;tsp slip out @TSP_SLIP_OUT(ARG) IF MAXBASE:MASTER:TSP >= 500 && BASE:MASTER:TSP >= 500 PRINTFORML Use TSP to slip out? CALL ASK_YN IF !RESULT PRINTFORML %PARSE("You use your")% power to accelerate time for %CALLNAME:ARG%, exhausting them. BASE:MASTER:TSP -= 500 BASE:ARG:気力 = 200 RETURN 1 ENDIF ENDIF ;allow for the purchase of 4 additional fields (original code ny11) @ADD_BuyMoreFields PRINTFORML With this, %PARSE("you")% can plant an additional field in a garden. PRINTFORML It will cost \\{3000 * (1 + FLAG:畑拡張)}. CALL ASK_YN("Purchase","Nevermind") IF !RESULT IF MONEY >= (3000 * (1 + FLAG:畑拡張)) MONEY -= (3000 * (1 + FLAG:畑拡張)) FLAG:畑拡張 ++ PRINTFORMW %PARSE("You")% can now plant an additional field for a total of {1 + FLAG:畑拡張}. ELSE PRINTFORMW %PARSE("You don't")% have enough money. ENDIF ENDIF ;Custom code, lets you avoid your food from getting _found_ in the first place, thus staying compatible with KOJO (original code Zergrush) @Add_PreventFoodTheft IF ABL:TARGET:戦闘能力 <= ABL:MASTER:戦闘能力 PRINTFORMW \@THIRD_PERSON?%CALLNAME:MASTER%#You\@ suddenly feel%THIRD_PERSON?"s"#""% like \@THIRD_PERSON?%HIS_HER(MASTER)%#your\@ %TOLOWER(EX_DISH_NAME)% is in danger... LOCAL:50 = ABL:TARGET:戦闘能力 >= ABL:MASTER:戦闘能力 ? 100 # 50 IF BASE:MASTER:TSP > LOCAL:50 PRINTFORMW Stop time and hide it? CALL ASK_YN() IF RESULT == 0 PRINTFORMW \@THIRD_PERSON?%CALLNAME:MASTER%#You\@ stop%THIRD_PERSON?"s"#""% time, hide%THIRD_PERSON?"s"#""% \@THIRD_PERSON?%HIS_HER(MASTER)%#your\@ %TOLOWER(EX_DISH_NAME)%, wait%THIRD_PERSON?"s"#""% until the danger has passed and then retrieve%THIRD_PERSON?"s"#""% it. LOCAL:51 = 3 CALL RECOVER(MASTER,-LOCAL:50,"TSP") RETURN 1 ENDIF ELSE PRINTFORMW But \@THIRD_PERSON?%HE_SHE(MASTER)% doesn't#you don't\@ have enough time to hide it! ENDIF ENDIF ;Custom code, each time the theft is blocked because you stopped time earlier, the check is reduced ;unused? ; ELSEIF LOCAL:51 != 0 ; LOCAL:51-- @Add_ShootingStar ;restored from older versions #DIM 地底 地底 = 0 IF CFLAG:MASTER:デート中 == 9 地底 = 1 ELSEIF CFLAG:MASTER:現在位置 == OMANEKIBEYA() && GROUPMATCH(CFLAG:MASTER:お招き, 36, 37, 38, 49, 60, 64, 83, 84) 地底 = 1 ENDIF ;流れ星判定 IF TIME:2 >= 6 ;timezone between 20~4 ;晴れ系時のみ発生 IF GROUPMATCH(TIME:5, 0, 1) ;初期確率10% LOCAL = 10 ;冬は空気が澄むので確率上昇 SIF DAY:2 == 4 LOCAL -= 3 ;晴天時は確率上昇 SIF TIME:5 == 1 LOCAL -= 1 ;補正後確率にて流れ星発生 SIF RAND:LOCAL == 0 TIME:7 = 3 ;更に冬の流れ星時、10%で流星群に派生 SIF TIME:7 == 3 && RAND:10 && DAY:2 == 4 TIME:7 = 4 ENDIF ELSE SIF TIME:7 > 2 TIME:7 = 0 ENDIF IF !CFLAG:MASTER:うふふ && !地底 IF TIME:7 >= 3 CALL COLORMESSAGE("A shooting star has appeared! Quick, make a wish!",C_YELLOW,2,1) SIF TIME:7 == 4 CALL COLORMESSAGE("What the... all of the stars are falling down, one after another!",C_YELLOW,2,1) ENDIF ENDIF ;------------------------------------------------- ;Mystia food cart, added sparrow sake ;------------------------------------------------- @ADD_MystiaFoodCart #DIM 同行人数カウント #DIM 飲酒可能人数 #DIM ATSUKAN #DIM OOMORI #DIM KAIKEI #DIM KAKAKU,3 #DIM PREV_DAY 同行人数カウント = 1 飲酒可能人数 = 0 ATSUKAN = 0 KAIKEI = 0 OOMORI = 0 VARSET KAKAKU SIF CAN_DRINK(MASTER) 飲酒可能人数 = 1 FOR LOCAL,1,CHARANUM SIF !CFLAG:LOCAL:同行 CONTINUE SIF !TIME_PROGRESS(TCVAR:LOCAL:空腹時刻) CONTINUE 同行人数カウント ++ SIF CAN_DRINK(LOCAL) 飲酒可能人数 ++ NEXT CALL SPTALK, [[ミスティア]], "笑顔", 