diff --git a/game/01-config/sugarcubeConfig.js b/game/01-config/sugarcubeConfig.js index 533567a71f53b7bafc55fc5f70e5fe90fe6ffbe8..bac1a42d8d00a47655a21ef77533edc6043e3c26 100644 --- a/game/01-config/sugarcubeConfig.js +++ b/game/01-config/sugarcubeConfig.js @@ -8,7 +8,7 @@ Config.history.maxStates = 5; /* sneaky will enable the Sneaky notice banner on the opening screen and save display */ /* versionName will be displayed in the top right of the screen, leave as "" to not display anything */ window.StartConfig = { - debug: false, + debug: true, enableImages: true, enableLinkNumberify: true, version: "0.4.5.3", diff --git a/game/base-system/overlays/journal.twee b/game/base-system/overlays/journal.twee index a48f8c0077c858264023c29a2a99fc08a0e2c13f..8ee7a494072febb97837f19fec6d6d99b30b0e3a 100644 --- a/game/base-system/overlays/journal.twee +++ b/game/base-system/overlays/journal.twee @@ -777,7 +777,7 @@ <<if $panties_held gte 1>> <li>You are carrying <<print $panties_held is 1 ? "a pair" : "<span class='green'>$panties_held</span> pairs">> of stolen underwear. You can sell <<print $panties_held is 1 ? "it" : "them">> during lunchtime in the school rear courtyard.</li> <</if>> - <<if $farm_keys is true>> + <<if $farm_key is true>> <li>You have stashed a ring of keys. You can use them to escape, be careful not to get caught with them.</li> <</if>> </ul> diff --git a/game/base-system/widgets.twee b/game/base-system/widgets.twee index a5246b641eb1e0c581e3d1576a743c2a1b5cce4d..1b6a805f9315c65d245d7362594c484692540690 100644 --- a/game/base-system/widgets.twee +++ b/game/base-system/widgets.twee @@ -3113,9 +3113,9 @@ <span class="red">You find nothing to steal.</span> <</if>> <<elseif $location is "farm">> - <<if $rng gte 90 and !$farm_keys>> - <<set $farm_keys to true>> - <<set $farm_cell to false>> + <<if $rng gte 90 and !$farm_key>> + <<set $farm_key to true>> + <<set $farmCellUnlk to false>> You pull a <span class="green">ring of keys</span> from the <<persons>> pocket and hide it in the straw.<<combatskulduggeryskilluse>><<combatcontrol 10>><<gcombatcontrol>> <<else>> <span class="red">You find nothing to steal.</span> diff --git a/game/overworld-plains/loc-livestock/field.twee b/game/overworld-plains/loc-livestock/field.twee index d082c95b8d727226787699e02785efd77ec80152..12842166d989c02ed23254764850f424e1c111c7 100644 --- a/game/overworld-plains/loc-livestock/field.twee +++ b/game/overworld-plains/loc-livestock/field.twee @@ -24,7 +24,6 @@ A river runs through one corner. The cattle stay almost as far away from the chu <br> <</if>> <br> - <<if isPlayerNonparasitePregnancyEnding()>> <<pregnancyWatersBrokenPassout "remy">> <<elseif $stress gte $stressmax>> @@ -478,7 +477,7 @@ You stand on the riverbank, and peer into the churning water. You can't see the You could wash here if you were careful. <br><br> -<<if $lock_sequence is 7>> +<<if $livestockLockSeq is 3>> <<link [[Next|Livestock Field River]]>><</link>> <br> <<else>> @@ -514,7 +513,7 @@ The river glimmers with your reflection, <br> <<swimicon "down">><<link [[Swim downstream|Livestock Field River Downstream]]>><</link>> <br><br> -<<if $lock_sequence is 7>> +<<if $livestockLockSeq is 3>> <<getouticon>><<link [[Leave|Livestock Field Night]]>><</link>> <<else>> <<getouticon>><<link [[Leave|Livestock Field]]>><</link>> @@ -543,7 +542,7 @@ You wash your body in the shallows. The water is clean, at least. You're careful <<if $swimmingSuccess>> <<set $livestock_escape to "river">> - <<if $lock_sequence is 7 >> + <<if $livestockLockSeq is 3 >> You dive into the water, and struggle against the current. The water is fierce, but you manage to swim against it. The water doesn't relent as you enter the tunnel, but you keep pushing until you're clear on the other side. <br><br> You climb onto the bank, and look up at the perimeter fence. You made it. @@ -607,12 +606,13 @@ Something grasps your collar from above. You are pulled into a dry but gloomy in <<generate1>><<generate2>><<generate3>><<generate4>><<person1>> -<<if $lock_sequence is 7 >> +<<if $livestockLockSeq is 3 >> + <<set $farmGateCD to 1>> “I’ll be damned,†says the hand's owner as <<person1>><<he>> releases you. “An escapee at such an hour? Good thing we decided to stay up and play some cards.†<br> “Indeed,†says a beside <<him>>. Your eyes adjust to the dark at last. It looks like a basement with a hole built into the floor, giving access to the river below. “What’s this you’re clutching?†<br> - <<He>> snatches the ring of keys.<<unset $farm_keys>> “Naughty <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>. I don’t know how you managed to get your hands on this, but I’m taking it.†+ <<He>> snatches the ring of keys.<<unset $farm_key>> “Naughty <<if $player.gender_appearance is "m">>bull<<else>>cow<</if>>. I don’t know how you managed to get your hands on this, but I’m taking it.†<br> Someone touches your ass, causing you to squeak. “Normally we’d have to bring you to Remy. But I don’t feel like waking up the boss,†says the culprit, a <<person3>><<person>>. “We’ll punish you ourselves.