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<<nobr>>
<<audio ":intro" fadeout>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<<if $player.storyHome != 0>>
<img src="images/familyhome/foyer.jpg">
<</if>>
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<div id="location">
<<set $loc = "Foyer">>
<<display Location>>
</div>
<<if $player.storyHome == 0 or
($player.storyHome == 11 and $game.time >= 3) or
($player.storyHome == 14 and $game.time == 3)>> /*Block exits if important story event */
<<else>>
<div id="storyexits">
<exits>
<h4 class="noshadow">Exits</h4>
[[Head Upstairs|fhUpstairsHallway][$game.timeProgress += 2]]<br>
[[Enter the Dining Room|fhDiningRoom][$game.timeProgress += 1]]<br>
<<if $player.storyHome >=2>>[[Grandfather's Study|fhStudy][$game.timeProgress += 1]]
<<if $player.storyHome == 10>>Grandfather calls you to come in.<</if>><br><</if>>
<<if $player.storyHome >= 4>>[[The Library|fhLibrary][$game.timeProgress += 1]]<br><</if>>
[[Exit the House|fhDriveway][$game.timeProgress += 2]]<br>
</exits>
</div>
<</if>>
<div id="storyactions">
</div>
<div id="storytext">
/*Check if this is the first time entering the family home.*/
<<if $player.storyHome == 0>>
<<display firstVisit>>
<<elseif $player.storyHome == 11 and $game.time >= 3>>
<<display auntsArrival>>
<<elseif $player.storyHome == 14 and $game.time == 3>>
<<if $storycounter == 0>><<set $storycounter = 1>>
<<link "Your sister is stood near the main door.">>
<<replace #storypic>>
<</replace>>
<<replace #storytext>>
<<display "firstPickup">>
<</replace>>
<</link>>
<</if>>
<<else>>
<p>
The main entrance to the mansion. A welcoming sight.
</p>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/study.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Study">>
<<display Location>>
<div id="storyexits">
<<if $player.storyHome != 2 and $player.storyHome != 10 and $player.storyHome != 13>> /*Block exits if important story event */
<exits>
<h4>Exits</h4>
[[To the Foyer|fhFoyer][$game.timeProgress += 1]]<br>
</exits>
<</if>>
</div>
<div id="storyactions">
</div>
<div id="storytext">
<<if $player.storyHome == 2>>
<<display "firstLesson">>
<<elseif $player.storyHome == 6>>
<<link "Grandfather looks ready to continue your lessons.">>
<<set $storycounter = 1>>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/grandfather/study.jpg">
<</replace>>
<<replace #storytext>>
<<display "secondLesson">>
<</replace>>
<</link>>
<<elseif $player.storyHome == 10>>
<<link "Grandfather smiles as you enter.">>
<<set $storycounter = 1>>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/grandfather/study.jpg">
<</replace>>
<<replace #storytext>>
<<display "preAwakening">>
<</replace>>
<</link>>
<<elseif $player.storyHome == 13>>
<<link "Grandfather smiles as you enter.">>
<<set $storycounter = 1>>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/grandfather/study.jpg">
<</replace>>
<<replace #storytext>>
<<display "renaming">>
<</replace>>
<</link>>
<<elseif $sister.storyHome >= 5 and $player.storyHome == 18>>
<<link "Grandfather beckons you over.">>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/grandfather/study.jpg">
<</replace>>
<<replace #storytext>>
<<set $storycounter = 1>>
<<display "ready">>
<</replace>>
<</link>>
<<elseif $player.storyHome >= 19>>
<<link "Inform Grandfather you are ready.">>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/grandfather/study.jpg">
<</replace>>
<<replace #storytext>>
<<set $storycounter = 1>>
<<display "trip">>
<</replace>>
<</link>>
<<else>>
<p>
Grandfather's study, where he spends most of his time. A door to one side leads to what is now his bedroom saving him the trouble of going upstairs to sleep.
</p>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/diningroom.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Dining Room">>
<<display Location>>
<<if $sister.storyHome != 0 >> /*Block exits if important story event */
<exits>
<h4>Exits</h4>
[[The Kitchens|fhKitchens][$game.timeProgress += 1]]
<br>[[To the Foyer|fhFoyer][$game.timeProgress += 1]]
</exits>
<</if>>
<div id="storyactions">
</div>
<div id="storytext">
<p>
The Dining Room, though it is not often used.
</p>
<<display "whosHere">>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/kitchens.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Kitchens">>
<<display Location>>
<div id="storyexits">
<<if $player.storyHome != 1>> /*Block exits if important story event */
<exits>
<h4>Exits</h4>
[[Enter the Dining Room|fhDiningRoom][$game.timeProgress += 1]]
</exits>
<</if>>
</div>
<div id="storyactions">
</div>
<div id="storytext">
<<if $player.storyHome == 1>>
<<display "firstBreakfast">>
<<elseif $player.storyHome == 3 and $game.time == 1>>
<<display "secondBreakfast">>
<<else>>
<p>
The kitchens where food is prepared and often eaten. Clinically clean!
</p>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/mansion.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Driveway">>
<<display Location>>
<<if $sister.storyHome != 0>> /*Block exits if important story event */
<exits>
<h4>Exits</h4>
[[Return Home|fhFoyer][$game.timeProgress += 2]]
<br>
<<if $game.time >= 3 and $player.storyHome >= 15>>
[[Take a taxi to the bar|htBar][$game.timeProgress += 100]]
<</if>>
</exits>
<</if>>
<div id="storyactions">
</div>
<div id="storytext">
<<if $player.storyHome == 1>>
<<else>>
<p>
Just as you remember it, the old family residence.
