fame_stage to 9>> + <<set $photo.money += 50>> + <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>> + <<person1>>Five <<people>> sit to one side, chatting. One of them, a <<person>>, watches you without breaking conversation. + <<elseif $photo.fame_stage is 7>> + <<set $photo.fame_stage to 8>> + <<set $photo.money += 50>> + <<generate1>><<generate2>><<generate3>><<generate4>> + <<person1>>Four <<people>> sit to one side once again, watching you. One of them, a <<person>>, sips from a glass of wine. + <<elseif $photo.fame_stage is 6 and $famemodel gte 400>> + <<set $photo.fame_stage to 7>> + <<set $photo.money += 50>> + <<generate1>><<generate2>><<generate3>><<generate4>> + <<person1>>Four <<people>> sit to one side, watching you. One, a <<person>>, combs <<his>> hair while staring at your <<bottom>>. + <<elseif $photo.fame_stage is 5>> + <<set $photo.fame_stage to 6>> + <<set $photo.money += 50>> + <<generate1>><<generate2>><<generate3>> + <<person1>>Three <<people>> sit to one side once again, watching you. One, a <<person>>, openly leers. + <<elseif $photo.fame_stage is 4 and $famemodel gte 300>> + <<set $photo.fame_stage to 5>> + <<set $photo.money += 50>> + <<generate1>><<generate2>><<generate3>> + <<person1>>Three <<people>> sit to one side, watching you. The <<person>> sitting in the middle grins. + <<elseif $photo.fame_stage is 3>> + <<set $photo.fame_stage to 4>> + <<set $photo.money += 50>> + <<generate1>><<generate2>> + A <<person1>><<person>> and <<person2>><<person>> sit to one side of the studio, chatting as they watch you.<<person1>> + <<elseif $photo.fame_stage is 2 and $famemodel gte 200>> + <<set $photo.fame_stage to 3>> + <<set $photo.money += 50>> + <<generate1>><<generate2>> + A <<person1>><<person>> and <<person2>><<person>> sit to one side of the studio, chatting. They stop and look at you, their eyes flicking over your body.<<person1>> + <<elseif $photo.fame_stage is 1>> + <<set $photo.fame_stage to 2>> + <<set $photo.money += 50>> + <<generate1>> + There's a <<person1>><<person>> sat to one side of the studio. <<He>> grins at you. + <<else>> + <<set $photo.fame_stage to 1>> + <<set $photo.money += 50>> + <<generate1>> + You're surprised by a <<person1>><<person>> sat to one side of the studio. Niki follows your eyes. "Photoshoots are sometimes observed by others in the industry," <<nnpc_he "Niki">> says. "It's normal. You get an extra <span class="gold">£50</span> per person. There'll be more interest as you become better known." + <br><br> + + The <<person>> grins at you. + <</if>> + <br><br> + + <<link [[Continue with audience|Photo Model 3]]>><</link>> + <br> + <<link [[Refuse an audience|Photo Model Refuse]]>><<npcincr Niki love -1>><</link>><<llove>> + <br> +<<else>> + You find Niki adjusting a tripod camera. "Almost ready." <<nnpc_He "Niki">> glances at your outfit. "There." <<nnpc_He "Niki">> steps away from the tripod, and lifts another camera from a table. + <br><br> + + <<nnpc_He "Niki">> readies the camera, and asks you to pose. + <br><br> + + <<link [[Follow instruction|Photo Model 3]]>><<set $phase to 0>><</link>> + <br> + <<link [[Add your own flair|Photo Model 3]]>><<set $phase to 1>><</link>> + <br> +<</if>> + +:: Photo Model Refuse +<<effects>> + +<<if $submissive gte 1150>> + "I-I'm sorry," you say. "But I won't do this with an audience." +<<elseif $submissive lte 850>> + "I don't trust this," you say. "I'm not playing along." +<<else>> + "I'm not comfortable with an audience," you say. +<</if>> +<br><br> + +<<if $enemyno gte 2>> + Niki nods, and points at the door. No one complains as they traipse out. +<<else>> + Niki nods, and points at the door. The <<person>> complains, but doesn't argue as <<he>> traipses out. +<</if>> +<br><br> + +<<link [[Next|Photo Model 3]]>><<endevent>><</link>> +<br> + +:: Photo Model 3 +<<effects>> + +<<if $phase is 0>> + You follow Niki's instructions to the letter. +<<elseif $phase is 1>> + You take Niki's instructions as a guideline, and do your own thing when the urge strikes you. Niki seems neither impressed nor bothered. +<<else>> + Niki gives you instructions. +<</if>> +<<nnpc_He "Niki">> circles you as you hold each pose, sometimes crouching, snapping pictures from different angles. +<br><br> + +Many of the shots seem awfully focused on your <<bottom>> +<br><br> + +<<link [[Remain professional|Photo Model 4]]>><<set $phase to 0>><</link>> +<br> +<<link [[Complain|Photo Model 4]]>><<def 1>><<set $phase to 1>><</link>> +<br> +<<if $exhibitionism gte 15>> + <<link [[Flaunt|Photo Model 4]]>><<set $phase to 2>><</link>><<exhibitionist2>> +<</if>> +<br> + +:: Photo Model 4 +<<effects>> + +<<if $phase is 0>> + You endure it. This is just something you'll have to put up with. Niki continues snapping away. + <br><br> +<<elseif $phase is 1>> + <<if $submissive gte 1150>> + "P-please," you say. "Not so lewd." + <<elseif $submissive lte 850>> + "I'm modelling these clothes," you say. "Not my ass." + <<else>> + "I'm not comfortable with shots like that," you say. + <</if>> + <br><br> + Niki doesn't respond, but doesn't take a close up picture of your <<bottom>> again. + <br><br> +<<elseif $phase is 2>> + You stick your <<bottom>> out. Niki takes it in stride, and snaps away. + <<exhibitionism2>> +<</if>> + + + +<<if $photo.evidence gte 1 and $photo.refused gte 1 and $enemyno gte 1>> + <<set $photo.refused to 0>> + "Almost done," <<he>> says. "Need something from my office. I'll be right back." <<nnpc_He "Niki">> leaves the room, taking the smaller camera with <<nnpc_him "Niki">>, but leaving the tripod. + <br><br> + + <<link [[Next|Photo Model Blackmail]]>><<pass 180>><<tiredness 18>><</link>> + <br> +<<else>> + It's tiring work. Niki brings out a stool at one point, but holding the strange poses as you "sit" on it provides little relief. + <br><br> + + <<link [[Next|Photo Model 5]]>><<pass 180>><<tiredness 18>><</link>> + <br> +<</if>> + +:: Photo Model Blackmail +<<effects>> + +With Niki gone, the <<person>> walks to the tripod camera, and fishes <<his>> phone from <<his>> pocket. "What do we have here?" <<he>> says, plugging one end of a cable into the camera, and the other into <<his>> phone. +<br><br> + +<<link [[Protest|Photo Model Blackmail 2]]>><<def 1>><<set $phase to 1>><</link>> +<br> +<<link [[Remain Silent|Photo Model Blackmail 2]]>><<set $phase to 0>><</link>> +<br> + +:: Photo Model Blackmail 2 +<<effects>> + +<<if $phase is 1>> + <<if $submissive gte 1150>> + "I-I don't think you're supposed to touch that," you say. + <<elseif $submissive lte 850>> + "Get your mitts off," you say. + <<else>> + "You're not meant to touch that," you say. + <</if>> + <br><br> + "Can't blame a <<personsimple>> for being curious," <<he>> replies. +<<else>> + You remain silent as the <<person>> continues. "What do we have here," <<he>> says. +<</if>> +<<if $photo.evidence is 2>> + A grin lights up <<his>> face. <span class="pink">"There's a clip here, of this slut getting gangbanged!"</span> +<<elseif $photo.evidence is 1>> + A grin lights up <<his>> face. <span class="purple">"There's an interesting clip here. The screen falls while you're getting changed!"</span> +<</if>> +<br><br> +<<if $enemyno gte 3>> + The rest of the audience join <<him>>, crowding to peer over <<his>> shoulder. +<<elseif $enemyno is 2>> + The other member of the audience, a <<person2>><<person>>, rushes over. "Let me see." +<</if>> +<br><br> + +The <<person>> looks up at you. "I know your type. Such a tease. Well, here's what's gonna happen. <span class="purple">You're gonna do whatever Niki asks of you.</span> <span class="pink">If you don't, I'm uploading this footage.</span> You go to the nearby school right? I'll post it where your friends will be sure to see it. Got it?" +<br><br> + +<<if $enemeyno is 6>> + You could try to stop <<him>>, but <<he>> has five people helping. +<<elseif $enemyno is 5>> + You could try to stop <<him>>, but <<he>> has four people helping. +<<elseif $enemyno is 4>> + You could try to stop <<him>>, but <<he>> has three people helping. +<<elseif $enemeyno is 3>> + You could try to stop <<him>>, but <<he>> has two people helping. +<<elseif $enemyno is 2>> + You could try to stop <<him>>, but <<he>> has help. +<<else>> + You could try to stop <<him>>. +<</if>> +<br><br> + +<<link [[Nod|Photo Model Blackmail 3]]>><<def 1>><<set $phase to 0>><</link>> +<br> +<<link [[Plead|Photo Model Blackmail 3]]>><<sub 1>><<set $phase to 1>><</link>> +<br> +<<link [[Remain silent|Photo Model Blackmail 3]]>><<set $phase to 2>><</link>> +<br> +<<link [[Fight|Photo Model Blackmail Attack]]>><<def 1>><</link>> +<br> + + +:: Photo Model Blackmail Attack +<<effects>> +You rush at the <<person>>, and whack the phone out of <<his>> hand. <<He>> rolls up <<his>> sleeves. +<br><br> + +<<link [[Next|Photo Model Blackmail Fight]]>><<set $fightstart to 1>><</link>> +<br> + +:: Photo Model Blackmail Fight +<<if $fightstart is 1>> + <<set $fightstart to 0>> + + <<neutral 1>> + + <<maninit>> + <<set $enemytrust -= 100>> + <<set $enemyanger += 200>> + <<npcidlegenitals>> + <<enable_rescue>> +<</if>> + +<<effects>> +<<effectsman>><<man>> + +<<stateman>> +<br><br> +<<actionsman>> + +<<if $enemyhealth lte 0>> + <span id="next"><<link [[Next|Photo Model Blackmail Fight Finish]]>><</link>></span><<nexttext>> +<<elseif $enemyarousal gte $enemyarousalmax>> + <span id="next"><<link [[Next|Photo Model Blackmail Fight Finish]]>><</link>></span><<nexttext>> +<<elseif $pain gte 100 and $willpowerpain is 0>> + <span id="next"><<link [[Next|Photo Model Blackmail Fight Finish]]>><</link>></span><<nexttext>> +<<elseif $alarm is 1 and $rescue is 1>> + <span id="next"><<link [[Next|Photo Model Blackmail Fight Finish]]>><</link>></span><<nexttext>> +<<else>> + <span id="next"><<link [[Next|Photo Model Blackmail Fight]]>><</link>></span><<nexttext>> +<</if>> + +:: Photo Model Blackmail Fight Finish +<<effects>> +<<if $enemyarousal gte $enemyarousalmax>> + <<ejaculation>> + <<tearful>> you snatch the phone while they're distracted. You delete the footage just as Niki returns. <<nnpc_He "Niki">> observes the scene, the + <<if $enemyno gte 2>> + <<people>> + <<else>> + <<person>> + <</if>> + lying on the ground beside the fallen camera. + <br><br> + <<clotheson>> + <<endcombat>> + + "Out," <<nnpc_he "Niki">> says. "No disrupting the shoot. That was the only rule." + <br><br> + + You hand the <<person>> <<his>> phone as <<he>> passes, + <<if $submissive gte 1150>> + though you can't make eye contact. + <<else>> + and resist sticking out your tongue. + <</if>> + <br><br> + +<<elseif $enemyhealth lte 0>> + <<tearful>> you snatch the phone from the <<persons>> grasp. You delete the footage just as Niki returns. <<nnpc_He "Niki">> observes the scene, the + <<if $enemyno gte 2>> + <<people>> + <<else>> + <<person>> + <</if>> + lying on the ground beside the fallen camera. + <br><br> + "Out," <<nnpc_he "Niki">> says. "No disrupting the shoot. That was the only rule." + <br><br> + + You hand the <<person>> <<his>> phone as <<he>> passes, + <<if $submissive gte 1150>> + though you can't make eye contact. + <<else>> + and resist sticking out your tongue. + <</if>> + <br><br> + <<clotheson>> + <<endcombat>> + +<<elseif $rescue is 1 and $alarm is 1>> + + The door swings open, and Niki steps in. The <<person>> backs away from you, but keeps hold of <<his>> phone. <<nnpc_He "Niki">> observes the scene, and the fallen camera. + <br><br> + "Out," <<nnpc_he "Niki">> says. "No disrupting the shoot. That was the only rule." + <br><br> + + The <<person>> does as asked, <span class="pink">but <<he>> still has the footage.</span> <<photo_evidence_upload>> + <br><br> + + <<clotheson>> + <<endcombat>> +<<else>> + + You fall to the ground, too hurt to continue fighting. The <<person>> stands over you, holding the phone. <<photo_evidence_upload>> + <br><br> + Niki returns, and observes you lying on the floor beside the camera. "Out," <<nnpc_he "Niki">> says to the <<person>>. "No disrupting the shoot. That was the only rule." + <br><br> + + <<clotheson>> + <<endcombat>> + + +<</if>> +<<link [[Next|Photo Model Blackmail Fight End]]>><</link>> +<br> +<<set $photo.blackmail to 0>> + +:: Photo Model Blackmail Fight End +<<effects>> + +"I'm sorry," Niki says, helping you to your feet. + +<<if $exposed gte 1>> + <<nnpc_He "Niki">> observes your state of dress, and averts <<nnpc_his "Niki">> eyes. "We have spare. If you want to continue with the shoot. No pressure." +<<else>> + "We can continue the shoot, or not. No pressure." +<</if>> +<br><br> + +<<link [[Continue|Photo Model Continue]]>><</link>> +<br> +<<link [[Stop|Photo Model Stop]]>><</link>> +<br> + + +:: Photo Model Continue +<<effects>> + +<<underlowerwear $photo_under_index>> +<<lowerwear $photo_lower_index>> +<<upperwear $photo_upper_index>> +You get dressed behind the screen, and emerge to find the camera righted, and Niki ready. +<br><br> + +<<link [[Next|Photo Model 5]]>><</link>> +<br> + + +:: Photo Model Stop +<<effects>> + +<<storeon "photo">> +<<famemodel 20 pic>> +You get dressed behind the screen, and emerge to find Niki counting out your cash. You make <<moneyGain $photo.money>>. +<br><br> +"You did well," <<nnpc_he "Niki">> says. "I'd like to do another shoot next week." +<br><br> + +Money in hand, you leave the studio. +<br><br> + +<<link [[Next|Nightingale Street]]>><<photo_end>><<set $eventskip to 1>><<endevent>><</link>> +<br> + +:: Photo Model Blackmail 3 +<<effects>> +<<set $photo.blackmail to $photo.evidence>> +<<if $phase is 2>> + You remain silent. The <<person>> opens <<his>> mouth, but is interrupted by a bang outside. +<<elseif $phase is 1>> + <<if $submissive gte 1150>> + "P-please don't," you say. + <<elseif $submissive lte 850>> + "Don't do this," you say. + <<else>> + "Please don't," you say. + <</if>> + <br><br> + The <<person>> snorts a dismissive laugh, but is interrupted by a bang outside. +<<else>> + You nod. The <<person>> opens <<his>> mouth, but is interrupted by a bang outside. +<</if>> +<<He>> hastens back to <<his>> chair, phone in hand. +<br><br> + +Niki returns, carrying a stool ahead of <<nnpc_him "Niki">>. You use it as a prop, sitting in awkward poses, as the <<persons>> words weigh on your mind. +<br><br> + +<<link [[Next|Photo Model 5]]>><</link>> +<br> + + +:: Photo Model 5 +<<effects>> + +"Almost done," Niki says at last. <<nnpc_He "Niki">> adjusts the lighting. "Some topless shots would be good. I'd double your fee. So it'd be <span class="gold">£<<print $photo.money * 2>>.</span>" +<br><br> + +<<if $enemyno gte 2>> + <<if $photo.blackmail gte 1>> + <span class="pink">The seated <<person>> leans forward in <<his>> chair, holding <<his>> phone and looking you right in the eyes.</span> + <<else>> + The seated <<person>> leans forward in <<his>> chair, and the <<person2>><<person>> licks <<his>> lips.<<person1>> + <</if>> + <br><br> +<<elseif $enemyno is 1>> + <<if $photo.blackmail gte 1>> + <span class="pink">The seated <<person>> leans forward in <<his>> chair, holding <<his>> phone and looking you right in the eyes.</span> + <<else>> + The seated <<person>> leans forward in <<his>> chair. + <</if>> + <br><br> +<</if>> + +<<link [[Refuse|Photo Model Topless Refuse]]>><<set $photo.refused += 1>><</link>> +<br> +<<if $exhibitionism gte 55>> + <<link [[Accept|Photo Model Topless]]>><<npcincr Niki love 1>><<set $phase to 0>><</link>><<exhibitionist4>><<glove>> + <br> +<<elseif $uncomfortable.prostituting is false>> + <<link [[Accept|Photo Model Topless]]>><<set $desperateaction to 1>><<npcincr Niki love 1>><<set $phase to 0>><</link>><<exhibitionist4>><<glove>> + <br> +<<elseif $photo.blackmail gte 1>> + <<link [[Accept|Photo Model Topless]]>><<trauma 12>><<stress 12>><<set $phase to 1>><</link>><<ggtrauma>><<ggstress>> + <br> +<<else>> + <span class="blue">You're not lewd or desperate enough for that.</span> + <br> +<</if>> + + +:: Photo Model Topless Refuse +<<effects>> + +<<if $submissive gte 1150>> + "I-I'm sorry," you say. "I'm not comfortable with that." +<<elseif $submissive lte 850>> + "Not interested," you say. +<<else>> + "I'm not comfortable with that," you say. +<</if>> +<<if $enemyno gte 1 and $photo.blackmail gte 1>> + The <<person>> shakes <<his>> head. <<photo_evidence_upload>> +<</if>> +<br><br> +<<if $photo.refused gte 2>> + Niki nods, and wraps up the photoshoot without another word. + <br><br> + <<set $photo.refused to 0>> + <<exposure>> + <<set $photo.evidence to 1>> + You step behind the screen, and remove the $worn.upper.name. Before you can dress however, <span class="purple">you hear a creek,</span> and the screen collapses, <span class="pink">exposing you to the room.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> + <br><br> + <<upperruined>><<lowerruined>><<underruined>> + <<if $enemyno gte 2>> + A cheer goes up from the still-seated audience. The light on the tripod camera is still green. <<covered>> + <<elseif $enemyno gte 1>> + The still-seated <<person>> cheers. The light on the tripod camera is still green. <<covered>> + <<else>> + The light on the tripod camera is still green. <<covered>> + <</if>> + <br><br> + Niki covers <<nnpc_his "Niki">> eyes and rushes over. <<nnpc_He "Niki">> lifts the fallen screen, separating you from the rest of the room once more. <<nnpc_He "Niki">> apologises from the other side. + <br><br> + + <<link [[Next|Photo Model Topless End]]>><</link>> + <br> +<<else>> + Niki nods, and wraps up the photoshoot without another word. + <br><br> + <<storeon "photo">> + <<famemodel 20 pic>> + You get dressed behind the screen, and emerge to find Niki counting out your cash. You make <<moneyGain $photo.money>>. + <br><br> + "You did well," <<nnpc_he "Niki">> says. "I'd like to do another shoot next week." + <br><br> + + Money in hand, you leave the studio. + <br><br> + + <<link [[Next|Nightingale Street]]>><<photo_end>><<set $eventskip to 1>><<endevent>><</link>> + <br> +<</if>> + + +:: Photo Model Topless End +<<effects>> + +<<storeon "photo">> +<<famemodel 20 pic>> +You're still blushing when you emerge, now dressed, to find Niki counting out your cash. +<<if $enemyno gte 2>> + The audience leer at you, but you do your best to ignore them. +<<elseif $enemyno is 1>> + The <<person>> leers at you, but you do your best to ignore <<him>>. +<</if>> +You make <<moneyGain $photo.money>>. +<br><br> +"You did well," <<nnpc_he "Niki">> says. "I'd like to do another shoot next week." +<br><br> + +Money in hand, you leave the studio. +<br><br> + +<<link [[Next|Nightingale Street]]>><<photo_end>><<set $eventskip to 1>><<endevent>><</link>> +<br> + +:: Photo Model Topless +<<effects>> + +<<set $photo.money *= 2>> +<<famemodel 10 vid>> +<<fameexhibitionism 10 vid>> +<<if $worn.upper.strap is 1>> + <<flaunting>> you untie the strap behind your neck. The fabric covering your chest falls, freeing your <<breasts>>. +<<elseif $worn.upper.set is $worn.lower.set>> + <<flaunting>> you pull down your $worn.upper.name, freeing your <<breasts>>. +<<else>> + <<flaunting>> you pull off your $worn.upper.name, freeing your <<breasts>>. +<</if>> +<<upperruined>> +<<if $phase is 1>> + <br><br> +<<else>> + <<exhibitionism4>> +<</if>> + +<<if $enemyno gte 2>> + The audience watch as you strike another pose, now with your chest bare. +<<elseif $enemyno gte 1>> + The <<person>> watches as you strike another pose, now with your chest bare. +<<else>> + You strike another pose, now with your chest bare. +<</if>> +Niki takes more pictures, focusing your your chest and face. You feel your cheeks flush. +<br><br> + +<<link [[Next|Photo Model Topless 2]]>><</link>> +<br> + +:: Photo Model Topless 2 +<<effects>> + +Niki pauses. "We could wrap it up here," <<nnpc_he "Niki">> says. "But if you're down for shots in your underwear, I'll throw in another <span class="gold">£400</span>. +<br><br> + +<<if $enemyno gte 2>> + <<if $photo.blackmail gte 1>> + <span class="pink">The seated <<person>> still stares at you, holding <<his>> phone, <<his>> thumb ready to upload the evidence.</span> + <<else>> + The seated <<person>> leans forward in <<his>> chair, and the <<person2>><<person>> licks <<his>> lips.<<person1>> + <</if>> + <br><br> +<<elseif $enemyno is 1>> + <<if $photo.blackmail gte 1>> + <span class="pink">The seated <<person>> still stares at you, holding <<his>> phone, <<his>> thumb ready to upload the evidence.</span> + <<else>> + The seated <<person>> leans forward in <<his>> chair. + <</if>> + <br><br> +<</if>> + +<<link [[Refuse|Photo Model Topless Refuse]]>><<set $photo.refused += 1>><</link>> +<br> +<<if $exhibitionism gte 55>> + <<link [[Accept|Photo Model Undies]]>><<npcincr Niki love 1>><<set $phase to 0>><</link>><<exhibitionist4>><<glove>> + <br> +<<elseif $uncomfortable.prostituting is false>> + <<link [[Accept|Photo Model Undies]]>><<set $desperateaction to 1>><<npcincr Niki love 1>><<set $phase to 0>><</link>><<exhibitionist4>><<glove>> + <br> +<<elseif $photo.blackmail gte 1>> + <<link [[Accept|Photo Model Undies]]>><<trauma 12>><<stress 12>><<set $phase to 1>><</link>><<ggtrauma>><<ggstress>> + <br> +<<else>> + <span class="blue">You're not lewd or desperate enough for that.