0, @"「Welcome! {同行人数カウント} \@同行人数カウント>1?people#person\@?」", 1 KAKAKU:0 = 3 * 同行人数カウント KAKAKU:1 = 5 * 同行人数カウント PRINTFORML Charisma: %DIGIT_GROUP(MONEY:2)% CALL ASK_M("Assorted Skewers (One portion 3CM)",MONEY:2 >= KAKAKU:0 && TIME_PROGRESS(TCVAR:MASTER:空腹時刻),"Assorted Skewers, Big (One portion 5CM)", MONEY:2 >= KAKAKU:1 && TIME_PROGRESS(TCVAR:MASTER:空腹時刻),"Take-out (5CM)",MONEY:2 >= 5 && !ITEM:ヤツメ串, "Sake", CAN_DRINK(MASTER), "Return",1) IF RESULT == 4 CALL SPTALK, [[ミスティア]], "笑顔", 0, @"「Come again!」", 1 RETURN -1 ENDIF IF RESULT == 2 ITEM:ヤツメ串 ++ MONEY:2 -= 5 CALL SPTALK, [[ミスティア]], "笑顔", 0, @"「Please eat it before it gets cold!」", 1 SOURCE:歓楽 += 200 TFLAG:98 = 1 TIME += 5 RETURN 1 ENDIF IF RESULT == 3 IF PREV_DAY == DAY CALL SPTALK, [[ミスティア]], "通常", 0, @"「Unfortunately, I'm all out of special sake for today. Come see me next time if you want more!」", 1 RETURN -1 ENDIF CALL SPTALK, [[ミスティア]], "笑顔", 0, @"「Fufu~n, you want some sake? ...Right now, I've got some really good one.」/「This here is called sparrow sake, the legendary sake made by sparrows~」/「It's a homage to our sparrow ancestors~ Do you want some?」", 1 KAKAKU:2 = 100 * 同行人数カウント CALL ASK_M("Have it (100CM per person)",MONEY:2 >= KAKAKU:2, "Too expensive...", 1) IF RESULT == 0 PREV_DAY = DAY RESULT = 2 ATSUKAN = 2 PRINTFORMDL You spend a while drinking this special sake... PRINTFORMDL You feel rejuvenated and uplifted, to the point you can hardly contain the urge to start dancing wildly! ELSE CALL SPTALK, [[ミスティア]], "通常", 0, @"「Well, it takes time and effort to make one after all...」", 1 WAIT CALL SPTALK, [[ミスティア]], "笑顔", 0, @"「But please make sure to enjoy our normal assortment of goods, I always keep them affordable~!」", 1 RETURN -1 ENDIF ENDIF MONEY:2 -= KAKAKU:RESULT KAIKEI = KAKAKU:RESULT SIF RESULT == 1 OOMORI = 1 IF MONEY:2 >= 2 * 飲酒可能人数 && RESULT != 2 CALL SPTALK, [[ミスティア]], "通常", 0, @"「Would you also like some warm sake at 2 Charisma per person?」", 1 PRINTFORML (Increases ENE and DRUNK) CALL ASK_YN IF !RESULT ATSUKAN = 1 KAIKEI += 2 * 飲酒可能人数 MONEY:2 -= 2 * 飲酒可能人数 ENDIF ENDIF ;信頼 TFLAG:98 += 3 ;同行中全員で回す FOR LOCAL,0,CHARANUM SIF !CFLAG:LOCAL:同行 && LOCAL CONTINUE SIF !TIME_PROGRESS(TCVAR:LOCAL:空腹時刻) CONTINUE CALL ADD_EAT_YATSUME(LOCAL,OOMORI,ATSUKAN) NEXT SOURCE:歓楽 += KAIKEI * 100 IF ATSUKAN == 2 PRINTFORMDL You realize you spent a total of {KAIKEI} Charisma... This better be worth it. CALL SPTALK, [[ミスティア]], "笑顔", 0, @"「Hehe~, come again!」", 1 ELSE CALL SPTALK, [[ミスティア]], "笑顔", 0, @"「That will be a total of {KAIKEI} Charisma.」/「Please come again!」", 1 ENDIF ;time passage is already set in EAT_YATSUME ;TIME += 30 @ADD_EAT_YATSUME(対象,ARG,ARG:1) #DIM 回復前体力 #DIM 回復前気力 #DIM 回復前精力 #DIM 回復後体力 #DIM 回復後気力 #DIM 回復後精力 #DIM 対象 回復前体力 = BASE:対象:体力 回復前気力 = BASE:対象:気力 回復前精力 = BASE:対象:精力 ;sparrow sake skip IF ARG:1 == 2 ;大盛りの場合 ELSEIF ARG == 1 CALL 満腹度上昇(対象,"主食") CALL RECOVER_PERMIL(対象,100,"体力", 0, " ") CALL RECOVER_PERMIL(対象,200,"気力", 0, " ") CALL RECOVER_PERMIL(対象,100,"精力", 0, " ") ELSE CALL 満腹度上昇(対象,"軽食") CALL RECOVER_PERMIL(対象,50,"体力", 0, " ") CALL RECOVER_PERMIL(対象,100,"気力", 0, " ") CALL RECOVER_PERMIL(対象,50,"精力", 0, " ") ENDIF IF 対象 ;固定で獲得するソース SOURCE:対象:歓楽 = 1000 SOURCE:対象:情愛 = 300 ;ABL:欲望をみる IF ABL:対象:欲望 <= 1 SOURCE:対象:歓楽 += (ABL:対象:欲望 * 60) ELSEIF ABL:対象:欲望 <= 3 SOURCE:対象:歓楽 += 400 + (ABL:対象:欲望 * 