†<br> @@ -663,9 +663,9 @@ Something grasps your collar from above. You are pulled into a dry but gloomy in <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> - <<if $lock_sequence is 7 >> - <<if $lock_break is true>> - <<unset $lock_break>> +<<if $farmCellUnlk is true >> + <<if $farmGateCD is 1>> + <<set $farmGateCD to 0>> Once the farmhands are done toying with you, the <<person1>><<person>> brings you back to your cell. The sleeping farmhand is nowhere to be seen. "You should be grateful we didn't take you to the boss. But don't expect us to remain silent about your little escape." <<llobey>><<livestock_obey -10>> <br><br> @@ -674,7 +674,7 @@ Something grasps your collar from above. You are pulled into a dry but gloomy in <<tearful>> you spend the following half an hour sitting in the neighbouring cell and watching the goons replace the lock. Once they finish their work, they shove you inside and leave. <<else>> - <<unset $farm_cell>> + <<unset $farmCellUnlk>> Once the farmhands are done toying with you, the <<person1>><<person>> brings you back to your cell. "You should be grateful we didn’t take you to the boss. But don’t expect us to remain silent about your little escape." <<llobey>><<livestock_obey -10>> The <<person>> locks you in your cell. @@ -683,7 +683,7 @@ Something grasps your collar from above. You are pulled into a dry but gloomy in <br><br> <<clotheson>> <<endcombat>> - <<link [[Next|Livestock Cell]]>><<unset $lock_sequence>><<pass 30>><<set $lock_lock to true>><</link>> + <<link [[Next|Livestock Cell]]>><<unset $livestockLockSeq>><<pass 30>><</link>> <br> <<else>> The <<person1>><<person>> keeps a firm grip on your collar. "Right then," <<he>> says, tugging you towards the door. "Time to return you to your herd. Don't think Remy won't hear about this, either. You're lucky 'twas us that found you." @@ -718,7 +718,7 @@ Something grasps your collar from above. You are pulled into a dry but gloomy in :: Livestock Field Fence <<effects>> -<<if $lock_sequence is 7 >> +<<if $livestockLockSeq is 3 >> You examine the fence but find no breaches in it. You wonder if you could dig a tunnel underneath it. <br><br> @@ -740,7 +740,7 @@ Something grasps your collar from above. You are pulled into a dry but gloomy in :: Livestock Field Dig <<effects>> -<<if $lock_sequence is 7 >> +<<if $livestockLockSeq is 3 >> <<if $livestock_dig gte 0 and $livestock_dig lte 20>> You examine the fence but find no breaches in it. You already started digging a tunnel, but there is still work to be done before you can reach the other side. <br><br> @@ -878,7 +878,7 @@ You hide low within the grass and continue digging. :: Livestock Dig Escape <<effects>> -<<if $lock_sequence is 7 >> +<<if $livestockLockSeq is 3 >> <<set $livestock_escape to "hole">> You pull yourself from the hole, and run. You climb a small hill, and down the other side. You should no longer be visible from the field. <br><br> @@ -3394,8 +3394,4 @@ A river runs through one corner. You are not sure if the field is under surveill <</if>> <br> -<<if $lock_break is true>> - <<getouticon>><<link [[Return to your cell|Livestock Lock Break]]>><<set $lock_sequence to 5>><<set $lock_lock to true>><<unset $lock_break>><</link>> -<<else>> - <<getouticon>><<link [[Return to your cell|Livestock Lock Key]]>><<set $lock_sequence to 5>><</link>> -<</if>> +<<getouticon>><<link [[Return to your cell|Livestock Lock Key]]>><<set $phase to 2>><</link>> diff --git a/game/overworld-plains/loc-livestock/intro.twee b/game/overworld-plains/loc-livestock/intro.twee index 560d40175a3ea71fb582c6ba2be307f744cf60ca..0488300e67bc6351b15d177f31504f3649111b8f 100644 --- a/game/overworld-plains/loc-livestock/intro.twee +++ b/game/overworld-plains/loc-livestock/intro.twee @@ -103,7 +103,6 @@ Your handler gives the leash a rough tug, and you're led inside. :: Livestock Return <<effects>> <<set $livestock_return to true>> -<<unset $livestock_lock_intro>> "Well well," Remy says, <<his>> black riding boots disturbing the straw strewn on the floor with each step. <<if $livestockEscape is "birth">> <<unset $livestockEscape>> diff --git a/game/overworld-plains/loc-livestock/main.twee b/game/overworld-plains/loc-livestock/main.twee index 6de129844b6c0b2a6f076f328f365c4453317499..db1363e0aea9e8a72429307c214d54f6f283f80f 100644 --- a/game/overworld-plains/loc-livestock/main.twee +++ b/game/overworld-plains/loc-livestock/main.twee @@ -2,9 +2,9 @@ <<set $outside to 0>><<set $location to "farm">><<effects>> You are in your cell in the barn. There's a bucket of what looks like clean water to drink, and a pile of straw to sleep on. -<<if $farm_cell is false>> +<<if $farmCellUnlk is false or $farm_key is true and $farmCellUnlk is undefined>> <span class="teal"> You've hidden a ring of keys in the straw.</span> -<<elseif $farm_cell is true>> +<<elseif $farmCellUnlk is true>> <span class="teal"> Your cell door is unlocked. You've hidden a ring of keys in the straw.</span> <</if>> @@ -39,9 +39,9 @@ You are in your cell in the barn. There's a bucket of what looks like clean wate Remy and the farmhands circle the barn, opening cells and releasing their occupants. One of them opens yours. <br><br> - <<getouticon>><<link [[Leave your cell|Livestock Cell Leave]]>><<livestock_obey 1>><<unset $lock_lock>><</link>><<gobey>> + <<getouticon>><<link [[Leave your cell|Livestock Cell Leave]]>><<livestock_obey 1>><</link>><<gobey>> <br> - <<refuseicon>><<link [[Refuse to leave|Livestock Cell Refuse]]>><<livestock_obey -1>><<unset $lock_lock>><<pain 6>><</link>><<lobey>><<gpain>> + <<refuseicon>><<link [[Refuse to leave|Livestock Cell Refuse]]>><<livestock_obey -1>><<pain 6>><</link>><<lobey>><<gpain>> <br> <<elseif Time.hour gte 18 and Time.hour lt 21>> /* once every 4 days after pc's been missing for more than they have permissions for, when eden cares strongly enough to leave the forest and go all the way to the farmlands. */ @@ -77,13 +77,13 @@ You are in your cell in the barn. There's a bucket of what looks like clean wate <<if $livestock_lock_intro is undefined >> <<investigateicon>><<link [[Examine your cell|Livestock Lock Examine]]>><</link>> - <<elseif $farm_keys is true and $farm_cell is undefined>> - <<investigateicon>><<link [[Try the keys|Livestock Lock Key]]>><<set $lock_sequence to 1>><</link>> + <<elseif $farm_key is true and $farmCellUnlk is undefined and !