</p>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>>
<</nobr>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/playerbedroom.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Your Bedroom">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Leave|fhUpstairsHallway][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
</div>
<div id="storytext">
<<if $player.storyHome == 17>>
<p class="npc uncle">
Ah. Welcome back. Don't worry you'll live. I guess we still have some work to do.
</p>
<p class="player">
What... what happened?
</p>
<p class="npc uncle">
Technically speaking you died. Thankfully I was there to bring you back.
</p>
<p class="player">
I... thank you.
</p>
<p class="npc uncle">
Don't mention it. I'll catch you later.
</p>
<p>And with that he stands and leaves your bedroom</p>
<<set $game.days += 1>>
<<set $game.time = 1>>
<<set $game.timeSegment = 1>>
<<moveTime>>
<<set $player.storyHome = 18>>
<<stopbattlemusic>>
<<updateLocationsFamilyHome>>
<<unlockAch 7>>
<<else>>
/* Standard Text */
<p>
Your retreat here at the family home.
</p>
<<display "whosHere">>
<<if $game.time == 4 and $player.storyHome != 12>>
<<link "Go to bed">>
<<set $nightmessages to []>>
<<replace #storyexits>>
<</replace>>
<<replace #storytext>>
<<nightUpdate>>
<<set _nightText = "You slip into a peaceful sleep.">>
_nightText
<<repeat 500ms>>
<<if _nightText.length < 35>>
<<set _nightText += ".">>
<<replace #storytext>>
<p>_nightText</p>
<<for _nm = 0; _nm < $nightmessages.length; _nm++>>
<p>$nightmessages[_nm]<br></p>
<</for>>
<</replace>>
<<else>>
<<goto "fhBedroom">>
<</if>>
<</repeat>>
<</replace>>
<</link>>
<<elseif $game.time < 4 or $game.timeSegment < 2 or $player.storyHome == 12>>
<br>
<<link "Relax in your room">>
<<set $game.timeProgress += 50>>
<<moveTime>>
<<goto "fhBedroom">>
<</link>>
<</if>>
<</if>>
</div>
<<if $testing>>/*
<br><br>
<<link "Give sister the horn">>
<<adjustStat "$sister" "horn" "1">>
<<goto "fhBedroom">>
<</link>>
<br>
<<link "Take sisters the horn">>
<<adjustStat "$sister" "horn" "-1">>
<<goto "fhBedroom">>
<</link>>
*/
<</if>>
/* Unlock any earned achievements */
<<unlockAch 0>>
<<moveTime>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/sistersbedroom.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Sisters Bedroom">>
<<display Location>>
<div id="storyexits">
<<if $sister.storyHome != 1>>
/*Block exits if important story event */
<exits>
<h4>Exits</h4>
[[Leave|fhUpstairsHallway][$game.timeProgress += 1]]<br>
</exits>
<</if>>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<if $sister.storyHome >= 5 and $sister.location == "fhSistersBedroom" and $game.time > 3>>
<<link "Study Mesmerism">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storytext>>
<<display MesmerismStudy>>
<</replace>>
<</link>>
<</if>>
</actions>
</div>
<div id="storytext">
<<if $player.storyHome >= 3 && $sister.storyHome == 1>>
<<link "Speak with your 'sister'">>
<<replace #storyactions>>
<</replace>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/01.jpg">
<</replace>>
<<replace #storytext>>
<p class="player">
Ah good evening 'sister'!
</p>
<p class="npc sister">
I see you've had a talk with grandfather.
</p>
<p class="player">
Yeah. Was glad to get that cleared up. My mind was going crazy thinking about how I could have a sister.
</p>
<p class="npc sister">
Well if it helps I never really set myself on the idea of having a brother. And after I turned eighteen there wasn't really a need to keep up the lie, but I guess by then we had all gotten used to the idea so it's kind of stuck.
</p>
<p class="player">
Ah, it's kind of cool actually. Especially given all I've learned today. I'm guessing we don't get to have many friends from outside the family.
</p>
<p class="npc sister">
It tends not to end well for them, so best not. Now if you don't mind I'd like to get some sleep, I have a busy day tomorrow sunbathing.
</p>
<p class="player">
Oh well that sounds very important. Wait I guess that means we don't have to worry about the sun then?
</p>
<p class="npc sister">
Not really no. And we don't fucking sparkle either. Although I'd look into some good sunglasses, it can be a little harsh on the vision.
</p>
<p class="player">
Will do.
</p>
<p class="npc sister">
On the plus side, wicked night vision. But yes, night night $player.name. Eww. I really must talk to grandfather about that in the morning.
</p>
<p class="player">
About what?
</p>
<p class="npc sister">
You'll see.
</p>
[[Leave|fhUpstairsHallway][$sister.storyHome = 2]]
<</replace>>
<</link>><br>
<<link "Check out her nightwear">>
<<replace #storypic>>
<img src="images/char/sister/bedroom/nightware.jpg">
<</replace>>
<<replace #storytext>>
<p>
Cute!
</p>
[[Regain eye contact|fhSistersBedroom]]
<</replace>>
<</link>>
<<else>>
<p>
Your sisters bedroom.
</p>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>>
<</nobr>>/* If first time explain system */
<<if $sister.storyHome == 5>>
<p class="player">
So how is this going to work then?
