From f5dd8e07f5a660dd493a7aae8657411306e80a9d Mon Sep 17 00:00:00 2001 From: Purity <purityguydol@gmail.com> Date: Sat, 6 Feb 2021 18:01:48 -0800 Subject: [PATCH] Monster girl/boy conversion Features: - The Black Wolf can now be set to "Always a monster boy or girl". - Renamed some feats. Fixes: - Fix for an NPC breaking free in Avery's hotel date. - Typos. --- game/03-JavaScript/save.js | 2 +- game/04-Variables/presets.twee | 6 +- game/base-combat/beast-generation.twee | 2 +- game/base-combat/beast.twee | 26 +- game/base-combat/ejaculation-wall.twee | 2 +- game/base-combat/end.twee | 2 + game/base-combat/speech.twee | 704 ++++++++++++------ game/base-combat/widgets.twee | 77 +- game/base-debug/debug.twee | 2 +- game/base-system/feats.twee | 14 +- game/base-system/mirror.twee | 20 + game/base-system/named-npcs.twee | 4 +- game/base-system/settings.twee | 16 +- game/base-system/social.twee | 12 +- game/base-system/statistics.twee | 3 + game/base-system/text.twee | 101 ++- game/base-system/time.twee | 3 + game/base-system/traits.twee | 9 +- game/overworld-forest/loc-asylum/events.twee | 11 +- game/overworld-forest/loc-asylum/widgets.twee | 27 +- game/overworld-forest/loc-cabin/hunt.twee | 19 +- game/overworld-forest/loc-forest/events.twee | 251 ++++--- game/overworld-forest/loc-forest/main.twee | 18 +- game/overworld-forest/loc-forest/widgets.twee | 122 +-- game/overworld-forest/loc-lake/events.twee | 30 +- game/overworld-forest/loc-lake/skating.twee | 13 +- game/overworld-forest/loc-lake/widgets.twee | 19 +- .../loc-tentacle-world/main.twee | 12 +- .../overworld-forest/loc-wolfpack/events.twee | 133 ++-- game/overworld-forest/loc-wolfpack/hunts.twee | 208 ++++-- .../loc-wolfpack/introduction.twee | 95 +-- game/overworld-forest/loc-wolfpack/main.twee | 58 +- .../loc-wolfpack/widgets.twee | 132 +++- game/overworld-plains/loc-farm/events.twee | 8 +- game/overworld-plains/loc-farm/main.twee | 12 +- game/overworld-plains/loc-farm/meadow.twee | 6 +- game/overworld-plains/loc-farm/road.twee | 3 +- game/overworld-plains/loc-farm/widgets.twee | 77 +- game/overworld-plains/loc-farm/work.twee | 104 ++- .../overworld-plains/loc-livestock/field.twee | 29 +- .../overworld-plains/loc-livestock/intro.twee | 18 +- game/overworld-plains/loc-livestock/jobs.twee | 27 +- game/overworld-plains/loc-livestock/main.twee | 36 +- .../loc-livestock/widgets.twee | 5 +- game/overworld-plains/loc-riding/main.twee | 34 +- game/overworld-town/loc-alley/events.twee | 32 +- .../overworld-town/loc-alley/residential.twee | 67 +- game/overworld-town/loc-alley/widgets.twee | 13 +- game/overworld-town/loc-beach/events.twee | 39 +- game/overworld-town/loc-beach/main.twee | 2 +- game/overworld-town/loc-beach/widgets.twee | 17 +- game/overworld-town/loc-brothel/main.twee | 7 +- game/overworld-town/loc-brothel/shows.twee | 19 +- game/overworld-town/loc-cafe/main.twee | 19 +- game/overworld-town/loc-compound/main.twee | 36 +- .../overworld-town/loc-danube-homes/meal.twee | 34 +- .../loc-danube-homes/skulduggery.twee | 65 +- .../overworld-town/loc-danube-homes/work.twee | 18 +- .../overworld-town/loc-docks/skulduggery.twee | 18 +- game/overworld-town/loc-docks/widgets.twee | 3 +- game/overworld-town/loc-domus-homes/nude.twee | 2 +- .../loc-domus-homes/skulduggery.twee | 29 +- game/overworld-town/loc-domus-homes/work.twee | 119 ++- game/overworld-town/loc-home/main.twee | 21 +- .../loc-hospital/abduction.twee | 65 +- game/overworld-town/loc-hospital/main.twee | 12 +- .../loc-hospital/parasite-removal.twee | 5 +- game/overworld-town/loc-landfill/events.twee | 6 +- game/overworld-town/loc-landfill/widgets.twee | 23 +- game/overworld-town/loc-park/main.twee | 31 +- game/overworld-town/loc-police/pillory.twee | 12 +- .../loc-school/classes/english-events.twee | 29 +- .../loc-school/classes/history-events.twee | 2 +- .../loc-school/classes/swimming.twee | 42 +- game/overworld-town/loc-school/main.twee | 5 +- game/overworld-town/loc-school/toilets.twee | 12 +- .../loc-school/widgets-events.twee | 27 +- game/overworld-town/loc-school/widgets.twee | 13 +- game/overworld-town/loc-sea/events.twee | 32 +- game/overworld-town/loc-sea/widgets.twee | 9 +- .../loc-street/bondage-events.twee | 76 +- .../loc-street/bondage-widgets.twee | 111 +-- game/overworld-town/loc-street/events.twee | 117 ++- game/overworld-town/loc-street/oxford.twee | 2 +- game/overworld-town/loc-street/widgets.twee | 27 +- .../overworld-town/loc-strip club/events.twee | 4 +- game/overworld-town/loc-temple/garden.twee | 54 +- game/overworld-town/special-avery/main.twee | 4 +- game/overworld-town/special-doren/main.twee | 2 +- .../overworld-town/special-leighton/main.twee | 27 +- game/overworld-town/special-whitney/main.twee | 19 +- .../loc-sewers/main.twee | 46 +- .../loc-sewers/old-sewers-events.twee | 5 +- .../loc-sewers/widgets.twee | 7 +- .../loc-underground/events.twee | 28 +- game/special-exhibition/main.twee | 76 +- game/special-masturbation/main.twee | 5 +- game/special-templates/main.twee | 4 +- .../active/legs/anklesocks/feetjobacc.png | Bin 0 -> 1665 bytes .../doggy/active/legs/anklesocks/restacc.png | Bin 0 -> 1665 bytes 100 files changed, 2388 insertions(+), 1623 deletions(-) create mode 100644 img/sex/doggy/active/legs/anklesocks/feetjobacc.png create mode 100644 img/sex/doggy/active/legs/anklesocks/restacc.png diff --git a/game/03-JavaScript/save.js b/game/03-JavaScript/save.js index 8b18100e7c..79f4885d73 100644 --- a/game/03-JavaScript/save.js +++ b/game/03-JavaScript/save.js @@ -475,7 +475,7 @@ window.settingsObjects = function (type) { beastmalechance: { min: 0, max: 100, decimals: 0 }, monsterchance: { min: 0, max: 100, decimals: 0 }, monsterhallucinations: { boolLetter: true }, - blackwolfmonster: { min: 0, max: 1, decimals: 0 }, + blackwolfmonster: { min: 0, max: 2, decimals: 0 }, bestialitydisable: { boolLetter: true }, swarmdisable: { boolLetter: true }, slimedisable: { boolLetter: true }, diff --git a/game/04-Variables/presets.twee b/game/04-Variables/presets.twee index 0019a15390..13bddac770 100644 --- a/game/04-Variables/presets.twee +++ b/game/04-Variables/presets.twee @@ -9,7 +9,7 @@ <<case "lollipopScythe">> <<set _preset to '{"general":{"map":{"movement":true,"top":true,"markers":true},"skinColor":{"tanImgEnabled":"t","tanningEnabled":true},"malechance":75,"dgchance":25,"cbchance":0,"malevictimchance":90,"homochance":75,"breast_mod":0,"penis_mod":2,"whitechance":90,"blackchance":10,"straponchance":25,"alluremod":1,"beastmalechance":100,"monsterchance":0,"monsterhallucinations":"t","blackwolfmonster":0,"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","transformdisable":"f","hirsutedisable":"t","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","spiderdisable":"f","bodywritingdisable":"f","breastsizemax":12,"bottomsizemax":8,"penissizemax":4,"penissizemin":-1,"images":1,"sidebarAnimations":true,"combatAnimations":true,"silhouettedisable":"f","numberify_enabled":1,"timestyle":"military","tipdisable":"t","debugdisable":"f","cheatdisable":"t","showCaptionText":true,"confirmSave":false,"confirmLoad":false,"confirmDelete":true,"newWardrobeStyle":true,"imgLighten":"","sidebarStats":"Disabled","sidebarTime":"Disabled","combatControls":"radio","reducedLineHeight":true},"npc":{"Avery":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Bailey":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Briar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Charlie":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Darryl":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Doren":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Eden":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Gwylan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":5},"Harper":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Jordan":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Kylar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Landry":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Leighton":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Mason":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Morgan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":5},"River":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Robin":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Sam":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Sirris":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Whitney":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Winter":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Black Wolf":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Niki":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Quinn":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0},"Remy":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Alex":{"pronoun":"m","gender":"m","penissize":4,"breastsize":0}},"starting":{"player":{"gender":"h","gender_body":"f","ballsExist":true,"freckles":false},"skinColor":{"natural":"light","range":40},"bodysize":0,"penissize":0,"breastsize":4,"bottomsize":0,"breastsensitivity":5,"genitalsensitivity":5,"eyeselect":"pink","hairselect":"platinumblond","hairlength":400,"awareselect":"innocent","background":"beautiful","gamemode":"hard"}}'>> <<case "purityGuy">> - <<set _preset to '{"general":{"map":{"movement":true,"top":false,"markers":true},"skinColor":{"tanImgEnabled":"t","tanningEnabled":true},"malechance":50,"dgchance":0,"cbchance":0,"malevictimchance":10,"homochance":10,"breast_mod":0,"penis_mod":0,"whitechance":100,"blackchance":0,"straponchance":0,"alluremod":1.2,"beastmalechance":50,"monsterchance":100,"monsterhallucinations":"f","blackwolfmonster":1,"bestialitydisable":"f","swarmdisable":"t","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","transformdisable":"f","hirsutedisable":"t","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","spiderdisable":"f","bodywritingdisable":"f","breastsizemax":6,"bottomsizemax":4,"penissizemax":4,"penissizemin":-1,"images":1,"sidebarAnimations":true,"combatAnimations":true,"silhouettedisable":"f","numberify_enabled":1,"timestyle":"ampm","tipdisable":"f","debugdisable":"f","cheatdisable":"t","showCaptionText":true,"confirmSave":true,"confirmLoad":true,"confirmDelete":true,"newWardrobeStyle":true,"imgLighten":"","sidebarStats":"All","sidebarTime":"top","combatControls":"radio","reducedLineHeight":false},"npc":{"Avery":{"pronoun":"f","gender":"f","penissize":1,"breastsize":4},"Bailey":{"pronoun":"m","gender":"m","penissize":3,"breastsize":2},"Briar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Charlie":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Darryl":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Doren":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Eden":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Gwylan":{"pronoun":"f","gender":"f","penissize":1,"breastsize":0},"Harper":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Jordan":{"pronoun":"f","gender":"f","penissize":3,"breastsize":5},"Kylar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Landry":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Leighton":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Mason":{"pronoun":"f","gender":"f","penissize":3,"breastsize":2},"Morgan":{"pronoun":"f","gender":"f","penissize":3,"breastsize":3},"River":{"pronoun":"f","gender":"f","penissize":3,"breastsize":0},"Robin":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Sam":{"pronoun":"f","gender":"f","penissize":1,"breastsize":3},"Sirris":{"pronoun":"f","gender":"f","penissize":3,"breastsize":0},"Whitney":{"pronoun":"f","gender":"f","penissize":4,"breastsize":0},"Winter":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Black Wolf":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Niki":{"pronoun":"f","gender":"f","penissize":3,"breastsize":2},"Quinn":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Remy":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Alex":{"pronoun":"f","gender":"f","penissize":1,"breastsize":0}},"starting":{"player":{"gender":"f","gender_body":"f","ballsExist":false,"freckles":false},"skinColor":{"natural":"light","range":0},"bodysize":2,"penissize":1,"breastsize":3,"bottomsize":1,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"amber","hairselect":"blond","hairlength":400,"awareselect":"innocent","background":"beautiful","gamemode":"normal"}}'>> + <<set _preset to '{"general":{"map":{"movement":true,"top":false,"markers":true},"skinColor":{"tanImgEnabled":"t","tanningEnabled":true},"malechance":50,"dgchance":0,"cbchance":0,"malevictimchance":10,"homochance":10,"breast_mod":0,"penis_mod":0,"whitechance":100,"blackchance":0,"straponchance":0,"alluremod":1.2,"beastmalechance":50,"monsterchance":100,"monsterhallucinations":"f","blackwolfmonster":2,"bestialitydisable":"f","swarmdisable":"t","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","transformdisable":"f","hirsutedisable":"t","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"t","spiderdisable":"f","bodywritingdisable":"f","breastsizemax":6,"bottomsizemax":4,"penissizemax":4,"penissizemin":-1,"images":1,"sidebarAnimations":true,"combatAnimations":true,"silhouettedisable":"f","numberify_enabled":1,"timestyle":"ampm","tipdisable":"f","debugdisable":"f","cheatdisable":"t","showCaptionText":true,"confirmSave":true,"confirmLoad":true,"confirmDelete":true,"newWardrobeStyle":true,"imgLighten":"","sidebarStats":"All","sidebarTime":"top","combatControls":"radio","reducedLineHeight":false},"npc":{"Avery":{"pronoun":"f","gender":"f","penissize":1,"breastsize":4},"Bailey":{"pronoun":"m","gender":"m","penissize":3,"breastsize":2},"Briar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Charlie":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Darryl":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Doren":{"pronoun":"m","gender":"m","penissize":1,"breastsize":0},"Eden":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Gwylan":{"pronoun":"f","gender":"f","penissize":1,"breastsize":0},"Harper":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Jordan":{"pronoun":"f","gender":"f","penissize":3,"breastsize":5},"Kylar":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Landry":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Leighton":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Mason":{"pronoun":"f","gender":"f","penissize":3,"breastsize":2},"Morgan":{"pronoun":"f","gender":"f","penissize":3,"breastsize":3},"River":{"pronoun":"f","gender":"f","penissize":3,"breastsize":0},"Robin":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Sam":{"pronoun":"f","gender":"f","penissize":1,"breastsize":3},"Sirris":{"pronoun":"f","gender":"f","penissize":3,"breastsize":0},"Whitney":{"pronoun":"f","gender":"f","penissize":4,"breastsize":0},"Winter":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Black Wolf":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Niki":{"pronoun":"f","gender":"f","penissize":3,"breastsize":2},"Quinn":{"pronoun":"m","gender":"m","penissize":3,"breastsize":0},"Remy":{"pronoun":"m","gender":"m","penissize":2,"breastsize":0},"Alex":{"pronoun":"f","gender":"f","penissize":1,"breastsize":0}},"starting":{"player":{"gender":"f","gender_body":"f","ballsExist":false,"freckles":false},"skinColor":{"natural":"light","range":0},"bodysize":2,"penissize":1,"breastsize":3,"bottomsize":1,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"amber","hairselect":"blond","hairlength":400,"awareselect":"innocent","background":"beautiful","gamemode":"normal"}}'>> <<case "fangi">> <<set _preset to '{"general":{"map":{"movement":true,"top":false,"markers":false},"skinColor":{"tanImgEnabled":"t","tanningEnabled":true},"malechance":0,"dgchance":0,"cbchance":0,"malevictimchance":1,"homochance":75,"breast_mod":0,"penis_mod":0,"whitechance":90,"blackchance":10,"straponchance":0,"alluremod":1,"beastmalechance":0,"monsterchance":100,"monsterhallucinations":"f","blackwolfmonster":1,"bestialitydisable":"f","swarmdisable":"f","slimedisable":"f","voredisable":"f","tentacledisable":"f","analdisable":"f","transformdisable":"f","hirsutedisable":"f","breastfeedingdisable":"f","analpregdisable":"f","watersportsdisable":"f","spiderdisable":"f","bodywritingdisable":"f","breastsizemax":12,"bottomsizemax":8,"penissizemax":4,"penissizemin":-1,"images":1,"sidebarAnimations":true,"combatAnimations":true,"silhouettedisable":"f","numberify_enabled":1,"timestyle":"military","tipdisable":"f","debugdisable":"f","cheatdisable":"f","showCaptionText":true,"confirmSave":false,"confirmLoad":false,"confirmDelete":true,"newWardrobeStyle":false,"imgLighten":"","sidebarStats":"Disabled","sidebarTime":"Disabled","combatControls":"radio","reducedLineHeight":false},"npc":{"Avery":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Bailey":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Briar":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Charlie":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Darryl":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Doren":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Eden":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Gwylan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Harper":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Jordan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Kylar":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Landry":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Leighton":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Mason":{"pronoun":"f","gender":"f","penissize":0,"breastsize":2},"Morgan":{"pronoun":"f","gender":"f","penissize":0,"breastsize":5},"River":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Robin":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1},"Sam":{"pronoun":"f","gender":"f","penissize":0,"breastsize":4},"Sirris":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Whitney":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Winter":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Black Wolf":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Niki":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Quinn":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Remy":{"pronoun":"f","gender":"f","penissize":0,"breastsize":3},"Alex":{"pronoun":"f","gender":"f","penissize":0,"breastsize":1}},"starting":{"player":{"gender":"f","gender_body":"f","ballsExist":false,"freckles":false},"skinColor":{"natural":"light","range":0},"bodysize":3,"penissize":1,"breastsize":3,"bottomsize":0,"breastsensitivity":1,"genitalsensitivity":1,"eyeselect":"purple","hairselect":"red","hairlength":200,"awareselect":"innocent","background":"waif","gamemode":"normal"}}'>> <<case "femaleWaif">> @@ -49,7 +49,7 @@ <<case "monstersNone">> <<set _preset to '{"general":{"monsterchance":0,"monsterhallucinations":"t","blackwolfmonster":0,"bestialitydisable":"f"}}'>> <<case "monstersAll">> - <<set _preset to '{"general":{"monsterchance":100,"monsterhallucinations":"f","blackwolfmonster":0,"bestialitydisable":"f"}}'>> + <<set _preset to '{"general":{"monsterchance":100,"monsterhallucinations":"f","blackwolfmonster":2,"bestialitydisable":"f"}}'>> <<case "gameNormal">> <<set _preset to '{"general":{"alluremod":1,"cheatdisable":"t"},"starting":{"gamemode":"normal"}}'>> <<case "gameSoft">> @@ -92,7 +92,7 @@ <<widget "presetConfirmDetails">><<nobr>> <<set _presetObject to JSON.parse(_preset)>> -Change the below settings | +<span class="green">Change the below settings?</span> | <<link Yes>><<run importSettings(_preset, "function")>><<displaySettings "quickStart">><<if StartConfig.enableImages is true and $passage is "Start">><<startingPlayerImageUpdate>><<removeclass #startingPlayerImage "hidden">><</if>><</link>> | <<link No>><<displaySettings "quickStart">><</link>> <br><br> diff --git a/game/base-combat/beast-generation.twee b/game/base-combat/beast-generation.twee index b845afe6f1..bf696b1cd5 100644 --- a/game/base-combat/beast-generation.twee +++ b/game/base-combat/beast-generation.twee @@ -114,7 +114,7 @@ <!-- Set hallucination creatures to always be monsters. Shadow types could be .monster = "shadow" --> <<if $NPCList[_n].type is "creature">> <<set $NPCList[_n].monster to "monster">> -<<elseif $monsterchance gte $rng and $hallucinations gte 1 or $monsterchance gte $rng and $monsterhallucinations is "f" or _beast_monster is "monster">> +<<elseif ($monsterchance gte $rng and $hallucinations gte 1) or ($monsterchance gte $rng and $monsterhallucinations is "f") or (_beast_monster is "monster") or ($bestialitydisable is "t")>> <<set $NPCList[_n].monster to "monster">> <<if $NPCList[_n].type is "horse">> <<set $NPCList[_n].type to "centaur">> diff --git a/game/base-combat/beast.twee b/game/base-combat/beast.twee index 73016c9f0e..89a4d8ab42 100644 --- a/game/base-combat/beast.twee +++ b/game/base-combat/beast.twee @@ -1502,15 +1502,17 @@ <</if>> <<set _bstindex to ($enemyno -2)>> +<<set _next_beast to $combatTrain.total_length - $combatTrain.length + 1>> +<<set _next_next_beast to $combatTrain.total_length - $combatTrain.length + 2>> <<if $combatTrain.length is 1>> - <br> - A <<print $combatTrain.beastTypes[0]>> awaits its turn. + <br> + A <<print $combatTrain.beastTypes[_next_beast]>> awaits <<bhisnext>> turn. <<elseif $combatTrain.length is 2>> - <br> - A <<print $combatTrain.beastTypes[0]>> awaits its turn next, along with one other <<print $combatTrain.beastTypes[1]>>. + <br> + A <<print $combatTrain.beastTypes[_next_beast]>> awaits <<bhisnext>> turn next, along with one other <<print $combatTrain.beastTypes[_next_next_beast]>>. <<elseif $combatTrain.length gte 3>> - <br> - A <<print $combatTrain.beastTypes[0]>> awaits its turn next, along with <<print $combatTrain.length-1>> other beasts. + <br> + A <<print $combatTrain.beastTypes[_next_beast]>> awaits <<bhisnext>> turn next, along with <<print $combatTrain.length-1>> other <<if $bestialitydisable is "f">>beasts<<else>>monsters<</if>>. <</if>> <<manend>> </div> @@ -1825,4 +1827,16 @@ <br>Air: <<oxygencaption>> <</if>> +<</nobr>><</widget>> + +<<widget "bhisnext">><<nobr>> +<<if $combatTrain.monsters[_next_beast] is "monster">> + <<if $combatTrain.pronouns[_next_beast] is "m">> + <<print "his">> + <<else>> + <<print "her">> + <</if>> +<<else>> + <<print "its">> +<</if>> <</nobr>><</widget>> \ No newline at end of file diff --git a/game/base-combat/ejaculation-wall.twee b/game/base-combat/ejaculation-wall.twee index 6f7d30bc7b..491148eb5a 100644 --- a/game/base-combat/ejaculation-wall.twee +++ b/game/base-combat/ejaculation-wall.twee @@ -280,7 +280,7 @@ <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<set $vaginasemen += 1>> <<case 4 5 6>> - <<He>> quiets and grabs your hips, pounding <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as you jerks in the restraints. + <<He>> quiets and grabs your hips, pounding <<his>> $NPCList[_nn].penisdesc into you as <<he>> cums. Semen fills your <<pussy>> as you jerk in the restraints. <br><br> <<vaginalejacstat>><<ejacstat>><<set $hygiene += 500>><<set $vaginasemen += 1>> <<case 7>> diff --git a/game/base-combat/end.twee b/game/base-combat/end.twee index c832116b63..003baa67ec 100644 --- a/game/base-combat/end.twee +++ b/game/base-combat/end.twee @@ -480,6 +480,8 @@ <<set $orgasmcurrent to 0>> +<<set $beastname to "none">> + <<set $action_unclad_outfit to 0>> <<set $action_unclad_upper to 0>> <<set $action_unclad_lower to 0>> diff --git a/game/base-combat/speech.twee b/game/base-combat/speech.twee index 70e00aebc0..ecb68f579c 100644 --- a/game/base-combat/speech.twee +++ b/game/base-combat/speech.twee @@ -3102,140 +3102,284 @@ <<if $player.gender_appearance is "f">> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> - <<if $npcspeechcycle is 0>> - "I can't wait to mark you with my seed." - <<elseif $npcspeechcycle is 1>> - "I'm gonna fill you up so everyone knows who owns you." - <<elseif $npcspeechcycle is 2>> - "You won't be so insolent once I've put a litter in you." - <<elseif $npcspeechcycle is 3>> - "It's no fun without a struggle." - <<elseif $npcspeechcycle is 4>> - "You'd best be nice, or I'll share you with my siblings." - <<elseif $npcspeechcycle is 5>> - "Your womb is mine." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "Mark you with scent. As mine." + <<elseif $npcspeechcycle is 1>> + "All will know scent. Show to pack as prize." + <<elseif $npcspeechcycle is 2>> + "Litter inside you should make you quiet soon." + <<elseif $npcspeechcycle is 3>> + "No struggle, work hard for prey." + <<elseif $npcspeechcycle is 4>> + "Share with pack if keep squirming!" + <<elseif $npcspeechcycle is 5>> + "Prey is mine." + <<else>> + "Submit! Submit!" + <</if>> <<else>> - "My cock will show you your place." + <<if $npcspeechcycle is 0>> + "I can't wait to mark you with my seed." + <<elseif $npcspeechcycle is 1>> + "I'm gonna fill you up so everyone knows who owns you." + <<elseif $npcspeechcycle is 2>> + "You won't be so insolent once I've put a litter in you." + <<elseif $npcspeechcycle is 3>> + "It's no fun without a struggle." + <<elseif $npcspeechcycle is 4>> + "You'd best be nice, or I'll share you with my siblings." + <<elseif $npcspeechcycle is 5>> + "Your womb is mine." + <<else>> + "My cock will show you your place." + <</if>> <</if>> <<else>> - <<if $npcspeechcycle is 0>> - "I'm gonna show you who's boss." - <<elseif $npcspeechcycle is 1>> - "Stop squirming." - <<elseif $npcspeechcycle is 2>> - "You're lucky I don't eat you." - <<elseif $npcspeechcycle is 3>> - "You should feel honoured I want to mate." - <<elseif $npcspeechcycle is 4>> - "Don't make me hurt you." - <<elseif $npcspeechcycle is 5>> - "You smell good enough to eat." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "I show prey who the alpha is." + <<elseif $npcspeechcycle is 1>> + "Squirm less. Submit!" + <<elseif $npcspeechcycle is 2>> + "Prey should be lucky. Prefer to eat." + <<elseif $npcspeechcycle is 3>> + "Be proud. Mate, not eat. Best of pack." + <<elseif $npcspeechcycle is 4>> + "Stay still, else I attack." + <<elseif $npcspeechcycle is 5>> + "Smell good. Eat later." + <<else>> + "Strong offspring from you, as pack mother." + <</if>> <<else>> - "You'll have strong babies." + <<if $npcspeechcycle is 0>> + "I'm gonna show you who's boss." + <<elseif $npcspeechcycle is 1>> + "Stop squirming." + <<elseif $npcspeechcycle is 2>> + "You're lucky I don't eat you." + <<elseif $npcspeechcycle is 3>> + "You should feel honoured I want to mate." + <<elseif $npcspeechcycle is 4>> + "Don't make me hurt you." + <<elseif $npcspeechcycle is 5>> + "You smell good enough to eat." + <<else>> + "You'll have strong babies." + <</if>> <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> - <<if $npcspeechcycle is 0>> - "Filling you up is gonna feel so good." - <<elseif $npcspeechcycle is 1>> - "I hope you're enjoying this as much as me." - <<elseif $npcspeechcycle is 2>> - "Your scent alone has me in a rut." - <<elseif $npcspeechcycle is 3>> - "My seed will make you smell even better." - <<elseif $npcspeechcycle is 4>> - "I'm lucky to have a mate like you." - <<elseif $npcspeechcycle is 5>> - "It's cruel to arouse me without finishing." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "Filling you with seed will feel good." + <<elseif $npcspeechcycle is 1>> + "Hope you are enjoying this. Much as I do." + <<elseif $npcspeechcycle is 2>> + "Strong scent from you. Has me in a rut." + <<elseif $npcspeechcycle is 3>> + "Marking you with scent will make you smell better." + <<elseif $npcspeechcycle is 4>> + "Happy to find mate. Lucky." + <<elseif $npcspeechcycle is 5>> + "Finish. Cruel to leave me in a rut." + <<else>> + "Strong offspring from you, as pack mother." + <</if>> <<else>> - "You'll have strong babies." + <<if $npcspeechcycle is 0>> + "Filling you up is gonna feel so good." + <<elseif $npcspeechcycle is 1>> + "I hope you're enjoying this as much as me." + <<elseif $npcspeechcycle is 2>> + "Your scent alone has me in a rut." + <<elseif $npcspeechcycle is 3>> + "My seed will make you smell even better." + <<elseif $npcspeechcycle is 4>> + "I'm lucky to have a mate like you." + <<elseif $npcspeechcycle is 5>> + "It's cruel to arouse me without finishing." + <<else>> + "You'll have strong babies." + <</if>> <</if>> <<else>> - <<if $npcspeechcycle is 0>> - "You smell nice." - <<elseif $npcspeechcycle is 1>> - "I'm going to mate with you. I hope that's okay." - <<elseif $npcspeechcycle is 2>> - "You have to breed with me." - <<elseif $npcspeechcycle is 3>> - "I bet you taste nice." - <<elseif $npcspeechcycle is 4>> - "You smell very fertile." - <<elseif $npcspeechcycle is 5>> - "I'll keep you warm." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "You smell nice." + <<elseif $npcspeechcycle is 1>> + "Going to mate with you. Okay to do?" + <<elseif $npcspeechcycle is 2>> + "Breed with me." + <<elseif $npcspeechcycle is 3>> + "Bet prey tastes nice." + <<elseif $npcspeechcycle is 4>> + "Smell fertile. Ready for seed." + <<elseif $npcspeechcycle is 5>> + "Cold out. I keep you warm." + <<else>> + "Ready to fight for your litter. All will see." + <</if>> <<else>> - "I'm ready to father a litter, you'll see." + <<if $npcspeechcycle is 0>> + "You smell nice." + <<elseif $npcspeechcycle is 1>> + "I'm going to mate with you. I hope that's okay." + <<elseif $npcspeechcycle is 2>> + "You have to breed with me." + <<elseif $npcspeechcycle is 3>> + "I bet you taste nice." + <<elseif $npcspeechcycle is 4>> + "You smell very fertile." + <<elseif $npcspeechcycle is 5>> + "I'll keep you warm." + <<else>> + "I'm ready to father a litter, you'll see." + <</if>> <</if>> <</if>> <</if>> <<else>> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> - <<if $npcspeechcycle is 0>> - "I can't wait to mark you with my seed." - <<elseif $npcspeechcycle is 1>> - "I'm gonna fill you up so everyone knows who owns you." - <<elseif $npcspeechcycle is 2>> - "You won't be so insolent once you're full of seed." - <<elseif $npcspeechcycle is 3>> - "It's no fun without a struggle." - <<elseif $npcspeechcycle is 4>> - "You'd best be nice, or I'll share you with my siblings." - <<elseif $npcspeechcycle is 5>> - "I'm in charge." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "Mark you with scent. As mine." + <<elseif $npcspeechcycle is 1>> + "All will know scent. Show to pack as prize." + <<elseif $npcspeechcycle is 2>> + "Seed inside you should make you quiet soon." + <<elseif $npcspeechcycle is 3>> + "No struggle, work hard for prey." + <<elseif $npcspeechcycle is 4>> + "Share with pack if keep squirming!" + <<elseif $npcspeechcycle is 5>> + "I'm in charge. You follow." + <<else>> + "Submit! Submit!" + <</if>> <<else>> - "My cock will show you your place." + <<if $npcspeechcycle is 0>> + "I can't wait to mark you with my seed." + <<elseif $npcspeechcycle is 1>> + "I'm gonna fill you up so everyone knows who owns you." + <<elseif $npcspeechcycle is 2>> + "You won't be so insolent once you're full of seed." + <<elseif $npcspeechcycle is 3>> + "It's no fun without a struggle." + <<elseif $npcspeechcycle is 4>> + "You'd best be nice, or I'll share you with my siblings." + <<elseif $npcspeechcycle is 5>> + "I'm in charge." + <<else>> + "My cock will show you your place." + <</if>> <</if>> <<else>> - <<if $npcspeechcycle is 0>> - "I'm gonna show you who's boss." - <<elseif $npcspeechcycle is 1>> - "Stop squirming." - <<elseif $npcspeechcycle is 2>> - "You're lucky I don't eat you." - <<elseif $npcspeechcycle is 3>> - "You should feel honoured I want to mate." - <<elseif $npcspeechcycle is 4>> - "Don't make me hurt you." - <<elseif $npcspeechcycle is 5>> - "You smell good enough to eat." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "You're no alpha! I show you." + <<elseif $npcspeechcycle is 1>> + "Squirm less. Submit!" + <<elseif $npcspeechcycle is 2>> + "Prey should be lucky. Prefer to eat." + <<elseif $npcspeechcycle is 3>> + "Be proud. Mate, not eat. Best of pack." + <<elseif $npcspeechcycle is 4>> + "Stay still, else I attack." + <<elseif $npcspeechcycle is 5>> + "Smell good. Eat later." + <<else>> + "Strong offspring from you, as pack mother." + <</if>> <<else>> - "My cock is strongest." + <<if $npcspeechcycle is 0>> + "I'm gonna show you who's boss." + <<elseif $npcspeechcycle is 1>> + "Stop squirming." + <<elseif $npcspeechcycle is 2>> + "You're lucky I don't eat you." + <<elseif $npcspeechcycle is 3>> + "You should feel honoured I want to mate." + <<elseif $npcspeechcycle is 4>> + "Don't make me hurt you." + <<elseif $npcspeechcycle is 5>> + "You smell good enough to eat." + <<else>> + "I'm strongest of pack. You're breeding stock." + <</if>> <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> - <<if $npcspeechcycle is 0>> - "Filling you up is gonna feel so good." - <<elseif $npcspeechcycle is 1>> - "I hope you're enjoying this as much as me." - <<elseif $npcspeechcycle is 2>> - "Your scent alone has me in a rut." - <<elseif $npcspeechcycle is 3>> - "My seed will make you smell even better." - <<elseif $npcspeechcycle is 4>> - "I'm lucky to have a mate like you." - <<elseif $npcspeechcycle is 5>> - "It's cruel to arouse me without finishing." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "Filling you with seed will feel good." + <<elseif $npcspeechcycle is 1>> + "Hope you are enjoying this. Much as I do." + <<elseif $npcspeechcycle is 2>> + "Strong scent from you. Has me in a rut." + <<elseif $npcspeechcycle is 3>> + "Marking you with scent will make you smell better." + <<elseif $npcspeechcycle is 4>> + "Happy to find mate. Lucky." + <<elseif $npcspeechcycle is 5>> + "Finish. Cruel to leave me in a rut." + <<else>> + "I impressed you, yes?" + <</if>> <<else>> - "Are you impressed?" + <<if $npcspeechcycle is 0>> + "Filling you up is gonna feel so good." + <<elseif $npcspeechcycle is 1>> + "I hope you're enjoying this as much as me." + <<elseif $npcspeechcycle is 2>> + "Your scent alone has me in a rut." + <<elseif $npcspeechcycle is 3>> + "My seed will make you smell even better." + <<elseif $npcspeechcycle is 4>> + "I'm lucky to have a mate like you." + <<elseif $npcspeechcycle is 5>> + "It's cruel to arouse me without finishing." + <<else>> + "Are you impressed?" + <</if>> <</if>> <<else>> - <<if $npcspeechcycle is 0>> - "You smell nice." - <<elseif $npcspeechcycle is 1>> - "I'm going to mate with you. I hope that's okay." - <<elseif $npcspeechcycle is 2>> - "You have to mate with me." - <<elseif $npcspeechcycle is 3>> - "I bet you taste nice." - <<elseif $npcspeechcycle is 4>> - "You smell very fertile." - <<elseif $npcspeechcycle is 5>> - "I'll keep you warm." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "You smell nice." + <<elseif $npcspeechcycle is 1>> + "Going to mate with you. Okay?" + <<elseif $npcspeechcycle is 2>> + "Breed with me." + <<elseif $npcspeechcycle is 3>> + "Bet prey tastes nice." + <<elseif $npcspeechcycle is 4>> + "Smell fertile. Ready for seed." + <<elseif $npcspeechcycle is 5>> + "Cold out. I keep you warm." + <<else>> + "I am the pack's strongest. All will see." + <</if>> <<else>> - "I'm the strongest, you'll see." + <<if $npcspeechcycle is 0>> + "You smell nice." + <<elseif $npcspeechcycle is 1>> + "I'm going to mate with you. I hope that's okay." + <<elseif $npcspeechcycle is 2>> + "You have to mate with me." + <<elseif $npcspeechcycle is 3>> + "I bet you taste nice." + <<elseif $npcspeechcycle is 4>> + "You smell very fertile." + <<elseif $npcspeechcycle is 5>> + "I'll keep you warm." + <<else>> + "I'm the strongest, you'll see." + <</if>> <</if>> <</if>> <</if>> @@ -3244,140 +3388,284 @@ <<if $player.gender_appearance is "f">> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> - <<if $npcspeechcycle is 0>> - "This is my territory." - <<elseif $npcspeechcycle is 1>> - "I'm gonna mark you with my scent so everyone knows who owns you." - <<elseif $npcspeechcycle is 2>> - "I'm gonna show you who's in charge." - <<elseif $npcspeechcycle is 3>> - "It's no fun without a struggle." - <<elseif $npcspeechcycle is 4>> - "You'd best be nice, or I'll share you with my siblings." - <<elseif $npcspeechcycle is 5>> - "I'm the alpha here." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "My territory. Mine." + <<elseif $npcspeechcycle is 1>> + "All will know scent. Show to pack as prize." + <<elseif $npcspeechcycle is 2>> + "Show prey who leads." + <<elseif $npcspeechcycle is 3>> + "No struggle, work hard for prey." + <<elseif $npcspeechcycle is 4>> + "Share with pack if keep squirming!" + <<elseif $npcspeechcycle is 5>> + "I'm in charge. You follow." + <<else>> + "Show prey their place." + <</if>> <<else>> - "I'll show you your place." + <<if $npcspeechcycle is 0>> + "This is my territory." + <<elseif $npcspeechcycle is 1>> + "I'm gonna mark you with my scent so everyone knows who owns you." + <<elseif $npcspeechcycle is 2>> + "I'm gonna show you who's in charge." + <<elseif $npcspeechcycle is 3>> + "It's no fun without a struggle." + <<elseif $npcspeechcycle is 4>> + "You'd best be nice, or I'll share you with my siblings." + <<elseif $npcspeechcycle is 5>> + "I'm the alpha here." + <<else>> + "I'll show you your place." + <</if>> <</if>> <<else>> - <<if $npcspeechcycle is 0>> - "I'm gonna show you who's boss." - <<elseif $npcspeechcycle is 1>> - "Stop squirming." - <<elseif $npcspeechcycle is 2>> - "You're lucky I don't eat you." - <<elseif $npcspeechcycle is 3>> - "You should feel honoured I want to mate." - <<elseif $npcspeechcycle is 4>> - "Don't make me hurt you." - <<elseif $npcspeechcycle is 5>> - "You smell good enough to eat." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "You're no alpha! I show you." + <<elseif $npcspeechcycle is 1>> + "Squirm less. Submit!" + <<elseif $npcspeechcycle is 2>> + "Prey should be lucky. Prefer to eat." + <<elseif $npcspeechcycle is 3>> + "Be proud. Mate, not eat. Best of pack." + <<elseif $npcspeechcycle is 4>> + "Stay still, else I attack." + <<elseif $npcspeechcycle is 5>> + "Smell good. Eat later." + <<else>> + "Strong offspring from you one day. For pack. We can protect them." + <</if>> <<else>> - "You'll have strong babies one day." + <<if $npcspeechcycle is 0>> + "I'm gonna show you who's boss." + <<elseif $npcspeechcycle is 1>> + "Stop squirming." + <<elseif $npcspeechcycle is 2>> + "You're lucky I don't eat you." + <<elseif $npcspeechcycle is 3>> + "You should feel honoured I want to mate." + <<elseif $npcspeechcycle is 4>> + "Don't make me hurt you." + <<elseif $npcspeechcycle is 5>> + "You smell good enough to eat." + <<else>> + "You'll have strong babies one day." + <</if>> <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> - <<if $npcspeechcycle is 0>> - "Playing with you feels so good." - <<elseif $npcspeechcycle is 1>> - "I hope you're enjoying this as much as me." - <<elseif $npcspeechcycle is 2>> - "Your scent alone has me in heat." - <<elseif $npcspeechcycle is 3>> - "My scent will make you smell even better." - <<elseif $npcspeechcycle is 4>> - "I'm lucky to have a mate like you." - <<elseif $npcspeechcycle is 5>> - "It's cruel to arouse me without finishing." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "Play feels good." + <<elseif $npcspeechcycle is 1>> + "Hope you are enjoying this. Much as I do." + <<elseif $npcspeechcycle is 2>> + "Strong scent from you. Has me in heat." + <<elseif $npcspeechcycle is 3>> + "Marking you with scent will make you smell better." + <<elseif $npcspeechcycle is 4>> + "Happy to find mate. Lucky." + <<elseif $npcspeechcycle is 5>> + "Finish. Cruel to leave me in heat." + <<else>> + "Strong offspring from you one day. For pack. We can protect them." + <</if>> <<else>> - "You'll have strong babies one day." + <<if $npcspeechcycle is 0>> + "Playing with you feels so good." + <<elseif $npcspeechcycle is 1>> + "I hope you're enjoying this as much as me." + <<elseif $npcspeechcycle is 2>> + "Your scent alone has me in heat." + <<elseif $npcspeechcycle is 3>> + "My scent will make you smell even better." + <<elseif $npcspeechcycle is 4>> + "I'm lucky to have a mate like you." + <<elseif $npcspeechcycle is 5>> + "It's cruel to arouse me without finishing." + <<else>> + "You'll have strong babies one day." + <</if>> <</if>> <<else>> - <<if $npcspeechcycle is 0>> - "You smell nice." - <<elseif $npcspeechcycle is 1>> - "I'm going to mate with you. I hope that's okay." - <<elseif $npcspeechcycle is 2>> - "You have to mate with me." - <<elseif $npcspeechcycle is 3>> - "I bet you taste nice." - <<elseif $npcspeechcycle is 4>> - "You smell very fertile." - <<elseif $npcspeechcycle is 5>> - "I'll keep you warm." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "You smell nice." + <<elseif $npcspeechcycle is 1>> + "Going to mate with you. Okay?" + <<elseif $npcspeechcycle is 2>> + "Mate with me." + <<elseif $npcspeechcycle is 3>> + "Bet prey tastes nice." + <<elseif $npcspeechcycle is 4>> + "Smell fertile." + <<elseif $npcspeechcycle is 5>> + "Cold out. I keep you warm." + <<else>> + "My mates for me only. Not for you. No taking." + <</if>> <<else>> - "You aren't planning on stealing my mates, I hope." + <<if $npcspeechcycle is 0>> + "You smell nice." + <<elseif $npcspeechcycle is 1>> + "I'm going to mate with you. I hope that's okay." + <<elseif $npcspeechcycle is 2>> + "You have to mate with me." + <<elseif $npcspeechcycle is 3>> + "I bet you taste nice." + <<elseif $npcspeechcycle is 4>> + "You smell very fertile." + <<elseif $npcspeechcycle is 5>> + "I'll keep you warm." + <<else>> + "You aren't planning on stealing my mates, I hope." + <</if>> <</if>> <</if>> <</if>> <<else>> <<if $enemyanger gte 60>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> - <<if $npcspeechcycle is 0>> - "I can't wait to take your seed." - <<elseif $npcspeechcycle is 1>> - "Fill me up so everyone knows who bred me." - <<elseif $npcspeechcycle is 2>> - "You won't be so insolent once I'm carrying your litter." - <<elseif $npcspeechcycle is 3>> - "It's no fun without a struggle." - <<elseif $npcspeechcycle is 4>> - "You'd best be nice, or I'll share you with my siblings." - <<elseif $npcspeechcycle is 5>> - "Your cock is mine." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "Ready. Mark with your scent. Can take it all. Wait no longer" + <<elseif $npcspeechcycle is 1>> + "I belong to you. All will know your scent. Fill me." + <<elseif $npcspeechcycle is 2>> + "Litter inside me should make you quiet soon. I carry for you." + <<elseif $npcspeechcycle is 3>> + "No struggle, work hard for prey." + <<elseif $npcspeechcycle is 4>> + "Share with pack if keep squirming!" + <<elseif $npcspeechcycle is 5>> + "Prey is mine." + <<else>> + "My womb belongs to you. Begging for you." + <</if>> <<else>> - "My womb is desperate for you." + <<if $npcspeechcycle is 0>> + "I can't wait to take your seed." + <<elseif $npcspeechcycle is 1>> + "Fill me up so everyone knows who bred me." + <<elseif $npcspeechcycle is 2>> + "You won't be so insolent once I'm carrying your litter." + <<elseif $npcspeechcycle is 3>> + "It's no fun without a struggle." + <<elseif $npcspeechcycle is 4>> + "You'd best be nice, or I'll share you with my siblings." + <<elseif $npcspeechcycle is 5>> + "Your cock is mine." + <<else>> + "My womb is desperate for you." + <</if>> <</if>> <<else>> - <<if $npcspeechcycle is 0>> - "I'm gonna show you who's boss." - <<elseif $npcspeechcycle is 1>> - "Stop squirming." - <<elseif $npcspeechcycle is 2>> - "You're lucky I don't eat you." - <<elseif $npcspeechcycle is 3>> - "You should feel honoured I want to mate." - <<elseif $npcspeechcycle is 4>> - "Don't make me hurt you." - <<elseif $npcspeechcycle is 5>> - "You smell good enough to eat." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "I show prey who the alpha is." + <<elseif $npcspeechcycle is 1>> + "Squirm less. Submit!" + <<elseif $npcspeechcycle is 2>> + "Prey should be lucky. Prefer to eat." + <<elseif $npcspeechcycle is 3>> + "Be proud. Mate, not eat. Best of pack." + <<elseif $npcspeechcycle is 4>> + "Stay still, else I attack." + <<elseif $npcspeechcycle is 5>> + "Smell good. Eat later." + <<else>> + "Strong offspring from you, as pack father." + <</if>> <<else>> - "You'll father strong babies." + <<if $npcspeechcycle is 0>> + "I'm gonna show you who's boss." + <<elseif $npcspeechcycle is 1>> + "Stop squirming." + <<elseif $npcspeechcycle is 2>> + "You're lucky I don't eat you." + <<elseif $npcspeechcycle is 3>> + "You should feel honoured I want to mate." + <<elseif $npcspeechcycle is 4>> + "Don't make me hurt you." + <<elseif $npcspeechcycle is 5>> + "You smell good enough to eat." + <<else>> + "You'll father strong babies." + <</if>> <</if>> <</if>> <<else>> <<if $enemyarousal gte ($enemyarousalmax / 2)>> - <<if $npcspeechcycle is 0>> - "Being filled is gonna feel so good." - <<elseif $npcspeechcycle is 1>> - "I hope you're enjoying this as much as me." - <<elseif $npcspeechcycle is 2>> - "Your scent alone has me in heat." - <<elseif $npcspeechcycle is 3>> - "Mark me with your seed and scent." - <<elseif $npcspeechcycle is 4>> - "I'm lucky to have a mate like you." - <<elseif $npcspeechcycle is 5>> - "It's cruel to leave me in heat." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "Put seed in me. Please." + <<elseif $npcspeechcycle is 1>> + "Hope you are enjoying this. Much as I do." + <<elseif $npcspeechcycle is 2>> + "Strong scent from you. Has me in heat." + <<elseif $npcspeechcycle is 3>> + "Mark me as yours. Yours alone. My own special mate." + <<elseif $npcspeechcycle is 4>> + "Happy to find mate. Lucky." + <<elseif $npcspeechcycle is 5>> + "Finish. Cruel to leave me in heat." + <<else>> + "Strong offspring from you, as pack father." + <</if>> <<else>> - "You'll father strong babies." + <<if $npcspeechcycle is 0>> + "Being filled is gonna feel so good." + <<elseif $npcspeechcycle is 1>> + "I hope you're enjoying this as much as me." + <<elseif $npcspeechcycle is 2>> + "Your scent alone has me in heat." + <<elseif $npcspeechcycle is 3>> + "Mark me with your seed and scent." + <<elseif $npcspeechcycle is 4>> + "I'm lucky to have a mate like you." + <<elseif $npcspeechcycle is 5>> + "It's cruel to leave me in heat." + <<else>> + "You'll father strong babies." + <</if>> <</if>> <<else>> - <<if $npcspeechcycle is 0>> - "You smell nice." - <<elseif $npcspeechcycle is 1>> - "I'm going to mate with you. I hope that's okay." - <<elseif $npcspeechcycle is 2>> - "You have to breed with me." - <<elseif $npcspeechcycle is 3>> - "I bet you taste nice." - <<elseif $npcspeechcycle is 4>> - "You smell very fertile." - <<elseif $npcspeechcycle is 5>> - "I'll keep you warm." + <<if $NPCList[_n].type is "wolfgirl" or $NPCList[_n].type is "wolfboy">> + <<if $npcspeechcycle is 0>> + "You smell nice." + <<elseif $npcspeechcycle is 1>> + "Going to mate with you. Okay?" + <<elseif $npcspeechcycle is 2>> + "Mate with me." + <<elseif $npcspeechcycle is 3>> + "Bet prey tastes nice." + <<elseif $npcspeechcycle is 4>> + "Smell fertile." + <<elseif $npcspeechcycle is 5>> + "Cold out. I keep you warm." + <<else>> + "My mates for me only. Not for you. No taking." + <</if>> <<else>> - "I'm ready to be a mother, you'll see." + <<if $npcspeechcycle is 0>> + "You smell nice." + <<elseif $npcspeechcycle is 1>> + "I'm going to mate with you. I hope that's okay." + <<elseif $npcspeechcycle is 2>> + "You have to breed with me." + <<elseif $npcspeechcycle is 3>> + "I bet you taste nice." + <<elseif $npcspeechcycle is 4>> + "You smell very fertile." + <<elseif $npcspeechcycle is 5>> + "I'll keep you warm." + <<else>> + "Ready to mother litter. Yours. All will see." + <</if>> <</if>> <</if>> <</if>> diff --git a/game/base-combat/widgets.twee b/game/base-combat/widgets.twee index 6ea99170a1..1ef4af265b 100644 --- a/game/base-combat/widgets.twee +++ b/game/base-combat/widgets.twee @@ -117,62 +117,43 @@ <</if>> <</nobr>><</widget>> -<<widget "combatTrainAdvance">><<nobr>> +<<widget "combatTrainAdvance">><<nobr>>/*For use after a beast/monster in a train is finished with their turn. Loads next in line into $NPCList[0]. Loads them all back into $NPCList if at the end of the train.*/ +<<clearnpc>> <<if $combatTrain.length gt 0>> - <<set $combatTrain.length-->> - <<if $combatTrain.beastTypes.length gt 0>> - <<run $combatTrain.beastTypes.deleteAt(0)>> - <</if>> - <<if $combatTrain.numberPerTrain.length gt 0>> - <<run $combatTrain.numberPerTrain.deleteAt(0)>> - <</if>> + <<set $combatTrain.length-->> + <<set $combatTrain.active += 1>> + <<loadNPC 0 `"beast_" + $combatTrain.active`>> +<<else>> + <<for _e_n to 0; _e_n lt $combatTrain.total_length + 1; _e_n++>> + <<loadNPC _e_n `"beast_" + _e_n`>> + <<clearNPC `"beast_" + _e_n`>> + <</for>> <</if>> +<<set $active_enemy to 0>> <</nobr>><</widget>> /*Args 0 - Combat Train Length*/ /*Args 1 - Combat Train Beast Types, accepts a string or array, array may be smaller then length to loop*/ /*Args 2 - Combat Train Combatants in train section, accepts a string or array, should be left undefined till combat is setup for multiple beasts*/ -<<widget "beastTrainGenerate">><<nobr>> -<<if $args[0] and $args[1]>> - <<set $combatTrain to { - length: $args[0], - generateInit: 1, - beastTypes: [], - numberPerTrain: [], - }>> - <<if Array.isArray($args[1])>> - <<set $combatTrain.beastTypes to clone($args[1])>> - <<if $combatTrain.beastTypes.length lt $combatTrain.length>> - <<set _loopLength to clone($combatTrain.length - $combatTrain.beastTypes.length)>> - <<set _start to 0>> - <<set _end to clone($combatTrain.beastTypes.length)>> - <<for _i to 0; _i lt _loopLength; _i++>> - <<run $combatTrain.beastTypes.push($combatTrain.beastTypes[_start])>> - <<if _start + 1 lt _end>> - <<set _start++>> - <<else>> - <<set _start to 0>> - <</if>> - <</for>> - <</if>> - <<else>> - <<for _i to 0; _i lt $combatTrain.length; _i++>> - <<run $combatTrain.beastTypes.push(clone($args[1]))>> - <</for>> - <</if>> - <<if $args[2] is undefined>> - <<for _i to 0; _i lt $combatTrain.length; _i++>> - <<run $combatTrain.numberPerTrain.push(1)>> - <</for>> - <<elseif Array.isArray($args[2])>> - <<set $combatTrain.numberPerTrain to clone($args[2])>> - <<else>> - <<for _i to 0; _i lt $combatTrain.length; _i++>> - <<run $combatTrain.numberPerTrain.push(clone($args[2]))>> - <</for>> - <</if>> -<</if>> +<<widget "beastTrainGenerate">><<nobr>>/*Saves all beasts/monsters in $NPCList, then loads the first into slot 0.