</span> + <br> +<</if>> + +:: Photo Model Undies +<<effects>> + +<<set $photo.money += 400>> +<<famemodel 10 vid>> +<<fameexhibitionism 10 vid>> +You pull the $worn.lower.name down your legs. "Wait," Niki says. "Hold that pose." Niki takes several shots from various angles, then you pull the fabric the rest of the way, leaving you in just the $worn.under_lower.name. +<<if $phase is 1>> + <br><br> +<<else>> + <<exhibitionism4>> +<</if>> +<<lowerruined>> + +Niki circles you, and asks you to arch your back with your hands between your thighs. Then to sit back on the stool with one leg crossed over the other. Then to lean against the stool with your <<bottom>> stuck out. + +<<if $enemyno gte 2>> + The audience watch with barely-contained lust. +<<elseif $enemyno gte 1>> + The <<person>> watches with barely-contained lust. +<</if>> +<br><br> + +<<if $photo.evidence gte 1 and $photo.refused gte 1 and $enemyno gte 2>> + <<set $photo.refused to 0>> + "Almost done," <<he>> says. "Need something from my office. I'll be right back." <<nnpc_He "Niki">> leaves the room, taking the smaller camera with <<nnpc_him "Niki">>, but leaving the tripod. + <br><br> + + <<link [[Next|Photo Model Assault]]>><<pass 180>><<tiredness 18>><</link>> + <br> +<<else>> + <<link [[Next|Photo Model Undies 2]]>><</link>> + <br> +<</if>> + +:: Photo Model Undies 2 +<<effects>> + +Niki examines the footage. "Could I tempt you to remove those $worn.under_lower.name?" <<he>> asks without looking. "There'll be an extra <span class="gold">£500</span> in it." +<br><br> +<<if $enemyno gte 2>> + The audience sit on the edge of their seats. +<<elseif $enemyno is 1>> + The <<person>> sits on the edge of <<his>> seat. +<</if>> +<br><br> + +<<if $photo.blackmail is 1>> + That doesn't sound any better than the evidence the <<person>> is using to blackmail you. + <br><br> +<<elseif $photo.blackmail is 2>> + The <<person>>, sitting behind Niki, turns <<his>> phone to face you. <span class="pink">You look away from the footage.</span><<gtrauma>><<gstress>><<trauma 6>><<stress 6>> + <br><br> +<</if>> + +<<link [[Refuse|Photo Model Topless Refuse]]>><<set $photo.refused += 1>><</link>> +<br> +<<if $exhibitionism gte 55>> + <<link [[Accept|Photo Model Nude]]>><<npcincr Niki love 1>><<set $phase to 0>><</link>><<exhibitionist5>><<glove>> + <br> +<<elseif $uncomfortable.prostituting is false>> + <<link [[Accept|Photo Model Nude]]>><<set $desperateaction to 1>><<npcincr Niki love 1>><<set $phase to 0>><</link>><<exhibitionist5>><<glove>> + <br> +<<elseif $photo.blackmail gte 1>> + <<link [[Accept|Photo Model Nude]]>><<trauma 12>><<stress 12>><<set $phase to 1>><</link>><<ggtrauma>><<ggstress>> + <br> +<<else>> + <span class="blue">You're not lewd or desperate enough for that.</span> + <br> +<</if>> + + + +:: Photo Model Nude +<<effects>> + +Niki's camera clicks and flashes as you peel your $worn.under_lower.name down your legs, exposing your <<genitals>>. You take your time, and stop to pose with the fabric around your ankles before kicking them away. + +<<if $enemyno gte 2>> + The <<person>> + <<if $pronoun is "f">> + lifts <<his>> skirt, + <<else>> + unzips <<his>> fly, + <</if>> + but the <<person2>><<person>> sat beside catches <<person1>><<him>>, and nods at Niki's back. +<<elseif $enemyno is 1>> + The <<person>> starts to + <<if $pronoun is "f">> + lift <<his>> skirt, + <<else>> + unzip <<his>> fly, + <</if>> + then catches <<himself>>, and throws a nervous glance at Niki's back. +<</if>> + + +<<if $phase is 1>> + <br><br> +<<else>> + <<exhibitionism5>> +<</if>> +<<famemodel 10>> +<<fameexhibitionism 10>> +<<set $photo.money += 500>> +<<set $photo.nude_footage to 1>> +<<underruined>> + +You turn to let Niki snap you from different angles. <<nnpc_He "Niki">> moves fast now. Sweat soon glistens on <<nnpc_his "Niki">> forehead, lit by the white lights above. +<br><br> + +At last, Niki sighs and steps away. "Thank you," <<nnpc_he "Niki">> pants. "You can get dressed now." You walk behind the screen. +<br><br> + +<<link [[Next|Photo Model Topless End]]>><</link>> +<br> + + +:: Photo Model Assault +<<effects>> + +Niki closes the thick door behind <<nnpc_him "Niki">>. +<<if $enemyno gte 3>> + The audience watch the door a moment, <span class="pink">then rise to to their feet and walk towards you.</span> +<<else>> + The <<person>> and <<person2>><<person>> watch the door a moment, <span class="pink">then rise to to their feet and walk towards you.</span> +<</if>> +<br><br> + +"How's about we have a shoot of our own?" the <<person1>><<person>> says, stepping around you and leering at your body. <<covered>> +<br> +The <<person2>><<person>> examines the tripod camera up close. "It's on." +<br> +"So you gonna make this easy on yourself or what?" the <<person>> asks. <<He>> grasps your shoulders from behind, and runs <<his>> nose over your neck. +<br><br> + +<<link [[Fight|Photo Model Assault Attack]]>><<def 1>><</link>> +<br> +<<link [[Threaten|Photo Model Assault Threaten]]>><<def 1>><</link>><<englishdifficulty 1 `500 * $enemyno`>> +<br> +<<link [[Plead|Photo Model Assault Plead]]>><</link>> +<br> + +:: Photo Model Assault Plead +<<effects>> + +<<if $submissive gte 1150>> + "Pl-please don't," you say. "I'm only here because I need the money." +<<elseif $submissive lte 850>> + "Get your mitts off," you say. "I'm getting paid to model, not to get groped." +<<else>> + "I'm here because I need the money," you say. "Please don't make this worse for me." +<</if>> +<br><br> + +"Oh, you'll get paid," the <<person>> says. "A vid of a <<girl>> as cute as you getting fucked will go viral." +<br><br> + +<<link [[Next|Photo Model Blackmail Rape]]>><<set $molestationstart to 1>><</link>> +<br> + + + +:: Photo Model Assault Threaten +<<effects>> + +<<if $submissive gte 1150>> + "D-don't hurt me," you say. "Or Niki will be mad." +<<elseif $submissive lte 850>> + "I'll fuck you up," you say. "And Niki will join me." +<<else>> + "Niki won't be happy," you warn. +<</if>> +<br><br> +<<if $englishSuccess>> + The <<person>> glances at the door, <span class="green">then releases you.</span> "Niki won't always be around to protect you," <<he>> says, slapping your <<bottom>> and <<he>> returns to <<his>> seat. + <br><br> + + Niki returns a few moments later, and walks to the tripod camera. + <br><br> + + <<link [[Next|Photo Model Undies 2]]>><</link>> + <br> +<<else>> + <span class="red">The <<person>> barks a laugh</span> + <<if $enemyno gte 3>> + as the others draw closer. + <<else>> + as the <<person2>><<person>> draws closer. + <</if>> + <br><br> + + <<link [[Next|Photo Model Blackmail Rape]]>><<set $molestationstart to 1>><</link>> + <br> +<</if>> + + +:: Photo Model Assault Attack +<<effects>> + +You shake off the <<person>>, and throw a punch. <<He>> staggers away, and rolls up <<his>> sleeves. +<br><br> + +<<link [[Next|Photo Model Blackmail Rape]]>><<set $fightstart to 1>><</link>> +<br> + +:: Photo Model Blackmail Rape +<<if $fightstart is 1>> + <<set $fightstart to 0>> + + <<neutral 1>> + + <<maninit>> + <<set $enemytrust -= 50>> + <<set $enemyanger += 100>> + <<set $enemyhealth -= 150>> +<<elseif $molestationstart is 1>> + <<set $molestationstart to 0>> + <<controlloss>> + <<violence 1>> + <<neutral 1>> + <<molested>> + + <<maninit>> +<</if>> + +<<effects>> + +<<effectsman>><<man>> + +The light of the camera blinks as it records the scene. +<br><br> + +<<stateman>> +<br><br> +<<actionsman>> + +<<if $enemyhealth lte 0>> + <span id="next"><<link [[Next|Photo Model Blackmail Rape Finish]]>><</link>></span><<nexttext>> +<<elseif $enemyarousal gte $enemyarousalmax>> + <span id="next"><<link [[Next|Photo Model Blackmail Rape Finish]]>><</link>></span><<nexttext>> +<<else>> + <span id="next"><<link [[Next|Photo Model Blackmail Rape]]>><</link>></span><<nexttext>> +<</if>> + +:: Photo Model Blackmail Rape Finish +<<effects>> +<<if $enemyarousal gte $enemyarousalmax>> + <<ejaculation>> + <<set $photo.evidence to 2>> + You hear a bang outside. Your assailants scramble back to their seats, leaving you to struggle to you feet. + <br><br> + Niki enters, but stops halfway through the door. <<nnpc_He "Niki">> takes in your disheveled state, then glares at the <<person>>. + <br><br> + "Out," <<nnpc_he "Niki">> says. The <<person>> opens <<his>> mouth to argue, but Niki cuts <<him>> off. "Get out." + <br><br> + <<clotheson>> + <<endcombat>> + + "Sorry," Niki continues once you're alone with <<him>>. "Let's wrap things up here." You walk behind the screen to dress as Niki dismantles the set. + <br><br> +<<else>> + The <<person>> trips away from you, knocking over the tripod camera, just as the door swings open. Niki stops halfway through, and observes the carnage. + <br><br> + "Out," <<nnpc_he "Niki">> says. The <<person>> opens <<his>> mouth to argue, but Niki cuts <<him>> off. "Get out." + <br><br> + <<clotheson>> + <<endcombat>> + + "Sorry," Niki continues once you're alone with <<him>>. "Let's wrap things up here." You walk behind the screen to dress as Niki dismantles the set. + <br><br> + +<</if>> + +<<link [[Next|Photo Model Topless End]]>><</link>> +<br> \ No newline at end of file diff --git a/game/overworld-town/loc-photography/widgets.twee b/game/overworld-town/loc-photography/widgets.twee new file mode 100644 index 0000000000000000000000000000000000000000..3dbf2969215bb4b6da68b565a2bf74aa592501ef --- /dev/null +++ b/game/overworld-town/loc-photography/widgets.twee @@ -0,0 +1,53 @@ +:: Widgets Photo [widget] +<<widget "street_niki">> +<<npc Niki>><<person1>> +A car pulls up alongside you. A young <<personsimple>> leans out, a white stick in <<his>> mouth. + +<<if $niki_seen is "farm">> + It's Niki. The photographer from Remy's farm. You hasten your pace. + <br><br> + "Hold up," <<he>> says, speeding up to keep pace. "I'll be quick. You didn't... see me at my best. <span class="gold">I run a photography studio on Nightingale Street.</span> All above board. Drop by sometime if you need work." + <br><br> + + You dart into an alley, leaving <<him>> to drive away. + <br><br> + + <<endevent>> + <<destinationeventend>> +<<else>> + "Hey," <<he>> says. "You got a moment?" + <br><br> + + <<link [[Stop|Photo Street Stop]]>><<npcincr Niki love 1>><</link>><<glove>> + <br> + <<link [[Hasten|Photo Street Hasten]]>><</link>> + <br> +<</if>> +<</widget>> + +<<widget "photo_evidence_upload">> +<<He>> taps the phone in an exaggerated fashion, <span class="pink">and uploads the footage to the internet.</span> +<<if $photo.blackmail is 1>> + <<fameexhibitionism 20 vid>> + Your bare body is exposed for all to see. + <<set $photo.nude_footage to 1>> +<<elseif $photo.blackmail is 2>> + <<famerape 20 vid>> + <<fameexhibitionism 20 vid>> + The footage of your sexual assault is there for all to see. + <<set $photo.assault_footage to 1>> +<</if>> +<</widget>> + +<<widget "photo_end">> +<<set $photo.blackmail to 0>> +<<unset $photo_upper_index>> +<<unset $photo_lower_index>> +<<unset $photo_under_index>> +<<unset $photo_upper_f_index>> +<<unset $photo_lower_f_index>> +<<unset $photo_under_f_index>> +<<unset $photo_upper_m_index>> +<<unset $photo_lower_m_index>> +<<unset $photo_under_m_index>> +<</widget>> \ No newline at end of file diff --git a/game/overworld-town/loc-police/community.twee b/game/overworld-town/loc-police/community.twee index 0d7f1dcc0d736ab7eb88bd3670da2637fe4ef34e..842f84726f05d4a69c5cf757da6fe97a13e0b8b5 100644 --- a/game/overworld-town/loc-police/community.twee +++ b/game/overworld-town/loc-police/community.twee @@ -166,7 +166,7 @@ Removing the paint with just water and a coarse brush is difficult. The <<person <<generate2>><<person2>> A <<person>> enters the alley, and chats with the police officer. <br><br> - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> They approach you. "You've earned a break," the officer says. "This is the owner of the establishment. <<Hes>> agreed to help with your rehabilitation." <br><br> "Come here <<girl>>," the <<person>> says, <span class="pink">pulling the lid off a permanent marker.</span> diff --git a/game/overworld-town/loc-police/pillory.twee b/game/overworld-town/loc-police/pillory.twee index 57dd221637fbb2be54c48af2de0b2e1caa041483..5ad0dea6e1e2c18eb4fcb6157c6e252d78d5f2ee 100644 --- a/game/overworld-town/loc-police/pillory.twee +++ b/game/overworld-town/loc-police/pillory.twee @@ -242,19 +242,20 @@ A <<generate1>><<person1>><<person>> in a police uniform arrives. <<He>> removes <<set $rng to random(1, 5)>> <<if $pilloryaudience + $exposed + $rng gte 10>> <<set $rng to random(1, 100)>> - <<if $rng gte 51>><!-- Modified for Monster People --> <<beastNEWinit 1 dog>> - You feel something prod your <<bottom>>. A <<beasttype>> is sniffing you curiously. - <br><br> + <<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Monster People --> + You feel something prod your <<bottom>>. A <<beasttype>> is sniffing you curiously. + <br><br> - <<link [[Next|Pillory Dog]]>><<set $molestationstart to 1>><</link>> - <br> + <<link [[Next|Pillory Dog]]>><<set $molestationstart to 1>><</link>> + <br> <<else>> - <<generate1>><<person1>>A <<person>> walks right up to the pillory. - <br><br> + <<endevent>> + <<generate1>><<person1>>A <<person>> walks right up to the pillory. + <br><br> - <<link [[Next|Pillory Molestation]]>><<set $molestationstart to 1>><<set $molestationstart to 1>><</link>> - <br> + <<link [[Next|Pillory Molestation]]>><<set $molestationstart to 1>><<set $molestationstart to 1>><</link>> + <br> <</if>> <<elseif $pilloryaudience + $exposed + $rng gte 6>> @@ -292,7 +293,7 @@ A <<generate1>><<person1>><<person>> in a police uniform arrives. <<He>> removes <br> <</if>> <<elseif $worn.upper.exposed lte 1>> - <<if $worn.upper.open is 1 or $worn.upper.set isnot $worn.lower.set>> + <<if $worn.under_upper.exposed lte 0 and ($worn.upper.open is 1 or $worn.upper.set isnot $worn.lower.set)>> A <<generate1>><<person1>><<person>> approaches, and grasps your $worn.under_upper.name. <br><br> @@ -374,7 +375,7 @@ A <<generate1>><<person1>><<person>> in a police uniform arrives. <<He>> removes <<link [[Next|Pillory]]>><<pass 1 hour>><<set $pillorytime -= 1>><</link>> <br> <</if>> - <<elseif $pilloryaudience + $exposed + $rng gte 3 and $bodywritingdisable is "f">> + <<elseif $pilloryaudience + $exposed + $rng gte 3 and $bodywritingLvl gte 2>> <<generate1>><<person1>> <<if $rng gte 81>> <<set $phase to 1>> diff --git a/game/overworld-town/loc-prison/beach.twee b/game/overworld-town/loc-prison/beach.twee index 37f81d8f8762f4f5e03b1becb56b006aa0f5638b..14793d996f222314728979623423f333f25e7ddf 100644 --- a/game/overworld-town/loc-prison/beach.twee +++ b/game/overworld-town/loc-prison/beach.twee @@ -89,6 +89,7 @@ You are on the secret beach outside the prison. The waves are violent. <<link [[Tunnel to cell (0:05)|Prison Tunnel Edge]]>><<pass 5>><<set $phase to 1>><<set $location to "prison">><</link>> <br> <</if>> + <<prison_map beach>> <</if>> <</if>> diff --git a/game/overworld-town/loc-prison/canteen.twee b/game/overworld-town/loc-prison/canteen.twee index 2062556593f7de10508f527ef0b2ad00cf8c7edb..4acc808bd0d91794c3854a3b0f32e742f97cc265 100644 --- a/game/overworld-town/loc-prison/canteen.twee +++ b/game/overworld-town/loc-prison/canteen.twee @@ -47,6 +47,7 @@ You are in the canteen. Rows of tables fill the large room. The ceiling hangs lo <br><br> <<link [[Leave|Prison Yard]]>><</link>> <br> + <<prison_map canteen>> <</if>> <</if>> <<set $eventskip to 0>> @@ -58,26 +59,130 @@ You are in the canteen. Rows of tables fill the large room. The ceiling hangs lo <<effects>> <<pass 1>><<advancetohour>> -You queue with the other prisoners, and receive a bowl full of sloppy porridge. -<br><br> -You look for a free seat. -<<if $prison.protection is "scarred">> - <<generate_scarred_inmate 0>><<scarred_inmate 0 cap>><<person1>> asks you to sit on <<his>> lap. +<<if $leftarm is "bound" and $rightarm is "bound">> + <<generate1>><<person1>> + You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of sloppy porridge, and rests it on your head. + <<if $worn.face.type.includes("gag")>> + There's a straw included, which you might be able to winkle past your gag. + <</if>> <br><br> - - <<link [[Sit on lap|Prison Breakfast Scarred]]>><<prison_rep scarred 1>><<prison_attention 1>><</link>><<glove>><<gattention>> + <<endevent>> + <<if $worn.face.type.includes("gag")>> + <span class="blue">You'd be able to ask for help, if not for your gag.</span> + <br> + <<else>> + <<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>> + <br> + <</if>> + <<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>> <br> - <<link [[Refuse|Prison Breakfast Scarred Refuse]]>><<prison_inmates 1>><</link>><<grespect>> <<else>> + You queue with the other prisoners, and receive a bowl full of sloppy porridge. + <<if $worn.face.type.includes("gag")>> + There's a straw included, which you might be able to winkle past your gag. + <</if>> + <br><br> + + You look for a free seat. + <<if $prison.protection is "scarred">> + <<generate_scarred_inmate 0>><<scarred_inmate 0 cap>><<person1>> asks you to sit on <<his>> lap. + <br><br> + + <<link [[Sit on lap|Prison Breakfast Scarred]]>><<prison_rep scarred 1>><<prison_attention 1>><</link>><<glove>><<gattention>> + <br> + <<link [[Refuse|Prison Breakfast Scarred Refuse]]>><<prison_inmates 1>><</link>><<grespect>> + <<else>> + <br><br> + + <<link [[Next|Prison Breakfast Prayer]]>><</link>> + <br> + <</if>> +<</if>> + +:: Prison Breakfast Help +<<effects>> + +<<generate1>><<person1>> +<<if $submissive gte 1150>> + "C-could someone help me?" you ask. "Please?" +<<elseif $submissive lte 850>> + "Someone gimme a hand," you say. +<<else>> + "Could someone give me a hand," you say. +<</if>> +<br><br> + +A <<person>> takes the bowl from your head. "Sure darling," <<he>> smacks your <<bottom>>. "Get moving." +<br><br> + +<<He>> feeds you by hand while the other inmates watch. They look amused. +<br><br> + +<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> +<br> + +:: Prison Breakfast Careful +<<effects>> + +<<if $danceSuccess>> + You walk to a free seat. A couple of inmates stick out their legs, <span class="green">but you step over them without losing balance.</span> <br><br> <<link [[Next|Prison Breakfast Prayer]]>><</link>> <br> +<<else>> + You walk towards a free seat. An inmate sticks out a leg, <span class="red">tripping you.</span> Your bowl clatters against the ground, spilling food everywhere. + <br><br> + + <<if $worn.face.type.includes("gag")>> + <<generate_veteran_guard 0>><<person1>> + You hear the stomp of boots. Before you can stand, <<veteran_guard 0>> presses <<his>> foot against your back. "Dirtying our nice clean floor?" <<he>> says. "I won't have it." + <br><br> + + <<link [[Next|Prison Breakfast Lick Refuse]]>><<set $phase to 1>><</link>> + <br> + <<else>> + <<generate_veteran_guard 0>><<person1>> + You hear the stomp of boots. Before you can stand, <<veteran_guard 0>> presses <<his>> foot against your back. "Dirtying our nice clean floor?" <<he>> says. "I won't have it. Lick it up. All of it." + <br><br> + + <<link [[Lick|Prison Breakfast Lick]]>><<prison_inmates -3>><<trauma 6>><</link>><<llrespect>><<gtrauma>> + <br> + <<link [[Refuse|Prison Breakfast Lick Refuse]]>><<prison_inmates 3>><<pain 8>><<trauma 12>><<stress 12>><<prison_guards -1>><</link>><<ggpain>><<ggtrauma>><<ggstress>><<gsuspicion>><<ggrespect>> + <br><br> + <</if>> <</if>> +:: Prison Breakfast Lick +<<effects>> + +You can feel the other inmates watching. <<veteran_guard 0 cap>> doesn't remove <<his>> boot until you've licked up the entire spillage. "Good," <<he>> says. "Now sit down." +<br><br> + +<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> +<br> + + +:: Prison Breakfast Lick Refuse +<<effects>> + +<<generate_methodical_guard 1>> + +<<veteran_guard 0 cap>> removes <<his>> boot, only to smack you back against the ground with <<his>> baton. You curl up as best you can with your arms bound, as <<he>> delivers blow after blow.