</p>
<p class="npc sister">
Well normally you wouldn't be able to use your skills on a fellow vampire, we have in-built defences against such things, otherwise we'd all be doing exactly what Grandfather wanted at all times!
</p>
<p class="npc sister">
However to help you train I will remove those defences so you can practice enforcing your will onto me. And before you get too excited, I can see that smirk on your face you know, whilst I will be allowing my body to react to your will I will still be in complete control.
</p>
<p class="player">
Of course. I wouldn't dream of overstepping the mark...
</p>
<p class="npc sister">
Riiiiiight. Well. Off you go then. Do your worst!
</p>
<<link "Begin practicing">>
<<set $sister.storyHome = 6>>
<<replace #storytext>>
<<display MesmerismStudy>>
<</replace>>
<</link>>
<<else>>
/* Perform a check of how well things went today */
<<set _performance = 0>>
<<for _mes = 0; _mes <= $player.mesmerism[0]; _mes++>>
<<set _performance += random(1,20)>>
<</for>>
/* Display results depending on success */
<<if _performance < 5>>
<p class="npc sister">
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes01.jpg">
<br>
<</replace>>
Well that didn't go so well, I didn't even get a tingle. Maybe tomorrow eh?
</p>
<<elseif _performance < 10>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes02.jpg">
<br>
<</replace>>
<p class="npc sister">
Hmm, I felt a little something there, still work to be done though I think.
</p>
<<elseif _performance < 20>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes03.jpg">
<br>
<</replace>>
<p class="npc sister">
I think we are making progress, I might not be getting wet, but I'm definitely getting warmer.
</p>
<<elseif _performance < 30>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes04.jpg">
<br>
<</replace>>
<p class="npc sister">
Now we're talking, mm yes, now if you'll excuse me I have some erm work to do.
</p>
<<elseif _performance < 40>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes05.jpg">
<br>
<</replace>>
<p class="npc sister">
Oh well. Goodness me, yep that's definitely progress I'm feeling there. Ok good night $player.vampname
</p>
<<elseif _performance < 50>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes06.jpg">
<br>
<</replace>>
<p class="npc sister">
Oh yes, yes $player.vampname. That's the stuff. Erm, I mean well done, you have made great progress.
</p>
<<else>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes07.jpg">
<br>
<</replace>>
<p class="npc sister">
Oh my god, oh my god, yes yes... I... I don't think I can teach you any more! I certainly can't take any more! Now let me sleep!
</p>
<</if>>
<<link "Leave">>
<<if _performance >= 10 and $player.mesmerism[0] < 2>>
<<adjustSkill "mesmerism">>
<</if>>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "fhUpstairsHallway">>
<</link>>
<</if>><<nobr>>
<div id="storypic" class="gfx">
<img src="images/familyhome/sistersbedroomdoor.jpg">
</div>
<div id="locationname">
<p class="loc" style="margin: 0">
Sisters bedroom door
</p>
</div>
<exits>
<h4>Exits</h4>
[[Leave|fhUpstairsHallway][$game.timeProgress += 1]]<br>
</exits>
<div id="storytext">
<p> The door appears to be locked. </p>
<p> You hear some muffled moans coming from behind the door.</p>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/auntsbedroom.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Aunts Bedroom">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Leave|fhUpstairsHallway][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
</div>
<div id="storytext">
<<if $player.storyHome == 0>>
<<else>>
<p>
The guest bedroom, presently your aunts.
</p>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<div id="storypic" class="gfx">
<img src="images/familyhome/sistersbedroomdoor.jpg">
</div>
<div id="locationname">
<p class="loc" style="margin: 0">
Aunts bedroom door
</p>
</div>
<exits>
<h4>Exits</h4>
[[Leave|fhUpstairsHallway][$game.timeProgress += 1]]<br>
</exits>
<div id="storytext">
<p>The door appears to be locked. </p>
<p>You hear some muffled moans coming from behind the door.</p>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/upstairshallway.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Upstairs Hallway">>
<<display Location>>
<<if $sister.storyHome != 0>> /*Block exits if important story event */
<exits>
<h4>Exits</h4>
<<if $player.storyHome >= 3
&& $sister.storyHome == 1
&& $game.time == 4>>
/*Sisters Room */
<br>[[Sisters Room|fhSistersBedroom][$game.timeProgress += 1]]
<<else>>
[[Your room|fhBedroom][$game.timeProgress += 1]]
<<if $player.storyHome > 3>>
<<if $sister.mast is false>>
<br>[[Sisters Room|fhSistersBedroom][$game.timeProgress += 1]]
<<else>>
<br>[[Sisters Room|fhSistersBedroomMast][$game.timeProgress += 1]]
<</if>>
<</if>>
<<if $player.storyHome > 3>>
/* Bathroom */
<<if $sister.location != "fhBathroom">>
<br>[[Bathroom|fhBathroom][$game.timeProgress += 1]]
<<else>>
<br>[[Bathroom|fhBathroomSister][$game.timeProgress += 1]]
<</if>>
<</if>>
/* Aunts Room */
<<if $player.storyHome >= 11 and $player.storyHome != 12>>
<<if $aunt.mast is false>>
<br>[[Aunts Bedroom|fhAuntsBedroom][$game.timeProgress += 1]]
<<else>>
<br>[[Aunts Bedroom|fhAuntsBedroomMast][$game.timeProgress += 1]]
<</if>>
<</if>>
<br>[[Head Downstairs|fhFoyer][$game.timeProgress += 2]]
<</if>>
</exits>
<</if>>
<div id="storyactions">
</div>
<div id="storytext">
/*Check if it is the first day in the house */
<<if $sister.storyHome == 0>>
<<display meetSister>>
<<else>>
<<if $player.storyHome >= 3
&& $sister.storyHome == 1
&& $game.time == 4>>
<p>Sounds like your sister is in her room.</p>
<<else>>
<p>
The hallway is quiet and welcoming.