*/ +<<set _enemyno to $enemyno - 1>> +<<set $combatTrain to { + length: _enemyno, + total_length: _enemyno, + active: 0, + pronouns: [], + monsters: [], + beastTypes: [] +}>> +<<for _e_n to 0; _e_n lt $enemyno; _e_n++>> + <<saveNPC _e_n `"beast_" + _e_n`>> + <<set $combatTrain.beastTypes.push($NPCList[_e_n].type)>> + <<set $combatTrain.pronouns.push($NPCList[_e_n].pronoun)>> + <<set $combatTrain.monsters.push($NPCList[_e_n].monster)>> +<</for>> +<<clearnpc>> +<<loadNPC 0 beast_0>> <</nobr>><</widget>> <<widget "leg_position">><<nobr>> diff --git a/game/base-debug/debug.twee b/game/base-debug/debug.twee index 749f0e6b02..f424cdf2a9 100644 --- a/game/base-debug/debug.twee +++ b/game/base-debug/debug.twee @@ -631,7 +631,7 @@ These still require Fertilise <br> <<link [[Avery Date|Domus Street]]>><<set $averydate to 1>><<set $time to 1200>><</link>> <br> -<<link [[Black Wolf Forced|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</link>> +<<link [[Black Wolf Forced|Forest Wolf Molestation]]>><<beastNNPCinit>><<set $molestationstart to 1>><</link>> <br> <<link [[Police Pillory Start|Police Pillory Start]]>><<set $crime to 5000>><<generate1>><<person1>><</link>> <br> diff --git a/game/base-system/feats.twee b/game/base-system/feats.twee index d4adaadfb0..d11b11373c 100644 --- a/game/base-system/feats.twee +++ b/game/base-system/feats.twee @@ -761,7 +761,7 @@ filter: ["All", "Stats"], }, "May I have this Dance?":{ - title: "May I have this Dance?", + title: "May I Have This Dance?", desc: "No one can resist your moves.", difficulty: 1, series: "", @@ -1000,42 +1000,42 @@ filter: ["All", "Social"], }, "Neko":{ - title: "Neko", + title: "Purrfect", desc: "Purring for attention.", difficulty: 1, series: "", filter: ["All", "Transformation"], }, "Wolf":{ - title: "Wolf", + title: "Howl At The Moon", desc: "Looking to be part of a pack.", difficulty: 1, series: "", filter: ["All", "Transformation"], }, "Cattle":{ - title: "Cattle", + title: "Mess With The Bull...", desc: "Ready for milking.", difficulty: 1, series: "", filter: ["All", "Transformation"], }, "Angel":{ - title: "Angel", + title: "Walk Like An Angel", desc: "Try not to fall.", difficulty: 1, series: "", filter: ["All", "Transformation"], }, "Fallen Angel":{ - title: "Fallen Angel", + title: "Falling, Falling, Falling...", desc: "Cruel defilement.", difficulty: 1, series: "", filter: ["All", "Transformation"], }, "Demon":{ - title: "Demon", + title: "Devilish Looks", desc: "A cause of great lewdity.", difficulty: 1, series: "", diff --git a/game/base-system/mirror.twee b/game/base-system/mirror.twee index 4348b6c716..71e5d62ba7 100644 --- a/game/base-system/mirror.twee +++ b/game/base-system/mirror.twee @@ -521,6 +521,26 @@ Increasing your allure: <span class="teal">Obscure bitch</span> <br> <</if>> +<<else>> + <<if $famebestiality gte 1000>> + <span class="red">Notorious monster fucker</span> + <br> + <<elseif $famebestiality gte 600>> + <span class="pink">Famous monster fucker</span> + <br> + <<elseif $famebestiality gte 400>> + <span class="purple">Recognised monster fucker</span> + <br> + <<elseif $famebestiality gte 200>> + <span class="blue">Known monster fucker</span> + <br> + <<elseif $famebestiality gte 100>> + <span class="lblue">Low-key monster fucker</span> + <br> + <<elseif $famebestiality gte 30>> + <span class="teal">Obscure monster fucker</span> + <br> + <</if>> <</if>> <<if $fameexhibitionism gte 1000>> diff --git a/game/base-system/named-npcs.twee b/game/base-system/named-npcs.twee index caaafefea2..99dfe0b98e 100644 --- a/game/base-system/named-npcs.twee +++ b/game/base-system/named-npcs.twee @@ -438,8 +438,8 @@ Zohar <<set $NPCList[0].vagina to 0>> <<set $NPCList[0].penis to "none">> <</if>> - <<if $blackwolfmonster is 1>> - <<if $monsterchance gte $rng and $hallucinations gte 1 or $monsterchance gte $rng and $monsterhallucinations is "f">> + <<if $blackwolfmonster gte 1 or $bestialitydisable is "t">> + <<if ($monsterchance gte $rng and $hallucinations gte 1) or ($monsterchance gte $rng and $monsterhallucinations is "f") or ($blackwolfmonster is 2) or ($bestialitydisable is "t")>> <<set $NPCList[0].monster to "monster">> <<if $NPCList[0].pronoun is "f">> <<set $NPCList[0].type to $NPCList[0].type + "girl">> diff --git a/game/base-system/settings.twee b/game/base-system/settings.twee index 2428824a15..e24b177b57 100644 --- a/game/base-system/settings.twee +++ b/game/base-system/settings.twee @@ -54,7 +54,7 @@ <<set $saveName to "">> <<set $zoom to 100>> <<set $checkstyle to "words">> -<<set $blackwolfmonster to 0>> +<<set $blackwolfmonster to 1>> <<set $player.ballsExist to false>> <<set $newWardrobeStyle to false>> @@ -631,12 +631,12 @@ <<widget "beastSettings">><<nobr>> <div class="solidBorderContainer"> <br> - <span class="gold">Percentage of beasts attracted to you that are male</span> + <span class="gold">Percentage of beasts or monsters attracted to you that are male</span> <br> <<numberslider "$beastmalechance" $beastmalechance 0 100 1>> <br><br> - <span class="gold">Percentage of beasts that are replaced with monster girls or boys</span> - Requires bestiality to be enabled. + <span class="gold">Percentage of beasts that are replaced with monster girls or boys</span> <br> <<numberslider "$monsterchance" $monsterchance 0 100 1>> <br><br> @@ -646,6 +646,9 @@ <label>Only when hallucinating <<print '<<radiobutton "$monsterhallucinations" "t" ' + ($monsterhallucinations is "t" ? "checked" : "") + '>>'>></label> | <label>At any time <<print '<<radiobutton "$monsterhallucinations" "f" ' + ($monsterhallucinations is "f" ? "checked" : "") + '>>'>></label> <br><br> + + <span class="red">Disabling bestiality will automatically replace all beasts with monster girls or boys, regardless of the above settings.</span> + <br> <span class="gold">Beast Toggles</span> <br><span style="font-size: x-small; margin-left: 5px;"> @@ -654,8 +657,8 @@ <<script>> let val = SugarCube.State.temporary.anyBeastOn ? 't' : 'f'; SugarCube.State.temporary.beastVars.forEach(x => SugarCube.State.variables[x] = val); - SugarCube.Engine.show(); <</script>> + <<displaySubsection "beastSettings">> <</button>> </span><br> <label><div class="settingsToggle"> @@ -727,7 +730,7 @@ </div></label> <label><div class="settingsToggle"> Face style <<textbox "$facestyle" $facestyle>> - <br><span style="font-size: x-small; color: grey;">Modify only if you installed any face styles other than default</span> + <br><span style="font-size: x-small; color: grey;"><span class="red">!!Modify only if you installed any face styles other than default!!</span></span> </div></label> <div style="clear:both;">/*Keep at end of toggles*/</div> <</nobr>><</widget>> @@ -1090,7 +1093,8 @@ Breast size: Beast Type: <br> <label><<print '<<radiobutton "$blackwolfmonster" 0 ' + ($blackwolfmonster is 0 ? "checked" : "") + '>>'>> Always a beast</label> | - <label><<print '<<radiobutton "$blackwolfmonster" 1 ' + ($blackwolfmonster is 1 ? "checked" : "") + '>>'>> Monster girl or boy when requirements met</label> + <label><<print '<<radiobutton "$blackwolfmonster" 1 ' + ($blackwolfmonster is 1 ? "checked" : "") + '>>'>> Monster girl or boy when requirements met</label> | + <label><<print '<<radiobutton "$blackwolfmonster" 2 ' + ($blackwolfmonster is 2 ? "checked" : "") + '>>'>> Always a monster girl or boy</label> <br><br> <</if>> <<if $debug is 1>> diff --git a/game/base-system/social.twee b/game/base-system/social.twee index 9cca2b99a7..7a2d09fe7a 100644 --- a/game/base-system/social.twee +++ b/game/base-system/social.twee @@ -296,7 +296,11 @@ <<set _sexFameConfig = { currentValue: $famesex, preText: 'Sex:', flavorText: 'slut', states: _fameStates }>> <<set _prostitutionFameConfig = { currentValue: $fameprostitution, preText: 'Prostitution:', flavorText: 'whore', states: _fameStates }>> <<set _rapeFameConfig = { currentValue: $famerape, preText: 'Rape:', flavorText: 'fucktoy', states: _fameStates }>> - <<set _beasialityFameConfig = { currentValue: $famebestiality, preText: 'Beasiality:', flavorText: 'bitch', states: _fameStates }>> + <<if $bestialitydisable is "f">> + <<set _bestialityFameConfig = { currentValue: $famebestiality, preText: 'Bestiality:', flavorText: 'bitch', states: _fameStates }>> + <<else>> + <<set _bestialityFameConfig = { currentValue: $famebestiality, preText: 'Monster People:', flavorText: 'monster fucker', states: _fameStates }>> + <</if>> <<set _exhibitionismFameConfig = { currentValue: $fameexhibitionism, preText: 'Exhibitionism:', flavorText: 'flaunter', states: _fameStates }>> <<set _combatFameConfig = { currentValue: $famescrap, preText: 'Combat:', flavorText: 'scrapper', states: _inverseFameStates }>> <<set _kindnessFameConfig = { currentValue: $famegood, preText: 'Kindness:', flavorText: 'do-gooder', states: _inverseFameStates }>> @@ -315,7 +319,7 @@ <<set _sexFameBoxConfig = { description : '<<social-text _sexFameConfig>>' }>> <<set _prostitutionFameBoxConfig = { description : '<<social-text _prostitutionFameConfig>>' }>> <<set _rapeFameBoxConfig = { description : '<<social-text _rapeFameConfig>>' }>> - <<set _beasialityFameBoxConfig = { description : '<<social-text _beasialityFameConfig>>' }>> + <<set _bestialityFameBoxConfig = { description : '<<social-text _bestialityFameConfig>>' }>> <<set _exhibitionismFameBoxConfig = { description : '<<social-text _exhibitionismFameConfig>>' }>> <<set _combatFameBoxConfig = { description : '<<social-text _combatFameConfig>>' }>> <<set _kindnessFameBoxConfig = { description : '<<social-text _kindnessFameConfig>>' }>> @@ -327,9 +331,7 @@ <<social-box-simple _sexFameBoxConfig>> <<social-box-simple _prostitutionFameBoxConfig>> <<social-box-simple _rapeFameBoxConfig>> - <<if $bestialitydisable is 'f'>> - <<social-box-simple _beasialityFameBoxConfig>> - <</if>> + <<social-box-simple _bestialityFameBoxConfig>> <<social-box-simple _exhibitionismFameBoxConfig>> <<social-box-simple _combatFameBoxConfig>> <<social-box-simple _kindnessFameBoxConfig>> diff --git a/game/base-system/statistics.twee b/game/base-system/statistics.twee index 8449d9b3e6..22ca4a6d92 100644 --- a/game/base-system/statistics.twee +++ b/game/base-system/statistics.twee @@ -139,6 +139,9 @@ Knotted: $knot_stat <<if $bestialitydisable is "f">> Raped by animals: $beastrapestat <br> + <<else>> + Raped by monster people: $beastrapestat + <br> <</if>> <<if $tentacledisable is "f">> Raped by tentacle monsters: $tentaclerapestat diff --git a/game/base-system/text.twee b/game/base-system/text.twee index 8ee6407bb5..69f7b04ea9 100644 --- a/game/base-system/text.twee +++ b/game/base-system/text.twee @@ -414,6 +414,49 @@ <</if>> <</silently>>_text_output<</nobr>><</widget>> +<<widget "bHim">><<nobr>><<silently>> +<<if $enemyno gte 0>><<set _na to $enemyno-1>><<else>><<set _na to 0>><</if>> +<<if $NPCList[_na].monster is "monster">> + <<if $NPCList[_na].pronoun is "m">> + <<set _text_output to "Him">> + <<else>> + <<set _text_output to "Her">> + <</if>> +<<else>> + <<set _text_output to "It">> +<</if>> +<</silently>>_text_output<</nobr>><</widget>> + +<<widget "bhim">><<nobr>><<silently>> +<<if $enemyno gte 0>><<set _na to $enemyno-1>><<else>><<set _na to 0>><</if>> +<<if $NPCList[_na].monster is "monster">> + <<if $NPCList[_na].pronoun is "m">> + <<set _text_output to "him">> + <<else>> + <<set _text_output to "her">> + <</if>> +<<else>> + <<set _text_output to "it">> +<</if>> +<</silently>>_text_output<</nobr>><</widget>> + +<<widget "bhimself">><<nobr>><<silently>> +<<if $enemyno gte 0>><<set _na to $enemyno-1>><<else>><<set _na to 0>><</if>> +<<if $NPCList[_na].monster is "monster">> + <<if $NPCList[_na].pronoun is "m">> + <<set _text_output to "himself">> + <<else>> + <<set _text_output to "herself">> + <</if>> +<<else>> + <<set _text_output to "itself">> +<</if>> +<</silently>><<print _text_output>><</nobr>><</widget>> + +<<widget "bHimself">><<nobr>><<silently>> +<<bhimself>><<set _text_output to _text_output.toLocaleUpperFirst()>> +<</silently>><<print _text_output>><</nobr>><</widget>> + <<widget "hes">><<nobr>><<silently>> <<if $pronoun is "m">> <<set _text_output to "he's">> @@ -4631,16 +4674,46 @@ a teacher <</nobr>><</widget>> <<widget "beasttype">><<nobr>><<silently>> -<<if $enemyno gte 1>> - <<set _na to $enemyno-1>> -<<else>> - <<set _na to 0>> -<</if>> +<<set _na to 0>> <<set _text_output to $NPCList[_na].type>> <</silently>><<print _text_output>><</nobr>><</widget>> <<widget "beasttypes">><<nobr>> <<beasttype>>'s<</nobr>><</widget>> +<<widget "beastsplural">><<nobr>><<silently>> +<<if $NPCList[0].type is "wolf" and $monster isnot 1>> + <<set _text_output to "wolves">> +<<elseif $monster isnot 1 or $NPCList[0].type is "centaur">> + <<set _text_output to "<<beasttype>>s">> +<<else>> + <<for _i = 0; _i < $NPCList.length; _i++>> + <<if $NPCList[_i].pronoun is "m">> + <<set _malespresent to true>> + <</if>> + <<if $NPCList[_i].pronoun is "f">> + <<set _femalespresent to true>> + <</if>> + <</for>> + <<if (_malespresent isnot true or _femalespresent isnot true)>> + <<set _text_output to "<<beasttype>>s">> + <<elseif $NPCList[2].pronoun is 0>> + <<print "$NPCList[0].type and $NPCList[1].type">> + <<else>> + <<switch $NPCList[0].type>> + <<case "lizardgirl" "lizardboy">><<set _text_output to "lizardgirls and lizardboys">> + <<case "wolfgirl" "wolfboy">><<set _text_output to "wolfgirls and wolfboys">> + <<case "doggirl" "dogboy">><<set _text_output to "doggirls and dogboys">> + <<case "dolphingirl" "dolphinboy">><<set _text_output to "dolphingirls and dolphinboys">> + <<case "beargirl" "bearboy">><<set _text_output to "beargirls and bearboys">> + <<case "catgirl" "catboy">><<set _text_output to "catgirls and catboys">> + <<case "piggirl" "pigboy">><<set _text_output to "piggirls and pigboys">> + <<case "boargirl" "boarboy">><<set _text_output to "boargirls and boarboys">> + <<default>><<set _text_output to "creatures">> + <</switch>> + <</if>> +<</if>> +<</silently>><<print _text_output>><</nobr>><</widget>> + <<widget "slut">><<nobr>> <<if $player.gender_appearance is "m">> <<set _text_output to "pervert">> @@ -4982,7 +5055,7 @@ a teacher <<widget "monster_passage">><<nobr>> <<if _monster_passage is undefined>> - <<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> <<if $malechance gte 100>> <<set _monster_passage to "m">> <<elseif $malechance lte 0>> @@ -4998,13 +5071,13 @@ a teacher <<widget "farm_text_many">><<nobr>> <<if $args[0] is "horse">> - <<if $farm_work[$args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> + <<if $farm_work[$args[0]].monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>> <<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")>> + <<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]].gender_plural is "m">> <<set _text_output to "pigboys">> <<elseif $farm_work[$args[0]].gender_plural is "f">> @@ -5016,7 +5089,7 @@ 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")>> + <<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]].gender_plural is "m">> <<set _text_output to "dogboys">> <<elseif $farm_work[$args[0]].gender_plural is "f">> @@ -5028,7 +5101,7 @@ 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")>> + <<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]].gender_plural is "m">> <<set _text_output to "bullboys">> <<elseif $farm_work[$args[0]].gender_plural is "f">> @@ -5045,13 +5118,13 @@ a teacher <<widget "farm_text">><<nobr>> <<if $args[0] is "horse">> - <<if $farm_work[$args[0]].monster_roll is true and ($hallucinations gte 1 or $monsterhallucinations is "f")>> + <<if $farm_work[$args[0]].monster_roll is true and (($hallucinations gte 1 or $monsterhallucinations is "f") or $bestialitydisable is "t")>> <<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")>> + <<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]].gender is "m">> <<set _text_output to "pigboy">> <<else>> @@ -5061,7 +5134,7 @@ 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")>> + <<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]].gender is "m">> <<set _text_output to "dogboy">> <<else>> @@ -5071,7 +5144,7 @@ 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")>> + <<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]].gender is "m">> <<set _text_output to "bullboy">> <<else>> diff --git a/game/base-system/time.twee b/game/base-system/time.twee index 97b4288426..4c3c19bb24 100644 --- a/game/base-system/time.twee +++ b/game/base-system/time.twee @@ -178,6 +178,9 @@ <<if $wolfcavebreast gte 1>> <<unset $wolfcavebreast>> <</if>> +<<if $syndromewolves is 1>> + <<wolf_cave_update>> +<</if>> <<unset $temple_pray>> <<unset $lake_meditate>> <<unset $ex_day>> diff --git a/game/base-system/traits.twee b/game/base-system/traits.twee index 7efc863ffd..1fd6899f6a 100644 --- a/game/base-system/traits.twee +++ b/game/base-system/traits.twee @@ -429,8 +429,13 @@ <</if>> <<if $syndromewolves gte 1>> - Stockholm Syndrome: Wolves - <span class="red">They're just cute animals.</span> - <br> + <<if $bestialitydisable is "f">> + Stockholm Syndrome: Wolves - <span class="red">They're just cute animals.</span> + <br> + <<else>> + Stockholm Syndrome: Wolf People - <span class="red">They're just cute monsters.</span> + <br> + <</if>> <</if>> <<if $acceptance_penis_tiny gte 1000 and $penissize lte 0>> diff --git a/game/overworld-forest/loc-asylum/events.twee b/game/overworld-forest/loc-asylum/events.twee index 9d56036bb4..94c473872d 100644 --- a/game/overworld-forest/loc-asylum/events.twee +++ b/game/overworld-forest/loc-asylum/events.twee @@ -570,7 +570,6 @@ Harper looks above your shoulder, and nods. <<consensual>> <<set $consensual to 1>> <<neutral 1>> - <<beastNEWinit 1 dog>> You drop to the ground and adopt a mating posture. Doctor Harper takes notes. <</if>> <<effects>> @@ -597,7 +596,7 @@ Harper looks above your shoulder, and nods. <<set $outside to 1>><<set $location to "asylum">><<asylumeffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The orderly pulls the dog off you. + The orderly pulls the <<beasttype>> off you. <br><br> "You've done very well today," says Harper. "Get dressed." <br><br> @@ -609,7 +608,7 @@ Harper looks above your shoulder, and nods. <<endevent>> <<link [[Next|Asylum]]>><</link>> <<elseif $enemyhealth lte 0>> - The dog whimpers and hides behind the orderlies. + The <<beasttype>> whimpers and hides behind the orderlies. <br><br> Harper sighs. "Get dressed." <br><br> @@ -621,7 +620,7 @@ Harper looks above your shoulder, and nods. <<endevent>> <<link [[Next|Asylum]]>><</link>> <<else>> - The dog whimpers and backs away from you. + The <<beasttype>> whimpers and backs away from you. <br><br> Harper sighs. "Get dressed." <br><br> @@ -637,10 +636,10 @@ Harper looks above your shoulder, and nods. :: Asylum Hypnosis Dog Resist [nobr] <<set $outside to 0>><<set $location to "asylum">><<asylumeffects>><<effects>> -You shake yourself free of the effect.<<endevent>><<npc Harper>><<person1>> The doctor shakes <<his>> head. "That's enough for today. Remember, don't be afraid to relax. Be well." +You shake yourself free of the effect. The doctor shakes <<nnpc_his "Harper">> head. "That's enough for today. Remember, don't be afraid to relax. Be well." <br><br> +You pet the <<beasttype>> on the way out. <<endevent>> -You pet the dog on the way out. <<lstress>><<stress -12>> <br><br> <<link [[Next|Asylum]]>><</link>> diff --git a/game/overworld-forest/loc-asylum/widgets.twee b/game/overworld-forest/loc-asylum/widgets.twee index 1eb318bbfc..76a0f09c78 100644 --- a/game/overworld-forest/loc-asylum/widgets.twee +++ b/game/overworld-forest/loc-asylum/widgets.twee @@ -142,18 +142,27 @@ <br> <<link [[Refuse|Asylum Machine Refuse]]>><<suspicion 5>><</link>><<athleticsdifficulty 1 1000>><<ggsuspicion>><<ggstress>> <br> - <<elseif $rng gte 11 and $bestialitydisable is "f">> + + <!-- Modified for monster people --> + <<elseif $rng gte 11>> <<npc Harper>><<person1>> You are led into Harper's office. <<He>> waits for you inside, sat at <<his>> desk. "Thank you for coming," <<he>> says. "Please, take a seat." <br><br> Once sat, Harper picks up a pen on <<his>> desk. "I want you to focus on this pen, and breathe deeply. There's nothing in the universe except this pen, my voice, and your own breath." <br><br> <<pass 5>> + <<endevent>> 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> - "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> - <<endevent>> + <<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> + <<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 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>> @@ -254,7 +263,13 @@ Harper stares at you across the desk. "In your sleep you talk about being attack <<elseif $asylumassessmentprogress lte 2 and $beastrapestat gte 1>> <<set $asylumassessmentprogress += 1>> -Harper stares at you across the desk. "In your sleep you talk about being attacked by animals," <<he>> says. "Sexually attacked. Animals don't behave like that. You've been abusing innocent creatures, haven't you." + <!-- Modified for monster people --> + Harper stares at you across the desk. + <<if $bestialitydisable is "f">> + "In your sleep you talk about being attacked by animals," <<he>> says. "Sexually attacked. Animals don't behave like that. You've been abusing innocent creatures, haven't you?" + <<else>> + "In your sleep you talk about being attacked by monster-people," <<he>> says. "Sexually attacked. These types of beings do not exist. You made yourself believe they possess human-like features. In reality, you've been abusing innocent animals for your own pleasure. Am I wrong?" + <</if>> <br><br> <<if $asylumdistracted is 1>> @@ -475,4 +490,4 @@ The room is tiny. There's just enough space to sit. You wait in total silence. <<widget "passoutasylum">><<nobr>> <<passout>> [[Everything fades to black...->Passout Asylum]] -<</nobr>><</widget>> \ No newline at end of file +<</nobr>><</widget>> diff --git a/game/overworld-forest/loc-cabin/hunt.twee b/game/overworld-forest/loc-cabin/hunt.twee index be40a2f10d..4102dc10a0 100644 --- a/game/overworld-forest/loc-cabin/hunt.twee +++ b/game/overworld-forest/loc-cabin/hunt.twee @@ -99,9 +99,14 @@ You sneak over to the bush, careful not to disturb a single twig. Once there you <<link [[Next|Eden Hunt Snake]]>><<set $molestationstart to 1>><</link>> <br> - <<elseif $rng gte 41 and $bestialitydisable is "f">> - - A wolf emerges from between the trees, teeth bared. Eden would hear your screams from here, but won't be happy with you. + <!-- 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> <<link [[Next|Eden Hunt Wolf]]>><<set $molestationstart to 1>><</link>> @@ -354,7 +359,7 @@ You pick up the basket of fruit. "At least we got something," Eden says. <<neutral 1>> <<molested>> -<<beastNEWinit 1 wolf>><<set $enemytrust -= 40>> +<<set $enemytrust -= 40>> <<set $rescue to 1>> <</if>> @@ -385,7 +390,7 @@ You pick up the basket of fruit. "At least we got something," Eden says. <<beastejaculation>> -The beast grunts in satisfaction, and leaves you lying between the trees. +The <<beasttype>> grunts in satisfaction, and leaves you lying between the trees. <br><br> <<tearful>> you continue back to Eden. @@ -399,7 +404,7 @@ The beast grunts in satisfaction, and leaves you lying between the trees. <br> <<elseif $enemyhealth lte 0>> -The beast yelps and flees into the forest. +The <<beasttype>> yelps and flees into the forest. <br><br> <<tearful>> you continue back to Eden. @@ -413,7 +418,7 @@ The beast yelps and flees into the forest. <<else>> -A gun fires nearby, startling the wolf into fleeing. Eden marches towards you. +A gun fires nearby, startling the <<beasttype>> into fleeing. Eden marches towards you. <<clotheson>> <<endcombat>> diff --git a/game/overworld-forest/loc-forest/events.twee b/game/overworld-forest/loc-forest/events.twee index 70a9fc1a71..03ca1c0f15 100644 --- a/game/overworld-forest/loc-forest/events.twee +++ b/game/overworld-forest/loc-forest/events.twee @@ -88,7 +88,7 @@ You drop to your knees, and search beneath the decaying roots. <<neutral 1>> <<molested>> -<<npc "Black Wolf">><<beastNNPCinit>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemytrust -= 40>> +<<npc "Black Wolf">><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemytrust -= 40>> <</if>> <<effects>> @@ -116,26 +116,41 @@ You drop to your knees, and search beneath the decaying roots. <<beastejaculation>> - <<if $syndromewolves gte 1>> -It grabs you by the scruff of your neck like you're an errant puppy. -<br><br> -<<link [[Let it happen|Wolf Cave Returned]]>><<endcombat>><</link>> -<br> -<<link [[Struggle|Forest Wolf Molestation Resist]]>><<endcombat>><<set $molestationstart to 1>><</link>> -<br> - +<<if $syndromewolves gte 1>> + <<if $monster is 1>> + <<bHe>> grabs you by the scruff of your neck with little effort, before hauling you over one shoulder. You feel like a helpless puppy as you're being carried away. <<else>> -The beast seems satisfied, but it isn't over. It grabs you by the scruff of your neck. It wants to take you somewhere. -<br><br> + <<bHe>> grabs you by the scruff of your neck like you're an errant puppy. + <</if>> -<<link [[Let it happen|Forest Wolf Cave Intro]]>><<endcombat>><</link>> -<br> -<<link [[Struggle|Forest Wolf Molestation Resist]]>><<endcombat>><<set $molestationstart to 1>><</link>> -<br> + <br><br> + <<link [[Let it happen|Wolf Cave Returned]]>><<endcombat>><</link>> + <br> + <<link [[Struggle|Forest Wolf Molestation Resist]]>><<endcombat>><<set $molestationstart to 1>><</link>> + <br> + +<<else>> + The Black Wolf seems satisfied, but it isn't over. + <<if $monster is 1>> + "You. With me," <<bhe>> barks. You're not sure if you have any choice. With a display of force, <<bhe>> hauls you over one shoulder. + <<else>> + <<bHe>> grabs you by the scruff of your neck. <</if>> + <<bHe>> wants to take you somewhere. + <br><br> + + <<link [[Let it happen|Forest Wolf Cave Intro]]>><<endcombat>><</link>> + <br> + <<link [[Struggle|Forest Wolf Molestation Resist]]>><<endcombat>><<set $molestationstart to 1>><</link>> + <br> +<</if>> <<elseif $enemyhealth lte 0>><<set $foresthunt to 0>> -Despite its power, you manage to defeat the beast. It flees into the forest, tail between its legs. +<<if $monster is 1>> + Despite <<bhis>> show of force, you manage to overcome it. You wrestle free from the Black Wolf's grasp. "Trouble," <<bhe>> growls. "Weren't easy prey."<<bHe>> flees into the forest, tail between <<bhis>> legs. You feel proud, realizing it was no easy feat defeating something nearly twice your size. +<<else>> + Despite <<bhis>> power, you manage to defeat the Black Wolf. <<bHe>> flees into the forest, tail between <<bhis>> legs. +<</if>> <br><br> <<clotheson>> @@ -150,9 +165,17 @@ Despite its power, you manage to defeat the beast. It flees into the forest, tai :: Forest Wolf Cave Intro [nobr] <<set $outside to 0>><<set $location to "wolf_cave">><<effects>> +<<npc "Black Wolf">> -The wolf effortlessly bounds through the forest, and before long arrives at a cave, which it enters without slowing. It dumps you on the cold stone. Six pair of eyes stare at you through the dim light. The pack advances on you. +<<if $monster is 1>> + <<bHe>> effortlessly sprints through the forest, and before long arrives at a cave. "My home. Your home, if pack accepts." <<bHe>> enters the cave and lays you down on a pile of thatch, before stepping back. +<<else>> + The wolf effortlessly bounds through the forest, and before long arrives at a cave, which <<bhe>> enters without slowing. <<bHe>> dumps you on the cold stone. +<</if>> +Six pair of eyes stare at you through the dim light. The pack advances on you. <br><br> +<<endevent>> +<<beastNEWinit 6 wolf>> <<link [[Next|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><</link>> <br> @@ -344,7 +367,7 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The second time is too much for the beast, and it collapses into a slumber. + The second time is too much for <<bhim>>, and <<bhe>> collapses into a slumber. <br><br> <<tearful>> you gather yourself. <br><br> @@ -354,7 +377,11 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <br> <<elseif $enemyhealth lte 0>> <<set $foresthunt to 0>> - Despite its power, you manage to defeat the beast. It flees into the forest. + Despite <<bhis>> power, you manage to defeat the black wolf. <<bHe>> flees into the forest. + <<if $monster is 1>> + "Trouble," <<bhe>> growls. "Weren't easy prey." + <</if>> + <br><br> <<tearful>> you gather yourself. <br><br> @@ -363,7 +390,12 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>> <br> <<else>> - Battered and bruised by the beast's assault, you can do nothing but whimper as it grabs you by the neck and bounds into the forest. + Battered and bruised by the Black Wolf's assault, you can do nothing but whimper as <<bhe>> + <<if $monster is 1>> + throws you over <<bhis>> shoulder and runs deeper into the forest with you. + <<else>> + grabs you by the neck and bounds into the forest. + <</if>> <br><br> <<if $upperoff isnot 0>> <<upperruined>> @@ -477,7 +509,7 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<neutral 1>> <<molested>> -<<beastNEWinit 1 wolf>><<set $enemytrust -= 40>> +<<set $enemytrust -= 40>> <</if>> @@ -507,8 +539,7 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<neutral 1>> <<molested>> - <<beastTrainGenerate 1 "wolf">> - <<beastNEWinit 1 wolf>><<set $enemytrust -= 40>> + <<beastTrainGenerate>><<set $enemytrust -= 40>> <</if>> <<effects>> @@ -535,7 +566,7 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The beast grunts in satisfaction, and leaves you lying between the trees. + The <<beasttype>> grunts in satisfaction, and leaves you lying between the trees. <br><br> <<tearful>> you rise to your feet. @@ -547,7 +578,7 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> - The beast yelps and flees into the forest. + The <<beasttype>> yelps and flees into the forest. <br><br> <<tearful>> you gather yourself. @@ -566,26 +597,25 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> - Satisfied, the beast leaves you be. Another takes its place. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + Satisfied, the <<beasttype>> leaves you be. Another takes its place. <<combatTrainAdvance>> <br><br> [[Next|Forest Wolf2]] <<else>> - Satisfied, the beast leaves you be. + Satisfied, the <<beasttype>> leaves you be. <br><br> [[Next|Forest Wolf2 End]] <</if>> <<elseif $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> - The beast recoils in pain and fear, but another takes its place. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + The <<beasttype>> recoils in pain and fear, but another takes its place. <<combatTrainAdvance>> <br><br> [[Next|Forest Wolf2]] <<else>> - The beast recoils in pain and fear. + The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> [[Next|Forest Wolf2 End]] <</if>> @@ -595,15 +625,15 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> - The beast whimpers and flees into the forest. + The <<beasttype>> whimpers and flees into the forest. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> - The beast leaves you lying on the grass. + The <<beasttype>> leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the beasts flee into the forest. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the forest. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The beasts leave you spent and shivering on the grass. + The <<beastsplural>> leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The beasts leave you spent and shivering on the grass. One is slowed by a limp. + The <<beastsplural>> leave you spent and shivering on the grass. One is slowed by a limp. <</if>> <br><br> @@ -620,16 +650,17 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<set $outside to 1>><<set $location to "forest">><<water>><<effects>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - ($allure * $forestmod)) and $eventskip is 0>> - <<if $bestialitydisable is "f">> - A large lizard rears out of the water! + <!-- 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>> - <<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>> + + <!-- 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> --> + <<else>> <<if $swimmingskill gte random(1, 600)>> The rushing water tears at you. @@ -679,7 +710,6 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 lizard>> <</if>> <<effects>> <<effectsman>> @@ -704,7 +734,7 @@ You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops y <<beastejaculation>> -The lizard hisses its satisfaction, and dives back into the churning water. +The <<beasttype>> hisses its satisfaction, and dives back into the churning water. <br><br> <<tearful>> you gather yourself. @@ -717,7 +747,7 @@ The lizard hisses its satisfaction, and dives back into the churning water. <br> <<elseif $enemyhealth lte 0>> -The lizard hisses in pain and dives back into the churning water. +The <<beasttype>> hisses in pain and dives back into the churning water. <br><br> <<tearful>> you gather yourself. @@ -877,6 +907,9 @@ The snakes slither off of you, escaping through nooks and crannies all around th <<molested>> <<beastNEWinit 1 bear>><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>> You continue on your path. You don't get far before hearing a roar behind you. + <<if $monster is 1>> + "Tiny, squishy little morsel!" + <</if>> <br><br> <</if>> <<effects>> @@ -903,7 +936,10 @@ The snakes slither off of you, escaping through nooks and crannies all around th <<beastejaculation>> -Satisfied, the bear returns to its abode. +Satisfied, the <<beasttype>> returns to its abode. +<<if $monster is 1>> + "Next time I might take you with me, squishy," <<bhe>> coos. +<</if>> <br><br> <<tearful>> you continue on your way. @@ -916,7 +952,10 @@ Satisfied, the bear returns to its abode. <br> <<elseif $enemyhealth lte 0>> -You scare the mighty beast. It flees deeper into the forest. +You scare the mighty <<beasttype>>. <<bHe>> flees deeper into the forest. +<<if $monster is 1>> + "Not so tiny! Not so squishy!" <<bhe>> yells as <<bhe>> runs. +<</if>> <br><br> <<tearful>> you continue on your way. @@ -931,11 +970,16 @@ You scare the mighty beast. It flees deeper into the forest. :: Forest Wolf Mate [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> +<<beastNEWinit 1 wolf>> You drop to the ground and adopt a mating posture. <<deviancy2>> -The wolf paces towards you and sniffs. It takes advantage of your position and mounts you. +The <<beasttype>> paces towards you and sniffs. +<<if $monster is 1>> + "Curious. Good smell." +<</if>> +<<bHe>> takes advantage of your position and mounts you. <br><br> <<link [[Next|Forest Wolf Sex]]>><<set $sexstart to 1>><</link>> @@ -943,13 +987,21 @@ The wolf paces towards you and sniffs. It takes advantage of your position and m :: Forest Wolf Mate2 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> +<<beastNEWinit 2 wolf>> You drop to the ground and adopt a mating posture. <<deviancy3>> -The wolves pace towards you and sniff. +The <<beastsplural>> pace towards you and sniff. +<<if $monster is 1>> + <br><br> + "Smells fresh. Me first!"<br> + "No! Me first!"<br> + "I saw first!"<br> + "I smelled first!"<br><br> +<</if>> -They growl at each other. After a brief tussle, the victor takes advantage of your position and mounts you. +They growl at each other. After a brief tussle, with many scratches and bites, the victor takes advantage of your position and mounts you. <br><br> <<link [[Next|Forest Wolf Sex2]]>><<set $sexstart to 1>><</link>> @@ -960,26 +1012,29 @@ They growl at each other. After a brief tussle, the victor takes advantage of yo <<if $syndromewolves gte 1>> -You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves join<<else>>wolf joins<</if>> in, and you're answered by others in the distance. After a couple of minutes the howling dies down, and the <<if $phase is 1>>wolves step<<else>>wolf steps<</if>> into view. -<br><br> + You throw your head back and howl into the canopy. The <<if $phase is 1>><<beastNEWinit 2 wolf>><<beastsplural>> join<<else>><<beastNEWinit 1 wolf>><<beasttype>> joins<</if>> in, and you're answered by others in the distance. After a couple of minutes the howling dies down, and the <<if $phase is 1>><<beastsplural>> step<<else>><<beasttype>> steps<</if>> into view. + <br><br> + <<if $monster is 1>> + "<<pPackbrother>>. Good to see." <br><br> + <</if>> - <<if $phase is 1>> - <<if $deviancy gte 35 and $bestialitydisable is "f">> - <<link [[Mate|Forest Wolf Sex2]]>><<set $sexstart to 1>><</link>><<deviant3>> - <br> - <</if>> - <<else>> - <<if $deviancy gte 15 and $bestialitydisable is "f">> - <<link [[Mate|Forest Wolf Sex]]>><<set $sexstart to 1>><</link>><<deviant2>> - <br> + <<if $phase is 1>> + <<if $deviancy gte 35>> + <<link [[Mate|Forest Wolf Sex2]]>><<set $sexstart to 1>><</link>><<deviant3>> + <br> + <</if>> + <<else>> + <<if $deviancy gte 15>> + <<link [[Mate|Forest Wolf Sex]]>><<set $sexstart to 1>><</link>><<deviant2>> + <br> + <</if>> <</if>> - <</if>> -<<link [[Pat and depart|Forest Pat]]>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>> -<br> + <<link [[Pat and depart|Forest Pat]]>><<trauma -6>><<stress -12>><</link>><<ltrauma>><<lstress>> + <br> <<else>> -You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves join<<else>>wolf joins<</if>> in, and you're answered by others in the distance. After a couple of minutes the howling dies down. The <<if $phase is 1>>wolves depart.<<else>>wolf departs.<</if>> +You throw your head back and howl into the canopy. The <<if $phase is 1>><<beastNEWinit 2 wolf>><<beastsplural>> join<<else>><<beastNEWinit 1 wolf>><<beasttype>> joins<</if>> in, and you're answered by others in the distance. After a couple of minutes the howling dies down. The <<if $phase is 1>><<beastsplural>> depart.<<else>><<beasttype>> departs.<</if>> <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> @@ -988,14 +1043,16 @@ You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves <</if>> :: Forest Wolf Sex2 [nobr] +<<if $monster is 1>> + "<<pPackbrother>> in <<pheat>>? Will help!" +<</if>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> - <<beastTrainGenerate 1 "wolf">> - <<beastNEWinit 1 wolf>> + <<beastTrainGenerate>> <<set $NPCList[0].stance to "top">><<set $enemytrust -= 20>><<deviancy3>> <</if>> @@ -1020,13 +1077,15 @@ You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves <</if>> :: Forest Wolf Sex [nobr] +<<if $monster is 1>> + "<<pPackbrother>> in <<pheat>>? Will help!" +<</if>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> - <<beastNEWinit 1 wolf>> <<set $NPCList[0].stance to "top">><<set $enemytrust -= 20>><<deviancy2>> <</if>> @@ -1054,18 +1113,21 @@ You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $phase is 1>> - You pat and stroke the wolves' heads. They rub against your hand, but don't stay long. + You pat and stroke the <<beastsplural>>' heads. They rub against your hand, but don't stay long. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> - You pat and stroke the wolf's head. It rubs against your hand, but don't stay long. + You pat and stroke the <<beasttype>>'s head. <<bHe>> rubs against your hand, but doesn't stay long. <br><br> <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> +<<if $monster is 1>> + "Stay safe, <<ppackbrother>>." +<</if>> :: Forest Wolf Sex Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> @@ -1073,7 +1135,10 @@ You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The wolf licks your <<undies>> then slinks away between the trees. + The <<beasttype>> licks your <<undies>> then slinks away between the trees. + <<if $monster is 1>> + "Tasty." + <</if>> <<wolfpacktrust>> <br><br> @@ -1086,7 +1151,10 @@ You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> - The wolf whines and flees between the trees. + The <<beasttype>> whines and flees between the trees. + <<if $monster is 1>> + "Too strong!" + <</if>> <br><br> <<tearful>> you gather yourself. @@ -1098,7 +1166,7 @@ You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <br> <<else>> - The wolf turns away from you and slinks between the trees. + The <<beasttype>> turns away from you and slinks between the trees. <br><br> <<clotheson>> @@ -1115,33 +1183,33 @@ You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but the other is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Forest Wolf Sex2]] <<else>> The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf Sex2 Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> - Satisfied, the <<beasttype>> moves and another takes its turn. + Satisfied, the <<beasttype>> moves and another <<print $combatTrain.beastTypes[1]>> takes its turn. <<wolfpacktrust>> - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Forest Wolf Sex2]] <<else>> Satisfied, the <<beasttype>> moves away from you. <<wolfpacktrust>> + <<combatTrainAdvance>> <br><br> <<link [[Next|Forest Wolf Sex2 Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> <<if $consensual is 1>> - The wolves slink away between the trees. + The <<beastsplural>> slink away between the trees. <br><br> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> @@ -1149,11 +1217,11 @@ You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The <<beasttype>> leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the wolves flee between the trees. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee between the trees. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The wolves leave you spent and shivering on the grass. + The <<beastsplural>> leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The wolves leave you spent and shivering on the grass. + The <<beastsplural>> leave you spent and shivering on the grass. <</if>> <br><br> <</if>> @@ -1164,7 +1232,7 @@ You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves <<clotheson>> <<endcombat>> - <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> @@ -1525,12 +1593,12 @@ You feel a jolt of pain as the slime punishes you for defiance. It tries to stea :: Forest Slime Wolf Submit willingly [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> -<<generate1>><<generate2>> +<<beastNEWinit 1 wolf>> In one motion, you turn and drop to your hands and knees. You wiggle provocatively, and growl. <br> <<deviancy4>> -A wolf steps out from the forest, sniffs you, then mounts. +A <<beasttype>> steps out from the forest, sniffs you, then mounts. <br><br> <<link [[Next|Forest Slime Wolf Rape]]>><<set $sexstart to 1>><</link>> @@ -1538,11 +1606,11 @@ A wolf steps out from the forest, sniffs you, then mounts. :: Forest Slime Wolf Obey [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> -<<generate1>><<generate2>> +<<beastNEWinit 1 wolf>> In one motion, you turn and drop to your hands and knees. You wiggle provocatively, and growl. <br><br> -A wolf steps out from the forest, sniffs you, then mounts. +A <<beasttype>> steps out from the forest, sniffs you, then mounts. <br><br> <<link [[Next|Forest Slime Wolf Rape]]>><<set $molestationstart to 1>><</link>> @@ -1550,6 +1618,7 @@ A wolf steps out from the forest, sniffs you, then mounts. :: Forest Slime Wolf Defy [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> +<<beastNEWinit 1 wolf>> <<if $slimeDefyCooldown>> You turn and run into the forest. The slime tries to overpower your will, and feel a jolt of pain as the slime punishes you for defiance. However, <span class="teal">it's still worn out from overpowering you earlier.</span> You feel it try, <span class="green">but fail,</span> to force your steps in the opposite direction. @@ -1568,7 +1637,7 @@ A wolf steps out from the forest, sniffs you, then mounts. <<ggwillpower>><<willpower 3>> <br><br> - A wolf steps out from the forest, sniffs you, then mounts. + A <<beasttype>> steps out from the forest, sniffs you, then mounts. <br><br> <<link [[Next|Forest Slime Wolf Rape]]>><<set $molestationstart to 1>><</link>> @@ -1592,7 +1661,6 @@ A wolf steps out from the forest, sniffs you, then mounts. <<neutral 1>> <<molested>> - <<beastNEWinit 1 wolf>> <<set $NPCList[0].stance to "top">> <<elseif $sexstart is 1>> <<set $sexstart to 0>> @@ -1600,7 +1668,6 @@ A wolf steps out from the forest, sniffs you, then mounts. <<set $consensual to 1>> <<neutral 1>> - <<beastNEWinit 1 wolf>> <<set $NPCList[0].stance to "top">> <</if>> @@ -1627,7 +1694,7 @@ A wolf steps out from the forest, sniffs you, then mounts. <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The wolf climbs off of you, and disappears into the forest. + The <<beasttype>> climbs off of you, and disappears into the forest. <br><br> Your knees buckle as the slime's influence fades. <<tearful>> you steady yourself. <br><br> @@ -1635,7 +1702,7 @@ A wolf steps out from the forest, sniffs you, then mounts. <<endcombat>> <<link [[Next|Forest]]>><<set $eventskip to 1>><</link>> <<else>> - The wolf runs into the forest, whimpering. + The <<beasttype>> runs into the forest, whimpering. <br><br> <<tearful>> you try to stand, but a jolt of pain sends you sprawling. The slime punishes you for defiance. <<corruption -1>><<pain 8>><<stress 6>><<trauma 6>><<set $submissive -= 1>><<lcorruption>><<ggpain>><<ggtrauma>><<ggstress>> diff --git a/game/overworld-forest/loc-forest/main.twee b/game/overworld-forest/loc-forest/main.twee index 771e218fbe..3477b0dac5 100644 --- a/game/overworld-forest/loc-forest/main.twee +++ b/game/overworld-forest/loc-forest/main.twee @@ -180,13 +180,14 @@ <</if>> <<if $pubtask is 1 and $pubtask2 isnot 1>> <<set $rng to random(1, 100)>> - <<if $pubtasksetting is "bear" and $bestialitydisable is "f">> + <!-- Modified for Monster People --> + <<if $pubtasksetting is "bear">> <<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 and $bestialitydisable is "f">> + <<elseif $rng gte 51>> <<link [[Search for Landry's black box|Forest Bear Box]]>><</link>> <br> <<else>> @@ -308,7 +309,7 @@ You tell them you're looking for a small black box. "Oh," <<he>> says. "You mean <<molested>> <<beastNEWinit 1 bear>><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>> -You creep into the cave. After some fumbling through the dark you see the light catch on something. It's the black box. The box in hand, you turn to leave the cave, but something emerges from the darkness. +You creep into the cave. After some fumbling through the dark you see the light catch on something. It's the black box. The box in hand, you turn to leave the cave, but something emerges from the darkness. As you turn back around, <<bhe>> descends down onto you. <<set $pubtask2 to 1>> <br><br> <</if>> @@ -338,7 +339,10 @@ You creep into the cave. After some fumbling through the dark you see the light <<beastejaculation>> -Satisfied, the bear retreats into its abode. +Satisfied, the <<beasttype>> retreats into <<bhis>> abode. +<<if $monster is 1>> +<<bHe>> yawns, giving his hairy chest one last scratch before returning to <<bhis>> slumber. +<</if>> <br><br> <<tearful>> you leave the cave. @@ -351,7 +355,11 @@ Satisfied, the bear retreats into its abode. <br> <<elseif $enemyhealth lte 0>> -The bear turns away from you and flees deeper into its abode. +<<if $monster is 1>> + The <<beasttype>> recoils in pain, turning away from you. <<bHe>> covers <<bhis>> wrist with <<bhis>> hand, before fleeing deeper into <<bhis>> abode. +<<else>> + The <<beasttype>> turns away from you and flees deeper into its abode. +<</if>> <br><br> <<tearful>> you leave the cave. diff --git a/game/overworld-forest/loc-forest/widgets.twee b/game/overworld-forest/loc-forest/widgets.twee index 88f147b868..95895a4eb4 100644 --- a/game/overworld-forest/loc-forest/widgets.twee +++ b/game/overworld-forest/loc-forest/widgets.twee @@ -142,17 +142,19 @@ Go towards town <<elseif $rng lte 40>> <<forestwolfspy>> <<elseif $rng lte 50>> -A lone wolf emerges from between the trees, teeth bared. -<br><br> -<<if $bestialitydisable is "f">> -<<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>> - <<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>> + <<beastNEWinit 1 wolf>> + <!-- Modified for monster people --> + A lone <<beasttype>> emerges from between the trees, teeth bared. + <<if $monster is 1>> + "Found you," <<bhe>> barks. "Mine." + <</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> --> - <<link [[Next (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><</link>> - <</if>> + <!-- <<link [[Next (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><</link>> --> <<elseif $rng lte 70>> <<if $daystate is "night">> <<generate1>><<person1>> @@ -205,17 +207,20 @@ A chill runs up your spine, a warning from some primal instinct. <span class="re <<elseif $rng lte 30>> <<forestwolfspy>> <<elseif $rng lte 45>> -A lone wolf emerges from between the trees, teeth bared. -<br><br> -<<if $bestialitydisable is "f">> -<<link [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</link>> - <<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>> + <<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>> - <<link [[Next (0:20)|Forest]]>><<pass 20>><<set $eventskip to 1>><</link>> - <</if>> + <!-- 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>> --> <<elseif $rng lte 50>> <<forestbear>> @@ -242,17 +247,25 @@ A chill runs up your spine, a warning from some primal instinct. <span class="re <<elseif $rng lte 30>> <<forestwolfspy2>> <<elseif $rng lte 40>> -A pair of wolves emerge from between the trees, teeth bared. -<br><br> -<<if $bestialitydisable is "f">> -<<link [[Next|Forest Wolf2]]>><<set $molestationstart to 1>><</link>> + A pair of + <<if ($monster isnot 1) or ($NPCList[0].pronoun is "m" and $NPCList[1].pronoun is "m") or ($NPCList[0].pronoun is "f" and $NPCList[1].pronoun is "f")>> + <<beastsplural>> <<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>> + wolf people - one male, and one female - + <</if>> + emerge from between the trees, teeth bared. + <<if $monster is 1>> + "Found you," one barks. "Outnumbered. You're ours now." + <</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> --> - <<link [[Next (0:40)|Forest]]>><<pass 40>><<set $eventskip to 1>><</link>> - <</if>> + <!-- <<link [[Next (0:40)|Forest]]>><<pass 40>><<set $eventskip to 1>><</link>> --> <<elseif $rng lte 43 and $voredisable is "f" and $bestialitydisable is "f">> <<forestsnake>> @@ -638,8 +651,8 @@ You squeeze through a thicket. A pair of eyes stares out from the darkness beneath a fern. <<gstress>><<stress 6>> <br><br> - -<<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime" and $bestialitydisable is "f">> +<!-- Modified for monster people --> +<<if $parasite.left_ear.name is "slime" or $parasite.right_ear.name is "slime">> <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> @@ -653,7 +666,7 @@ A pair of eyes stares out from the darkness beneath a fern. <br> <<else>> - <<if $deviancy gte 15 and $bestialitydisable is "f">> + <<if $deviancy gte 15>> <<link [[Adopt mating posture|Forest Wolf Mate]]>><</link>><<deviant2>> <br> <</if>> @@ -673,7 +686,7 @@ Two pairs of eyes stare out from the darkness between the trees. <<gstress>><<stress 6>> <br><br> -<<if $deviancy gte 35 and $bestialitydisable is "f">> +<<if $deviancy gte 35>> <<link [[Adopt mating posture|Forest Wolf Mate2]]>><</link>><<deviant3>> <br> <</if>> @@ -736,14 +749,13 @@ 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> -<<if $bestialitydisable is "f">> - <<if random(1, 5) is 5>> - <<link [[Ignore them|Forest Bear Molestation]]>><<set $molestationstart to 1>><</link>> - <br> - <<else>> - <<link [[Ignore them|Forest]]>><<set $eventskip to 1>><</link>> - <br> - <</if>> +<!-- Modified for Monster People --> +<<if random(1, 5) is 5>> +<<link [[Ignore them|Forest Bear Molestation]]>><<set $molestationstart to 1>><</link>> +<br> +<<else>> +<<link [[Ignore them|Forest]]>><<set $eventskip to 1>><</link>> +<br> <</if>> <</nobr>><</widget>> @@ -829,23 +841,36 @@ You spot a decaying metal shard amongst the fallen bark at your feet. It's an ar <<widget "foresthunt">><<nobr>> <<set $foresthunt to 0>> -<<if $bestialitydisable is "f" and $rng gte 51>> +<<if $rng gte 51>> + <!-- Modified for monster people --> + <<npc "Black Wolf">><<beastNNPCinit>> <<if $syndromewolves is 1 and $wolfpacktrust gte 24>> - The black wolf bounds towards you! It leaps on top of you and licks your face, then turns and walks several paces away. It looks back over its shoulder. + 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]]>><<pass 30>><</link>> + <<link [[Return to wolf cave (0:30)|Wolf Cave Clearing]]>><<endevent>><<pass 30>><</link>> <br> - <<link [[Continue|Forest]]>><<set $eventskip to 1>><</link>> + <<link [[Continue|Forest]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $syndromewolves is 1>> - The black wolf bounds towards you! + 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>> - A monstrous black wolf bounds towards you! + 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>> @@ -939,7 +964,11 @@ You spot a decaying metal shard amongst the fallen bark at your feet. It's an ar <</nobr>><</widget>> <<widget "eventwolfcave">><<nobr>> <<if $wolfpacktrust gte 12>> -The black wolf walks up to you and turns until its <<if $NPCName[$NPCNameList.indexOf("Black Wolf")].gender is "m">>erect penis<<else>>wet pussy<</if>> hovers inches away from you. It waits. The other wolves watch. +<<npc "Black Wolf">><<beastNNPCinit>> +The Black Wolf walks up to you and <<if $monster is 1>>kneels<<else>>turns<</if>> until <<bhis>> <<if $NPCName[$NPCNameList.indexOf("Black Wolf")].gender is "m">>erect penis<<else>>wet pussy<</if>> hovers inches away from you. <<bHe>> waits. The other <<wolf_cave_plural>> watch. +<<if $monster is 1>> + "Accept, and become <<ppackbrother>>." +<</if>> <br><br> <<link [[Take it in hand|Wolf Cave Hand]]>><<set $sexstart to 1>><</link>><<deviant1>> @@ -956,7 +985,8 @@ The black wolf walks up to you and turns until its <<if $NPCName[$NPCNameList.in <<link [[Stay put (0:30)|Forest Wolf Cave Hunt]]>><<pass 30>><</link>><<gstockholm>> <br> <<else>> - One of the wolves approaches you. + <<beastNEWinit 1 wolf>> + One of the <<beastsplural>> approaches you. <br><br> <<link [[Next|Forest Wolf Cave Molestation]]>><<set $molestationstart to 1>><</link>> <br> diff --git a/game/overworld-forest/loc-lake/events.twee b/game/overworld-forest/loc-lake/events.twee index fcda44c5ff..a8d5a070d1 100644 --- a/game/overworld-forest/loc-lake/events.twee +++ b/game/overworld-forest/loc-lake/events.twee @@ -551,8 +551,7 @@ You join the others in sprinting the rest of the way to the lake. You don't know <<consensual>> <<set $consensual to 1>> <<neutral 1>> - <<beastNEWinit 1 wolf>> - You step towards the wolf. "Go," you say to the others. "It's not safe. I've got this." They must think you mad. You adopt an exaggerated combat stance. "Go!" you repeat. They run towards the lake. Once alone, you drop to the ground and assume the position. + You step towards the <<beasttype>>. "Go," you say to the others. "It's not safe. I've got this." They must think you mad. You adopt an exaggerated combat stance. "Go!" you repeat. They run towards the lake. Once alone, you drop to the ground and assume the position. <<deviancy2>> <</if>> <<effects>> @@ -578,19 +577,19 @@ You join the others in sprinting the rest of the way to the lake. You don't know <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - Satisfied, the wolf wanders deeper into the forest. + Satisfied, the <<beasttype>> wanders deeper into the forest. <br><br> <<tearful>> you continue to the lake. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> - <<tearful>> you watch the wolf flee deeper into the forest. + <<tearful>> you watch the <<beasttype>> flee deeper into the forest. <br><br> <<clotheson>> <<endcombat>> <<else>> - The wolf wonders deeper into the forest. + The <<beasttype>> wanders deeper into the forest. <<tearful>> you continue to the lake. <br><br> <<clotheson>> @@ -946,18 +945,19 @@ You awaken naked on a stone slab with your arms tied down. All around you loom < :: Lake Boar Stand [nobr] <<set $outside to 1>><<effects>><<lakeeffects>> -You stand your ground. The boar doesn't consider long before charging you. +You stand your ground. The <<beasttype>> doesn't consider long before charging you. <<if $rng gte 51>> <<if $season is "winter">> - Before it reaches you however, it runs in a semicircle and back towards the forest. You hear the lake ice crack behind you, but when you turn there's nothing there. + Before <<bhe>> reaches you however, <<bhe>> runs in a semicircle and back towards the forest. You hear the lake ice crack behind you, but when you turn there's nothing there. <<else>> - Before it reaches you however, it runs in a semicircle and back towards the forest. You hear a splash in the lake behind you, but when you turn there's nothing there. + Before <<bhe>> reaches you however, <<bhe>> runs in a semicircle and back towards the forest. You hear a splash in the lake behind you, but when you turn there's nothing there. <</if>> <br><br> + <<endevent>> <<set $eventskip to 1>> <<destinationlake>> <<else>> - It knocks you to the ground with its first pass, and leaps on you with the second. + <<bHe>> knocks you to the ground with <<bhis>> first pass, and leaps on you with the second. <br><br> <<link [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</link>> <br> @@ -966,14 +966,15 @@ You stand your ground. The boar doesn't consider long before charging you. :: Lake Boar Run [nobr] <<set $outside to 1>><<effects>><<lakeeffects>> -You sprint away from the boar. You hear it's paws breaking the dirt behind you. +You sprint away from the <<beasttype>>. You hear <<bhis>> paws breaking the dirt behind you. <<if $athletics gte random(1, 1000)>> - <span class="green">You run fast enough that the boar gives up.</span> You turn and see it returning to the litter by the tree. + <span class="green">You run fast enough that the <<beasttype>> gives up.</span> You turn and see <<bhim>> returning to the litter by the tree. <br><br> + <<endevent>> <<set $eventskip to 1>> <<destinationlake>> <<else>> - <span class="red">You're not fast enough.</span> The boar knocks you to the ground and leaps on top of you. + <span class="red">You're not fast enough.</span> The <<beasttype>> knocks you to the ground and leaps on top of you. <br><br> <<link [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</link>> <br> @@ -987,7 +988,6 @@ You sprint away from the boar. You hear it's paws breaking the dirt behind you. <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 boar>> <<set $NPCList[0].stance to "top">> <</if>> <<effects>> @@ -1011,7 +1011,7 @@ You sprint away from the boar. You hear it's paws breaking the dirt behind you. <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - Satisfied, the boar returns to the litter by the tree. + Satisfied, the <<beasttype>> returns to the litter by the tree. <br><br> <<tearful>> you climb to your feet. <br><br> @@ -1020,7 +1020,7 @@ You sprint away from the boar. You hear it's paws breaking the dirt behind you. <<set $eventskip to 1>> <<destinationlake>> <<elseif $enemyhealth lte 0>> - The boar squeals and flees into the trees. + The <<beasttype>> squeals and flees into the trees. <br><br> <<tearful>> you climb to your feet. <br><br> diff --git a/game/overworld-forest/loc-lake/skating.twee b/game/overworld-forest/loc-lake/skating.twee index 42be0ca6c7..5736aa30d3 100644 --- a/game/overworld-forest/loc-lake/skating.twee +++ b/game/overworld-forest/loc-lake/skating.twee @@ -288,7 +288,8 @@ The delinquents drag you further from shore, debating what to do with you and th <<link [[Next|Lake Depths Ice]]>><</link>> <br> -<<elseif $syndromewolves gte 1 and $rng gte 50 and $wolfpacktrust gte 24 and $bestialitydisable is "f">> + <!-- Modified for Monster People --> +<<elseif $syndromewolves gte 1 and $rng gte 50 and $wolfpacktrust gte 24>> <<person3>> "What's that?" the <<person>> says, pointing at a dark shape across the ice. <br><br> @@ -296,10 +297,14 @@ The delinquents drag you further from shore, debating what to do with you and th <br><br> The third delinquent, a <<person4>><<person>> takes a step backwards. <span class="red">"It-it's a wolf,"</span> <<he>> stutters. The trio stand motionless for a moment, then, slipping more than once, turn and skate away. You're left alone on the ice. <br><br> - - You hear rapid footsteps, then a warm tongue licks your face. It's the black wolf.<<lstress>><<stress -6>> + <<endevent>><<npc "Black Wolf">> + You hear rapid footsteps, then a warm tongue licks your face. It's the Black Wolf.<<lstress>><<stress -6>> <br><br> - It seems uninterested in pursuing the delinquents, instead walking back the way it came. It stops and looks over its shoulder. + <<if $monster is 1>> + "Humans. So crude. You belong with wolf." <<bHe>> watches the delinquents run, before turning and walking away. <<bHe>> looks at you over <<bhis>> shoulder. + <<else>> + <<bHe>> seems uninterested in pursuing the delinquents, instead walking back the way it came. It stops and looks over its shoulder. + <</if>> <br><br> <<endevent>> diff --git a/game/overworld-forest/loc-lake/widgets.twee b/game/overworld-forest/loc-lake/widgets.twee index 923c725a0b..0a73ecd1da 100644 --- a/game/overworld-forest/loc-lake/widgets.twee +++ b/game/overworld-forest/loc-lake/widgets.twee @@ -85,11 +85,15 @@ You've pushed yourself too much. <</nobr>><</widget>> <<widget "lakejourney">><<nobr>> - -Someone screams. Everyone turns and backs away from the newcomer, a wolf. It stands some way apart and watches. +<<beastNEWinit 1 wolf>> +Someone screams. Everyone turns and backs away from the newcomer, a <<beasttype>>. +<<if $monster is 1>> + <<bHis>> nude body leaves little to the imagination, <<bhis>> genitals on full display to the crowd. <<bHe>> makes no attempt to cover <<bhimself>> up. Some laugh nervously, while others shield their eyes. +<</if>> +<<bHe>> stands some way apart and watches. <br><br> - -<<if $deviancy gte 15 and $bestialitydisable is "f">> +<!-- Modified for Monster People --> +<<if $deviancy gte 15>> <<link [[Deal with it|Lake Wolf Sex]]>><<set $sexstart to 1>><</link>><<deviant2>><<gcool>> <br> <</if>> @@ -253,9 +257,10 @@ Someone screams. Everyone turns and backs away from the newcomer, a wolf. It sta <</nobr>><</widget>> <<widget "eventlake">><<nobr>> - -<<if $rng gte 81 and $bestialitydisable is "f">> -You see a boar rifling through litter at the base of a tree. It spots you. +<!-- Modified for Monster People --> +<<if $rng gte 81>> +<<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>> diff --git a/game/overworld-forest/loc-tentacle-world/main.twee b/game/overworld-forest/loc-tentacle-world/main.twee index cb124a1ca0..ce4a151894 100644 --- a/game/overworld-forest/loc-tentacle-world/main.twee +++ b/game/overworld-forest/loc-tentacle-world/main.twee @@ -430,10 +430,16 @@ You make a mad dash for the door, pushing every muscle to its limits. The black <br><br> You twist yourself over and bite the tentacle, piercing it with your fangs. It recoils and retreats. You get to your feet and keep going. <br><br> -The door is within arm's reach. You jump forward to cover the final distance as a surge of tendrils chase you. A few gain purchase around your legs, but the black wolf grabs your neck in its jaws and pulls you through the door. You fall forward and kick the remaining tentacles off. The door slams shut behind you, and vanishes. You are deep in the forest. The asylum stands before you. The black wolf gruffs and licks your face. -<<lstress>><<ltrauma>><<stress -6>><<trauma -6>> +The door is within arm's reach. You jump forward to cover the final distance as a surge of tendrils chase you. A few gain purchase around your legs, but the Black Wolf grabs your neck<<npc "Black Wolf">><<if $monster isnot 1>> in its jaws<</if>> and pulls you through the door. <br><br> -The wolf lets you climb on to its back, and together you journey to the cave. + +You fall forward and kick the remaining tentacles off. The door slams shut behind you, and vanishes. You are deep in the forest. The asylum stands before you. The Black Wolf gruffs and licks your face. +<<if $monster is 1>> + "Heard you, smelled you. Knew trouble. Bad land. Safe now. Home." <<bHe>> lifts you up, and you journey to the cave. +<<else>> + The wolf lets you climb on to its back, and together you journey to the cave. +<</if>> +<<lstress>><<ltrauma>><<stress -6>><<trauma -6>> <br><br> <<endevent>><<tentacleworldend>> <<set $forest to random(50, 100)>><<set $asylumtentacleescape to 1>><<set $asylumescaped to 1>> diff --git a/game/overworld-forest/loc-wolfpack/events.twee b/game/overworld-forest/loc-wolfpack/events.twee index bf4b08534e..dbecc762cd 100644 --- a/game/overworld-forest/loc-wolfpack/events.twee +++ b/game/overworld-forest/loc-wolfpack/events.twee @@ -5,11 +5,6 @@ <<set $consensual to 1>> <<neutral 1>> - <<if $phase is 2>> - <<beastNEWinit 2 wolf>> - <<else>> - <<beastNEWinit 1 wolf>> - <</if>> You shift your body to make things easier for the horny wolf. <<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> @@ -23,10 +18,10 @@ You shift your body to make things easier for the horny wolf. <<neutral 1>> <<molested>> -<<beastNEWinit 1 wolf>><<set $enemytrust -= 40>> - <<if $wolfpackharmony gte 1>> +<<set $enemytrust -= 40>> +<<if $wolfpackharmony gte 1>> <<set $rescue to 1>> - <</if>> +<</if>> <</if>> <<effects>> @@ -34,7 +29,7 @@ You shift your body to make things easier for the horny wolf. <<if $alarm is 1 and $rescue is 0>> <<set $alarm to 0>> -<span class="red">The wolves are too busy thinking about themselves to help you.</span> +<span class="red">The pack is too busy thinking about themselves to help you.</span> <br><br> <</if>> @@ -64,13 +59,13 @@ You shift your body to make things easier for the horny wolf. You cry for help. <<if $wolfpackharmony gte 1>> -The other wolves growl at the aggressor, who slinks away in response. +The other <<beastsplural growl at the aggressor, who slinks away in response. <<lharmony>> <br><br> <<destinationwolfcave>> <<else>> -The other wolves don't care. +The other <<beastsplural>> don't care. <br><br> <<link [[Next|Wolf Cave Fight]]>><<set $molestationstart to 1>><</link>> @@ -85,7 +80,7 @@ The other wolves don't care. <<beastejaculation>><<wolfpacktrust>> <br> -The wolf yawns and lies down. +The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you climb to your feet. @@ -96,7 +91,7 @@ The wolf yawns and lies down. <<elseif $enemyhealth lte 0>> -The wolf limps away from you. +The <<beasttype>> limps away from you. <<if $monster is 1>>"Was just playing... too rough..."<</if>> <br><br> <<tearful>> you climb to your feet. @@ -107,7 +102,7 @@ The wolf limps away from you. <<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>> -The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone. +The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone. <<lharmony>> <br><br> @@ -119,7 +114,7 @@ The other wolves growl at the wolf assaulting you. It growls back at first, but <<else>> -The wolf yawns and lies down. +The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you climb to your feet. @@ -137,7 +132,7 @@ The wolf yawns and lies down. <<if $phase is 0>> -You stroke the low ranking wolf, and its ears perk up. The more dominant wolf growls, but doesn't press it. +You stroke the low ranking <<print $combatTrain.beastTypes[0]>>, and its ears perk up. The more dominant <<print $combatTrain.beastTypes[1]>> growls, but doesn't press it. <<gharmony>><<lferocity>><<deviancy1>> <<link [[Next|Wolf Cave Fight]]>><<set $sexstart to 1>><</link>> @@ -145,7 +140,7 @@ You stroke the low ranking wolf, and its ears perk up. The more dominant wolf gr <<elseif $phase is 1>> -You stroke the high ranking wolf. The less dominant wolf walks away with its tail down. +You stroke the high ranking <<print $combatTrain.beastTypes[1]>>. The less dominant <<print $combatTrain.beastTypes[0]>> walks away with its tail down. <<lharmony>><<gferocity>><<deviancy1>> <<link [[Next|Wolf Cave Fight]]>><<set $sexstart to 1>><</link>> @@ -153,7 +148,7 @@ You stroke the high ranking wolf. The less dominant wolf walks away with its tai <<elseif $phase is 2>> -You stroke both wolves. The dominant wolf seems less pleased, but doesn't cause a fuss. It insists it takes you first. +You stroke both of them. The dominant <<print $combatTrain.beastTypes[1]>> seems less pleased, but doesn't cause a fuss. It insists it takes you first. <<gharmony>><<gferocity>><<deviancy2>> <<link [[Next|Wolf Cave Fight Duo]]>><<set $sexstart to 1>><</link>> @@ -161,8 +156,9 @@ You stroke both wolves. The dominant wolf seems less pleased, but doesn't cause <<else>> -You turn away from them both. The more dominant wolf growls, but doesn't press it. +You turn away from them both. The more dominant <<print $combatTrain.beastTypes[1]>> growls, but doesn't press it. <br><br> +<<endevent>> <<destinationwolfcave>> @@ -172,20 +168,21 @@ You turn away from them both. The more dominant wolf growls, but doesn't press i <<set $location to "wolf_cave">><<effects>> <<if $phase is 0>> -You cover the wounded wolf with your body. The other wolf bares its teeth at you, but relents. +You cover the wounded <<beasttype>> with your body. The other <<beasttype>> bares its teeth at you, but relents. <<gharmony>><<lferocity>> <br><br> <<elseif $phase is 1>> -You stroke the wolf who drew blood. It jumps at your touch, as if expecting attack, but continues once it realises what you're doing. +You stroke the <<beasttype>> who drew blood. <<bHe>> jumps at your touch, as if expecting attack, but continues once <<bhe>> realises what you're doing. <<lharmony>><<gferocity>> <br><br> <<else>> -You ignore the wolves. The wounded wolf whimpers, and the other stops. +You ignore the <<beastsplural>>. The wounded <<beasttype>> whimpers, and the other stops. <br><br> <</if>> +<<endevent>> <<destinationwolfcave>> @@ -193,7 +190,10 @@ You ignore the wolves. The wounded wolf whimpers, and the other stops. <<set $location to "wolf_cave">><<effects>> <<if $phase is 0>> -You walk over to the black wolf and drop to your knees to stroke its head. It shakes you off, then presents its genitals to you. +You walk over to the Black Wolf and drop to your knees to stroke <<bhis>> head. <<bHe>> shakes you off, then presents <<bhis>> genitals to you. +<<if $monster is 1>> +"Angry. Help." +<</if>> <br><br> <<link [[Take in hand|Wolf Cave Black Wolf]]>><<set $sexstart to 1>><</link>><<deviant1>> @@ -206,14 +206,20 @@ You walk over to the black wolf and drop to your knees to stroke its head. It sh <br> <<elseif $phase is 1>> -The black wolf continues harassing the other wolves, who do their best to avoid it. It calms down, but leaves the rest of the pack anxious. +<<if $monster is 1>> +"No challenge. Obey!" +<</if>> +The Black Wolf continues harassing the other <<wolf_cave_plural>>, who do their best to avoid <<bhim>>. <<bHe>> calms down, but leaves the rest of the pack anxious. <<lharmony>> <br><br> <<destinationwolfcave>> <<else>> -You look the black wolf right in the eyes and bare your teeth. It's anger is wiped from its face for a moment, but soon returns. It growls and lunges at you. +You look the Black Wolf right in the eyes and bare your teeth. <<bHis>> anger is wiped from <<bhis>> face for a moment, but soon returns. <<bHe>> growls and lunges at you. +<<if $monster is 1>> +"I am alpha. I'll punish you." +<</if>> <br><br> <<link [[Next|Wolf Cave Challenge]]>><<set $molestationstart to 1>><</link>> @@ -228,12 +234,11 @@ You look the black wolf right in the eyes and bare your teeth. It's anger is wip <<set $consensual to 1>> <<neutral 1>> -<<npc "Black Wolf">><<beastNNPCinit>> <<if $phase is 0>> -You reach beneath the wolf and take it in your hand. +You reach beneath the <<beasttype>> and take it in your hand. <<npchand>><<deviancy1>> <<else>> -You lean beneath the wolf. +You lean beneath the <<beasttype>>. <<npcoral>><<deviancy4>> <</if>> <<blackwolfhealth>><<set $enemytrust -= 20>> @@ -245,7 +250,7 @@ You lean beneath the wolf. <<neutral 1>> <<molested>> -<<npc "Black Wolf">><<beastNNPCinit>><<blackwolfhealth>><<set $enemytrust -= 40>> +<<blackwolfhealth>><<set $enemytrust -= 40>> <</if>> @@ -278,7 +283,7 @@ You lean beneath the wolf. <<beastejaculation>><<wolfpacktrust>> <br> -The black wolf calms down. The other wolves look grateful and relieved. +The Black Wolf calms down. The other <<beastsplural>> look grateful and relieved. <<gharmony>> <br><br> @@ -293,15 +298,19 @@ The black wolf calms down. The other wolves look grateful and relieved. <<elseif $enemyhealth lte 0>> <<if $wolfpackleader is 1>> - The black wolf limps away from you. The other wolves look relieved. + The Black Wolf limps away from you. The other <<beastsplural>> look relieved. <<gharmony>> <br><br> <<else>> -The whole pack watches as the black wolf rolls onto its back in submission. +The whole pack watches as the Black Wolf rolls onto <<bhis>> back in submission. <br><br> -<<tearful>> you howl. The other wolves howl with you. The black wolf hobbles away to nurse its injuries. <span class="gold">You can now lead the pack on hunts.</span> +<<tearful>> you howl. The other <<wolf_cave_plural>> howl with you. +<<if $monster is 1>> + The Black Wolf speaks. "You're... strong. Stronger than Black Wolf. I knew taking you was right choice." +<</if>> +The Black Wolf hobbles away to nurse <<bhis>> injuries. <span class="gold">You can now lead the pack on hunts.</span> <<set $wolfpackleader to 1>><<earnFeat "Head of the Pack">> <br><br> <</if>> @@ -313,7 +322,7 @@ The whole pack watches as the black wolf rolls onto its back in submission. <<else>> -The black wolf stops bothering you, but continues to bite and growl at the others. +The Black Wolf stops bothering you, but continues to bite and growl at the others. <<lharmony>> <br><br> @@ -334,7 +343,7 @@ The black wolf stops bothering you, but continues to bite and growl at the other <<neutral 1>> <<molested>> - <<npc "Black Wolf">><<beastNNPCinit>><<blackwolfhealth>><<set $enemyanger += 200>><<set $enemytrust -= 40>> + <<blackwolfhealth>><<set $enemyanger += 200>><<set $enemytrust -= 40>> <</if>> @@ -366,7 +375,7 @@ The black wolf stops bothering you, but continues to bite and growl at the other <<beastejaculation>><<wolfpacktrust>> <br> - The black wolf calms down. The other wolves look grateful and relieved. + The Black Wolf calms down. The other <<beastsplural>> look grateful and relieved. <<gharmony>> <br><br> @@ -378,10 +387,14 @@ The black wolf stops bothering you, but continues to bite and growl at the other <<destinationwolfcave>> <<elseif $enemyhealth lte 0>> - The whole pack watches as the black wolf rolls onto its back in submission. + The whole pack watches as the Black Wolf rolls onto <<bhis>> back in submission. <br><br> - <<tearful>> you howl. The other wolves howl with you. The black wolf hobbles away to nurse its injuries. <span class="gold">You can now lead the pack on hunts.</span> + <<tearful>> you howl. The other <<beastsplural>> howl with you. + <<if $monster is 1>> + The Black Wolf speaks. "You're... strong. Stronger than Black Wolf. I knew taking you was right choice." + <</if>> + The black wolf hobbles away to nurse its injuries. <span class="gold">You can now lead the pack on hunts.</span> <<set $wolfpackleader to 1>><<earnFeat "Head of the Pack">> <br><br> @@ -390,12 +403,12 @@ The black wolf stops bothering you, but continues to bite and growl at the other <<destinationwolfcave>> <<else>> - You fall to the ground, unable to fight any longer. The black wolf grabs your neck in its jaws and holds you to the floor for a moment, then releases you. + You fall to the ground, unable to fight any longer. The Black Wolf grabs your neck<<if $monster isnot 1>> in its jaws<</if>> and holds you to the floor for a moment, then releases you. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<if $wolfpackpoisoned isnot 1>> - <i>The black wolf is very strong. There must be a way to even things.</i> + <i>The Black Wolf is very strong. There must be a way to even things.</i> <br><br> <</if>> @@ -409,13 +422,13 @@ The black wolf stops bothering you, but continues to bite and growl at the other <<set $location to "wolf_cave">><<effects>> <<if $phase is 0>> - You rush over to the young wolf and stroke its head. It rears up and licks your face. It's fine, just upset by the fall. + You rush over to the young <<beasttype>> and stroke <<bhis>> head. <<bHe>> rears up and licks your face. <<bHe>>'s fine, just upset by the fall. <<gharmony>><<lferocity>><<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> <<destinationwolfcave>> <<else>> - You ignore the young wolf. It soon starts playing again. It's fine. + You ignore the young <<beasttype>>. <<bHe>> soon starts playing again. <<bHe>>'s fine. <<lharmony>><<gferocity>> <br><br> @@ -442,7 +455,7 @@ The black wolf stops bothering you, but continues to bite and growl at the other :: Wolf Cave Play Fight [nobr] <<set $outside to 0>><<set $location to "wolf_cave">><<effects>> -You play fight with the young wolf. It bites your arm and tries to drag you to the ground. When that fails it bites your leg and tries there. It's not very strong. +You play fight with the young <<beasttype>>. <<bHe>> bites your arm and tries to drag you to the ground. When that fails, <<bhe>> bites your leg and tries there. <<bHe>>'s not very strong. <br><br> <<destinationwolfcave>> @@ -454,8 +467,7 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<set $consensual to 1>> <<neutral 1>> - <<beastNEWinit 1 wolf>> - You adopt a mating posture and present yourself to the wolf. + You adopt a mating posture and present yourself to the <<beasttype>>. <<deviancy2>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> @@ -467,7 +479,7 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<if $alarm is 1 and $rescue is 0>> <<set $alarm to 0>> - <span class="red">The wolves are too busy thinking about themselves to help you.</span> + <span class="red">The <<beastsplural>> are too busy thinking about themselves to help you.</span> <br><br> <</if>> @@ -498,7 +510,7 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<beastejaculation>><<wolfpacktrust>> <br> - The wolf yawns and lies down. + The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you climb to your feet. @@ -507,7 +519,7 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> - The wolf limps away from you. + The <<beasttype>> limps away from you. <br><br> <<tearful>> you climb to your feet. @@ -516,7 +528,7 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<clotheson>> <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>> - The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone. + The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone. <<lharmony>> <br><br> @@ -526,7 +538,7 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<clotheson>> <<endcombat>> <<else>> - The wolf yawns and lies down. + The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you climb to your feet. @@ -545,10 +557,9 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<set $consensual to 1>> <<neutral 1>> - <<beastTrainGenerate 1 "wolf">> - <<beastNEWinit 1 wolf>> + <<beastTrainGenerate>> - You shift your body to make things easier for the horny wolf. + You shift your body to make things easier for the horny <<beasttype>>. <<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> @@ -560,7 +571,7 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<neutral 1>> <<molested>> - <<beastNEWinit 1 wolf>><<set $enemytrust -= 40>> + <<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> @@ -571,7 +582,7 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<if $alarm is 1 and $rescue is 0>> <<set $alarm to 0>> - <span class="red">The wolves are too busy thinking about themselves to help you.</span> + <span class="red">The <<wolf_cave_plural>> are too busy thinking about themselves to help you.</span> <br><br> <</if>> @@ -602,12 +613,12 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but the other is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Wolf Cave Fight Duo]] <<else>> The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<link [[Next|Wolf Cave Fight Duo Finish]]>><<set $finish to 1>><</link>> <</if>> @@ -616,19 +627,19 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. <<wolfpacktrust>> - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Wolf Cave Fight Duo]] <<else>> Satisfied, the <<beasttype>> moves away from you. + <<combatTrainAdvance>> <<wolfpacktrust>> <br><br> <<link [[Next|Wolf Cave Fight Duo Finish]]>><<set $finish to 1>><</link>> <</if>> <<else>> <<if $consensual is 1>> - The wolves groom each other. + The <<beastsplural>> groom each other. <br><br> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> @@ -636,11 +647,11 @@ You play fight with the young wolf. It bites your arm and tries to drag you to t <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The <<beasttype>> leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the wolves flee between the trees. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee between the trees. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The wolves leave you spent and shivering on the grass. + The <<beastsplural>> leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The wolves leave you spent and shivering on the grass. + The <<beastsplural>> leave you spent and shivering on the grass. <</if>> <br><br> <</if>> diff --git a/game/overworld-forest/loc-wolfpack/hunts.twee b/game/overworld-forest/loc-wolfpack/hunts.twee index c401627724..614ef5d090 100644 --- a/game/overworld-forest/loc-wolfpack/hunts.twee +++ b/game/overworld-forest/loc-wolfpack/hunts.twee @@ -4,7 +4,7 @@ <<if $wolfpacktrust gte 18 or $wolfpackleader gte 1>> <<set $dateCount.BlackWolfHunts++>> -You follow the wolves as they depart between the trees. They don't stop you. +You follow the <<wolf_cave_plural>> as they depart between the trees. They don't stop you. <br><br> <<set $outside to 1>> Not far from the cave they break into a run. They move fast. It's hard to keep up. @@ -15,8 +15,15 @@ Not far from the cave they break into a run. They move fast. It's hard to keep u <<else>> -You try to follow the wolves, but the black wolf turns and growls at you. It wants you to stay with the young wolves. +You try to follow the <<wolf_cave_plural>>, but the Black Wolf turns and growls at you. +<<npc "Black Wolf">> +<<if $monster is 1>> +"Stay! Watch young. Build trust." +<<else>> +<<bHe>> wants you to stay with the younger <<wolf_cave_plural>>. +<</if>> <br><br> +<<endevent>> You watch as they depart between the trees. <br><br> @@ -31,14 +38,14 @@ You watch as they depart between the trees. :: Wolf Cave Hunt Leave [nobr] <<set $location to "wolf_cave">><<effects>> -The pack departs between the trees, leaving you with the younger wolves. +The pack departs between the trees, leaving you with the younger <<wolf_cave_plural>>. <br><br> <<destinationwolfcave>> :: Wolf River [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> -You run with the pack alongside the river. You come to a soft patch of grass. Some of the wolves lie down for a rest. +You run with the pack alongside the river. You come to a soft patch of grass. Some of the <<wolf_cave_plural>> lie down for a rest. <br><br> <<if $wolfpackleader gte 1>> <<link [[Rest (1:00)|Wolf River Rest]]>><<tiredness -12>><<pass 1 hour>><</link>> @@ -53,25 +60,34 @@ You run with the pack alongside the river. You come to a soft patch of grass. So <br> <</if>> <<else>> + <<npc "Black Wolf">> <<if $rng gte 51>> - The black wolf lies down too, and you and the other wolves follow suit. + The Black Wolf lies down too, and you and the other <<wolf_cave_plural>> follow suit. + <<if $monster is 1>> + "Rest. Save strength." + <</if>> <br><br> <<link [[Next (1:00)|Wolf River Rest]]>><<tiredness -12>><<pass 1 hour>><</link>> <br> <<else>> - The black wolf growls at them, and they stand back up. + <<if $monster is 1>> + The Black Wolf barks. "No time for rest! Scent on the wind. Be swift." + <<else>> + The Black Wolf growls at them, and they stand back up. + <</if>> <br><br> <<link [[Next|Wolf River Rouse]]>><</link>> <br> <</if>> <</if>> +<<endevent>> :: Wolf Cliff [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You come to a decaying stump at the base of the cliff. There's a collection of mushrooms growing at its base, some red some pink. <<if $science gte 400>> - You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You recognise the pink ones too. They're an aphrodisiac, and poisonous to many animals. Including wolves. + You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You recognise the pink ones too. They're an aphrodisiac, and poisonous to many animals. Including <<wolf_cave_plural>>. <<elseif $science gte 200>> You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You don't recognise the pink ones. <<else>> @@ -91,7 +107,7 @@ You come to a decaying stump at the base of the cliff. There's a collection of m The pack rests for a while. You think you even fall asleep. <<gharmony>><<lferocity>><<ltiredness>> <br><br> -The wolves soon become restless, and the hunt continues. +The hunting party soon becomes restless, and the hunt continues. <<gathletics>><<athletics 6>><<physique 6>> <br><br> <<wolfhuntevents>> @@ -99,7 +115,7 @@ The wolves soon become restless, and the hunt continues. :: Wolf River Rouse [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> -The wolves are roused and the hunt continues. +The pack is roused and the hunt continues. <<gathletics>><<athletics 6>><<physique 6>> <br><br> <<wolfhuntevents>> @@ -107,13 +123,13 @@ The wolves are roused and the hunt continues. :: Wolf Cliff2 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> -The wolves start to move again, and you run to keep up with them. +The pack starts to move again, and you run to keep up with them. <<gathletics>><<athletics 6>><<physique 6>> <br><br> <<wolfhuntevents>> :: Wolf Deer [nobr] - +<<npc "Black Wolf">> <<set $outside to 1>><<set $location to "forest">><<effects>> You follow the deer tracks. They lift their heads more frequently, as if they can smell something you can't. After some time they break into a sprint. <br><br> @@ -121,41 +137,46 @@ You follow the deer tracks. They lift their heads more frequently, as if they ca They don't hold back for you, <span class="green">but you're able to keep up.</span> You soon arrive at a clearing. On the other side stands a lone deer. It stops grazing and breaks into a panicked run at the sight of the pack. <br><br> <<if 20 + $wolfpackharmony + $wolfpackferocity gte $rng>> - It bounds through the forest, weaving between the trees and out of sight. The black wolf breaks from the rest of the pack and races after it. You break into another clearing and find the black wolf stood triumphant over its prey. + It bounds through the forest, weaving between the trees and out of sight. The Black Wolf breaks from the rest of the pack and races after it. You break into another clearing and find the Black Wolf stood triumphant over its prey. <br><br> - The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better. + The Black Wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better. You sit by the deer. + <<if $monster is 1>> + <<bHe>> sits next to you and places a hand on your head. "Good hunt. Success thanks to <<ppackbrother>>." + <</if>> <<stress -12>><<lstress>> <br><br> - The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it. + The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves its place by the deer to quell it. <br><br> + <<endevent>> <<wolfpackhuntoptions>> <<else>> It bounds through the forest, weaving between the trees. The pack races after it, but running at such speed they tire quickly. The deer escapes. <br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i> <br><br> - Dejected but not broken, the wolves try to pick up the scent of easier prey. They catch something on the breeze and break into a run. + Dejected but not broken, the <<wolf_cave_plural>> try to pick up the scent of easier prey. They catch something on the breeze and break into a run. <<gathletics>><<athletics 6>><<physique 6>> <br><br> + <<endevent>> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> <</if>> <<else>> They don't hold back for you, <span class="red">and you're unable to keep up</span>. You lose them in the forest. <br><br> - <<link [[Next|Forest]]>><<set $forest to 60>><</link>> + <<link [[Next|Forest]]>><<endevent>><<set $forest to 60>><</link>> <br> <</if>> :: Wolf Carrion [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> - -You follow the trail and arrive at a grassy knoll. On its top lies a deer carcass, being chewed on by a wild boar. The boar spots the pack and glares down. +<<beastNEWinit 1 boar>> +You follow the trail and arrive at a grassy knoll. On its top lies a deer carcass, being chewed on by a wild <<beasttype>>. <<bHe>> spots the pack and glares down. <br><br> <<if $rng gte 51>> -Before the rear wolves even arrive the boar leaps over the carcass and charges down the hill, straight at you! +Before the rear <<wolf_cave_plural>> even arrive the <<beasttype>> leaps over the carcass and charges down the hill, straight at you! <br><br> <<link [[Stand your ground|Wolf Carrion Stand]]>><</link>><<physiquedifficulty 2000 12000>> @@ -164,26 +185,29 @@ Before the rear wolves even arrive the boar leaps over the carcass and charges d <br> <<else>> -Before the last wolf even arrives, the boar leaps over the carcass and charges down the hill, straight at the black wolf. +Before the last wolf even arrives, the <<beasttype>> leaps over the carcass and charges down the hill, straight at the Black Wolf. <br><br> +<<endevent>><<npc "Black Wolf">> <<if $wolfpackharmony + $wolfpackferocity + 20 gte $rng>> - - The black wolf stands its ground. The boar veers away and runs into the forest. + The Black Wolf stands <<bhis>> ground. The attacker veers away and runs into the forest. <br><br> - The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better. + The Black Wolf keeps the choice parts for <<bhimself>>. You find some berries growing nearby which serve you better. You sit by the deer. + <<if $monster is 1>> + <<bHe>> sits next to you and places a hand on your head. "Good hunt. Always stand ground, <<ppackbrother>>." + <</if>> <<stress -12>><<lstress>> <br><br> - The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it. + The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves its place by the deer to quell it. <br><br> - + <<endevent>> <<wolfpackhuntoptions>> <<else>> - The black wolf stands its ground, and the boar's charge knocks it aside. It runs amok among the wolves, who panic and run for the safety of the trees. + The Black Wolf stands <<bhis>> ground, and the attacker's charge knocks <<bhim>> aside. It runs amok among the pack, who panic and run for the safety of the trees. <br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i> @@ -192,7 +216,7 @@ Before the last wolf even arrives, the boar leaps over the carcass and charges d You run with the pack into the forest. There must be easier prey. <<gathletics>><<athletics 6>><<physique 6>> <br><br> - +<<endevent>> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> @@ -201,8 +225,8 @@ You run with the pack into the forest. There must be easier prey. :: Wolf Bear [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> - -You come to a small cave and see a large shape rise and fall in a steady rhythm. It's a bear, lying with its eyes shut beside a fresh kill. It looks like a deer. The pack creeps closer. They'll need the element of surprise. +<<beastNEWinit 1 bear>> +You come to a small cave and see a large shape rise and fall in a steady rhythm. It's a <<beasttype>>, lying with its eyes shut beside a fresh kill. It looks like a deer. The pack creeps closer. They'll need the element of surprise. <br><br> <<set $skulduggerydifficulty to 300>> @@ -214,7 +238,7 @@ You come to a small cave and see a large shape rise and fall in a steady rhythm. :: Wolf Hunters [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> -The wolves seem uneasy. They wouldn't normally track a pack of humans unless the situation was dire. They follow you regardless. Their run slows to a prowl, and soon after you hear laughter ahead. You creep forward. Three hunters sit around a fire. A deer carcass lies on the ground beside them. They each have a rifle. +The pack seems uneasy. They wouldn't normally track a pack of humans unless the situation was dire. They follow you regardless. Their run slows to a prowl, and soon after you hear laughter ahead. You creep forward. Three hunters sit around a fire. A deer carcass lies on the ground beside them. They each have a rifle. <br><br> A frontal attack would be very risky. @@ -258,21 +282,22 @@ A frontal attack would be very risky. :: Wolf Deer2 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> - +<<npc "Black Wolf">> <<if $phase is 0>><<set $wolfpackshroom to "none">> -You crumble the red mushroom onto the black wolf's food. It spots you and growls, but relents when it sees you carry nothing away. It returns to its place and continues eating. Over the next few hours it becomes more territorial, glaring at other wolves who approach the deer. +You crumble the red mushroom onto the Black Wolf's food. <<bHe>> spots you and growls, but relents when <<bhe>> sees you carry nothing away. <<bHe>> returns to <<bhis>> place and continues eating. Over the next few hours <<bhe>> becomes more territorial, glaring at other <<wolf_cave_plural>> who approach the deer. <<gferocity>> <br><br> <<elseif $phase is 1>><<set $wolfpackshroom to "none">> -You crumble the pink mushroom onto the black wolf's food. It spots you and growls, but relents when it sees you carry nothing away. It returns to its place and continues eating. Over the next few hours it becomes lethargic. The other wolves notice and try their luck at parts of the deer they wouldn't normally be allowed. +You crumble the pink mushroom onto the Black Wolf's food. <<bHe>> spots you and growls, but relents when <<bhe>> sees you carry nothing away. <<bHe>> returns to <<bhis>> place and continues eating. Over the next few hours <<bhe>> becomes lethargic. The other <<wolf_cave_plural>> notice and try their luck at parts of the deer they wouldn't normally be allowed. <<lferocity>><<set $wolfpackpoisoned to 1>> <br><br> <</if>> - -You lie on the grass with your head resting on a wolf. All that running is tiring. You close your eyes and sleep. You're awoken when the wolf you were resting on stands up. +<<endevent>><<beastNEWinit 1 wolf>> +You lie on the grass with your head resting on a <<beasttype>>. All that running is tiring. You close your eyes and sleep. You're awoken when the <<beasttype>> you were resting on stands up. <br><br> +<<endevent>> <<set $huntstate to "success">> <<wolfhuntevents>> @@ -280,15 +305,15 @@ You lie on the grass with your head resting on a wolf. All that running is tirin :: Wolf Hunters Attack [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<generate1>><<generate2>><<generate3>> -The wolves get into position around the camp, then rush in from all directions. +The pack gets into position around the camp, then rush in from all directions! <br><br> <<if $wolfpackharmony + $wolfpackferocity - 20 gte $rng>> -The hunters are quick to react, but not quick enough. A <<person1>><<person>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The black wolf lunges and grabs <<his>> arm in its jaws. +The hunters are quick to react, but not quick enough. A <<person1>><<person>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The Black Wolf lunges and grabs <<his>> arm. <br><br> - The other wolves follow the black's lead. You back away as they drive the hunters into a tight circle with their backs against each other. + The other <<wolf_cave_plural>> follow the Black's lead. You back away as they drive the hunters into a tight circle with their backs against each other. <br><br> "Th-this is m-mad," the <<person>> stammers. @@ -300,7 +325,7 @@ The hunters are quick to react, but not quick enough. A <<person1>><<person>> re <br> <<else>> -The hunters are quick to react. They grab their rifles and fire at the wolves. The bullets whiz into the forest. Though unharmed, the wolves turn their tails and flee to safety. You go with them. +The hunters are quick to react. They grab their rifles and fire at the pack. The bullets whiz into the forest. Though unharmed, the <<wolf_cave_plural>> turn their tails and flee to safety. You go with them. <<lharmony>><<lferocity>> <br><br> @@ -320,21 +345,21 @@ You run into the forest once more, the pack following close behind. There must b <<set $outside to 1>><<set $location to "forest">><<effects>> <<generate1>><<generate2>><<generate3>> <<if $phase is 0>> -<<flaunting>> you emerge from the safety of the trees, naked. You hear a wolf whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them. +<<flaunting>> you emerge from the safety of the trees, naked. You hear one of your packmates whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them. <<exhibitionism5>> They gape at you. The closest, a <<person1>><<person>>, is the first to speak. "Why, if it isn't a forest nymph, come to keep us warm." <<He>> stands up, and the others do too. <br><br> <<elseif $phase is 1>> -<<flaunting>> you emerge from the safety of the trees, despite being exposed so. You hear a wolf whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them. +<<flaunting>> you emerge from the safety of the trees, despite being exposed so. You hear one of your packmates whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them. <<exhibitionism3>> They gape at you. The closest, a <<person1>><<person>>, is the first to speak. "Looks like you forgot to dress properly." <<He>> stands up, and the others do too. <br><br> <<else>> -You emerge from the safety of the trees. You hear a wolf whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them. +You emerge from the safety of the trees. You hear one of your packmates whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them. <br><br> They jump and reach for their guns when they see you, but soon calm down. The closest, a <<person1>><<person>>, is the first to speak. "You shouldn't sneak up on people like that," <<he>> says. "You're liable to get hurt." <<He>> leers at you as <<he>> stands up, and the others do too. @@ -357,10 +382,10 @@ They jump and reach for their guns when they see you, but soon calm down. The cl "That's right," a <<person3>><<person>> says next as <<he>> eyes you up and down. "Question is, what shall we do with you?" <br><br> - They're so taken by you they don't notice the many pairs of eyes glowing in the dark, drawing closer. The <<person1>><<person>> looks over <<his>> friend's shoulder and horror spreads on <<his>> face. <<He>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The black wolf lunges and grabs <<his>> arm in its jaws. + They're so taken by you they don't notice the many pairs of eyes glowing in the dark, drawing closer. The <<person1>><<person>> looks over <<his>> friend's shoulder and horror spreads on <<his>> face. <<He>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The Black Wolf lunges and grabs <<his>> arm. <br><br> - The other wolves follow the black's lead. You back away as they drive the hunters into a tight circle with their backs against each other. + The other <<wolf_cave_plural>> follow the Black's lead. You back away as they drive the hunters into a tight circle with their backs against each other. <br><br> "Th-this is m-mad," the <<person>> stammers. @@ -389,7 +414,7 @@ They jump and reach for their guns when they see you, but soon calm down. The cl :: Wolf Hunter Leave [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> -It's not worth the risk. You turn and run, the relieved wolves following close behind. +It's not worth the risk. You turn and run, the relieved <<wolf_cave_plural>> following close behind. <<gathletics>><<athletics 6>><<physique 6>> <br><br> @@ -404,14 +429,14 @@ It's not worth the risk. You turn and run, the relieved wolves following close b "Give me your money and valuables," you say. "Then leave us to eat in peace." <br><br> <<elseif $submissive lte 850>> -"Your money and valuables," you say. "Before I feed you to my family." The wolves growl. +"Your money and valuables," you say. "Before I feed you to my family." The pack growls. <br><br> <<else>> -"Your money and valuables," you say. "Hurry, I can't hold them back forever." The wolves growl. +"Your money and valuables," you say. "Hurry, I can't hold them back forever." The pack growls. <br><br> <</if>> -They pull money out of pockets and take off their jewellery. They drop it all in a pile at their feet before being marched from the camp by the wolves nipping at their heels. The wolves rush to the deer carcass once they are out of earshot. +They pull money out of pockets and take off their jewellery. They drop it all in a pile at their feet before being marched from the camp by the <<wolf_cave_plural>> nipping at their heels. They rush to the deer carcass once they are out of earshot. <br><br> <<if $rng gte 96>> @@ -426,8 +451,8 @@ They pull money out of pockets and take off their jewellery. They drop it all in <</if>> <<endevent>> - - The black wolf keeps the choice parts of the deer for itself. You rummage in a bag left behind by the hunters and find some canned food that suits you better. + <<npc "Black Wolf">> + The Black Wolf keeps the choice parts of the deer for <<bhimself>>. You rummage in a bag left behind by the hunters and find some canned food that suits you better. You sit by the deer. <<stress -12>><<lstress>> <br><br> @@ -436,9 +461,13 @@ They pull money out of pockets and take off their jewellery. They drop it all in <<gspraymax>><<set $spraymax += 1>><<spray 5>> <br><br> <</if>> + <<if $monster is 1>> + The Black Wolf sits next to you and places a hand on your head. "Good hunt. Humans apex predators. With you, we can do anything, <<ppackbrother>>." + <</if>> - The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it. + The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it. <br><br> + <<endevent>> <<wolfpackhuntoptions>> @@ -449,19 +478,19 @@ They pull money out of pockets and take off their jewellery. They drop it all in "Leave us alone," you say. "We only want to eat in peace." <br><br> <<elseif $submissive lte 850>> -"Leave," you say. "Before I change my mind and feed you to my family." The wolves growl. +"Leave," you say. "Before I change my mind and feed you to my family." The pack growls. <br><br> <<else>> -"Leave," you say. "I can't hold them back forever." The wolves growl. +"Leave," you say. "I can't hold them back forever." The pack growls. <br><br> <</if>> -The hunters nod and march from the camp with wolves nipping at their heels. The wolves rush to the deer carcass once they are out of earshot. +The hunters nod and march from the camp with <<wolf_cave_plural>> nipping at their heels. They rush to the deer carcass once they are out of earshot. <br><br> <<endevent>> - - The black wolf keeps the choice parts for itself. You rummage in a bag left behind by the hunters and find some canned food that suits you better. + <<npc "Black Wolf">> + The Black Wolf keeps the choice parts for itself. You rummage in a bag left behind by the hunters and find some canned food that suits you better. You sit by the deer. <<stress -12>><<lstress>> <br><br> @@ -471,10 +500,13 @@ The hunters nod and march from the camp with wolves nipping at their heels. The <<gspraymax>><<set $spraymax += 1>><<spray 5>> <br><br> <</if>> + <<if $monster is 1>> + The Black Wolf sits next to you and places a hand on your head. "Good hunt. Humans apex predators. With you, we can do anything, <<ppackbrother>>." + <</if>> - The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it. + The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves its place by the deer to quell it. <br><br> - +<<endevent>> <<wolfpackhuntoptions>> :: Wolf Hunter Rape [nobr] @@ -543,7 +575,7 @@ The <<person1>><<person>> stumbles backwards and steps in the fire. <<tearful>> <br><br> <</if>> -You sneak up to the cave. You think you hear the bear snore. <span class="green">You sneak behind it.</span> The rest of the pack inches closer. One of them snaps a twig, and the bear's eyes shoot open. You throw a rock at it, and it turns to face you. It rears up and roars, unaware of the wolves right behind it. They attack it from behind, biting at its limbs and clawing at its back. +You sneak up to the cave. You think you hear the <<beasttype>> snore. <span class="green">You sneak behind <<bhim>>.</span> The rest of the pack inches closer. One of them snaps a twig, and the <<beasttypes>> eyes shoot open. You throw a rock at <<bhim>>, and <<bhe>> turns to face you. <<bHe>> rears up and roars, unaware of the <<wolf_cave_plural>> right behind it. They attack <<bhim>> from behind, biting at <<bhis>> limbs and clawing at <<bhis>> back. <br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> @@ -553,18 +585,25 @@ You sneak up to the cave. You think you hear the bear snore. <span class="green" <br><br> <</if>> -Groggy and surrounded, the bear stumbles away from the cave and leaves the deer carcass unguarded. The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better. +Groggy and surrounded, the <<beasttype>> stumbles away from the cave and leaves the deer carcass unguarded. <<if $monster is 1>>"Thieving wolves... take the deer if you want it so badly!<</if>> The Black Wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better. You sit by the deer. <<stress -12>><<lstress>> <br><br> + <<endevent>> + <<npc "Black Wolf">> + <<if $monster is 1>> + The Black Wolf calls you over. "Bear no match for pack strength. <<pPackbrother>> did well." + <</if>> + <<endevent>> - The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it. + The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves its place by the deer to quell it. <br><br> +<<endevent>> <<wolfpackhuntoptions>> <<else>> -You sneak up to the cave. You think you hear the bear snore. <span class="red">You're right beside it when it opens it's eyes and looks straight at you!</span> The wolves flee into the night and the bear rears over you. +You sneak up to the cave. You think you hear the <<beasttype>> snore. <span class="red">You're right beside it when it opens <<bhis>> eyes and looks straight at you!</span> The <<wolf_cave_plural>> flee into the night and the <<beasttype>> rears over you. <br><br> <<link [[Next|Wolf Bear Rape]]>><<set $molestationstart to 1>><</link>> @@ -574,26 +613,31 @@ You sneak up to the cave. You think you hear the bear snore. <span class="red">Y :: Wolf Bear Attack [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> -<<generate1>><<generate2>><<generate3>> -The wolves creep up to the cave. The bear's eyes open, and the wolves lunge at it. +The pack creeps up to the cave. The <<beasttypes>> eyes open, and the pack lunges at it. <br><br> <<if $wolfpackharmony + $wolfpackferocity + 20 gte $rng>> -The bear tries to stand, but it's too late. Several sets of jaws clamp down on it's body. It roars in pain and swipes at the attackers, but they jump back to safety. +The <<beasttype>> tries to stand, but it's too late. Several sets of jaws clamp down on it's body. It roars in pain and swipes at the attackers, but they jump back to safety. <br><br> -Groggy and hurt, the bear stumbles away from the cave and leaves the deer carcass unguarded. The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better. +Groggy and hurt, the <<beasttype>> stumbles away from the cave and leaves the deer carcass unguarded. <<if $monster is 1>>"Thieving wolves... take the deer if you want it so badly!