60) ELSEIF ABL:対象:欲望 <= 5 SOURCE:対象:歓楽 += 800 + (ABL:対象:欲望 * 60) ELSEIF ABL:対象:欲望 <= 8 SOURCE:対象:歓楽 += 1000 + (ABL:対象:欲望 * 75) ELSEIF ABL:対象:欲望 <= 11 SOURCE:対象:歓楽 += 1700 + (ABL:対象:欲望 * 75) ELSE SOURCE:対象:歓楽 += 2500 + (ABL:対象:欲望 * 35) ENDIF ;ABL:対象:奉仕精神をみる IF ABL:対象:奉仕精神 <= 1 SOURCE:対象:情愛 += (ABL:対象:奉仕精神 * 30) ELSEIF ABL:対象:奉仕精神 <= 3 SOURCE:対象:情愛 += 200 + (ABL:対象:奉仕精神 * 30) ELSEIF ABL:対象:奉仕精神 <= 5 SOURCE:対象:情愛 += 500 + (ABL:対象:奉仕精神 * 30) ELSEIF ABL:対象:奉仕精神 <= 8 SOURCE:対象:情愛 += 700 + (ABL:対象:奉仕精神 * 45) ELSEIF ABL:対象:奉仕精神 <= 11 SOURCE:対象:情愛 += 1200 + (ABL:対象:奉仕精神 * 45) ELSE SOURCE:対象:情愛 += 1800 + (ABL:対象:奉仕精神 * 20) ENDIF ;好感度をみる IF CFLAG:対象:2 <= 500 SOURCE:対象:歓楽 += CFLAG:対象:2 ELSEIF CFLAG:対象:2 <= 5000 SOURCE:対象:歓楽 += 750 + (CFLAG:対象:2 - 500) / 3 ELSE SOURCE:対象:歓楽 += 2000 + (CFLAG:対象:2 - 5000) / 4 ENDIF SIF SOURCE:対象:歓楽 < 0 SOURCE:対象:歓楽 = 0 SOURCE:対象:受動 = 200 + 110 * ABL:対象:従順 SOURCE:対象:征服 = 200 + 110 * ABL:対象:サドっ気 SIF TALENT:健啖 TIMES SOURCE:対象:歓楽 , 1.50 ENDIF ;sparrow sake IF ARG:1 == 2 && CAN_DRINK(対象) TIMES SOURCE:対象:歓楽 , 2.00 CALL RECOVER_PERMIL(対象,50, "体力", 0, " ") CALL RECOVER_PERMIL(対象,250,"気力", 0, " ") CALL RECOVER_PERMIL(対象,150,"精力", 0, " ") SIF 対象 != MASTER CALL KIGEN_CHANGE(対象,100,1) CALL DRUNKEN(対象,53) CALL BUFF_BASE(対象, BASE_体力, 250, 1) CALL BUFF_BASE(対象, BASE_気力, 500, 1) CALL BUFF_BASE(対象, BASE_精力, 300, 1) ;熱燗頼んだ場合 ELSEIF ARG:1 && CAN_DRINK(対象) TIMES SOURCE:対象:歓楽 , 1.10 CALL RECOVER_PERMIL(対象,50,"気力", 0, " ") SIF 対象 != MASTER CALL KIGEN_CHANGE(対象,50,1) CALL DRUNKEN(対象,52) ENDIF 回復後体力 = BASE:対象:体力 回復後気力 = BASE:対象:気力 回復後精力 = BASE:対象:精力 PRINTFORMW TIME += 20 SIF ARG == 1 TIME += 10 ;decide if you want to move together with the 2hu when they go to work @Add_Move_Job(ARG) IF CAN_HELP_JOB(ARG) PRINTFORML %CALLNAME:ARG% asks whether you would like to tag along. CALL KOJO_MESSAGE_SEND("EVENT",13,ARG,97,0) CALL ASK_YN IF !RESULT ;remove all "stragglers" FOR LOCAL, 1, GET_TARGETNUM() + 1 SIF CFLAG:(TARGET:LOCAL):同行 CFLAG:(TARGET:LOCAL):同行 = 0 ;相合い傘もなくなる TEQUIP:(TARGET:LOCAL):201 = 0 NEXT CFLAG:MASTER:同行 = 0 CALL KOJO_MESSAGE_SEND("EVENT",13,ARG,98,0) PRINTFORMW Before you know it, you get transported together with %CALLNAME:ARG% to a new location! CFLAG:MASTER:現在位置 = CFLAG:ARG:職場 CFLAG:MASTER:デート中 = GET_MAPID(CFLAG:ARG:職場) ELSE CALL KOJO_MESSAGE_SEND("EVENT",13,ARG,99,0) ENDIF ENDIF nMoveAsked = 1 ;based on Follow command + some Date checks @CAN_HELP_JOB(CHARA) #FUNCTION #DIM CHARA SIF nMoveAsked RETURNF 0 SIF CHARA == MASTER RETURNF 0 SIF CFLAG:MASTER:イタズラ || CFLAG:MASTER:うふふ ;during sex RETURNF 0 SIF FLAG:70 ;tsp RETURNF 0 SIF BASE:MASTER:気力 < 500 ;tired RETURNF 0 SIF NEMUKE() >= 720 ;sleepy RETURNF 0 SIF TCVAR:CHARA:手伝えない == 1 ;must be able to help RETURNF 0 SIF CFLAG:CHARA:ブチギレ ;no pissed off characters RETURNF 0 SIF FLAG:デート相手 != CHARA && FLAG:デート相手 != 0 ;no dating at the moment RETURNF 0 SIF CFLAG:CHARA:負け犬 ;for generics? RETURNF 0 SIF !SHIRAHU(CHARA) ;any abnormal status RETURNF 0 SIF CFLAG:CHARA:態度 > 0 && CFLAG:CHARA:睡眠 == 0 ;accompany-able RETURNF 1 SIF (TALENT:CHARA:思慕 + TALENT:CHARA:恋慕 + TALENT:CHARA:愛欲) ;accompany-able RETURNF 1 @Add_Move_Follow(ARG) IF CAN_MOVE_FOLLOW(ARG) == 2 PRINTFORML %CALLNAME:ARG% asks whether you would like to tag along. CALL KOJO_MESSAGE_SEND("EVENT",1,ARG,97,0) CALL ASK_YN IF !RESULT ;remove all "stragglers" FOR LOCAL, 1, GET_TARGETNUM() + 1 SIF CFLAG:(TARGET:LOCAL):同行 CFLAG:(TARGET:LOCAL):同行 = 0 ;相合い傘もなくなる TEQUIP:(TARGET:LOCAL):201 = 0 NEXT CFLAG:MASTER:同行 = 0 CALL KOJO_MESSAGE_SEND("EVENT",1,ARG,98,0) PRINTFORMW Before you know it, you get transported together with %CALLNAME:ARG% to a new location! CFLAG:MASTER:現在位置 = CFLAG:ARG:現在位置 CFLAG:MASTER:デート中 = GET_MAPID(CFLAG:ARG:現在位置) ELSE CALL KOJO_MESSAGE_SEND("EVENT",1,ARG,99,0) ENDIF ELSEIF CAN_MOVE_FOLLOW(ARG) == 1 PRINTFORML Would you like to follow after %HIM_HER(ARG)%? CALL ASK_YN IF !RESULT ;remove all "stragglers" FOR LOCAL, 1, GET_TARGETNUM() + 1 SIF CFLAG:(TARGET:LOCAL):同行 CFLAG:(TARGET:LOCAL):同行 = 0 ;相合い傘もなくなる TEQUIP:(TARGET:LOCAL):201 = 0 NEXT CFLAG:MASTER:同行 = 0 PRINTFORML You follow shortly after %CALLNAME:ARG%, who is going towards %GET_MAPNAME(GET_MAPID(CFLAG:ARG:現在位置))%. PRINTFORML You keep your distance somewhat, hoping %HE_SHE(ARG)% won't notice you. PRINTFORMW Somehow you end up arriving there without any time passing at all. CFLAG:MASTER:現在位置 = CFLAG:ARG:現在位置 CFLAG:MASTER:デート中 = GET_MAPID(CFLAG:ARG:現在位置) ENDIF ENDIF nMoveAsked = 1 @CAN_MOVE_FOLLOW(CHARA) #FUNCTION #DIM CHARA SIF nMoveAsked RETURNF 0 SIF CHARA == MASTER RETURNF 0 SIF CFLAG:MASTER:イタズラ || CFLAG:MASTER:うふふ ;during sex RETURNF 0 SIF FLAG:70 ;tsp RETURNF 0 SIF BASE:MASTER:気力 < 500 ;tired RETURNF 0 SIF NEMUKE() >= 720 ;sleepy RETURNF 0 SIF CFLAG:CHARA:現在位置 == SUKIMA() ;end location must exist RETURNF 0 SIF CFLAG:CHARA:ブチギレ ;no pissed off characters RETURNF 0 SIF FLAG:デート相手 != CHARA && FLAG:デート相手 != 0 ;no dating at the moment RETURNF 0 SIF !SHIRAHU(CHARA) ;any abnormal status RETURNF 0 SIF CFLAG:CHARA:態度 > 0 && CFLAG:CHARA:睡眠 == 0 ;accompany-able RETURNF 2 SIF (TALENT:CHARA:思慕 + TALENT:CHARA:恋慕 + TALENT:CHARA:愛欲) ;accompany-able RETURNF 2 RETURNF 1 ;based on old feature for book reading, added back @Add_SexED() IF TFLAG:194 == 2 PRINTFORML Seems like %CALLNAME:TARGET% is paying attention. Would you like to educate her on sexual matters? CALL ASK_YN IF RESULT TFLAG:194 = 0 RETURN 0 ENDIF PRINTFORML %BREAKENG(@"Up until now, the book that showed how men and women join their bodies together only made %CALLNAME:TARGET% tilt %HIS_HER(TARGET)% head in marvel.")% ;性的経験ありの場合(めんどくさいから、自慰も無自覚も睡姦も全部含めちゃる(そもそも、教養2以上かつMASTERの教養3以上の時点でそれなりに時間経ってる筈(てか教養Lv1で無知取れても良いんじゃね? とは思わないでもないけど、学習経験5で取れる時点で、(性的)無知は取れなくても仕方ないよねと思ったりも FOR LOCAL,0,66 SIF CSVEXP(TARGET,LOCAL) != EXP:TARGET:LOCAL LOCAL:1 ++ NEXT IF LOCAL:1 PRINTFORML %BREAKENG(@"It certainly feels good to do that %HIMSELF_HERSELF(TARGET)%, but %HE_SHE(TARGET)%'s starting to raise questions about the purpose of such acts.")% ELSE PRINTFORML %HE_SHE(TARGET,1)%'s wondering what the fun is in doing this, asking with natural curiosity. ENDIF IF LOCAL:1 && (EXP:調教自慰経験 || EXP:自慰経験 < (EXP:C経験 + EXP:V経験 + EXP:A経験 + EXP:B経験 + EXP:M経験)) PRINTFORML %BREAKENG(@"You properly instill in %HIM_HER(TARGET)% the meaning and purpose of sexual acts, despite some twinge of guilt considering that you've done to %HIM_HER(TARGET)%.")% IF !TALENT:思慕 && !TALENT:恋慕 && !TALENT:恋人 && !TALENT:セフレ && !TALENT:愛欲 PRINTFORML %CALLNAME:TARGET% glares at you with a look full of shock and contempt. CALL CHANGE_CFLAG(2, TARGET, -100) CALL CHANGE_CFLAG(4, TARGET, -100) ELSE PRINTFORML %BREAKENG(@"%HE_SHE(TARGET,1)% sighs in exasperation, but then smiles, thinking it was okay because if it feels good then it must be a great thing after all.")