</p>
<<display "whosHere">>
<</if>>
<</if>>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/bathroom.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Bathroom">>
<<display Location>>
<div id="exits">
<exits>
<h4>Exits</h4>
[[Leave|fhUpstairsHallway][$game.timeProgress += 1]]
</exits>
</div>
<div id="storyactions">
</div>
<div id="storytext">
<p>
The bathroom you share with your sister.
</p>
<<display "whosHere">>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<div id="storypic" class="gfx">
<img src="images/familyhome/bathroomdoor.jpg">
</div>
<<set $loc = "Bathroom">>
<<display Location>>
<div id="exits">
<exits>
<h4>Exits</h4>
[[Leave|fhUpstairsHallway][$game.timeProgress += 1]]
</exits>
</div>
<div id="storytext">
<p>
Sounds like your sister is using the bathroom at the moment.
</p>
<<if $player.sisterPeeks < 5>>
<<link "Try to see through the glass">>
<<display bathroomPeek>>
<</link>>
<</if>>
</div>
<<moveTime>>
<</nobr>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/library.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "The Library">>
<<display Location>>
<div id="storyexits">
<<if $sister.storyHome != 0 >> /*Block exits if important story event */
<exits>
<h4>Exits</h4>
[[The Conservatory|fhConservatory][$game.timeProgress += 1]]<br>
[[To the Foyer|fhFoyer][$game.timeProgress += 1]]
</exits>
<</if>>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<if $player.storyHome >= 16>>
<<if $player.persuasion[0] < 2>>
<<link "Know yourself, know them.">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You spend a good while reading about ways to talk to people and earn their trust.</p>
<<set $game.timeProgress += 200>>
<<adjustSkill "persuasion">>
<<practiceSkill "concentration">>
<<moveTime>>
[[Put the book down|fhLibrary]]
<</replace>>
<</link>> (Persuasion)
<<else>>
You've learnt all you can on persuasion from this library.
<</if>>
<br>
<<if $player.bodylanguage[0] < 2>>
<<link "The body and how to read it.">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You spend a good while reading about how to judge people from how they hold their bodies and present themselves to the world.</p>
<<set $game.timeProgress += 200>>
<<adjustSkill "bodylanguage">>
<<practiceSkill "concentration">>
<<moveTime>>
[[Put the book down|fhLibrary]]
<</replace>>
<</link>> (Body Language)
<<else>>
You've learnt all you can on body language from this library.
<</if>>
<br> <</if>>
<<link "General Reading.">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You pick up an interesting looking novel and sit down for an hour or so of light reading.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
[[Put the book down|fhLibrary]]
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
The Library, who knows how old some of these books are!
</p>
<<if ndef $sisreading or $sisreading.day != $game.day>>
<<set $sisreading = {text: "", day:$game.day}>>
<</if>>
<<if ndef $unclereading or $unclereading.day != $game.day>>
<<set $unclereading = {text: "", day:$game.day}>>
<</if>>
<<display "whosHere">>
</div>
<<moveTime>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/conservatory.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "The Conservatory">>
<<display Location>>
<div id="storyexits">
<<if $sister.storyHome != 0 >> /*Block exits if important story event */
<exits>
<h4>Exits</h4>
[[Exit to the Courtyard|fhCourtyard][$game.timeProgress += 2]]<br>
[[The Library|fhLibrary][$game.timeProgress += 1]]
</exits>
<</if>>
</div>
<div id="storyactions">
<<if $sister.location == "fhConservatory" and $sister.storyYoga > 0>>
<actions>
<h4>Actions</h4>
<<link "Practice yoga.">>
<<replace #storyactions>>
<</replace>>
<<replace #storypic>>
<img src="images/char/sister/yoga/dog.jpg">
<</replace>>
<<replace #storytext>>
<p>You spend the rest of the <<print setup.tod[$game.time]>> in the tutelage of your sister.</p>
<<set $game.timeProgress += 200>>
<<adjustSkill "concentration">>
<<moveTime>>
[[Go hit the shower and change clothes|fhBedroom]]
<</replace>>
<</link>> (Concentration)
</actions>
<</if>>
</div>
<div id="storytext">
<p>
The Conservatory, uncle it appears has a green thumb.
</p>
<<display "whosHere">>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/courtyard.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "The Courtyard">>
<<display Location>>
<<if $sister.storyHome != 0 >> /*Block exits if important story event */
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[The Pit|fhPit][$game.timeProgress += 2]]<br>
[[The Conservatory|fhConservatory][$game.timeProgress += 2]]
</exits>
</div>
<</if>>
<div id="storyactions">
</div>
<div id="storytext">
<p>
The Courtyard, a tranquil little spot.