<</if>> The Black Wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better. <<stress -12>><<lstress>> <br><br> + <<endevent>> + <<npc "Black Wolf">> + <<if $monster is 1>> + The Black Wolf calls you over. "Bear no match for pack strength. <<pPackbrother>> did well." + <</if>> + <<endevent>> - The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it. + The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves <<bhis>> place by the deer to quell it. <br><br> <<wolfpackhuntoptions>> <<else>> -The black wolf lunges, but the bear is too quick. It swipes the black wolf to the side, and the other wolves turn and flee. The black wolf follows, unhurt save for its pride. +The Black Wolf lunges, but the <<beasttype>> is too quick. <<bHe>> swipes the Black Wolf to the side, and the other <<wolf_cave_plural>> turn and flee. The Black Wolf follows, unhurt save for <<nnpc_his "Black Wolf">> pride. <br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i> @@ -602,6 +646,7 @@ The black wolf lunges, but the bear is too quick. It swipes the black wolf to th You run with the pack into the forest. There must be easier prey. <<gathletics>><<athletics 6>><<physique 6>> <br><br> +<<endevent>> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> @@ -616,7 +661,7 @@ You run with the pack into the forest. There must be easier prey. <<neutral 1>> <<molested>> -<<beastNEWinit 1 bear>><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>> +<<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>> <</if>> @@ -643,7 +688,7 @@ You run with the pack into the forest. There must be easier prey. <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - Satisfied, the bear returns to sleep. + Satisfied, the <<beasttype>> returns to sleep. <br><br> <<tearful>> you stagger from the cave. <br><br> @@ -652,7 +697,7 @@ You run with the pack into the forest. There must be easier prey. <<link [[Next|Forest]]>><<set $forest to 60>><</link>> <br> <<elseif $enemyhealth lte 0>> - You scare the mighty beast. It flees deeper into its abode. It's a shame the wolves ran, as there's nothing guarding the carcass. + You scare the mighty <<beasttype>>. <<bHe>> flees deeper into <<bhis>> abode. It's a shame the pack ran, as there's nothing guarding the carcass. <br><br> <<tearful>> you stagger from the cave. <br><br> @@ -667,16 +712,21 @@ You run with the pack into the forest. There must be easier prey. <<set $outside to 1>><<set $location to "forest">><<effects>> You plant your feet and stand your ground. <<if $physique gte random(2000, 12000)>> - <span class="green">The boar veers away from you</span>, and runs into the forest. + <span class="green">The <<beasttype>> veers away from you</span>, and runs into the forest. <br><br> - The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better. + The Black Wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better. You sit by the deer. + <<endevent>><<npc "Black Wolf">> + <<if $monster is 1>> + <<bHe>> sits next to you and places a hand on your head. "Good hunt. Always stand ground, <<ppackbrother>>." + <</if>> + <<endevent>> <<stress -12>><<lstress>> <br><br> - The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it. + The pack lazes around, eating at their leisure. A small dispute breaks out and the Black Wolf leaves its place by the deer to quell it. <br><br> <<wolfpackhuntoptions>> <<else>> - <span class="red">The boar doesn't stop.</span> It knocks you aside and runs amok among the wolves, who run for the safety of the forest. Before you can stagger to your feet the boar is on top of you. + <span class="red">The <<beasttype>> doesn't stop.</span> <<bHe>> knocks you aside and runs amok among the pack, who run for the safety of the forest. Before you can stagger to your feet the <<beasttype>> is on top of you. <br><br> <<link [[Next|Wolf Carrion Rape]]>><<set $molestationstart to 1>><</link>> <br> @@ -685,11 +735,12 @@ You plant your feet and stand your ground. :: Wolf Carrion Run [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> -You run away from the boar. It runs amok among the wolves, who panic and run for the safety of the trees. +You run away from the <<beasttype>>. <<bHe>> runs amok among the pack, who panic and run for the safety of the trees. <br><br> You run with the pack into the forest. There must be easier prey. <<gathletics>><<athletics 6>><<physique 6>> <br><br> +<<endevent>> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> @@ -702,7 +753,6 @@ You run with the pack into the forest. There must be easier prey. <<neutral 1>> <<molested>> -<<beastNEWinit 1 boar>> <<set $NPCList[0].stance to "top">> <</if>> @@ -729,7 +779,7 @@ You run with the pack into the forest. There must be easier prey. <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - Satisfied, the boar climbs the hill and continues to eat. + Satisfied, the <<beasttype>> climbs the hill and continues to eat. <br><br> <<tearful>> you walk into the trees. <br><br> @@ -738,7 +788,7 @@ You run with the pack into the forest. There must be easier prey. <<link [[Next|Forest]]>><<set $forest to 60>><</link>> <br> <<elseif $enemyhealth lte 0>> - You scare the boar away from you. It squeals and flees. It's a shame the wolves ran as there's nothing guarding the carcass. + You scare the <<beasttype>> away from you. <<bHe>> squeals and flees. It's a shame the pack ran as there's nothing guarding the carcass. <br><br> <<tearful>> you walk into the trees. <br><br> diff --git a/game/overworld-forest/loc-wolfpack/introduction.twee b/game/overworld-forest/loc-wolfpack/introduction.twee index 623c4a2ab7..56f5f26237 100644 --- a/game/overworld-forest/loc-wolfpack/introduction.twee +++ b/game/overworld-forest/loc-wolfpack/introduction.twee @@ -8,11 +8,10 @@ <<molested>> <<if $phase is 1>> - <<beastTrainGenerate 1 "wolf">> - <<beastNEWinit 1 wolf>><<set $enemyanger += 30>> + <<beastTrainGenerate>> + <<set $enemyanger += 30>> <<else>> - <<beastTrainGenerate 5 "wolf">> - <<beastNEWinit 1 wolf>> + <<beastTrainGenerate>> <</if>> <</if>> <<effects>> @@ -37,14 +36,14 @@ <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> - Satisfied, the beast leaves you be. Another takes its place. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + Satisfied, the <<beasttype>> leaves you be. Another takes its place. <<combatTrainAdvance>> <<wolfpacktrust>><<gstockholm>> <br><br> [[Next|Forest Wolf Cave Rape]] <<else>> Satisfied, the beast leaves you be. + <<combatTrainAdvance>> <<wolfpacktrust>><<gstockholm>> <br><br> [[Next|Forest Wolf Cave Rape End]] @@ -52,13 +51,13 @@ <<elseif $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> - The beast recoils in pain and fear, but another takes its place. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + The <<beasttype>> recoils in pain and fear, but another takes its place. <<combatTrainAdvance>> <br><br> [[Next|Forest Wolf Cave Rape]] <<else>> The beast recoils in pain and fear. + <<combatTrainAdvance>> <br><br> [[Next|Forest Wolf Cave Rape End]] <</if>> @@ -78,11 +77,11 @@ In a display of power, you defeat the pack. <<tearful>> you escape from the cave <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</link>> <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> -Finished with you, the wolves leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down. +Finished with you, the <<beastsplural>> leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down. <br><br> <<if $phase is 1>> -The other wolves soon return from their hunt. +The other <<wolf_cave_plural>> soon return from their hunt. <</if>> <<clotheson>> @@ -91,11 +90,11 @@ The other wolves soon return from their hunt. <<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>> <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> -Finished with you, the wolves leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down. +Finished with you, the <<beasttypes>> leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down. <br><br> <<if $phase is 1>> -The other wolves soon return from their hunt. +The other <<wolf_cave_plural>> soon return from their hunt. <</if>> <<clotheson>> @@ -110,7 +109,7 @@ The other wolves soon return from their hunt. <<if $eventskip is 0>> <<eventwolfcave>> <<else>> -The wolves are blocking your way out of the cave. A draft blows from the back. +The <<wolf_cave_plural>> are blocking your way out of the cave. A draft blows from the back. <br><br> <<link [[Rest (2:00)|Forest Wolf Cave Wait]]>><<set $tiredness -= 480>><<pass 2 hours>><</link>> <br> @@ -142,7 +141,7 @@ The wolves are blocking your way out of the cave. A draft blows from the back. :: Forest Wolf Cave Wait [nobr] <<set $outside to 0>><<set $location to "wolf_cave">><<effects>> -You huddle at the back of the cave, and the wolves pay you little heed for a time. +You huddle at the back of the cave, and the pack pays you little heed for a time. <br><br> <<link [[Next|Forest Wolf Cave]]>><</link>> <br> @@ -151,14 +150,14 @@ You huddle at the back of the cave, and the wolves pay you little heed for a tim <<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $wolfpacktrust gte 12>> -The wolves look at you as you try to leave, but make no move to stop you. It seems they trust you enough to let you go. +The pack looks at you as you try to leave, but make no move to stop you. It seems they trust you enough to let you go. <<lstress>> <br><br> <<link [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</link>> <br> <<elseif $wolfpackfear gte 12>> -The wolves growl at you as you try to leave, but make no move to stop you. It seems they fear you too much to try and stop you. +The pack growls at you as you try to leave, but make no move to stop you. It seems they fear you too much to try and stop you. <<lstress>> <br><br> @@ -166,10 +165,10 @@ The wolves growl at you as you try to leave, but make no move to stop you. It se <br> <<else>> -The wolves immediately stir as you try to leave, and block your path. The pack stares at you, growling a warning. +The pack immediately stirs as you try to leave, and they block your path. The pack stares at you, growling a warning. <<stress 6>><<gstress>> <br><br> -<<link [[Try to escape anyway|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><</link>> +<<link [[Try to escape anyway|Forest Wolf Cave Rape]]>><<beastNEWinit 6 wolf>><<set $molestationstart to 1>><</link>> <br> <<link [[Back down|Forest Wolf Cave]]>><</link>> <br> @@ -178,10 +177,10 @@ The wolves immediately stir as you try to leave, and block your path. The pack s :: Forest Wolf Cave Pair [nobr] <<set $outside to 0>><<set $location to "wolf_cave">><<effects>> -The wolves immediately stir as you try to leave, and block your path. The pair stare at you, growling a warning. +The pack immediately stirs as you try to leave, and they block your path. The pair stare at you, growling a warning. <<stress 3>><<gstress>> <br><br> -<<link [[Try to escape anyway|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> +<<link [[Try to escape anyway|Forest Wolf Cave Rape]]>><<beastNEWinit 2 wolf>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br> <<link [[Back down (0:30)|Forest Wolf Cave Hunt]]>><<pass 30>><</link>> <br> @@ -189,7 +188,7 @@ The wolves immediately stir as you try to leave, and block your path. The pair s :: Forest Wolf Cave Hunt [nobr] <<set $outside to 0>><<set $location to "wolf_cave">><<effects>> -You decide not to risk it. You wait at the back of the cave. The wolves soon return from their hunt. <<wolfpacktrust>> +You decide not to risk it. You wait at the back of the cave. The pack soon returns from their hunt. <<wolfpacktrust>> <br><br> <<link [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</link>> <br> @@ -202,8 +201,6 @@ You decide not to risk it. You wait at the back of the cave. The wolves soon ret <<neutral 1>> <<molested>> -<<beastNEWinit 1 wolf>> - <</if>> <<effects>> @@ -231,7 +228,7 @@ You decide not to risk it. You wait at the back of the cave. The wolves soon ret <<beastejaculation>> -The wolf grunts in satisfaction, and heads back to the rest of the pack. +The <<beasttype>> grunts in satisfaction, and heads back to the rest of the pack. <<wolfpacktrust>> <br><br> @@ -246,7 +243,7 @@ The wolf grunts in satisfaction, and heads back to the rest of the pack. <br> <<elseif $enemyhealth lte 0>> -The wolf whines in pain and returns to the rest of the pack. +The <<beasttype>> whines in pain and returns to the rest of the pack. <<wolfpackfear>> <br><br> @@ -367,7 +364,6 @@ You peer down the hole at the back of the cave, but can't make anything out. You <<consensual>> <<set $consensual to 1>> <<neutral 1>> -<<npc "Black Wolf">><<beastNNPCinit>> <<blackwolfhand>> <<deviancy1>> @@ -396,26 +392,32 @@ You peer down the hole at the back of the cave, but can't make anything out. You :: Wolf Cave Hand Refuse [nobr] <<set $outside to 0>><<set $location to "wolf_cave">><<effects>> -You shuffle away from the wolf, preparing for another assault. But none comes. It turns and walks away. +You shuffle away from the Black Wolf, preparing for another assault. But none comes. <<bHe>> turns and walks away. <<if $monster is 1>>"No matter. You will learn.<</if>> <br><br> <<set $syndromewolves to 1>> <<set $wolfevent to 0>> <<set $wolfstate to "cave">> <<set $wolfpackferocity to 10>> <<set $wolfpackharmony to 10>> -<span class="red"><i>It's not their fault. They're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span> -<br><br> +<<if $bestialitydisable is "f">> + <span class="red"><i>It's not their fault. They're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span> + <br><br> +<<else>> + <span class="red"><i>It's not their fault. They're just cute monsters.</i> You've gained the "Stockholm Syndrome: Wolf People" trait.</span> + <br><br> +<</if>> +<<npc "Black Wolf">><<beastNNPCinit>> <<if $loveInterest.primary is "None" and $deviancy gte 35>> <<set $loveInterest.primary to "Black Wolf">> - <span class = "gold">The Black Wolf is now your love interest! It seems happy to have found a mate.</span> + <span class = "gold">The Black Wolf is now your love interest! <<bHe>> seems happy to have found a mate.</span> <br><br> <<elseif $deviancy gte 35>> - <span class = "gold">The Black Wolf can now be claimed as your love interest! It seems happy to have found a mate. <br>You can change your love interest in the "Attitudes" menu.</span> + <span class = "gold">The Black Wolf can now be claimed as your love interest! <<bHe>> seems happy to have found a mate. <br>You can change your love interest in the "Attitudes" menu.</span> <br><br> <<else>> - <span class = "blue">You aren't sure if a wolf would make a good love interest...</span><br><br> + <span class = "blue">You aren't sure if a <<beasttype>> would make a good love interest...</span><br><br> <</if>> -<<link [[Next|Wolf Cave]]>><</link>> +<<link [[Next|Wolf Cave]]>><<endevent>><</link>> <br> :: Wolf Cave Hand Finish [nobr] @@ -423,37 +425,46 @@ You shuffle away from the wolf, preparing for another assault. But none comes. I <<set $outside to 1>><<set $location to "wolf_cave">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - <<tearful>> you watch the black wolf yawn and lie down. + <<tearful>> you watch the Black Wolf yawn and lie down. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> - <<tearful>> you watch the black wolf yawn and lie down. + <<tearful>> you watch the Black Wolf yawn and lie down. <br><br> <<clotheson>> <<endcombat>> <<else>> - <<tearful>> you watch the black wolf yawn and lie down. + <<tearful>> you watch the Black Wolf yawn and lie down. <br><br> <<clotheson>> <<endcombat>> <</if>> +<<if $monster is 1>> + "Sleepy. Did well... <<ppackbrother>>." +<</if>> <<set $syndromewolves to 1>> <<set $wolfevent to 0>> <<set $wolfstate to "cave">> <<set $wolfpackferocity to 10>> <<set $wolfpackharmony to 10>> -<span class="red"><i>It's not their fault. They're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span> -<br><br> +<<if $bestialitydisable is "f">> + <span class="red"><i>It's not their fault. They're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span> + <br><br> +<<else>> + <span class="red"><i>It's not their fault. They're just cute monsters.</i> You've gained the "Stockholm Syndrome: Wolf People" trait.</span> + <br><br> +<</if>> +<<npc "Black Wolf">><<beastNNPCinit>> <<if $loveInterest.primary is "None" and $deviancy gte 35>> <<set $loveInterest.primary to "Black Wolf">> - <span class = "gold">The Black Wolf is now your love interest! It seems happy to have found a mate.</span> + <span class = "gold">The Black Wolf is now your love interest! <<bHe>> seems happy to have found a mate.</span> <br><br> <<elseif $deviancy gte 35>> - <span class = "gold">The Black Wolf can now be claimed as your love interest! It seems happy to have found a mate. <br>You can change your love interest in the "Attitudes" menu.</span> + <span class = "gold">The Black Wolf can now be claimed as your love interest! <<bHe>> seems happy to have found a mate. <br>You can change your love interest in the "Attitudes" menu.</span> <br><br> <<else>> - <span class = "blue">You aren't sure if a wolf would make a good love interest...</span><br><br> + <span class = "blue">You aren't sure if a <<beasttype>> would make a good love interest...</span><br><br> <</if>> -<<link [[Next|Wolf Cave]]>><</link>> +<<link [[Next|Wolf Cave]]>><<endevent>><</link>> <br> \ No newline at end of file diff --git a/game/overworld-forest/loc-wolfpack/main.twee b/game/overworld-forest/loc-wolfpack/main.twee index 13ea1a453c..d7038fd5cc 100644 --- a/game/overworld-forest/loc-wolfpack/main.twee +++ b/game/overworld-forest/loc-wolfpack/main.twee @@ -5,7 +5,7 @@ <<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 20)>><<set $bus to "wolfcave">> You are in the wolf cave. The ceiling hangs low. There's a breeze blowing from the back. <<if $exposed gte 1>> - The wolves don't care, but being exposed is embarrassing regardless. + The <<wolf_cave_plural>> don't care, but being exposed is embarrassing regardless. <</if>> <<storeon "wolfcave" "check">> <<if _store_check is 1>> @@ -52,7 +52,8 @@ You are in the wolf cave. The ceiling hangs low. There's a breeze blowing from t <<link [[Cut your binds|Wolf Cave Unbind]]>><</link>> <br> <</if>> - <<if $breastfeedingdisable is "f" and $lactating is 1 and $deviancy gte 35>> + <!-- Modified for monster people --> + <<if $bestialitydisable is "f" and $breastfeedingdisable is "f" and $lactating is 1 and $deviancy gte 35 and ($monsterchance lt 100 or ($monsterhallucinations is "t" and $hallucinations is 0))>> <<if $wolfcavebreast is 3>> <span class="blue">The pups are full of milk.</span> <br> @@ -84,7 +85,7 @@ You are in the wolf cave. The ceiling hangs low. There's a breeze blowing from t <<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 20)>><<set $bus to "wolfcaveclearing">> You are in the clearing outside the wolf cave. A stream runs by. <<if $exposed gte 1>> - The wolves don't care, but being exposed is embarrassing regardless. + The <<wolf_cave_plural>> don't care, but being exposed is embarrassing regardless. <</if>> <<if $wolfstate is "hunt">> @@ -160,7 +161,7 @@ You are in the clearing outside the wolf cave. A stream runs by. <<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<pass 30>> -The black wolf runs through the forest, all the way back to the cave. It dumps you at the back and gives a warning growl before turning away. +The Black Wolf runs through the forest, all the way back to the cave. <<bHe>> dumps you at the back and gives a warning growl before turning away. <br><br> <<link [[Next|Wolf Cave]]>><<clotheson>><</link>> <br> @@ -178,7 +179,7 @@ You rub your binds against a sharp rock and they soon come loose. <<effects>> <<if $wolfpackharmony gte 10>> - You snuggle beside a wolf for warmth and close your eyes. + You snuggle beside a <<beastNEWinit 1 wolf>><<beasttype>><<endevent>> for warmth and close your eyes. <<else>> You find an empty spot to lie on and close your eyes. <</if>> @@ -263,6 +264,7 @@ You sit on the edge and try to lower yourself down, but the rock gives way and y <<sleepeffects>> <<if $schoolwake is 1>> <<set $schoolwake to 0>> + <<beastNEWinit 1 wolf>> You wake up to something mounting you. <br><br> <<link [[Let it happen|Wolf Cave Sleep Sex]]>><<set $sexstart to 1>><</link>><<deviant1>> @@ -282,8 +284,7 @@ You sit on the edge and try to lower yourself down, but the rock gives way and y <<consensual>> <<set $consensual to 1>> <<neutral 1>> - <<beastNEWinit 1 wolf>> - You shift your body to make things easier for the horny wolf. + You shift your body to make things easier for the horny <<beasttype>>. <<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> @@ -294,7 +295,7 @@ You sit on the edge and try to lower yourself down, but the rock gives way and y <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 wolf>><<set $enemytrust -= 40>> + <<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> @@ -303,7 +304,7 @@ You sit on the edge and try to lower yourself down, but the rock gives way and y <<effectsman>> <<if $alarm is 1 and $rescue is 0>> <<set $alarm to 0>> - <span class="red">The wolves are too busy thinking about themselves to help you.</span> + <span class="red">The <<beastsplural>> are too busy thinking about themselves to help you.</span> <br><br> <</if>> <br> @@ -327,18 +328,18 @@ You sit on the edge and try to lower yourself down, but the rock gives way and y :: Wolf Cave Sleep Push [nobr] <<set $outside to 0>><<set $location to "wolf_cave">><<effects>> -You shove the wolf away from you. +You shove the <<beasttype>> away from you. <<lharmony>> <br><br> <<if $wolfpackferocity lte 19>> - It leaves you in peace. + <<bHe>> leaves you in peace. <<endevent>> <br><br> <<link [[Back to sleep|Wolf Cave Bed]]>><</link>> <br> <<link [[Get up|Wolf Cave]]>><</link>> <br> <<else>> - It growls and tries to force itself on you! + <<bHe>> growls and tries to force <<bhimself>> on you! <br><br> <<link [[Next|Wolf Cave Sleep Sex]]>><<set $molestationstart to 1>><</link>> <br> @@ -350,14 +351,14 @@ You shove the wolf away from you. <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<wolfpacktrust>> <br> - The wolf yawns and lies down. + The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you try to find a comfy position again. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> - The wolf limps away from you. + The <<beasttype>> limps away from you. <br><br> <<tearful>> you try to find a comfy position again. <br><br> @@ -365,7 +366,7 @@ You shove the wolf away from you. <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>> <<set $rescued += 1>> - The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone. + The other <<beastsplural>> growl at the <<beasttype>> assaulting you. <<bHe>> growls back at first, but then backs down and leaves you alone. <<lharmony>> <br><br> <<tearful>> you try to find a comfy position again. @@ -373,7 +374,7 @@ You shove the wolf away from you. <<clotheson>> <<endcombat>> <<else>> - The wolf yawns and lies down. + The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you try to find a comfy position again. <br><br> @@ -384,19 +385,19 @@ You shove the wolf away from you. <br> :: Wolf Cave Play [nobr] - +<<beastNEWinit 1 wolf>> <<set $outside to 0>><<set $location to "wolf_cave">><<effects>> <<if $rng gte 51>> - You play fight with one of the younger wolves. It jumps and grabs your arm in its mouth, but doesn't bite down hard, until it manages to pull you to the ground. It sniffs your groin. + You play fight with one of the younger <<beastsplural>>. <<bHe>> jumps and grabs your arm in <<bhis>> mouth, but doesn't bite down hard, until <<bhe>> manages to pull you to the ground. <<bHe>> sniffs your groin. <br><br> <<link [[Let it continue|Wolf Cave Play Sex]]>><<set $sexstart to 1>><</link>><<deviant1>> <br> - <<link [[Push it away|Wolf Cave Clearing]]>><</link>> + <<link [[Push it away|Wolf Cave Clearing]]>><<endevent>><</link>> <br> <<else>> - You play something similar to hide-and-seek with the younger wolves. They're hesitant to stray too far from the cave, but there are many hiding places nearby. Their sense of smell gives them an advantage and they're quick to find you every time, but it's fun. + You play something similar to hide-and-seek with the younger <<beastsplural>>. They're hesitant to stray too far from the cave, but there are many hiding places nearby. Their sense of smell gives them an advantage and they're quick to find you every time, but it's fun. <br><br> - <<link [[Next|Wolf Cave Clearing]]>><</link>> + <<link [[Next|Wolf Cave Clearing]]>><<endevent>><</link>> <br> <</if>> @@ -416,8 +417,7 @@ You wash in the stream. The water is cold but clean. <<consensual>> <<set $consensual to 1>> <<neutral 1>> - <<beastNEWinit 1 wolf>> - The wolf becomes more bold. + The <<beasttype>> becomes more bold. <<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> @@ -428,7 +428,7 @@ You wash in the stream. The water is cold but clean. <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 wolf>><<set $enemytrust -= 40>> + <<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> @@ -437,7 +437,7 @@ You wash in the stream. The water is cold but clean. <<effectsman>> <<if $alarm is 1 and $rescue is 0>> <<set $alarm to 0>> - <span class="red">The wolves are too busy thinking about themselves to help you.</span> + <span class="red">The <<beastsplural>> are too busy thinking about themselves to help you.</span> <br><br> <</if>> <br> @@ -464,14 +464,14 @@ You wash in the stream. The water is cold but clean. <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<wolfpacktrust>> <br> - The wolf yawns and lies down. + The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> - The wolf limps away from you. + The <<beasttype>> limps away from you. <br><br> <<tearful>> you climb to your feet. <br><br> @@ -479,7 +479,7 @@ You wash in the stream. The water is cold but clean. <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>> <<set $rescued += 1>> - The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone. + The other <<beastsplural>> growl at the wolf assaulting you. <<bhe>> growls back at first, but then backs down and leaves you alone. <<lharmony>> <br><br> <<tearful>> you climb to your feet. @@ -487,7 +487,7 @@ You wash in the stream. The water is cold but clean. <<clotheson>> <<endcombat>> <<else>> - The wolf yawns and lies down. + The <<beasttype>> yawns and lies down. <br><br> <<tearful>> you climb to your feet. <br><br> diff --git a/game/overworld-forest/loc-wolfpack/widgets.twee b/game/overworld-forest/loc-wolfpack/widgets.twee index 874139f042..f0ccb132d4 100644 --- a/game/overworld-forest/loc-wolfpack/widgets.twee +++ b/game/overworld-forest/loc-wolfpack/widgets.twee @@ -1,10 +1,11 @@ :: Widgets Wolf Cave [widget] <<widget "wolfcaveevent">><<nobr>> +<<beastNEWinit 1 wolf>> <<set $rng to random(1, 100)>> <<if $wolfstate isnot "cave">> <<if $rng gte 81>> - One of the younger wolves approaches you. It wants to play fight. + One of the younger <<beastsplural>> approaches you. It wants to play fight. <br><br> <<link [[Play (0:20)|Wolf Cave Play Fight]]>><<pass 20>><<stress -4>><</link>><<lstress>> <br> @@ -13,26 +14,28 @@ <br> <</if>> <<if $bus is "wolfcave">> - <<link [[Ignore|Wolf Cave]]>><</link>> + <<link [[Ignore|Wolf Cave]]>><<endevent>><</link>> <br> <<else>> - <<link [[Ignore|Wolf Cave Clearing]]>><</link>> + <<link [[Ignore|Wolf Cave Clearing]]>><<endevent>><</link>> <br> <</if>> <<elseif $rng gte 41>> - The younger wolves stare at the tree line, anxious for the pack's return. + The younger <<wolf_cave_plural>> stare at the tree line, anxious for the pack's return. <br><br> + <<endevent>> <<destinationwolfcave>> <<else>> - One of the younger wolves rubs its head against your leg as it walks by. + One of the younger <<beastsplural>> rubs its head against your leg as it walks by. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>> + <<endevent>> <br><br> <<destinationwolfcave>> <</if>> <<else>> <<if $wolfpackferocity + random(1, 20) gte $wolfpackharmony + random(1, 20)>> <<if $rng gte 81>> - One of the wolves paces towards you, growling. + One of the <<beastsplural>> paces towards you, growling. <br><br> <<link [[Fight|Wolf Cave Fight]]>><<set $molestationstart to 1>><</link>> <br> @@ -48,15 +51,16 @@ <<link [[Ignore|Wolf Cave Intervene]]>><<set $phase to 2>><</link>> <br> <<else>> + <<endevent>><<npc "Black Wolf">><<beastNNPCinit>> <<if $wolfpackleader is 1>> - The black wolf is agitated. It bites and growls at the others, agitating them in turn. + The Black Wolf is agitated. <<bHe>> bites and growls at the others, agitating them in turn. <br><br> <<link [[Calm it|Wolf Cave Calm]]>><<set $phase to 0>><</link>> <br> <<link [[Ignore|Wolf Cave Calm]]>><<set $phase to 1>><</link>> <br> <<else>> - One of the larger wolves challenges the black wolf. The black wolf wins after a brief tussle, but its anger is not assuaged. It growls and bites at the other wolves, as if daring any to challenge it. + One of the larger <<beastsplural>> challenges the Black Wolf. The Black Wolf wins after a brief tussle, but <<bhis>> anger is not assuaged. <<bHe>> growls and bites at the other <<beastsplural>>, as if daring any to challenge <<bhim>>. <br><br> <<if $wolfpackpoisoned is 1>> <span class="lblue">It staggers slightly. The poisonous mushrooms are having an effect. It will be weaker than usual.</span> @@ -72,14 +76,16 @@ <</if>> <<else>> <<if $rng gte 61>> - A wolf rushes over to you. It rears up and leans on you, almost knocking you over. It licks your face. + A <<beasttype>> rushes over to you. <<bHe>> rears up and leans on you, almost knocking you over. <<bHe>> licks your face. <<ltrauma>><<lstress>><<trauma -6>><<stress -12>> <br><br> + <<endevent>> <<destinationwolfcave>> <<elseif $rng gte 41>> - A low ranking wolf approaches you wishing to mate. A more dominant wolf tries to steal your attention. + <<beastNEWinit 1 wolf>> + A low ranking <<print $combatTrain.beastTypes[0]>> approaches you wishing to mate. A more dominant <<print $combatTrain.beastTypes[1]>> tries to steal your attention. <br><br> <<link [[Favour the low ranking wolf|Wolf Cave Rank]]>><<set $phase to 0>><</link>><<deviant1>> @@ -93,7 +99,7 @@ <<link [[Ignore both|Wolf Cave Rank]]>><<set $phase to 3>><</link>> <br> <<else>> - A younger wolf tries to climb on a rock. Its feet skid and it tumbles to the ground. It stands up, but starts whining. + A younger <<beasttype>> tries to climb on a rock. <<bHis>> feet skid and <<bhe>> tumbles to the ground. <<bHe>> stands up, but starts whining. <br><br> <<link [[Make sure it's okay (0:05)|Wolf Cave Young]]>><<set $phase to 0>><<pass 5>><</link>> <br> @@ -107,29 +113,29 @@ <<if $wolfpackferocity gte 20 and $wolfpackharmony gte 20>> <span class="green">The pack is unified in lethal purpose.</span> <<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 10>> -<span class="purple">The wolves pace and growl at each other, anxious for a hunt.</span> +<span class="purple">The <<wolf_cave_plural>> pace and growl at each other, anxious for a hunt.</span> <<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 1>> -<span class="pink">The wolves are agitated, afraid of losing their place in the pecking order.</span> +<span class="pink">The <<wolf_cave_plural>> are agitated, afraid of losing their place in the pecking order.</span> <<elseif $wolfpackferocity gte 20>> -<span class="red">The wolves keep a large space between them. Any trespass is met with gnashing teeth.</span> +<span class="red">The <<wolf_cave_plural>> keep a large space between them. Any trespass is met with gnashing teeth.</span> <<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 10>> <span class="teal">Play fights break out frequently.</span> <<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 1>> -<span class="lblue">The wolves lie together, grooming each other.</span> +<span class="lblue">The <<wolf_cave_plural>> lie together, grooming each other.</span> <<elseif $wolfpackharmony gte 20>> -<span class="blue">The wolves lie together in a big cuddly pile.</span> +<span class="blue">The <<wolf_cave_plural>> lie together in a big cuddly pile.</span> <<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 10>> -<span class="lblue">Some of the wolves lie and groom each other, while others pace and watch the trees.</span> +<span class="lblue">Some of the <<wolf_cave_plural>> lie and groom each other, while others pace and watch the trees.</span> <<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 1>> -<span class="purple">The wolves are on edge, growling and baring teeth at each other.</span> +<span class="purple">The <<wolf_cave_plural>> are on edge, growling and baring teeth at each other.</span> <<elseif $wolfpackferocity gte 10>> -<span class="pink">The wolves eye each other warily.</span> +<span class="pink">The <<wolf_cave_plural>> eye each other warily.</span> <<elseif $wolfpackharmony gte 10 and $wolfpackferocity gte 1>> -<span class="blue">Most of the wolves lie with their eyes shut, while others groom each other.</span> +<span class="blue">Most of the <<wolf_cave_plural>> lie with their eyes shut, while others groom each other.</span> <<elseif $wolfpackharmony gte 10>> -<span class="purple">The wolves groom themselves, and occasionally each other.</span> +<span class="purple">The <<wolf_cave_plural>> groom themselves, and occasionally each other.</span> <<elseif $wolfpackferocity gte 1 and $wolfpackharmony gte 1>> -<span class="purple">The wolves groom themselves and ignore each other.</span> +<span class="purple">The <<wolf_cave_plural>> groom themselves and ignore each other.</span> <<elseif $wolfpackferocity gte 1>> <span class="pink">The pack lazes around, barely able to summon the energy to growl at each other.</span> <<elseif $wolfpackharmony gte 1>> @@ -145,7 +151,7 @@ <<if $wolfstate is "hunt" and $daystate is "dawn" or $wolfstate is "hunt" and $daystate is "day">> <<set $wolfstate to "cave">> <<if $rng + $wolfpackferocity + $wolfpackharmony gte 80>> - The pack returns from the hunt. Some carry pieces of meat for the younger wolves that stayed at the cave. The hunt was successful. + The pack returns from the hunt. Some carry pieces of meat for the younger <<wolf_cave_plural>> that stayed at the cave. The hunt was successful. <<gharmony>><<lferocity>> <br><br> <<else>> @@ -157,7 +163,14 @@ <<destinationwolfcave>> <<elseif $wolfstate is "cave" and $huntstate isnot "finished" and $daystate is "dusk" or $wolfstate is "cave" and $huntstate isnot "finished" and $daystate is "night">> <<set $wolfstate to "hunt">><<set $huntstate to "failed">><<set $wolfpackpoisoned to 0>> - The black wolf howls and the others join in. They're going hunting. + The Black Wolf howls and the others join in. + <<npc "Black Wolf">> + <<if $monster is 1>> + "We hunt soon. Be ready." + <<else>> + They're going hunting. + <</if>> + <<endevent>> <br><br> <<link [[Go with them|Wolf Cave Hunt]]>><</link>> @@ -184,7 +197,7 @@ <<if $huntstate is "success">> <<set $huntstate to "finished">> <<set $wolfstate to "cave">> -Satiated, the pack heads back to the cave. Some carry food for the younger wolves. +Satiated, the pack heads back to the cave. Some carry food for the younger <<wolf_cave_plural>>. <<lferocity>><<gharmony>> <br><br> @@ -193,7 +206,7 @@ Satiated, the pack heads back to the cave. Some carry food for the younger wolve <<elseif $daystate is "dawn" or $daystate is "day">> <<set $huntstate to "finished">> -With the sun rising on the horizon, the pack returns to the cave. The failure of the hunt has the wolves riled. +With the sun rising on the horizon, the pack returns to the cave. The failure of the hunt has the pack riled. <<gferocity>><<lharmony>> <br><br> @@ -220,7 +233,7 @@ With the sun rising on the horizon, the pack returns to the cave. The failure of <<else>> - The black wolf follows the deer prints without a second thought. + The Black Wolf follows the deer prints without a second thought. <br><br> <<link [[Next (1:00)|Wolf Deer]]>><<pass 1 hour>><<set $bus to "wolfpackdeer">><<tiredness 12>><</link>><<athleticsdifficulty>><<gtiredness>> @@ -249,14 +262,14 @@ With the sun rising on the horizon, the pack returns to the cave. The failure of <<else>> <<if $rng gte 51>> - The black wolf sniffs the air, then follows the deer prints. + The Black Wolf sniffs the air, then follows the deer prints. <br><br> <<link [[Next (1:00)|Wolf Carrion]]>><<pass 1 hour>><<set $bus to "wolfpackcarrion">><<tiredness 12>><</link>><<gtiredness>> <br> <<else>> - The black wolf sniffs the air, then follows the large prints. + The Black Wolf sniffs the air, then follows the large prints. <br><br> <<link [[Next (1:00)|Wolf Bear]]>><<pass 1 hour>><<set $bus to "wolfpackbear">><<tiredness 12>><</link>><<gtiredness>> @@ -293,14 +306,14 @@ With the sun rising on the horizon, the pack returns to the cave. The failure of <<else>> <<if $rng gte 51>> - The black wolf sniffs the air, then runs along the river. + The Black Wolf sniffs the air, then runs along the river. <br><br> <<link [[Next (1:00)|Wolf River]]>><<pass 1 hour>><<set $bus to "wolfpackriver">><<tiredness 12>><</link>><<gtiredness>> <br> <<else>> - The black wolf sniffs the air, then runs along the cliff. + The Black Wolf sniffs the air, then runs along the cliff. <br><br> <<link [[Next (1:00)|Wolf Cliff]]>><<pass 1 hour>><<set $bus to "wolfpackcliff">><<tiredness 12>><</link>><<gtiredness>> @@ -335,10 +348,61 @@ With the sun rising on the horizon, the pack returns to the cave. The failure of <<if $NPCName[$NPCNameList.indexOf("Black Wolf")].gender is "m">> <<set $leftarm to "penis">> <<set $NPCList[0].penis to "leftarm">> - You take the black wolf's penis in your hand. + You take the Black Wolf's penis in your hand. <<else>> <<set $leftarm to "othervagina">> <<set $NPCList[0].vagina to "leftarm">> - You rub the black wolf's pussy with your hand. + You rub the Black Wolf's pussy with your hand. <</if>> -<</nobr>><</widget>> \ No newline at end of file +<</nobr>><</widget>> + +<<widget "ppackbrother">><<nobr>><<silently>> +<<if $wolfpackleader gte 1>> + <<set _text_output to "pack leader">> +<<elseif $player.gender_appearance is "m">> + <<set _text_output to "pack brother">> +<<elseif $player.gender_appearance is "f">> + <<set _text_output to "pack sister">> +<</if>> +<</silently>><<print _text_output>><</nobr>><</widget>> + +<<widget "pPackbrother">><<nobr>><<silently>> +<<ppackbrother>><<set _text_output to _text_output.toLocaleUpperFirst()>> +<</silently>><<print _text_output>><</nobr>><</widget>> + +<<widget "pheat">><<nobr>><<silently>> +<<if $player.gender_appearance is "m">> + <<set _text_output to "rut">> +<<elseif $player.gender_appearance is "f">> + <<set _text_output to "heat">> +<</if>> +<</silently>><<print _text_output>><</nobr>><</widget>> + +<<widget "wolf_cave_update">><<nobr>> +<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> + <<set $wolfcave_monster_roll to true>> + <<else>> + <<set $wolfcave_monster_roll to false>> + <</if>> +<</nobr>><</widget>> + +<<widget "wolf_cave_plural">><<nobr>><<silently>> +<<if $beastmalechance gte 100>> + <<set _wolves_plural to "m">> +<<elseif $beastmalechance gte 1>> + <<set _wolves_plural to "b">> +<<else>> + <<set _wolves_plural to "f">> +<</if>> +<<if $bestialitydisable is "t" or $wolfcave_monster_roll is true or ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f"))>> + <<if _wolves_plural is "m">> + <<set _text_output to "wolfboys">> + <<elseif _wolves_plural is "f">> + <<set _text_output to "wolfgirls">> + <<else>> + <<set _text_output to "wolfgirls and wolfboys">> + <</if>> +<<else>> + <<set _text_output to "wolves">> +<</if>> +<</silently>><<print _text_output>><</nobr>><</widget>> \ No newline at end of file diff --git a/game/overworld-plains/loc-farm/events.twee b/game/overworld-plains/loc-farm/events.twee index 7793f905bb..d3257a837d 100644 --- a/game/overworld-plains/loc-farm/events.twee +++ b/game/overworld-plains/loc-farm/events.twee @@ -7,12 +7,6 @@ <<neutral 1>> <<molested>> -<<if $farm_work.dog.monster is true>> - <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals monster>> -<<else>> - <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals beast>> -<</if>> - <<set $NPCList[0].stance to "top">><<set $position to "doggy">> <<set $rescue to 1>> <<farm_trust dogs>> @@ -1754,7 +1748,7 @@ 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 $bestialitydisable is "f">> + <<if $farm.beasts.horses lte -5 and $rng gte 51>><!-- 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/main.twee b/game/overworld-plains/loc-farm/main.twee index 3f44a4e135..657fe4198f 100644 --- a/game/overworld-plains/loc-farm/main.twee +++ b/game/overworld-plains/loc-farm/main.twee @@ -169,8 +169,8 @@ You arrive at the chicken coop. "These girls are easy enough. They just need to Alex leads you around the coop, toward a long stone building. You hear oinking. "The pigs are harder to keep fed. They're hungry buggers. It's a job to carry it all." You enter the sty. - -<<if $monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")>> +<!-- Modified for monster people --> +<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> <<if $malechance gte 100>> Several pigboys sit in pens. <<elseif $malechance gte 1>> @@ -194,8 +194,8 @@ Some look quizzical, others lie on their sides. <<effects>> <<He>> leads you away from the sty, through an old wooden gate and onto a paved road. You see a stable up ahead. - -<<if $monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")>> +<!-- Modified for monster people --> +<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> <<if $malechance lte $rng>> <<set _horse_gender to "f">> <<else>> @@ -234,8 +234,8 @@ Some look quizzical, others lie on their sides. You follow Alex through the field, toward a barn. A dog sits outside, its mouth open and tongue lolling. <br><br> - -<<if $monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")>> +<!-- Modified for monster people --> +<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> <<if $malechance gte 100>> Inside, a number of bullboys stand on all-fours, each with a tube attached to his penis. They moo in pleasure. <<elseif $malechance lte 0>> diff --git a/game/overworld-plains/loc-farm/meadow.twee b/game/overworld-plains/loc-farm/meadow.twee index 3949d789fa..672bc46a4a 100644 --- a/game/overworld-plains/loc-farm/meadow.twee +++ b/game/overworld-plains/loc-farm/meadow.twee @@ -115,7 +115,8 @@ You search for plants long and sturdy enough to build an improvised garment. You <<covered>> You lie low and scan the meadow. <<if random(1, 2) is 2>> Something is moving low through the grass, parting it. You see it as it reaches the tree line. - <<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> + <!-- Modified for monster people --> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is )>> <<if $malechance lt random(1, 100)>> A foxgirl, carrying your clothes in her mouth. She looks over her shoulder, locks eyes with you, then disappears into the trees. <<set $fox to "female">> @@ -140,7 +141,8 @@ You search for plants long and sturdy enough to build an improvised garment. You <br> <<else>> You see a shape scurry up a hillock. - <<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> + <!-- Modified for monster people --> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> <<if $malechance lt random(1, 100)>> A foxgirl, carrying your clothes in her mouth. She looks over her shoulder, locks eyes with you, then disappears over the ridge. <<set $fox to "female">> diff --git a/game/overworld-plains/loc-farm/road.twee b/game/overworld-plains/loc-farm/road.twee index 2b36e949b4..8deedc5239 100644 --- a/game/overworld-plains/loc-farm/road.twee +++ b/game/overworld-plains/loc-farm/road.twee @@ -227,7 +227,8 @@ <<passoutfarmroad>> <<elseif $danger gte (9900 - $allure) and $eventskip is 0>> <<if $rng gte 51>> - <<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> + <!-- Modified for monster people --> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> <<if $malechance lt random(1, 100)>> A naked girl with cow ears, horns and tail stops grazing and walks up to the fence around her field. She moos at you. <br><br> diff --git a/game/overworld-plains/loc-farm/widgets.twee b/game/overworld-plains/loc-farm/widgets.twee index b7b64ef172..e07cb05f78 100644 --- a/game/overworld-plains/loc-farm/widgets.twee +++ b/game/overworld-plains/loc-farm/widgets.twee @@ -185,7 +185,8 @@ You've pushed yourself too much. You pass out. <</nobr>><</widget>> <<widget "fox_gen">><<nobr>> -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<!-- Modified for monster people --> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> <<if $malechance lt random(1, 100)>> <<set $fox to "female">> <<else>> @@ -329,22 +330,23 @@ You've pushed yourself too much. You pass out. <<set $farm_work.pig to {}>> <<set $farm_work.horse to {}>> <<set $farm_work.cattle to {}>> - <<if $monsterchance gte random(1, 100)>> + <!-- Modified for monster people --> + <<if ($monsterchance gte random(1, 100)) or ($bestialitydisable is "t")>> <<set $farm_work.horse.monster_roll to true>> <<else>> <<set $farm_work.horse.monster_roll to false>> <</if>> - <<if $monsterchance gte random(1, 100)>> + <<if ($monsterchance gte random(1, 100)) or ($bestialitydisable is "t")>> <<set $farm_work.pig.monster_roll to true>> <<else>> <<set $farm_work.pig.monster_roll to false>> <</if>> - <<if $monsterchance gte random(1, 100)>> + <<if ($monsterchance gte random(1, 100)) or ($bestialitydisable is "t")>> <<set $farm_work.dog.monster_roll to true>> <<else>> <<set $farm_work.dog.monster_roll to false>> <</if>> - <<if $monsterchance gte random(1, 100)>> + <<if ($monsterchance gte random(1, 100)) or ($bestialitydisable is "t")>> <<set $farm_work.cattle.monster_roll to true>> <<else>> <<set $farm_work.cattle.monster_roll to false>> @@ -715,7 +717,7 @@ You've pushed yourself too much. You pass out. Some of the horses lie on the grass, worn out for the day. <br> <</if>> -<<elseif $deviancy gte 35 and $bestialitydisable is "f" and $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>> +<<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>> The centaur seem agitated. They need "special" attention. <br> @@ -845,7 +847,8 @@ You've pushed yourself too much. You pass out. <<link [[Herd the horses to their stable (0:20)|Farm Horses In]]>><<farm_count 20>><<set $farm_work.horses_out to 2>><<pass 20>><</link>> <</if>> <br> -<<elseif $deviancy gte 35 and $bestialitydisable is "f" and $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>> +<!-- Modified for Beast People --> +<<elseif $deviancy gte 35 and $farm_work.horses_satisfied lt 6 and $farm_work.horses_out lt 2>> <<if $farm_work.horse.monster is true>> <<link [[Approach a centaur|Farm Horses Lewd]]>><</link>> <<else>> @@ -1104,28 +1107,26 @@ You've pushed yourself too much. You pass out. <</if>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> - <<if $bestialitydisable is "f">> - 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> - - <<if $farm_work.horse.monster is true>> - "I'm not finished," <<farm_he horse>> says. "Get back here." - <<else>> - It neighs at you, as if angry. - <</if>> - <br><br> +<!-- Modified for monster people --> + 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> - <<link [[Run|Farm Horses Brush Run]]>><</link>><<athleticsdifficulty 1 1100>> - <br> - <<link [[Wait|Farm Horses Brush Wait]]>><<farm_horses -1>><<stress 6>><</link>><<gstress>><<lrespect>> - <br> + <<if $farm_work.horse.monster is true>> + "I'm not finished," <<farm_he horse>> says. "Get back here." <<else>> - The <<farm_text horse>> nips your shoulder when you stop, seeming to want more.<<gpain>><<gstress>><<pain 4>><<stress 6>> - <br><br> - - <<link [[Next|Farm Work]]>><</link>> - <br> + It neighs at you, as if angry. <</if>> + <br><br> + + <<link [[Run|Farm Horses Brush Run]]>><</link>><<athleticsdifficulty 1 1100>> + <br> + <<link [[Wait|Farm Horses Brush Wait]]>><<farm_horses -1>><<stress 6>><</link>><<gstress>><<lrespect>> + <br> + <!-- The <<farm_text horse>> nips your shoulder when you stop, seeming to want more.<<gpain>><<gstress>><<pain 4>><<stress 6>> --> + <!-- <br><br> --> + + <!-- <<link [[Next|Farm Work]]>><</link>> --> + <!-- <br> --> <<else>> You finish up, and clean the brush of hair. <br><br> @@ -1174,20 +1175,20 @@ You've pushed yourself too much. You pass out. <</if>> <</link>><<gtending>> <br> - - <<if $bestialitydisable is "f">> - A <<farm_text cattle>> gives you a strained moo. - <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>> - <<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> - <</if>> - <br> +<!-- Modified for monster people --> + + A <<farm_text cattle>> gives you a strained moo. + <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>> + <<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> <</if>> + <br> <</if>> + <<elseif $deviancy gte 15 and $farm.milking.dayMilking is true>> <<if $breastfeedingdisable is "f" and $milk_amount gte 1>> <<link [[Milk yourself (0:30)|Farm Barn Breasts]]>><<pass 30>><</link>><<deviant2>> diff --git a/game/overworld-plains/loc-farm/work.twee b/game/overworld-plains/loc-farm/work.twee index bf0c4ce2a6..093f83961c 100644 --- a/game/overworld-plains/loc-farm/work.twee +++ b/game/overworld-plains/loc-farm/work.twee @@ -571,8 +571,13 @@ 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)>> - <<if $bestialitydisable is "f">> + <!-- Modified for Beast People --> <<farm_gen dog>> + <<if $farm_work.dog.monster is true>> + <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals monster>> + <<else>> + <<beastNEWinit 1 dog $farm_work.dog.gender $farm_work.dog.genitals beast>> + <</if>> You hear movement behind you. Before you can turn to investigate, something leaps on you from behind. You drop to your knees, clutching the wire fence for support. <br><br> <<if $worn.upper.sleeve_img is 1>> @@ -585,13 +590,11 @@ 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> - <<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> + <!-- 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> - <</if>> + <!-- <<link [[Next|Farm Work]]>><</link>> --> + <!-- <br> --> <<else>> <<link [[Next|Farm Work]]>><</link>> @@ -695,33 +698,29 @@ 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)>> - - <<if $bestialitydisable is "f">> - - <<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>> +<!-- Modified for monster people --> + <<if $farm_work.pig.monster is true>> + The last grasps your hair, and tries to force you to the ground. <<else>> - The <<farm_text_many pig>> seem agitated. It's a little scary.<<gstress>> - <br><br> + The last rears on its hind legs, and tries to force you to the ground. + <</if>> + <br><br> - <<link [[Next|Farm Work]]>><</link>> + <<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>> + <!-- 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>> @@ -797,7 +796,8 @@ You empty the buckets in the troughs. <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure) and $worn.lower.name isnot "naked">> - <<if $farm.beasts.pigs lte -20 and $bestialitydisable is "f" and $rng gte 51>> +<!-- Modified for Monster People --> + <<if $farm.beasts.pigs lte -20 and $rng gte 51>> <<if $farm_work.pig.monster is true>> Something catches your hair as you turn away from the trough. One of the <<farm_text pig>>s has reached over the fence. "You're not finished here," <<farm_he pig>> says. <<farm_He pig>> tries to pull you inside. <<else>> @@ -836,7 +836,7 @@ 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 $bestialitydisable is "f">> +<!-- 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. <<else>> @@ -854,13 +854,11 @@ You herd the <<farm_text_many pig>> back into the sty. Some of them seem relucta <<link [[Give it a hand|Farm Pigs Hand]]>><<set $sexstart to 1>><</link>><<deviant3>> <br> <</if>> - <<else>> - The <<farm_text_many pig>> seems agitated. It's a little scary.<<gstress>><<stress 6>> - <br><br> + <!-- The <<farm_text_many pig>> seems agitated. It's a little scary.<<gstress>><<stress 6>> --> + <!-- <br><br> --> - <<link [[Next|Farm Work]]>><</link>> - <br> - <</if>> + <!-- <<link [[Next|Farm Work]]>><</link>> --> + <!-- <br> --> <<else>> <<if $farm_work.pig.monster is true>> You manage to get the last to stand, and lead <<farm_him pig>> inside. @@ -884,7 +882,7 @@ 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)>> - <<if $bestialitydisable is "f">> +<!-- Modified for Monster People --> 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?" @@ -914,13 +912,11 @@ 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>> - <<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> + <!-- 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> - <</if>> + <!-- <<link [[Next|Farm Work]]>><</link>> --> + <!-- <br> --> <<else>> They run by, eager to stretch their legs. <br><br> @@ -952,7 +948,8 @@ 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> - <<if $bestialitydisable is "f" and $deviancy gte 15>> + <!-- Modified for Monster People --> + <<if $deviancy gte 15>> <<link [[Seduce|Farm Horses Seduce]]>><</link>><<deviant2>> <br> <</if>> @@ -1228,7 +1225,8 @@ You call the <<farm_text_many horse>>, and lead them from the field. They seem h <br> <<link [[Call Alex|Farm Horses In Alex]]>><<npcincr Alex dom 1>><<farm_horses -1>><</link>><<lrespect>><<gdom>> <br> - <<if $bestialitydisable is "f" and $deviancy gte 15>> + <!