<<if $phase is 1>><<prison_inmates 3>><<pain 8>><<trauma 12>><<stress 12>><<prison_guards -1>><<ggpain>><<ggtrauma>><<ggstress>><<gsuspicion>><<ggrespect>><</if>> +<br><br> + +"That's enough," cuts in <<methodical_guard 1>>. "I'm not delaying prayer for this." +<br><br> + +<<veteran_guard 0 cap>> backs away from you. <<tearful>> you rise to your feet, and find a seat. +<br><br> + +<<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> +<br> + :: Prison Breakfast Scarred <<effects>> @@ -231,23 +336,44 @@ You're too hurt to resist as <<methodical_guard 0>> cuffs you, and drags you fro :: Prison Lunch <<effects>> <<pass 1>><<advancetohour>> - -You queue with the other prisoners, and receive a bowl of potato soup. -<br><br> - -You look for a free seat. -<<if $prison.protection is "tattooed">> - <<generate_tattooed_inmate 0>><<tattooed_inmate 0 cap>><<person1>> steps in your way. "My <<girl>>'s not sitting alone," <<he>> says, grabbing your arm. +<<if $leftarm is "bound" and $rightarm is "bound">> + <<generate1>><<person1>> + You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of sloppy potatoe soup, and rests it on your head. + <<if $worn.face.type.includes("gag")>> + There's a straw included, which you might be able to winkle past your gag. + <</if>> <br><br> - - <<link [[Comply|Prison Lunch Tattooed]]>><<prison_rep tattooed 1>><<prison_attention 1>><</link>><<glove>><<gattention>> + <<endevent>> + <<if $worn.face.type.includes("gag")>> + <span class="blue">You'd be able to ask for help, if not for your gag.</span> + <br> + <<else>> + <<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>> + <br> + <</if>> + <<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>> <br> - <<link [[Refuse|Prison Lunch Tattooed Refuse]]>><<prison_inmates 1>><</link>><<grespect>> <<else>> - <br><br> + You queue with the other prisoners, and receive a bowl of potato soup. + <<if $worn.face.type.includes("gag")>> + There's a straw included, which you might be able to winkle past your gag. + <</if>> + <br><br> - <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> - <br> + You look for a free seat. + <<if $prison.protection is "tattooed">> + <<generate_tattooed_inmate 0>><<tattooed_inmate 0 cap>><<person1>> steps in your way. "My <<girl>>'s not sitting alone," <<he>> says, grabbing your arm. + <br><br> + + <<link [[Comply|Prison Lunch Tattooed]]>><<prison_rep tattooed 1>><<prison_attention 1>><</link>><<glove>><<gattention>> + <br> + <<link [[Refuse|Prison Lunch Tattooed Refuse]]>><<prison_inmates 1>><</link>><<grespect>> + <<else>> + <br><br> + + <<link [[Next|Prison Breakfast Prayer]]>><<endevent>><</link>> + <br> + <</if>> <</if>> :: Prison Lunch Tattooed @@ -292,46 +418,67 @@ You find somewhere to sit, and eat your soup. :: Prison Dinner <<effects>> <<pass 1>><<advancetohour>> - -You queue with the other prisoners, and receive a slab of meat and a ladle-full of mixed vegetables. -<br><br> -<<if $prison.kylar is "active">> - Kylar appears behind you, following close. - <br><br> - <<npc Kylar>><<person1>> - <<link [["Let " + $NPCList[0].pronouns.him + " sit beside you"|Prison Dinner Kylar]]>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><<prison_inmates -1>><</link>><<lrespect>><<glove>><<lksuspicion>> - <br> - <<link [[Insist on sitting alone|Prison Dinner Kylar Refuse]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><<prison_inmates 1>><</link>><<llove>><<gksuspicion>><<grespect>> - <br> -<<elseif $rng gte 81>> - You find a seat, and eat your meal. - <br><br> +<<if $leftarm is "bound" and $rightarm is "bound">> <<generate1>><<person1>> - "Hey <<girl>>," says the <<person>> opposite. <<He>> rests <<his>> elbow on the table. "Wrestle?" + You queue with the other prisoners. The <<person>> behind the counter fills a bowl full of mixed vegetable soup and diced meat. <<He>> rests it on your head. + <<if $worn.face.type.includes("gag")>> + There's a straw included, which you might be able to winkle past your gag. Good for the soup, at least. + <</if>> <br><br> - - <<if $leftarm is "bound" and $rightarm is "bound">> - <span class="blue">You can't wrestle with your arms bound.</span> + <<endevent>> + <<if $worn.face.type.includes("gag")>> + <span class="blue">You'd be able to ask for help, if not for your gag.</span> + <br> <<else>> - <<link [[Wrestle|Prison Dinner Wrestle]]>><</link>><<physiquedifficulty 2000 16000>> + <<link [[Ask someone for help|Prison Breakfast Help]]>><<prison_inmates -1>><</link>><<lrespect>> + <br> <</if>> - <br> - <<link [[Decline|Prison Dinner Wrestle Decline]]>><<prison_inmates -1>><</link>><<lrespect>> - <br> -<<elseif $rng gte 61>> - <<generate1>><<person1>> - "Oi," says a <<person>>, slamming <<his>> tray beside you. "This is my seat." - <br><br> - - <<link [[Threaten|Prison Dinner Threaten]]>><<prison_inmates 1>><</link>><<grespect>> - <br> - <<link [[Move|Prison Dinner Move]]>><<prison_inmates -1>><</link>><<lrespect>> + <<link [[Carefully find a seat|Prison Breakfast Careful]]>><</link>><<dancedifficulty 1 600>> <br> <<else>> - No one pays you much mind. + You queue with the other prisoners, and receive a slab of meat and a ladle-full of mixed vegetable soup. + <<if $worn.face.type.includes("gag")>> + There's a straw included, which you might be able to winkle past your gag. Good for the soup, at least. + <</if>> <br><br> - <<link [[Next|Prison Breakfast Prayer]]>><</link>> - <br> + <<if $prison.kylar is "active">> + Kylar appears behind you, following close. + <br><br> + <<npc Kylar>><<person1>> + <<link [["Let " + $NPCList[0].pronouns.him + " sit beside you"|Prison Dinner Kylar]]>><<npcincr Kylar love 1>><<npcincr Kylar rage -1>><<prison_inmates -1>><</link>><<lrespect>><<glove>><<lksuspicion>> + <br> + <<link [[Insist on sitting alone|Prison Dinner Kylar Refuse]]>><<npcincr Kylar love -1>><<npcincr Kylar rage 1>><<prison_inmates 1>><</link>><<llove>><<gksuspicion>><<grespect>> + <br> + <<elseif $rng gte 81>> + You find a seat, and eat your meal. + <br><br> + <<generate1>><<person1>> + "Hey <<girl>>," says the <<person>> opposite. <<He>> rests <<his>> elbow on the table. "Wrestle?" + <br><br> + + <<if $leftarm is "bound" and $rightarm is "bound">> + <span class="blue">You can't wrestle with your arms bound.</span> + <<else>> + <<link [[Wrestle|Prison Dinner Wrestle]]>><</link>><<physiquedifficulty 2000 16000>> + <</if>> + <br> + <<link [[Decline|Prison Dinner Wrestle Decline]]>><<prison_inmates -1>><</link>><<lrespect>> + <br> + <<elseif $rng gte 61>> + <<generate1>><<person1>> + "Oi," says a <<person>>, slamming <<his>> tray beside you. "This is my seat." + <br><br> + + <<link [[Threaten|Prison Dinner Threaten]]>><<prison_inmates 1>><</link>><<grespect>> + <br> + <<link [[Move|Prison Dinner Move]]>><<prison_inmates -1>><</link>><<lrespect>> + <br> + <<else>> + No one pays you much mind. + <br><br> + <<link [[Next|Prison Breakfast Prayer]]>><</link>> + <br> + <</if>> <</if>> :: Prison Dinner Kylar diff --git a/game/overworld-town/loc-prison/intro.twee b/game/overworld-town/loc-prison/intro.twee index 1597c6fd0daf0eb468beb1a0d33abb7afeb03ed6..f36a7a43ad1f9ed9774a6ec5968cef828c1ec3c4 100644 --- a/game/overworld-town/loc-prison/intro.twee +++ b/game/overworld-town/loc-prison/intro.twee @@ -48,7 +48,7 @@ You're driven along the clifftop, past the town hall, and down towards the docks :: Police Prison Intro Silent <<effects>> -You remain silent. The <<person>> keeps <<his>> eyes fixed on throughout the journey. +You remain silent. The <<person>> keeps <<his>> eyes fixed on you throughout the journey. <br><br> The car arrives at Mer Street, and pulls into the docks. A small boat awaits you, staffed by uniformed <<people>>. Their attire is similar to the police officers'. The car pulls to a stop. <br><br> @@ -955,7 +955,7 @@ You emerge on a walkway above a long hall, stretching in both directions. Three <<person1>><<relaxed_guard 0>> says. "Lights on at <<ampm 6 00>>. There's a schedule on the wall. You can read, right?" <br><br> <<if $prison_intro isnot 1>> - "Quiet down!" <<he>> shouts as <<he>> walks away. A <<person5>><<person>> with a jagged scar across <<his>> face stares at you from <<his>> cell. <<He>> licks one of the bars. + "Quiet down!" <<he>> shouts as <<he>> walks away. A <<person5>><<personsimple>> with a jagged scar across <<his>> face stares at you from <<his>> cell. <<He>> licks one of the bars. <<else>> "Quiet down!" <<he>> shouts as <<he>> walks away. <<person5>><<scarred_inmate 4 cap>> stares at you from <<his>> cell. <<He>> licks one of the bars. <</if>> @@ -972,7 +972,7 @@ You emerge on a walkway above a long hall, stretching in both directions. Three <</if>> <<person1>><<relaxed_guard 0>> says. "Lights on at <<ampm 6 00>>. There's a schedule on the wall. You can read, right?" <br><br> <<if $prison_intro isnot 1>> - "Quiet down!" <<he>> shouts as <<he>> walks away. A <<person5>><<person>> with a jagged scar across <<his>> face arrives to gawk at you for a few moments. <<He>> licks the bar before leaving. + "Quiet down!" <<he>> shouts as <<he>> walks away. A <<person5>><<personsimple>> with a jagged scar across <<his>> face arrives to gawk at you for a few moments. <<He>> licks the bar before leaving. <<else>> "Quiet down!" <<he>> shouts as <<he>> walks away. <<person5>><<scarred_inmate 4 cap>> arrives to gawk at you for a few moments. <<He>> licks the bar before leaving. <</if>> diff --git a/game/overworld-town/loc-prison/main.twee b/game/overworld-town/loc-prison/main.twee index 6e68964b80bd24d1fb985d32c1004cf92fc56bd0..bcce7d0dabede624f4cfa99eda4ecb501f1d858e 100644 --- a/game/overworld-town/loc-prison/main.twee +++ b/game/overworld-town/loc-prison/main.twee @@ -58,7 +58,7 @@ You are in your cell. There's a bed in one corner, and a cupboard in another. A <</if>> <<roomoptions>> <<if $prison.schedule isnot "lockdown" and !$worn.face.type.includes("blindfold")>> - <<ind>><<link [[Plaque|Prison Plaque]]>><</link>> + <<plaqueicon>><<link [[Plaque|Prison Plaque]]>><</link>> <br> <</if>> <<wardrobeicon>><<link [[Cupboard|Prison Wardrobe]]>><</link>> @@ -83,7 +83,6 @@ You are in your cell. There's a bed in one corner, and a cupboard in another. A <<link [[Attitudes]]>><<set $attitudesExitPassage to $passage>><</link>> <</if>> <br> - <</if>> <<set $eventskip to 0>> @@ -997,13 +996,14 @@ You are on the metal walkway outside your cell, at the top of the cell block. Th <span class="blue">The door to medical is locked.</span> <br><br> <<else>> - <<link [[Medical|Prison Medical]]>><</link>> + <<prisonmedicalicon>><<link [[Medical|Prison Medical]]>><</link>> <br><br> <</if>> The stairs snake around the central tower. <br> <<link [[Downstairs|Prison Block]]>><</link>> <br><br> + <<prison_map walkway>> <</if>> <<set $eventskip to 0>> <</if>> @@ -1058,7 +1058,7 @@ You are at the bottom of the cell block. There are stairs leading to a walkway a <br><br> A faint chemical smell surrounds another door. The closest cells are vacant, the metal warped and corroded. <br> - <<link [[Laundry|Prison Laundry]]>><</link>> + <<prisonlaundryicon>><<link [[Laundry|Prison Laundry]]>><</link>> <br><br> <<if $prison.kylar is "active" and !$prison_kylar_cell and ($prison.schedule is "free time" or $prison.schedule is "yard")>> @@ -1070,7 +1070,6 @@ You are at the bottom of the cell block. There are stairs leading to a walkway a <br><br> <</if>> - A corridor leads away, towards daylight. <br> <<link [[Outside|Prison Yard]]>><</link>> @@ -1079,6 +1078,8 @@ You are at the bottom of the cell block. There are stairs leading to a walkway a <br> <<link [[Climb the stairs towards your cell|Prison Walkway]]>><</link>> <br><br> + + <<prison_map block>> <</if>> <<set $eventskip to 0>> <</if>> @@ -1124,6 +1125,8 @@ You are in the laundry room. The walls give way to raw rock part way in. Thick p <</if>> <<link [[Leave|Prison Block]]>><</link>> <br> + + <<prison_map laundry>> <</if>> <</if>> @@ -1170,6 +1173,7 @@ You are in the medical room. Rows of beds stretch down its length, many occupied <</if>> <<link [[Leave|Prison Walkway]]>><</link>> <br> + <<prison_map medical>> <</if>> <</if>> @@ -1380,24 +1384,30 @@ You are in the prison yard. It's spacious, but the surrounding walls are unreaso <span class="blue">You can't run with your legs bound.</span> <br> <<else>> - <<link [[Run (0:30)|Prison Yard Run]]>><<endevent>><<tiredness 6>><<athletics 6>><<pass 30>><</link>><<gathletics>><<gphysique>> + <<prisonrunicon>><<link [[Run (0:30)|Prison Yard Run]]>><<endevent>><<tiredness 6>><<athletics 6>><<pass 30>><</link>><<gathletics>><<gphysique>> <br> <</if>> <<if $leftarm is "bound" or $rightarm is "bound">> <span class="blue">You can't lift with your arms bound.</span> <br> <<else>> - <<link [[Lift weights (0:30)|Prison Yard Exercise]]>><<endevent>><<pass 30>><<tiredness 6>><</link>><<gtiredness>><<ggphysique>> + <<prisonlifticon>><<link [[Lift weights (0:30)|Prison Yard Exercise]]>><<endevent>><<pass 30>><<tiredness 6>><</link>><<gtiredness>><<ggphysique>> <br> <</if>> <</if>> <<if $prison.schedule is "yard">> <<if $worn.face.type.includes("gag")>> - <span class="blue">You can't speak to the guard with this gag in the way.</span> + <span class="blue">You can't speak to the guard or inmates with this gag in the way.</span> <br> <<else>> <<link [[Speak with the guard (0:30)|Prison Yard Speak]]>><<endevent>><<pass 30>><<prison_rep veteran 1>><</link>><<glove>> <br> + <<link [[Cutely flirt with inmates (0:30)|Prison Yard Flirt]]>><<set $phase to 0>><<pass 30>><<prison_hope 1>><</link>><<promiscuous1>><<ghope>> + <br> + <<if $promiscuity gte 15>> + <<link [[Salaciously flirt with inmates (0:30)|Prison Yard Flirt]]>><<set $phase to 1>><<pass 30>><<prison_reb 1>><</link>><<promiscuous2>><<greb>> + <br> + <</if>> <</if>> <</if>> <<if $prison.schedule is "yard" and $weekday is 6>> @@ -1412,7 +1422,7 @@ You are in the prison yard. It's spacious, but the surrounding walls are unreaso <br> The ground slopes gently, leading to a pair of wide doors. The smell of stale food lingers in the air. <br> - <<link [[Canteen|Prison Canteen]]>><<endevent>><</link>> + <<prisoncanteenicon>><<link [[Canteen|Prison Canteen]]>><<endevent>><</link>> <br><br> The wall protrudes, giving rise to a tower far taller than the rest of the prison. There's a metal door at the bottom. @@ -1446,15 +1456,16 @@ You are in the prison yard. It's spacious, but the surrounding walls are unreaso There's a small area sheltered from view. A large locked door blends into the surrounding stone. <br> <<if $prison.yard_door is 1>> - <<link [[Sneak to beach (0:01)|Prison Beach]]>><<endevent>><<pass 1>><</link>> + <<prisondooricon>><<link [[Sneak to beach (0:01)|Prison Beach]]>><<endevent>><<pass 1>><</link>> <br> <<else>> - <<link [[Large door|Prison Yard Door]]>><<endevent>><</link>> + <<prisondooricon>><<link [[Large door|Prison Yard Door]]>><<endevent>><</link>> <br> <</if>> <br> <<link [[Prison block|Prison Block]]>><<endevent>><</link>> <br> + <<prison_map yard>> <</if>> <</if>> <<set $eventskip to 0>> @@ -1694,6 +1705,7 @@ Panting, <<veteran_guard 0>> steps away from the curled <<person2>><<person>>. Y <<link [[Leave (0:05)|Prison Yard]]>><<pass 6>><</link>> <br> <</if>> + <<prison_map spire>> <</if>> <</if>> diff --git a/game/overworld-town/loc-prison/punishment.twee b/game/overworld-town/loc-prison/punishment.twee index 6dc0f8c13cb96488e71d5d3735d848de4c5556df..0dfe2ed16da18e8a45c12b169ab9bc09564a3e5b 100644 --- a/game/overworld-town/loc-prison/punishment.twee +++ b/game/overworld-town/loc-prison/punishment.twee @@ -277,8 +277,8 @@ Writing is engraved on its surface. <<link [[Next|Prison Punishment Underwear]]>><<prison_punishment_init>><</link>> <br> <<case "cuffs">> - <<feetwear 3>> - <<methodical_guard 0 cap>><<person1>> rummages beneath the desk again. <span class="lblue">A set of black shackles linked by a chain clatter onto the desk.</span> <<veteran_guard 3 cap>><<person4>> takes them in hand, and crouches beside you. + <<feetwear 26>> + <<methodical_guard 0 cap>><<person1>> rummages beneath the desk again. <span class="lblue">A metal ball chained to a shackle thuds onto the wood.</span> <<veteran_guard 3 cap>><<person4>> takes it in hand, and crouches beside you. <br><br> "Maybe this bondage will remind you of your place." <br><br> @@ -677,7 +677,7 @@ The pliers bite through the leash, leaving your collar bare. :: Prison Remove Cuffs <<effects>> -<<He>> crouches beside you, and inserts the key. The ankle cuffs click open. +<<He>> crouches beside you, and inserts the key. The ball and chain clicks open. <br><br> "Be on your best behaviour," <<he>> says. "Or these go back on." @@ -799,8 +799,8 @@ You stay still as <<he>> fiddles with the strap behind your head. It comes loose <<He>> pulls a blade from <<his>> pocket, grasps your clothing, and tears through it with rough strokes.<<covered>> <br><br> <<elseif $prison.active_punishments.includes("cuffs") and !$worn.feet.type.includes("shackle")>> - <<feetwear 3>> - <<He>> clamps cold metal around your ankles, a chain between them. + <<feetwear 26>> + <<He>> clamps cold metal around your ankle, linked to a heavy ball. <<elseif $prison.active_punishments.includes("gag") and !$worn.face.type.includes("gag")>> <<if $worn.face.name is "blindfold">> <<set $worn.face.type.push("broken")>> diff --git a/game/overworld-town/loc-prison/rut.twee b/game/overworld-town/loc-prison/rut.twee index 85b12fb396bc910aae418d9f9b409d01cbbd98b4..27449eb7240bb18e961535682715d0c42c007c73 100644 --- a/game/overworld-town/loc-prison/rut.twee +++ b/game/overworld-town/loc-prison/rut.twee @@ -25,6 +25,7 @@ You are in the rut, beneath the prison. <<link [[Walk towards the breeze (0:10)|Prison Rut Walk]]>><<pass 10>><<set $hallucinogen += 10>><<set $phase to 0>><<set $rut += 10>><</link>> <br> <</if>> + <<prison_map rut>> <</if>> :: Prison Rut Chest diff --git a/game/overworld-town/loc-prison/widgets.twee b/game/overworld-town/loc-prison/widgets.twee index 506d7a86c92fda2fe464ddcdb6deeb793e1ed479..187080f5eeaadbee988d524c22513b7ff833f925 100644 --- a/game/overworld-town/loc-prison/widgets.twee +++ b/game/overworld-town/loc-prison/widgets.twee @@ -738,7 +738,7 @@ "That doesn't look like underwear," <<he>> says. "Come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("cuffs") and !$worn.feet.type.includes("shackle")>> - "Where are your shackles?" <<he>> asks. "Come with me." + "Where is your shackle?" <<he>> asks. "Come with me." <<set $phase to 1>> <<elseif $prison.active_punishments.includes("gag") and !$worn.face.type.includes("gag")>> "Where's your gag?" <<he>> asks. "Come with me." @@ -747,7 +747,7 @@ "Your arms aren't supposed to be free," <<he>> says. "Come with me." <<set $phase to 1>> <<elseif $worn.feet.type.includes("shackle") and !$prison.active_punishments.includes("cuffs")>> - "Where'd you get those?" <<he>> asks, looking at your cuffs. <<He>> pulls a key from <<his>> pocket. + "Where'd you get that?" <<he>> asks, looking at your shackle. <<He>> pulls a key from <<his>> pocket. <<set $phase to 2>> <<elseif $worn.neck.type.includes("leash") and !$prison.active_punishments.includes("leash")>> "You're not supposed to be leashed," <<he>> says, pulling a pair of pliers from <<his>> pocket. @@ -782,7 +782,7 @@ <<link [["Let " + $NPCList[0].pronouns.him + " remove the leash"|Prison Remove Leash]]>><</link>> <br> <<elseif $phase is 2>> - <<link [["Let " + $NPCList[0].pronouns.him + " remove the ankle cuffs"|Prison Remove Cuffs]]>><</link>> + <<link [["Let " + $NPCList[0].pronouns.him + " remove the ball and chain"|Prison Remove Cuffs]]>><</link>> <br> <<elseif $phase is 1>> <<prison_repunishment_options>> @@ -815,7 +815,7 @@ <<set $prison_anxious_greet to 1>> <<generate_anxious_guard 0>><<person1>><<anxious_guard 0 cap>> startles at the sound of your footsteps. <<if $prison.anxious gte 45>> - <<He>> calms down when <<he>> sees you. A smile flashes on <<his>> face briefly, but <<he>> quickly straightens it into a stern look. + <<He>> calms down when <<he>> sees you. A smile flashes on <<his>> face briefly, before <<he>> straightens it into a stern look. <br><br> "Don't do anything stupid," <<he>> says. <<switch random(0, 2)>> @@ -917,7 +917,7 @@ <br> <<elseif $prison_event_trigger is "two">> <<if $worn.feet.type.includes("shackle")>> - <span class="blue">It's hard to defend yourself with your ankles cuffed.</span> + <span class="blue">It's hard to defend yourself with your ankle cuffed.</span> <br> <<else>> <<link [[Kick|Prison Kick]]>><</link>><<athleticsdifficulty 1 1000>> @@ -1030,7 +1030,7 @@ <<if $skulduggery gte random(1, 1000)>> <<if $leftarm is "bound" and $rightarm is "bound">> <<if $worn.feet.type.includes("shackle")>> - <span class="green">You hear light footsteps behind.</span> You can't defend yourself with your arms bound. You try to hasten away, <span class="red">but your shackles slow you.</span> You're helpless to resist as <<he>> grasps your <<breasts>>. + <span class="green">You hear light footsteps behind.</span> You can't defend yourself with your arms bound. You try to hasten away, <span class="red">but your shackle slows you.</span> You're helpless to resist as <<he>> grasps your <<breasts>>. <<set $prison_event_trigger to "rape">> <<else>> <span class="green">You hear light footsteps behind.</span> Someone's trying to sneak up on you. You hasten away before <<he>> accomplishes any devilry. @@ -1238,7 +1238,7 @@ "See you later, slut," <<scarred_inmate 1>> says. <span class="red">You've lost the scarred inmate's protection.