% ENDIF ELSEIF LOCAL:1 PRINTFORML Trying to be as accurate as possible, you properly instill in %HIM_HER(TARGET)% the meaning and purpose of sexual acts. IF !TALENT:思慕 && !TALENT:恋慕 && !TALENT:恋人 && !TALENT:セフレ && !TALENT:愛欲 PRINTFORML For some reason, %CALLNAME:TARGET% is turning deep red in the face. ELSE PRINTFORML %BREAKENG(@"While blushing, %CALLNAME:TARGET% lets out a sight, realizing that masturbation alone won't give %HIM_HER(TARGET)% any babies.")% ENDIF ELSE PRINTFORML You properly instill in %HIM_HER(TARGET)% the meaning and purpose of sexual acts in great detail. PRINTFORML %CALLNAME:TARGET% listens very carefully with a look of admiration for your superior knowledge. ENDIF PRINTFORML PRINTFORML PRINTFORML CALL COLORMESSAGE(@"%CALLNAME:TARGET% is no longer [Ignorant]!",C_ORANGE,2,1) TALENT:無知 = 0 TIME += 60 ;takes another hour ENDIF @Add_SexED_Hint() IF TALENT:無知 && TFLAG:194 != 2 IF !INRANGE(TFLAG:193, 6, 8) ;if reading a wrong book PRINTFORML ...You have a feeling you would be able to educate %CALLNAME:TARGET% on sexual matters if you used raunchier selection of books. ELSEIF ABL:教養 < 2 ;not educated enough PRINTFORML ...On the second thought, perhaps %CALLNAME:TARGET% is a little underprepared in terms of knowledge at the moment to grasp such concepts. ELSEIF ABL:教養 >= ABL:MASTER:教養 ;too smart, won't listen PRINTFORML ...You doubt %CALLNAME:TARGET% will be willing to listen to someone undereducated than %HIM_HER(TARGET)%. ELSE ;random PRINTFORML ...Perhaps the opportunity to educate %CALLNAME:TARGET% will present itself if you try a little bit more. ENDIF ENDIF ;custom kojo call for specified com @COM_KOJO_CALL(ARG, ARG:1, ARGS = "COM") SIF FLAG:6 <= 0 || cBannedDialogue:(ARG):0 RETURN 0 RESULT = 0 RESULTS = ;口上の存在判定 and RESULTSに文字列代入 IF CFLAG:ARG:口上セレクタ TRYCALLFORM M_KOJO_K{NO:ARG}_{CFLAG:ARG:口上セレクタ} ELSE TRYCALLFORM M_KOJO_K{NO:ARG} ENDIF SIF !RESULT RETURN 0 SIF FLAG:口上色 CALL SET_KOJO_COLOR() ;custom tweak, set color here because not all actions show TRAIN_MESSAGE from dialogue TRYCCALLFORM M_KOJO%RESULTS%_MESSAGE_%ARGS%_K{NO:ARG}_{ARG:1} CATCH ;埋めていないところは汎用的な処理が可能 RESULT = 0 TRYCALLFORM M_KOJO%RESULTS%_MESSAGE_COM_K{NO:ARG}_00 IF !RESULT RESETCOLOR RETURN 0 ENDIF ENDCATCH RESETCOLOR RETURN 1 @Add_TiredBitchesGotoSleep FOR LOCAL, 1, CHARANUM SIF TARGET == LOCAL ;skip the current target, already processed by the main function CONTINUE ;if meetable + exhausted + not already asleep IF CAN_MEET(LOCAL) && BASE:LOCAL:体力 < 500 && !TCVAR:LOCAL:休憩中 && !FLAG:70 ;tsp method not needed? IF CFLAG:MASTER:現在位置 != OMANEKIBEYA() SIF !CFLAG:LOCAL:衰弱 CFLAG:LOCAL:衰弱 = 360 IF CAN_SEE(LOCAL) || CFLAG:LOCAL:デート中 == MAIN_MAP ;show message only when nearby PRINTFORMW (It appears that %CALLNAME:LOCAL%'s strength neared its limit) ELSE ;debug ;#; PRINTFORMW %CALLNAME:LOCAL% is tired and goes back to spawn area (STA - {BASE:LOCAL:体力}) ENDIF ;CALL CHARA_SLEEP, LOCAL, 1 CALL 拠点から帰る(LOCAL) ;skip sleep function mumbo jumbo and just send them straight to bed ;FOR LOCAL,0,CHARANUM CALL ENDUFUFU(LOCAL) CALL SET_PRANK(0,LOCAL,1) ;SIF LOCAL CFLAG:LOCAL:デート中 = MAIN_MAP CFLAG:LOCAL:同行 = 0 