-- Modified for Monster People --> + <<if $deviancy gte 15>> <<link [[Seduce|Farm Horses In Seduce]]>><</link>><<deviant2>> <</if>> <br> @@ -1289,7 +1287,7 @@ You enter the cattle barn. A large milking machine sits in the middle. The <<far You lead the <<farm_text_many cattle>> into the barn, and strap them into the machine. -<<if $bestialitydisable is "f">> +<!-- Modified for Monster People --> <<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">> @@ -1369,10 +1367,8 @@ You lead the <<farm_text_many cattle>> into the barn, and strap them into the ma <</if>> <</if>> <</if>> -<<else>> -The cattle moo in anticipation. +<!-- 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. <br><br> @@ -1897,7 +1893,8 @@ You relax on the hammock next to the stables. You carry the feed to the field. Some of the younger <<farm_text_many dog>> beg and follow you, but most wait near the kennels. <br><br> <<set $danger to random(1, 10000)>> -<<if $bestialitydisable is "f" and $danger gte (9900 - $allure) and $farm.beasts.dogs lte -20>> +<!-- Modified for Monster People --> +<<if $danger gte (9900 - $allure) and $farm.beasts.dogs lte -20>> 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. @@ -1908,7 +1905,8 @@ 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> -<<elseif $bestialitydisable is "f" and ($danger gte (9900 - $allure) or $farm.beasts.dogs lte -5)>> +<!-- Modified for Monster People --> +<<elseif ($danger gte (9900 - $allure) or $farm.beasts.dogs lte -5)>> 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 ee6d7d6a50..70560ac6e0 100644 --- a/game/overworld-plains/loc-livestock/field.twee +++ b/game/overworld-plains/loc-livestock/field.twee @@ -4,8 +4,8 @@ <<set $outside to 1>><<effects>> You are on the cattle field within Remy's farm. - -<<if $monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")>> +<!-- Modified for Monster People --> +<<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> 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. @@ -121,8 +121,8 @@ A river runs through one corner. The cattle stay almost as far away from the chu <br> <<elseif $arousal gte $arousalmax>> <<orgasmpassage>> Your knees buckle, and you fall to the grass. - - <<if $monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")>> + <!-- Modified for Monster People --> + <<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> <<if $malechance lt random(1, 100)>> Cowgirls around the field look over in confusion. @@ -246,7 +246,8 @@ You ignore the <<person>>, and walk away from <<his>> mocking laughter. <br><br> <<if $rng gte 81>> - <<if $monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")>> + <!-- Modified for Monster People --> + <<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> <<if $malechance lt random(1, 100)>> A cowgirl sniffs you, and moos. You pet its head. <<lstress>><<stress -6>> @@ -611,8 +612,8 @@ You walk over to your tunnel. It's still there, though both sides hide in long g :: Livestock Field Horse [nobr] <<effects>> - -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> <<if $malechance lte 0>> <<set _horse_gender to "f">> <<elseif $malechance gte 100>> @@ -669,7 +670,8 @@ 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> - <<if $awareness gte 200 and $bestialitydisable is "f">> + <!-- Modified for Monster People --> + <<if $awareness gte 200>> <<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>> @@ -723,7 +725,7 @@ 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 Horse Brush]]>><<pass 60>><<tending 6>><<stress -6>><</link>><<gtending>><<lstress>> <br> - <<if $awareness gte 200>> + <<if $awareness gte 200 and $bestialitydisable is "f">> <<if $beastmalechance gte random(1, 100)>> <<link [[Look beneath one (0:05)|Livestock Field Horse Lewd]]>><<pass 5>><</link>><<deviant1>> <<else>> @@ -841,7 +843,7 @@ You walk over to your tunnel. It's still there, though both sides hide in long g One centaur seems frustrated. She stomps at the others, and is rude and demanding. <br><br> - <<if $bestialitydisable is "f">> + <!-- Modified for Monster People --> <<if $dgchance gte random(1, 100)>> <<link [[Look beneath her|Livestock Field Centaur Female]]>><</link>><<deviant1>> <br> @@ -849,14 +851,13 @@ You walk over to your tunnel. It's still there, though both sides hide in long g <<link [[Look beneath her|Livestock Field Centaur Female Vagina]]>><</link>><<deviant1>> <br> <</if>> - <</if>> <<link [[Ignore|Livestock Field]]>><</link>> <br> <<else>> One centaur seems frustrated. He stomps at the others, and is rude and demanding. <br><br> - <<if $bestialitydisable is "f">> + <!-- Modified for Monster People --> <<if $cbchance gte random(1, 100)>> <<link [[Look beneath him|Livestock Field Centaur Male Vagina]]>><</link>><<deviant1>> <br> @@ -864,7 +865,6 @@ You walk over to your tunnel. It's still there, though both sides hide in long g <<link [[Look beneath him|Livestock Field Centaur Male]]>><</link>><<deviant1>> <br> <</if>> - <</if>> <<link [[Ignore|Livestock Field]]>><</link>> <br> <</if>> @@ -2908,7 +2908,8 @@ You slap Remy's face, too quick for <<him>> to dodge. One of the farmhands shock <<earnFeat "Equine Rescue">> 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> - <<if $monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")>> + <!-- Modified for Monster People --> + <<if ($monsterchance gte 1 and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> <<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 7311d2765b..8e2df707c7 100644 --- a/game/overworld-plains/loc-livestock/intro.twee +++ b/game/overworld-plains/loc-livestock/intro.twee @@ -20,7 +20,8 @@ Your handler gives the leash a rough tug, and you're led inside. <<if $livestock_intro is undefined>><<set $livestock_intro to 0>> <<livestock_init>> <<set $livestock_obey to 50>> - <<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> + <!-- Modified for Monster People --> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> 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> @@ -52,7 +53,8 @@ Your handler gives the leash a rough tug, and you're led inside. <</if>> <<else>> <<livestock_obey -10>> - <<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> + <!-- Modified for Monster People --> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> 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> @@ -176,8 +178,8 @@ Over time, though, you grow accustomed to the sting, and even a bit bored as it <<neckwear 8>> <</if>> <br><br> - -<<if $monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f") and $bestialitydisable is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> <<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> @@ -820,8 +822,8 @@ Other farmhands release the bindings around your face and neck as Remy grasps yo :: Livestock Return Cell [nobr] <<effects>> <<npc Remy>><<person1>> - -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> 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. @@ -1113,8 +1115,8 @@ The <<person2>><<person>> and <<person3>><<person>> untie your arms from the tab :: Livestock Intro Light Cell [nobr] <<effects>> <<npc Remy>><<person1>> - -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> 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. diff --git a/game/overworld-plains/loc-livestock/jobs.twee b/game/overworld-plains/loc-livestock/jobs.twee index 5051d0f28f..8062c2802c 100644 --- a/game/overworld-plains/loc-livestock/jobs.twee +++ b/game/overworld-plains/loc-livestock/jobs.twee @@ -1245,7 +1245,7 @@ Niki interrupts. "It's alright. I got what I needed. We're ready for the proper :: Livestock Job Pig Obey [nobr] <<effects>> <<pass 60>> -"Just need to finish up," Niki says. You wait obediently. When Remy pulls you over to the mat, you don't struggle. That's all the prompting the <<if $farm_phase is 1>>pigs need<<else>>pig needs<</if>>. +"Just need to finish up," Niki says. You wait obediently. When Remy pulls you over to the mat, you don't struggle. That's all the prompting the <<if $farm_phase is 1>><<beastNEWinit 3 pig>><<beastsplural>> need<<else>><<beastNEWinit 1 pig>><<beasttype>> needs<</if>>. <br><br> <<endevent>> <<if $farm_phase is 1>> @@ -1264,7 +1264,6 @@ Niki interrupts. "It's alright. I got what I needed. We're ready for the proper <<molested>> <<beastNEWinit 1 pig>> - <</if>> <<effects>> @@ -1310,7 +1309,7 @@ Niki interrupts. "It's alright. I got what I needed. We're ready for the proper <<else>> <<famescrap 10>> - The pig squeals and backs away from you. The farmhands try to calm it, but they have no luck. + The <<beasttype>> squeals and backs away from you. The farmhands try to calm <<bhim>>, but they have no luck. <br><br> <<clotheson>> @@ -1332,8 +1331,8 @@ Niki interrupts. "It's alright. I got what I needed. We're ready for the proper <<neutral 1>> <<molested>> - <<beastTrainGenerate 2 "pig">> - <<beastNEWinit 1 pig>> + <<beastNEWinit 3 pig>> + <<beastTrainGenerate>> <</if>> <<effects>> @@ -1363,26 +1362,26 @@ Niki interrupts. "It's alright. I got what I needed. We're ready for the proper <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> - The pig recoils in pain and fear, but another is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> [[Next|Livestock Job Pig Gang Rape]] <<else>> - The pig recoils in pain and fear. + The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<link [[Next|Livestock Job Pig Gang Rape Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> - Satisfied, the pig moves and another takes its turn. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> [[Next|Livestock Job Pig Gang Rape]] <<else>> - Satisfied, the pig moves away from you. + Satisfied, the <<beasttype>> moves away from you. + <<combatTrainAdvance>> <br><br> <<link [[Next|Livestock Job Pig Gang Rape Finish]]>><<set $finish to 1>><</link>> <</if>> @@ -1390,11 +1389,11 @@ Niki interrupts. "It's alright. I got what I needed. We're ready for the proper "Done," Niki says, pulling back from the camera. <br><br> <<if $enemywounded gte 2 and $enemyejaculated is 0>> - The pigs cower. Despite not getting what they came for, the audience seem entertained. They applaud the fight. + The <<beastsplural>> cower. Despite not getting what they came for, the audience seem entertained. They applaud the fight. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The pigs leave you spent and shivering as the audience applauds. + The <<beastsplural leave you spent and shivering as the audience applauds. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The pigs leave you spent and shivering as the audience applauds. + The <<beastsplural>> leave you spent and shivering as the audience applauds. <</if>> <<if $enemyejaculated gte 1>> <<famebestiality 30>> diff --git a/game/overworld-plains/loc-livestock/main.twee b/game/overworld-plains/loc-livestock/main.twee index b524db4b55..064f688c69 100644 --- a/game/overworld-plains/loc-livestock/main.twee +++ b/game/overworld-plains/loc-livestock/main.twee @@ -7,7 +7,8 @@ You are in your cell in the barn. There's a bucket of what looks like clean wate <<if $hour gte 6 and $hour lt 18>> The barn's occupants are being herded outside, overseen by Remy. <<elseif $hour gte 18 and $hour lt 21>> - <<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> + <!-- Modified for Monster People --> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> 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. @@ -523,7 +524,8 @@ You've barely recovered form the orgasm when the vibrations become more intense. :: Livestock None Give 2 [nobr] <<effects>> -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> You see the cowgirls and bullboys kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> @@ -637,7 +639,8 @@ You remember the gel Remy rubbed into you, and how unnatural that warmth felt. Y :: Livestock Penis Give 2 [nobr] <<effects>> -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> You see the cowgirls and bullboys kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> @@ -739,8 +742,8 @@ You remember the gel Remy rubbed into you, and how unnatural that warmth felt. Y :: Livestock Breasts Give 2 [nobr] <<effects>> - -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> You see the cowgirls and bullboys kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> @@ -861,8 +864,8 @@ You remember the gel Remy rubbed into you, and how unnatural that warmth felt. Y :: Livestock Both Give 2 [nobr] <<effects>> - -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> You see the cowgirls and bullboys kneeling up and down the barn, mooing in pleasure, their faces contorted in rapture. <<else>> <</if>> @@ -1105,8 +1108,8 @@ Remy leans against the gate, looking you right in the eyes as <<his>> farmhands <<clotheson>> <<endcombat>> - - <<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> + <!-- Modified for Monster People --> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> 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. @@ -1125,8 +1128,8 @@ The farmhands push past Remy in a panicked scramble for the exit. Remy lingers a <<clotheson>> <<endcombat>> - - <<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> + <!-- Modified for Monster People --> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> 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. @@ -1240,8 +1243,8 @@ A weak light pierces the high windows. It's dawn. :: Livestock Cell Leave [nobr] <<effects>><<set $outside to 1>> - -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> 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>> @@ -1340,7 +1343,8 @@ You hear the thundering of hooves behind you. You glance over your shoulder, and <<if $livestock_horse gte 2>> <<unset $livestock_escape>> - <<if $monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")>> + <!-- Modified for Monster People --> + <<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> <<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> @@ -1527,8 +1531,8 @@ 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>> - -<<if $monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f") and $bestialitydisable is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> <<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/widgets.twee b/game/overworld-plains/loc-livestock/widgets.twee index c82ee9869d..2dd89565cd 100644 --- a/game/overworld-plains/loc-livestock/widgets.twee +++ b/game/overworld-plains/loc-livestock/widgets.twee @@ -35,8 +35,9 @@ <<unset $livestock_dig>> <</nobr>><</widget>> +<!-- Modified for Monster People --> <<widget "livestock_cows">><<nobr>> -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> <<if $malechance is 0>> <<set _text_output to "cowgirls">> <<elseif $malechance is 100>> @@ -51,7 +52,7 @@ <</nobr>><</widget>> <<widget "livestock_horse">><<nobr>> -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> <<set _text_output to "centaur">> <<else>> <<set _text_output to "stallion">> diff --git a/game/overworld-plains/loc-riding/main.twee b/game/overworld-plains/loc-riding/main.twee index 2192bb5b55..2bc150e66e 100644 --- a/game/overworld-plains/loc-riding/main.twee +++ b/game/overworld-plains/loc-riding/main.twee @@ -113,7 +113,8 @@ You are at Remy's riding school. Stables surround a central courtyard. A small o <<unbind>> <br><br> <</if>> - <<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> + <!-- Modified for Monster People --> + <<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> <<if $malechance lt random(1, 100)>> Remy assigns you to a centaur, who watches as you <<thightext>> climb into the saddle. <<set $steed to "female">> @@ -164,8 +165,7 @@ You are at Remy's riding school. Stables surround a central courtyard. A small o <<if $rng gte 81>> Remy leads you to an open field. The steeds are eager to frolic, and become harder to control. <br><br> - - <<if $bestialitydisable is "f">> + <!-- Modified for Monster People --> <<if $thighskill gte 200>> Your <<steed_text>> bolts. You manage to remain steady, but nothing you do convinces the steed to stop. <<else>> @@ -181,17 +181,12 @@ 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> - <<else>> - <<if $thighskill gte 200>> - 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. - <<else>> - 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>> - <</if>> - <br><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> - <</if>> + <!-- <<link [[Next|Riding School Lesson]]>><</link>> --> + <!-- <br> --> <<elseif $rng gte 61>> <<npc Remy>><<person1>> @@ -464,7 +459,7 @@ You drop to your knees, scoop out some of the debris, then squeeze into the dark You drop to your knees and crawl inside. The interior is dark and dusty. You get your head and shoulders through, then your chest, but your waist proves just a little too thick. <br><br> -<<if $bestialitydisable is "f">> +<!-- Modified for Monster People --> 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">> @@ -482,13 +477,12 @@ You drop to your knees and crawl inside. The interior is dark and dusty. You get <br> <<link [[Endure|Riding School Lesson Endure]]>><<trauma 6>><<stress 6>><<arousal 6>><</link>><<gtrauma>><<gstress>><<garousal>> <br> -<<else>> - You push against the wall and wiggle your hips, until you at last slide through.<<gpain>><<pain 4>> - <br><br> - <<link [[Next|Riding School Lesson Building]]>><</link>> - <br> -<</if>> + <!-- You push against the wall and wiggle your hips, until you at last slide through.<<gpain>><<pain 4>> --> + <!-- <br><br> --> + + <!-- <<link [[Next|Riding School Lesson Building]]>><</link>> --> + <!-- <br> --> :: Riding School Lesson Plead [nobr] <<effects>> diff --git a/game/overworld-town/loc-alley/events.twee b/game/overworld-town/loc-alley/events.twee index 7bfd53413a..d7316b04af 100644 --- a/game/overworld-town/loc-alley/events.twee +++ b/game/overworld-town/loc-alley/events.twee @@ -507,17 +507,17 @@ You are on the rooftop of a commercial building. You can access the shopping cen <<effects>> <<if $noise is 2 and $combat is 0>> - <span class="red">The youths are wondering aloud why the dog is so agitated. They'll find you soon if you don't do something!</span> + <span class="red">The youths are wondering aloud why the <<beasttype>> is so agitated. They'll find you soon if you don't do something!</span> <br><br> <</if>> <<if $timer is 1 and $combat is 0>> - You hear the youths move away from the alley. You take a peek and see that they are indeed gone. The dog looks dejected as you walk away. + You hear the youths move away from the alley. You take a peek and see that they are indeed gone. The <<beasttype>> looks dejected as you walk away. <br><br> <<endevent>> <<residentialeventend>> <br><br> <<elseif $timer is 1 and $combat is 1>> - You hear the youths move away from the alley. You try to take a peek but the dog tackles you to the ground. + You hear the youths move away from the alley. You try to take a peek but the <<beasttype>> tackles you to the ground. <br><br> <<set $rescue to 0>> <span id="next"><<link [[Next|Residential Dog]]>><</link>></span><<nexttext>> @@ -527,23 +527,22 @@ You are on the rooftop of a commercial building. You can access the shopping cen <br><br> <span id="next"><<link [[Next|Residential Dog Alarm]]>><</link>></span><<nexttext>> <<elseif $phase is 1>> - It continues barking. You're afraid the youths will investigate if this continues. + <<bHe>> continues barking. You're afraid the youths will investigate if this continues. <br><br> <<link [[Quietly tell it to shut up|Residential Dog]]>><<set $noise += 1>><</link>> <br> - <<if $bestialitydisable is "f">> - <<link [[Stroke its head->Residential Dog]]>><<set $phase to 2>><</link>> - <br><br> - <</if>> + <!-- Modified for Beast People --> + <<link [[Stroke its head->Residential Dog]]>><<set $phase to 2>><</link>> + <br><br> <<elseif $phase is 2>> - It quiets at your touch, runs in a small circle, then walks right up to you. You notice its genitals are ready and waiting. It looks at you expectantly. + <<bHe>> quiets at your touch, runs in a small circle, then walks right up to you. You notice <<bhis>> genitals are ready and waiting. <<bHe>> looks at you expectantly. <br><br> <<link [[Just keep stroking its head->Residential Dog]]>><<set $noise += 1>><<set $phase to 3>><</link>> <br> <span class="sub"><<link [[Take its genitals in your hand|Residential Dog]]>><<handskilluse>><<handstat>><<set $phase to 4>><</link>></span> <br><br> <<elseif $phase is 3>> - You continue to stroke its head, but it doesn't seem pleased and barks again. + You continue to stroke <<bhis>> head, but <<bhe>> doesn't seem pleased and barks again. <br><br> <<link [[Just keep stroking its head->Residential Dog]]>><<set $noise += 1>><<set $phase to 3>><</link>> <br> @@ -551,7 +550,7 @@ You are on the rooftop of a commercial building. You can access the shopping cen <br><br> <<elseif $phase is 4>> <<set $molestationstart to 1>><<set $phase to 5>> - You take its genitals in your hand. It starts humping against your fingers. + You take <<bhis>> genitals in your hand. <<bHe>> starts humping against your fingers. <br><br> <span id="next"><<link [[Next|Residential Dog]]>><</link>></span><<nexttext>> <br><br> @@ -562,7 +561,6 @@ You are on the rooftop of a commercial building. You can access the shopping cen <<violence 1>> <<neutral 1>> <<molested>> - <<beastNOGENinit>> <<npchand>> <</if>> <<if $timer gte 1>><<set $rescue to 1>><</if>> @@ -605,7 +603,7 @@ You are on the rooftop of a commercial building. You can access the shopping cen Your scream alerts the pair. <br><br> <</if>> -At the sound of their approach, the dog ceases its adventure and bounds away. +At the sound of their approach, the <<beasttype>> ceases its adventure and bounds away. <br><br> <<endcombat>> <<generatey1>><<generatey2>>Before you can recover, you are discovered by a <<person1>><<person>> and a <<person2>><<person>>. @@ -632,14 +630,14 @@ At the sound of their approach, the dog ceases its adventure and bounds away. <<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> - <<He>> bites you on the thigh, then leaves you lying on the ground. + <<bHe>> bites you on the thigh, then leaves you lying on the ground. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> - <<He>> barks then leaves you lying on the ground. + <<bHe>> barks then leaves you lying on the ground. <br><br> <<else>> - <<He>> licks your <<genitals>> then darts away. + <<bHe>> licks your <<genitals>> then darts away. <<neutral 5>> <br><br> <</if>> @@ -656,7 +654,7 @@ At the sound of their approach, the dog ceases its adventure and bounds away. :: Residential Dog Escape [nobr] <<effects>> -Finally taking the hint, <<he>> whimpers and flees the alley. +Finally taking the hint, <<bhe>> whimpers and flees the alley. <<if $timer gte 1>>After a short while the youths also leave.<</if>> <<tearful>> you rise to your feet. <br><br> <<clotheson>> diff --git a/game/overworld-town/loc-alley/residential.twee b/game/overworld-town/loc-alley/residential.twee index b3c163ca09..9a5223c114 100644 --- a/game/overworld-town/loc-alley/residential.twee +++ b/game/overworld-town/loc-alley/residential.twee @@ -94,28 +94,28 @@ Your home is nearby. <</if>> <br><br> <<if $rng gte 76>> - Another meow answers, and a small cat approaches. + <<beastNEWinit 1 cat>> + Another meow answers, and a small <<beasttype>> approaches. <<if $monster is 1>><<bHe>> looks up at you with innocent eyes.<</if>> <br><br> <<link [[Pet|Residential Pet]]>><<stress -6>><</link>><<lstress>> <br> - <<if $bestialitydisable is "f">> - <<link [[Tease|Residential Tease]]>><</link>><<deviant1>> - <br> - <</if>> + <!-- Modified for Monster People --> + <<link [[Tease|Residential Tease]]>><</link>><<deviant1>> + <br> <<elseif $rng gte 51>> Nothing answers but the breeze, and a distant horn. <br><br> <<link [[Next|Residential alleyways]]>><</link>> <br> <<elseif $rng gte 26>> - A growl answers. A giant cat prowls from the dark, and regards you with a level stare. + <<beastNEWinit 1 cat>> + A growl answers. A giant <<beasttype>> prowls from the dark, and regards you with a level stare. <br><br> <<link [[Pet|Residential Big Pet]]>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>> <br> - <<if $bestialitydisable is "f">> - <<link [[Tease|Residential Big Tease]]>><</link>><<deviant1>> - <br> - <</if>> + <!-- Modified for Monster People --> + <<link [[Tease|Residential Big Tease]]>><</link>><<deviant1>> + <br> <<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> @@ -131,7 +131,13 @@ Your home is nearby. :: Residential Pet [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> -You crouch and rub the cat's head. It purrs and rubs against you, before flicking you with its tail and leaping onto a nearby wall. It disappears behind it. +You crouch and rub the <<beasttype>>'s head. +<<if $monster is 1>> + <<bHe>> purrs, rubbing <<bhis>> head against your chest. <<bHe>> flicks you with <<bhis>> hand and then <<bhis>> tail, +<<else>> + <<bHe>> purrs and rubs against you, before flicking you with <<bhis>> tail, +<</if>> +and leaping onto a nearby wall. <<bHe>> disappears behind it. <br><br> <<link [[Next|Residential alleyways]]>><</link>> <br> @@ -139,7 +145,14 @@ You crouch and rub the cat's head. It purrs and rubs against you, before flickin :: Residential Tease [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> -Purring seductively, you drop to the ground and assume a mating posture. Eager, it leaps on top of you and humps as it struggles to find purchase. You grab it by the scruff and pull it away from your body, lay it on its back, and rub its belly. It meows in frustration as it struggles free, and leaps onto a nearby wall before disappearing behind it. +Purring seductively, you drop to the ground and assume a mating posture. +<<if $monster is 1>> + The <<beasttypes>> eyes light up, eager to follow your lead. <<bHe>> purrs back. "Thank you for choosing me," <<bhe>> says. + <<bHe>> climbs on top of you and humps as <<bhe>> struggles to find purchase. You grab <<bhis>> arm, pulling <<bhim>> away from your body. You have <<bhim>> roll onto <<bhis>> back before rubbing <<bhis>> belly. +<<else>> + Eager, it leaps on top of you and humps as it struggles to find purchase. You grab it by the scruff and pull it away from your body, lay it on its back, and rub its belly. +<</if>> +<<bHe>> meows in frustration as <<bhe>> struggles free, and leaps onto a nearby wall before disappearing behind it. <<deviancy1>> <<link [[Next|Residential alleyways]]>><</link>> <br> @@ -147,7 +160,12 @@ Purring seductively, you drop to the ground and assume a mating posture. Eager, :: Residential Big Pet [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> -You reach towards its head. It doesn't move as you touch it, but you hear a low rumble from its throat. It licks your hand, turns, and bounds into the night. +<<if $monster is 1>> + You reach towards <<bhis>> head. <<bHe>> easily towers over you, so <<bhe>> hunches over you to give you a chance of reaching <<bhim>>. <<bHe>> doesn't move as you stroke <<bhis>> head, but you hear a low rumble coming from <<bhis>> mouth. + "Thank you," <<he>> purrs. <<He>> licks your hand, turns, and bounds into the night. +<<else>> + You reach towards <<bhis>> head. <<bHe>> doesn't move as you touch <<bhim>>, but you hear a low rumble from <<bhis>> throat. <<bHe>> licks your hand, turns, and bounds into the night. +<</if>> <br><br> <<link [[Next|Residential alleyways]]>><</link>> <br> @@ -156,14 +174,18 @@ You reach towards its head. It doesn't move as you touch it, but you hear a low <<set $outside to 1>><<set $location to "town">><<effects>> -You drop to the ground and assume a mating posture. The cat steps toward you, until you push a hand against its nose and give it a teasing wiggle. +You drop to the ground and assume a mating posture. The <<beasttype>> steps toward you, until you push a hand against <<bhis>> nose and give it a teasing wiggle. <<deviancy1>> -The cat growls, annoyed but amused. +<<if $monster is 1>> + The look on <<bhis>> face tells you that <<bhe>>'s annoyed by your teasing, but seems to be amused by it nonetheless. +<<else>> + The <<beasttype>> growls, annoyed but amused. +<</if>> <br><br> -<<if $bestialitydisable is "f" and $deviancy gte 15>> +<!-- Modified for Beast People --> +<<if $deviancy gte 15>> <<link [[Seduce|Residential Beast]]>><<set $sexstart to 1>><</link>><<deviant2>> <br> -<</if>> <<link [[Shoo|Residential Shoo]]>><</link>> <br> @@ -171,7 +193,7 @@ The cat growls, annoyed but amused. <<set $outside to 1>><<set $location to "town">><<effects>> -You push the cat's head away from you. It growls harder and nips the air in front of your hand, but then turns and bounds into the dark. +You push the <<beasttype>>'s head away from you. <<bHe>> growls harder and nips the air in front of your hand, but then turns and bounds into the dark. <br><br> <<link [[Next|Residential alleyways]]>><</link>> @@ -184,8 +206,7 @@ You push the cat's head away from you. It growls harder and nips the air in fron <<set $consensual to 1>> <<neutral 1>> -<<beastNEWinit 1 cat>> -You let go of the cat's face and stretch. It's all the prompting it needs. It pounces on you. +You let go of the <<beasttype>>'s face and stretch. <<if $monster is 1>>'Good enough for me," <<bhe>> states firmly.<</if>> It's all the prompting <<bhe>> needs. <<bHe>> pounces on you. <<deviancy2>> <</if>> @@ -216,7 +237,7 @@ You let go of the cat's face and stretch. It's all the prompting it needs. It po <<beastejaculation>> -<<tearful>> you gather yourself. The cat bounds into the dark. +<<tearful>> you gather yourself. The <<beasttype>> seems satisfied, and bounds into the dark. <br><br> <<clotheson>> @@ -227,7 +248,7 @@ You let go of the cat's face and stretch. It's all the prompting it needs. It po <<elseif $enemyhealth lte 0>> -The cat hisses and flees into the dark. +The <<beasttype>> hisses and flees into the dark. <<if $monster is 1>>"No fun."<</if>> <br><br> <<tearful>> you gather yourself. @@ -241,7 +262,7 @@ The cat hisses and flees into the dark. <<else>> -The cat growls, but relents in its attempt to breed. It bounds away into the dark. +The <<beasttype>> growls, but relents in <<bhis>> attempt to breed. <<if $monster is 1>>Should have known better," <<bhe>> mutters to himself.<</if>> <<bHe>> bounds away into the dark. <br><br> <<tearful>> you gather yourself. diff --git a/game/overworld-town/loc-alley/widgets.twee b/game/overworld-town/loc-alley/widgets.twee index bb245425d2..f187e0350e 100644 --- a/game/overworld-town/loc-alley/widgets.twee +++ b/game/overworld-town/loc-alley/widgets.twee @@ -62,17 +62,13 @@ There are people about. If you run, you'll be seen. <br><br> <</if>> -<<if $bestialitydisable is "f">> +<!-- Modified for Beast People --> <<link [[Run|Park Ex Run]]>><</link>> <br> <<link [[Stay put|Park Ex Dog Molestation]]>><<set $molestationstart to 1>><</link>> <br> -<<else>> -<<link [[Run|Park Ex Run]]>><</link>> -<br> -<</if>> <</nobr>><</widget>> @@ -147,17 +143,16 @@ You reach into the box. It's empty. There's a loose grate beneath it. <</nobr>><</widget>> <<widget "residentialex2">><<nobr>> -<<generatedog1>>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 dog looking at you from under a discarded newspaper. +<<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> -It walks over to you, tail wagging, and begins barking. You hope it doesn't attract attention to you. +<<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>> -<<if $bestialitydisable is "f">> +<!-- Modified for Monster People --> <<link [[Stroke its ears->Residential Dog]]>><<set $phase to 2>><</link>> <br> -<</if>> <<link [[Endure|Residential Dog]]>><<set $phase to 1>><<set $noise += 1>><</link>> <br><br> diff --git a/game/overworld-town/loc-beach/events.twee b/game/overworld-town/loc-beach/events.twee index ddacdd1e47..00a9e81565 100644 --- a/game/overworld-town/loc-beach/events.twee +++ b/game/overworld-town/loc-beach/events.twee @@ -241,8 +241,6 @@ Looking like <<he>> just awoke from a dream, <<he>> looks at <<his>> kids while <<neutral 1>> <<molested>> -<<beastNEWinit 1 dog>> - <</if>> <<effects>> @@ -283,14 +281,14 @@ Looking like <<he>> just awoke from a dream, <<he>> looks at <<his>> kids while <<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> - <<He>> bites you on the thigh, then leaves you lying on the sand. + <<bHe>> bites you on the thigh, then leaves you lying on the sand. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> - <<He>> barks then leaves you lying on the sand. + <<bHe>> barks then leaves you lying on the sand. <br><br> <<else>> - <<He>> licks your <<genitals>> then darts away. + <<bHe>> licks your <<genitals>> then darts away. <<neutral 5>> <br><br> <</if>> @@ -302,7 +300,7 @@ Looking like <<he>> just awoke from a dream, <<he>> looks at <<his>> kids while :: Beach Night Dog Escape [nobr] <<effects>> -The beast whimpers and flees into the darkness. <<tearful>> you rise to your feet. +The <<beasttype>> whimpers and flees into the darkness. <<tearful>> you rise to your feet. <br><br> <<clotheson>> <<endcombat>> @@ -820,10 +818,18 @@ Having come this far, you submit to the collar being placed round your neck. You <br><br> 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> - <<if $bestialitydisable is "f" and $rng gte 51>> - You come to a relatively flat area, surrounded by dunes on all sides, shielding it from view. In the centre is a dog, its leash tied to a wooden post. At the sight of you it leaps to its feet, straining the leash in a bid to reach you. + <!-- Modified for Monster People --> + <<if $rng gte 51>> + <<beastNEWinit 1 dog>> + 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. + <<if $monster is 1>> + <<bHis>> nude body is on full display for all to see, but <<bhe>> doesn’t seem all too phased by it. <<bHe>> seems oddly well-groomed for a <<beasttype>>, despite the state <<bhe>>'s in. <<bHe>> paws at the air in an attempt to reach you,<<bhe>>'s almost successful. + <</if>> <br><br> - <<person1>> The <<person>> speaks in a high-pitched voice, "Who's a good dog! You are! We brought you a bitch, because you're such a good dog!" + <<person1>> The <<person>> speaks in a high-pitched voice, "Who's a good <<beasttype>>! You are! We brought you a bitch, because you're such a good <<beasttype>>!" + <<if $monster is 1>> + The <<beasttype>> pants heavily in response, <<bhis>> face red from blushing. <<bHis>> intentions are clear. <<bHe>>s craving a mate. + <</if>> <br><br> <<link [[Try to run|Beach Abduction Dog]]>><<set $molestationstart to 1>><<set $phase to 0>><</link>> <br> @@ -846,14 +852,13 @@ Having come this far, you submit to the collar being placed round your neck. You <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 dog>> <<if $phase is 0>> - You try to escape, but the <<person1>><<person>> grabs the leash and helps the <<person2>><<person>> yank you to the ground. Before you can recover, the <<person1>><<person>> has released the dog from it's post. It leaps on top of you, pinning you down. + You try to escape, but the <<person1>><<person>> grabs the leash and helps the <<person2>><<person>> yank you to the ground. Before you can recover, the <<person1>><<person>> has released the <<beasttype>> from <<bhis>> post. <<bHe>> leaps on top of you, pinning you down. <<set $NPCList[0].stance to "top">><<set $head to "grappled">> <br><br> <<set $submissive -= 1>> <<elseif $phase is 1>> - Trying to keep calm, you allow yourself to be led closer to the beast. The <<person1>><<person>> unties the dog, who darts towards you. + Trying to keep calm, you allow yourself to be led closer to the beast. The <<person1>><<person>> unties the <<beasttype>>, who darts towards you. <br><br> <<set $submissive += 1>> <</if>> @@ -866,7 +871,7 @@ Having come this far, you submit to the collar being placed round your neck. You <br><br> <<else>> <<if $orgasmdown gte 1 and $phase is 1>><<set $phase to 0>> - "I can't believe it," the <<person1>><<person>> shouts with joy, "You're actually cumming from being raped by an animal. This is fantastic." You feel utterly humiliated. + "I can't believe it," the <<person1>><<person>> shouts with joy, "You're actually cumming from being raped by <<if $monster is 1>>a <<beasttype>><<else>>an animal<</if>>. This is fantastic." You feel utterly humiliated. <<set $trauma += 10>><<famebestiality 10>><<famebestiality 10>> <<else>> The <<person1>><<person>> and <<person2>><<person>> are enjoying the show. @@ -907,14 +912,14 @@ Having come this far, you submit to the collar being placed round your neck. You <<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> - <<He>> bites you on the thigh before leaving you lying there. + <<bHe>> bites you on the thigh before leaving you lying there. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> - <<He>> barks then leaves you lying there. + <<bHe>> barks then leaves you lying there. <br><br> <<else>> - <<He>> licks your <<genitals>> then darts away. + <<bHe>> licks your <<genitals>> then darts away. <<neutral 5>> <br><br> <</if>> @@ -934,7 +939,7 @@ The <<person1>><<person>> and <<person2>><<person>> applaud. "Bred like the bitc :: Beach Abduction Dog Escape [nobr] <<effects>> -The dog whimpers and flees. +The <<beasttype>> whimpers and flees. <br><br> Before the pair can react, you seize the opportunity and bolt away. <<tearful>> you quickly lose them in the dunes. diff --git a/game/overworld-town/loc-beach/main.twee b/game/overworld-town/loc-beach/main.twee index 522a863167..10f0ccdf20 100644 --- a/game/overworld-town/loc-beach/main.twee +++ b/game/overworld-town/loc-beach/main.twee @@ -57,7 +57,7 @@ You could go for a swim, but make sure to dress appropriately. <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsbeach>> - <<elseif $NPCName[$NPCNameList.indexOf("Robin")].init is 0 and (($weekday is 9 and $hour gte 9 and $hour lte 16) or ($weekday is 1 and $hour gte 9 and $hour lte 16)) and $exposed lte 0 and $season isnot "winter" and $daystate is "day" and $weather is "clear">> + <<elseif $NPCName[$NPCNameList.indexOf("Robin")].init is 0 and (($weekday is 7 and $hour gte 9 and $hour lte 16) or ($weekday is 1 and $hour gte 9 and $hour lte 16)) and $exposed lte 0 and $season isnot "winter" and $daystate is "day">> <<set $NPCName[$NPCNameList.indexOf("Robin")].init to 1>><<set $robindebt to 0>><<set $robindebtlimit to 5>> <<npc Robin>><<initnpc Robin>><<person1>>You see someone familiar working at a stand on the beach. <<He>> notices you at the same time. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> motions you over, while cleaning a glass pitcher. <<He>> puts it down and hugs you when you approach. <br><br> diff --git a/game/overworld-town/loc-beach/widgets.twee b/game/overworld-town/loc-beach/widgets.twee index 3a4e76a1f0..9262d0108a 100644 --- a/game/overworld-town/loc-beach/widgets.twee +++ b/game/overworld-town/loc-beach/widgets.twee @@ -150,15 +150,18 @@ A gust of wind blows in from the ocean, pleasantly caressing your skin. <</nobr>><</widget>> <<widget "beachnight1">><<nobr>> -A wild-looking dog emerges from the darkness, teeth bared and eyes alight with hunger. -<br><br> -<<if $bestialitydisable is "f">> -<<link [[Next|Beach Night Dog]]>><<set $eventskip to 1>><<set $molestationstart to 1>><</link>> +<<beastNEWinit 1 dog>> +<<if $monster is 1>> + A <<beasttype>> emerges from the darkness. <<bHis>> shaggy body gives <<bhim>> a savage look. <<bHe>> bares <<bhis>> fangs, eyes alight with hunger as <<bhe>> stares at you. <<else>> -You manage to escape, but not unscathed.<<beastescape>> -<br><br> -<<link [[Next|Beach]]>><<set $eventskip to 1>><</link>> + A wild-looking <<beasttype>> emerges from the darkness, teeth bared and eyes alight with hunger. <</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>> --> <</nobr>><</widget>> <<widget "beachnight2">><<nobr>> diff --git a/game/overworld-town/loc-brothel/main.twee b/game/overworld-town/loc-brothel/main.twee index 1322cec53c..a80e62bb2a 100644 --- a/game/overworld-town/loc-brothel/main.twee +++ b/game/overworld-town/loc-brothel/main.twee @@ -1075,9 +1075,13 @@ The <<person>> recoils from the hole. You hear <<him>> shout at someone, then si <br><br> <</if>> +<!-- Modified for Monster People --> <<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>> +"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>> <<if $swarmdisable is "f">> @@ -1105,7 +1109,8 @@ You aren't promiscuous or deviant enough to take up any of the offers. <<link [[Sex Machine|Briar's Office Show 2]]>><<set $phase to 4>><</link>><<promiscuous5>> <br> <</if>> -<<if $bestialitydisable is "f" and $deviancy gte 75>> +<!-- Modified for Monster People --> +<<if $deviancy gte 75>> <<link [[Pig|Briar's Office Show 2]]>><<set $phase to 2>><</link>><<deviant5>> <br> <</if>> diff --git a/game/overworld-town/loc-brothel/shows.twee b/game/overworld-town/loc-brothel/shows.twee index ba529bfd36..21cb1b8443 100644 --- a/game/overworld-town/loc-brothel/shows.twee +++ b/game/overworld-town/loc-brothel/shows.twee @@ -37,7 +37,8 @@ <<set $brothelshow to "none">><<set $brothelshowdone to 1>> 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> - "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 pig walks onto the stage. A leash is attached to its neck and trails behind the set. It has slack enough to reach you. The audience cheers it on. + <<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>> <br><br> <<endevent>> @@ -312,7 +313,7 @@ You return to the dressing room. <<set $consensual to 1>> <<neutral 1>> -<<beastNEWinit 1 pig>><<set $enemyanger += 50>><<set $enemytrust -= 40>> +<<set $enemyanger += 50>><<set $enemytrust -= 40>> <</if>> @@ -344,7 +345,7 @@ You return to the dressing room. <<if $finish is 1>> -The pig trots behind the stage as Briar storms onto it.<<endevent>><<npc Briar>><<person1>>"Why are you stopping?"<<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you off the stage. +The <<beasttype>> trots behind the stage as Briar storms onto it.<<endevent>><<npc Briar>><<person1>>"Why are you stopping?"<<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you off the stage. <br><br> <<clotheson>> @@ -358,25 +359,27 @@ The pig trots behind the stage as Briar storms onto it.<<endevent>><<npc Briar>> <<famebestiality 20>> <<beastejaculation>> -Someone behind the stage tugs on the leash and the pig walks off. <<tearful>> you climb to your feet, bow, and follow. +Someone behind the stage tugs on the leash and the <<beasttype>> walks off. <<tearful>> you climb to your feet, bow, and follow. <br><br> <<clotheson>> <<endcombat>> -<<npc Briar>><<generate2>><<person1>>Briar's waiting for you. "Nice work," <<he>> says. A <<person2>><<person>> struggles to stuff the pig back in its cage beside <<person1>><<him>>. <<He>> hands you the £1500 <<he>> promised. +<<npc Briar>><<generate2>><<person1>>Briar's waiting for you. "Nice work," <<he>> says. A <<person2>><<person>> struggles to stuff the beast back in its cage beside <<person1>><<him>>. <<He>> hands you the £1500 <<he>> promised. <<set $money += 150000>><<npcincr Briar love 1>> <br><br> <<elseif $enemyhealth lte 0>> -The pig runs away from you in fright. The audience cheers and you follow it off the stage. +The <<beasttype>> runs away from you in fright. The audience cheers and you follow <<bhim>> off the stage. <br><br> +Briar waits for you beside the <<beasttype>>, which hides in <<bhis>> cage. + <<clotheson>> <<endcombat>> - -<<npc Briar>><<person1>>Briar waits for you beside the pig, which hides in its cage. "They weren't expecting to see a <<girl>> fight a pig," <<he>> says. "They seemed to enjoy the spectacle." <<He>> hands you the £1500 <<he>> promised. +<<npc Briar>><<person1>> +"They weren't expecting to see a <<girl>> fight a pig. They seemed to enjoy the spectacle." <<He>> hands you the £1500 <<he>> promised. <<set $money += 150000>><<npcincr Briar love 1>> <br><br> diff --git a/game/overworld-town/loc-cafe/main.twee b/game/overworld-town/loc-cafe/main.twee index 8165074529..bafb835617 100644 --- a/game/overworld-town/loc-cafe/main.twee +++ b/game/overworld-town/loc-cafe/main.twee @@ -503,8 +503,10 @@ You ask if <<he>> has any work for you. <<His>> smile broadens. "As a matter of <<else>> <<set $rng to random(1, 100)>> - <<if $rng gte 51 and $bestialitydisable is "f">> -Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster, however, is a stray dog. It growls as you approach. + <!-- 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> <<link [[Continue regardless|Ocean Breeze Dumpster Dog]]>><<stress 6>><</link>><<gstress>> @@ -924,13 +926,13 @@ The rest of the shift passes uneventfully. You earn £5. <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>><<set $outside to 1>> -You decide you're being paranoid, and walk over to the dumpster. As you turn to leave however, the dog blocks your path. +You decide you're being paranoid, and walk over to the dumpster. As you turn to leave however, the <<beasttype>> blocks your path. <br><br> <<link [[Next|Ocean Breeze Dog Rape]]>><<set $molestationstart to 1>><</link>> <br> <<else>> -You decide you're being paranoid, and walk over to the dumpster. The dog runs away as you draw closer. +You decide you're being paranoid, and walk over to the dumpster. The <<beasttype>> runs away as you draw closer. <br><br> The rest of the shift passes uneventfully. You earn £5. @@ -950,7 +952,6 @@ The rest of the shift passes uneventfully. You earn £5. <<molested>> <<set $rescue to 1>> -<<beastNEWinit 1 dog>> <</if>> @@ -979,15 +980,15 @@ The rest of the shift passes uneventfully. You earn £5. <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> -Satisfied, the dog leaves you be. <<tearful>> you head back into the cafe. +Satisfied, the <<beasttype>> leaves you be. <<tearful>> you head back into the cafe. <br><br> <<elseif $enemyhealth lte 0>> -The dog yelps in pain and flees. <<tearful>> you head back into the cafe. +The <<beasttype>> yelps in pain and flees. <<tearful>> you head back into the cafe. <br><br> <<elseif $alarm gte 1>> -Sam bursts through the cafe back entrance to see what the fuss is about. Startled, the dog flees. You feel humiliated, but Sam helps you up and gently steers you back inside. +Sam bursts through the cafe back entrance to see what the fuss is about. Startled, the <<beasttype>> flees. You feel humiliated, but Sam helps you up and gently steers you back inside. <<famebestiality 1>><<set $rescued += 1>> <br><br> <</if>> @@ -1935,7 +1936,7 @@ Sam stands in the middle, talking to another member of staff. <<Hes>> wearing a <<if $submissive gte 1150>> You look at your feet. "I liked the old cafe more," you admit. "Sorry." <<elseif $submissive lte 850>> -You scoff. "It's a big much for some cream buns," you say "Don't you think?" +You scoff. "It's a bit much for some cream buns," you say "Don't you think?" <<else>> "It's a little gaudy," you admit. <</if>> diff --git a/game/overworld-town/loc-compound/main.twee b/game/overworld-town/loc-compound/main.twee index 4cf2a4a480..21b17ae66a 100644 --- a/game/overworld-town/loc-compound/main.twee +++ b/game/overworld-town/loc-compound/main.twee @@ -43,8 +43,10 @@ You are in the compound on Elk Street. Three red brick buildings stand surrounde <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger lte (3000 * $compoundalarm) and $eventskip isnot 1>> - <<if $bestialitydisable is "f" and $rng gte 51>> - A guard dog runs towards you. It stops a few feet away and starts barking. + <!-- Modified for Beast People --> + <<if $rng gte 51>> + <<beastNEWinit 1dog>> + 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>> @@ -136,15 +138,15 @@ The door is locked tight. <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 dog>><<set $enemytrust -= 40>><<set $enemyanger += 20>> + <<set $enemytrust -= 40>><<set $enemyanger += 20>> <<set $rescue to 1>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> - <<beastNEWinit 1 dog>><<set $enemytrust -= 40>> - You drop to the floor and adopt a mating posture. The dog stops barking, but now has something else in mind. + <<set $enemytrust -= 40>> + You drop to the floor and adopt a mating posture. The <<beasttype>> stops barking, but now has something else in mind. <<deviancy2>> <<set $rescue to 1>> <</if>> @@ -172,7 +174,7 @@ The door is locked tight. <<set $outside to 1>><<set $location to "compound">><<effects>> <<if $athletics gte random(1, 1000)>> - You <span class="green">successfully</span> climb the fence and haul yourself over the top, landing on Elk Street proper. Dogs 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. <<beasttype>>s bark behind you and alert the guards who arrive in time to see you escape. <br><br> <<set $compoundalarm to 0>> <<set $compoundpipes to 0>> @@ -182,7 +184,7 @@ The door is locked tight. <<link [[Next|Elk Street]]>><</link>> <br> <<else>> - You try to run, <span class="red">but the dog chases you down.</span> + You try to run, <span class="red">but the <<beasttype>> chases you down.</span> <br><br> <<link [[Next|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</link>> <br> @@ -193,7 +195,7 @@ The door is locked tight. <<set $outside to 1>><<set $location to "compound">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - Panting, the guard dog returns to where it came from. + Panting, the guard <<beasttype>> returns to where it came from. <br><br> <<tearful>> you rise to your feet. <br><br> @@ -202,7 +204,7 @@ The door is locked tight. <<link [[Next|Elk Compound]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> - The beast whimpers and hides behind one of the buildings. + The <<beasttype>> whimpers and hides behind one of the buildings. <br><br> <<tearful>> you rise to your feet. <br><br> @@ -213,18 +215,18 @@ The door is locked tight. <<elseif $alarm is 1 and $rescue is 1>> <<generate2>><<generate3>><<person2>>A <<person>> and <<person3>><<person>> arrive to investigate the noise. <<if $NPCList[0].stance is "top">> - They see the dog humping you and laugh. "Good boy," the <<person2>><<person>> says. + They see the <<beasttype>> humping you and laugh. "Good <<beasttype>>," the <<person2>><<person>> says. <br><br> <<else>> - They see what the dog wants from you and laugh. "Good boy," the <<person2>><<person>> says. + They see what the <<beasttype>> wants from you and laugh. "Good <<beasttype>>," the <<person2>><<person>> says. <br><br> <</if>> - <<person3>>We should probably let the dog have its treat," says the <<person>> as <<he>> crouches for a closer look. <<He>> pulls out <<his>> phone and starts filming. + <<person3>>We should probably let the <<beasttype>> have its treat," says the <<person>> as <<he>> crouches for a closer look. <<He>> pulls out <<his>> phone and starts filming. <br><br> <<link [[Next|Elk Compound Bestiality 2]]>><</link>> <br> <<else>> - The beast turns and darts away, barking. + The <<beasttype>> turns and darts away, barking. <<crime>><<set $compoundalarm += 1>> <<crimeup 50>> <br><br> @@ -266,9 +268,9 @@ The <<person3>><<person>> films you. <<set $outside to 1>><<set $location to "compound">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - Panting, the guard dog returns to where it came from. + Panting, the guard <<beasttype>> returns to where it came from. <br><br> - The <<person2>><<person>> grabs your arm. "Alright little <<girl>>, you've had your fun," <<he>> says, dragging you to the gate. + The <<person2>><<person>> grabs your arm. "Alright <<girl>>, you've had your fun," <<he>> says, dragging you to the gate. <br><br> "Think we should tell them downstairs?" the <<person2>><<person>> asks. <br><br> @@ -287,9 +289,9 @@ The <<person3>><<person>> films you. <<link [[Next|Elk Street]]>><<set $eventskip to 1>><</link>> <br> <<elseif $enemyhealth lte 0>> - The beast whimpers and hides behind one of the buildings. + The <<beasttype>> whimpers and hides behind one of the buildings. <br><br> - The <<person2>><<person>> grabs your arm. "Alright little <<girl>>, you've had your fun," <<he>> says, dragging you to the gate. + The <<person2>><<person>> grabs your arm. "Alright <<girl>>, you've had your fun," <<he>> says, dragging you to the gate. <br><br> "Think we should tell them downstairs?" the <<person2>><<person>> asks. <br><br> diff --git a/game/overworld-town/loc-danube-homes/meal.twee b/game/overworld-town/loc-danube-homes/meal.twee index c89f2df7af..5991ea925b 100644 --- a/game/overworld-town/loc-danube-homes/meal.twee +++ b/game/overworld-town/loc-danube-homes/meal.twee @@ -34,16 +34,15 @@ This continues for a time, until another clinking interruption by the host. "I h You hear a door opening, and then you fly through the air before landing on hard pavement. A rain of leftover food falls on top of you, and you hear a door close. Did they just dump you out with the trash? Fortunately, the impact loosened your bonds and you manage to struggle your legs free. Your arms remain bound however. <br><br> <<endevent>> -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 dogs advance on you, hunger in their eyes. -<<if $bestialitydisable is "t">> - 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>> -<<else>> +<<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> <<link [[Next|Danube Meal Dogs]]>><<set $molestationstart to 1>><</link>> -<</if>> :: Widgets Danube Meal [widget] @@ -86,8 +85,7 @@ You have yet to recover your bearings when a growl sends a chill down your back. <<violence 1>> <<neutral 1>> <<molested>> - <<beastTrainGenerate 2 "dog">> - <<beastNEWinit 1 dog>> + <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> @@ -126,12 +124,12 @@ You have yet to recover your bearings when a growl sends a chill down your back. <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the dog leaves you be. Another takes its place. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Danube Meal Dogs]] <<else>> Satisfied, the dog leaves you be. + <<combatTrainAdvance>> <br><br> [[Next|Danube Meal Dogs End]] <</if>> @@ -141,13 +139,13 @@ You have yet to recover your bearings when a growl sends a chill down your back. <<effects>> <<beastwound>> <<if $combatTrain.length gt 0>> - The dog recoils in pain and fear, but another takes its place. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + The <<beasttype>> recoils in pain and fear, but another takes its place. <<combatTrainAdvance>> <br><br> [[Next|Danube Meal Dogs]] <<else>> The dog recoils in pain and fear. + <<combatTrainAdvance>> <br><br> [[Next|Danube Meal Dogs End]] <</if>> @@ -156,15 +154,15 @@ You have yet to recover your bearings when a growl sends a chill down your back. <<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> - The dog whimpers and flees into the alleyways. + The <<beasttype>> whimpers and flees into the alleyways. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> - The dog leaves you lying on the pavement. + The <<beasttype>> leaves you lying on the pavement. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the dogs flee into the alleyways. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the alleyways. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The dogs leave you spent and shivering on the pavement. + The <<beastsplural>> leave you spent and shivering on the pavement. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The dogs leave you spent and shivering on the pavement. One is slowed by a limp. + The <<beastsplural>> leave you spent and shivering on the pavement. One is slowed by a limp. <</if>> <br><br> <<tearful>> you gather yourself. diff --git a/game/overworld-town/loc-danube-homes/skulduggery.twee b/game/overworld-town/loc-danube-homes/skulduggery.twee index 9cef4214bf..c55af0e896 100644 --- a/game/overworld-town/loc-danube-homes/skulduggery.twee +++ b/game/overworld-town/loc-danube-homes/skulduggery.twee @@ -36,8 +36,12 @@ You sneak around the mansion and look for anything of value. <<link [[Leave|Danube Street]]>><</link>> <br> <<elseif $rng gte 81>> - <<if $bestialitydisable is "f">> - A pair of yellow eyes pierce the darkness, and a large cat emerges. It prepares to pounce. + <!-- Modified for Monster People --> + <<beastNEWinit 1 cat>> + A pair of yellow eyes pierce the darkness, and a large <<beasttype>> emerges. It prepares to pounce. + <<if $monster is 1>> + "Intruder! Masters won't be pleased." <<bHe>> flicks <<bhis>> tail. + <</if>> <br><br> <<if $cat gte 6>> <<link [[Meow|Danube House Meow]]>><</link>><<cat>> @@ -51,14 +55,12 @@ You sneak around the mansion and look for anything of value. <br> <<link [[Run|Danube House Run]]>><</link>><<athleticsdifficulty>> <br><br> - <<else>> - A pair of yellow eyes pierce the darkness, and a large cat emerges. It prepares to pounce. + <!-- 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>> <br><br> <<link [[Next|Danube Street]]>><</link>> - <br> - <</if>> + <br> --> <<elseif $rng gte 71>> <<generate1>><<person1>>You find a <<person>> dozing on a large sofa. <<He>> <<if $rng % 2>>is wearing expensive jewellery.<<else>>has fallen asleep holding some kind of tablet computer.<</if>> <br><br> @@ -317,7 +319,7 @@ With a little luck, they will take a while to notice you were ever there. <<neutral 1>> <<molested>> -<<beastNEWinit 1 cat>><<set $enemytrust -= 40>> +<<set $enemytrust -= 40>> <<if $phase is 0>> The cat pounces on you. @@ -334,7 +336,10 @@ With a little luck, they will take a while to notice you were ever there. <<neutral 1>> <<beastNEWinit 1 cat>><<set $enemytrust -= 40>> -You drop to the ground and adopt a mating posture. The cat raises its head and stares at you. It paces closer. +You drop to the ground and adopt a mating posture. The <<beasttype>> raises <<bhis>> head and stares at you. <<bHe>> paces closer. +<<if $monster is 1>> + "I suppose... Masters don't have to know, if we can have some fun." +<</if>> <<deviancy2>> <<set $phase to 0>> @@ -389,15 +394,15 @@ You drop to the ground and adopt a mating posture. The cat raises its head and s <<if $athletics gte random(1, 1000)>> -You turn and run. The cat pounces, but you <span class="green">succeed</span> in evading it. You flee into the street. +You turn and run. The <<beasttype>> pounces, but you <span class="green">succeed</span> in evading <<bhim>>. You flee into the street. <<gstress>><<stress 6>> <br><br> -<<link [[Next|Danube Street]]>><</link>> +<<link [[Next|Danube Street]]>><<endevent>><</link>> <<else>> -You turn and run. The cat pounces and you <span class="red">fail</span> to evade it. Its weight forces you to the ground. +You turn and run. The <<beasttype>> pounces and you <span class="red">fail</span> to evade <<bhim>>. <<bHis>> weight forces you to the ground. <br><br> <<link [[Next|Danube House Cat]]>><<set $molestationstart to 1>><<generate1>><<generate2>><<set $phase to 2>><</link>> @@ -408,10 +413,15 @@ You turn and run. The cat pounces and you <span class="red">fail</span> to evade :: Danube House Meow [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> -You drop to all fours and meow at the cat. It's taken aback, and eases its threatening posture. It growls again, but in a softer tone, and lies down. +You drop to all fours and meow at the <<beasttype>>. <<bHe>>'s taken aback, and eases <<bhis>> threatening posture. +<<if $monster is 1>> +"You're... like me. Hmph. Masters said there were no others like me." <<bHe>> lies down. "Stupid Masters. I'll break something later for this." +<<else>> +<<bHe>> growls again, but in a softer tone, and lies down. +<</if>> <br><br> -The cat pacified, you notice its collar glinting. You look closer and see it's encrusted with jewels. +The <<beasttype>> pacified, you notice <<bhis>> collar glinting. You look closer and see it's encrusted with jewels. <br><br> <<link [[Take It|Danube House Collar]]>><<crimeup 100>><</link>><<crime>> @@ -426,15 +436,16 @@ The cat pacified, you notice its collar glinting. You look closer and see it's e <<beastejaculation>> -The cat yawns in satisfaction and walks over to the window. +The <<beasttype>> yawns in satisfaction and walks over to the window. <<tearful>> you rise to your feet. <br><br> <<clotheson>> -<<endcombat>> -The cat pacified, you notice its collar glinting. You look closer and see it's encrusted with jewels. +The <<beasttype>> pacified, you notice <<bhis>> collar glinting. You look closer and see it's encrusted with jewels. +<br><br> +<<endcombat>> <br><br> <<link [[Take It|Danube House Collar]]>><<crimeup 100>><</link>><<crime>> @@ -444,15 +455,16 @@ The cat pacified, you notice its collar glinting. You look closer and see it's e <<elseif $enemyhealth lte 0>> -The cat cowers and rolls over in submission. +The <<beasttype>> cowers and rolls over in submission. <<tearful>> you rise to your feet. <br><br> <<clotheson>> -<<endcombat>> -The cat pacified, you notice its collar glinting. You look closer and see it's encrusted with jewels. +The <<beasttype>> pacified, you notice <<bhis>> collar glinting. You look closer and see it's encrusted with jewels. +<br><br> +<<endcombat>> <br><br> <<link [[Take It|Danube House Collar]]>><<crimeup 100>><</link>><<crime>> @@ -467,16 +479,19 @@ The cat pacified, you notice its collar glinting. You look closer and see it's e <<person1>>"What's the matter now?" says a <<person>>. <<He>> laughs when <<he>> sees you. "An intruder?" <<He>> takes a seat. "How exquisite." <br><br> + <<if $monster is 1>> + "I caughts the intruder!" the <<beasttype>> proudly yells. + <</if>> <<link [[Next|Danube House Cat]]>><<set $phase to 1>><</link>> <<else>> - - <<endcombat>> + <<generate1>><<person1>>"What's the matter now?" says a <<person>>. - <<He>> laughs when <<he>> sees you. "That's what you get for trespassing." <<He>> whistles and the cat ceases its attack. Before you can stand, <<he>> presses <<his>> foot against your <<genitals>>. + <<He>> laughs when <<he>> sees you. "That's what you get for trespassing." <<He>> whistles and the <<beasttype>> ceases <<bhis>> attack. Before you can stand, <<he>> presses <<his>> foot against your <<genitals>>. <<famebestiality 1>> + <<endcombat>> <br><br> @@ -487,7 +502,7 @@ The cat pacified, you notice its collar glinting. You look closer and see it's e <<else>> -The cat backs away from you, where it stands still and stares. <<tearful>> you glance around. You see nothing of value. +The <<beasttype>> backs away from you, where <<bhe>> stands still and stares. <<tearful>> you glance around. You see nothing of value. <br><br> <<clotheson>> @@ -505,7 +520,7 @@ The cat backs away from you, where it stands still and stares. <<tearful>> you g <<beastejaculation>> -<<person1>>The cat makes a satisfied noise and walks over to the window, where it lies down. "It'll sleep like a log after that," says the <<person>>. <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you outside. "I'll overlook your trespass, this time." The door slams shut. +<<person1>>The <<beasttype>> makes a satisfied noise and walks over to the window, where it lies down. "It'll sleep like a log after that," says the <<person>>. <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you outside. "I'll overlook your trespass, this time." The door slams shut. <<tearful>> you rise to your feet. <br><br> @@ -518,7 +533,7 @@ The cat backs away from you, where it stands still and stares. <<tearful>> you g <<elseif $enemyhealth lte 0>> -<<person1>>The cat cowers and rolls over in submission. +<<person1>>The <<beasttype>> cowers and rolls over in submission. <<tearful>> you escape the room before the <<person>> can react. <br><br> diff --git a/game/overworld-town/loc-danube-homes/work.twee b/game/overworld-town/loc-danube-homes/work.twee index 679d4a2651..1ff868f7b1 100644 --- a/game/overworld-town/loc-danube-homes/work.twee +++ b/game/overworld-town/loc-danube-homes/work.twee @@ -1037,7 +1037,7 @@ 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 and $bestialitydisable is "f">> + <<if $rng gte 25>> <!-- 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> @@ -1084,10 +1084,11 @@ You are led to the sprawling back garden, the extent of which is concealed by se <<link [[Soothe|Danube Garden Soothe]]>><</link>><<tendingdifficulty 1 1200>> <br> - <<elseif $rng gte 61 and $bestialitydisable is "f">> + <<elseif $rng gte 61>> <!-- Modified for BEast People --> <<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're reaching in to remove a large shrub at its roots when something prods your <<bottom>>. You turn to look, but it has already mounted you. + <<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>> @@ -1203,7 +1204,6 @@ You continue your work. Now wary, you stay far from the denser foliage. After an <<neutral 1>> <<molested>> -<<beastNEWinit 1 dog>> <<set $NPCList[0].stance to "top">> <</if>> @@ -1232,7 +1232,7 @@ You continue your work. Now wary, you stay far from the denser foliage. After an <<beastejaculation>> -Satisfied, the dog returns to its kennel. +Satisfied, the <<beasttype>> returns to its kennel. <br><br> @@ -1250,7 +1250,7 @@ Satisfied, the dog returns to its kennel. <<elseif $enemyhealth lte 0>> -The dog flees back to its kennel. +The <<beasttype>> flees back to its kennel. <br><br> @@ -1346,7 +1346,7 @@ The dog flees back to its kennel. <<if $phase % 2>>"No, Brutus," the <<person1>><<person>> says. "Stop. That's too-" <br> "Leave it!" The <<person2>><<person>> snaps. "We're paying <<phim>> aren't we? I want to see this." - <<else>>"Still feel smart with a mouth full of dog dick?!" the <<person1>><<person>> jeers. + <<else>>"Still feel smart with a mouth full of <<beasttype>> dick?!" the <<person1>><<person>> jeers. <br> The <<person2>><<person>> smirks. "Listen! I think <<pshes>> trying to answer." <</if>> @@ -1378,7 +1378,7 @@ The dog flees back to its kennel. <<beastejaculation>> - Satisfied, the beast yawns and returns to its kennel. + Satisfied, the <<beasttype>> yawns and returns to its kennel. <br><br> The <<person1>><<person>> helps you to your feet and <span class="green">you feel your limbs come free.</span> @@ -1401,7 +1401,7 @@ The dog flees back to its kennel. <<else>> - The dog whimpers and flees back to its kennel. + The <<beasttype>> whimpers and flees back to its kennel. <br><br> <<clotheson>> diff --git a/game/overworld-town/loc-docks/skulduggery.twee b/game/overworld-town/loc-docks/skulduggery.twee index 9a3e33f916..009a64a4e2 100644 --- a/game/overworld-town/loc-docks/skulduggery.twee +++ b/game/overworld-town/loc-docks/skulduggery.twee @@ -565,34 +565,30 @@ You wait around the corner, listening for the patter of feet. You pounce as soon as she appears. "Intruder!" she shouts. <br><br> - <<if $bestialitydisable is "f">> + <!-- Modified for Beast People --> <<link [[Next|Docks Dog]]>><<set $molestationstart to 1>><</link>> <br> - <<else>> - <<beastescape>> + <!-- <<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> - <</if>> + <br> --> <<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> - <<if $bestialitydisable is "f">> + <!-- Modified for Beast People --> <<link [[Next|Docks Dog]]>><<set $molestationstart to 1>><</link>> <br> - <<else>> - <<beastescape>> + <!-- <<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> - <</if>> + <br> --> <<else>> The dog should arrive soon. You'll need to subdue it before help arrives. <br><br> @@ -855,7 +851,7 @@ More footsteps. You make a final, weak attempt to pull away from the <<if $dock_ <br> "That'll teach <<phim>> for trespassing." <br> -"I bet <<pshe>> loves getting fucked by a dog" +"I bet <<pshe>> loves getting fucked by a <<beasttype>>" <br><br> More phones emerge from pockets as they continue to make degrading comments. diff --git a/game/overworld-town/loc-docks/widgets.twee b/game/overworld-town/loc-docks/widgets.twee index e077639db5..536689dbaa 100644 --- a/game/overworld-town/loc-docks/widgets.twee +++ b/game/overworld-town/loc-docks/widgets.twee @@ -580,7 +580,8 @@ is lovemaking, which prompts a bawdy cheer. Your colleagues insist this will be <</if>> <<elseif $rng is 3>> You hear a patter of feet on the other side of a row of containers. - <<if $monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")>> + <!-- Modified for Monster People --> + <<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> <<if $malechance 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/nude.twee b/game/overworld-town/loc-domus-homes/nude.twee index b8caf05aa6..5f46268b72 100644 --- a/game/overworld-town/loc-domus-homes/nude.twee +++ b/game/overworld-town/loc-domus-homes/nude.twee @@ -249,7 +249,7 @@ Running as fast as you can, you reach the house and hit the buzzer before turnin <br><br> You dive behind the cars again to avoid being seen as the door opposite opens. <br><br> - <<link [[Try another house|Domus House Beg]]>><<endevent>><</link>> + <<link [[Try another house|Domus House Nude]]>><<endevent>><</link>> <br> <<link [[Stop|Domus Street]]>><<endevent>><</link>> <br> diff --git a/game/overworld-town/loc-domus-homes/skulduggery.twee b/game/overworld-town/loc-domus-homes/skulduggery.twee index 7e39664e59..b24adfc96a 100644 --- a/game/overworld-town/loc-domus-homes/skulduggery.twee +++ b/game/overworld-town/loc-domus-homes/skulduggery.twee @@ -27,8 +27,9 @@ You successfully pick the lock and enter the abode. <br><br> You sneak around the house and look for anything of value. <<if $rng gte 81>> - <<if $bestialitydisable is "f">> - A low growl interrupts you, and a dog emerges from the darkness. It starts to bark. + <!-- Modified for Beast People --> + <<beastNEWinit 1 dog>> + A low growl interrupts you, and a <<beasttype>> emerges from the darkness. <<bHe>> starts to bark. <br><br> <<if $deviancy gte 15>> <<link [[Try to calm it|Domus House Dog]]>><<set $sexstart to 1>><<generate1>><<generate2>><</link>><<deviant2>> @@ -38,7 +39,7 @@ 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. @@ -46,7 +47,7 @@ You sneak around the house and look for anything of value. <br><br> <<link [[Next|Domus Street]]>><</link>> <br> - <</if>> + --> <<elseif $rng gte 61>> You find a safe with a combination lock. <br><br> @@ -230,22 +231,22 @@ You sneak around the house and look for anything of value. <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 dog>><<set $enemytrust -= 40>><<set $enemyanger += 20>> + <<set $enemytrust -= 40>><<set $enemyanger += 20>> <<set $rescue to 1>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> - <<beastNEWinit 1 dog>><<set $enemytrust -= 40>> - You drop to the floor and adopt a mating posture. The dog calms down, and other instincts are roused by your display. + <<set $enemytrust -= 40>> + You drop to the floor and adopt a mating posture. The <<beasttype>> calms down, and other instincts are roused by your display. <<deviancy2>> <<set $rescue to 1>> <</if>> <<effects>> <<if $phase is 1 and $orgasmdown gte 2>> <<set $phase to 2>> - <<person1>>"Wow," says the <<person>>. "Being my dog's bitch is making you cum. Maybe this isn't such a punishment for you after all, it's where you belong." You feel utterly humiliated.<<famebestiality 10>> + <<person1>>"Wow," says the <<person>>. "Being my <<beasttype>>'s bitch is making you cum. Maybe this isn't such a punishment for you after all, it's where you belong." You feel utterly humiliated.<<famebestiality 10>> <br><br> <<elseif $phase gte 1>> <<person1>>The <<person>> sits on the sofa, watching you. @@ -283,7 +284,7 @@ You sneak around the house and look for anything of value. :: Domus House Run [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> -You flee out the house, the dog snapping at your heels. It doesn't chase you beyond the front door, content to continue barking into the night. +You flee out the house, the <<beasttype>> snapping at your heels. <<bHe>> doesn't chase you beyond the front door, content to continue barking into the night. <<beastescape>> <br><br> <<link [[Next|Domus Street]]>><</link>> @@ -294,7 +295,7 @@ You flee out the house, the dog snapping at your heels. It doesn't chase you bey <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The beast barks happily and walks over to the window. + The <<beasttype>> barks happily and walks over to the window. <<tearful>> you rise to your feet. <br><br> <<clotheson>> @@ -306,7 +307,7 @@ You flee out the house, the dog snapping at your heels. It doesn't chase you bey <<link [[Leave|Domus Street]]>><</link>> <br> <<elseif $enemyhealth lte 0>> - The beast cowers and rolls over in submission. + The <<beasttype>> cowers and rolls over in submission. <<tearful>> you rise to your feet. <br><br> <<clotheson>> @@ -324,16 +325,16 @@ You flee out the house, the dog snapping at your heels. It doesn't chase you bey <br><br> <<link [[Next|Domus House Dog]]>><<set $phase to 1>><</link>> <<else>> - <<endcombat>> <<generate1>><<person1>>"What you got there boy?" says a <<person>>. - <<He>> laughs when <<he>> sees you. "Serves you right, sneaking around my property like that. But I have a better idea." <<He>> grabs the dog by the collar and hauls it off you. + <<He>> laughs when <<he>> sees you. "Serves you right, sneaking around my property like that. But I have a better idea." <<He>> grabs the <<beasttype>> by the collar and hauls it off you. + <<endcombat>> <<famebestiality 1>> <br><br> <<link [[Next|Domus House Sneak Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <<else>> - The beast backs away from you. It growls at you again, but doesn't move. <<tearful>> you glance around. You see nothing of value. + The <<beasttype>> backs away from you. <<bHe>> growls at you again, but doesn't move. <<tearful>> you glance around. You see nothing of value. <br><br> <<clotheson>> <<endcombat>> diff --git a/game/overworld-town/loc-domus-homes/work.twee b/game/overworld-town/loc-domus-homes/work.twee index 3d77988a8a..d1c7c68384 100644 --- a/game/overworld-town/loc-domus-homes/work.twee +++ b/game/overworld-town/loc-domus-homes/work.twee @@ -4,9 +4,13 @@ You walk up to one of the homes and knock on the door. <br><br> - <<if $rng gte 96 and $bestialitydisable is "f">> + <<if $rng gte 96>><!-- Modified for Beast People --> + <<beastNEWinit 1 dog>> - You hear a bark. A dog emerges from a kennel and runs towards you. Its chain pulls taut, preventing it from getting any closer. + You hear a bark. A <<beasttype>> emerges from a kennel and runs towards you. <<bHis>> chain pulls taut, preventing <<bhim>> from getting any closer. + <<if $monster is 1>> + "Trespasser! Trespasser! Friend?" + <</if>> <br><br> <<link [[Tease|Domus House Tease]]>><<transform cat 2>><</link>><<deviant1>> @@ -14,9 +18,13 @@ You walk up to one of the homes and knock on the door. <<link [[Ignore|Domus House Ignore]]>><</link>> <br> - <<elseif $rng gte 91 and $bestialitydisable is "f">> + <<elseif $rng gte 91>><!-- Modified for Beast People --> + <<beastNEWinit 1 dog>> - You hear a growl. A dog emerges from a kennel and paces towards you. + You hear a growl. A <<beasttype>> emerges from a kennel and paces towards you. + <<if $monster is 1>> + "No one's home. Leave." + <</if>> <br><br> <<link [[Pet it|Domus Entrance Pet]]>><</link>> @@ -948,7 +956,10 @@ The <<person2>><<person>> shoves you out the door. <<tearful>> you rise to your <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> -You kneel down and reach out a hand. It stops growling, but now seems a bit too friendly. It tries to mount you. +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>> + "If you want to be friends, hold still." + <</if>> <br><br> <<link [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><</link>> @@ -956,7 +967,10 @@ You kneel down and reach out a hand. It stops growling, but now seems a bit too <<else>> -The dog's demeanour changes at your show of affection. It licks your hand and trots back to its kennel. No one answered the door. +The <<beasttypes>> demeanour changes at your show of affection. <<bHe>> licks your hand and trots back to <<bhis>> kennel. No one answered the door. + <<if $monster is 1>> + "I told you, no one's home. Try again tomorrow." + <</if>> <br><br> <<link [[Break in|Domus House Lock]]>><</link>> @@ -965,6 +979,7 @@ The dog's demeanour changes at your show of affection. It licks your hand and tr <br> <<link [[Stop|Domus Street]]>><</link>> <br> +<<endevent>> <</if>> @@ -972,15 +987,21 @@ The dog's demeanour changes at your show of affection. It licks your hand and tr <<set $outside to 0>><<set $location to "town">><<effects>> <<if $rng gte 91>> -You turn to run, but trip over a hose and fall flat on your face. The dog jumps on top of you. +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!" + <</if>> <br><br> <<link [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <<else>> You run from the premises, closing the gate behind you. +<<if $monster is 1>> + <<bHe>> lazily walks back to <<bhis>> kennel. "Whatever. Act scared, run away, like everyone else." +<</if>> <br><br> - +<<endevent>> <<domusquick>> <</if>> @@ -992,7 +1013,6 @@ You run from the premises, closing the gate behind you. <<neutral 1>> <<molested>> -<<beastNEWinit 1 dog>> <<if $phase is 1>> <<set $NPCList[0].stance to "top">> <<set $enemyanger += 40>> @@ -1028,7 +1048,10 @@ You run from the premises, closing the gate behind you. <<beastejaculation>> -Satisfied, the dog returns to its kennel. +Satisfied, the <<beasttype>> returns to its kennel. +<<if $monster is 1>> + "Thanks for the fun. Come back tomorrow, maybe someone will answer the door. Or not. Then we can have more fun." +<</if>> <<tearful>> you rise to your feet. <br><br> @@ -1048,7 +1071,10 @@ No one answered the door. <<elseif $enemyhealth lte 0>> -The dog flees back to its kennel. +The <<beasttype>> flees back to its kennel. +<<if $monster is 1>> + "So rude! I just wanted to play!" +<</if>> <<tearful>> you rise to your feet. <br><br> @@ -1073,7 +1099,7 @@ No one answered the door. <br><br> <<if $submissive lte 850>> - "Stop staring idiot, get this dog off me," you say. + "Stop staring idiot, get this <<beasttype>> off me," you say. <<elseif $submissive gte 1150>> "H-help me. I don't wanna be a doggy bitch," you say. <<else>> @@ -1081,7 +1107,11 @@ No one answered the door. <</if>> <br><br> - <<He>> breaks free from <<his>> stupor and grabs the dog by the collar. <<He>> hauls it away from you and shoos it back to its kennel. <<tearful>> you struggle to your feet. + <<He>> breaks free from <<his>> stupor and grabs the <<beasttype>> by the collar. <<He>> hauls it away from you and shoos it back to <<bhis>> kennel. "Bad <<beasttype>>!" <<He>> yells. + <<if $monster is 1>> + "You're the one that wasn't home, idiot," <<bhe>> barks back, sitting. + <</if>> + <<tearful>> you struggle to your feet. <<if $submissive lte 850>> "Don't you dare tell anyone about this," you say. @@ -1099,7 +1129,7 @@ No one answered the door. <br><br> <<if $submissive lte 850>> - "Stop staring idiot, get this dog off me," you say. + "Stop staring idiot, get this <<beasttype>> off me," you say. <<elseif $submissive gte 1150>> "H-help me," you say. <<else>> @@ -1107,7 +1137,11 @@ No one answered the door. <</if>> <br><br> - <<He>> breaks free from <<his>> stupor and grabs the dog by the collar. <<He>> hauls it away from you and shoos it back to its kennel. <<tearful>> you struggle to your feet. + <<He>> breaks free from <<his>> stupor and grabs the <<beasttype>> by the collar. <<He>> hauls it away from you and shoos it back to its kennel. "Bad <<beasttype>>!" <<He>> yells. + <<if $monster is 1>> + "Stupid nosy little pest, I was having so much fun," <<bhe>> barks back, sitting. + <</if>> + <<tearful>> you struggle to your feet. <<if $submissive lte 850>> "I said stop staring!" you say, face reddening. @@ -1125,7 +1159,7 @@ No one answered the door. <br><br> <<if $submissive lte 850>> - "Stop staring idiot, get this dog off me," you say. + "Stop staring idiot, get this <<beasttype>> off me," you say. <<elseif $submissive gte 1150>> "H-help me," you say. <<else>> @@ -1133,7 +1167,7 @@ No one answered the door. <</if>> <br><br> - <<He>> breaks free from <<his>> stupor and grabs the dog by the collar. <<He>> hauls it away from you and shoos it back to its kennel. <<tearful>> you struggle to your feet. "Are you OK?" <<he>> enquires. + <<He>> breaks free from <<his>> stupor and grabs the <<beasttype>> by the collar. <<He>> hauls it away from you and shoos it back to its kennel. <<tearful>> you struggle to your feet. "Are you OK?" <<he>> enquires. <br><br> <<if $submissive lte 850>> @@ -1242,13 +1276,17 @@ You've made £25. :: Domus House Tease [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> -You turn your back to the beast, bend over, and wiggle your <<bottom>>. It strains against the chain with renewed and frenzied vigour. +You turn your back to the <<beasttype>>, bend over, and wiggle your <<bottom>>. <<bHe>> strains against the chain with renewed and frenzied vigour. <<deviancy1>> +<br><br> +<<if $monster is 1>> + "Fight! Play!" <<bHe>> yells. +<</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> -The chain breaks free from its mooring, and the dog leaps towards you. +The chain breaks free from its mooring, and the <<beasttype>> leaps towards you. <br><br> <<link [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><</link>> @@ -1271,7 +1309,7 @@ You turn back to the door. :: Domus House Ignore [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> -You ignore the beast and turn back to the door. +You ignore the <<beasttype>> and turn back to the door. <<bHe>> slowly clams down. <br><br> <<link [[Break in|Domus House Lock]]>><</link>> @@ -1280,6 +1318,7 @@ You ignore the beast and turn back to the door. <br> <<link [[Stop|Domus Street]]>><</link>> <br> +<<endevent>> :: Domus Model [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> @@ -1500,7 +1539,7 @@ 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 $bestialitydisable is "t" or $rng gte 50>> + <<if $rng gte 50>><!-- 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 */ @@ -1508,8 +1547,9 @@ The bathroom is <<print either("small","tiny","very clean")>>. <<if $NPCList[0].gender is "f">><<npcstrapon 0>><</if>> <<link [[Next|Domus Model BDSM Rape]]>><<set $molestationstart to 1>><<bind>><<facewear 4>><</link>> <<else>><<endevent>>/*clears out the people*/ + <<beastNEWinit 1 dog>> "Authentic? <span class="red">I've got just the thing.</span>" Hands release your waist and you hear footsteps behind. A door opens. A whistle. - A moment later a dog bounds in and rushes over to you. + A moment later a <<beasttype>> bounds in and rushes over to you. <br><br> <<link [[Next|Domus Model Dog]]>><<set $molestationstart to 1>><<bind>><<facewear 4>><</link>> <</if>> @@ -1715,7 +1755,6 @@ You've made £30. <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 dog>> <<set $position to "wall">> <<set $walltype to "pillory">> <<set $head to "grappled">> @@ -1727,7 +1766,7 @@ You've made £30. <<elseif $enemyarousal gte ($enemyarousalmax / 4)>> A number of artists paint and sketch your sexual assault. <<else>> - The assistant helps steady the dog, while the class watch with renewed interest. + The assistant helps steady the <<beasttype>>, while the class watch with renewed interest. <</if>> <<if (random(0,9)%3 ==0)>><br>The assistant <<print either("slaps your face.","grabs your nipple and slowly twists.","whips your inner thighs with a strap.")>><<gpain>><<pain 2>><</if>> @@ -1755,15 +1794,14 @@ You've made £30. <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> + The <<beasttype>> lovingly licks your back and neck as the art group continue to paint excitedly.<br><br> <<endcombat>> <<set $phase to 0>> - The dog lovingly licks your back and neck as the art group continue to paint excitedly.<br><br> - <<link [[Next|Domus Model Pillory Wait]]>><</link>> <br> <<elseif $enemyhealth lte 0>> - The dog yelps and runs away. A few laugh or cheer, others sound disappointed.<br> + The <<beasttype>> yelps and runs away. A few laugh or cheer, others sound disappointed.<br> <<endcombat>> The art group continue to paint excitedly.<br><br> <<set $phase to 1>> @@ -2081,7 +2119,19 @@ The shopkeeper spontaneously breaks into song. Unsure what to do, you awkwardly <<link [[Refuse and leave|Domus Street]]>><<endevent>><</link>> <br> <<else>> - <<person1>>The <<person>> takes you through to a living room where a shy-looking <<person2>><<person>> sits uncomfortably stroking a dog. + <<person1>>The <<person>> takes you through to a living room where a shy-looking <<person2>><<person>> sits uncomfortably stroking a + <<if ($monsterchance gte random(1, 100) and ($hallucinations gte 1 or $monsterhallucinations is "f")) or ($bestialitydisable is "t")>> + <<if $malechance lt random(1, 100)>> + <<set $shy_dog to "girl">> + doggirl + <<else>> + <<set $shy_dog to "boy">> + dogboy + <</if>> + <<else>> + <<set $shy_dog to "dog">> + dog. + <</if>> <br> "I brought you someone to talk to. Looks about your age." <br> @@ -2129,19 +2179,21 @@ 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 and $bestialitydisable is "f">> + <<elseif $deviancy gte 35 and $rng lte 33>><!-- Modified for Beast People --> <<pass 60>> Blushes. Looks down. <br> "Talk. What's that thing you young people are all into nowadays. That... y'know? It was on that internet thing. It was on the news that time." <br> - The <<person>> continues to stroke the dog while staring at a patch of carpet. + The <<person>> continues to stroke the <<if $shy_dog is "girl">>doggirl<<elseif $shy_dog is "boy">>dogboy<<else>>dog<</if>> while staring at a patch of carpet. <br> - You notice something unusually intimate in the way <<he>> strokes the dog. + You notice something unusually intimate in the way <<he>> strokes the <<if $shy_dog is "girl">>doggirl<<elseif $shy_dog is "boy">>dogboy<<else>>dog<</if>>. <br> - "That's a gorgeous dog," you say. "Is it okay if I stroke <<if $rng % 2>>him?"<<else>>her?"<</if>> + "That's a gorgeous <<if $shy_dog is "girl">>doggirl<<elseif $shy_dog is "boy">>dogboy<<else>>dog<</if>>," you say. + <<if $shy_dog is "girl">>The doggirl<<elseif $shy_dog is "boy">>The dogboy<</if>>'s ears perk up at your words. You notice <<if $shy_dog is "girl">>her<<elseif $shy_dog is "boy">>him<<else>>dog<</if>> get closer to <<person>> and almost hug <<him>>. + "Is it okay if I stroke <<if $shy_dog is "boy">>him?"<<else>>her?"<</if>> <br><br> - As you chat, you start to fondle and grope the dog. The <<person1>><<person>> doesn't notice, but the <<person2>><<persons>> eyes widen. + As you chat, you start to fondle and grope the <<if $shy_dog is "girl">>doggirl<<elseif $shy_dog is "boy">>dogboy<<else>>dog<</if>>. The <<person1>><<person>> doesn't notice, but the <<person2>><<persons>> eyes widen. <<if $shy_dog is "girl">>The doggirl<<elseif $shy_dog is "boy">>The dogboy<</if>>'s face flushes. <<He>> grows increasingly excited. <br><br> "Everyone says they love animals, but so few actually do," you say. @@ -2199,6 +2251,7 @@ The shopkeeper spontaneously breaks into song. Unsure what to do, you awkwardly <br> <</if>> <</if>> +<<unset $shy_dog>> :: Domus Shy Seduce [nobr] diff --git a/game/overworld-town/loc-home/main.twee b/game/overworld-town/loc-home/main.twee index 741deaea40..d2f1b94dc6 100644 --- a/game/overworld-town/loc-home/main.twee +++ b/game/overworld-town/loc-home/main.twee @@ -1645,49 +1645,48 @@ Your bedroom door bursts open without warning. It's Bailey. :: Nude Cat [nobr] <<effects>> - -You're interrupted when you spot a pair of eyes watching you from a bush nearby. A cat walks out. +<<beastNEWinit 1 cat>> +You're interrupted when you spot a pair of eyes watching you from a bush nearby. A <<beasttype>> walks out. <br><br> <<endmasturbation>> <<endcombat>> -<<if $bestialitydisable is "f">> +<!-- Modified for Beast People --> <<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> :: Nude Oral [nobr] <<effects>> -It walks between your legs and beholds your <<genitals>> with curiosity. It sniffs, then starts licking. It's very gentle, as if aware of the roughness of its tongue. <<if $worn.genitals.type.includes("chastity")>>Your $worn.genitals.name is no defence against its agile tongue.<</if>><<deviancy1>> +<<bHe>> walks between your legs and beholds your <<genitals>> with curiosity. <<bHe>> sniffs, then starts licking. <<bHe>>'s very gentle, as if aware of the roughness of <<bhis>> tongue. <<if $worn.genitals.type.includes("chastity")>>Your $worn.genitals.name is no defence against <<bhis>> agile tongue.<</if>><<deviancy1>> <<if $arousal gte 8000>> <<arousal 2000>> -You lie back and let the cat pleasure you, stroking its ears as it does. You feel your climax build as the cat works your lewd parts. +You lie back and let the <<beasttype>> pleasure you, stroking <<bhis>> ears as <<bhe>> does. You feel your climax build as the <<beasttype>> works your lewd parts. <br><br> <<orgasmpassage>> -The cat is eager to lick up your fluid, and makes that its goal as you writhe on the grass. As your convulsions subside, the cat wanders off to find something else to do, a little fluid still on its nose. +The <<beasttype>> is eager to lick up your fluid, and makes that <<bhis>> goal as you writhe on the grass. As your convulsions subside, the <<beasttype>> wanders off to find something else to do, a little fluid still on <<bhis>> nose. <br><br> <<else>> -You lie back and let the cat pleasure you, stroking its ears as it does. It soon grows bored and leaves you, walking back into the bush it came from. +You lie back and let the <<beasttype>> pleasure you, stroking <<bhis>> ears as it does. <<bHe>> soon grows bored and leaves you, walking back into the bush it came from. <br><br> <</if>> -<<link [[Next|Nude Bask]]>><</link>> +<<link [[Next|Nude Bask]]>><<endevent>><</link>> <br> :: Nude Pet [nobr] <<effects>> -You reach out and pet the cat. It stretches into your hand and yawns. It turns its tail and leaves the way it came. +You reach out and pet the <<beasttype>>. <<bHe>> stretches into your hand and yawns. <<bHe>> turns <<bhis>> tail and leaves the way <<bhe>> came. <br><br> -<<link [[Next|Nude Bask]]>><</link>> +<<link [[Next|Nude Bask]]>><<endevent>><</link>> <br> :: Sleep Rape [nobr] diff --git a/game/overworld-town/loc-hospital/abduction.twee b/game/overworld-town/loc-hospital/abduction.twee index 268118f2b9..838710c991 100644 --- a/game/overworld-town/loc-hospital/abduction.twee +++ b/game/overworld-town/loc-hospital/abduction.twee @@ -5,10 +5,11 @@ <<violence 1>> <<neutral 1>> <<molested>> - <<beastTrainGenerate 1 "wolf">> - <<beastNEWinit 1 wolf>> + <<beastNEWinit 2 wolf>> + <<beastTrainGenerate>> + <<set $water to 1>> - As you reach the water you hear a sharp buzz and the sound of grinding metal. The water looks foreboding but there's no going back now. You ease yourself into the water and start swimming towards the exit. You spare a glance at the top of the hole. A group of wolves stand at the top, glaring down at you. Two prove more daring than the rest, and jump in after you. + As you reach the water you hear a sharp buzz and the sound of grinding metal. The water looks foreboding but there's no going back now. You ease yourself into the water and start swimming towards the exit. You spare a glance at the top of the hole. A group of <<wolf_cave_plural>> stand at the top, glaring down at you. Two prove more daring than the rest, and jump in after you. <br><br> <</if>> @@ -34,21 +35,22 @@ <<effects>><<set $lock to random(0, 1000)>> 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>> - You pull on the handle, and the door aches open. You dash through and shut it behind you, seeing a number of wolves bounding down the corridor as you do. + 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> <<nightingaleeventend>> <<else>> <<if $skulduggery gte $lock>> - You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of wolves racing closer. You try to pick the lock, <span class="green">and succeed!</span> You dash through and shut the door behind you. + You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of <<beastsplural>> racing closer. You try to pick the lock, <span class="green">and succeed!</span> You dash through and shut the door behind you. <br><br> <<nightingaleeventend>> <<else>> - You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of wolves racing closer. You try to pick the lock, <span class="red">but fail.</span> The wolves are upon you. + You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of <<beastsplural>> racing closer. You try to pick the lock, <span class="red">but fail.</span> The <<beastsplural>> are upon you. <br><br> <<link [[Next|Abduction Hospital Corridor Wolves]]>><<set $molestationstart to 1>><</link>> @@ -80,15 +82,15 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the s <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> - [[Next|Sea Dolphins]] + [[Next|Abduction Hospital Water]] <<else>> The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> - The wolves disappear beneath the surface, headed somewhere unknown. + The <<beasttypeplural>> disappear beneath the surface, headed somewhere unknown. <br><br> <<clotheson>> @@ -104,15 +106,15 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the s <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> - [[Next|Sea Dolphins]] + [[Next|Abduction Hospital Water]] <<else>> Satisfied, the <<beasttype>> moves away from you. + <<combatTrainAdvance>> <br><br> - The wolves disappear beneath the surface, headed somewhere unknown. + The <<beastsplural>> disappear beneath the surface, headed somewhere unknown. <br><br> <<clotheson>> @@ -133,8 +135,7 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the s <<violence 1>> <<neutral 1>> <<molested>> - <<beastTrainGenerate 5 "wolf">> - <<beastNEWinit 1 wolf>> + <<beastTrainGenerate>> <</if>> <<effects>> @@ -162,20 +163,20 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the s <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Abduction Hospital Corridor Wolves]] <<else>> The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<if $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the wolves flee. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The wolves leave you spent and shivering on the metallic floor. + The <<beastsplural>> leave you spent and shivering on the metallic floor. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The wolves leave you spent and shivering on the metallic floor. + The <<beastsplural>> leave you spent and shivering on the metallic floor. <</if>> <br><br> @@ -188,20 +189,20 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the s <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Abduction Hospital Corridor Wolves]] <<else>> Satisfied, the <<beasttype>> moves away from you. + <<combatTrainAdvance>> <br><br> <<if $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the wolves flee. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The wolves leave you spent and shivering on the metallic floor. + The <<beastsplural>> leave you spent and shivering on the metallic floor. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The wolves leave you spent and shivering on the metallic floor. + The <<beastsplural>> leave you spent and shivering on the metallic floor. <</if>> <br><br> @@ -219,8 +220,8 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the s <<violence 1>> <<neutral 1>> <<molested>> - <<beastTrainGenerate 5 "creature">> - <<beastNEWinit 1 creature>> + <<beastNEWinit 6 wolf>> + <<beastTrainGenerate>> <<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">> <</if>> @@ -249,20 +250,20 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the s <<beastwound>> <<if $combatTrain.length gt 0>> You keep the <<beasttype>> at bay with your feet, but another is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Abduction Hospital Hole Wolves]] <<else>> You keep the <<beasttype>> at bay with your feet, it recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<if $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the wolves flee. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The wolves leave you spent and shivering in the wall. + The <<beastsplural leave you spent and shivering in the wall. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The wolves leave you spent and shivering in the wall. + The <<beastsplural>> leave you spent and shivering in the wall. <</if>> <br><br> @@ -276,20 +277,20 @@ You run down the corridor. As you reach the door you hear a sharp buzz and the s <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn with your helpless rear. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Abduction Hospital Hole Wolves]] <<else>> Satisfied, the <<beasttype>> moves away from you. + <<combatTrainAdvance>> <br><br> <<if $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the wolves flee. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The wolves leave you spent and shivering in the wall. + The <<beastsplural>> leave you spent and shivering in the wall. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The wolves leave you spent and shivering in the wall. + The <<beastsplural>> leave you spent and shivering in the wall. <</if>> <br><br> diff --git a/game/overworld-town/loc-hospital/main.twee b/game/overworld-town/loc-hospital/main.twee index 6d47625b35..32cb57a4b0 100644 --- a/game/overworld-town/loc-hospital/main.twee +++ b/game/overworld-town/loc-hospital/main.twee @@ -307,14 +307,12 @@ You've pushed yourself too much. <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> - <<if $bestialitydisable is "t">> - <<link [[Wake up|Molestation Hospital]]>><<set $molestationstart to 1>><</link>> + <!-- Modified for Beast People --> + <<if $rng gte 81>> + <<link [[Wake up|Abduction Hospital]]>><</link>> <<else>> - <<if $rng gte 81>> - <<link [[Wake up|Abduction Hospital]]>><</link>> - <<else>> - <<link [[Wake up|Molestation Hospital]]>><<set $molestationstart to 1>><</link>> - <</if>> + <<link [[Wake up|Molestation Hospital]]>><<set $molestationstart to 1>><</link>> + <</if>> <</if>> <<else>> <<link [[Wake up|Hospital Bed]]>><</link>> diff --git a/game/overworld-town/loc-hospital/parasite-removal.twee b/game/overworld-town/loc-hospital/parasite-removal.twee index 13ac27acca..1fdeab7218 100644 --- a/game/overworld-town/loc-hospital/parasite-removal.twee +++ b/game/overworld-town/loc-hospital/parasite-removal.twee @@ -442,12 +442,9 @@ Looking fearful, Harper gives up on the machine and, grabbing the wires, tries t <<endevent>> <<clothesruined>> -<<if $bestialitydisable is "t">> -<<link [[Everything fades to black...|Molestation Hospital]]>><<set $molestationstart to 1>><</link>> -<<else>> +<!-- Modified for Beast People --> <<if $rng gte 81>> <<link [[Everything fades to black...|Abduction Hospital]]>><</link>> <<else>> <<link [[Everything fades to black...|Molestation Hospital]]>><<set $molestationstart to 1>><</link>> - <</if>> <</if>> \ No newline at end of file diff --git a/game/overworld-town/loc-landfill/events.twee b/game/overworld-town/loc-landfill/events.twee index cecbcd0e1d..2977ce85f9 100644 --- a/game/overworld-town/loc-landfill/events.twee +++ b/game/overworld-town/loc-landfill/events.twee @@ -361,8 +361,6 @@ The tendrils pull away from you, disappearing into cracks in the concrete floor. <<neutral 1>> <<molested>> -<<beastNEWinit 1 dog>> - <</if>> <<effects>> @@ -390,7 +388,7 @@ The tendrils pull away from you, disappearing into cracks in the concrete floor. <<beastejaculation>> -The dog gives a happy bark, and walks away. +The <<beasttype>> gives a happy bark, and walks away. <br><br> <<tearful>> you gather yourself. @@ -403,7 +401,7 @@ The dog gives a happy bark, and walks away. <<else>> -The dog whimpers, and runs away. +The <<beasttype>> whimpers, and runs away. <br><br> <<tearful>> you gather yourself. diff --git a/game/overworld-town/loc-landfill/widgets.twee b/game/overworld-town/loc-landfill/widgets.twee index 80c94065a3..49e3676bf7 100644 --- a/game/overworld-town/loc-landfill/widgets.twee +++ b/game/overworld-town/loc-landfill/widgets.twee @@ -23,20 +23,21 @@ It only lasts a moment, but you think you feel the ground tremble. <br> <<elseif $rng gte 61>> -You hear a growl behind you. A dog steps out from behind a pile, teeth bared. +<<beastNEWinit 1 dog>> +You hear a growl behind you. A <<beasttype>> steps out from behind a pile, teeth bared. <br><br> - <<if $bestialitydisable is "f">> - <<link [[Next|Trash Beast]]>><<set $molestationstart to 1>><</link>> - <br> - <<else>> - You run. You manage to escape, though not without injury. - <<beastescape>> - <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>> + <br><br> - <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> - <br> - <</if>> + <<link [[Next|Trash]]>><<set $eventskip to 1>><</link>> + <br> + --> <<elseif $rng gte 41>> diff --git a/game/overworld-town/loc-park/main.twee b/game/overworld-town/loc-park/main.twee index 57ad1721a1..58ef200452 100644 --- a/game/overworld-town/loc-park/main.twee +++ b/game/overworld-town/loc-park/main.twee @@ -21,11 +21,10 @@ You've pushed yourself too much. <<if $dangerpark gte 81>> <<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>> <<elseif $dangerpark gte 1>> - <<if $bestialitydisable is "f">> - <<link [[Wake up|Dog Park]]>><<set $molestationstart to 1>><</link>> - <<else>> +<<link [[Wake up|Dog Park]]>><<set $molestationstart to 1>><</link>> +<!-- <<link [[Wake up|Abduction]]>><<set $molestationstart to 1>><</link>> - <</if>> +--> <</if>> <<if $safepark gte 1>><<ambulance>><</if>> @@ -42,7 +41,7 @@ You've pushed yourself too much. <<neutral 1>> <<molested>> <<beastNEWinit 1 dog>> -You awaken to find yourself being dragged behind a bush by a strange dog. +You awaken to find yourself being dragged behind a bush by a strange <<beasttype>>. <</if>> <<effects>> @@ -162,14 +161,14 @@ You've gained £5. <<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> -<<He>> bites you on the thigh, then leaves you lying on the grass. +<<bHe>> bites you on the thigh, then leaves you lying on the grass. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> -<<He>> barks, then leaves you lying on the grass. +<<bHe>> barks, then leaves you lying on the grass. <br><br> <<else>> -<<He>> licks your <<genitals>> then darts away. +<<bHe>> licks your <<genitals>> then darts away. <<neutral 5>> <br><br> <</if>> @@ -186,7 +185,7 @@ You've gained £5. :: Dog Park Escape [nobr] <<effects>> -The dog whimpers and flees into a bush. <<tearful>> you gather yourself. +The <<beasttype>> whimpers and flees into a bush. <<tearful>> you gather yourself. <br><br> <<clotheson>> @@ -280,19 +279,20 @@ The dog whimpers and flees into a bush. <<tearful>> you gather yourself. <<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. - <<if $bestialitydisable is "f">> + <!-- Modified for Monster People --> + <<beastNEWinit 1 lizard>> <br> - Before you can react, a giant sewer lizard has clambered upon you. + 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. <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> - <</if>> + --> <<else>>You don't encounter anyone. <br><br> <<link [[Next|Park]]>><<set $eventskip to 1>><</link>> @@ -694,7 +694,6 @@ You <<nervously>> poke your head outside. There's no one around. You leave the s <<neutral 1>> <<molested>> -<<beastNEWinit 1 lizard>> <</if>> <<effects>> @@ -722,7 +721,7 @@ You <<nervously>> poke your head outside. There's no one around. You leave the s <<set _itsgender to $NPCList[0].gender>> <<beastejaculation>> -<<if _itsgender is "m">>Its seed deposited,<<else>>Its needs satisfied,<</if>> the beast loses interest in you and shuffles back toward the sewer. +<<if _itsgender is "m">><<bHis>> seed deposited,<<else>><<bHis>> needs satisfied,<</if>> the <<beasttype>> loses interest in you and shuffles back toward the sewer. <br><br> <<tearful>> you gather yourself. @@ -734,7 +733,7 @@ You <<nervously>> poke your head outside. There's no one around. You leave the s <<else>> -It hisses and flees toward the sewer. +<<bHe>> hisses and flees toward the sewer. <br><br> <<tearful>> you gather yourself. diff --git a/game/overworld-town/loc-police/pillory.twee b/game/overworld-town/loc-police/pillory.twee index 149d0bd583..b65f6abeff 100644 --- a/game/overworld-town/loc-police/pillory.twee +++ b/game/overworld-town/loc-police/pillory.twee @@ -241,8 +241,9 @@ 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 $bestialitydisable is "f" and $rng gte 51>> - You feel something prod your <<bottom>>. A dog is sniffing you curiously. + <<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> <<link [[Next|Pillory Dog]]>><<set $molestationstart to 1>><</link>> @@ -342,7 +343,6 @@ A <<generate1>><<person1>><<person>> in a police uniform arrives. <<He>> removes <<neutral 1>> <<molested>> -<<beastNEWinit 1 dog>> <<set $position to "wall">> <<set $walltype to "pillory">> <<set $head to "grappled">> @@ -375,7 +375,7 @@ A <<generate1>><<person1>><<person>> in a police uniform arrives. <<He>> removes <<beastejaculation>> -The dog barks in satisfaction, and wanders into the crowd. +The <<beasttype>> barks in satisfaction, and wanders into the crowd. <br><br> <<if $pilloryaudience is 1>> @@ -394,7 +394,7 @@ The dog barks in satisfaction, and wanders into the crowd. "Serves you right, bitch," you hear someone shout. <br> -"<<pShe>> actually got that animal off." +"<<pShe>> actually got that <<beasttype>> off." <br> "Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut. <br> @@ -411,7 +411,7 @@ The dog barks in satisfaction, and wanders into the crowd. The <<beasttype>> gives up and flees into the crowd. <br><br> -"<<pShe>> beats innocent animals. <<pShe>> belongs up there." You hear someone shout. +"<<pShe>> beats innocent <<beastsplural>>. <<pShe>> belongs up there." You hear someone shout. <br> <span class="teal">The crowd becomes smaller and more cautious.