</span> <br><br> - + <<destination_prison>> <<elseif $prison.attention_level gte 1>> @@ -1257,8 +1257,13 @@ <<link [[Fight|Prison Attention Fight Refuse]]>><</link>> <br> <<if $prison.kylar is "active">> - <<link [[Call Kylar|Prison Attention Kylar]]>><<set $prison.attention_level to 1>><<set $prison.attention to 0>><<set $prison.kylar to "solitary">><<set $prison_kylar_timer to 3>><</link>> - <br> + <<if $worn.face.type.includes("gag")>> + <span class="blue">Kylar would rescue you, but you can't call them with your mouth gagged.</span> + <br> + <<else>> + <<link [[Call Kylar|Prison Attention Kylar]]>><<set $prison.attention_level to 1>><<set $prison.attention to 0>><<set $prison.kylar to "solitary">><<set $prison_kylar_timer to 3>><</link>> + <br> + <</if>> <<elseif $prison.kylar is "solitary">> <span class="blue">Kylar can't help you from solitary.</span> <br> @@ -1538,3 +1543,29 @@ You have the inmates' attention. A thought flashes through your mind. A desire f <</if>> <<unbind>> <</widget>> + +<<widget "prison_map">> +<<if $images is 1>> + <br> + <div id="prison_map"> + <img src="img/misc/prison_map.gif"> + <<if $rut isnot undefined>> + <img id="prison_map_rut" src="img/misc/prison_rut.gif"> + <<if random(1, 1000) is 1000>> + <div id="prison_map_hide"> + <img id="prison_map_rut_overlay" src="img/misc/prison_rut_eye.png"> + <<timed 1s>> + <<replace #prison_map_hide>> + <</replace>> + <</timed>> + </div> + <</if>> + <</if>> + <<if $args[0] and $args[0] isnot "rut">> + <img id="prison_map_overlay" @src="'img/misc/prison_map_' + $args[0] + '.png'"> + <<elseif $args[0] is "rut">> + <img id="prison_map_rut_overlay" src="img/misc/prison_rut_overlay.png"> + <</if>> + </div> +<</if>> +<</widget>> \ No newline at end of file diff --git a/game/overworld-town/loc-prison/work.twee b/game/overworld-town/loc-prison/work.twee index d3403645773436dc4366d5aea4249ad8daf89339..794723d0531564489e12c23e7d5a0bd31588f1b1 100644 --- a/game/overworld-town/loc-prison/work.twee +++ b/game/overworld-town/loc-prison/work.twee @@ -73,8 +73,13 @@ You line up in front of the massive pile of clothes. <<generate_relaxed_guard 0> :: Prison Laundry Work Hard <<effects>> -You focus on sorting and folding laundry, loading and unloading the machines. -<br><br> +<<if $leftarm is "bound" and $rightarm is "bound">> + You can't sort laundry with your arms bound, so the inmates use you as a "mule", ferrying baskets across the room on your hands and knees. + <br><br> +<<else>> + You focus on sorting and folding laundry, loading and unloading the machines. + <br><br> +<</if>> <<set $rng to random(1, 3)>> <<switch $rng>> <<case 1>> @@ -91,8 +96,13 @@ You focus on sorting and folding laundry, loading and unloading the machines. <<link [[Demand half|Prison Laundry Work Demand]]>><</link>><<difficulty 50>> <br> <<set $skulduggerydifficulty to 600>> - <<link [[Steal|Prison Laundry Work Steal]]>><</link>><<skulduggerydifficulty>> - <br> + <<if $leftarm is "bound" and $rightarm is "bound">> + <span class="blue">You could take it for yourself, if your arms weren't bound.</span> + <br> + <<else>> + <<link [[Steal|Prison Laundry Work Steal]]>><</link>><<skulduggerydifficulty>> + <br> + <</if>> <<link [[Ignore|Prison Laundry Work Ignore]]>><</link>> <br> <<default>> @@ -1632,3 +1642,246 @@ You sit and watch the <<beastsplural>>, and let your mind wander. <br><br> <<prison_spire_options>> + +:: Prison Yard Flirt +<<effects>> + +<<if $phase is 1>> + You strut across the yard like you own it, giving suggestive looks, and lewd compliments. Some inmates flirt back, others just watch with hungry eyes. + <<promiscuity2>> +<<else>> + You spring across the yard, giving bawdy compliments and checking out toned physiques. The inmates take notice, and leer back. + <<promiscuity1>> +<</if>> + + +You have their attention. +<br><br> + +<<link [[Ask for teeth|Prison Yard Flirt Teeth]]>><</link>> +<br> +<<link [[Encourage those working out|Prison Yard Flirt Encourage]]>><</link>> +<br> +<<if $demon gte 6>> + <<link [[Incite lust|Prison Yard Flirt Fix]]>><</link>><<demon>> +<</if>> + + +:: Prison Yard Flirt Teeth +<<effects>> + +<<generate1>><<person1>> +<<if $submissive gte 1150>> + "D-does anyone have spare teeth?" you ask. "I could really use them." +<<elseif $submissive lte 850>> + "Any of you scum have some teeth to spare?" you ask. "I could use them." +<<else>> + "I'm a little short on teeth," you say. "Could anyone help me out?" +<</if>> +<br><br> + +<<if $rng gte 81>> + <<set _rng to random(7, 15)>> + <span class="green">A <<person>> throws you a small brown bag.</span> <<prison_teeth _rng>><<prison_teeth_text _rng>> + <br><br> + + <<link [[Next|Prison Yard]]>><<endevent>><</link>> + <br> +<<elseif $rng gte 41>> + <<set _rng to random(7, 15)>> + <<if $exposed gte 1>> + A <<person>> leers at your <<lewdness>>, <span class="green">then throws you a small brown bag.</span> <<prison_teeth _rng>><<prison_teeth_text _rng>> + <br><br> + + <<link [[Next|Prison Yard]]>><<endevent>><</link>> + <br> + <<else>> + A <<person>> leers at you. "Aye," <<he>> says. "If you earn it first. I know somewhere quiet." + <br><br> + + <<if $promiscuity gte 35>> + <<link [[Accept|Prison Yard Flirt Accept]]>><</link>><<promiscuous3>> + <br> + <<else>> + <span class="blue">You're not promiscuous enough to take up <<his>> offer.</span> + <br> + <</if>> + <<link [[Refuse|Prison Yard]]>><<endevent>><</link>> + <br> + <</if>> +<<else>> + A <<person>> leers at you. "Aye," <<he>> says. "If you earn it first. I know somewhere quiet." + <br><br> + + <<if $promiscuity gte 35>> + <<link [[Accept|Prison Yard Flirt Accept]]>><</link>><<promiscuous3>> + <br> + <<else>> + <span class="blue">You're not promiscuous enough to take up <<his>> offer.</span> + <br> + <</if>> + <<link [[Refuse|Prison Yard]]>><<endevent>><</link>> + <br> +<</if>> + +:: Prison Yard Flirt Accept +<<set $bus to "cell_block">><<effects>> + +You take the <<person>> by the hand, and lead <<him>> into the prison block. Other inmates try to tag along, but <<he>> shouts them off while grabbing your arm. +<<promiscuity3>> +<br><br> + +<<He>> leads you to <<his>> cell, and shoves you onto the bed. +<br><br> + +<<link [[Next|Prison Yard Flirt Sex]]>><<set $sexstart to 1>><</link>> +<br> + +:: Prison Yard Flirt Sex +<<if $sexstart is 1>> + <<set $sexstart to 0>> + <<consensual>> + <<set $consensual to 1>> + <<neutral 1>> + + <<maninit>> + +<</if>> +<<effects>> +<<effectsman>><<man>> +<<stateman>> +<br><br> +<<actionsman>> +<<if $finish is 1>> + <span id="next"><<link [[Next|Prison Yard Flirt Sex Finish]]>><</link>></span><<nexttext>> +<<elseif $enemyhealth lte 0>> + <span id="next"><<link [[Next|Prison Yard Flirt Sex Finish]]>><</link>></span><<nexttext>> +<<elseif $enemyarousal gte $enemyarousalmax>> + <span id="next"><<link [[Next|Prison Yard Flirt Sex Finish]]>><</link>></span><<nexttext>> +<<else>> + <span id="next"><<link [[Next|Prison Yard Flirt Sex]]>><</link>></span><<nexttext>> +<</if>> + +:: Prison Yard Flirt Sex Finish + +<<set $outside to 0>><<effects>> +<<if $enemyarousal gte $enemyarousalmax>> + <<ejaculation>> + The <<person>> leans back, a relieved look on <<his>> face. "I needed that," <<he>> says. "Not enough sluts in here."<<ghope>><<prison_hope 1>> + <br><br> + <<tearful>> you leave the cell. + <br><br> + <<clotheson>> + <<endcombat>> + <<link [[Next|Prison Block]]>><</link>> + <br> +<<elseif $enemyhealth lte 0>> + The holds a bedsheet between <<him>> and you, as if that would offer protection. "Fuck," <<he>> says. "I get it. Just leave me alone okay?"<<grespect>><<prison_inmates 1>> + <br><br> + <<tearful>> you leave the cell. + <br><br> + <<clotheson>> + <<endcombat>> + <<link [[Next|Prison Block]]>><</link>> + <br> +<<else>> + "You gotta be careful in here," <<he>> says. "Not everyone's as nice as me."<<lrespect>><<prison_inmates -1>> + <br><br> + <<tearful>> you leave the cell. + <br><br> + <<clotheson>> + <<endcombat>> + <<link [[Next|Prison Block]]>><</link>> + <br> +<</if>> + + +:: Prison Yard Flirt Encourage +<<effects>> + +<<generate1>><<person1>> +<<if $rng gte 51>> + You sit on a <<persons>> back, one leg resting on the other, shouting encouragement as <<he>> does push-ups. The others look jealous, but you can't sit on all of them at once. +<<else>> + You march between inmates doing bench presses, + <<if $submissive gte 1150>> + telling everyone to do their best. + <<elseif $submissive lte 850>> + shouting encouragements. + <<else>> + encouraging them as best you can. + <</if>> + They seem to appreciate it. +<</if>> +<br><br> + +<<link [[Next|Prison Yard]]>><<endevent>><</link>> +<br> + +:: Prison Yard Flirt Fix +<<effects>> + +<<generate1>><<person1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> +You strut toward a group of chatting inmates, your tail flicking just so. You draw them into your eyes, and drown them there. +<br><br> +You walk by, towards the prison block. They follow behind. You know they won't be able to hold back long. +<br><br> +You laugh as a pair of arms grasp you from behind. +<br><br> + +<<link [[Next|Prison Yard Flirt Gang]]>><<set $sexstart to 1>><</link>> +<br> + +:: Prison Yard Flirt Gang +<<if $sexstart is 1>> + <<set $sexstart to 0>> + <<consensual>> + <<set $consensual to 1>> + <<neutral 1>> + <<maninit>> + <<set $enemytrust -= 50>> +<</if>> +<<effects>> +<<effectsman>><<man>> +<<stateman>> +<br><br> +<<actionsman>> +<<if $finish is 1>> + <span id="next"><<link [[Next|Prison Yard Flirt Gang Finish]]>><</link>></span><<nexttext>> +<<elseif $enemyhealth lte 0>> + <span id="next"><<link [[Next|Prison Yard Flirt Gang Finish]]>><</link>></span><<nexttext>> +<<elseif $enemyarousal gte $enemyarousalmax>> + <span id="next"><<link [[Next|Prison Yard Flirt Gang Finish]]>><</link>></span><<nexttext>> +<<else>> + <span id="next"><<link [[Next|Prison Yard Flirt Gang]]>><</link>></span><<nexttext>> +<</if>> + +:: Prison Yard Flirt Gang Finish + +<<set $outside to 0>><<effects>> +<<if $enemyarousal gte $enemyarousalmax>> + <<ejaculation>> + You leave them lying on the grass, spent. <<tearful>> you lick your fingers.<<gghope>><<prison_hope 3>> + <br><br> + + <<clotheson>> + <<endcombat>> + <<link [[Next|Prison Yard]]>><</link>> + <br> +<<elseif $enemyhealth lte 0>> + You leave them lying on grass, defeated. <<tearful>> you strut away.<<ggrespect>><<prison_inmates 3>> + <br><br> + + <<clotheson>> + <<endcombat>> + <<link [[Next|Prison Yard]]>><</link>> + <br> +<<else>> + They blink, as if awakening from a dream. <<tearful>> you strut away. + <br><br> + + <<clotheson>> + <<endcombat>> + <<link [[Next|Prison Yard]]>><</link>> + <br> +<</if>> \ No newline at end of file diff --git a/game/overworld-town/loc-school/classes/english-events.twee b/game/overworld-town/loc-school/classes/english-events.twee index 8cc67c74cb68f298ad47c560caeca79779650ba9..9e415bddceb821e00cbad282854b71fb900df968 100644 --- a/game/overworld-town/loc-school/classes/english-events.twee +++ b/game/overworld-town/loc-school/classes/english-events.twee @@ -31,14 +31,16 @@ <<beastNEWinit 1 dog>> You briskly walk up to the outbuilding and deliver the note, but turn to find the <<beasttype>> advancing on you. <br><br> + <<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + You manage to flee back to the classroom, though not unscathed.<<beastescape>> + <br><br> + <<integritycheck>><<towelup>> + <<link [[Next|English Lesson]]>><<endevent>><</link>> + <</if>> <!-- Modified for Beast People --> - <!-- You manage to flee back to the classroom, though not unscathed.<<beastescape>> - <br><br> - <<integritycheck>><<towelup>> - <<link [[Next|English Lesson]]>><</link>> - --> - <<link [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</link>> - <br> <</if>> <</if>> diff --git a/game/overworld-town/loc-school/hallways.twee b/game/overworld-town/loc-school/hallways.twee index f4c28022f4ca7c3dde33943a750e7749ab402e37..39d9063e08e139f06f3824dc91dbfce293395fda 100644 --- a/game/overworld-town/loc-school/hallways.twee +++ b/game/overworld-town/loc-school/hallways.twee @@ -1216,3 +1216,314 @@ You lift the hem of your $worn.lower.name, giving the <<person>> a brief glimpse <<clotheson>> <br><br> <<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>> + +:: Hallways Exposed Hypnosis +<<effects>> + +<<generatey1>><<generatey2>><<generatey3>><<generatey4>><<person1>> +With a serene grace, you step out into the open. The students stop at the sight of you, and their mouths gape as you pass them by.<<fameexhibitionism 6>> +<br><br> + +<<if random(1, 2) is 2>> + You pick up your feet after rounding the corner, as your grace gives way to a thrilling fear. You duck into a maintenance cupboard, close it behind you, and sink to the ground with your back to the door. That felt strange. + <br><br> + + <<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>> + <br> +<<else>> + <span class="red">They follow,</span> surround you, and trap you against the wall. <<covered>> + <br><br> + + <<if $promiscuity gte 75>> + <<link [[Goad|Hallways Exposed Goad]]>><</link>><<promiscuous5>> + <br> + <</if>> + <<link [[Tell them to let you go|Hallways Exposed Tell]]>><<def 1>><</link>> + <br> + <<link [[Remain silent|Hallways Exposed Silent]]>><</link>> + <br> +<</if>> + +:: Hallways Exposed Hypnosis Resist +<<effects>> + +<<if $willpowerSuccess>> + <span class="green">You push the thoughts away,</span> and crouch in the corner until the students pass. + <br><br> +<<else>> + <span class="red">You recoil in horror,</span> fall to the ground, and scramble into the corner. The students pass without noticing you, but your heart is left pounding.<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>> + <br><br> +<</if>> + +<<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>> +<br> + +:: Hallways Exposed Tell +<<effects>> + +<<if $submissive gte 1150>> + "Pl-please let me go," you say. +<<elseif $submissive lte 850>> + "Get out of my way," you say. "Or else." +<<else>> + "Please let me go," you say. +<</if>> +<br><br> + +<<if random(1, 2) is 2>> + They hesitate. <span class="green">Then a <<person>> steps aside,</span> allowing you to pass. + <br><br> + You pick up your feet after rounding the corner, as your grace gives way to a thrilling fear. You duck into a maintenance cupboard, close it behind you, and sink to the ground with your back to the door. That felt strange. + <br><br> + + <<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>> + <br> +<<else>> + <span class="red">"Not gonna happen,"</span> says a <<person>>. <<He>> and a <<person2>><<person>> grasp your arms, and tug you away from the wall. Someone puts out a leg, tripping you. You fall to your knees<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>> + <br><br> + + You know they want to take it further, but none are willing to make the next move. + <br><br> + + <<link [[Stay still|Hallways Exposed Still]]>><</link>><<difficulty 50>> + <br> + <<link [[Kick|Hallways Exposed Kick]]>><</link>><<physiquedifficulty 1 8000>> + <br> +<</if>> + + +:: Hallways Exposed Silent +<<effects>> + +<<if random(1, 2) is 2>> + They hesitate. <span class="green">Then a <<person>> steps aside,</span> allowing you to pass. + <br><br> + You pick up your feet after rounding the corner, as your grace gives way to a thrilling fear. You duck into a maintenance cupboard, close it behind you, and sink to the ground with your back to the door. That felt strange. + <br><br> + + <<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>> + <br> +<<else>> + A <<person1>><<person>> and a <<person2>><<person>> <span class="red">grasp your arms,</span> and tug you away from the wall. Someone puts out a leg, tripping you. You fall to your knees<<gpain>><<gtrauma>><<gstress>><<pain 4>><<trauma 6>><<stress 6>> + <br><br> + + You know they want to take it further, but none are willing to make the next move. + <br><br> + + <<link [[Stay still|Hallways Exposed Still]]>><</link>><<difficulty 50>> + <br> + <<link [[Kick|Hallways Exposed Kick]]>><</link>><<physiquedifficulty 1 8000>> + <br> +<</if>> + + +:: Hallways Exposed Doren +<<effects>> + +"What happened to your clothes <<lass>>?" asks Doren. "Here." <<He>> tugs the shirt off <<his>> back, exposing <<his>> +<<if $pronoun is "m">> + thick chest. +<<else>> + sports bra. +<</if>> +<<He>> hands it to you without looking. <<He>> doesn't seem bothered by <<his>> own exposure. "Just until we get to the staff room. We'll get you a spare uniform there." +<br><br> + +The pair of you draw some odd looks on the walk over. The staff room is small, with several chairs around a table in the middle. Doren rummages in a cupboard, then places a neatly-folded uniform on the table. +<br><br> + +"Just leave the shirt anywhere," <<he>> says. "I've got spare kit." <<He>> leaves you to dress. +<br><br> + + +<<link [[Next|Hallways]]>> + <<set $eventskip to 1>> + <<endevent>> + <<if $worn.upper.exposed gte 1>> + <<upperwear 5>> + <</if>> + <<if $worn.lower.exposed gte 1>> + <<if $player.gender_appearance is "f">> + <<lowerwear 7>> + <<else>> + <<lowerwear 6>> + <</if>> + <</if>> +<</link>> + +:: Hallways Exposed Still +<<effects>> + +<<if random(1, 2) is 2>> + You remain still as the group goad each other into assaulting you. + <br><br> + + <<endevent>><<npc Doren>><<person1>> + "What's of interests up there?" says a deep voice. It's Doren. The students jerk into movement, any plans they had abandoned. They shuffle away. + <br><br> + + Doren stops at the sight of you, and averts <<his>> eyes. + <br><br> + + <<link [[Next|Hallways Exposed Doren]]>><</link>> +<<else>> + You remain still as the group goad each other into assaulting you. The <<person1>><<person>> makes the first move. <<He>> crouches beside you, puts an arm around your waist, and <span class="red">gives your <<bottom>> a sharp smack.</span> + <br><br> + + <<link [[Next|Hallways Exposed Gang]]>><<set $molestationstart to 1>><</link>> + <br> +<</if>> + + +:: Hallways Exposed Kick +<<effects>> + +<<if $physiqueSuccess>> + The <<person>> makes the first move, and crouches behind you. <span class="green">You thwart <<his>> plans with a swift kick to the groin.</span> <<He>> cries out in pain, and falls onto <<his>> side. + <br><br> + + The crowd laugh as their focus shifts from you to <<him>>. You scramble to your feet, rush around the corner, and duck into a maintenance cupboard. You close it behind you and sink to the ground with your back to the door. That felt strange. + <br><br> + + <<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>> + <br> +<<else>> + The <<person>> makes the first move, and crouches behind you. You try to kick <<him>> away, <span class="red">but <<he>> bats your leg aside,</span> giving <<his>> clear access to your <<bottom>>. <<He>> gives you a sharp smack. + <br><br> + + <<link [[Next|Hallways Exposed Gang]]>><<set $molestationstart to 1>><</link>> + <br> +<</if>> + + + +:: Hallways Exposed Goad +<<effects>> + +<<if $submissive gte 1150>> + "You caught me," you say. "I'm a nasty pervert. I need to be punished, don't you think?" +<<elseif $submissive lte 850>> + "Any of you perverts gonna make the first move," you say. "Or do I have to do everything?" +<<else>> + "You caught me," you say. "What are you gonna do now?" +<</if>> +<<promiscuity4>> + +The <<person>> makes the first move, stepping closer. You grasp <<his>> arm and tug <<him>> the rest of the way. +<br><br> + +<<link [[Next|Hallways Exposed Gang]]>><<set $sexstart to 1>><</link>> +<br> + + +:: Hallways Exposed Gang +<<if $molestationstart is 1>> + <<set $molestationstart to 0>> + <<controlloss>> + <<violence 1>> + <<neutral 1>> + <<molested>> + + <<maninit>> + <<enable_rescue>> +<<elseif $sexstart is 1>> + <<set $sexstart to 0>> + <<consensual>> + <<set $consensual to 1>> + <<neutral 1>> + + <<maninit>> + <<enable_rescue>> +<</if>> + +<<effects>> + +<<effectsman>><<man>> + +<<audience>> + +<<stateman>> +<br><br> +<<actionsman>> + +<<if $enemyhealth lte 0>> + <span id="next"><<link [[Next|Hallways Exposed Gang Finish]]>><</link>></span><<nexttext>> +<<elseif $enemyarousal gte $enemyarousalmax>> + <span id="next"><<link [[Next|Hallways Exposed Gang Finish]]>><</link>></span><<nexttext>> +<<elseif $alarm is 1 and $rescue is 1>> + <span id="next"><<link [[Next|Hallways Exposed Gang Finish]]>><</link>></span><<nexttext>> +<<elseif $finish is 1>> + <span id="next"><<link [[Next|Hallways Exposed Gang Finish]]>><</link>></span><<nexttext>> +<<else>> + <span id="next"><<link [[Next|Hallways Exposed Gang]]>><</link>></span><<nexttext>> +<</if>> + +:: Hallways Exposed Gang Finish +<<effects>> +<<if $enemyarousal gte $enemyarousalmax>> + <<ejaculation>> + <<endcombat>> + <<npc Doren>><<person1>> + "What's that ruckus?" says a deep voice. It's Doren. The students jerk into movement, any plans they had abandoned. They shuffle away. + <br><br> + + <<clotheson>> + Doren stops at the sight of you, and averts <<his>> eyes. + <br><br> + + <<link [[Next|Hallways Exposed Doren]]>><</link>> + <br><br> +<<elseif $enemyhealth lte 0>> + The students back away from you, giving you the chance you need. <<tearful>> you dash around the corner. You take cover in a maintenance cupboard, close it, and sink to the ground with your back against the door. + <br><br> + <<clotheson>> + <<endcombat>> + <<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>> + <br> +<<elseif $finish is 1>> + The students give you space. Some are more reluctant than others. + <br><br> + <<tearful>> you walk away. Your grace is replaced by a thrilling fear once around the corner. You take cover in a maintenance cupboard, close it, and sink to the ground with your back against the door. + <br><br> + <<clotheson>> + <<endcombat>> + + <<link [[Next|Hallways]]>><<set $eventskip to 1>><</link>> + <br> +<<else>> + <<set $rescued += 1>> + <<endcombat>> + <<npc Doren>><<person1>> + "What's that ruckus?" says a deep voice. It's Doren. The students jerk into movement, any plans they had abandoned. They shuffle away. + <br><br> + + <<clotheson>> + Doren stops at the sight of you, and averts <<his>> eyes. + <br><br> + + <<link [[Next|Hallways Exposed Doren]]>><</link>> + <br><br> +<</if>> + +:: Hallways Hypnosis Spank +<<effects>> + +You give the <<persons>> ass a swift spank as you pass, eliciting laughter from other students. <<He>> bolts upright and glares at you, <<his>> face flushing. +<br><br> + +<<link [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</link>> +<br> + +:: Hallways Hypnosis Spank Resist +<<effects>> + +<<if $willpowerSuccess>> + <span class="green">You push the thoughts away,</span> and manage to keep your hands firm at your side until the <<person>> is out of reach. + <br><br> +<<else>> + You try to push the thoughts from your mind, <span class="red">but your hand springs to life of its own accord.