</p>
<<display "whosHere">>
</div>
<<moveTime>>
<</nobr>><<nobr>>
<<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/familyhome/pit.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "The Pit">>
<<display Location>>
<div id="storyexits">
<<if $player.storyHome != 4 and $player.storyHome != 5 and $player.storyHome != 8 and $player.storyHome != 17>> /*Block exits if important story event */
<exits>
<h4 class="noshadow">Exits</h4>
[[To the Courtyard|fhCourtyard][$game.timeProgress += 2]]<br>
</exits>
<</if>>
</div>
<div id="storyactions">
</div>
<div id="storytext">
<<if $player.storyHome == 4>>
<<link "Uncle is waiting for you">>
<<display "firstTraining">>
<</link>>
<<elseif $player.storyHome == 5>>
<p class="npc uncle">
Well done today. It is but a first step but at least we are now on the road.
</p>
<p> and with that Uncle leaves.</p>
<<set $game.timeProgress += 200>>
<<addToDo "Return to grandfather when you are ready to continue" "td00045">>
<<moveTime>>
<<link "Leave">>
<<unlockAch 2>>
<<set $player.storyHome = 6>>
<<set $game.time = 2>>
<<stopbattlemusic>>
<<updateLocationsFamilyHome>>
<<goto "fhCourtyard">>
<</link>>
<<elseif $player.storyHome == 7 and $game.time < 2>>
<<link "Uncle is ready to continue your training.">>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/uncle/training.jpg">
<</replace>>
<<replace #storytext>>
<<set $storycounter = 1>>
<<display "secondTraining">>
<</replace>>
<</link>>
<<elseif $player.storyHome == 8>>
<<if $storycounter == 0>><<set $storycounter = 1>><</if>>
<<link "You give one final punch.">>
<<removeToDo "td0005">>
<<addToDo "Await an arrival" "td0006">>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/uncle/training.jpg">
<</replace>>
<<replace #storytext>>
<<display "yearendTraining">>
<</replace>>
<</link>>
<<elseif $player.storyHome == 16>>
<<link "Your uncle is waiting for you.">>
<<removeToDo "td0010">>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/uncle/training.jpg">
<</replace>>
<<replace #storytext>>
<<display "thirdTraining">>
<</replace>>
<</link>>
<<elseif $player.storyHome == 17>>
<p class="npc uncle">
Well done. You are proving to be everything we hoped you would be. Now go rest.
</p>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<link "Leave">>
<<unlockAch 7>>
<<set $player.storyHome = 18>>
<<stopbattlemusic>>
<<updateLocationsFamilyHome>>
<<goto "fhCourtyard">>
<</link>>
<<elseif $player.storyHome > 17 and $uncle.location == "fhPit">>
Uncle is ready if you wish to <<link "train.">>
<<goto "trainingpractice">>
<</link>>
<<else>>
<p>
The Pit, where pain becomes your ally.
</p>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>>
<</nobr>>
/* Transitions */<<nobr>>
<div class="slowfade">
<<timed 500ms t8n>>
<h3 style="font-size: 800%">
One Year Later
</h3>
<</timed>>
</div>
<<timed 6s>>
<<goto "fhPit">>
<</timed>>
<</nobr>><<nobr>>
<<if $player.storyHome == 12>>
<div id="storytext">
<p>Your uncle approaches you.</p>
<p class="npc uncle">It's time son.</p>
<p>You nod and follow him towards the
<<link "dining room.">>
<<removeToDo "td00065">>
<<goto "awakening">>
<</link>>
</p>
</div>
<<else>>
<div id="storytext">
<p>The day is drawing to a close and you head off to your room to sleep.</p>
<<link "Sleep">>
<<nightUpdate>>
<<set _nightText = "You slip into a peaceful sleep.">>
_nightText
<<repeat 500ms>>
<<if _nightText.length < 35>>
<<set _nightText += ".">>
<<replace #storytext>>
<p>_nightText</p>
<<for _nm = 0; _nm < $nightmessages.length; _nm++>>
<p>$nightmessages[_nm]<br></p>
<</for>>
<</replace>>
<<else>>
<<if $player.storyHome < 20>>
<<goto "fhBedroom">>
<<else>>
<<goto "oMasterBedroom">>
<</if>>
<</if>>
<</repeat>>
<</link>>
</div>
<</if>>
<</nobr>>
/* Interactions */<<nobr>>
<p>
You pull on the ancient looking door ringer and listen. You can not hear the ring, but within a minute you hear footsteps followed by the sound of the door being unlocked.
</p>
<<link "The door creaks open">>
<<replace #storypic>>
<img src="images/char/uncle/happy.jpg">
<</replace>>
<<replace #storytext>>
<p>
Your Uncle stands in the doorway.
</p>
<p class="npc uncle">
Well, if it isn't $player.name! Welcome home son. I hope the trip was a pleasant one?
</p>
<p class="player">
Uncle! Good to see you. Yes it went very well thank you. How are you and Grandfather?
</p>
<p class="npc uncle">
Oh we're doing fine. All things considered. Speaking of the old man perhaps I should take you to him. He's been looking forward to this day for quite a while now.
</p>
<p>
Uncle begins to lead you into the house proper. You walk across the foyer and head towards the wooden double doors directly ahead of you, opposite the main entrance.
</p>
<p class="player">
Of course. I'm so glad he's still around. He must be getting on a bit by now isn't he?
</p>
<p class="npc uncle">
Ah, he has a good few years left in him yet I would wager. And he certainly wanted to be around for your... return.
</p>
<<link "Uncle opens the double doors">>
<<replace #storytext>>
<p class="npc uncle">
He's here $grandfather.name, your grandson returns to his birthplace!
</p>
<<link "Seated before you is your Grandfather">>
<<replace #storypic>>
<img src="images/char/grandfather/greeting.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc grandfather">
My boy! You are finally here.