$farmGateCD is 1>> + <<investigateicon>><<link [[Try the keys|Livestock Lock Key]]>><<set $phase to 0>><</link>> - <<elseif $farm_keys is true and $farm_cell is false>> - <<lakeicon "key">><<link [[Unlock your cell|Livestock Lock Key]]>><<set $lock_sequence to 1>><</link>> + <<elseif $farm_key is true and $farmCellUnlk is false and !$farmGateCD is 1>> + <<lakeicon "key">><<link [[Unlock your cell|Livestock Lock Key]]>><<set $phase to 0>><</link>> - <<elseif $farm_cell is true>> + <<elseif $farmCellUnlk is true>> <<getouticon>><<link [[Leave your cell|Livestock Lock Examine]]>><</link>> <<else>> @@ -1477,7 +1477,7 @@ The farmhands push past Remy in a panicked scramble for the exit. Remy lingers a <<effects>> <<livestock_sleep>> - +<<farm_var_set>> <<if $phase is 0>> <<if $cow gte 6 or $wolfgirl gte 6 or $cat gte 6 or $fox gte 6>> You curl up on the soft straw, wondering how you ever slept in any other way. You fall asleep within moments. @@ -1911,8 +1911,8 @@ Satisfied, it turns back toward the farm. It dashes forward, disappearing behind <<effects>> <<earnFeat "Runaway Cattle">> <<set $hunger to 2000>> -<<lock_effect2>> -<<if $lock_sequence is 7 >> +<<livestock_lock_cleanup>> +<<if $livestockLockSeq is 3 >> You come to a stop at the crest of a hill. You can see the forest and town beneath you. <</if>> You're not in the clear yet. <<if $exposed gte 2>>You're still naked, for one thing.<<elseif $exposed gte 1>>You're still indecently dressed, for one thing.<</if>> Still, you feel hopeful as creep down the hill. You find a path running into the forest. @@ -2276,8 +2276,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2301,8 +2301,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2356,8 +2356,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2375,8 +2375,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2429,8 +2429,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2450,8 +2450,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2507,8 +2507,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2528,8 +2528,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2584,8 +2584,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2604,8 +2604,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2660,8 +2660,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2680,8 +2680,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2736,8 +2736,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2755,8 +2755,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2810,8 +2810,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2829,8 +2829,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2883,8 +2883,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2952,8 +2952,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -2972,8 +2972,8 @@ The farmhands form a circle around you. They struggle to hold back the dogs. Rem <<clotheson>> <<endcombat>> - <<if $lock_sequence is 7 >> - <<link [[Next|Livestock Cell]]>><<set $lock_silver +=1>><<set $lock_lock to true>><</link>> + <<if $livestockLockSeq is 3 >> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><</link>> <br> <<else>> <<link [[Next|Livestock Field]]>><</link>> @@ -3007,8 +3007,8 @@ You hear another voice raise in protest. It's Remy. <<He>> gets into an argument <<effects>> <<if $livestock_lock_intro is undefined>> - <<if $lockStrength is undefined>> - <<set $lockStrength to 100>> + <<if $farmLockStr is undefined>> + <<set $farmLockStr to 100>> You walk around your cell and look for anything to help you escape. Unfortunately, there is nothing inside besides a bucket and straw. The iron bars of the cage you were put in look solid. There is no way you could bend them. @@ -3016,18 +3016,21 @@ You hear another voice raise in protest. It's Remy. <<He>> gets into an argument <br> The only thing that catches your eye is the lock. Like all the other locks on the other cell gates, it looks old and rusty. <span class="red"> Perhaps if you applied enough force, you would be able to break it.</span> + <br><br> + <<ind>><<link [[Rock the gate (1:00)|Livestock Lock Intro]]>><<set $farmLockStr -= 1>><<set $livestock_lock_intro to 1>><</link>><<ggtiredness>> <br> - <<ind>><<link [[Rock the gate (1:00)|Livestock Lock Intro]]>><<set $lockStrength -= 1>><<set $livestock_lock_intro to 1>><</link>><<ggtiredness>> - <br> - <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $lock_sequence to 2>><</link>> + <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> - <<elseif $lockStrength isnot undefined and $livestock_return is true >> + <<elseif $farmLockStr isnot undefined and $livestock_return is true >> <<unset $livestock_return>> <<set $livestock_lock_intro to 1>> - <<set $lockStrength to 100>> + <<set $farmLockStr to 100>> + <<generate1>><<person1>> + <<saveNPC 0 "remy_farmhand_1">> + <<npc Remy 2>> You check your cell, it's the same as your old one. - <<if $lock_silver gte 2>> - <<unset $lock_silver>> + <<if $farmLockQty gte 2>> + <<unset $farmLockQty>> You sigh with relief, it's an old rusty lock this time. <<else>> It's the same old rusty lock. <span class="red">Should break just like last time.