</span> You manage to snatch it with the other, preventing disaster, but you draw some funny looks.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> + <br><br> +<</if>> + +<<link [[Next|Hallways]]>><</link>> +<br> diff --git a/game/overworld-town/loc-school/main.twee b/game/overworld-town/loc-school/main.twee index 2a1be908e0119181e3f64902c6f60e2f33daa7b1..19914bf8d41850eafe5869d26eb4d806eef9916b 100644 --- a/game/overworld-town/loc-school/main.twee +++ b/game/overworld-town/loc-school/main.twee @@ -2029,6 +2029,232 @@ You cover yourself, and leave them staring in awe. <<endevent>> <<playground>> +:: Playground Hypnosis Offer +<<effects>> + +"I was wondering," you say, the words forming on their own. "Could I-" you bite your lip. "Could we have some private time?" You nod at the bike shed. +<br><br> + +The <<person>> stammers an incoherent response, so you take <<his>> hand and pull <<him>> behind the shed. +<br><br> + +<<link [[Next|Playground Hypnosis Sex]]>><<set $sexstart to 1>><</link>> +<br> + +:: Playground Hypnosis Sex + +<<if $sexstart is 1>> + <<set $sexstart to 0>> + <<consensual>> + <<set $consensual to 1>> + <<neutral 1>> + + <<maninit>> + <<set $enemytrust += 100>> + <<enable_rescue>> +<</if>> +<<effects>> +<<effectsman>><<man>> +<<stateman>> +<br><br> +<<actionsman>> +<<if $finish is 1>> + <span id="next"><<link [[Next|Playground Hypnosis Sex Finish]]>><</link>></span><<nexttext>> +<<elseif $enemyhealth lte 0>> + <span id="next"><<link [[Next|Playground Hypnosis Sex Finish]]>><</link>></span><<nexttext>> +<<elseif $enemyarousal gte $enemyarousalmax>> + <span id="next"><<link [[Next|Playground Hypnosis Sex Finish]]>><</link>></span><<nexttext>> +<<elseif $alarm is 1 and $rescue is 1>> + <span id="next"><<link [[Next|Playground Hypnosis Sex Finish]]>><</link>></span><<nexttext>> +<<else>> + <span id="next"><<link [[Next|Playground Hypnosis Sex]]>><</link>></span><<nexttext>> +<</if>> + +:: Playground Hypnosis Sex Finish + +<<set $outside to 0>><<effects>> +<<if $enemyarousal gte $enemyarousalmax>> + <<ejaculation>> + The <<person>> leans against the wall, and slumps to the ground. + <br><br> + <<tearful>> you saunter away. You're not quite sure what happened, but you feel better. + <br><br> + <<clotheson>> + <<endcombat>> + <<playground>> +<<elseif $enemyhealth lte 0>> + You shove the <<person>> away from you. <<He>> hits the wall, and slumps to the ground. + <br><br> + <<tearful>> you run. You're not quite sure what happened. + <br><br> + <<clotheson>> + <<endcombat>> + <<playground>> +<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>> + <<generatey2>><<generatey3>><<person2>> + A <<person>> and <<person3>><<person>> arrive to investigate. They gawk when they see you and the <<person1>><<person>>, and it's enough to send <<him>> running. + <br><br> + + <<covered>> <<tearful>> you run to safety. You're not quite sure what happened. + <br><br> + + <<clotheson>> + <<endcombat>> + <<playground>> +<<else>> + The <<person>> backs away from you. "D-did I do something wrong?" <<he>> asks. <<tearful>> you run. You're not quite sure what happened yourself. + <br><br> + <<clotheson>> + <<endcombat>> + <<playground>> +<</if>> + +:: Playground Hypnosis Resist +<<effects>> + +<<if $willpowerSuccess>> + You ignore the urging voice. + <<if $submissive gte 1150>> + "S-sorry to bother you," you say. "I was daydreaming." + <<elseif $submissive lte 850>> + "What you looking at?" you ask. + <<else>> + "Sorry to bother you," you say. "I was daydreaming." + <</if>> + You walk away from the <<person>> before <<he>> responds. + <br><br> +<<else>> + You try to ignore the urging voice, <span class="red">but it's a struggle.</span> You manage to tear yourself away from the <<person>> before you say anything, and almost stumble as you escape. + <br><br> + + You hide around the corner, and the coercive feelings dissipate. Your strange behaviour was noticed by others.<<lcool>><<status -10>><<gtrauma>><<trauma 6>><<gstress>><<stress 6>> + <br><br> +<</if>> + +<<endevent>> +<<playground>> + + +:: Playground Footage Ignore +<<effects>> + +You ignore them. Whatever it is, you don't want to know. +<br><br> + +<<endevent>> +<<playground>> + +:: Playground Nude Footage Investigate +<<effects>> + +You approach the pair. + +<<if $submissive gte 1150>> + "P-people keep looking at me funny," you say. "Why?" +<<elseif $submissive lte 850>> + "What's so funny?" you ask. +<<else>> + "Why are people looking at me funny?" you ask. +<</if>> +<br><br> + +The <<person2>><<person>> and <<person3>><<person>> look at each other, then the <<person2>><<person>> shows you <<his>> phone. A short clip plays. <span class="pink">Of you, naked,</span> in what looks like Niki's studio. +<br><br> + +You're aware of all the other students looking at their phones. How many of them are watching you? +<br><br> + +<<link [[Walk away|Playground Footage Walk]]>><<status -10>><</link>><<lcool>> +<br> +<<if $exhibitionism gte 75>> + <<link [[Own it|Playground Nude Footage Own]]>><</link>><<exhibitionist5>> + <br> +<</if>> + +:: Playground Assault Footage Investigate +<<effects>> + +You approach the pair. + +<<if $submissive gte 1150>> + "P-people keep looking at me funny," you say. "Why?" +<<elseif $submissive lte 850>> + "What's so funny?" you ask. +<<else>> + "Why are people looking at me funny?" you ask. +<</if>> +<br><br> + +The <<person2>><<person>> and <<person3>><<person>> look at each other, then the <<person2>><<person>> shows you <<his>> phone. A short clip plays. <span class="pink">Of you, getting gangbanged,</span> in what looks like Niki's studio. +<br><br> + +You're aware of all the other students looking at their phones. How many of them are watching you? +<br><br> + +<<link [[Walk away|Playground Footage Walk]]>><<status -20>><</link>><<llcool>> +<br> +<<if $promiscuity gte 75>> + <<link [[Own it|Playground Assault Footage Own]]>><</link>><<promiscuous5>> + <br> +<</if>> + + +:: Playground Nude Footage Own +<<effects>> + +You snatch the phone away, and climb atop a nearby table. "Hey!" you shout. "Everyone!" Heads turn. Some look surprised or bemused, but others bear knowing looks. +<br><br> + +"You wanna see me naked? You let the sentence hang a moment. "You can." You look down at the phone, and read the website address aloud. +<<famemodel 20>> +<<fameexhibitionism 20>> +<<exhibitionism5>> + +You feel cathartic as you step down from the table. +<<if $pain gte 20>> + Though you're still crying. +<</if>> +<br><br> + +<<endevent>> +<<playground>> + +:: Playground Assault Footage Own +<<effects>> + +You snatch the phone away, and climb atop a nearby table. "Hey!" you shout. "Everyone!" Heads turn. Some look surprised or bemused, but others bear knowing looks. +<br><br> + +"You wanna see me getting fucked from all sides?" You let the sentence hang a moment. "You can." You look down at the phone, and read the website address aloud. +<<famemodel 20>> +<<famerape 20>> +<<promiscuity5>> + +You feel cathartic as you step down from the table. +<<if $pain gte 20>> + Though you're still crying. +<</if>> +<br><br> + +<<endevent>> +<<playground>> + + +:: Playground Footage Walk +<<effects>> + +You try to ignore the sinking feeling in your chest as you walk away. +<<if $pain gte 20>> + You can't help but cry. +<<else>> + You feel like crying. +<</if>> +<br><br> + +<<endevent>> +<<playground>> + + :: Events Panty Accept <<effects>> diff --git a/game/overworld-town/loc-school/widgets-events.twee b/game/overworld-town/loc-school/widgets-events.twee index 58f63157663ee965bd01fc88a7e2bd80294ee4aa..302cfd705d99d38204f07c3292cc46115ac930b4 100644 --- a/game/overworld-town/loc-school/widgets-events.twee +++ b/game/overworld-town/loc-school/widgets-events.twee @@ -169,14 +169,8 @@ <</if>> <<else>> <!-- Modified for Beast People --> - <<beastNEWinit 1 cat>> - <!-- - The quiet is broken by a low growl behind you. A large cat pounces on you from the shadows. You manage to escape, but not without injury. - <<beastescape>> - <br><br> - <<link [[Next|School Toilets]]>><</link>> - <br> - --> + <<beastNEWinit 1 cat>> + <<if $monster is 1 or $bestialitydisable is "f">> The quiet is broken by a low growl behind you. A large <<beasttype>> pounces on you from the shadows, forcing you to your knees. <br><br> <<if $cat gte 6>> @@ -185,7 +179,13 @@ <</if>> <<link [[Fight|School Toilets Cat]]>><<set $molestationstart to 1>><</link>> <br> - + <<else>> + The quiet is broken by a low growl behind you. A large cat pounces on you from the shadows. You manage to escape, but not without injury. + <<beastescape>> + <br><br> + <<link [[Next|School Toilets]]>><<endevent>><</link>> + <br> + <</if>> <</if>> <</widget>> @@ -199,6 +199,14 @@ <br> <<link [[Check the lockers, one must be unlocked|Hallways Exposed Lockers]]>><</link>> <br> +<<elseif $rng gte 51 and $hypnosis gte 1>> + You hide beneath a stairwell as a crowd descends. <span class="blue">You feel something shift in your consciousness, as if you're entering a trance.</span> You snap out of it to find yourself about to walk out into the open, with a strong urge to continue. + <br><br> + + <<link [[Walk into the open|Hallways Exposed Hypnosis]]>><<hypnotised 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>> + <br> + <<link [[Resist|Hallways Exposed Hypnosis Resist]]>><</link>><<willpowerdifficulty 1 `150 + ($hypnosis * 50)`>> + <br> <<else>> You hide beneath a stairwell as a crowd descends. The steps above you vibrate as they pass by. <<gstress>><<stress 6>> @@ -346,6 +354,14 @@ Other students ignore what is happening, or watch in amusement. <</if>> <</if>> +<<elseif $rng gte 71 and $hypnosis gte 1>> + <<generatey1>><<person1>>You walk past a <<person>> bent over in front of <<his>> locker. <span class="blue">You feel something shift in your consciousness, as if you're entering a trance.</span> A lewd thought strikes you. + <br><br> + + <<link [[Spank|Hallways Hypnosis Spank]]>><<def 1>><<hypnotised 1>><<trauma -6>><<stress -12>><<detention 3>><</link>><<gdelinquency>><<ltrauma>><<llstress>> + <br> + <<link [[Resist|Hallways Hypnosis Spank Resist]]>><</link>><<willpowerdifficulty 1 `150 + ($hypnosis * 50)`>> + <br> <<elseif $rng gte 61>> <<if $delinquency gte 400>> <<generatey1>><<person1>>A <<person>> gives you a creepy look as you walk by, and starts following you. There's no way <<he>> would try anything with people around, but you come to an empty corridor. @@ -850,7 +866,47 @@ Other students ignore what is happening, or watch in amusement. <br> <<link [[Ignore|Playground Crush Ignore]]>><</link>> <br> + <<elseif $rng gte 61 and $hypnosis gte 1>> + <<generatey1>><<person1>> + You see a <<person>> watching you from near the bike shed. <<He>> looks away when your eyes meet <<hers>>. It's hard to tell at this distance, but <<he>> might be blushing. + <br><br> + + <span class="blue">You feel something shift in your consciousness, as if you're entering a trance.</span> Then you find yourself stood in front of the <<personsimple>>, a salacious offer on the tip of your tongue. <<He>> watches you, waiting and wearing a nervous expression. + <br><br> + + A wordless voice urges you to continue. + <br><br> + + <<link [[Offer|Playground Hypnosis Offer]]>><<hypnotised 1>><<trauma -6>><<stress -6>><</link>><<ltrauma>><<lstress>> + <br> + <<link [[Resist|Playground Hypnosis Resist]]>><</link>><<willpowerdifficulty 1 `150 + ($hypnosis * 50)`>> + <br> + <<elseif $rng gte 56 and $photo and $photo.nude_footage is 1>> + <<set $photo.nude_footage to 0>> + <<generatey1>><<generatey2>><<generatey3>><<person1>> + You notice a <<person>> watching you, an odd smirk on <<his>> face. <<He>> looks away. + <br><br> + + You turn and catch a <<person2>><<person>> pointing at you. <<Hes>> stood beside a <<person3>><<person>>, a phone in <<person2>><<his>> hand. + <br><br> + <<link [[Investigate|Playground Nude Footage Investigate]]>><<trauma 6>><</link>><<gtrauma>> + <br> + <<link [[Ignore|Playground Footage Ignore]]>><<stress 12>><<status -10>><</link>><<lcool>><<ggstress>> + <br> + <<elseif $rng gte 51 and $photo and $photo.assault_footage is 1>> + <<set $photo.assault_footage to 0>> + <<generatey1>><<generatey2>><<generatey3>><<person1>> + You notice a <<person>> watching you, an odd smirk on <<his>> face. <<He>> looks away. + <br><br> + + You turn and catch a <<person2>><<person>> pointing at you. <<Hes>> stood beside a <<person3>><<person>>, a phone in <<person2>><<his>> hand. + <br><br> + + <<link [[Investigate|Playground Assault Footage Investigate]]>><<trauma 12>><</link>><<ggtrauma>> + <br> + <<link [[Ignore|Playground Footage Ignore]]>><<stress 12>><<status -20>><</link>><<llcool>><<ggstress>> + <br> <<else>> <<generatey1>><<generatey2>><<person1>> You overhear a <<person>> and <<person2>><<person>> sharing their crushes. @@ -984,36 +1040,33 @@ Other students ignore what is happening, or watch in amusement. <</if>> <</if>> <<else>> - <<if $rng gte 1>> <<beastNEWinit 1 dog>> <<set $rng to random(1, 100)>> <<if $rng gte 61>> - <!-- Modified for Beast People --> - You see a <<beasttype>> rummaging in litter behind the kitchen. <<bHis>> ears prick, and <<bhe>> bounds towards you. - <br><br> + <<if $monster is 1 and $bestialitydisable is "f">> + You see a <<beasttype>> rummaging in litter behind the kitchen. <<bHis>> ears prick, and <<bhe>> bounds towards you. + <br><br> - <<link [[Next|Rear Playground Dog]]>><<set $molestationstart to 1>><</link>> - <br> - <!-- - You see a dog rummaging in litter behind the kitchen. Its ears prick, and it bounds towards you. - <br><br> + <<link [[Next|Rear Playground Dog]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + You see a dog rummaging in litter behind the kitchen. Its ears prick, and it bounds towards you. + <br><br> - You manage to escape, but not unscathed.<<beastescape>> - <br><br> + You manage to escape, but not unscathed.<<beastescape>> + <br><br> - <<playground>> - --> + <<playground>> + <</if>> <<else>> - You see a <<beasttype>> rummaging in litter behind the kitchen. <<bHe>> runs away as soon as it hears you. - <<endevent>> - <br><br> + You see a <<beasttype>> rummaging in litter behind the kitchen. <<bHe>> runs away as soon as it hears you. + <<endevent>> + <br><br> - <<playground>> + <<playground>> <</if>> - <</if>> - <</if>> <</widget>> @@ -1724,7 +1777,7 @@ You see Whitney as you approach the gate. <<He>> grins and pushes past one of << Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> friends appear a moment later, trapping you against the wall. <br><br> "Just the slut I wanted to see," <<he>> says. - <<if $skin.forehead.special is "Whitney" and $skin.forehead.pen is "tattoo" and $bodywritingdisable is "f">> + <<if $skin.forehead.special is "Whitney" and $skin.forehead.pen is "tattoo" and $bodywritingLvl gte 2>> <<He>> examines your <span class="lewd">"<<print $skin.forehead.writing>>" tattoo</span> "Good. Still labelled properly." <<He>> assaults your face with <<his>> tongue, then shoves you away. "Later slut." <<glove>><<npcincr Whitney love 1>><<gdom>><<npcincr Whitney dom 1>><<glust>><<npcincr Whitney lust 1>> @@ -1735,7 +1788,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <br><br> <<endevent>><<set $eventskip to 1>> <<playground>> - <<elseif $skin.left_cheek.special is "Whitney" and $skin.left_cheek.pen is "tattoo" and $bodywritingdisable is "f">> + <<elseif $skin.left_cheek.special is "Whitney" and $skin.left_cheek.pen is "tattoo" and $bodywritingLvl gte 2>> <<if $worn.face.type.includes("mask")>> <<He>> pulls your mask aside and examines your <span class="lewd">"<<print $skin.left_cheek.writing>>" tattoo.</span> <<else>> @@ -1751,7 +1804,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <<endevent>><<set $eventskip to 1>> <<playground>> - <<elseif $skin.right_cheek.special is "Whitney" and $skin.right_cheek.pen is "tattoo" and $bodywritingdisable is "f">> + <<elseif $skin.right_cheek.special is "Whitney" and $skin.right_cheek.pen is "tattoo" and $bodywritingLvl gte 2>> <<if $worn.face.type.includes("mask")>> <<He>> pulls your mask aside and examines your <span class="lewd">"<<print $skin.right_cheek.writing>>" tattoo.</span> <<else>> @@ -1767,7 +1820,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <<endevent>><<set $eventskip to 1>> <<playground>> - <<elseif $skin.left_shoulder.special is "Whitney" and $skin.left_shoulder.pen is "tattoo" and $bodywritingdisable is "f">> + <<elseif $skin.left_shoulder.special is "Whitney" and $skin.left_shoulder.pen is "tattoo" and $bodywritingLvl gte 2>> <<if $worn.upper.open is 1 or $worn.upper.name is "naked">> <<He>> examines your <span class="lewd">"<<print $skin.left_shoulder.writing>>" tattoo.</span> <<else>> @@ -1782,7 +1835,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <br><br> <<endevent>><<set $eventskip to 1>> <<playground>> - <<elseif $skin.right_shoulder.special is "Whitney" and $skin.right_shoulder.pen is "tattoo" and $bodywritingdisable is "f">> + <<elseif $skin.right_shoulder.special is "Whitney" and $skin.right_shoulder.pen is "tattoo" and $bodywritingLvl gte 2>> <<if $worn.upper.open is 1 or $worn.upper.name is "naked">> <<He>> examines your <span class="lewd">"<<print $skin.right_shoulder.writing>>" tattoo.</span> <<else>> @@ -1797,7 +1850,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <br><br> <<endevent>><<set $eventskip to 1>> <<playground>> - <<elseif $skin.forehead.special is "Whitney" and $bodywritingdisable is "f">> + <<elseif $skin.forehead.special is "Whitney" and $bodywritingLvl gte 2>> <<He>> strokes your forehead. "Still labelled too. Good." <<He>> grasps your collar. "Let's make it permanent." <<He>> pulls you towards the street. <br><br> <<set $phase to 2>> @@ -1805,7 +1858,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <br> <<link [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>> <br> - <<elseif ($skin.left_cheek.special is "Whitney" or $skin.right_cheek.special is "Whitney") and $bodywritingdisable is "f">> + <<elseif ($skin.left_cheek.special is "Whitney" or $skin.right_cheek.special is "Whitney") and $bodywritingLvl gte 2>> <<if $worn.upper.type.includes("mask")>> <<He>> pulls your mask aside and strokes your cheek. "Still labelled too. Good." <<He>> grasps your collar. "Let's make it permanent." <<He>> pulls you towards the street. <<else>> @@ -1817,7 +1870,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <br> <<link [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>> <br> - <<elseif ($skin.left_shoulder.special is "Whitney" or $skin.right_shoulder.special is "Whitney") and $bodywritingdisable is "f">> + <<elseif ($skin.left_shoulder.special is "Whitney" or $skin.right_shoulder.special is "Whitney") and $bodywritingLvl gte 2>> <<if $worn.upper.open is 1 or $worn.upper.name is "naked">> <<He>> strokes your shoulder. "Still labelled too. Good." <<He>> grasps your collar. "Let's make it permanent." <<He>> pulls you towards the street. <<else>> @@ -1829,7 +1882,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <br> <<link [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>> <br> - <<elseif $skin.forehead.pen is "pen" and $bodywritingdisable is "f">> + <<elseif $skin.forehead.pen is "pen" and $bodywritingLvl gte 2>> <<bodywriting_clear forehead>> <<He>> leans in and licks your forehead, then wipes it with <<his>> sleeve. "I've thought of something better." <<He>> pulls a pen from <<his>> pocket. "Hold still." <br><br> @@ -1838,7 +1891,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <br> <<link [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>> <br> - <<elseif ($skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.left or $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "pen" or $skin.left) and $bodywritingdisable is "f">> + <<elseif ($skin.left_cheek.pen is "pen" or $skin.right_cheek.pen is "pen" or $skin.left_cheek.pen is "lipstick" or $skin.right_cheek.pen is "lipstick" or $skin.left or $skin.left_cheek.pen is "mud" or $skin.right_cheek.pen is "pen" or $skin.left) and $bodywritingLvl gte 2>> <<if $skin.left_cheek.pen is "pen" or $skin.left_cheek is "lipstick" or $skin.left_cheek is "mud">> <<bodywriting_clear left_cheek>> <<else>> @@ -1857,7 +1910,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <<link [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>> <br> - <<elseif ($skin.left_shoulder.pen is "pen" or $skin.right_shoulder.pen is "pen" or $skin.left_shoulder.pen is "lipstick" or $skin.right_shoulder.pen is "lipstick" or $skin.left_shoulder.pen is "mud" or $skin.right_shoulder.pen is "mud") and $bodywritingdisable is "f">> + <<elseif ($skin.left_shoulder.pen is "pen" or $skin.right_shoulder.pen is "pen" or $skin.left_shoulder.pen is "lipstick" or $skin.right_shoulder.pen is "lipstick" or $skin.left_shoulder.pen is "mud" or $skin.right_shoulder.pen is "mud") and $bodywritingLvl gte 2>> <<if $skin.left_shoulder.pen is "pen" or $skin_left_shoulder is "lipstick" or $skin.left_shoulder is "mud">> <<bodywriting_clear left_shoulder>> <<else>> @@ -1875,7 +1928,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <<link [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>> <br> - <<elseif !