TCVAR:LOCAL:休憩中 = 1 SIF CAN_SEE(LOCAL) CALL KOJO_MESSAGE_SEND("EVENT", 3, LOCAL, 1, 0) ;NEXT ;FLAG:デート相手 = 0 ;TFLAG:デート前好感度 = 0 ;TFLAG:106 = 0 ENDIF ENDIF NEXT @Add_Vig_Check #DIM 変動値 ;code by AK_Spectre IF SUMARRAY(BONUS_4_ABLE, 2, 13) + BONUS_4_ABLE:14 >= 10 CALL COLORMESSAGE("Maximum STA and ENE have temporarily increased, with a small permanent increase as a bonus for impregnating 10 races!",C_YELLOW,2,1) MAXBASE:MASTER:体力 += MAXBASE:MASTER:体力/200 MAXBASE:MASTER:気力 += MAXBASE:MASTER:気力/200 ELSE CALL COLORMESSAGE("Maximum TSP and ENE have temporarily increased!",C_YELLOW,2,1) ENDIF IF nVigIncrease < 5000 IF FLAG:獲得パンツ種数 >= 2000 CALL COLORMESSAGE("Maximum VIG has also increased by a small potion permanently!",C_YELLOW,2,1) LOCAL = MAXBASE:MASTER:精力/50 ELSE CALL COLORMESSAGE("Maximum VIG has also increased by a tiny bit permanently!",C_YELLOW,2,1) LOCAL = MAXBASE:MASTER:精力/1000 ENDIF nVigIncrease += LOCAL MAXBASE:MASTER:精力 += LOCAL ENDIF 変動値 = MIN(MAXBASE:MASTER:気力 / 10, 300) CALL BUFF_BASE(MASTER,BASE_気力,変動値) 変動値 = MIN(MAXBASE:MASTER:TSP / 2, 500) CALL BUFF_BASE(MASTER,BASE_TSP,変動値) @EVENTTRAIN ;when starting the day nSexDone = 0 nVigCheck = 0 ;from LIG @Add_VigRecovery(ARG) ;絶倫 SIF TALENT:ARG:絶倫 && HAS_PENIS(ARG) && MAXBASE:ARG:精力 != 0 && BASE:ARG:精力 > 0 BASE:ARG:精力 += RAND:(MAXBASE:ARG:精力 / 300) + 1 ;精力回復 IF ARG != MASTER && BASE:MASTER:気力 > MAXBASE:MASTER:気力 / 2 && CFLAG:MASTER:現在位置 == CFLAG:ARG:現在位置 SIF RAND:15 == 0 BASE:MASTER:精力 ++ SIF TALENT:ARG:謎の魅力 && RAND:20 == 0 BASE:MASTER:精力 += 1 SIF TALENT:ARG:人気 && RAND:20 == 0 BASE:MASTER:精力 += 1 SIF TALENT:ARG:恋慕 && RAND:20 == 0 BASE:MASTER:精力 += 1 SIF TALENT:ARG:恋人 && RAND:15 == 0 BASE:MASTER:精力 += 1 SIF TALENT:ARG:容姿 && RAND:10 == 0 BASE:MASTER:精力 += 1 ;SIF TALENT:ARG:妻 && RAND:10 == 0 ; BASE:MASTER:精力 += 1 ;SIF TALENT:ARG:幼馴染 && RAND:10 == 0 ; BASE:MASTER:精力 += 1 ;SIF TALENT:ARG:運命の人 && RAND:5 == 0 ; BASE:MASTER:精力 += 1 ; IF TCVAR:MASTER:精力剤ハイパー == 1 ; IF CFLAG:ARG:うふふ ; BASE:MASTER:精力 += 5 ; ELSE ; BASE:MASTER:精力 += 3 ; ENDIF ; ENDIF ENDIF ;龍印香炉の回復 ; IF FLAG:龍印香炉購入済み == 1 && NOWPLACE(CFLAG:ARG:現在位置) == 99 ; BASE:ARG:体力 += RAND:(MAXBASE:ARG:体力 / 80) + 1 ; BASE:ARG:気力 += RAND:(MAXBASE:ARG:気力 / 120) + 1 ; ENDIF @Add_ExtraBonus(ARG) FONTBOLD SETCOLOR COLOR("PASTEL-GREEN") ;Giving an unmatched talent after ejaculating a lot IF TALENT:ARG:絶倫 == 0 && EXP:ARG:射精経験 >= 1000 && HAS_PENIS(ARG) PRINTFORML After ejaculating so much, %HIS_HER(ARG)% body had to adapt... PRINTFORMW %CALLNAME:ARG% became【Unmatched】! TALENT:ARG:絶倫 = 1 PRINTFORMW VIG has increased by 300! MAXBASE:ARG:精力 += 300 ;Increasing maximum erection for those who has 絶倫 talent to maintain erection longer MAXBASE:ARG:勃起 *= 2 PRINTFORMW %CALLNAME:ARG% is now able to maintain %HIS_HER(ARG)% erection longer! ENDIF ;Recovery speed IF TALENT:ARG:回復速度 < 1 && MAXBASE:ARG:体力 >= 4000 && MAXBASE:ARG:気力 >= 3000 PRINTFORML Such a massive amount of stamina and energy causes %HIS_HER(ARG)% body to adapt and learn how to recover more quickly. PRINTFORMW %NAME:ARG% obtained【Fast Recovery】! TALENT:ARG:回復速度 = 1 ENDIF RESETCOLOR FONTREGULAR @Add_PantySense #DIM P_ID PRINTFORML You stick out your nose and begin sensing the area... CALL SINGLE_EMPTY_LINE() LOCAL:9 = LINECOUNT FOR LOCAL, 1, CHARANUM IF GET_MAPID(CFLAG:LOCAL:現在位置) == GET_MAPID(CFLAG:MASTER:現在位置) && CFLAG:LOCAL:現在位置 != SUKIMA() && CAN_MEET(LOCAL) P_ID = CFLAG:LOCAL:睡眠 ? CFLAG:LOCAL:パジャマパンツ # CFLAG:LOCAL:きょうのぱんつ SIF P_ID > 0 && CFLAG:LOCAL:(P_ID + パンツ管理) == 0 CALL COLORMESSAGE(@"%CALLNAME:LOCAL% is wearing %PANTSNAME(P_ID, LOCAL, 1)% today!",C_YELLOW, 1, 1) ENDIF NEXT SIF LOCAL:9 == LINECOUNT PRINTFORML ...No dice. WAIT @Add_GodPrayer(ARG) SELECTCASE ARG CASE 22 ;from KR version PRINTL Who? DRAWLINE FOR LOCAL, 1, CHARANUM SIF TALENT:LOCAL:恋人 && !CFLAG:LOCAL:出禁 PRINTFORMLC [{LOCAL}] %CALLNAME:LOCAL, 15, LEFT% NEXT PRINTL DRAWLINE PRINTL [999] - Never mind INPUT IF RESULT >= 1 && RESULT <= CHARANUM && TALENT:RESULT:恋人 LOCAL = RESULT LOCAL:9 = LINECOUNT $INPUT_LOOP2 SIF LINECOUNT - LOCAL:9 > 0 CLEARLINE LINECOUNT - LOCAL:9 PRINTFORML [1] - C Sense \@TALENT:LOCAL:C感度? - [%GET_TALENTNAME_TR(101, TALENT:LOCAL:C感度)%] # \@ PRINTFORML [2] - V Sense \@TALENT:LOCAL:V感度? - [%GET_TALENTNAME_TR(102, TALENT:LOCAL:V感度)%] # \@ PRINTFORML [3] - A Sense \@TALENT:LOCAL:A感度? - [%GET_TALENTNAME_TR(103, TALENT:LOCAL:A感度)%] # \@ PRINTFORML [4] - B Sense \@TALENT:LOCAL:B感度? - [%GET_TALENTNAME_TR(104, TALENT:LOCAL:B感度)%] # \@ PRINTFORML [5] - M Sense \@TALENT:LOCAL:M感度? - [%GET_TALENTNAME_TR(106, TALENT:LOCAL:M感度)%] # \@ PRINTL [999] - Never mind INPUT SELECTCASE RESULT CASE 1,2,3,4 IF TALENT:LOCAL:(100+RESULT)>=1 PRINTW It's already sensitive enough. GOTO INPUT_LOOP2 ELSE CALL IKENIE(LOCAL, 8+RESULT) ENDIF CASE 5 IF TALENT:LOCAL:M感度>=1 PRINTW It's already sensitive enough. GOTO INPUT_LOOP2 ELSE CALL IKENIE(LOCAL, 13) ENDIF CASE 999 RETURN -1 ENDSELECT ELSE RETURN -1 ENDIF CASE 31 ;from KR version PRINTL Who? DRAWLINE FOR LOCAL, 1, CHARANUM SIF CFLAG:LOCAL:弱み握り && !CFLAG:LOCAL:出禁; && !TALENT:LOCAL:사망 (dead lmao) PRINTFORMLC [{LOCAL}] %CALLNAME:LOCAL, 15, LEFT% NEXT PRINTL DRAWLINE PRINTL [999] - Never mind INPUT IF RESULT >= 1 && RESULT <= CHARANUM && CFLAG:RESULT:弱み握り CALL IKENIE(RESULT, 14) ELSE RETURN -1 ENDIF ENDSELECT @Add_GodPrayerEffect(ARG, ARG:1) SELECTCASE ARG:1 CASE 9,10,11,12 TALENT:ARG:((ARG:1)-8+100)++ CASE 13 TALENT:ARG:M感度++ CASE 14 CFLAG:ARG:弱み握り = 0 ENDSELECT @Add_Mob_Oni_Message SELECTCASE RAND:4 CASE 0 PRINTFORML Most oni are preoccupied with drinking rather than paying attention to what you're doing right now... CASE 1 PRINTFORML Looks like no one is objecting. Perhaps this is the norm among the oni...? CASE 2 PRINTFORML Some oni leer and cheer, seeing you and your partner getting intimate with each other... CASE 3 PRINTFORML Most oni seem to be either too drunk, or just don't care enough to get in the way... ENDSELECT @Add_Ban_Dialogue #DIM nLineCnt_Head #DIM nBannedCount nLineCnt_Head = LINECOUNT REDRAW 0 DO SIF LINECOUNT - nLineCnt_Head > 0 CLEARLINE LINECOUNT - nLineCnt_Head nBannedCount = 0 FOR LOCAL, 1, CHARANUM SIF cBannedDialogue:LOCAL:0 nBannedCount ++ NEXT PRINTL  Characters with disabled dialogue will stay mute no matter what dialogue was chosen for them, automatic moans still apply. (Characters with a * have dialog) DRAWLINE SIF FLAG:並び替え CALL CHARASORT_EX FOR LOCAL:1, 1, EX_CHARANUM IF FLAG:並び替え LOCAL = RESULT:(LOCAL:1) SIF LOCAL < 0 CONTINUE ELSE LOCAL = LOCAL:1 SIF LOCAL >= CHARANUM BREAK ENDIF SIF cBannedDialogue:LOCAL:0 SETCOLOR C_D_RED RESULT = 0 TRYCALLFORM M_KOJO_K{NO:LOCAL} PRINTFORMLC [{LOCAL, 3}] \@ RESULT ? * # \@%CALLNAME:LOCAL% RESETCOLOR NEXT PRINTL   DRAWLINE PRINTFORML [999] Finish (Disabled: %PRINT_PLUR("Character", nBannedCount)%) [998] Reset $LOOP INPUT IF RESULT >= 1 && RESULT <= CHARANUM cBannedDialogue:RESULT:0 = !cBannedDialogue:RESULT:0 ELSEIF RESULT == 999 PRINTW Configuration has been completed. BREAK ELSEIF RESULT == 998 FOR LOCAL,1,CHARANUM cBannedDialogue:LOCAL:0 = 0 NEXT ENDIF LOOP 1 @Add_PhysImprov(ARG, BAD_WEATHER) #DIM BAD_WEATHER SELECTCASE BAD_WEATHER CASE 0 MAXBASE:ARG:体力 += RAND:6 + RAND:6 MAXBASE:MASTER:体力 += RAND:4 + RAND:4 CASE 1 ;bad weather MAXBASE:ARG:体力 += RAND:6 + RAND:6 + RAND:6 MAXBASE:ARG:気力 += RAND:6 + RAND:6 + RAND:6 MAXBASE:MASTER:体力 += RAND:4 + RAND:4 + RAND:4 MAXBASE:MASTER:気力 += RAND:4 + RAND:4 + RAND:4 CASE 2, 3 ;harsh weather MAXBASE:ARG:体力 += RAND:11 + RAND:11 + RAND:11 MAXBASE:ARG:気力 += RAND:11 + RAND:11 + RAND:11 MAXBASE:MASTER:体力 += RAND:5 + RAND:5 + RAND:3 MAXBASE:MASTER:気力 += RAND:5 + RAND:5 + RAND:3 ENDSELECT @Add_Casino_Escape(ARG) LOCAL:9 = LINECOUNT LOCAL = RAND(1000000) + 1000 PRINTFORML PRINTFORML ......... PRINTFORML ...... PRINTFORML ... WHILE RESULT != LOCAL PRINTFORML 「Well, have you calmed down yet?」 PRINTFORMD [{LOCAL}] I'm calm INPUT SIF RESULT != LOCAL CLEARLINE 3 WEND LOCAL = RAND(1000000) + 1000 WHILE RESULT != LOCAL PRINTFORML 「Very good! Is there anything I can help you with?」 PRINTFORMD [{LOCAL}] Puh-Pleaaaaseee... Let me go! Let me go let me go let me go!!! INPUT SIF RESULT != LOCAL CLEARLINE 3 WEND PRINTFORMW 「Very well. We aren't so cruel as to let you rot here for all eternity.」 PRINTFORMW 「Let's see... You may persuade me into telling you the code if you relinquish half of your Charisma earnings.」 PRINTFORMW 「It is chiefly your fault that you got yourself stuck like this, dear customer.」 PRINTFORMW 「Your only other choice is to stay here and lose everything. Well, what will it be?」 LOCAL = MULTIPLY(MONEY:2, 50) PRINTFORML CALL ASK_YN(@"Relinquish {LOCAL} Charisma", "I refuse!!!") IF RESULT PRINTFORMW 「That's very unfortunate, dear customer.」 PRINTFORMW 「Well, by all means, make yourself comfortable because this shall be your new home. Or grave, whichever you prefer.」 CALL COLORMESSAGE("「Fufufu...」", C_RED, 2, 1) ELSE CALL LOST_MONEY_CM(LOCAL, 2) IF LOCAL <= 10 PRINTFORMW 「Eeh? Dear customer, you didn't have anything to begin with!」 PRINTFORMW 「Fu... fufufu! Now I feel bad for bullying you so much!」 PRINTFORMW 「Please, take this as a consolation prize. Better luck next time!」 CALL GET_MONEY_CM(100, 2) PRINTFORML ENDIF PRINTFORMW 「All right... Now, listen very carefully, okay?」 PRINTFORMW 「I will not repeat it again, so make sure you memorize it.」 PRINTFORMW 「The code is...」 CALL COLORMESSAGE(@"{ARG}", C_YELLOW, 2, 1) CLEARLINE 1 PRINTFORMW 「And there we have it, dear customer. You are free to leave once you tell me the code.」 PRINTFORMW 「Now please, say it!」 ENDIF CLEARLINE LINECOUNT - LOCAL:9 @EVENTTRAIN #PRI FLAG:自室施錠 = 0 ;from KR version, reset locked door status ;------------------------------- ;Custom config section ;------------------------------- @CUSTOM_OPTION_5 PRINTFORML [ 5] - Show [Facial] images for the current target only:\@ nCloseAndPersonal ? Yes # No \@ @CUSTOM_OPTION_RESULT_5 nCloseAndPersonal = !nCloseAndPersonal