</p>
<p class="player">
Grandfather!
</p>
<p>
You throw your arms around the old man, before taking a seat beside him.
</p>
<p class="npc grandfather">
Ah my boy. This is a day long in the coming. To have you back here at long last. I do hope the reports we had from your teachers were accurate and that you did the family proud at Voluntatem?
</p>
<p class="player">
I believe so... I guess. It's all I've ever really known so...
</p>
<p class="npc grandfather">
Mmm? Ah quite so, quite so. Well we heard nothing but good things did we $uncle.name?
</p>
<p class="npc uncle">
Indeed. The boy has excelled. Especially given the... circumstances.
</p>
<p class="player">
<<link "Circumstances?">>
</p>
<<replace #storytext>>
<p class="npc grandfather">
Well you see my boy, it was never our intention for you to be away so long. Oh we all did our time at the school, but usually just for the school terms. Holidays were always to be spent here at the home. However after your mother died... well we had to adjust.
</p>
<p>
A sorrow falls over his eyes. Clearly he still misses your mother as any father would you guess. He takes a deep breath before continuing.
</p>
<p class="npc grandfather">
Still, that's all behind us now. Today marks the start of the next chapter for the family. But you must be exhausted after your journey?
</p>
<p class="player">
Actually yes, now you mention it. It's been a long day, amazing how tiring sitting around on planes and trains can be.
</p>
<p class="npc grandfather">
Indeed so my boy, indeed so. Gregario, if you could show our boy here to his room?
</p>
<<link "Your Uncle stands and smiles at you.">>
<<replace #storypic>>
<img src="images/char/uncle/happy.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc uncle">
By all means. This way $player.name, we have you just across from your sister.
</p>
<p class="player">
OK, sure... wait! Sister? What sister?
</p>
<p class="npc uncle">
Ah yes. That will need explaining, but that can wait until the morning I feel. You will have a great many more questions tomorrow I'm sure.
</p>
<p>
You have no sister. You were an only child, and there has never been any mention of her in any of the letters you received over the years. Could it be your mother had another child before you that you didn't know of? But why would they hide that from you for so long. Perhaps your father...? No he had never been around, you didn't have a single memory of him, or even people talking about him.
</p>
<p>
All very odd indeed. But tiredness was indeed taking a firm grip on you now. A good nights sleep was very much in order.
</p>
<p class="npc uncle">
And here we are, your room.
</p>
<<link "He opens the door.">>
<<replace #storypic>>
<img src="images/familyhome/playerbedroom.jpg">
<</replace>>
<<replace #storytext>>
<p>
A rather grand looking bedroom greets you, however you take little time to appreciate it before you are undressed and drifting off under the heavy covers.
</p>
[[The Next Day|fhBedroom][$player.storyHome = 1;$game.day += 1;$game.time = 1]]
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</nobr>><<nobr>>
<p>
As you enter the hallway you spot a girl, perhaps a little older than yourself just leaving the room opposite yours.
</p>
<p class="player">
<<link "Hello?">>
<<replace #storypic>>
<img src="images/char/sister/doorway.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc sister">
Ah you must be the one they call... $player.name, is it?
</p>
<p class="player">
Er yep, that's me. And you must be...
</p>
<p class="npc sister">
$sister.name, pleased to meet you. Sorry I have some errands to run this morning and I'm sure Uncle has prepared a fine breakfast for you so you should probably head down to the kitchens.
</p>
<p class="player">
Right and they would be?
</p>
<p>
She gives a small laugh
</p>
<p class="npc sister">
Sorry, of course. Head down stairs, take the door to the right into the dinning room, and there is an door to the kitchens in the back.
</p>
<p class="player">
OK, thanks.
</p>
<p>
You give her your best smile.
</p>
<p class="npc sister">
See you later, we've a lot of catching up to do!
</p>
<p>
And with that she heads down the stairs two at a time. So was that the girl they called your sister? How very odd. There certainly is some catching up to do!
</p>
<<set $sister.storyHome = 1>>
<<addToDo "Meet Uncle in the kitchens" "td0001">>
[[Continue|fhUpstairsHallway][$game.timeProgress += 10]]
<</replace>>
<</link>>
</p>
<</nobr>><<nobr>>
<p>
You enter the kitchens and see your Uncle munching on some bread.
</p>
<<link "Good morning Uncle">>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/uncle/bright.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc uncle">
Good morning son! I trust you slept well?
</p>
<p class="player">
Yes thank you. Best nights rest I've had in a while in fact.
</p>
<p>Good. You'll be needing your strength. Now how about some breakfast?
</p>
<p>
Without waiting for an answer he stands and cracks a couple of eggs into a frying pan alongside some bacon. In a couple of minutes he plates it up and serves it too you. You hungrily tuck in, but between mouthfuls ask...
</p>
<p class=player>
So I have a sister?
</p>
<p class="npc uncle">
Hmm. I thought I might regret that. Yes. And No. Your grandfather will no doubt cover that today. You have a good deal to learn young one.
</p>
<p class=player>
Learn? I thought I had just finished with School.
</p>
<p class="npc uncle">
Oh my boy, your education has only just begun. Now eat up, you need to feed that brain of yours.
</p>
<p>
Uncle picks up his paper and begins reading it leaving you to finish up your rather tasty breakfast.
</p>
<<link "You quickly devour the lot">>
<<replace #storytext>>
<p class="player">
Thank you Uncle, that was rather tasty.