$skin.forehead.pen and $bodywritingdisable is "f">> + <<elseif !$skin.forehead.pen and $bodywritingLvl gte 2>> <<He>> leans in and licks your forehead. "I've decided to mark you properly." <<He>> pulls a pen from <<his>> pocket. "Hold still." <br><br> <<set $phase to 1>> @@ -1883,7 +1936,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <br> <<link [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>> <br> - <<elseif (!$skin.left_cheek.pen or !$skin.right_cheek.pen) and $bodywritingdisable is "f">> + <<elseif (!$skin.left_cheek.pen or !$skin.right_cheek.pen) and $bodywritingLvl gte 2>> <<He>> leans in and licks your cheek. "I've decided to mark you properly." <<He>> pulls a pen from <<his>> pocket. "Hold still." <br><br> <<set $phase to 1>> @@ -1891,7 +1944,7 @@ Whitney looms around a corner and rests <<his>> arm on your shoulder. <<His>> fr <br> <<link [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<npcincr Whitney dom -1>><<set $fightstart to 1>><</link>><<ldom>> <br> - <<elseif (!$skin.left_shoulder.pen or !$skin.right_shoulder.pen) and $bodywritingdisable is "f">> + <<elseif (!$skin.left_shoulder.pen or !$skin.right_shoulder.pen) and $bodywritingLvl gte 2>> <<He>> leans in and licks your shoulder. "I've decided to mark you properly." <<He>> pulls a pen from <<his>> pocket. "Hold still." <br><br> <<set $phase to 1>> diff --git a/game/overworld-town/loc-school/widgets.twee b/game/overworld-town/loc-school/widgets.twee index 40dfe176b735b1b9dd65b164b279301fe580d9a9..1aec611508dd34f676d410a1efb51810b04cf63c 100644 --- a/game/overworld-town/loc-school/widgets.twee +++ b/game/overworld-town/loc-school/widgets.twee @@ -403,7 +403,7 @@ Sirris asks everyone to group up into pairs. <<awarenessup 100 1>> <br><br> The classroom has a laid-back atmosphere. Some students watch, but few with any real interest and many carry on chatting throughout. - <<if pregnancyBellyVisible()>>You're contantly reminded of the situation you're currently in, and the precious life inside of you.<<lstress>><<stress -10>><</if>> + <<if pregnancyBellyVisible()>>You're constantly reminded of the situation you're currently in, and the precious life inside of you.<<lstress>><<stress -10>><</if>> <</if>> <br><br> <<link [[Next|Science Lesson]]>><<endevent>><</link>> @@ -1209,41 +1209,44 @@ Kylar sits back down and smiles, oblivious to the embarrassment <<he>> caused. <br> <<elseif $rng gte 61>> - <<if $english gte 500>> - <<npc Doren>><<person1>>Doren approaches your desk. "I think you've sussed this material, so while the rest of the class works, I've got a message I need delivered to the caretaker's outbuilding." <<He>> hands you a note containing a list of theatre props. "Just slip it beneath the door." - <br><br> - <<endevent>> + <<if $english gte 500>> + <<npc Doren>><<person1>>Doren approaches your desk. "I think you've sussed this material, so while the rest of the class works, I've got a message I need delivered to the caretaker's outbuilding." <<He>> hands you a note containing a list of theatre props. "Just slip it beneath the door." + <br><br> + <<endevent>> <<if $outbuildingvisited is 1>> - You arrive at the outbuilding where the <<print $outbuildingBeast>> attacked you. Were you to take your time and be careful, you could avoid another such encounter. You would miss some of the lesson though. - <br><br> + You arrive at the outbuilding where the <<print $outbuildingBeast>> attacked you. Were you to take your time and be careful, you could avoid another such encounter. You would miss some of the lesson though. + <br><br> - <<link [[Be careful|English Outbuilding]]>><<set $phase to 0>><<detention 1>><</link>><<gdelinquency>> - <br> - <<link [[Risk it|English Outbuilding]]>><<set $phase to 1>><</link>> - <br> + <<link [[Be careful|English Outbuilding]]>><<set $phase to 0>><<detention 1>><</link>><<gdelinquency>> + <br> + <<link [[Risk it|English Outbuilding]]>><<set $phase to 1>><</link>> + <br> <<else>><<set $outbuildingvisited to 1>> - <<beastNEWinit 1 dog>><<set $outbuildingBeast to $NPCList[0].type>> - You head to the outbuilding behind the school and slip the note beneath the door as instructed. As you turn however, you find a <<beasttype>> baring its teeth and advancing on you. - <br><br> - <!-- Modified for Beast People --> - <!-- You manage to flee back to the classroom, though not unscathed.<<beastescape>> - <br><br> - <<integritycheck>><<towelup>> + <<beastNEWinit 1 dog>><<set $outbuildingBeast to $NPCList[0].type>> + You head to the outbuilding behind the school and slip the note beneath the door as instructed. As you turn however, you find a <<beasttype>> baring its teeth and advancing on you. + <br><br> + + <<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + You manage to flee back to the classroom, though not unscathed.<<beastescape>> + <br><br> + <<integritycheck>><<towelup>> - <<link [[Next|English Lesson]]>><</link>> - --> - <<link [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</link>> - <br> + <<link [[Next|English Lesson]]>><<endevent>><</link>> + <</if>> + <!-- Modified for Beast People --> <</if>> - <<else>> - Doren takes a special interest in your progress, and doesn't give you a chance to relax. - <<gstress>><<genglish>><<stress 2>><<englishskill>> - <br><br> + <<else>> + Doren takes a special interest in your progress, and doesn't give you a chance to relax. + <<gstress>><<genglish>><<stress 2>><<englishskill>> + <br><br> - <<link [[Next|English Lesson]]>><</link>> - <</if>> + <<link [[Next|English Lesson]]>><</link>> + <</if>> <<elseif $rng gte 41>> <<if $delinquency gte 400>> @@ -2570,4 +2573,4 @@ Doren asks you to demonstrate your grammar on the whiteboard. As you walk to the <br> <</if>> <</if>> -<</widget>> +<</widget>> \ No newline at end of file diff --git a/game/overworld-town/loc-sea/widgets.twee b/game/overworld-town/loc-sea/widgets.twee index a20eaefee47407eb0b18ec570c2f8deff66f5cd0..4bdddf7f7423ac6e74461477956df5c1083144ae 100644 --- a/game/overworld-town/loc-sea/widgets.twee +++ b/game/overworld-town/loc-sea/widgets.twee @@ -140,17 +140,18 @@ A large wave heads towards you. Before it reaches you however, a <<generate1>><< <<widget "sea1">> <<beastNEWinit 3 dolphin>> <<set $rng to random(1, 100)>> -<<if $rng gte 81>><!-- Modified for Beast People --> -Three <<beastsplural>> swim up to you and nudge you playfully. You pet them back, but they're persistent. One of them starts rubbing against you while the other two prevent you from moving away. -<br><br> +<<if $rng gte 81 and ($monster is 1 or $bestiality is "f")>><!-- Modified for Beast People --> + Three <<beastsplural>> swim up to you and nudge you playfully. You pet them back, but they're persistent. One of them starts rubbing against you while the other two prevent you from moving away. + <br><br> -<<link [[Next|Sea Dolphins]]>><<set $molestationstart to 1>><</link>> + <<link [[Next|Sea Dolphins]]>><<set $molestationstart to 1>><</link>> + <br> <<else>> -Three <<beastsplural>> swim up to you and nudge you playfully. You pet them back. -<<lstress>><<ltrauma>><<stress -12>><<trauma -6>> -<br><br> + Three <<beastsplural>> swim up to you and nudge you playfully. You pet them back. + <<lstress>><<ltrauma>><<stress -12>><<trauma -6>> + <br><br> - <<if $deviancy gte 35>><!-- Modified for Beast People --> + <<if $deviancy gte 35 and ($monster is 1 or $bestiality is "f")>><!-- Modified for Beast People --> <<link [[Pet them lewdly|Sea Dolphins Sex]]>><<set $sexstart to 1>><</link>><<deviant3>> <br><br> <</if>> diff --git a/game/overworld-town/loc-shop/widgets.twee b/game/overworld-town/loc-shop/widgets.twee index df1f537a227b3817ef9ae012cb258887fbffdbdc..a8782e5abfc779fc510e620139290da1d6ed7665 100644 --- a/game/overworld-town/loc-shop/widgets.twee +++ b/game/overworld-town/loc-shop/widgets.twee @@ -954,7 +954,8 @@ Name: <input id="colorName" type="text" value="Custom" maxlength="30" onfocus="V "mummytop":"locked", "mummyskirt":"locked", "catsuit":"locked", - "holystole":"locked" + "holystole":"locked", + "minisnowman":"locked" }>> <</if>> <<if $specialClothes.cowbell is undefined>> @@ -969,6 +970,9 @@ Name: <input id="colorName" type="text" value="Custom" maxlength="30" onfocus="V <<if $specialClothes.holystole is undefined>> <<set $specialClothes.holystole to "locked">> <</if>> +<<if $specialClothes.minisnowman is undefined>> + <<set $specialClothes.minisnowman to "locked">> +<</if>> <<if $specialClothes.cowbra is undefined>> <<set $specialClothes.cowbra to "locked">> <<set $specialClothes.cowpanties to "locked">> @@ -999,6 +1003,7 @@ Name: <input id="colorName" type="text" value="Custom" maxlength="30" onfocus="V <<set $specialClothes["christmastrousers"] to "unlocked">> <<set $specialClothes["christmashat"] to "unlocked">> <<set $specialClothes["christmaslegwarmers"] to "unlocked">> + <<set $specialClothes["minisnowman"] to "unlocked">> <</if>> <<if $brothelshowdata.intro>> <<set $specialClothes["bellydancer'stop"] to "unlocked">> @@ -1080,6 +1085,7 @@ Name: <input id="colorName" type="text" value="Custom" maxlength="30" onfocus="V <<set $specialClothes["featheredhairclip"] to "unlocked">> <<set $specialClothes["catsuit"] to "unlocked">> <<set $specialClothes["holystole"] to "unlocked">> + <<set $specialClothes["minisnowman"] to "unlocked">> <</if>> <</widget>> @@ -1116,7 +1122,8 @@ Name: <input id="colorName" type="text" value="Custom" maxlength="30" onfocus="V "mummyskirt":"In stock from the 21st of October.", "featheredhairclip":"Romance an avian.", "catsuit":"Pillage a shipment.", - "holystole":"Requires sufficient devotion." + "holystole":"Requires sufficient devotion.", + "minisnowman":"In stock from the 15th of December." }>> <</if>> <</widget>> diff --git a/game/overworld-town/loc-street/bondage-widgets.twee b/game/overworld-town/loc-street/bondage-widgets.twee index b53354a5d7bc0bf4a0cae5aacb1f62e3d2af3643..1ae79a6a06505a0344de3a8073e2e3333c19c514 100644 --- a/game/overworld-town/loc-street/bondage-widgets.twee +++ b/game/overworld-town/loc-street/bondage-widgets.twee @@ -132,19 +132,20 @@ <<beastNEWinit 1 dog>> You hear a <<beasttype>> barking. <!-- Modified for Beast People --> + <<if $monster is 1 or $bestialitydisable is "f">> A heavy weight presses against your back and forces you to the ground. You try to struggle to your knees, but the <<beasttype>> mounts you and holds you down. <br><br> <<link [[Next|Bondage Dog Rape]]>><<set $molestationstart to 1>><</link>> <br> - <!-- - It gets closer, until you hear it right beside you. You run. - <br><br> - You manage to escape, though not without injury. - <br><br> - <<set $eventskip to 1>> - <<destinationbondage>> - --> + <<else>> + It gets closer, until you hear it right beside you. You run. + <br><br> + You manage to escape, though not without injury. + <br><br> + <<set $eventskip to 1>> + <<destinationbondage>> + <</if>> <<else>> The sound of a speeding car is your only warning before you feel an impact against your @@ -368,31 +369,32 @@ <<elseif $rng gte 31>> <!-- Modified for Beast People --> <<beastNEWinit 3 dog>> - You hear several <<beastsplural>> barking. They're approaching fast, and soon surround you. - <br><br> + <<if $monster is 1 or $bestialitydisable is "f">> + You hear several <<beastsplural>> barking. They're approaching fast, and soon surround you. + <br><br> - Someone laughs. "Their owner said I should let them work off their energy," the voice says. "I'd say this counts." - <br><br> + Someone laughs. "Their owner said I should let them work off their energy," the voice says. "I'd say this counts." + <br><br> - One of the <<beastsplural>> pushes you to the ground. - <br><br> - <<link [[Next|Bondage Three Dogs Rape]]>><<set $molestationstart to 1>><</link>> - <br> - <!-- - <<generate1>><<person1>> - You hear several dogs barking. They're approaching fast, and soon surround you. - <br><br> + One of the <<beastsplural>> pushes you to the ground. + <br><br> + <<link [[Next|Bondage Three Dogs Rape]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + <<generate1>><<person1>> + You hear several dogs barking. They're approaching fast, and soon surround you. + <br><br> - A <<person>> laughs. "Their owner said I should let them work off their energy," <<he>> says. "I'd say this counts." - <br><br> + A <<person>> laughs. "Their owner said I should let them work off their energy," <<he>> says. "I'd say this counts." + <br><br> - You run in a random direction, the dogs biting at your heels. You manage to escape, though not without injury.<<beastescape>> - <br><br> + You run in a random direction, the dogs biting at your heels. You manage to escape, though not without injury.<<beastescape>> + <br><br> - <<endevent>> - <<set $eventskip to 1>> - <<destinationbondage>> - --> + <<endevent>> + <<set $eventskip to 1>> + <<destinationbondage>> + <</if>> <<elseif $rng gte 16>> <<beastNEWinit 2 wolf>> You freeze as you hear the twin growls of two wolves. They're close. A sudden impact against your legs knocks you to the ground. You feel a <<beasttype>> sniff at your prone body. @@ -434,15 +436,16 @@ You freeze as you hear the twin growls of two wolves. They're close. A sudden im <<else>> <!-- Modified for Beast People --> + <<if $monster is 1 or $bestialitydisable is "f">> <<link [[Next|Bondage Two Wolf Rape]]>><<set $molestationstart to 1>><</link>> <br> - <!-- + <<else>> You leap to your feet and run. The wolves give chase. Somehow you escape, though not without injury.<<beastescape>> <br><br> <<set $eventskip to 1>> <<destinationbondage>> - --> + <</if>> <</if>> <<else>> @@ -484,19 +487,19 @@ A sudden impact from behind knocks you over. You struggle, but the sound of a << <<else>> <!-- Modified for Beast People --> - Then mounts you. - <br><br> - <<link [[Next|Bondage Wolf Rape]]>><<set $molestationstart to 1>><</link>> - <br> - - <br><br> - <!-- - You leap to your feet and run. The wolf gives chase. Somehow you escape, though not without injury.<<beastescape>> - <br><br> + <<if $monster is 1 or $bestialitydisable is "f">> + Then mounts you. + <br><br> + <<link [[Next|Bondage Wolf Rape]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + <br><br> + You leap to your feet and run. The wolf gives chase. Somehow you escape, though not without injury.<<beastescape>> + <br><br> - <<set $eventskip to 1>> - <<destinationbondage>> - --> + <<set $eventskip to 1>> + <<destinationbondage>> + <</if>> <</if>> <</if>> @@ -505,64 +508,64 @@ A sudden impact from behind knocks you over. You struggle, but the sound of a << <<widget "destinationbondage">> <<switch $bus>> <<case "nightingale">> - <<link [[Next|Bondage Nightingale]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Nightingale]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "domus">> - <<link [[Next|Bondage Domus]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Domus]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "elk">> - <<link [[Next|Bondage Elk]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Elk]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "high">> - <<link [[Next|Bondage High]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage High]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "starfish">> - <<link [[Next|Bondage Starfish]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Starfish]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "barb">> - <<link [[Next|Bondage Barb]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Barb]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "connudatus">> - <<link [[Next|Bondage Connudatus]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Connudatus]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "wolf">> - <<link [[Next|Bondage Wolf]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Wolf]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "harvest">> - <<link [[Next|Bondage Harvest]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Harvest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "oxford">> - <<link [[Next|Bondage Oxford]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Oxford]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "danube">> - <<link [[Next|Bondage Danube]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Danube]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "mer">> - <<link [[Next|Bondage Mer]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Mer]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "cliff">> - <<link [[Next|Bondage Cliff]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Cliff]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "industrial">> - <<link [[Next|Bondage Industrial]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Industrial]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "residential">> - <<link [[Next|Bondage Residential]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Residential]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "commercial">> - <<link [[Next|Bondage Commercial]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Commercial]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "park">> - <<link [[Next|Bondage Park]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Park]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "industrialdrain">> - <<link [[Next|Bondage Industrial]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Industrial]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "residentialdrain">> - <<link [[Next|Bondage Residential]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Residential]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<case "commercialdrain">> - <<link [[Next|Bondage Commercial]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Bondage Commercial]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</switch>> <br><br> diff --git a/game/overworld-town/loc-street/cliff.twee b/game/overworld-town/loc-street/cliff.twee index a5d67ac65ac6da0b4233d4d39efa1edd0e650711..9d2ed1f0ad2480ec525e1a60f0cbfef6e86a0829 100644 --- a/game/overworld-town/loc-street/cliff.twee +++ b/game/overworld-town/loc-street/cliff.twee @@ -116,7 +116,7 @@ There's a path leading down to the beach. <<link [[Watch pillory (0:10)|Cliff Street Pillory]]>><<pass 10>><</link>> <br> <</if>> - <<link [[Beach (0:05)|Beach]]>><<pass 5>><</link>> + <<beachicon>><<link [[Beach (0:05)|Beach]]>><<pass 5>><</link>> <br> <<if $chef_state is 8 and $daystate is "dusk">> <<link [[Attend opening event (5:00)|Chef Opening]]>><</link>> diff --git a/game/overworld-town/loc-street/events.twee b/game/overworld-town/loc-street/events.twee index 868181c17013588580b5ff474108d718bbd1d1ff..532f63e52b292ae08c572131c943d95d10134d5c 100644 --- a/game/overworld-town/loc-street/events.twee +++ b/game/overworld-town/loc-street/events.twee @@ -148,15 +148,17 @@ <<effects>> You run with all the speed you can muster. <<gathletics>><<athletics 1>><<physique>> - <!-- Modified for Beast People --> - <!-- You manage to escape, but not unscathed. + <<if $monster isnot 1 and $bestialitydisable is "t">> + <!