</span> @@ -3035,64 +3038,78 @@ You hear another voice raise in protest. It's Remy. <<He>> gets into an argument You grab the bars and rock them back and forth. Not wasting any time, you scream and shout. Provoked, the cattle soon begin to make enough noise to wake the dead. A <<person>> barges into the room, drawing out a tranquilliser gun and proceeds to putting <<livestock_cows>> to sleep. <br> - <<ind>><<link [[Rock the gate (1:00)|Livestock Cell]]>><<set $lock_sequence to 1>><</link>><<gtiredness>> + <<ind>><<link [[Rock the gate (1:00)|Livestock Lock Break]]>><<set $farmPatrol to 80>><<set $livestockLockSeq to 1>><</link>><<gtiredness>> <br> - <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $lock_sequence to 2>><</link>> + <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <</if>> -<<elseif $lock_temp is true>> - <<unset $lock_temp>> - You approach your cell's gate. Like you expected, Remy's henchmen already put a new lock on your cell's gate. - It doesn't seem to be much different from the previous one. It is as old and rusty. The lock hanging outside looks <<lock_strength>> - <span class="red"> You still have a chance. </span> - <br><br> - <<getouticon>><<link [[Step back|Livestock Cell]]>><<set $lock_sequence to 2>><</link>> - -<<elseif $lock_silver gte 2>> - You approach your cell's gate. Like you expected, Remy's henchmen already put a new lock on your cell's gate. - This one looks quite different. Not only is it made of steel, but it also looks new. - You don't think you would be able to break it with your bare hands.<<stress 12>><<ggstress>> - <br><br> - <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $lock_sequence to 3>><</link>> +<<elseif $farmGateCD is 0>> -<<elseif $lock_lock is true>> <span class="red"> You hear the farmhand wheezing outside.</span> You should call it a night and try again tommorow. <br><br> <<getouticon>><<link [[Step back|Livestock Cell]]>><</link>> -<<elseif $lockStrength lte 0>> - <<set $lock_silver to 0>> - <<if $lock_sequence is 1>> +<<elseif $farmGateCD is 1>> + <<if $farmCellUnlk is false>> + You decide not to try your luck. + You should call it a night and try again tommorow. + <<else>> + <span class="red">The farmhand is wide awake.</span> + You should call it a night and try again tommorow. + <</if>> + <br><br> + <<getouticon>><<link [[Step back|Livestock Cell]]>><</link>> + +<<elseif $farmLockStr lte 0>> + <<if $livestockLockSeq is 1>> + <<if $farmLockQty is undefined >> + <<set $farmLockQty to 0>> + <<else>> + <<set $farmLockQty += 1>> + <</if>> You bide your time until you are certain the <<person>> is asleep. <br><br> - The lock is <<lock_strength>> + The lock is <<livestock_lock_desc>> You can leave your cage tonight. The breakage will be noticed in the morning once - Remy and <<person1>><<his>> henchmen come to herd you to the cattle field. - + Remy and <<person2>><<his>> henchmen come to herd you to the cattle field. <<else>> - + <<loadNPC 0 "remy_farmhand_1">> You approach your cell's gate. <br><br> - The lock is <<lock_strength>> + The lock is <<livestock_lock_desc>> You can leave your cage tonight. The breakage will be noticed in the morning. <</if>> - <br><br> - <<sneakicon>><<link [[Sneak out|Livestock Lock Break]]>><<set $lock_break to true>><<set $lock_sequence to 4>><<set $lock_temp to true>><</link>> + <<sneakicon>><<link [[Sneak out|Livestock Lock Break]]>><<set $livestockLockSeq to 3>><<set $phase to 1>><</link>> <br> - <<getouticon>><<link [[Step back|Livestock Lock Break ]]>><<set $lock_sequence to 6>><<unset $phase>><</link>> + <<getouticon>><<link [[Step back|Livestock Lock Break ]]>><<set $livestockLockSeq to 2>><<set $phase to 1>><</link>> + +<<elseif $farmLockQty lt 2 and $farmGateCD is undefined>> + You approach your cell's gate. Like you expected, Remy's henchmen already put a new lock on your cell's gate. + It doesn't seem to be much different from the previous one. It is as old and rusty. The lock hanging outside looks <<livestock_lock_desc>> + <span class="red"> You still have a chance. </span> + <br><br> + <<getouticon>><<link [[Step back|Livestock Cell]]>><</link>> + +<<elseif $farmLockQty gte 2>> + You approach your cell's gate. Like you expected, Remy's henchmen already put a new lock on your cell's gate. + This one looks quite different. Not only is it made of steel, but it also looks new. + You don't think you would be able to break it with your bare hands.