</span> <<set $pilloryaudience -= 1>> diff --git a/game/overworld-town/loc-school/classes/english-events.twee b/game/overworld-town/loc-school/classes/english-events.twee index ee8ee3e4f5..f67d5bde62 100644 --- a/game/overworld-town/loc-school/classes/english-events.twee +++ b/game/overworld-town/loc-school/classes/english-events.twee @@ -28,17 +28,17 @@ <br><br> <<link [[Next|English Lesson]]>><<endevent>><</link>> <<else>> - You briskly walk up to the outbuilding and deliver the note, but turn to find the dog advancing on you. + <<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 $bestialitydisable is "t">> - You manage to flee back to the classroom, though not unscathed.<<beastescape>> - <br><br> - <<integritycheck>><<towelup>> - <<link [[Next|English Lesson]]>><</link>> - <<else>> - <<link [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</link>> - <br> - <</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>> @@ -52,7 +52,6 @@ <<molested>> <<set $rescue to 1>> - <<beastNEWinit 1 dog>> <</if>> <<effects>> <<effectsman>> @@ -80,7 +79,7 @@ <<set $rescued += 1>> <<clothesontowel>> <<endcombat>> - <<generate1>><<person1>>A caretaker emerges from the outbuilding to see what the fuss is about. <<He>> stops in <<his>> tracks when <<he>> sees the dog humping you, mouth agape. <<He>> breaks free from <<his>> stupor and drags the beast off the top of you. <<He>> seems almost as embarrassed as you are, and says nothing as <<he>> locks the dog in its kennel and returns to the outbuilding. <<tearful>> you to return to the classroom. + <<generate1>><<person1>>A caretaker emerges from the outbuilding to see what the fuss is about. <<He>> stops in <<his>> tracks when <<he>> sees the <<beasttype>> humping you, mouth agape. <<He>> breaks free from <<his>> stupor and drags the beast off the top of you. <<He>> seems almost as embarrassed as you are, and says nothing as <<he>> locks the <<beasttype>> in <<bhis>> kennel and returns to the outbuilding. <<tearful>> you to return to the classroom. <<famebestiality 10>> <br><br> <<link [[Next|English Lesson]]>><<endevent>><</link>> @@ -89,21 +88,21 @@ <<set $rescued += 1>> <<clothesontowel>> <<endcombat>> - <<generate1>><<person1>>A caretaker emerges from the outbuilding to see what the fuss is about. "Bad dog! Bad!" The beast backs off, ears and tail drooping. "I'm so sorry, it's just a bit too friendly," <<he>> says as <<he>> returns the dog to its kennel. "No harm done though, right?" <<He>> heads back to the outbuilding. <<tearful>> you to return to the classroom. + <<generate1>><<person1>>A caretaker emerges from the outbuilding to see what the fuss is about. "Bad <<beasttype>>! Bad!" The <<beasttype>> backs off, ears and tail drooping. "I'm so sorry, <<bhe>>'s just a bit too friendly," <<he>> says as <<he>> returns the <<beasttype>> to <<bhis>> kennel. "No harm done though, right?" <<He>> heads back to the outbuilding. <<tearful>> you to return to the classroom. <br><br> <<link [[Next|English Lesson]]>><<endevent>><</link>> <br> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The beast grunts in satisfaction, and leaves you lying on the grass. <<tearful>> you dust yourself off and head back to the classroom. + The <<beasttype>> grunts in satisfaction, and leaves you lying on the grass. <<tearful>> you dust yourself off and head back to the classroom. <br><br> <<clothesontowel>> <<endcombat>> <<link [[Next|English Lesson]]>><</link>> <br> <<elseif $enemyhealth lte 0>> - The beast yelps and flees, its tail between its legs. <<tearful>> you dust yourself off and head back to the classroom. + The <<beasttype>> yelps and flees, its tail between its legs. <<tearful>> you dust yourself off and head back to the classroom. <br><br> <<clothesontowel>> <<endcombat>> diff --git a/game/overworld-town/loc-school/classes/history-events.twee b/game/overworld-town/loc-school/classes/history-events.twee index ae7d4f4611..1181a6daa0 100644 --- a/game/overworld-town/loc-school/classes/history-events.twee +++ b/game/overworld-town/loc-school/classes/history-events.twee @@ -120,7 +120,7 @@ You <<nervously>> walk out from behind the screen. The class falls silent as the <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive lte 850>> - You stare a blank expression. Without warning, you smack your hand into the pile of books <<he>> is holding, sending them flying everywhere. + You stare with a blank expression. Without warning, you smack your hand into the pile of books <<he>> is holding, sending them flying everywhere. <br><br> <<skulduggerycheck>> diff --git a/game/overworld-town/loc-school/classes/swimming.twee b/game/overworld-town/loc-school/classes/swimming.twee index daf563f3c6..51d6d35a7f 100644 --- a/game/overworld-town/loc-school/classes/swimming.twee +++ b/game/overworld-town/loc-school/classes/swimming.twee @@ -156,30 +156,30 @@ <<schoolpoolexposed>> <<else>> You step into the pool room. - <</if>> - <<if $swimminginterrupted is 1>> - <<npc Mason>><<person1>>You enter the pool room. Mason ceases <<his>> activity and looks your way. "I've got a class to teach. - Stop bothering us." <<He>> points to the door. - <<gdelinquency>> - <br><br> - <<detention 1>> + <<if $swimminginterrupted is 1>> + <<npc Mason>><<person1>>You enter the pool room. Mason ceases <<his>> activity and looks your way. "I've got a class to teach. + Stop bothering us." <<He>> points to the door. + <<gdelinquency>> + <br><br> + <<detention 1>> - <<maleicon>><<link [[Boy's changing room|School Boy Changing Room]]>><<endevent>><</link>> - <br> - <<femaleicon>><<link [[Girl's changing room|School Girl Changing Room]]>><<endevent>><</link>> - <br> - <<else>> - <<npc Mason>><<person1>> - You enter the pool room. Mason ceases <<his>> activity and smiles at you. "Are you lost? Or is there something you need to tell me?" - It seems you've interrupted the lesson. - <br><br> - <<set $swimminginterrupted to 1>> + <<maleicon>><<link [[Boy's changing room|School Boy Changing Room]]>><<endevent>><</link>> + <br> + <<femaleicon>><<link [[Girl's changing room|School Girl Changing Room]]>><<endevent>><</link>> + <br> + <<else>> + <<npc Mason>><<person1>> + You enter the pool room. Mason ceases <<his>> activity and smiles at you. "Are you lost? Or is there something you need to tell me?" + It seems you've interrupted the lesson. + <br><br> + <<set $swimminginterrupted to 1>> - <<link [[Apologise|Swimming Classroom Apology]]>><<trauma 1>><<stress 1>><</link>><<gstress>><<gtrauma>> - <br> - <<if $trauma gte 1>> - <<link [[Mock|Swimming Classroom Mock]]>><<status 1>><<stress -12>><</link>><<lstress>><<gcool>><<gdelinquency>> + <<link [[Apologise|Swimming Classroom Apology]]>><<trauma 1>><<stress 1>><</link>><<gstress>><<gtrauma>> <br> + <<if $trauma gte 1>> + <<link [[Mock|Swimming Classroom Mock]]>><<status 1>><<stress -12>><</link>><<lstress>><<gcool>><<gdelinquency>> + <br> + <</if>> <</if>> <</if>> <<else>> diff --git a/game/overworld-town/loc-school/main.twee b/game/overworld-town/loc-school/main.twee index 57ec0ed0c3..5933253ac3 100644 --- a/game/overworld-town/loc-school/main.twee +++ b/game/overworld-town/loc-school/main.twee @@ -821,7 +821,6 @@ The school gate is shut and sealed by a sturdy padlock. <<neutral 1>> <<molested>> -<<beastNEWinit 1 dog>> <</if>> <<effects>> @@ -849,7 +848,7 @@ The school gate is shut and sealed by a sturdy padlock. <<beastejaculation>> -Satisfied, the dog bounds away from you. +Satisfied, the <<beasttype>> bounds away from you. <<tearful>> you rise to your feet. <br><br> @@ -861,7 +860,7 @@ Satisfied, the dog bounds away from you. <<elseif $enemyhealth lte 0>> -The dog whimpers and flees. +The <<beasttype>> whimpers and flees. <<tearful>> you rise to your feet. <br><br> diff --git a/game/overworld-town/loc-school/toilets.twee b/game/overworld-town/loc-school/toilets.twee index bcf1e782b7..2977a547c4 100644 --- a/game/overworld-town/loc-school/toilets.twee +++ b/game/overworld-town/loc-school/toilets.twee @@ -28,13 +28,13 @@ You are in the antechamber outside the school toilets. :: School Toilets Hiss [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> -You hiss at the cat. It backs away from you, it's ears turned back. You stare at it and unleash your deepest meow. It growls back, but its face relaxes. It leaps onto the windowsill and disappears behind it. +You hiss at the <<beasttype>>. <<bHe>> backs away from you, <<bhis>> ears turned back. You stare at <<bhim>> and unleash your deepest meow. <<bHe>> growls back, but <<bhis>> face relaxes. <<bHe>> leaps onto the windowsill and disappears behind it. <br><br> <<if $bus is "boys">> - <<link [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</link>> + <<link [[Next|School Boy's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<else>> - <<link [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</link>> + <<link [[Next|School Girl's Toilets]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <</if>> @@ -46,7 +46,7 @@ You hiss at the cat. It backs away from you, it's ears turned back. You stare at <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 cat>><<set $enemytrust -= 40>> + <<set $enemytrust -= 40>> <<set $NPCList[0].stance to "top">><<set $head to "grappled">> <</if>> <<effects>> @@ -70,7 +70,7 @@ You hiss at the cat. It backs away from you, it's ears turned back. You stare at <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The beast grunts in satisfaction, and leaps out the window, leaving you lying on the floor. + The <<beasttype>> grunts in satisfaction, and leaps out the window, leaving you lying on the floor. <br><br> <<tearful>> you rise to your feet. <br><br> @@ -84,7 +84,7 @@ You hiss at the cat. It backs away from you, it's ears turned back. You stare at <br> <</if>> <<elseif $enemyhealth lte 0>> - The beast yelps and flees through the window. + The <<beasttype>> yelps and flees through the window. <br><br> <<tearful>> you rise to your feet. <br><br> diff --git a/game/overworld-town/loc-school/widgets-events.twee b/game/overworld-town/loc-school/widgets-events.twee index 948f6f4818..03484231bd 100644 --- a/game/overworld-town/loc-school/widgets-events.twee +++ b/game/overworld-town/loc-school/widgets-events.twee @@ -165,19 +165,20 @@ <</if>> <</if>> <<else>> - <<if $bestialitydisable isnot "f">> + <!-- 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> - <<else>> - The quiet is broken by a low growl behind you. A large cat pounces on you from the shadows, forcing you to your knees. + --> + 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>> <<link [[Hiss|School Toilets Hiss]]>><</link>><<cat>> <br> - <</if>> <<link [[Fight|School Toilets Cat]]>><<set $molestationstart to 1>><</link>> <br> <</if>> @@ -911,15 +912,16 @@ Other students ignore what is happening, or watch in amusement. <<else>> <<if $rng gte 1>> + <<beastNEWinit 1 dog>> <<set $rng to random(1, 100)>> <<if $rng gte 61>> - <<if $bestialitydisable is "f">> - You see a dog rummaging in litter behind the kitchen. Its ears prick, and it bounds towards you. + <!-- Modified for Beast People --> + 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> - <<else>> + <!-- You see a dog rummaging in litter behind the kitchen. Its ears prick, and it bounds towards you. <br><br> @@ -927,9 +929,10 @@ Other students ignore what is happening, or watch in amusement. <br><br> <<playground>> - <</if>> + --> <<else>> - You see a dog rummaging in litter behind the kitchen. It runs away as soon as it hears you. + You see a <<beasttype>> rummaging in litter behind the kitchen. <<bHe>> runs away as soon as it hears you. + <<endevent>> <br><br> <<playground>> @@ -1464,7 +1467,7 @@ For better or worse, whatever they're doing apparently doesn't involve you... Ye <</nobr>><</widget>> <<widget "eventwhitneyparasiteexposelower">><<nobr>> - “Get <<phim>> ready guys," Whitney commands. <<He>> steps forward with the <<eventwhitneyparasiteadjective>> thing as your mind races, wondering what they're going to do with you. With your arms restrained and your body utterly helpless you can do nothing to stop them as they + “Get <<phim>> ready guys," Whitney commands. <<He>> steps forward with the <<eventwhitneyparasiteadjective>> thing, your mind races, wondering what they're going to do with you. With your arms restrained and your body utterly helpless you can do nothing to stop them as they <<if $worn.lower.skirt is 1>> raise your skirt high above your waist <<if not $worn.under_lower.exposed>> @@ -1480,7 +1483,7 @@ For better or worse, whatever they're doing apparently doesn't involve you... Ye <</if>> <</nobr>><</widget>> <<widget "eventwhitneyparasiteexposeupper">><<nobr>> - "Get <<pher>> ready <<if $pronoun is "m">>boys<<else>>girls<</if>>," Whitney commands to <<his>> friends. As <<he>> steps forward with the <<eventwhitneyparasiteadjective>> thing as your mind races, wondering what they're going to do with you. With your arms restrained and your body utterly helpless you can do nothing to stop them as they + "Get <<phim>> ready <<if $pronoun is "m">>boys<<else>>girls<</if>>," Whitney commands to <<his>> friends. As <<he>> steps forward with the <<eventwhitneyparasiteadjective>> thing, your mind races, wondering what they're going to do with you. With your arms restrained and your body utterly helpless you can do nothing to stop them as they <<set $rng to random(0, 3)>> <<if $rng is 3>> grab and tear at your clothing with their hands, until what once kept your torso comfortably covered is torn to shreds. Your entire upper body is now exposed to Whitney, the cool air of the school hall, and every passer by. @@ -1490,7 +1493,7 @@ For better or worse, whatever they're doing apparently doesn't involve you... Ye <</if>> <</nobr>><</widget>> <<widget "eventwhitneyparasiteexposebutt">><<nobr>> - "Get <<pher>> ready <<if $pronoun is "m">>boys<<else>>girls<</if>>," Whitney commands to <<his>> friends. As <<he>> steps forward with the <<eventwhitneyparasiteadjective>> thing as your mind races, wondering what they're going to do with you. With your arms restrained and your body utterly helpless you can do nothing to stop them as they + "Get <<phim>> ready <<if $pronoun is "m">>boys<<else>>girls<</if>>," Whitney commands to <<his>> friends. As <<he>> steps forward with the <<eventwhitneyparasiteadjective>> thing, your mind races, wondering what they're going to do with you. With your arms restrained and your body utterly helpless you can do nothing to stop them as they <<if $worn.lower.skirt is 1>> twist you around and bend you over, grab and pull the hem of your skirt up and over your back, completely exposing your vulnerable hole to Whitney, the cool air, and everyone passing by. <<else>> diff --git a/game/overworld-town/loc-school/widgets.twee b/game/overworld-town/loc-school/widgets.twee index 36abf0e74e..2d7a0638b1 100644 --- a/game/overworld-town/loc-school/widgets.twee +++ b/game/overworld-town/loc-school/widgets.twee @@ -1101,7 +1101,7 @@ Kylar sits back down and smiles, oblivious to the embarrassment <<he>> caused. <<endevent>> <<if $outbuildingvisited is 1>> - You arrive at the outbuilding where the dog 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. + 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>> @@ -1109,19 +1109,18 @@ Kylar sits back down and smiles, oblivious to the embarrassment <<he>> caused. <<link [[Risk it|English Outbuilding]]>><<set $phase to 1>><</link>> <br> <<else>><<set $outbuildingvisited to 1>> - You head to the outbuilding behind the school and slip the note beneath the door as instructed. As you turn however, you find a dog baring its teeth and advancing on you. + <<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 $bestialitydisable is "t">> - You manage to flee back to the classroom, though not unscathed.<<beastescape>> + <!-- 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>> - <<else>> + --> <<link [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</link>> <br> - <</if>> <</if>> <<else>> diff --git a/game/overworld-town/loc-sea/events.twee b/game/overworld-town/loc-sea/events.twee index 58b0e774ab..b9d6532402 100644 --- a/game/overworld-town/loc-sea/events.twee +++ b/game/overworld-town/loc-sea/events.twee @@ -6,8 +6,7 @@ <<violence 1>> <<neutral 1>> <<molested>> - <<beastTrainGenerate 2 "dolphin">> - <<beastNEWinit 1 dolphin>> + <<beastTrainGenerate>> <<set $water to 1>><<set $claws to 0>> <<if $daystate isnot "night" and $location is "beach">> <<set $rescue to 1>> @@ -38,12 +37,12 @@ <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Sea Dolphins]] <<else>> The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>> <</if>> @@ -51,12 +50,12 @@ <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Sea Dolphins]] <<else>> Satisfied, the <<beasttype>> moves away from you. + <<combatTrainAdvance>> <br><br> <<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>> <</if>> @@ -66,11 +65,11 @@ <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The <<beasttype>> leaves you floating in the water. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the dolphins flee into the sea. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the sea. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The dolphins leave you spent and shivering in the water. + The <<beastsplural>> leave you spent and shivering in the water. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The dolphins leave you spent and shivering in the water. + The <<beastsplural>> leave you spent and shivering in the water. <</if>> <br><br> <<tearful>> you gather yourself. @@ -80,7 +79,7 @@ <<destinationeventend>> <<elseif $alarm is 1 and $rescue is 1>> <<set $rescued += 1>> - <<generate1>><<person1>>A whistle blows, startling the dolphins. A lifeguard in a small boat races toward you. The dolphins make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach. + <<generate1>><<person1>>A whistle blows, startling the <<beastsplural>>. A lifeguard in a small boat races toward you. The <<beastsplural>> make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach. <br><br> <<tearful>> you gather yourself. <<clotheson>> @@ -472,8 +471,7 @@ The creature loses interest in you, and returns to the depths. <<tearful>> you s <<set $consensual to 1>> <<neutral 1>> - <<beastTrainGenerate 2 "dolphin">> - <<beastNEWinit 1 dolphin>> + <<beastTrainGenerate>> <<set $water to 1>><<set $claws to 0>> <<if $daystate isnot "night" and $location is "beach">> @@ -511,12 +509,12 @@ The creature loses interest in you, and returns to the depths. <<tearful>> you s <<beastwound>> <<if $combatTrain.length gt 0>> The $NPCList[_na].type recoils in pain and fear, but the next takes its turn. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Sea Dolphins Sex]] <<else>> The $NPCList[_na].type recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>> <</if>> @@ -524,18 +522,18 @@ The creature loses interest in you, and returns to the depths. <<tearful>> you s <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the $NPCList[_na].type moves and the next takes its turn. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Sea Dolphins Sex]] <<else>> Satisfied, the $NPCList[_na].type moves away from you. + <<combatTrainAdvance>> <br><br> <<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> <<if $consensual is 1>> - The dolphins swim away from you. + The <<beastsplural>> swim away from you. <br><br> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> @@ -543,11 +541,11 @@ The creature loses interest in you, and returns to the depths. <<tearful>> you s <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The $NPCList[_na].type leaves you floating in the water. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the dolphins flee into the sea. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the sea. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The dolphins leave you spent and shivering in the water. + The <<beastsplural>> leave you spent and shivering in the water. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The dolphins leave you spent and shivering in the water. + The <<beastsplural>> leave you spent and shivering in the water. <</if>> <br><br> <</if>> @@ -558,7 +556,7 @@ The creature loses interest in you, and returns to the depths. <<tearful>> you s <<destinationeventend>> <<elseif $alarm is 1 and $rescue is 1>> <<set $rescued += 1>> - <<generate1>><<person1>>A whistle blows, startling the dolphins. A lifeguard in a small boat races toward you. The dolphins make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach. + <<generate1>><<person1>>A whistle blows, startling the <<beastsplural>>. A lifeguard in a small boat races toward you. The <<beastsplural>> make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach. <br><br> <<tearful>> you gather yourself. <<clotheson>> diff --git a/game/overworld-town/loc-sea/widgets.twee b/game/overworld-town/loc-sea/widgets.twee index 7f253feff9..45408238fa 100644 --- a/game/overworld-town/loc-sea/widgets.twee +++ b/game/overworld-town/loc-sea/widgets.twee @@ -139,17 +139,18 @@ A large wave heads towards you. Before it reaches you however, a <<generate1>><< <<widget "sea1">><<nobr>> <<set $rng to random(1, 100)>> -<<if $bestialitydisable is "f" and $rng gte 81>> -Three dolphins 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. +<<if $rng gte 81>><!-- Modified for Beast People --> +<<beastNEWinit 3 dolphin>> +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>> <<else>> -Three dolphins swim up to you and nudge you playfully. You pet them back. +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 and $bestialitydisable is "f">> + <<if $deviancy gte 35>><!-- 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-street/bondage-events.twee b/game/overworld-town/loc-street/bondage-events.twee index 216f4ed917..b3d45e2a4b 100644 --- a/game/overworld-town/loc-street/bondage-events.twee +++ b/game/overworld-town/loc-street/bondage-events.twee @@ -427,7 +427,6 @@ The officer confirms that you're unhurt, then continues on <<his>> way. <<neutral 1>> <<molested>> -<<beastNEWinit 1 dog>> <<set $NPCList[0].stance to "top">> <<set $rescue to 1>> <</if>> @@ -464,7 +463,7 @@ You know you're being filmed, but you can't do anything about it. <<beastejaculation>> -Finished with you, the dog leaves you shivering on the ground. +Finished with you, the <<beasttype>> leaves you shivering on the ground. <br><br> <<if $rescue is 0>> <<tearful>> you try to get your bearings. There's no sign of the person with camera.<<famebestiality 10>> @@ -481,7 +480,7 @@ Finished with you, the dog leaves you shivering on the ground. <<elseif $enemyhealth lte 0>> -The dog whimpers and flees. +The <<beasttype>> whimpers and flees. <br><br> <<if $rescue is 0>> <<tearful>> you try to get your bearings. There's no sign of the person with the camera. @@ -498,7 +497,7 @@ The dog whimpers and flees. <<else>> <<if $rapeavoid is 0>> - You hear footsteps approaching. Panicked, you struggle to pull away from the dog. It holds you in place. + You hear footsteps approaching. Panicked, you struggle to pull away from the <<beasttype>>. It holds you in place. <br><br> "Well what do we have here," a voice says. "A bitch getting bred in the middle of the street." @@ -519,14 +518,14 @@ The dog whimpers and flees. <</if>> <br><br> - "Sorry?" the voice asks. "I couldn't hear you over the sound of that dog hammering you. Don't worry though, I have my camera with me. Maybe I'll figure it out in post." + "Sorry?" the voice asks. "I couldn't hear you over the sound of that <<beasttype>> hammering you. Don't worry though, I have my camera with me. Maybe I'll figure it out in post." <br><br> <</if>> <<link [[Next|Bondage Dog Rape]]>><<set $rescue to 0>><</link>> <br> <<else>> - "Shoo!" shouts a voice. The dog pulls away from you as footsteps approach. + "Shoo!" shouts a voice. The <<beasttype>> pulls away from you as footsteps approach. <br><br> <<endcombat>> @@ -547,7 +546,7 @@ The dog whimpers and flees. <<else>> <span class="red">Your scream attracted something worse.</span> <br><br> - Before you can stand, a <<person>> climbs on top of you. "Hold still <<girl>>," <<he>> says. "You owe me for saving you from that dog." + Before you can stand, a <<person>> climbs on top of you. "Hold still <<girl>>," <<he>> says. "You owe me for saving you from that <<beasttype>>." <br><br> <<link [[Next|Bondage Rape]]>><<set $molestationstart to 1>><</link>> @@ -564,8 +563,7 @@ The dog whimpers and flees. <<violence 1>> <<neutral 1>> <<molested>> - <<beastTrainGenerate 2 "dog">> - <<beastNEWinit 1 dog>> + <<beastTrainGenerate>> <<set $rescue to 1>> <</if>> @@ -597,13 +595,13 @@ The dog whimpers and flees. <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> - The dog recoils in pain and fear, but another is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> [[Next|Bondage Three Dogs Rape]] <<else>> - The dog recoils in pain and fear. + The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<link [[Next|Bondage Three Dogs Rape End]]>><<set $finish to 1>><</link>> <</if>> @@ -611,23 +609,23 @@ The dog whimpers and flees. <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the dog moves and another takes its turn. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Bondage Three Dogs Rape]] <<else>> - Satisfied, the dog moves away from you. + Satisfied, the <<beasttype>> moves away from you. + <<combatTrainAdvance>> <br><br> <<link [[Next|Bondage Three Dogs Rape End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> <<if $enemyejaculated gte 1>><<famebestiality 1>> - The dogs looks satisfied. Their handler laughs. "Good <<bitch>>. Here's a few quid. Enough for a doggy whore." + The <<beastsplural>> looks satisfied. Their handler laughs. "Good <<bitch>>. Here's a few quid. Enough for a doggy whore." <br><br> You've gained <span class="gold">£5.</span> <br><br> <<else>> - The dogs pull against their leashes, dragging their controller along behind them. + The <<beastsplural>> pull against their leashes, dragging their controller along behind them. <br><br> <</if>> <<if $rescue is 0>> @@ -647,7 +645,7 @@ The dog whimpers and flees. <<set $rescued += 1>> <<endcombat>> <<generate1>><<person1>> - "Leave that <<girl>> alone," you hear someone shout. The dogs are tugged away from you. You hear them being dragged away. + "Leave that <<girl>> alone," you hear someone shout. The <<beastsplural>> are tugged away from you. You hear them being dragged away. <br><br> Footsteps approach. A hand gropes at your blindfold. "It's okay," the voice says. "I got you." @@ -670,7 +668,7 @@ The dog whimpers and flees. <br><br> You hear laughter, growing louder and coming from all directions. "What you got here?" says a voice. They sound amused. <br><br> - "Just letting the dogs work off some steam," says the handler. + "Just letting the <<beastsplural>> work off some steam," says the handler. <br><br> "Mind if we watch?" says a third voice. <br><br> @@ -693,8 +691,7 @@ The dog whimpers and flees. <<violence 1>> <<neutral 1>> <<molested>> - <<beastTrainGenerate 1 "wolf">> - <<beastNEWinit 1 wolf>> + <<beastTrainGenerate>> <<set $rescue to 1>> <</if>> @@ -721,40 +718,40 @@ The dog whimpers and flees. <<if $enemyhealth lte 0>> <<beastwound>> <<if $combatTrain.length gt 0>> - The wolf recoils in pain and fear, but another is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> [[Next|Bondage Two Wolf Rape]] <<else>> - The wolf recoils in pain and fear. + The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<link [[Next|Bondage Two Wolf Rape End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $combatTrain.length gt 0>> - Satisfied, the wolf moves and another takes its turn. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> [[Next|Bondage Two Wolf Rape]] <<else>> - Satisfied, the wolf moves away from you. + Satisfied, the <<beasttype>> moves away from you. + <<combatTrainAdvance>> <br><br> <<link [[Next|Bondage Two Wolf Rape End]]>><<set $finish to 1>><</link>> <</if>> <<elseif $finish is 1>> <<if $enemywounded is 1 and $enemyejaculated is 0>> - The wolf whimpers and flees. + The <<beasttype>> whimpers and flees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> - Satisfied, the wolf leaves. + Satisfied, the <<beasttype>> leaves. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the wolves flee. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The wolves leave you spent and shivering on the dirt. + The <<beastsplural>> leave you spent and shivering on the dirt. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The wolves leave you spent and shivering on the dirt. + The <<beastsplural>> leave you spent and shivering on the dirt. <</if>> <br><br> <<tearful>> you try to get your bearings. @@ -764,9 +761,9 @@ The dog whimpers and flees. <<destinationbondage>> <<elseif $alarm is 1 and $rescue is 1>> <<set $rescue to 0>> - "Is everyone okay over there-" you hear someone begin. They're interrupted by the growling of a wolf. + "Is everyone okay over there-" you hear someone begin. They're interrupted by the growling of a <<beasttype>>. <br><br> - "Sh-shit!" the voice continues. "Don't eat me!" You hear the rapid falls of their feet as they run away. The wolves make no attempt to chase, content with their current prize. + "Sh-shit!" the voice continues. "Don't eat me!" You hear the rapid falls of their feet as they run away. The <<beastsplural>> make no attempt to chase, content with their current prize. <br><br> <<link [[Next|Bondage Two Wolf Rape]]>><</link>> @@ -782,7 +779,6 @@ The dog whimpers and flees. <<neutral 1>> <<molested>> -<<beastNEWinit 1 wolf>> <<set $rescue to 1>> <</if>> @@ -811,7 +807,7 @@ The dog whimpers and flees. <<beastejaculation>> -Satsfied, the wolf leaves you be. You hear its feet patter against the ground. +Satsfied, the <<beasttype>> leaves you be. You hear <<bhis>> feet patter against the ground. <br><br> <<tearful>> you try to get your bearings. @@ -825,7 +821,7 @@ Satsfied, the wolf leaves you be. You hear its feet patter against the ground. <<elseif $enemyhealth lte 0>> -You hear the patter of the wolf's feet against the dirt as it flees. +You hear the patter of the <<beasttypes>> feet against the dirt as it flees. <br><br> <<tearful>> you try to get your bearings. @@ -840,7 +836,7 @@ You hear the patter of the wolf's feet against the dirt as it flees. <<else>> <<if $syndromeeden gte 1>> - The wolf's ears prick. It backs away from you. You hear it's feet against the dirt as it makes a panicked getaway. + The <<beasttypes>> ears prick. <<bHe>> backs away from you. You hear <<bhis>> feet against the dirt as it makes a panicked getaway. <br><br> <<clotheson>> @@ -870,7 +866,7 @@ You hear the patter of the wolf's feet against the dirt as it flees. <<elseif $edenfreedom gte 1>> - "I knew you'd end up like this. The town is dangerous, though I didn't expect to find a wolf so close to it," <<he>> says, helping you to your feet. "Let's go home." + "I knew you'd end up like this. The town is dangerous, though I didn't expect to find a <<beasttype>> so close to it," <<he>> says, helping you to your feet. "Let's go home." <br><br> <<He>> takes you back to <<his>> cabin. @@ -881,9 +877,9 @@ You hear the patter of the wolf's feet against the dirt as it flees. <</if>> <<else>> - "Is everyone okay over there-" you hear someone begin. They're interrupted by the growling of the wolf. + "Is everyone okay over there-" you hear someone begin. They're interrupted by the growling of the <<beasttype>>. <br><br> - "Sh-shit!" the voice continues. "Don't eat me!" You hear the rapid falls of their feet as they run away. The wolf makes no attempt to chase, content with its current prize. + "Sh-shit!" the voice continues. "Don't eat me!" You hear the rapid falls of their feet as they run away. The <<beasttype>> makes no attempt to chase, content with <<bhis>> current prize. <br><br> <<link [[Next|Bondage Wolf Rape]]>><</link>> diff --git a/game/overworld-town/loc-street/bondage-widgets.twee b/game/overworld-town/loc-street/bondage-widgets.twee index 24d2afa427..b7884eb5a2 100644 --- a/game/overworld-town/loc-street/bondage-widgets.twee +++ b/game/overworld-town/loc-street/bondage-widgets.twee @@ -129,21 +129,22 @@ <<if $rng gte 51>> <<eventsbondage>> <<elseif $rng gte 26>> - You hear a dog barking. - <<if $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 dog mounts you and holds you down. + <<beastNEWinit 1 dog>> + You hear a <<beasttype>> barking. + <!-- Modified for Beast People --> + 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> - <<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>> + <!-- + 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>> The sound of a speeding car is your only warning before you feel an impact against your @@ -364,20 +365,21 @@ <<if $rng gte 51>> <<eventsbondage>> <<elseif $rng gte 31>> - <<if $bestialitydisable is "f">> + <!-- Modified for Beast People --> + <<beastNEWinit 3 dog>> <<generate1>><<person1>> - You hear several dogs barking. They're approaching fast, and soon surround you. + You hear several <<beastsplural>> 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> - One of the dogs pushes you to the ground. + One of the <<beastsplural>> pushes you to the ground. <br><br> <<endevent>> <<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> @@ -391,35 +393,40 @@ <<endevent>> <<set $eventskip to 1>> <<destinationbondage>> - <</if>> + --> <<elseif $rng gte 16>> - -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 wolf sniff at your prone body. +<<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. <<gstress>><<stress 6>> <br><br> <<set $rng to random(1, 100)>> <<if $rng gte 51 and $syndromewolves gte 1>> - - You feel its breath as your jaws open beside your neck. Your blindfold tightens, then is torn away. You squint against the light. + <<if $monster is 1>> + "<<pPackbrother>>...? Restrained?" + <</if>> + You feel <<bhis>> breath as your jaws open beside your neck. Your blindfold tightens, then is torn away. You squint against the light. <<lllstress>><<stress -24>> <br><br> <<set $worn.face.type.push("broken")>> <<faceruined>> <<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">> <<if $worn.face.type.includes("gag")>> - The wolf removes your gag next, and makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>. + The <<beasttype>> removes your gag next, and makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>. <<else>> - The wolf makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> as well. + The <<beasttype>> makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> as well. <</if>><<unbind>> <<else>> <<if $worn.face.type.includes("gag")>> - The wolf removes your gag as well. + The <<beasttype>> removes your gag as well. <<else>> - The wolf sniffs you some more. + The <<beasttype>> sniffs you some more. <</if>> <</if>> - Then it licks your face. Your eyes adjusted, you recognise it as one of your packmates. You look around. You're still in town, though you can see the trees of the forest. You wonder how the wolves found you. + Then <<bhe>> licks your face. Your eyes adjusted, you recognise <<bhim>> as one of your packmates. You look around. You're still in town, though you can see the trees of the forest. You wonder how the <<beastsplural>> found you. <br><br> + <<if $monster is 1>> + "Smelled <<ppackbrother>>, felt like danger coming. We had to help." + <</if>> They lick your face one last time, then bound in the direction of the trees. <br><br> @@ -427,64 +434,70 @@ You freeze as you hear the twin growls of two wolves. They're close. A sudden im <<destinationeventend>> <<else>> - <<if $bestialitydisable is "f">> + <!-- Modified for Beast People --> <<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>> -A sudden impact from behind knocks you over. You struggle, but the sound of a wolf's growl makes you hesitate. It sniffs you. +<<beastNEWinit 1 wolf>> +A sudden impact from behind knocks you over. You struggle, but the sound of a <<beasttypes>> growl makes you hesitate. <<bHe>> sniffs you. <<set $rng to random(1, 100)>> <<if $rng gte 51 and $syndromewolves gte 1>> - - You feel its breath as your jaws open beside your neck. You blindfold tightens, then is torn away. You squint against the light. + <<if $monster is 1>> + "<<pPackbrother>>...? Restrained?" + <</if>> + You feel <<bhis>> breath as your jaws open beside your neck. You blindfold tightens, then is torn away. You squint against the light. <<lllstress>><<stress -24>> <br><br> <<set $worn.face.type.push("broken")>> <<faceruined>> <<if $leftarm is "bound" or $rightarm is "bound" or $feetuse is "bound">> <<if $worn.face.type.includes("gag")>> - The wolf removes your gag next, and makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>. + The <<beasttype>> removes your gag next, and makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>>. <<else>> - The wolf makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> as well. + The <<beasttype>> makes quick work of the bindings around your <<if $rightarm is "bound" or $leftarm is "bound">>arms<</if>><<if ($rightarm is "bound" or $leftarm is "bound") and $feetuse is "bound">> and <</if>><<if $feetuse is "bound">>legs<</if>> as well. <</if>><<unbind>> <<else>> <<if $worn.face.type.includes("gag")>> - The wolf removes your gag as well. + The <<beasttype>> removes your gag as well. <<else>> - The wolf sniffs you some more. + The <<beasttype>> sniffs you some more. <</if>> <</if>> - Then it licks your face. Your eyes adjusted, you recognise it as one of your packmates. You look around. You're still in town, though you can see the trees of the forest. You wonder how the wolves found you. + Then <<bhe>> licks your face. Your eyes adjusted, you recognise <<bhim>> as one of your packmates. You look around. You're still in town, though you can see the trees of the forest. You wonder how <<bhe>> found you. + <<if $monster is 1>> + "Smelled <<ppackbrother>>, felt like danger coming. Had to help." + <</if>> <br><br> - They lick your face one last time, then bound in the direction of the trees. + <<bHe>> licks your face one last time, then bounds in the direction of the trees. <br><br> <<destinationeventend>> <<else>> - <<if $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> + <!-- Modified for Beast People --> + Then mounts you. + <br><br> + <<link [[Next|Bondage Wolf Rape]]>><<set $molestationstart to 1>><</link>> + <br> - <<set $eventskip to 1>> - <<destinationbondage>> - <</if>> + <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>> + --> <</if>> <</if>> diff --git a/game/overworld-town/loc-street/events.twee b/game/overworld-town/loc-street/events.twee index 0b12b9f5f7..309f928611 100644 --- a/game/overworld-town/loc-street/events.twee +++ b/game/overworld-town/loc-street/events.twee @@ -148,23 +148,22 @@ <<effects>> You run with all the speed you can muster. <<gathletics>><<athletics 1>><<physique>> - <<if $bestialitydisable is "t">> - You manage to escape, but not unscathed. + <!-- Modified for Beast People --> + <!-- You manage to escape, but not unscathed. <<set $trauma += 40>><<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> <<destinationeventend>> + --> + <<if $athletics gte random(1, 600)>> + 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> + <<destinationeventend>> <<else>> - <<if $athletics gte random(1, 600)>> - You slowly gain distance on the dog and it eventually gives up the chase. You run a bit further, then stop to catch your breath. - <br><br> - <<destinationeventend>> - <<else>> - The beast is faster than you however. It quickly catches up to you and, grabbing your arm in its teeth, drags you to the ground. - <br><br> - <<set $pain += 30>><<set $phase2 to 1>> - <<link [[Next|StreetEx3]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>> - <br><br> - <</if>> + 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. + <br><br> + <<set $pain += 30>><<set $phase2 to 1>> + <<link [[Next|StreetEx3]]>><<set $phase to 1>><<set $molestationstart to 1>><</link>> + <br><br> <</if>> <<elseif $phase is 1>> <<if $molestationstart is 1>> @@ -173,7 +172,6 @@ <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 dog>> <<if $phase2 is 1>> <<set $enemyanger += 120>> <</if>> @@ -213,14 +211,14 @@ <<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> - <<He>> bites you on the thigh, then leaves you lying on the pavement. + <<bHe>> bites you on the thigh, then leaves you lying on the pavement. <<violence 3>> <br><br> <<elseif $enemyanger gte 1>> - <<He>> barks then leaves you lying on the pavement. + <<bHe>> barks then leaves you lying on the pavement. <br><br> <<else>> - <<He>> licks your <<genitals>> then darts away. + <<bHe>> licks your <<genitals>> then darts away. <<neutral 5>> <br><br> <</if>> @@ -1488,8 +1486,7 @@ Your cries attract the attention of the people passing by the alley's entrance. <<violence 1>> <<neutral 1>> <<molested>> - <<beastTrainGenerate 2 "dog">> - <<beastNEWinit 1 dog>> + <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> @@ -1527,13 +1524,13 @@ Your cries attract the attention of the people passing by the alley's entrance. <<effects>> <<beastejaculation>> <<if $combatTrain.length gt 0>> - Satisfied, the beast leaves you be. Another takes its place. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + Satisfied, the <<beasttype>> leaves you be. Another takes its place. <<combatTrainAdvance>> <br><br> [[Next|Street Dogs]] <<else>> - Satisfied, the beast leaves you be. + Satisfied, the <<beasttype>> leaves you be. + <<combatTrainAdvance>> <br><br> [[Next|Street Dogs End]] <</if>> @@ -1543,13 +1540,13 @@ Your cries attract the attention of the people passing by the alley's entrance. <<effects>> <<beastwound>> <<if $combatTrain.length gt 0>> - The beast recoils in pain and fear, but another takes its place. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + The <<beasttype>> recoils in pain and fear, but another takes its place. <<combatTrainAdvance>> <br><br> [[Next|Street Dogs]] <<else>> - The beast recoils in pain and fear. + The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> [[Next|Street Dogs End]] <</if>> @@ -1558,15 +1555,15 @@ Your cries attract the attention of the people passing by the alley's entrance. <<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> - The dog whimpers and flees into the darkness. + The <<beasttype>> whimpers and flees into the darkness. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> - The dog leaves you lying on the pavement. + The <<beasttype>> leaves you lying on the pavement. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the dogs flee into the darkness. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the darkness. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The dogs leave you spent and shivering on the pavement. + The <<beastsplural>> leave you spent and shivering on the pavement. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The dogs leave you spent and shivering on the pavement. One is slowed by a limp. + The <<beastsplural>> leave you spent and shivering on the pavement. One is slowed by a limp. <</if>> <br><br> <<tearful>> you rise to your feet. @@ -2290,8 +2287,7 @@ Your cries attract the attention of the people passing by the alley's entrance. <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 dog>> - You drop to your knees, which the dog takes as an invitation. + You drop to your knees, which the <<beasttype>> takes as an invitation. <br><br> <<set $phase to 1>> <</if>> @@ -2364,7 +2360,7 @@ Your cries attract the attention of the people passing by the alley's entrance. <<endcombat>> <<destinationeventend>> <<elseif $enemyhealth lte 0>> - <<person1>>The beast cowers and rolls over in submission. + <<person1>>The <<beasttype>> cowers and rolls over in submission. <<tearful>> you escape into the darkness before anyone can react. <br><br> <<clotheson>> @@ -2388,7 +2384,7 @@ Your cries attract the attention of the people passing by the alley's entrance. <<endcombat>> <<destinationeventend>> <<elseif $phase is 1 and $pain gte 100 and $willpowerpain is 0>> - You're too hurt to resist as they push you to the ground. The dog takes it as an invitation and mounts you. "That should do it," says the <<person1>><<person>>. They walk some distance away to sit on a bench, where they sit to observe you. + You're too hurt to resist as they push you to the ground. The <<beasttype>> takes it as an invitation and mounts you. "That should do it," says the <<person1>><<person>>. They walk some distance away to sit on a bench, where they sit to observe you. <<endcombat>> <br><br> <<link [[Next|Street Collar Dog 2]]>><<set $molestationstart to 1>><</link>> @@ -2475,7 +2471,7 @@ Your cries attract the attention of the people passing by the alley's entrance. <<endcombat>> <<destinationeventend>> <<elseif $enemyhealth lte 0>> - <<person1>>The beast cowers and rolls over in submission. + <<person1>>The <<beasttype>> cowers and rolls over in submission. <<tearful>> you escape into the darkness before anyone can react. <br><br> <<clotheson>> @@ -2522,14 +2518,15 @@ You wake up by the side of the road, leaning against a wall. A <<generate1>><<pe :: Street Follow [nobr] <<set $outside to 1>><<effects>> -You follow the dog down the alley. It rounds a corner. -<<if $rng gte 99 and $bestialitydisable is "f">> - You find it stood in the middle of the alley, looking at you. You hear a growl to your right and left. You're surrounded. +You follow the <<beasttype>> down the alley. <<bHe>> rounds a corner. +<<if $rng gte 99>><!-- 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>> <<link [[Next|Street Follow Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $rng gte 90>> - You find it stood beside a brown rug. The rug coughs and rolls over. <<generate1>><<person1>>It's a <<person>>, and <<he>> looks sick. The dog looks at you and whimpers. + You find <<bhim>> stood beside a brown rug. The rug coughs and rolls over. <<generate1>><<person1>>It's a <<person>>, and <<he>> looks sick. The <<beasttype>> looks at you and whimpers. <<if $monster is 1>>"<<Hes>> sick. I don't know how to help."<</if>> <br><br> You run from the alley. A <<generate2>><<person2>><<person>> stands nearby, reading something on <<his>> phone. You tug on <<his>> jacket. <<He>> turns. "What?" <<he>> asks, irritated. <br><br> @@ -2542,7 +2539,7 @@ You follow the dog down the alley. It rounds a corner. <<link [[Snatch the phone (0:10)|Street Follow Snatch]]>><<crimeup 30>><<trauma -6>><</link>><<crime>><<ltrauma>> <br> <<else>> - You find it stood beside a ruined piece of leather. It's a wallet. + You find <<bhim>> stood beside a ruined piece of leather. It's a wallet. <<set $rng to random(1, 100)>> <<if $rng gte 51>> There's no money or identification inside, just some faded receipts. @@ -2554,9 +2551,9 @@ You follow the dog down the alley. It rounds a corner. <<set $money += 10000>> You look further but there's no identification. <</if>> - The dog barks happily. + The <<beasttype>> barks happily. <br><br> - <<if $deviancy gte 15 and $bestialitydisable is "f">> + <<if $deviancy gte 15>><!-- Modified for Beast People --> <<link [[Reward it|Street Follow Sex]]>><<set $sexstart to 1>><</link>><<deviant2>> <br> <</if>> @@ -2567,7 +2564,7 @@ You follow the dog down the alley. It rounds a corner. :: Street Follow Ignore [nobr] <<set $outside to 1>><<effects>> -You turn away and continue your journey. You don't want to risk following dogs into strange alleys today. +You turn away and continue your journey. You don't want to risk following <<beasttype>>s into strange alleys today. <br><br> <<destinationeventend>> @@ -2578,8 +2575,7 @@ You turn away and continue your journey. You don't want to risk following dogs i <<consensual>> <<set $consensual to 1>> <<neutral 1>> - <<beastNEWinit 1 dog>> - You drop to the ground and adopt a mating posture. Its tail wags with greater vigour.<<deviancy2>> + You drop to the ground and adopt a mating posture. <<bHis>> tail wags with greater vigour.<<deviancy2>> <</if>> <<effects>> <<effectsman>> @@ -2603,9 +2599,9 @@ You turn away and continue your journey. You don't want to risk following dogs i <<set $outside to 1>><<effects>> <<if $leftarm is "bound" and $rightarm is "bound">> - It's awkward with your arms bound, but you manage to lean down and pet the dog. It gives you one last happy bark then bounds away. You walk back to the street. + It's awkward with your arms bound, but you manage to lean down and pet the <<beasttype>>. <<bHe>> gives you one last happy bark then bounds away. You walk back to the street. <<else>> - You pet the dog. It gives you one last happy bark then bounds away. You walk back to the street. + You pet the <<beasttype>>. <<bHe>> gives you one last happy bark then bounds away. You walk back to the street. <br><br> <</if>> <<destinationeventend>> @@ -2618,8 +2614,7 @@ You turn away and continue your journey. You don't want to risk following dogs i <<violence 1>> <<neutral 1>> <<molested>> - <<beastTrainGenerate 2 "dog">> - <<beastNEWinit 1 dog>> + <<beastTrainGenerate>> <</if>> <<effects>> <<effectsman>> @@ -2650,7 +2645,7 @@ The <<person2>><<person>> follows you into the alley where you <<nervously>> rem <br><br> You phone an ambulance as the <<person>> leers at your body. You pass the phone back and hold your hand out for your clothes. <<He>> hesitates, but the dog barks behind <<him>> and <<he>> reconsiders betraying you. <br><br> -<<He>> leaves you in the alley with the dog and the <<person1>><<person>>, where you wait for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the dog follows. It gives you one last grateful bark then leaps into the vehicle as the doors shut. +<<He>> leaves you in the alley with the <<beasttype>> and the <<person1>><<person>>, where you wait for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the <<beasttype>> follows. <<bHe>> gives you one last grateful bark then leaps into the vehicle as the doors shut. <<ltrauma>><<trauma -6>> <br><br> <<famegood 10>> @@ -2661,11 +2656,11 @@ You phone an ambulance as the <<person>> leers at your body. You pass the phone :: Street Follow Snatch [nobr] <<set $outside to 1>><<effects>> -You seize the phone from the <<person2>><<person>> and dash into the alley. "Thief! Someone!" You hear <<him>> chase after you as you dial emergency services. The dog appears in front of you and runs past. Then you hear the <<person>> cry out behind you. You glance back and see the dog holding the <<persons>> ankle in its mouth. +You seize the phone from the <<person2>><<person>> and dash into the alley. "Thief! Someone!" You hear <<him>> chase after you as you dial emergency services. The dog appears in front of you and runs past. Then you hear the <<person>> cry out behind you. You glance back and see the <<beasttype>> holding the <<persons>> ankle<<if $monster isnot 1>> in its mouth.<<else>>. "No! Have to help!"<</if>> <br><br> -You call an ambulance as <<he>> struggles. You finish as <<he>> kicks the dog away and turns back to you, face red with anger. You throw <<him>> the phone, catching <<him>> off guard. <<He>> almost drops it. <<He>> starts marching towards you, but the dog growls at <<him>>. <<He>> considers a moment, then spits in your direction and leaves. +You call an ambulance as <<he>> struggles. You finish as <<he>> kicks the <<beasttype>> away and turns back to you, face red with anger. You throw <<him>> the phone, catching <<him>> off guard. <<He>> almost drops it. <<He>> starts marching towards you, but the <<beasttype>> growls at <<him>>. <<He>> considers a moment, then spits in your direction and leaves. <br><br> -You wait with the dog and the <<person1>><<person>> for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the dog follows. It gives you one last grateful bark then leaps into the vehicle as the doors shut. +You wait with the <<beasttype>> and the <<person1>><<person>> for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the <<beasttype>> follows. <<bHe>> gives you one last grateful bark then leaps into the vehicle as the doors shut. <br><br> <<famegood 10>> <<endevent>> @@ -2677,7 +2672,7 @@ You wait with the dog and the <<person1>><<person>> for the ambulance to arrive. <<set $outside to 1>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The dog barks in satisfaction, and bounds away. + The <<beasttype>> barks in satisfaction, and bounds away. <br><br> <<tearful>> you rise to your feet. <br><br> @@ -2685,7 +2680,7 @@ You wait with the dog and the <<person1>><<person>> for the ambulance to arrive. <<endcombat>> <<destinationeventend>> <<elseif $enemyhealth lte 0>> - The dog whimpers and runs away. + The <<beasttype>> whimpers and runs away. <br><br> <<tearful>> you gather yourself. <br><br> @@ -2693,7 +2688,7 @@ You wait with the dog and the <<person1>><<person>> for the ambulance to arrive. <<endcombat>> <<destinationeventend>> <<else>> - The dog backs away from you, its ears down. It gives a quiet bark then bounds away. + The <<beasttype>> backs away from you, <<bhis>> ears down. <<bHe>> gives a quiet bark then bounds away. <br><br> <<clotheson>> <<endcombat>> @@ -2707,12 +2702,12 @@ You wait with the dog and the <<person1>><<person>> for the ambulance to arrive. <<beastwound>> <<if $combatTrain.length gt 0>> The <<beasttype>> recoils in pain and fear, but another is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Street Follow Rape]] <<else>> The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<link [[Next|Street Follow Rape Finish]]>><<set $finish to 1>><</link>> <</if>> @@ -2720,12 +2715,12 @@ You wait with the dog and the <<person1>><<person>> for the ambulance to arrive. <<beastejaculation>> <<if $combatTrain.length gt 0>> Satisfied, the <<beasttype>> moves and another takes its turn. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> <<combatTrainAdvance>> <br><br> [[Next|Street Follow Rape]] <<else>> Satisfied, the <<beasttype>> moves away from you. + <<combatTrainAdvance>> <br><br> <<link [[Next|Street Follow Rape Finish]]>><<set $finish to 1>><</link>> <</if>> @@ -2735,11 +2730,11 @@ You wait with the dog and the <<person1>><<person>> for the ambulance to arrive. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The <<beasttype>> leaves you lying on the concrete. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the dogs flee deeper into the alleyways. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee deeper into the alleyways. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The dogs leave you spent and shivering on the concrete. + The <<beastsplural>> leave you spent and shivering on the concrete. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The dogs leave you spent and shivering on the concrete. + The <<beasts>> leave you spent and shivering on the concrete. <</if>> <br><br> <<tearful>> you gather yourself. diff --git a/game/overworld-town/loc-street/oxford.twee b/game/overworld-town/loc-street/oxford.twee index e204c6e6d4..52da6f0cfb 100644 --- a/game/overworld-town/loc-street/oxford.twee +++ b/game/overworld-town/loc-street/oxford.twee @@ -66,7 +66,7 @@ You are on Oxford Street. There's an eclectic mix of buildings, but most notable <<link [[Next|Oxford Street]]>><<endevent>><</link>> <br> -<<elseif $NPCName[$NPCNameList.indexOf("Avery")].init is 1 and $averyschoolpickup is 0 and $schoolday is 1 and $hour is 15 and $exposed lte 0 and ($NPCName[$NPCNameList.indexOf("Avery")].love gte random(20, 100) and ($rng gte 50 or $weather is "rain" or $weather is "snow")) or ($NPCName[$NPCNameList.indexOf("Avery")].love gte 20 and $weekday is 2) >> +<<elseif $NPCName[$NPCNameList.indexOf("Avery")].init is 1 and $averyschoolpickup is 0 and $schoolday is 1 and $hour is 15 and $exposed lte 0 and (($NPCName[$NPCNameList.indexOf("Avery")].love gte random(20, 100) and ($rng gte 50 or $weather is "rain" or $weather is "snow")) or ($NPCName[$NPCNameList.indexOf("Avery")].love gte 20 and $weekday is 2)) >> <<npc Avery>><<person1>> <<set $averyschoolpickup to 1>> diff --git a/game/overworld-town/loc-street/widgets.twee b/game/overworld-town/loc-street/widgets.twee index 5fa914bd5f..6ec057548f 100644 --- a/game/overworld-town/loc-street/widgets.twee +++ b/game/overworld-town/loc-street/widgets.twee @@ -317,17 +317,17 @@ Unable to see in the dark, you trip over something and tumble to the ground. A < <<widget "streetex3">><<nobr>> You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you. <br><br> +<<beastNEWinit 1 dog>> -You hear a growl from a nearby alley and instinctively freeze in place. You regain control as a shaggy black dog emerges from the darkness, teeth bared. +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 $bestialitydisable is "f">> +<!-- Modified for Beast People --> <<link [[Try to befriend it|StreetEx3]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br> -<</if>> <br> <</nobr>><</widget>> @@ -641,8 +641,8 @@ Your $worn.upper.name snags on a passing car, <<set $worn.upper.integrity -= 10> <</nobr>><</widget>> <<widget "street8">><<nobr>> - -A dog whimpers at you. Its tail is wagging. It runs some way down an alley then turns to look at you. It wants you to follow it. +<<beastNEWinit 1 dog>> +A <<beasttype>> whimpers at you. <<bHis>> tail is wagging. <<bHe>> runs some way down an alley then turns to look at you. <<bHe>> wants you to follow <<bhim>>. <br><br> <<link [[Follow|Street Follow]]>><</link>> @@ -726,21 +726,23 @@ A <<generates1>><<person1>><<person>> leans out of a passing car and hurls a lar <</nobr>><</widget>> <<widget "streetnight1">><<nobr>> -<<if $bestialitydisable is "t">> +<!-- Modified for Beast People --> +<<beastNEWinit 3 dog>> +<!-- 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. <br><br> <<beastescape>> + <br><br> <<destinationeventend>> -<<else>> + --> 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>> <</nobr>><</widget>> <<widget "streetnight2">><<nobr>> @@ -1468,8 +1470,9 @@ You stumble in your heels and fall forwards. As your face approaches the ground, <<if $daystate is "night">> <<set $rng to random(1, 100)>> - <<if $rng gte 51 and $bestialitydisable is "f">> - <<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> approach you. The <<person>> holds a dog 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 <<person1>><<person>> grabs your collar. + <<if $rng gte 51>><!-- Modified for Beast People --> + <<beastNEWinit 1 dog>> + <<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> approach you. The <<person>> holds a <<beasttype>> 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 <<person1>><<person>> grabs your collar. <br><br> <<link [[Kneel|Street Collar Dog]]>><<set $molestationstart to 1>><<set $submissive += 1>><</link>> @@ -1485,14 +1488,14 @@ You stumble in your heels and fall forwards. As your face approaches the ground, <br> <</if>> - <<else>> + <!-- <<generate1>><<person1>>A <<person>> looks at your collar and laughs. "Who let you out of the kennel?" <<he>> says. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>> <br><br> <<endevent>> <<destinationeventend>> - <</if>> + --> <</nobr>><</widget>> diff --git a/game/overworld-town/loc-strip club/events.twee b/game/overworld-town/loc-strip club/events.twee index a600d42c9e..f2da2202d4 100644 --- a/game/overworld-town/loc-strip club/events.twee +++ b/game/overworld-town/loc-strip club/events.twee @@ -306,7 +306,7 @@ The <<person3>><<person>> looks on the verge of tears, but <<he>> takes <<his>> :: Bartending VIP Strip Work [nobr] <<set $outside to 0>><<set $location to "strip_club">><<effects>> -You get back to work. You keep an eye on the <<person>> and <<his>> admires. They're more lecherous than ever, but <<he>> seems in control. After a while <<he>> leaves for the dressing room, despite their protests. +You get back to work. You keep an eye on the <<person>> and <<his>> admirers. They're more lecherous than ever, but <<he>> seems in control. After a while <<he>> leaves for the dressing room, despite their protests. <br><br> You're pouring a <<person2>><<person>> a beer towards the end of your shift when you hear a voice. "Thanks love," it says. You look up to see the <<person1>><<person>> smiling at you across the counter, now dressed in everyday clothes. "They ate that routine right up. Tipped generously," <<he>> reaches into a pocket. "Only fair you share some," <<he>> places some money on the counter and leaves without another word. @@ -401,7 +401,7 @@ You release <<his>> arms, letting <<him>> fend off the crowd. A member of securi :: Bartending VIP Strip 4 [nobr] <<set $outside to 0>><<set $location to "strip_club">><<effects>> -You get back to work. You keep an eye on the <<person>> and <<his>> admires. They're more lecherous than ever, but <<he>> seems in control. After a while <<he>> leaves for the dressing room, despite their protests. +You get back to work. You keep an eye on the <<person>> and <<his>> admirers. They're more lecherous than ever, but <<he>> seems in control. After a while <<he>> leaves for the dressing room, despite their protests. <br><br> You're pouring a pint when you notice the crowd looking at you, smiling. diff --git a/game/overworld-town/loc-temple/garden.twee b/game/overworld-town/loc-temple/garden.twee index 9f094a05b5..e1bf275950 100644 --- a/game/overworld-town/loc-temple/garden.twee +++ b/game/overworld-town/loc-temple/garden.twee @@ -99,20 +99,24 @@ You ask a priest what work needs doing around the garden. You're asked to trim a <<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) and $bestialitydisable is "f">> + <<if $danger gte (9900 - $allure)>><!-- Modified for Beast People --> + <<beastNEWinit 1 wolf>> <<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>> - You hear footsteps behind you. You turn just as a wolf jumps on top of you. It licks your face. You can't help but laugh. + You hear footsteps behind you. You turn just as a <<beasttype>> jumps on top of you. <<bHe>> licks your face. You can't help but laugh. + <<if $monster is 1>> + "Smelled <<ppackbrother>>. Had to see. Come home soon? Pack misses you." + <</if>> <<ltrauma>><<lstress>><<trauma -6>><<stress -6>> <br><br> - You watch as it returns to the forest. + You watch as <<bhe>> returns to the forest. <br><br> <<link [[Next|Temple Garden]]>><</link>> <br> <<else>> - You hear footsteps behind you. Before you can turn, a wolf leaps atop you. + You hear footsteps behind you. Before you can turn, a <<beasttype>> leaps atop you. <br><br> <<link [[Next|Temple Garden Work Wolf]]>><<set $molestationstart to 1>><</link>> <br> @@ -699,7 +703,6 @@ You put up with it. You continue picking fruit off the tree, now with the <<monk <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 wolf>> <<if $daystate isnot "night">> <<set $rescue to 1>> <</if>> @@ -727,14 +730,14 @@ You put up with it. You continue picking fruit off the tree, now with the <<monk <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The wolf returns to the forest. <<tearful>> you climb to your feet + The <<beasttype>> returns to the forest. <<tearful>> you climb to your feet <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Temple Garden]]>><</link>> <br> <<elseif $enemyhealth lte 0>> - The wolf whimpers and limps back to the forest. <<tearful>> you climb to your feet. + The <<beasttype>> whimpers and limps back to the forest. <<tearful>> you climb to your feet. <br><br> <<clotheson>> <<endcombat>> @@ -742,20 +745,20 @@ You put up with it. You continue picking fruit off the tree, now with the <<monk <br> <<else>> <<generate1>><<person1>> - The wolf's ears prick. A moment later you hear it yourself. Footsteps. + The <<beasttypes>> ears prick. A moment later you hear it yourself. Footsteps. <br><br> <<if $current_sex is 1>> - The wolf tries to flee, but can't pull away from you. The footsteps get closer. You struggle to pull away, but it's no use. A <<monk>> rounds a corner while you're still stuck together. + The <<beasttype>> tries to flee, but can't pull away from you. The footsteps get closer. You struggle to pull away, but it's no use. A <<monk>> rounds a corner while you're still stuck together. <br><br> <<if $exposed gte 1>> - <<He>> stops and stares at you. <<covered>> <<He>> tries to speak, but can't find the words. <<He>> leans again a sundial to steady <<himself>> as the wolf finally pulls free and runs for the forest. + <<He>> stops and stares at you. <<covered>> <<He>> tries to speak, but can't find the words. <<He>> leans again a sundial to steady <<himself>> as the <<beasttype>> finally pulls free and runs for the forest. <br><br> <<clotheson>> "Ab-" <<he>> manages, stopping and steadying <<himself>> again. "Absolutely unacceptable. The bishop will hear of this." <<He>> pulls some towels from <<his>> habit, drops them on top of you, and marches away. <<towelup>> <br><br> <<else>> - <<He>> stops and stares at you. <<He>> tries to speak, but can't find the words. <<He>> leans again a sundial to steady <<himself>> as the wolf finally pulls free and runs for the forest. + <<He>> stops and stares at you. <<He>> tries to speak, but can't find the words. <<He>> leans again a sundial to steady <<himself>> as the <<beasttype>> finally pulls free and runs for the forest. <<clotheson>> <br><br> "Ab-" <<he>> manages, stopping and steadying <<himself>> again. "Absolutely unacceptable. The bishop will hear of this." <<He>> turns and marches away. @@ -767,7 +770,7 @@ You put up with it. You continue picking fruit off the tree, now with the <<monk <<link [[Next|Temple Garden]]>><</link>> <<else>> <<if $exposed gte 1>> - The wolf runs towards the forest, just before a <<monk>> rounds a hedge. + The <<beasttype>> runs towards the forest, just before a <<monk>> rounds a hedge. <br><br> "Well I never," <<he>> says, regarding you. <<covered>> <<clotheson>> <<He>> averts <<his>> eyes and rummages beneath <<his>> habit. <<He>> pulls out some towels and throws them atop you. <<He>> walks away, tutting. @@ -775,7 +778,7 @@ You put up with it. You continue picking fruit off the tree, now with the <<monk <<towelup>> <br><br> <<else>> - The wolf runs towards the forest, just before a <<monk>> rounds a hedge. <<He>> glances at you, but doesn't realise anything is wrong. + The <<beasttype>> runs towards the forest, just before a <<monk>> rounds a hedge. <<He>> glances at you, but doesn't realise anything is wrong. <br><br> <<clotheson>> <</if>> @@ -831,16 +834,20 @@ You keep low as you move between hedges, peeking around each corner before makin Maybe they've stored some nearby out of the snow. <</if>> <br><br> -<<if $rng gte 51 and $bestialitydisable is "f">> +<<if $rng gte 51>><!-- Modified for Beast People --> You hear something behind you. <<if $syndromewolves is 1>> - A wolf emerges from beneath a hedge, a bundle of cloth in its maw. It drops some towels beside you, and dashes back into the forest. + A <<beasttype>> emerges from beneath a hedge, a bundle of cloth in its maw. + <<if $monster is 1>> + "Cover. Body not for nasty people." + <</if>> + <<bHe>> drops some towels beside you, and dashes back into the forest. <br><br> <<towelup>> - <<link [[Next|Temple Garden]]>><</link>> + <<link [[Next|Temple Garden]]>><<endevent>><</link>> <br> <<else>> - A wolf emerges from beneath a hedge. It leaps on top of you. + A <<beasttype>> emerges from beneath a hedge. <<bHe>> leaps on top of you. <br><br> <<link [[Temple Garden Wolf]]>><<set $molestationstart to 1>><</link>> <br> @@ -943,7 +950,6 @@ You lie prone and shuffle towards the line, conscious of your <<nudity>>. <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 wolf>> <<if $daystate isnot "night">><<set $rescue to 1>><</if>> <</if>> <<effects>> @@ -969,26 +975,26 @@ You lie prone and shuffle towards the line, conscious of your <<nudity>>. <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - The wolf returns to the forest. <<tearful>> you hide behind a hedge. + The <<beasttype>> returns to the forest. <<tearful>> you hide behind a hedge. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Temple Garden]]>><</link>> <br> <<elseif $enemyhealth lte 0>> - The wolf flees back into the forest <<tearful>> you hide behind a hedge. + The <<beasttype>> flees back into the forest <<tearful>> you hide behind a hedge. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Temple Garden]]>><</link>> <<else>> <<generate1>><<person1>> - The wolf's ears prick. A moment later you hear it yourself. Footsteps. + The <<beasttypes>> ears prick. A moment later you hear it yourself. Footsteps. <br><br> <<if $current_sex is 1>> - The wolf tries to flee, but can't pull away from you. The footsteps get closer. You struggle to pull away, but it's no use. A <<monk>> rounds a corner while you're still stuck together. + The <<beasttype>> tries to flee, but can't pull away from you. The footsteps get closer. You struggle to pull away, but it's no use. A <<monk>> rounds a corner while you're still stuck together. <br><br> - <<He>> stops and stares at you. <<covered>> <<He>> tries to speak, but can't find the words. <<He>> leans again a sundial to steady <<himself>> as the wolf finally pulls free and runs for the forest. + <<He>> stops and stares at you. <<covered>> <<He>> tries to speak, but can't find the words. <<He>> leans again a sundial to steady <<himself>> as the <<beasttype>> finally pulls free and runs for the forest. <br><br> "Ab-" <<he>> manages, stopping and steadying <<himself>> again. "Absolutely unacceptable. The bishop will hear of this." <<He>> pulls some towels from <<his>> habit, drops them on top of you, and marches away. <br><br> @@ -998,7 +1004,7 @@ You lie prone and shuffle towards the line, conscious of your <<nudity>>. <<endcombat>> <<link [[Next|Temple Garden]]>><</link>> <<else>> - The wolf runs towards the forest, just before a <<monk>> rounds a hedge. "Well I never," <<he>> says, regarding you. <<covered>> <<He>> averts <<his>> eyes and rummages beneath <<his>> habit. <<He>> pulls out some towels and throws them atop you. <<He>> walks away, tutting. + The <<beasttype>> runs towards the forest, just before a <<monk>> rounds a hedge. "Well I never," <<he>> says, regarding you. <<covered>> <<He>> averts <<his>> eyes and rummages beneath <<his>> habit. <<He>> pulls out some towels and throws them atop you. <<He>> walks away, tutting. <<llgrace>><<gtrauma>><<gstress>><<grace -5>><<trauma 6>><<stress 6>> <br><br> <<tearful>> you cover yourself. diff --git a/game/overworld-town/special-avery/main.twee b/game/overworld-town/special-avery/main.twee index ee08250b01..eef4b4724d 100644 --- a/game/overworld-town/special-avery/main.twee +++ b/game/overworld-town/special-avery/main.twee @@ -1403,7 +1403,7 @@ Avery carries you all the way to your room, laying you in your bed. "Thank you f <br><br> <<He>> drops you off on Domus Street, thanking you again and lingering for a moment before driving away. <br><br> - <<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $endear gte 30>> <<set $money += (($NPCName[$NPCNameList.indexOf("Avery")].love * 10 + $endear * 10 + 10) * 100)>> @@ -1413,7 +1413,7 @@ Avery carries you all the way to your room, laying you in your bed. "Thank you f <br><br> <<He>> drops you off on Domus Street, lingering for a moment before driving away. <br><br> - <<link [[Next|Domus Street]]>><<set $eventskip to 1>><</link>> + <<link [[Next|Domus Street]]>><<endevent>><<set $eventskip to 1>><</link>> <br> <<elseif $endear gte 0>> <<set $money += (($NPCName[$NPCNameList.indexOf("Avery")].love * 1 + $endear * 1 + 10) * 100)>> diff --git a/game/overworld-town/special-doren/main.twee b/game/overworld-town/special-doren/main.twee index 0c6590ed4a..81938e06ff 100644 --- a/game/overworld-town/special-doren/main.twee +++ b/game/overworld-town/special-doren/main.twee @@ -116,7 +116,7 @@ Together you jog around town. <<He>> shows you several paths through alleyways y <br><br> <<He>> tries to pull you into the toilets, just as Doren comes out. <<person1>>Doren takes one look at the <<person2>><<person>>, then punches <<him>> in the jaw. <br><br> - The <<person>> falls backwards, clutching <<his>> face. Doren stands over <<him>> and grabs <<his>> collar. "stay the fuck away from <<phim>> you creep, or I'll twist your head right off. Come on, let's go before someone sees. Might look bad." + The <<person>> falls backwards, clutching <<his>> face. Doren stands over <<him>> and grabs <<his>> collar. "Stay the fuck away from <<phim>> you creep, or I'll twist your head right off. Come on, let's go before someone sees. Might look bad." <br><br> <<else>> <<He>> didn't lie, and is back in less than a minute. "Come on <<lass>>, no time to waste!" You jog after <<him>>. diff --git a/game/overworld-town/special-leighton/main.twee b/game/overworld-town/special-leighton/main.twee index 3d44e197de..2627b745d1 100644 --- a/game/overworld-town/special-leighton/main.twee +++ b/game/overworld-town/special-leighton/main.twee @@ -1,14 +1,15 @@ :: Leighton Private [nobr] <<set $outside to 0>><<effects>> <<npc Leighton>><<person1>> -<<if $headblackmailed is 1 and $bestialitydisable is "f" and $rng gte 61>> +<<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>> -A tripod camera stands in the corner. Beside it, chained to the wall, sits a dog. It growls. +<<beastNEWinit 1 dog>> +A tripod camera stands in the corner. Beside it, chained to the wall, sits a <<beasttype>>. <<bHe>> growls. <<if $monster is 1>><<bHe>>'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." @@ -18,7 +19,7 @@ Leighton takes a seat and grasps the chain. An empty glass sits on a nearby tabl <<link [[Perform|Leighton Club Blackmail Beast]]>><</link>><<deviant4>> <br><br> <</if>> -<<link [[Refuse|Leighton Club Blackmail Beast Refuse]]>><</link>> +<<link [[Refuse|Leighton Club Blackmail Beast Refuse Sex]]>><<set $phase to 1>><</link>> <br><br> <<elseif $headblackmailed is 1 and $rng gte 21>> @@ -208,7 +209,7 @@ Leighton watches with a blank expression, occasionally sipping wine. :: Leighton Club Blackmail Beast [nobr] <<effects>> -You nod, and assume a mating position before the dog.<<deviancy4>> +You nod, and assume a mating position before the <<beasttype>>.<<deviancy4>> <<link [[Next|Leighton Club Blackmail Beast Sex]]>><<set $sexstart to 1>><</link>> @@ -220,7 +221,6 @@ You nod, and assume a mating position before the dog.<<deviancy4>> <<set $consensual to 1>> <<neutral 1>> -<<beastNEWinit 1 dog>> <</if>> <<effects>> @@ -254,16 +254,19 @@ Leighton watches with a blank expression, occasionally sipping wine. "I'll see you at school," Leighton says, picking up the camera and dropping some notes on the table. <<tearful>> you count the money. You've gained <span class="gold">£100.</span> <<set $money += 10000>> <br><br> +<<if $monster is 1>> + "Thanks for the fun," the <<beasttype>> says suddenly. "So many dirty people come through here. You're fun, though. I like you." +<</if>> <<fameprostitution 30>><<famebestiality 30>><<set $prostitutionstat += 1>> <<elseif $enemyhealth lte 0>> -The dog whimpers and hides behind Leighton. <<tearful>> you seize the opportunity and flee the room. +The <<beasttype>> whimpers and hides behind Leighton. <<if $monster is 1>>"I don't like <<phim>>!"<</if>> <<tearful>> you seize the opportunity and flee the room. <br><br> <<famescrap 30>> <<else>> -The dog backs away from you. Leighton tuts, picks up the camera, and leaves without a word. +The <<beasttype>> backs away from you. Leighton tuts, picks up the camera, and leaves without a word. <br><br> <</if>> @@ -276,13 +279,14 @@ The dog backs away from you. Leighton tuts, picks up the camera, and leaves with :: Leighton Club Blackmail Beast Refuse [nobr] <<effects>> <<npc Leighton>><<person1>> -You refuse. Leighton smiles. "Too late for that," <<he>> says. <<He>> detaches the chain from the wall. The dog bounds towards you while <<he>> turns on the camera. +You refuse. Leighton smiles. "Too late for that," <<he>> says. <<He>> detaches the chain from the wall. The <<beasttype>> bounds towards you while <<he>> turns on the camera. <br><br> -<<endevent>> <<link [[Next|Leighton Club Blackmail Beast Refuse Sex]]>><<set $molestationstart to 1>><</link>> :: Leighton Club Blackmail Beast Refuse Sex [nobr] - +<<if $phase is 1>> + You refuse. Leighton smiles. "Too late for that." The chain releases from the wall. The <<beasttype>> bounds towards you while Leighton turns on the camera. +<</if>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> @@ -290,7 +294,6 @@ You refuse. Leighton smiles. "Too late for that," <<he>> says. <<He>> detaches t <<neutral 1>> <<molested>> -<<beastNEWinit 1 dog>> <<set $beastance to "top">> <br><br> @@ -332,7 +335,7 @@ Leighton watches with a blank expression, occasionally sipping wine. <<else>> -The dog whimpers and hides behind Leighton. <<tearful>> you seize the opportunity and flee the room. +The <<beasttype>> whimpers and hides behind Leighton. <<if $monster is 1>>"I don't like <<phim>>!"<</if>> <<tearful>> you seize the opportunity and flee the room. <br><br> <<famescrap 30>> <br><br> diff --git a/game/overworld-town/special-whitney/main.twee b/game/overworld-town/special-whitney/main.twee index c838c95e42..817756fca5 100644 --- a/game/overworld-town/special-whitney/main.twee +++ b/game/overworld-town/special-whitney/main.twee @@ -940,22 +940,22 @@ Whitney considers a moment, then grabs your arms. <<He>> pulls you through to sa <<link [[Next|Elk Street]]>><<endevent>><</link>> <br> -<<elseif $bestialitydisable is "f">> +<<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> <<endevent>> - -You feel the dog prod your behind. +<<beastNEWinit is dog>> +You feel the <<beasttype>> prod your behind. <br><br> <<link [[Next|Bully Theft Dog]]>><<set $molestationstart to 1>><</link>> <br> -<<else>> - +<</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> @@ -964,8 +964,7 @@ You wriggle and manage to get through the hole before the dog reaches you. The s <<link [[Next|Elk Street]]>><<endevent>><</link>> <br> - -<</if>> +--> :: Bully Outside Fight [nobr] <<if $fightstart is 1>> @@ -1081,7 +1080,7 @@ You're too battered and bruised to resist. <<neutral 1>> <<molested>> -<<beastNEWinit 1 dog>><<set $enemytrust -= 40>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">> +<<set $enemytrust -= 40>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">> <</if>> @@ -1110,7 +1109,7 @@ You're too battered and bruised to resist. <<beastejaculation>> -You hear the dog walk away from you, and manage to wriggle through the hole. +You hear the <<beasttype>> walk away from you, and manage to wriggle through the hole. <br><br> <<tearful>> you rise to your feet. @@ -1123,7 +1122,7 @@ You hear the dog walk away from you, and manage to wriggle through the hole. <br> <<elseif $enemyhealth lte 0>> -You hear the dog yelp and run away. You manage to wriggle through the hole. +You hear the <<beasttype>> yelp and run away. You manage to wriggle through the hole. <br><br> <<tearful>> you rise to your feet. diff --git a/game/overworld-underground/loc-sewers/main.twee b/game/overworld-underground/loc-sewers/main.twee index 9395916825..de6d193e16 100644 --- a/game/overworld-underground/loc-sewers/main.twee +++ b/game/overworld-underground/loc-sewers/main.twee @@ -133,12 +133,8 @@ You've pushed yourself too much. <<passout>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> - <<if $rng gte 51>> - <<if $bestialitydisable is "f">> - <<link [[Wake up|Passout Beast Drain]]>><<set $molestationstart to 1>><</link>> - <<else>> - <<link [[Wake up|Passout Drain Abduction]]>><<set $molestationstart to 1>><</link>> - <</if>> + <<if $rng gte 51>><!-- 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>> <</if>> @@ -156,9 +152,9 @@ You've pushed yourself too much. <<violence 1>> <<neutral 1>> <<molested>> - <<beastTrainGenerate 3 "lizard">> - <<beastNEWinit 1 lizard>> - You awaken to the sound of hissing. Four lizards tower above you! + <<beastNEWinit 4 lizard>> + <<beastTrainGenerate>> + You awaken to the sound of hissing. Four <<beastsplural>> tower above you! <</if>> <<effects>> <<effectsman>> @@ -196,13 +192,13 @@ You've pushed yourself too much. <<effects>> <<beastejaculation>> <<if $combatTrain.length gt 0>> - Satisfied, the beast leaves you be. Another takes its place. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + Satisfied, the <<beasttype>> leaves you be. Another takes its place. <<combatTrainAdvance>> <br><br> [[Next|Passout Beast Drain]] <<else>> - Satisfied, the beast leaves you be. + Satisfied, the <<beasttype>> leaves you be. + <<combatTrainAdvance>> <br><br> [[Next|Passout Beast Drain End]] <</if>> @@ -212,13 +208,13 @@ You've pushed yourself too much. <<effects>> <<beastwound>> <<if $combatTrain.length gt 0>> - The beast recoils in pain and fear, but another takes its place. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + The <<beasttype>> recoils in pain and fear, but another takes its place. <<combatTrainAdvance>> <br><br> [[Next|Passout Beast Drain]] <<else>> - The beast recoils in pain and fear. + The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> [[Next|Passout Beast Drain End]] <</if>> @@ -227,15 +223,15 @@ You've pushed yourself too much. <<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> - The lizard hisses and flees into the darkness. + The <<beasttype>> hisses and flees into the darkness. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> - The lizard leaves you lying on the cement. + The <<beasttype>> leaves you lying on the cement. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> - Feeling that you're more trouble than you're worth, the lizards flee into the darkness. + Feeling that you're more trouble than you're worth, the <<beastsplural>> flee into the darkness. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The lizards leave you spent and shivering in the dark. + The <<beastsplural>> leave you spent and shivering in the dark. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The lizards leave you spent and shivering in the dark. One seems to be limping. + The <<beastsplural>> leave you spent and shivering in the dark. One seems to be limping. <</if>> <br><br> <<tearful>> you gather yourself. @@ -410,7 +406,8 @@ You are within the storm drain system, being pulled along by the rushing water. <</if>> <</link>> <br> - <<elseif $bestialitydisable is "f">> + <<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>> @@ -544,8 +541,7 @@ The water pulls you further along the tunnel. <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 lizard>> - A large lizard rears out of the water! + A large <<beasttype>> rears out of the water! <<if $bus is "residentialdrain">> <<set $timer to 40>> <<elseif $bus is "commercialdrain">> @@ -674,7 +670,7 @@ Your unconscious body is carried along the drains until you are dropped into the <<seacliffseventend>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - Seed deposited, the beast loses interest in you. + Seed deposited, the <<beasttype>> loses interest in you. <br><br> <<tearful>> you gather yourself. <br><br> @@ -682,7 +678,7 @@ Your unconscious body is carried along the drains until you are dropped into the <<endcombat>> <<link [[Next|Drain Water]]>><<set $eventskip to 1>><</link>> <<else>> - It whimpers and flees into the darkness. + <<bHe>> whimpers and flees into the darkness. <br><br> <<tearful>> you gather yourself. <br><br> diff --git a/game/overworld-underground/loc-sewers/old-sewers-events.twee b/game/overworld-underground/loc-sewers/old-sewers-events.twee index 0dc2e3e69b..8b3a9898d2 100644 --- a/game/overworld-underground/loc-sewers/old-sewers-events.twee +++ b/game/overworld-underground/loc-sewers/old-sewers-events.twee @@ -64,7 +64,6 @@ You awaken in the woods, lying inside the lizards mouth. It's sleeping. You wigg <<violence 1>> <<neutral 1>> <<molested>> - <<beastNEWinit 1 lizard>> <<if $phase is 1>> You struggle free of the beast's maw. It hisses. <br><br> @@ -94,7 +93,7 @@ You awaken in the woods, lying inside the lizards mouth. It's sleeping. You wigg <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> - Seed deposited, the beast loses interest in you. + Seed deposited, the <<beasttype>> loses interest in you. <br><br> <<tearful>> you gather yourself. <br><br> @@ -103,7 +102,7 @@ You awaken in the woods, lying inside the lizards mouth. It's sleeping. You wigg <<set $eventskip to 1>> <<destinationsewers>> <<else>> - It hisses and flees into the darkness. + <<bHe>> hisses and flees into the darkness. <br><br> <<tearful>> you gather yourself. <br><br> diff --git a/game/overworld-underground/loc-sewers/widgets.twee b/game/overworld-underground/loc-sewers/widgets.twee index fdb27c31e2..b90c91664a 100644 --- a/game/overworld-underground/loc-sewers/widgets.twee +++ b/game/overworld-underground/loc-sewers/widgets.twee @@ -321,10 +321,11 @@ <<widget "eventssewers">><<nobr>> <<set $sewersevent to random(5, 12)>> <<set $rng to random(1, 100)>> - <<if $bestialitydisable is "f" and $rng gte 81>> - An enormous lizard stalks out of the darkness in front of you, its mouth wide open. + <<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">> + <<if $deviancy gte 35 and $voredisable is "f" and $monster isnot 1>> <<link [[Give it a taste|Sewers Lizard Vore]]>><</link>><<deviant3>> <br> <</if>> diff --git a/game/overworld-underground/loc-underground/events.twee b/game/overworld-underground/loc-underground/events.twee index 4e9ccd71e0..2db8b86436 100644 --- a/game/overworld-underground/loc-underground/events.twee +++ b/game/overworld-underground/loc-underground/events.twee @@ -272,11 +272,12 @@ 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 and $bestialitydisable is "f">> - -"Instead of our scheduled show, we have a special treat for you." A metal shutter opens behind you, revealing a gigantic pig. -<br><br> +<<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> @@ -298,7 +299,6 @@ The crowd starts booing. A <<generate1>><<person1>><<person>> runs on stage. "Pl <<neutral 1>> <<molested>> -<<beastNEWinit 1 pig>> <</if>> @@ -540,9 +540,9 @@ You are led off the stage and back to your cell. :: Underground Stage Intro [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> -<<if $rng gte 51 and $bestialitydisable is "f">> - -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 pig steps out. The audience cheers it on. +<<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> <<link [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</link>> @@ -699,8 +699,8 @@ It looks like you're in a forest clearing. Several naked <<victimgirls>> are lined up, with a rope suspended in front of them. There's a large crowd stood around them, leering. The <<victimgirls>> stare at their feet. <<covered>> You're dragged to the end of the line. <br><br> - -<<generate1>><<person1>> A <<person>> in a waistcoat enters the clearing, holding three dogs on leashes. They strain against <<him>>, practically pulling <<him>> along. "We're ready," <<he>> says, brandishing a pistol. "First shot, the prey run. Second shot, we hunt!" The crowd cheers. You hear one of the <<victimgirls>> sob. +<<beastNEWinit 1 dog>> +<<generate1>><<person1>> A <<person>> in a waistcoat enters the clearing, holding three <<beasttype>>s on leashes. They strain against <<him>>, practically pulling <<him>> along. "We're ready," <<he>> says, brandishing a pistol. "First shot, the prey run. Second shot, we hunt!" The crowd cheers. You hear one of the <<victimgirls>> sob. <br><br> <<link [[Next|Underground Hunt]]>><</link>><<athleticsdifficulty 1 1200>> @@ -726,8 +726,8 @@ You run as fast you can. You hear the <<victimgirls>> scream as they are caught, <<else>> - <<if $rng gte 51 and $bestialitydisable is "f">> - You run as fast you can. You hear the <<victimgirls>> scream as they are caught, one by one. You hear something running through the grass behind you, and feel paws on your back as you are forced to your knees. The dog starts humping, you feel its penis prodding your <<bottom>>. + <<if $rng gte 51>><!-- Modified for BeastPeople --> + You run as fast you can. You hear the <<victimgirls>> scream as they are caught, one by one. You hear something running through the grass behind you, and feel <<if $monster is 1>>hands<<else>>paws<</if>> on your back as you are forced to your knees. The <<beasttype>> starts humping, you feel <<bhis>> penis prodding your <<bottom>>. <br><br> "Looks like he likes you," you hear the <<person>> say as <<he>> catches up. <<He>> is not alone, much of the crowd follows behind <<him>>. "And it's only fair he gets to do as he likes with his quarry." The crowd forms a circle around you. @@ -757,7 +757,7 @@ You run as fast you can. You hear the <<victimgirls>> scream as they are caught, <<neutral 1>> <<molested>> -<<beastNEWinit 1 dog>><<set $enemytrust -= 80>> +<<set $enemytrust -= 80>> <</if>> <<effects>> @@ -788,7 +788,7 @@ You run as fast you can. You hear the <<victimgirls>> scream as they are caught, <<beastejaculation>> -The beast barks happily. "Good dog," says the <<person1>><<person>>. The crowd whisper among themselves as <<he>> grabs your leash and pulls you to your feet. "I hope the other groups had as much fun with their prey as we did." +The <<beasttype>> barks happily. "Good dog," says the <<person1>><<person>>. The crowd whisper among themselves as <<he>> grabs your leash and pulls you to your feet. "I hope the other groups had as much fun with their prey as we did." <br><br> A scream erupts nearby, and the crowd rushes away to investigate, leaving the <<person>> to drag you back into the dungeon and down to your cell. diff --git a/game/special-exhibition/main.twee b/game/special-exhibition/main.twee index 48832889a8..a4cfd2817b 100644 --- a/game/special-exhibition/main.twee +++ b/game/special-exhibition/main.twee @@ -257,7 +257,7 @@ It's all just too much for you. You pass out. <<set $rescue to 1>> <</if>> <<beastNEWinit 1 dog>> - The growl came from a stray dog. Seeing you stay still, it advances on you. + The growl came from a stray <<beasttype>>. Seeing you stay still, <<bhe>> advances on you. <br><br> <</if>> <<effects>> @@ -284,13 +284,13 @@ It's all just too much for you. You pass out. <<if $rescue is 1 and $alarm is 1>> <<if $NPCList[0].stance is "top">> - <<generate1>><<generate2>><<generate3>><<generate4>><<person1>>"It came from over there." You hear a <<if $pronoun is "m">>male<<else>>female<</if>> voice say. A <<person>> and three others appear from behind the bush. They stare at the dog humping you briefly, not sure what to do. The <<person>> is the first to speak. "Sorry to bother you. We thought we heard a scream. But it looks like you're just having some fun." <<He>> smirks. + <<generate1>><<generate2>><<generate3>><<generate4>><<person1>>"It came from over there." You hear a <<if $pronoun is "m">>male<<else>>female<</if>> voice say. A <<person>> and three others appear from behind the bush. They stare at the <<beasttype>> humping you briefly, not sure what to do. The <<person>> is the first to speak. "Sorry to bother you two. We thought we heard a scream. But it looks like you're just having some fun." <<He>> smirks. <br><br> <<if $submissive lte 850>> - You glare at the <<person>>. "Shut up, and get this thing off me!" The <<person>> looks dumbfounded at your response, but a <<person2>><<person>> laughs and pushes the dog off of you. + You glare at the <<person>>. "Shut up, and get this thing off me!" The <<person>> looks dumbfounded at your response, but a <<person2>><<person>> laughs and pushes the <<beasttype>> off of you. <<else>> - You stare at the ground as you speak. "Please help me." A <<person2>><<person>> steps forward and pushes the dog off of you. + You stare at the ground as you speak. "Please help me." A <<person2>><<person>> steps forward and pushes the <<beasttype>> off of you. <</if>> <br><br> "Where are you clothes?" <<He>> says. "I have some towels you can have, but you shouldn't be walking around like that in the first place. Someone will hurt you." <<tearful>> you cover up and thank the <<person>>, before walking away. You hear them talking about you before you leave earshot. @@ -304,7 +304,7 @@ It's all just too much for you. You pass out. <<parkeventend>> <<else>> - <<generate1>><<generate2>><<generate3>><<generate4>><<person1>>"It came from over there." You hear a <<if $pronoun is "m">>male<<else>>female<</if>> voice say. A <<person>> and three others appear from behind the bush. They pause briefly when they see you, before the <<person>> shouts at the dog, who whimpers and bounds away. + <<generate1>><<generate2>><<generate3>><<generate4>><<person1>>"It came from over there." You hear a <<if $pronoun is "m">>male<<else>>female<</if>> voice say. A <<person>> and three others appear from behind the bush. They pause briefly when they see you, before the <<person>> shouts at the <<beasttype>>, who whimpers and bounds away. <<fameexhibitionism 10>> <br><br> @@ -321,7 +321,7 @@ It's all just too much for you. You pass out. <<beastejaculation>> -The beast grunts in satisfaction, and leaves you lying on the grass. <<tearful>> you look around to see if anyone saw you. You don't think they did. +The <<beasttype>> grunts in satisfaction, and leaves you lying on the grass. <<tearful>> you look around to see if anyone saw you. You don't think they did. <br><br> <<clotheson>> @@ -330,7 +330,7 @@ The beast grunts in satisfaction, and leaves you lying on the grass. <<tearful>> <<parkeventend>> <<else>> -The beast yelps and flees, its tail between its legs. <<tearful>> you look around to see if anyone saw you. You don't think they did. +The <<beasttype>> yelps and flees, its tail between its legs. <<tearful>> you look around to see if anyone saw you. You don't think they did. <br><br> <<clotheson>> @@ -1971,22 +1971,22 @@ The <<person1>><<person>> and <<person2>><<person>> stop when they reach the top <<link [[Dodge|Cream Ex Naked Walk Dodge]]>><</link>><<dancedifficulty 1 1000>> <br> <<elseif $rng is 7>> - You hear a rapid patter of footsteps. A dog runs through the crowd, locked onto the cream covering your body. It's owner runs behind it, straining to pull it back. + <<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 $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> <<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. @@ -2165,11 +2165,11 @@ The crowd surrounds you, too thick to pass through. More and more people arrive <br><br> <<if $exposed gte 2>> - <<if random(1, 2) is 2 and $bestialitydisable is "f">> + <<if random(1, 2) is 2>><!-- Modified for Beast People --> - A dog emerges from the crowd, running right at you. It pounces, knocking you to the ground and licking you for what little cream remains. More animals appear, drawn by the smell. + 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 dogs 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. + 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>> @@ -2404,21 +2404,21 @@ You walk with deliberate steps. Tripping now would be a disaster, after all. <<if $tending gte random(1, 1000)>> - You crouch and offer your arm. <span class="green">The dog stops and sniffs it.</span> It licks your fingers, content with the remaining cream there. + You crouch and offer your arm. <span class="green">The <<beasttype>> stops and sniffs it.</span> It licks your fingers, content with the remaining cream there. <br><br> - The dog's owner manages to pull it away, and you rise to your feet. + The <<beasttypes>> owner manages to pull <<bhim>> away, and you rise to your feet. <br><br> <<cream_walk>> <<else>> - You crouch and offer your arm. <span class="red">The dog leaps right past it,</span> knocking you to your back and covering your <<if $worn.over_upper.name is "cream">><<breasts>><<else>>thighs<</if>> in licks. + You crouch and offer your arm. <span class="red">The <<beasttype>> leaps right past it,</span> knocking you to your back and covering your <<if $worn.over_upper.name is "cream">><<breasts>><<else>>thighs<</if>> in licks. <<garousal>><<arousal 500>> <br><br> - The dog's owner manages to pull it away from you, an apologetic look on <<generate1>><<person1>><<his>> face. You rise to your feet and assess the damage. Much of the cream is gone. + The <<beasttypes>> owner manages to pull <<bhim>> away from you, an apologetic look on <<generate1>><<person1>><<his>> face. You rise to your feet and assess the damage. Much of the cream is gone. <<cream_damage 15>> <br><br> <<endevent>> @@ -2429,7 +2429,7 @@ You walk with deliberate steps. Tripping now would be a disaster, after all. :: Cream Ex Naked Walk Run [nobr] <<effects>> -You run to avoid getting licked. The owner manages to get the dog under control, but the activity loosened your cream. +You run to avoid getting licked. The owner manages to get the <<beasttype>> under control, but the activity loosened your cream. <<cream_damage 15>> <br><br> @@ -2566,10 +2566,10 @@ You lean down and offer the <<person>> your arm. <<He>> takes it, and you help < <<effects>> <<if $rng gte 51>> - You rise to your feet. The dogs almost knock you back down in their eagerness to keep licking, but you manage to remain upright. + You rise to your feet. The <<beasttype>>s almost knock you back down in their eagerness to keep licking, but you manage to remain upright. <br><br> - You walk to the edge of the crowd. At first you're not sure if they'll let you leave, but then they step aside, giving you an avenue through. They even grab the dogs by their collars. + You walk to the edge of the crowd. At first you're not sure if they'll let you leave, but then they step aside, giving you an avenue through. They even grab the <<beasttype>>s by their collars. <br><br> The crowd follows you the rest of the way. Your legs move quicker as you reach the park. Some follow you in, but you soon lose them in the maze of tall bushes and trees. @@ -2580,7 +2580,7 @@ You lean down and offer the <<person>> your arm. <<He>> takes it, and you help < <<link [[Next|Park]]>><<endevent>><</link>> <br> <<else>> - You try to climb to your feet, <span class="red">but one of the dogs jumps atop you,</span> a different hunger on its mind. + You try to climb to your feet, <span class="red">but one of the <<beasttype>>s jumps atop you,</span> a different hunger on its mind. <br><br> The crowd continue to watch. Many look horrified, but others push to the front, eager for a closer look. @@ -2597,11 +2597,9 @@ You lean down and offer the <<person>> your arm. <<He>> takes it, and you help < <<violence 1>> <<neutral 1>> <<molested>> - <<set $rescue to 1>> - <<set $combatTrain.length to 2>> - <<set $combatTrain.beastTypes to ["dog","dog"]>> - <<set $combatTrain.numberPerTrain to [1,1]>> <<beastNEWinit 1 dog>> + <<beastTrainGenerate>> + <</if>> <<effects>> @@ -2630,40 +2628,40 @@ You lean down and offer the <<person>> your arm. <<He>> takes it, and you help < <<if $enemyhealth lte 0>> <<beastwound>><<famescrap 10>> <<if $combatTrain.length gt 0>> - The dog recoils in pain and fear, but another is eager for a go. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + The <<beasttype>> recoils in pain and fear, but another is eager for a go. <<combatTrainAdvance>> <br><br> [[Next|Cream Ex Dog Rape]] <<else>> - The dog recoils in pain and fear. + The <<beasttype>> recoils in pain and fear. + <<combatTrainAdvance>> <br><br> <<link [[Next|Cream Ex Dog Rape Finish]]>><<set $finish to 1>><</link>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<famebestiality 10>> <<if $combatTrain.length gt 0>> - Satisfied, the dog moves and another takes its turn. - <<beastNEWinit $combatTrain.numberPerTrain[0] $combatTrain.beastTypes[0]>> + Satisfied, the <<beasttype>> moves and another takes its turn. <<combatTrainAdvance>> <br><br> [[Next|Cream Ex Dog Rape]] <<else>> - Satisfied, the dog moves away from you. + Satisfied, the <<beasttype>> moves away from you. + <<combatTrainAdvance>> <br><br> <<link [[Next|Cream Ex Dog Rape Finish]]>><<set $finish to 1>><</link>> <</if>> <<else>> <<if $alarm is 1 and $rescue is 1>> - Your screams stir some of the crowd, and they rush forward to help. There's a brief tussle as those enjoying it try to stop them, but soon the dogs are grabbed by their collars and hauled off you. + Your screams stir some of the crowd, and they rush forward to help. There's a brief tussle as those enjoying it try to stop them, but soon the <<beastsplural>> are grabbed by their collars and hauled off you. <br><br> <<else>> <<if $enemywounded gte 2 and $enemyejaculated is 0>> - The dogs whimper and flee. + The <<beastsplural>> whimper and flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> - The dogs leave you spent and shivering as the audience applauds. + The <<beastsplural>> leave you spent and shivering as the audience applauds. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> - The dogs leave you spent and shivering as the audience applauds. + The <<beastsplural>> leave you spent and shivering as the audience applauds. <</if>> <</if>> <br><br> @@ -2683,7 +2681,7 @@ You lean down and offer the <<person>> your arm. <<He>> takes it, and you help < :: Cream Ex Dog Endure [nobr] <<effects>> -You cover yourself as best you can as the dogs lick you all over. Their tickling tongues are maddening. +You cover yourself as best you can as the <<beasttype>>s lick you all over. Their tickling tongues are maddening. <br><br> <<if $arousal gte 10000>> @@ -2691,7 +2689,7 @@ You cover yourself as best you can as the dogs lick you all over. Their tickling <br><br> <</if>> -At last, someone from the crowd intervenes, grasping one of the dogs by the collar and hauling it off you. Others follow suit, and you stagger to your feet. +At last, someone from the crowd intervenes, grasping one of the <<beasttype>>s by the collar and hauling it off you. Others follow suit, and you stagger to your feet. <br><br> You walk to the edge of the crowd. At first you're not sure if they'll let you leave, but then they step aside, giving you an avenue through. The crowd follows you the rest of the way. Your legs move quicker as you reach the park. Some follow you in, but you soon lose them in the maze of tall bushes and trees. diff --git a/game/special-masturbation/main.twee b/game/special-masturbation/main.twee index 1f5bda6faf..d2d451020c 100644 --- a/game/special-masturbation/main.twee +++ b/game/special-masturbation/main.twee @@ -449,10 +449,9 @@ A loud bang sounds right behind you, mid-climax. Someone mixed something they sh <<npc Sirris>><<person1>>Sirris rushes over to you, completely unaware of what you were doing. <<He>> looks at the <<generates2>><<person2>><<person>> behind you. "What were you mixing? Did you get any on <<phim>> or anything?" <<person1>><<he>> says. "Answer me!" <br><br> -<<person2>>The <<person>> stares at Sirris, mouth agape. <<npc Sirris>>"Everyone, listen," the teacher says. "Your classmate may have something dangerous on <<phim>>. You, get the hose ready. Quick! I'm going to strip <<phim>>, then we need to wash <<phim>> down before the chemicals do any more damage!" +<<person2>>The <<person>> stares at Sirris, mouth agape. <<person1>>"Everyone, listen," the teacher says. "Your classmate may have something dangerous on <<phim>>. You, get the hose ready. Quick! I'm going to strip <<phim>>, then we need to wash <<phim>> down before the chemicals do any more damage!" <br><br> -<<person1>> -You try to protest, but the thought of being stripped renews your orgasm, sending you into another twitching fit. Sirris tugs your $worn.upper.name, pulling it up your chest and off your body. The class watch, astounded by the spectacle. Some are clearly eyeing up your <<breasts>>. +You try to protest, but the thought of being stripped renews your orgasm, sending you into another twitching fit. Sirris tugs your $worn.upper.name, pulling it up your chest and off your body. The class watches, astounded by the spectacle. Some are clearly eyeing up your <<breasts>>. <br><br> Sirris goes for your $worn.lower.name next, revealing your <<undies>> to the whole room. diff --git a/game/special-templates/main.twee b/game/special-templates/main.twee index 04304d1dbc..3773ce38d2 100644 --- a/game/special-templates/main.twee +++ b/game/special-templates/main.twee @@ -920,8 +920,8 @@ Text about failing the physique check. <<neutral 5>><<set $anususe to "penis">><<set $NPCList[_n].penis to "anusentrance">><<set $anusstate to "entrance">><<set $speechanusentrance to 1>> :: Monster Selection [nobr] - -<<if $monsterchance gte 1 and $hallucinations gte 1 or $monsterchance gte 1 and $monsterhallucinations is "f">> +<!-- Modified for Monster People --> +<<if ($monsterchance gte 1 and $hallucinations gte 1) or ($monsterchance gte 1 and $monsterhallucinations is "f") or ($bestialitydisable is "t")>> <<if $malechance lt random(1, 100)>> Monstergirl <<else>> diff --git a/img/sex/doggy/active/legs/anklesocks/feetjobacc.png b/img/sex/doggy/active/legs/anklesocks/feetjobacc.png new file mode 100644 index 0000000000000000000000000000000000000000..5b8e0219fdb32766df5db5e9cb9bf757a6bdb020 GIT binary patch literal 1665 zcmeAS@N?(olHy`uVBq!ia0y~yU<5K5893O0R7}x|GzJDX4^J1zkczmsR~Q8u7&w>= zU&h~3u$MNlDeGfsTytR4Nmg}-2Rsex3IbvV3=coKswXh~VQAdYz{oLO--?m>0Xs(v zE04pDnv0wg4E7ERItdJio_6~kVEDnvl*q^|pch}l#CCvRfP-72q2T8tVFQM`28W0P z3@xX{=Qc2YU}ibQ#HJ9l?*$7_gZ!u!qX9LVqDJ$@XaO<=OWFg>^KUUS9&mV-2dr8c NJYD@<);T3K0RX{S12g~t literal 0 HcmV?d00001 diff --git a/img/sex/doggy/active/legs/anklesocks/restacc.png b/img/sex/doggy/active/legs/anklesocks/restacc.png new file mode 100644 index 0000000000000000000000000000000000000000..5b8e0219fdb32766df5db5e9cb9bf757a6bdb020 GIT binary patch literal 1665 zcmeAS@N?(olHy`uVBq!ia0y~yU<5K5893O0R7}x|GzJDX4^J1zkczmsR~Q8u7&w>= zU&h~3u$MNlDeGfsTytR4Nmg}-2Rsex3IbvV3=coKswXh~VQAdYz{oLO--?m>0Xs(v zE04pDnv0wg4E7ERItdJio_6~kVEDnvl*q^|pch}l#CCvRfP-72q2T8tVFQM`28W0P z3@xX{=Qc2YU}ibQ#HJ9l?*$7_gZ!u!qX9LVqDJ$@XaO<=OWFg>^KUUS9&mV-2dr8c NJYD@<);T3K0RX{S12g~t literal 0 HcmV?d00001 -- GitLab