</p>
<p class="npc uncle">
Quite welcome son. Now let me clear that up for you and you run along to the study, your grandfather will be keen to get started.
</p>
<p>
With that he takes your plate and begins cleaning up. Just what could all this be about you wonder. You thought coming home would mean you starting to help out with the family business, whatever that was! And now you have a day of learning ahead of you, you might as well have stayed at Voluntatem.
</p>
<p>
Still, at least it's nice to be back here, even if you have so few memories of the place. You had wondered if it would be hard, if being here would bring up memories of your mother, but so far... so far things seem really quite restful here.
</p>
<p>
Anyway, best be getting along to grandfather's study off the main foyer.
</p>
<<removeToDo "td0001">>
<<addToDo "Talk with your Grandfather in his study" "td0002">>
<<set $player.storyHome = 2>>
[[Enter the Dining room|fhDiningRoom][$game.timeProgress += 75]]
<</replace>>
<</link>>
<</replace>>
<</link>>
<</nobr>><<nobr>>
<p>
You enter the study and see grandfather pouring over some old books.
</p>
<<link "Morning Grandfather">>
<<replace #storypic>>
<img src="images/char/grandfather/study.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc grandfather">
Ah, good, good. Come take a seat my boy.
</p>
<p>
You do as you are told and he sits there looking at you for a good thirty seconds before continuing.
</p>
<p class="npc grandfather">
Now then. Let's see, tell me my boy, what do you know of Vampires?
</p>
<p class=player>
Err, Vampires? You mean the blood sucking freaks?
</p>
<p class="npc grandfather">
Yes, yes indeed. Creatures of the night that creep around sucking the blood from people and turning them into more Vampires.
</p>
<p class="player">
Well, just the usual I guess, stuff I've seen on TV and films mainly. All seems a bit ridiculous really.
</p>
<p class="npc grandfather">
Quite so, quite so indeed! Ridiculous! If Vampires were going around killing people it wouldn't be long before everyone knew they actually existed no matter how well they hid.
</p>
<p> He looks at you waiting to see what you say, but you can't really think of anything.
</p>
<p class="npc grandfather">
Which is precisely why we do nothing of the sort!
</p>
<<link "We?">>
<<replace #storytext>>
<p class="player">
We?
</p>
<p class="npc grandfather">
Yes we. Me, your uncle, your mother...
</p>
<p class="player">
My mother? I don't understand...
</p>
<p class="npc grandfather">
Hmm, yes. Bit of a leap isn't it. But we are Vampires. Oh not the sort the world thinks of. Misinformation has always been a good ally. But we are the reality behind the myth.
</p>
<p class="player">
But... you're alive, uncle's alive... there are no undead...
</p>
<p class="npc grandfather">
Good. Good. You are thinking clearly. No we are not undead, we are quite alive, we're just not actually humans. Or rather we are, but not homo-sapiens.
</p>
<p class="player">
I.. what?
</p>
<p class="npc grandfather">
Come now, you've heard of others I'm sure. Homo-erectus, Homo-neanderthalensis. We are just another strain, though we never got our own designation for the simple fact that the humans don't know we exist. Though Homo-lamia I guess would do. We've always just said Vampires though. Keeps things simple.
</p>
<<link "So Vampires but not Vampires">>
<<replace #storytext>>
<p class="player">
So Vampires but not Vampires
</p>
<p class="npc grandfather">
Now you are getting it! Yes, we live among them, we look like them, but when it comes down to it we are not them.
</p>
<p class="player">
So, what does that actually mean then? Do I need to watch out for a stake to the heart?
</p>
<p class="npc grandfather">
Of course. But no more than a human. Either way you will be dead. Or at least it will look that way. You see we have one main gift the humans do not. When our bodies fail it is not always the end for us. Provided you can hold onto your will your body will heal itself. Unless of course something happens to prevent that. Modern autopsies have taken their toll on us, it's hard to heal organs wrapped up in a plastic bag in your chest.
</p>
<p class="player">
I... ok. So you are sort of immortal then? But then, what about mother.
</p>
<p>
The sadness returns to his eyes once again.
</p>
<p class="npc grandfather">
We can live a very long time, that much is ensured. And we are pretty good at shrugging off external attacks. Some things even we can not defeat though. When one's own body is both the enemy and the victim, as was the case with... as it is with cancer. Well we are not much better than humans in that regard.
</p>
<p class="player">
Oh, I see. That's a bit shit.
</p>
<p class="npc grandfather">
Yes. Yes it is.
</p>
<<link "But what about drinking blood then?">>
<<replace #storytext>>
<p class="player">
But what about drinking blood then?
</p>
<p class="npc grandfather">
Hmm. Ah yes now come the questions no? Heh. Blood is blood. It has a job to do and it does it well. But drinking it, that doesn't really do anything for anyone.<br>
Will is what gives humans their essence, their free will. That ability to choose, the potential in that is, well virtually limitless. And that is were we gain our power from.
</p>
<p class="player">
But how do you extract will from someone?
</p>
<p class="npc grandfather">
Easy. You ask them.
</p>
<p class="player">
And they just give it too you?
</p>
<p class="npc grandfather">
Indeed. At least once you know how. But that will be a lesson for another day, one which your sister will help you with. As your Uncle will help with your combat skills.
</p>
<p class="player">
Combat skills!?
</p>
<p class="npc grandfather">
Ah yes, that brings us back once again to your mother.