<<stress 12>><<ggstress>> + <br><br> + <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <<else>> - <<npc Remy>><<person1>><<generate2>><<person2>> - + <<generate1>> + <<saveNPC 0 "remy_farmhand_1">> + <<npc Remy 2>> You grab the bars and rock them back and forth. Not wasting any time, you scream and shout. Provoked, the cattle soon begin to make enough noise to wake the dead. - A <<person2>><<person>> barges into the room, carrying a tranquilliser gun. <<He>> begins putting the flustered <<livestock_cows>> to sleep. + A <<person1>><<person>> barges into the room, carrying a tranquilliser gun. <<He>> begins putting the flustered <<livestock_cows>> to sleep. <br><br> - <<ind>><<link [[Rock the gate (1:00)|Livestock Lock Break]]>><<set $lock_sequence to 1>><<set $lockGuard to 80>><</link>><<gtiredness>> + <<ind>><<link [[Rock the gate (1:00)|Livestock Lock Break]]>><<set $livestockLockSeq to 1>><<set $farmPatrol to 80>><</link>><<gtiredness>> <br> - <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $lock_sequence to 2>><</link>> + <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <</if>> @@ -3108,7 +3125,6 @@ You hear another voice raise in protest. It's Remy. <<He>> gets into an argument You continue to rock the gate. Each of your thrusts echoes with a loud clang. You notice several <<livestock_cows>> looking at you with perplexed expressions on their faces. <br><br> - <<set $livestock_lock_intro is 3>> <<link [[Continue|Livestock Lock Intro]]>><<set $livestock_lock_intro to 3>><</link>> <<elseif $livestock_lock_intro is 3>> @@ -3126,84 +3142,56 @@ You hear another voice raise in protest. It's Remy. <<He>> gets into an argument <<elseif $livestock_lock_intro is 4>> You patiently wait for the farmhand to leave, but <<he>> never walks back past your cell. Curious, you approach the gate and look outside. - You see <<him>> sitting on a stool with <<his>> arms crossed, snoozing. You look at the lock. Maybe you are just seeing things, but the lock looks <<lock_strength>>! Apparently, you can break it. + You see <<him>> sitting on a stool with <<his>> arms crossed, snoozing. You look at the lock. Maybe you are just seeing things, but the lock looks <<livestock_lock_desc>>! Apparently, you can break it. <br><br> You wonder if you could use other cattle as a distraction. You could go full force on the gate while farmhands tranquillise the rampant crowd. Maybe if you prove <span class="red">obedient</span>, they will focus more on other cattle before they turn their attention to you. You see no point in trying to sabotage the lock tonight. You will most likely wake the <<person>> up and get tranquilised if you try to bash the gate. <br><br> - <<getouticon>><<link [[Step back|Livestock Cell]]>><<set $livestock_lock_intro to 5>><<set $lock_lock to true>><<tiredness 10>><<endevent>><</link>> + <<getouticon>><<link [[Step back|Livestock Cell]]>><<set $livestock_lock_intro to 5>><<set $farmGateCD to 0>><<tiredness 10>><<endevent>><</link>> <</if>> :: Livestock Lock Break <<effects>> -<<if $lock_sequence is 1>> - <<physiquedifficulty 5000 12000 no_text>> - <<if $physiqueSuccess is 1>> - <<set $lockStrength -= 10>> - <<lock_effect>> - You feel like you've made good progress. - <br> - - <<lock_guard>> - <br> - The lock hanging outside looks <<lock_strength>> +<<if $livestockLockSeq is 1>> + <<if $farmLockStr lte 0>> + You push and the gate finally yields. Hopefully, the farmhand didn't hear the sound in the cacophony of mooing voices. + You close the gate, take a closer look at the lock and see that the shackle is broken in two. + The breakage shouldn't be obvious without a close inspection, but it will get exposed once someone tries to use a key to unlock your cage. <br><br> - <<if $lockStrength lte 0>> - You push and the gate finally yields. Hopefully, the farmhand didn't hear the sound in the cacophony of mooing voices. - You close the gate, take a closer look at the lock and see that the shackle is broken in two. - The breakage shouldn't be obvious without a close inspection, but it will get exposed once someone tries to use a key to unlock your cage. - <br><br> - <<link [[Next|Livestock Lock Examine]]>><</link>> - - <<else>> - <<if $lockGuard lte 20 >> - <<ind>><<link [[Continue|Livestock Lock Caught]]>><<pass 30>><<tiredness 5>><</link>> - <<else>> - <<ind>><<link [[Continue|Livestock Lock Break]]>><<pass 30>><<tiredness 5>><</link>> - <</if>> - <br> - <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $lock_sequence to 2>><</link>> - <</if>> - - + <<link [[Next|Livestock Lock Examine]]>><</link>> <<else>> - <<set $lockStrength -= 5>> - <<lock_effect>> - It doesn't feel like you've made much progress. + <<physiquedifficulty 5000 12000 no_text>> + <<livestock_patrol>> <br> - - <<lock_guard>> - <br> - The lock hanging outside looks <<lock_strength>> + The lock hanging outside looks <<livestock_lock_desc>> <br><br> - <<if $lockStrength lte 0>> - You push and the gate finally yields. Hopefully, the farmhand didn't hear the sound in the cacophony of mooing voices. - You close the gate, take a closer look at the lock and see that the shackle is broken in two. - The breakage shouldn't be obvious without a close inspection, but it will get exposed once someone tries to use a key to unlock your cage. - <br><br> - <<link [[Next|Livestock Lock Examine]]>><</link>> + <<if $farmPatrol lte 20 >> + <<set $farmGateCD to 0>> + <<ind>><<link [[Continue|Livestock Lock Caught]]>><<pass 30>><<tiredness 5>><</link>> <<else>> - <<if $lockGuard lte 20 >> - <<ind>><<link [[Continue|Livestock Lock Caught]]>><<pass 30>><<tiredness 5>><</link>> - <<else>> - <<ind>><<link [[Continue|Livestock Lock Break]]>><<pass 30>><<tiredness 5>><</link>> - <</if>> - <br> - <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $lock_sequence to 2>><</link>> + <<ind>><<link [[Continue|Livestock Lock Break]]>><<pass 30>><<tiredness 5>><</link>> <</if>> + <br> + <<getouticon>><<link [[Step back|Livestock Lock Break]]>><<set $livestockLockSeq to 2>><</link>> <</if>> - - - -<<elseif $lock_sequence is 2>> - <<if $lockStrength is 