-- Modified for Beast People --> + You manage to escape, but not unscathed. <<trauma 18>><<set $pain += 40>><<set $stress += 400>><<set $worn.lower.integrity -= 20>><<set $worn.upper.integrity -= 20>><<set $worn.under_lower.integrity -= 20>><<bruise leftarm>><<bruise full>> <br><br> + <<endevent>> <<destinationeventend>> - --> - <<if $athleticsSuccess>> + <<elseif $athleticsSuccess>> You slowly gain distance on the <<beasttype>> and <<bhe>> eventually gives up the chase. You run a bit further, then stop to catch your breath. <br><br> + <<endevent>> <<destinationeventend>> <<else>> The <<beasttype>> is faster than you however. <<bHe>> quickly catches up to you and, grabbing your arm <<if $monster isnot 1>>in its teeth, drags<<else>> and dragging<</if>> you to the ground. @@ -2627,7 +2629,7 @@ You wake up by the side of the road, leaning against a wall. A <<generate1>><<pe <<set $outside to 1>><<effects>> You follow the <<beasttype>> down the alley. <<bHe>> rounds a corner. -<<if $rng gte 99>><!-- Modified for Beast People --> +<<if $rng gte 99 and ($monster is 1 or $bestialitydisable if "f")>><!-- Modified for Beast People --> You find <<bhim>> stood in the middle of the alley, looking at you. You hear a growl to your right and left. You're surrounded. <br><br> <<beastNEWinit 2 dog>> @@ -2657,9 +2659,13 @@ You follow the <<beasttype>> down the alley. <<bHe>> rounds a corner. There's <<moneyGain 100>> inside! You look further but there's no identification. <</if>> - The <<beasttype>> barks happily. + <<if $monster is 1>> + The <<beasttype>> barks happily. + <<else>> + "I'm glad to help," the <<beasttype>> says. + <</if>> <br><br> - <<if $deviancy gte 15>><!-- Modified for Beast People --> + <<if $deviancy gte 15 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People --> <<link [[Reward it|Street Follow Sex]]>><<set $sexstart to 1>><</link>><<deviant2>> <br> <</if>> diff --git a/game/overworld-town/loc-street/high.twee b/game/overworld-town/loc-street/high.twee index dba1c009c8d5c3412a26d26022d4dbfc54ca43e1..be4ceef1b3154b38b66e2197aec932f7ee1347c3 100644 --- a/game/overworld-town/loc-street/high.twee +++ b/game/overworld-town/loc-street/high.twee @@ -51,13 +51,17 @@ You are on the High Street, centre of the town's commercial activity. The shoppi Places of interest <br> <<if $daystate is "night" and $hour isnot 21>> - <<link [[Shopping centre|Shopping Centre Sneak]]>><</link>> + <<shoppingcentreicon>><<link [[Shopping centre|Shopping Centre Sneak]]>><</link>> <br> <<elseif $hour is 21>> <span class="blue">People are leaving the shopping centre.</span> It must be closing time. <br> <<else>> - <<link [[Shopping centre (0:02)|Shopping Centre]]>><<pass 2>><</link>> + <<shoppingcentreicon>><<link [[Shopping centre (0:02)|Shopping Centre]]>><<pass 2>><</link>> + <br> + <</if>> + <<if $daystate is "day" and $exposed is 0 and $photo and $photo.street is "ready">> + <<link [[Modelling job (3:00)|Model Silly]]>><</link>><<gtiredness>> <br> <</if>> <<if $daystate is "night" and $exposed gte 2 and $exhibitionism gte 75 and $ex_high isnot 1>> diff --git a/game/overworld-town/loc-street/nightingale.twee b/game/overworld-town/loc-street/nightingale.twee index 6121d122d9050b49323fd649a77e60cc6e41aa16..bae552ee1d7265ebd37d544970e24de3298a4230 100644 --- a/game/overworld-town/loc-street/nightingale.twee +++ b/game/overworld-town/loc-street/nightingale.twee @@ -36,11 +36,21 @@ You are on Nightingale Street. It is dominated by the civic hospital but there a <</if>> Places of interest <br> - <<link [[Hospital (0:01)->Hospital front]]>><<pass 1>><</link>> + <<hospitalicon>><<link [[Hospital (0:01)->Hospital front]]>><<pass 1>><</link>> <br> - <<if $chef_state is 4 and $exposed lte 0>> - <<link [[Photography studio (3:00)|Photography Chef]]>><</link>> - <br> + <<if $exposed lte 0>> + <<if $chef_state is 4>> + <<link [[Photography studio (3:00)|Photography Chef]]>><</link>> + <br> + <<elseif $daystate is "day">> + <<if $photo_known is 1>> + <<link [[Photography studio|Photo Entrance]]>><</link>> + <br> + <<elseif $photo_known gte 2>> + <<link [[Photography Studio|Photo]]>><</link>> + <br> + <</if>> + <</if>> <</if>> <<if $nextPassageCheck is "Forest">> <span class="nextLink"><<foresticon>><<link [[Forest.|Forest]]>><</link>></span> diff --git a/game/overworld-town/loc-street/starfish.twee b/game/overworld-town/loc-street/starfish.twee index 1119948c0772a211969104d23f2e8998229b98c2..295a708ac5f2c2ef2d32cfa28f16579697acb4a8 100644 --- a/game/overworld-town/loc-street/starfish.twee +++ b/game/overworld-town/loc-street/starfish.twee @@ -41,7 +41,7 @@ You are on Starfish Street. Wind blows in from the ocean. <</if>> Places of Interest <br> - <<link [[Beach (0:05)|Beach]]>><<pass 5>><</link>> + <<beachicon>><<link [[Beach (0:05)|Beach]]>><<pass 5>><</link>> <br> <<if $daystate is "day" or $daystate is "dusk">> <<arcadeicon>><<link [[Arcade (0:01)|Arcade]]>><<pass 1>><</link>> diff --git a/game/overworld-town/loc-street/widgets.twee b/game/overworld-town/loc-street/widgets.twee index c0da6ad5ead81621fe7d7e57f3f6c0b1908c9175..fd31f415d4f946bc8a7b04d69dbc9d2d6e13e824 100644 --- a/game/overworld-town/loc-street/widgets.twee +++ b/game/overworld-town/loc-street/widgets.twee @@ -391,12 +391,17 @@ You move from shadow to shadow, dashing through patches of light as quickly as y You hear a growl from a nearby alley and instinctively freeze in place. You regain control as a shaggy black <<beasttype>> emerges from the darkness, teeth bared. <br><br> -<<link [[Run|StreetEx3]]>><<set $phase to 0>><</link>><<athleticsdifficulty 1 600>> -<br> +<<if $monster is 1 or $bestialitydisable is "f">> + <<link [[Run|StreetEx3]]>><<set $phase to 0>><</link>><<athleticsdifficulty 1 600>> + <br> -<!-- Modified for Beast People --> -<<link [[Try to befriend it|StreetEx3]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> -<br> + <!-- Modified for Beast People --> + <<link [[Try to befriend it|StreetEx3]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> + <br> +<<else>> + <<link [[Run|StreetEx3]]>><<set $phase to 0>><<set $athleticsSuccess to true>><</link>> + <br> +<</if>> <br> <</widget>> @@ -814,20 +819,21 @@ A <<generates1>><<person1>><<person>> leans out of a passing car and hurls a lar <<widget "streetnight1">> <!-- Modified for Beast People --> <<beastNEWinit 3 dog>> -<!-- +<<if $monster is 1 or $bestialitydisable is "f">> + Your journey is interrupted by a savage growl emerging from the darkness. You turn to avoid it, only to face a pair of glowing eyes. You're surrounded. + <br><br> + <<link [[Next|Street Dogs]]>><<set $molestationstart to 1>><</link>> + <br> +<<else>> Your journey is interrupted by a savage growl emerging from the darkness. You turn to avoid it, only to face an approaching pair of glowing eyes. You're surrounded. <br><br> You manage to get away, but not without injury. <<beastescape>> <br><br> - + <<endevent>> <<destinationeventend>> - --> - Your journey is interrupted by a savage growl emerging from the darkness. You turn to avoid it, only to face a pair of glowing eyes. You're surrounded. - <br><br> - <<link [[Next|Street Dogs]]>><<set $molestationstart to 1>><</link>> - <br> +<</if>> <</widget>> <<widget "streetnight2">> @@ -843,20 +849,26 @@ A <<generates1>><<person1>><<person>> leans out of a passing car and hurls a lar <</if>> <<saveNPC 0 tower_creature>> <</if>> +<<if $monster is 1 or $bestialitydisable is "f">> + You hear something land behind you, followed by a low growl. You turn, and face a pair of glowing yellow eyes. <<bHe>> steps into the light of a streetlamp, revealing a pair of horns -You hear something land behind you, followed by a low growl. You turn, and face a pair of glowing yellow eyes. <<bHe>> steps into the light of a streetlamp, revealing a pair of horns + <<if $NPCList[0].monster is "monster">> + that split <<bhis>> messy hair. <<bHe>> flashes a sharp-toothed, menacing grin before leaping toward you. + <<else>> + atop a hairless, scaled head. It opens its colossal maw, and leaps toward you. + <</if>> + <br><br> -<<if $NPCList[0].monster is "monster">> - that split <<bhis>> messy hair. <<bHe>> flashes a sharp-toothed, menacing grin before leaping toward you. + <<link [[Stand your ground|Street Monster]]>><<set $molestationstart to 1>><</link>> + <br> + <<link [[Run|Street Monster Run]]>><</link>><<athleticsdifficulty 400 1400>> + <br> <<else>> - atop a hairless, scaled head. It opens its colossal maw, and leaps toward you. + You hear something land behind you, followed by a low growl. You run in a panic, until you trip and fall. Nothing follows.<<beastescape>> + <br><br> + <<endevent>> + <<destinationeventend>> <</if>> -<br><br> - -<<link [[Stand your ground|Street Monster]]>><<set $molestationstart to 1>><</link>> -<br> -<<link [[Run|Street Monster Run]]>><</link>><<athleticsdifficulty 400 1400>> -<br> <</widget>> <<widget "streetexday1">> @@ -1715,10 +1727,11 @@ You stumble in your heels and fall forwards. As your face approaches the ground, <<widget "streetcollared">> + <<if $daystate is "night">> <<set $rng to random(1, 100)>> - <<if $rng gte 51>><!-- Modified for Beast People --> - <<beastNEWinit 1 dog>> + <<beastNEWinit 1 dog>> + <<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People --> <<generate2>><<generate3>><<person2>>A <<person>> and <<person3>><<person>> approach you. The <<person>> holds a <<beasttype 0>> on a leash. "Perfect. We've been looking for a bitch like you for our pet here. You'll get on your knees if you know what's good for you," <<he>> says as the <<person2>><<person>> grabs your collar. <br><br> @@ -1727,6 +1740,7 @@ You stumble in your heels and fall forwards. As your face approaches the ground, <<link [[Refuse|Street Collar Molestation]]>><<set $molestationstart to 1>><<set $submissive -= 1>><<set $phase to 1>><</link>> <br> <<else>> + <<endevent>> <<generate1>><<generate2>>A <<person1>><<person>> emerges from the darkness to grab the collar around your neck as a <<person2>><<person>> starts groping your <<bottom>>. "What do we have here?" says the <<person1>><<person>>. "A collared slut, alone out in the open. There's only one thing you're good for." <br><br> @@ -2707,6 +2721,10 @@ You find a quiet place and open the <<wallet>>. <<elseif $NPCName[$NPCNameList.indexOf("Avery")].state isnot "dismissed" and $averyseen isnot 1 and $weekday is 7 and $daystate is "day" and ($scienceproject is "won" or $scienceproject is "done" or $NPCName[$NPCNameList.indexOf("Avery")].init is 1)>> <<set $averyseen to 1>> <<streetavery>> + <<elseif $fame gte 3000 and $photo_known is undefined>> + <<set $photo_known to 1>> + <<street_niki>> + <<set $niki_seen to "street">> <<elseif $rng gte 52>> <<set $dangerevent to random(1, 190)>> <<if $dangerevent lte 10>> diff --git a/game/overworld-town/loc-temple/garden.twee b/game/overworld-town/loc-temple/garden.twee index 9976a85d0b3be3b88030fab2e98a87ae38f359d5..260b7ca97b554f72b666929a66337c48968e9b08 100644 --- a/game/overworld-town/loc-temple/garden.twee +++ b/game/overworld-town/loc-temple/garden.twee @@ -101,10 +101,10 @@ You ask a priest what work needs doing around the garden. You're asked to trim a <br> <</if>> <<elseif $rng gte 61>> -You ask a priest what work needs doing around the garden. You're asked to deweed the flower beds. You drop to your knees and get to work. -<br><br> - <<if $danger gte (9900 - $allure)>><!-- Modified for Beast People --> + You ask a priest what work needs doing around the garden. You're asked to deweed the flower beds. You drop to your knees and get to work. + <br><br> <<beastNEWinit 1 wolf>> + <<if $danger gte (9900 - $allure) and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People --> <<tending_text>> Your hands get dirty, and beads of sweat slip down your cheek, but the flowers have lots more space when you're done. <<physique 6>> <br><br> <<if $syndromewolves is 1>> @@ -129,7 +129,7 @@ You ask a priest what work needs doing around the garden. You're asked to deweed <<tending_text>> Your hands get dirty, and beads of sweat slip down your cheek, but the flowers have lots more space when you're done. <<physique 6>> <br><br> - <<link [[Next|Temple Garden]]>><</link>> + <<link [[Next|Temple Garden]]>><<endevent>><</link>> <br> <</if>> <<elseif $rng gte 41>> @@ -840,8 +840,8 @@ You keep low as you move between hedges, peeking around each corner before makin <</if>> <br><br> <<set $rng to random(1, 100)>> -<<if $rng gte 51>><!-- Modified for Beast People --> - <<beastNEWinit 1 wolf>> +<<beastNEWinit 1 wolf>> +<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People --> You hear something behind you. <<if $syndromewolves is 1>> A <<beasttype>> emerges from beneath a hedge, a bundle of cloth in its maw. @@ -860,6 +860,7 @@ You keep low as you move between hedges, peeking around each corner before makin <br> <</if>> <<else>> + <<endevent>> <<generate1>><<generate2>> You see a nun's habit hanging on a line <<if $weather is "rain">>that's been shifted out of the rain in haste<<elseif $weather is "snow">>that's been shifted out of the snow in haste<<else>>above a bed of flowers<</if>>. There are some towels on the same line. The towels are closer. A <<person1>><<person>> and <<person2>><<person>>, each wearing a habit, are tending to a flower bed nearby. Their backs are turned. <br><br> diff --git a/game/overworld-town/special-leighton/main.twee b/game/overworld-town/special-leighton/main.twee index e8f628dfcc3d518f7990cbb1def80d385109dfc1..560c8f03f8fb099b4162d622b1955a628f4e0a16 100644 --- a/game/overworld-town/special-leighton/main.twee +++ b/game/overworld-town/special-leighton/main.twee @@ -1,64 +1,54 @@ :: Leighton Private <<set $outside to 0>><<effects>> -<<npc Leighton>><<person1>> -<<if $headblackmailed is 1 and $rng gte 61>><!-- Modified for Monster People --> - -You lead Leighton behind the stage. You're looking for an unoccupied room when <<he>> grasps your arm. "This one," <<he>> says, gesturing to a closed door. You open it. -<<promiscuity3>> -<br><br> - -<<endevent>> -<<beastNEWinit 1 dog>> -A tripod camera stands in the corner. Beside it, chained to the wall, sits a <<beasttype 0>>. <<bHe 0>> growls. <<if $monster is 1>><<bHe 0>>'s completely naked, but doesn't seem to care. "Let me go! I want to have fun too!"<</if>> -<br><br> - -Leighton takes a seat and grasps the chain. An empty glass sits on a nearby table, next to an open bottle of wine. "Right," the headteacher says. "Whenever you're ready." -<br><br> - -<<if $deviancy gte 55>> -<<link [[Perform|Leighton Club Blackmail Beast]]>><</link>><<deviant4>> -<br><br> -<</if>> -<<link [[Refuse|Leighton Club Blackmail Beast Refuse]]>><</link>> -<br><br> + <<endevent>> + <<npc Leighton>><<person1>> + You lead Leighton behind the stage. You're looking for an unoccupied room when <<he>> grasps your arm. "This one," <<he>> says, gesturing to a closed door. You open it. + <<endevent>> + <<beastNEWinit 1 dog>> + <<promiscuity3>> +<<if $headblackmailed is 1 and $rng gte 61 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Monster People --> + A tripod camera stands in the corner. Beside it, chained to the wall, sits a <<beasttype 0>>. <<bHe 0>> growls. <<if $monster is 1>><<bHe 0>>'s completely naked, but doesn't seem to care. "Let me go! I want to have fun too!"<</if>> + <br><br> + + Leighton takes a seat and grasps the chain. An empty glass sits on a nearby table, next to an open bottle of wine. "Right," the headteacher says. "Whenever you're ready." + <br><br> + + <<if $deviancy gte 55>> + <<link [[Perform|Leighton Club Blackmail Beast]]>><</link>><<deviant4>> + <br><br> + <</if>> + <<link [[Refuse|Leighton Club Blackmail Beast Refuse]]>><</link>> + <br><br> <<elseif $headblackmailed is 1 and $rng gte 21>> -You lead Leighton behind the stage. You're looking for an unoccupied room when <<he>> grasps your arm. "This one," <<he>> says, gesturing to a closed door. You open it. -<<promiscuity3>> -<br><br> + <<endevent>><<generatey1>><<generatey2>><<person1>> + There's someone already inside, sat on the sofa with <<his>> eyes fixed on the ground. <<He>> looks up. <<Hes>> a <<person>> you recognise from school. <<person2>>A <<person>> sits next <<person1>>to <<him>>, gazing at a wall. A tripod camera stands in the corner. + <br><br> -<<endevent>><<generatey1>><<generatey2>><<person1>> -There's someone already inside, sat on the sofa with <<his>> eyes fixed on the ground. <<He>> looks up. <<Hes>> a <<person>> you recognise from school. <<person2>>A <<person>> sits next <<person1>>to <<him>>, gazing at a wall. A tripod camera stands in the corner. -<br><br> + Leighton takes a seat, and rests one leg on the other. An empty glass sits on a nearby table, next to an open bottle of wine. "Right," the headteacher says. "Whenever you're ready." + <br><br> -Leighton takes a seat, and rests one leg on the other. An empty glass sits on a nearby table, next to an open bottle of wine. "Right," the headteacher says. "Whenever you're ready." -<br><br> - -<<link [[Perform|Leighton Club Blackmail]]>><</link>> -<br> -<<link [[Refuse|Leighton Club Blackmail Refuse]]>><</link>> -<br> + <<link [[Perform|Leighton Club Blackmail]]>><</link>> + <br> + <<link [[Refuse|Leighton Club Blackmail Refuse]]>><</link>> + <br> <<else>> -You lead Leighton behind the stage. You're looking for an unoccupied room when <<he>> grasps your arm. "This one," <<he>> says, gesturing to a closed door. You open it. -<<promiscuity3>> -<br><br> + <<endevent>><<generatey1>><<person1>> + There's someone already inside, sat on the sofa with <<his>> eyes fixed on the ground. <<He>> looks up. <<Hes>> a <<person>> you recognise from school. + <br><br> -<<endevent>><<generatey1>><<person1>> -There's someone already inside, sat on the sofa with <<his>> eyes fixed on the ground. <<He>> looks up. <<Hes>> a <<person>> you recognise from school. -<br><br> - -Leighton takes a seat, and rests one leg on the other. An empty glass sits on a nearby table, next to an open bottle of wine. "Right," the headteacher says. "Whenever you're ready." -<br><br> + Leighton takes a seat, and rests one leg on the other. An empty glass sits on a nearby table, next to an open bottle of wine. "Right," the headteacher says. "Whenever you're ready." + <br><br> -<<link [[Perform|Leighton Private 2]]>><</link>> -<br> - <<if $promiscuity gte 55>> - <<link [[Ask Leighton to join|Leighton Private 2 Join]]>><<promiscuous4>><</link>> + <<link [[Perform|Leighton Private 2]]>><</link>> + <br> + <<if $promiscuity gte 55>> + <<link [[Ask Leighton to join|Leighton Private 2 Join]]>><<promiscuous4>><</link>> + <br> + <</if>> + <<link [[Refuse|Leighton Private 2 Refuse]]>><</link>> <br> - <</if>> -<<link [[Refuse|Leighton Private 2 Refuse]]>><</link>> -<br> <</if>> :: Leighton Club Blackmail diff --git a/game/overworld-town/special-sydney/main.twee b/game/overworld-town/special-sydney/main.twee index 2d7d9cb134ef9b62cf680e15f4d4a6af731b63ee..e837b59b54204fb651cd10c3309de96c382e9763 100644 --- a/game/overworld-town/special-sydney/main.twee +++ b/game/overworld-town/special-sydney/main.twee @@ -129,7 +129,7 @@ <br><br> Sydney frowns, concerned. "Robin, this is late. You're normally perfectly punctual. Is everything alright?" <br><br> - Robin doesn't respond, and Sydney sighs. "I'm sorry, but you know the rules." <<He>> uncaps a marker and reaches for Robin's forehead. The moment the marker makes contant, <span class="red">Robin yelps</span> and backs away, waving <<nnpc_his "Robin">> arms furiously. <<nnpc_His "Robin">> breaths come out in short, panicked spurts. Sydney looks to you for help. + Robin doesn't respond, and Sydney sighs. "I'm sorry, but you know the rules." <<He>> uncaps a marker and reaches for Robin's forehead. The moment the marker makes contact, <span class="red">Robin yelps</span> and backs away, waving <<nnpc_his "Robin">> arms furiously. <<nnpc_His "Robin">> breaths come out in short, panicked spurts. Sydney looks to you for help. <<stress 3>><<gstress>> <br><br> Robin doesn't need this right now. You gently push Sydney's arm away and spend a few minutes rubbing Robin's back. <<nnpc_He "Robin">> eventually calms down. <<nnpc_He "Robin">> wordlessly hugs you for a moment before leaving the library. @@ -379,7 +379,7 @@ <<link [[Push away|Sydney Library Bodywriting Stop]]>><</link>> <br> <</if>> - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 1>> <<link [[Allow it|Sydney Library Bodywriting Allow]]>><<npcincr Sydney lust 1>><</link>><<gslust>><<gbodywriting>> <br> <<else>> @@ -2517,7 +2517,7 @@ You awaken some time later. Sydney is nowhere to be seen. <</if>> <</if>> <br><br> - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>>Looking in the changing room mirror, you notice that something has been written on you in marker. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting sleepyhead>><br><br><</if>> <</if>> <<link [[Get changed and leave (0:01)|School Library]]>><<schoolspareclothes>><<endevent>><<set $eventskip to 1>><<pass 1>><</link>> @@ -2525,7 +2525,7 @@ You awaken some time later. Sydney is nowhere to be seen. <<else>> In <<his>> place is a note. It reads: "Had to get back to work. Rest well. Love you." - Sydney <br><br> - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 2>> <<sydneyBodywritingLocation>><<if _writingFail isnot 1>>You look in the mirror. Something has been written on you in marker. Your <<bodypart _bodypart>> now reads: <<sydneyBodywriting sleepyhead>><br><br><</if>> <</if>> <<link [[Next|School Library]]>><<endevent>><<set $eventskip to 1>><</link>> @@ -2796,7 +2796,7 @@ Sydney stretches and yawns. <br><br> <<link [[Push away|Sydney Canteen Bodywriting Stop]]>><</link>> <br> - <<if $bodywritingdisable is "f">> + <<if $bodywritingLvl gte 1>> <<link [[Allow it|Sydney Canteen Bodywriting Allow]]>><<npcincr Sydney lust 1>><</link>><<gslust>><<gbodywriting>> <br> <<else>> @@ -2885,7 +2885,7 @@ Sydney stretches and yawns. Before you can say anything, Sydney speaks to <<him>>. "Kylar. Good to see you." Kylar tenses up, and doesn't dare interrupt <<nnpc_him "Sydney">>. <<nnpc_He "Sydney">> continues. "<<print either("I trust you've broken the habit of doodling in the margins of my books?", "How's your English grade? Do you need more tutoring?", "You have a book due tomorrow.", "I hope you've been avoiding trouble.", "Keeping your locker clean?", "Want to trade notes? You have a knack for science.")>>" Kylar looks away, pretending to ignore <<nnpc_him "Sydney">>. <br><br><<person1>> - <<if $rng gte 51 and $bodywritingdisable is "f">> + <<if $rng gte 51 and $bodywritingLvl gte 2>> Sydney begins absentmindedly writing on you. Kylar stares daggers at <<him>>, but <<he>> doesn't seem to notice. <<sydneyBodywritingLocation>> <<if _writingFail isnot 1>> diff --git a/game/overworld-town/special-whitney/main.twee b/game/overworld-town/special-whitney/main.twee index 5abaa377fc55689b2137d5765857ab49f464a104..a706a4066f74808d096f781c10c9078d6f2e8936 100644 --- a/game/overworld-town/special-whitney/main.twee +++ b/game/overworld-town/special-whitney/main.twee @@ -928,43 +928,45 @@ You dive through the hole. Whitney takes the boxes from your hands. You try to c "Please help," you say. <</if>> <br><br> - -<<if $whitneyromance is 1>> - -Whitney considers a moment, then grabs your arms. <<He>> pulls you through to safety. "Can't let that dog have its way with you. You'd smell all funny." <<He>> and <<his>> friends laugh. "See you later <<girl>>. Thanks for the help." -<<npcincr Whitney lust 5>><<glust>> -<br><br> - <<endevent>> +<<beastNEWinit 1 dog>> +<<if $monster isnot 1 and $bestialitydisable is "t">> + <<endevent>> + <<npc Whitney>><<person1>> + Whitney laughs. "Nah, I'm not gonna be caught helping a thief. See you later slut." + <<npcincr Whitney lust 5>><<glust>> + <br><br> -<<link [[Next|Elk Street]]>><<endevent>><</link>> -<br> + You wriggle and manage to get through the hole before the dog reaches you. The struggle hurt you and damaged your clothing. + <<npcincr Whitney lust 5>><<glust>><<beastescape>> + <br><br> -<<else>><!-- Modified for Beast People --> + <<endevent>> -Whitney laughs. "Nah, I'm not gonna be caught helping a thief. See you later slut." -<<npcincr Whitney lust 5>><<glust>> -<br><br> + <<link [[Next|Elk Street]]>><<endevent>><</link>> + <br> +<<elseif $whitneyromance is 1>> + <<endevent>> + <<npc Whitney>><<person1>> + Whitney considers a moment, then grabs your arms. <<He>> pulls you through to safety. "Can't let that dog have its way with you. You'd smell all funny." <<He>> and <<his>> friends laugh. "See you later <<girl>>. Thanks for the help." + <<npcincr Whitney lust 5>><<glust>> + <br><br> -<<endevent>> -<<beastNEWinit 1 dog>> -You feel the <<beasttype>> prod your behind. -<br><br> + <<endevent>> -<<link [[Next|Bully Theft Dog]]>><<set $molestationstart to 1>><</link>> -<br> + <<link [[Next|Elk Street]]>><<endevent>><</link>> + <br> +<<else>><!-- Modified for Beast People --> + Whitney laughs. "Nah, I'm not gonna be caught helping a thief. See you later slut." + <<npcincr Whitney lust 5>><<glust>> + <br><br> + You feel the <<beasttype>> prod your behind. + <br><br> + + <<link [[Next|Bully Theft Dog]]>><<set $molestationstart to 1>><</link>> + <br> <</if>> -<!-- -You wriggle and manage to get through the hole before the dog reaches you. The struggle hurt you and damaged your clothing. -<<npcincr Whitney lust 5>><<glust>><<beastescape>> -<br><br> - -<<endevent>> - -<<link [[Next|Elk Street]]>><<endevent>><</link>> -<br> ---> :: Bully Outside Fight <<if $fightstart is 1>> diff --git a/game/overworld-underground/loc-sewers/main.twee b/game/overworld-underground/loc-sewers/main.twee index 7ea95b5e5c9b91801d30e123494cda1028cd41bc..34651d6c084b7ad8a4337c6962c26ab6462e96b0 100644 --- a/game/overworld-underground/loc-sewers/main.twee +++ b/game/overworld-underground/loc-sewers/main.twee @@ -143,12 +143,13 @@ You can access several parts of town from here. You've pushed yourself too much. <br><br> <<passout>> + <<beastNEWinit 4 lizard>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> - <<if $rng gte 51>><!-- Modified for Beast People --> + <<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People --> <<link [[Wake up|Passout Beast Drain]]>><<set $molestationstart to 1>><</link>> <<elseif $rng gte 1>> - <<link [[Wake up|Passout Drain Abduction]]>><<set $molestationstart to 1>><</link>> + <<link [[Wake up|Passout Drain Abduction]]>><<endevent>><<set $molestationstart to 1>><</link>> <</if>> <<else>> <<ambulance>> @@ -165,7 +166,6 @@ You can access several parts of town from here. <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 4 lizard>> <<beastCombatInit>> <<beastTrainGenerate>> You awaken to the sound of hissing. Four <<beastsplural>> tower above you! @@ -422,9 +422,18 @@ You are within the storm drain system, being pulled along by the rushing water. <br> <<elseif $rng gte 10>><!-- Modified for Beast People --> <<beastNEWinit 1 lizard>> - A shadow in the water moves towards you. - <br><br> - <<link [[Next|Drain Water Lizard]]>><<set $molestationstart to 1>><</link>> + <<if $monster is 1 or $bestialitydisable is "f">> + A shadow in the water moves towards you. + <br><br> + <<link [[Next|Drain Water Lizard]]>><<set $molestationstart to 1>><</link>> + <br> + <<else>> + A shadow in the water moves towards you. You splash at it, and manage to scare it away, whatever it was.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>> + <br><br> + + <<link [[Next|Drain Water]]>><<endevent>><</link>> + <br> + <</if>> <<else>> You try to swim to the walkway, but the water is too strong. <<if $bus is "drainexit">> diff --git a/game/overworld-underground/loc-sewers/widgets.twee b/game/overworld-underground/loc-sewers/widgets.twee index 4f9f851046a8eca71e7b1f02560a2972ab2ef800..fba56cacecc9e75338bde89a553a096d8a9aba47 100644 --- a/game/overworld-underground/loc-sewers/widgets.twee +++ b/game/overworld-underground/loc-sewers/widgets.twee @@ -304,35 +304,35 @@ <<widget "destinationsewers">> <<switch $bus>> <<case "sewersresidential">> - <<link [[Next|Sewers Residential]]>><</link>> + <<link [[Next|Sewers Residential]]>><<endevent>><</link>> <<case "sewerscommercial">> - <<link [[Next|Sewers Commercial]]>><</link>> + <<link [[Next|Sewers Commercial]]>><<endevent>><</link>> <<case "sewersindustrial">> - <<link [[Next|Sewers Industrial]]>><</link>> + <<link [[Next|Sewers Industrial]]>><<endevent>><</link>> <<case "sewersalgae">> - <<link [[Next|Sewers Algae]]>><</link>> + <<link [[Next|Sewers Algae]]>><<endevent>><</link>> <<case "sewersworkshop">> - <<link [[Next|Sewers Workshop]]>><</link>> + <<link [[Next|Sewers Workshop]]>><<endevent>><</link>> <<case "sewerswood">> - <<link [[Next|Sewers Wood]]>><</link>> + <<link [[Next|Sewers Wood]]>><<endevent>><</link>> <<case "sewerswebs">> - <<link [[Next|Sewers Webs]]>><</link>> + <<link [[Next|Sewers Webs]]>><<endevent>><</link>> <<case "sewersruins">> - <<link [[Next|Sewers Ruins]]>><</link>> + <<link [[Next|Sewers Ruins]]>><<endevent>><</link>> <<case "sewersshrooms">> - <<link [[Next|Sewers Shrooms]]>><</link>> + <<link [[Next|Sewers Shrooms]]>><<endevent>><</link>> <<case "sewersrubble">> - <<link [[Next|Sewers Rubble]]>><</link>> + <<link [[Next|Sewers Rubble]]>><<endevent>><</link>> <<case "sewershole">> - <<link [[Next|Sewers Hole]]>><</link>> + <<link [[Next|Sewers Hole]]>><<endevent>><</link>> <<case "sewersscrap">> - <<link [[Next|Sewers Scrap]]>><</link>> + <<link [[Next|Sewers Scrap]]>><<endevent>><</link>> <<case "sewersmud">> - <<link [[Next|Sewers Mud]]>><</link>> + <<link [[Next|Sewers Mud]]>><<endevent>><</link>> <<case "sewerswaterfall">> - <<link [[Next|Sewers Waterfall]]>><</link>> + <<link [[Next|Sewers Waterfall]]>><<endevent>><</link>> <<case "sewerslake">> - <<link [[Next|Sewers Lake]]>><</link>> + <<link [[Next|Sewers Lake]]>><<endevent>><</link>> <</switch>> <br> <</widget>> @@ -377,14 +377,20 @@ <<set $rng to random(1, 100)>> <<if $rng gte 81>><!-- Modified for Beast People --> <<beastNEWinit 1 lizard>> - An enormous <<beasttype>> stalks out of the darkness in front of you! <<if $monster is 1>><<bHe>> licks <<bhis>> lips.<<else>>Its mouth is wide open.<</if>> - <br><br> - <<if $deviancy gte 35 and $voredisable is "f" and $monster isnot 1>> - <<link [[Give it a taste|Sewers Lizard Vore]]>><</link>><<deviant3>> + <<if $monster is 1 or $bestialitydisable is "f">> + An enormous <<beasttype>> stalks out of the darkness in front of you! <<if $monster is 1>><<bHe>> licks <<bhis>> lips.<<else>>Its mouth is wide open.<</if>> + <br><br> + <<if $deviancy gte 35 and $voredisable is "f" and $monster isnot 1>> + <<link [[Give it a taste|Sewers Lizard Vore]]>><</link>><<deviant3>> + <br> + <</if>> + <<link [[Fight|Sewers Lizard Rape]]>><<set $molestationstart to 1>><</link>> <br> + <<else>> + An enormous <<beasttype>> stalks out of the darkness in front of you! You manage to escape, but not unscathed.<<beastescape>> + <br><br> + <<destinationsewers>> <</if>> - <<link [[Fight|Sewers Lizard Rape]]>><<set $molestationstart to 1>><</link>> - <br> <<elseif $rng gte 71>> You hear a click as your feet sink into the ground. A metal shackle clamps round your ankle. The sound echoes down the tunnel. A chain ties it to the ground. <<gstress>><<stress 6>> diff --git a/game/overworld-underground/loc-underground/events.twee b/game/overworld-underground/loc-underground/events.twee index 1f394c8b25a4af3f2c718d84673eb77e440c067d..5de3c19707078f67d6b8401f7a95eeaada01fe57 100644 --- a/game/overworld-underground/loc-underground/events.twee +++ b/game/overworld-underground/loc-underground/events.twee @@ -272,23 +272,21 @@ Though afraid, you refuse their demand. The crowd starts booing. A <<generate1>><<person1>><<person>> runs on stage. "Please accept our apologies," <<he>> says, picking up your leash. -<<if $rng gte 51>><!-- Modified for Beast People --> <<endevent>> <<beastNEWinit 1 pig>> -"Instead of our scheduled show, we have a special treat for you." A metal shutter opens behind you, revealing a gigantic <<beasttype>>. -<br><br> - -<<link [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</link>> -<br> +<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People --> + "Instead of our scheduled show, we have a special treat for you." A metal shutter opens behind you, revealing a gigantic <<beasttype>>. + <br><br> + <<link [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</link>> + <br> <<else>> + <<endevent>> + "Instead of our scheduled show, we invite you to watch our punishment of this insolent <<bitch>>." + <br><br> -"Instead of our scheduled show, we invite you to watch our punishment of this insolent <<bitch>>." -<br><br> - -<<link [[Next|Underground Stage Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> -<br> - + <<link [[Next|Underground Stage Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> + <br> <</if>> :: Underground Stage Pig @@ -541,21 +539,21 @@ You are led off the stage and back to your cell. :: Underground Stage Intro <<set $outside to 0>><<set $location to "underground">><<effects>> -<<if $rng gte 51>><!-- Modified for Beast People --> <<beastNEWinit 1 pig>> -You are led once more to the stage, where the crowd awaits. <<covered>> Once there, a metal shutter rattles open behind you, and a gigantic <<beasttype>> steps out. The audience cheers it on. -<br><br> +<<if $rng gte 51 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People --> + You are led once more to the stage, where the crowd awaits. <<covered>> Once there, a metal shutter rattles open behind you, and a gigantic <<beasttype>> steps out. The audience cheers it on. + <br><br> -<<link [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</link>> -<br> + <<link [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</link>> + <br> <<else>> + <<endevent>> + You are led once more to the stage, where the crowd awaits. <<covered>> There's a <<generate1>><<person1>><<person>> already waiting for you. <<He>> takes hold of you leash and pulls you closer while looking at the audience. "What shall I do with <<phim>> my friends?" + <br><br> -You are led once more to the stage, where the crowd awaits. <<covered>> There's a <<generate1>><<person1>><<person>> already waiting for you. <<He>> takes hold of you leash and pulls you closer while looking at the audience. "What shall I do with <<phim>> my friends?" -<br><br> - -<<link [[Next|Underground Stage Molestation]]>><<set $molestationstart to 1>><</link>> -<br> + <<link [[Next|Underground Stage Molestation]]>><<set $molestationstart to 1>><</link>> + <br> <</if>> diff --git a/game/overworld-underground/loc-underground/main.twee b/game/overworld-underground/loc-underground/main.twee index ada3dbf6eade289be9f09a7139381e85fe84733c..670ff62d407407a62c81b22f8b1aba42c05113b2 100644 --- a/game/overworld-underground/loc-underground/main.twee +++ b/game/overworld-underground/loc-underground/main.twee @@ -93,7 +93,7 @@ You are in an underground cell. You can't see a thing but can tell that the wall <br><br> <<link [[Next|Underground Cell]]>><</link>> <br> -<<elseif $undergroundtime is 2 and $bodywritingdisable is "f">> +<<elseif $undergroundtime is 2 and $bodywritingLvl gte 3>> Dim pink-hued lights turn on, bathing the room in light. Before your eyes can adjust, one of the doors opens and a number of people enter. You think there are four of them.<<generate1>><<generate2>><<generate3>><<generate4>><<person1>> They grab your arms and legs, and force you onto your back. <br><br> diff --git a/game/special-exhibition/main.twee b/game/special-exhibition/main.twee index d358e5995faa51329d30478f22bb66b5df21745d..7fcb8db71fc4d0b0cb1c8b26a3b24e7083d03534 100644 --- a/game/special-exhibition/main.twee +++ b/game/special-exhibition/main.twee @@ -1975,19 +1975,19 @@ The <<person1>><<person>> and <<person2>><<person>> stop when they reach the top <<beastNEWinit 1 dog>> You hear a rapid patter of footsteps. A <<beasttype>> runs through the crowd, locked onto the cream covering your body. <<bHis>> owner runs behind it, straining to pull <<bhim>> back. <br><br> - + <<if $monster is 1 or $bestialitydisable is "f">> <!-- Modified for Beast People --> <<link [[Soothe|Cream Ex Naked Walk Soothe]]>><</link>><<tendingdifficulty 1 1000>> <br> <<link [[Run|Cream Ex Naked Walk Run]]>><</link>> <br> - <!-- + <<else>> You're forced into a run to avoid getting licked. The owner manages to get the dog under control, but the activity loosened the cream. <<cream_damage 15>> <br><br> - + <<endevent>> <<cream_walk>> - --> + <</if>> <<elseif $rng is 6>> <<generate1>><<generate2>><<generate3>> You pass by a popular shop. A queue of people trail down the road, and each turns to observe you. A <<person1>><<person>> and <<his>> friends seem particularly keen. Your face becomes even more flushed. @@ -2168,31 +2168,30 @@ The crowd surrounds you, too thick to pass through. More and more people arrive "I'm telling you, perverts are getting bolder." <br><br> +<<beastNEWinit 1 dog>> <<if $exposed gte 2>> - <<if random(1, 2) is 2>><!-- Modified for Beast People --> - <<beastNEWinit 1 dog>> - - A <<beasttype>> emerges from the crowd, running right at you. <<bHe>> pounces, knocking you to the ground and licking you for what little cream remains. More <<beasttype>>s appear, drawn by the smell. - <br><br> - You writhe as the <<beasttype>>s lick you all over. You could try to stand, but doing so would put you in a mating posture. The crowd watches, not sure how to respond to the strange sight. - <br><br> + <<if random(1, 2) is 2 and ($monster is 1 or $bestialitydisable is "f")>><!-- Modified for Beast People --> + A <<beasttype>> emerges from the crowd, running right at you. <<bHe>> pounces, knocking you to the ground and licking you for what little cream remains. More <<beasttype>>s appear, drawn by the smell. + <br><br> + You writhe as the <<beasttype>>s lick you all over. You could try to stand, but doing so would put you in a mating posture. The crowd watches, not sure how to respond to the strange sight. + <br><br> - <<link [[Try to stand anyway|Cream Ex Dog Stand]]>><</link>> - <br> - <<link [[Endure|Cream Ex Dog Endure]]>><<arousal 2000>><<stress 6>><<trauma 6>><</link>><<gggarousal>><<gtrauma>><<gstress>> - <br> + <<link [[Try to stand anyway|Cream Ex Dog Stand]]>><</link>> + <br> + <<link [[Endure|Cream Ex Dog Endure]]>><<arousal 2000>><<stress 6>><<trauma 6>><</link>><<gggarousal>><<gtrauma>><<gstress>> + <br> <<else>> + <<endevent>> + <<generate1>><<generate2>><<generate3>><<generate4>> + You crouch, surrounded by leering eyes, until a <<person1>><<person>> steps forward. A cruel smile contorts <<his>> face. Others follow <<his>> example. + <br><br> - <<generate1>><<generate2>><<generate3>><<generate4>> - You crouch, surrounded by leering eyes, until a <<person1>><<person>> steps forward. A cruel smile contorts <<his>> face. Others follow <<his>> example. - <br><br> - - <<link [[Next|Cream Ex Naked Rape]]>><<set $molestationstart to 1>><</link>> - <br> - + <<link [[Next|Cream Ex Naked Rape]]>><<set $molestationstart to 1>><</link>> + <br> <</if>> <<else>> + <<endevent>> <<generate1>><<person1>> You crouch, surrounded by leering eyes, until at last a <<person>> steps forward with a towel. <br><br> diff --git a/game/special-templates/main.twee b/game/special-templates/main.twee index 005a4701a8bb1ea37a987adfebf37000b058cb1c..f3b757614b529191b0e09d8758983b9589f4fe13 100644 --- a/game/special-templates/main.twee +++ b/game/special-templates/main.twee @@ -3,84 +3,6 @@ <<endcombat>> -/* -<<generate_relaxed_guard 0>> -<<generate_anxious_guard 1>> -<<generate_veteran_guard 2>> -<<generate_methodical_guard 3>> -<<generate_scarred_inmate 4>> -<<generate_tattooed_inmate 5>> -<<endevent>> - <<prison_init>> - <<set $prison_intro to 1>> - -<<set $prison.active_punishments to ["free use","nude","blindfold","topless","leash","underwear","cuffs","bottomless","gag","bindings"]>> -<<neckwear 22>> -<<facewear 6>> -<<feetwear 3>> -<<bind>> - -<<set $prison.time to 3>> - <<link [[Prison End]]>><</link>> - <br> - <<link [[Prison Walkway]]>><</link>> - <br> - <<link [[Prison Spire]]>><</link>> - <br> - <<link [[Prison Start|Police Prison Intro]]>><<generate1>><<person1>><</link>> - <br> - <<link [[Prison Punishment]]>><</link>> - <br> - <<link [[Prison Cell]]>><</link>> - <br> - <<link [[Prison Lunch]]>><<set $prison.protection to "tattooed">><</link>> - <br> - <<link [[Prison Laundry]]>><<set $fightstart to 1>><</link>> - <br> - <<link [[Prison Medical]]>><<endevent>><</link>> - <br> - <<link [[Prison Yard]]>><<endevent>><</link>> - <br> - <<link [[Docks]]>><<endevent>><</link>> - <br> - -<<print $worn.neck.leash>><br> -<<set $crime to 5000>> -<<link [[Hospital Arrest]]>><</link>> -<br> -<<link [[Prison Cell]]>><</link>> -<br> -<<link [[Prison Punishment]]>><</link>> -<br> -/* -<<generate1>><<person1>> -<<saveNPC 0 "prison_intro_officer">> -<<endcombat>> - <<set $prison.relaxed to 0>> - <<set $prison.anxious to 0>> - <<set $prison.veteran to 0>> - <<set $prison.methodical to 0>> - <<set $prison.scarred to 0>> - <<set $prison.tattooed to 0>> - <<set $prison_intro to 0>> -<<clearNPC "relaxed_guard">> -<<clearNPC "anxious_guard">> -<<clearNPC "veteran_guard">> -<<clearNPC "methodical_guard">> -<<clearNPC "scarred_inmate">> -<<clearNPC "tattooed_inmate">> -<<generate_relaxed_guard 0>> -<<generate_anxious_guard 1>> -<<generate_veteran_guard 2>> -<<generate_methodical_guard 3>> -<<generate_scarred_inmate 4>> -<<generate_tattooed_inmate 5>> -<<person1>><<person>> -<<endcombat>> -<<set $prison_intro to 1>> -<<link [[Next|Prison Cell]]>><</link>> -<br> -*/ :: Robin <<set $NPCName[$NPCNameList.indexOf("Robin")].love to 50>> @@ -991,7 +913,7 @@ Text about failing the physique check. :: Monster Selection <!-- Modified for Monster People --> -<<if 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