100>> +<<elseif $livestockLockSeq is 2>> + <<if $farmLockStr is 100>> You decide to conserve your strength for now and step back. <br> <<link [[Next|Livestock Cell]]>><</link>> - + + <<elseif $farmLockQty gte 2 and $farm_key isnot true>> + Dejected you turn away. <span class="red">Maybe you should try another way</span> + <br><br> + <<link [[Next|Livestock Cell]]>><</link>> + + <<elseif $phase is 1>> + You decide against venturing outside. + <br><br> + <<link [[Next|Livestock Cell]]>><<endevent>><</link>> <<else>> You step back from the gate and lie in your pile of straw, feigning sleep. The <<person>> approaches your cell and looks at you, only to walk past your stall and narcotise the remaining cattle. Soon the barn falls silent. @@ -3226,90 +3214,75 @@ You hear another voice raise in protest. It's Remy. <<He>> gets into an argument <br><br> You bide your time until you are certain the <<person>> is asleep. - The lock is <<lock_strength>> + The lock is <<livestock_lock_desc>> It looks like you will need to damage it some more. You should call it a night and try again tommorow. <br><br> - <<link [[Next|Livestock Cell]]>><<set $lock_lock to true>><<endevent>><</link>> - + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 0>><<endevent>><</link>> <</if>> -<<elseif $lock_sequence is 3>> - Dejected you turn away. <span class="red">Maybe you should try another way</span> - <br><br> - <<link [[Next|Livestock Cell]]>><</link>> - -<<elseif $lock_sequence is 4>> - - You gently push the gate open and set foot outside. It feels strange to be outside your cage at night, but it is a good feeling. - It is almost as if you are free, even though you realise that you are still far away from it. - <br><br> - You tiptoe your way towards the barn gate as noiselessly as you can. A sudden realisation flashes in your mind and your heart sinks when you remember that the barn also has a lock on it. - However, you quickly calm down when you see that the farmhand forgot to pick up <<person2>><<his>> ring of keys.<<set $farm_keys to true>> - <br><br> - <<link [[Next|Livestock Lock Break]]>><<set $lock_sequence to 7>><</link>> - -<<elseif $lock_sequence is 5>> - - You decide to return to your cell. - You stow the ring of keys in the pile of straw. - <br><br> - <<link [[Next|Livestock Cell]]>><<set $lock_silver += 1>><<set $farm_cell to false>><</link>> - - - -<<elseif $lock_sequence is 6>> - You decide against venturing outside. - <br><br> - <<link [[Next|Livestock Cell]]>><</link>> - -<<elseif $lock_sequence is 7>> - You follow the already familiar path to the great field, alone this time around. You stick to the shadows to reduce the chances of being spotted. - The perimeter is marked by an electric fence. You hear a warm buzz coming from the wires - <br><br> - <<link [[Next|Livestock Field Night]]>><<endevent>><</link>> - -<<elseif $lock_sequence is 8>> - You push and the gate finally yields. Hopefully, the farmhand didn't hear the sound in the cacophony of mooing voices. - You close the gate, take a closer look at the lock and see that the shackle is broken in two. - The breakage shouldn't be obvious without a close inspection, but it will get exposed once someone tries to use a key to unlock your cage. - <br><br> - <<link [[Next|Livestock Lock Examine]]>><<set $lock_sequence to 4>><</link>> - +<<elseif $livestockLockSeq is 3>> + <<if $phase is 1 >> + You gently push the gate open and set foot outside. It feels strange to be outside your cage at night, but it is a good feeling. + It is almost as if you are free, even though you realise that you are still far away from it. + <br><br> + You tiptoe your way towards the barn gate as noiselessly as you can. A sudden realisation flashes in your mind and your heart sinks when you remember that the barn also has a lock on it. + However, you quickly calm down when you see that the farmhand forgot to pick up <<person1>><<his>> ring of keys.<<set $farm_key to true>> + <br><br> + <<link [[Next|Livestock Lock Break]]>><<set $phase += 1>><</link>> + <<elseif $phase is 2>> + You follow the already familiar path to the great field, alone this time around. You stick to the shadows to reduce the chances of being spotted. + The perimeter is marked by an electric fence. You hear a warm buzz coming from the wires + <br><br> + <<link [[Next|Livestock Field Night]]>><<endevent>><</link>> + <</if>> <</if>> :: Livestock Lock Key -<<if $lock_sequence is 1>> - You fetch the key ring from the straw and try to unlock your cell with each of the keys. It's a slow and methodical process, but finally, one of them fits. - You turn the key and hear a clicking sound. <span class="teal">Your cell is no longer locked.</span> <<set $farm_cell to true>> - <br><br> - <<sneakicon>><<link [[Sneak out|Livestock Lock Key]]>><<set $lock_break to true>><<set $lock_sequence to 4>><</link>> - <br> - <<getouticon>><<link [[Step back|Livestock Lock Key]]>><<set $farm_cell to true>><<set $lock_sequence to 2>><<unset $phase>><</link>> - -<<elseif $lock_sequence is 2>> - You decide against venturing outside. - You stow the ring of keys in the pile of straw. - <br><br> - <<link [[Next|Livestock Cell]]>><<set $farm_cell to true>><</link>> - -<<elseif $lock_sequence is 4>> +<<if $phase is 0>> + <<if $farmCellUnlk is undefined and $farmLockQty is gte 2>> + You fetch the key ring from the straw. You go to unlock your sell but a new lock greets you. A shiny silver lock. + Panic sets as you try the keys. <span class="red">They don't work.</span><<unset $farm_key>> + <br> + You'll have to grab a new pair.farm + <br><br> + <<getouticon>><<link [[Step back|Livestock Lock Key]]>><<set $phase += 2>><</link>> + <<else>> + You fetch the key ring from the straw and try to unlock your cell with each of the keys. + It's a slow and methodical process, but finally, one of them fits. + You turn the key and hear a clicking sound. <span class="teal">Your cell is no longer locked.</span> <<set $farmCellUnlk to true>> + <br><br> + <<sneakicon>><<link [[Sneak out|Livestock Lock Key]]>><<set $phase += 1>><</link>> + <br> + <<getouticon>><<link [[Step back|Livestock Lock Key]]>><<set $phase += 2>><</link>> + <</if>> +<<elseif $phase is 1>> You leave your cell and head towards the barn door. Flipping through the key ring, you discover a large key. It fits. <br><br> - <<sneakicon>><<link [[Sneak out|Livestock Lock Key]]>><<set $lock_sequence to 7>><</link>> - -<<elseif $lock_sequence is 5>> - You decide to return to your cell. - You hide the stolen keys in the pile of straw<<if $farm_cell is true>>once more.<<else>>.<</if>> - <br><br> - <<link [[Next|Livestock Cell]]>><<set $farm_cell to false>><</link>> - + <<sneakicon>><<link [[Sneak out|Livestock Lock Break ]]>><<set $livestockLockSeq to 3>><</link>> + +<<elseif $phase is 2>> + <<if $farm_key is undefined>> + You discard the useless key ring. <<stress 12>><<ggstress>> + <<link [[Next|Livestock Cell]]>><<endevent>><</link>> + <<else>> + You decide to return to your cell. + <<if $farmLockStr lte 0 and $farmGateCD is 0 >> + You stow the ring of keys in the pile of straw. + <<set $farmLockQty += 1>> + <<else>> + You use the keys on your cell and stow them in a pile of straw. + <<set $farmCellUnlk to false>> + <</if>> + <br><br> + <<link [[Next|Livestock Cell]]>><<set $farmGateCD to 1>><<endevent>><</link>> + <</if>> <</if>> :: Livestock Lock Caught <<rng 10>> -<<if $rng is 1>> +<<if $rng lte 2>> You step back from the gate and lie in your pile of straw, feigning sleep. The <<person>> approaches your cell and looks at you, only to walk past your stall and narcotise the remaining cattle. Soon the barn falls silent. <<set _guard_speech to random(1,7)>> @@ -3332,11 +3305,11 @@ You hear another voice raise in protest. It's Remy. <<He>> gets into an argument <br><br> You bide your time until you are certain the <<person>> is asleep. - The lock is <<lock_strength>> + The lock is <<livestock_lock_desc>> It looks like you will need to damage it some more. You should call it a night and try again tommorow. <br><br> - <<link [[Next|Livestock Cell]]>><<endevent>><<set $lock_lock to true>><</link>> + <<link [[Next|Livestock Cell]]>><<endevent>><<set $farmGateCD to 0>><</link>> <<else>> The <<person>> looks at you, catching you in the act of shaking your cell's gate with all your might. "Remy won't like to hear this," <<he>> says, pointing <<his>> tranquilliser gun at you. <<livestock_obey -10>><<llobey>> @@ -3344,5 +3317,5 @@ You hear another voice raise in protest. It's Remy. <<He>> gets into an argument "No, don't..." but before you can utter another word, a dart pierces your thigh. You immediately feel numb and dizzy. You didn't even feel the sting of the dart penetrating your skin. A black veil covers your eyes, and succumb to the darkness. <br><br> - <<link [[Next|Livestock Passout]]>><<set $lock_lock to true>><<set $lock_caught to true>><<set $lock_silver += 1>><<set $lock_temp to true>><<endevent>><</link>> + <<link [[Next|Livestock Passout]]>><<endevent>><</link>> <</if>> diff --git a/game/overworld-plains/loc-livestock/passout.twee b/game/overworld-plains/loc-livestock/passout.twee index 33b17f241c9046cd0173d030086227ca137dff46..642777ade8be91726f8cb08b87e645042807224a 100644 --- a/game/overworld-plains/loc-livestock/passout.twee +++ b/game/overworld-plains/loc-livestock/passout.twee @@ -6,13 +6,14 @@ You awaken in a dingy windowless room, the stone walls lit only by a flaming torch held by a <<person2>><<person>>. <<He>> and a <<person3>><<person>> stand, looking down at you. You're lying on a bed of straw. <br><br> -<<person1>>"Awake I see," says a voice. It's Remy. <<He>> walks down a set of stone steps leading into the room, and kneels beside you. "We found you passed out. You caused quite the worry, but my examination found no problems. Just a stress response." <<He>> strokes your hair. "You need to stop worrying. You're safe here." +<<person1>>"Awake I see," says a voice. It's Remy. <<He>> walks down a set of stone steps leading into the room, and kneels beside you. <br><br> -<<if $lock_caught is true>> - <<unset $lock_caught>> - "One of my men said you were acting up this night. You know I have a soft spot for you, don't you?" <<He>> strokes your hair. "I know it's hard. But you have to endure just for a little bit. Soon you'll get used to the life on my farm. In fact, you'll love it." - <br><br> +<<if $farmGateCD is 0>> + "One of my men said you were acting up tonight. You know I have a soft spot for you, don't you?" <<He>> strokes your hair. "I know it's hard. But you have to endure just for a little bit. Soon you'll get used to the life on my farm. In fact, you'll love it." +<<else>> + "We found you passed out. You caused quite the worry, but my examination found no problems. Just a stress response." <<He>> strokes your hair. "You need to stop worrying. You're safe here." <</if>> +<br><br> <<link [[Listen|Livestock Passout 2]]>><<set $phase to 0>><<livestock_obey 1>><<transform cow 1>><</link>><<gobey>> <br> <<link [[Push away|Livestock Passout 2]]>><<set $phase to 1>><<livestock_obey -1>><<trauma -6>><</link>><<lobey>><<ltrauma>> diff --git a/game/overworld-plains/loc-livestock/widgets.twee b/game/overworld-plains/loc-livestock/widgets.twee index 5e5ded73df92f7ce44a8a94134c3702a0cb21d03..2b8797d4e5df3966f4a4e7c6466a238fafe3d44b 100644 --- a/game/overworld-plains/loc-livestock/widgets.twee +++ b/game/overworld-plains/loc-livestock/widgets.twee @@ -342,63 +342,81 @@ <</if>> <</widget>> -<<widget "lock_strength">> - <<if $lockStrength is 100>> +<<widget "livestock_lock_desc">> + /*Description of the current state of the farm gate lock */ + <<if $farmLockStr is 100>> <span class="green">Undamaged.</span> - <<elseif $lockStrength lte 99 and $lockStrength gt 69>> + <<elseif $farmLockStr lte 99 and $farmLockStr gt 69>> <span class="teal">Slighty damaged.</span> - <<elseif $lockStrength lte 69 and $lockStrength gt 40>> + <<elseif $farmLockStr lte 69 and $farmLockStr gt 40>> <span class="blue">Very damaged.</span> - <<elseif $lockStrength lte 40 and $lockStrength gt 29>> + <<elseif $farmLockStr lte 40 and $farmLockStr gt 29>> <span class="purple">Heavily damaged.</span> - <<elseif $lockStrength lte 29 and $lockStrength gt 0>> + <<elseif $farmLockStr lte 29 and $farmLockStr gt 0>> <span class="pink">Falling apart.</span> - <<elseif $lockStrength lte 0>> + <<elseif $farmLockStr lte 0>> <span class="red">Broken.</span> <</if>> <</widget>> -<<widget "lock_guard">> - <<if $lockGuard lte 80 and $lockGuard gt 60>> +<<widget "livestock_patrol">> + /*Lock damage based on physique check*/ + <<if $physiqueSuccess is 1>> + <<set $farmLockStr -= 10>> + You feel like you've made good progress. + <br> + <<else>> + <<set $farmLockStr -= 5>> + It doesn't feel like you've made much progress. + <br> + <</if>> + /*Farm hand catch chance based on your livestock obidence */ + <<if $livestock_obey lte 100 and $livestock_obey gt 60>> + <<set $farmPatrol -= 20>> + + <<elseif $livestock_obey lte 60 and $livestock_obey gt 20>> + <<set $farmPatrol -= 27>> + + <<elseif $livestock_obey lte 20>> + <<set $farmPatrol -= 40>> + <</if>> + /*Farm hand status while your rocking the gate*/ + <<if $farmPatrol lte 80 and $farmPatrol gt 60>> <span class="teal">The farmhand is busy with the further stalls of the opposite row</span> - <<elseif $lockGuard lte 60 and $lockGuard gt 40>> + <<elseif $farmPatrol lte 60 and $farmPatrol gt 40>> <span class="blue">The farmhand is busy with the further stalls of the opposite row.</span> - <<elseif $lockGuard lte 40 and $lockGuard gt 20>> + <<elseif $farmPatrol lte 40 and $farmPatrol gt 20>> <span class="purple">The farmhand is busy with the nearer stalls of the opposite row.</span> - <<elseif $lockGuard lte 20>> + <<elseif $farmPatrol lte 20>> <span class="pink">The farmhand is busy with the nearer stalls of your row.</span> <</if>> <</widget>> -<<widget "lock_effect">> - <<if $livestock_obey lte 100 and $livestock_obey gt 60>> - <<set $lockGuard -= 20>> - - <<elseif $livestock_obey lte 60 and $livestock_obey gt 20>> - <<set $lockGuard -= 27>> - - <<elseif $livestock_obey lte 20>> - <<set $lockGuard -= 40>> - <</if>> +<<widget "livestock_lock_cleanup">> + /*Clean up of Livestock lock varaibles*/ + <<unset $livestockLockSeq>> + <<unset $farm_key>> + <<unset $farmCellUnlk>> + <<unset $farmPatrol>> + <<unset $farmGateCD>> + <<unset $livestock_lock_intro>> <</widget>> -<<widget "lock_effect2">> - <<unset $lock_sequence>> - <<unset $farm_keys>> - <<unset $farm_cell>> - <<unset $lockGuard>> - <<unset $lockStrength>> - <<unset $lock_temp>> - <<unset $lock_lock>> - <<unset $lock_break>> - <<unset $lock_caught>> +<<widget "farm_var_set">> + /*Make sure some farm lock var get unset/set when they need to be */ + <<if $farmGateCD lte 1>> + <<unset $farmGateCD>> + <</if>> + <<if $farmLockStr lte 0>> + <<set $farmLockStr to 99>> + <</if>> <</widget>> diff --git a/t3lt.twee-config.yml b/t3lt.twee-config.yml index a935fce19f29eea300f874a247f43aceedd094a8..9abc4a0e14f4d2f5912cbe56e51acbc562b5e52c 100644 --- a/t3lt.twee-config.yml +++ b/t3lt.twee-config.yml @@ -8674,26 +8674,21 @@ sugarcube-2: Out of date and underutilised. Consider refactoring tags: ["text", "refactor"] - lock_effect: - description: |- - Applies effects of incrementally breaking the farm lock - - `$lockGuard` is a measure of how far the farmhand is where 0 is near (0-100) - tags: ["text"] - lock_effect2: + livestock_lock_cleanup: description: |- Unsets farm lock variables - lock_guard: + livestock_patrol: description: |- - Prints description of farm guard location - - `$lockGuard` is a measure of how far the farmhand is where 0 is near (0-100) - tags: ["text"] - lock_strength: + Prints description of farm guard location and how effective your attempt to break the lock is. + + Decreases `$farmLockStr` based on physique + `$farmPatrol` is a measure of how far the farmhand is where 0 is near (0-100) + tags: ["text","stat"] + livestock_lock_desc: description: |- Prints description of farm lock strength - `$lockStrength` is a measure of how damaged the farm lock is where 100 is undamaged (0-100) + `$farmLockStr` is a measure of how damaged the farm lock is where 100 is undamaged (0-100) tags: ["text"] locker_suspicion: description: |-