</p>
<<link "I... what?">>
<<replace #storytext>>
<p class="player">
I... what?
</p>
<p class="npc grandfather">
Your mother was the first of our family to be born in the US. She gave us a foothold there that we had never managed before. She set up our family as one of the major Vampire clans in the country.<br>
And then... well when she left us there was a void. Our holdings collapsed, there was a war between her two closest companions that weakened the whole structure. And then when it ended a rival clan absorbed all that was left behind.
</p>
<p class="player">
I had no idea. I only remember mother as, well, a mother.
</p>
<p class="npc grandfather">
Of course. She returned here when you were to be born. There was already trouble building stateside and she wanted you safe away from things whilst she dealt with the issues. She spent the next few years travelling back and forth constantly, until she couldn't.
</p>
<p class="player">
What happened to her companions.
</p>
<p>
His look grows dark.
</p>
<p class="npc grandfather">
We don't know what happened to Dunkan, he disappeared. As for Atieno she was found dead by your uncle when he went to retrieve whatever information he could on the matter. All he actually found though was $sister.name.
</p>
<<link "$sister.name? The girl uncle calls my sister?">>
<<replace #storytext>>
<p class="player">
$sister.name? The girl uncle calls my sister?
</p>
<p class="npc grandfather">
Indeed. She was Atieno's daughter. $uncle.name found her hidden in her mother's room. He brought her back here for safety, and we had paperwork created listing her as your sister so she could live here with us.
</p>
<p class="player">
So I wasn't going mad then.
</p>
<p class="npc grandfather">
Not at all dear boy. And you don't have to call her sister either, unless you are out in public but we found it easier not to slip up if we just got used to it.
</p>
<p class="player">
I see. So. I'm a Vampire then!
</p>
<p class="npc grandfather">
Oh! Haha... no my boy far from it.
</p>
<p class="player">
But you've just said...
</p>
<p class="npc grandfather">
You have not yet been awakened.
</p>
<p class="player">
Awakened?
</p>
<p class="npc grandfather">
Quite so. But all things in their time. For now you have some studying to do.
</p>
<p>
He hands you a book and points to another desk in the corner of the study.
<<link "Study">>
<<replace #storypic>>
<img src="images/familyhome/study.jpg">
<</replace>>
<<replace #storytext>>
<p>
You spend hours reading through the book grandfather gave you. It charts the history of the family back for over a thousand years. Who they were, the different personas they took on over their extended lifetimes.
</p>
<p>
At one point uncle must have come in because a sandwich appeared on the desk whilst you weren't looking. It's almost as if your are in some sort of trance and unable to do anything but study the book.
</p>
<p>
By the time you have finished it's late into the evening and you've consumed another tasty sandwich but the tiredness is now taking over and you call it a night wishing grandfather a pleasant night before you leave.
</p>
<<set $player.storyHome = 3>>
<<unlockAch 1>>
<<adjustSkill "concentration">>
<<removeToDo "td0002">>
<<addToDo "Have breakfast with your sister in the morning" "td0003">>
[[Leave|fhFoyer][$game.time = 4;$game.timeProgress = 50]]
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</nobr>><<nobr>>
<<if $storycounter == 1>>
<p class="npc grandfather">
So, how was the training?
</p>
<p class="player">
Er good I guess. I'm not sure what I was doing really. Punching and kicking don't seem very... vampiric.
</p>
<p class="npc grandfather">
Oh you'd be surprised. We prefer physical contact in our combat, it allows us to make use of some of our... gifts. But the real reason was to allow your uncle to get a good look at you, work out where your strengths and weaknesses are. Then he can better prepare your training program for the coming year.
</p>
<p class="player">
Year!?
</p>
<p class="npc grandfather">
Why yes. One does not learn to walk in the shadows as we do overnight my boy! Besides, a year really isn't that much time, especially for us and it will take that long to get your mind ready for your awakening.
</p>
<p class="player">
You mentioned that the other day too, this awakening. What is it exactly?
</p>
<p class="npc grandfather">
Ah, well, one's awakening is a ceremony all vampires must go through before they can gain access to the powers locked away within them. It's a relatively simple affair, usually carried out by family members, but until it is done you are indistinguishable from a regular human.
</p>
<<link "So right now, if I was to die?">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "secondLesson">>
<</replace>>
<</link>>
<<elseif $storycounter == 2>>
<p class="player">
So, right now, if I was to die?
</p>
<p class="npc grandfather">
You would be dead, and remain so. These first twenty years of life are most dangerous, but it is required to allow both body and mind to be made ready for the burden of the awakening.
</p>
<p class="player">
I guess I'd best be careful then!
</p>
<p class="npc grandfather">
Please do. It was our main reason for leaving you at the school. It's main purpose, besides educating of course, is to keep their wards safe. It's something we have always trusted them with, and reward the school generously for.
</p>
<p class="player">
So everyone there is like us... vampires?
</p>
<p class="npc grandfather">
Oh no, no. But there are many families in the world who need to keep their heirs and heiresses away from the public eye. We just adopted the school and have a few key positions filled with high ranking members of the oldest families.<br>
But enough of that. Tell me, how are you finding your sister?
</p>
<<link "$sister.name? Err fine I guess.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "secondLesson">>
<</replace>>
<</link>>
<<elseif $storycounter == 3>>
<p class="player">
$sister.name? Err fine I guess.
</p>
<p class="npc grandfather">
Oh? Just fine?
</p>
<p>
He raises an eyebrow and a slight smile appears on his lips.
</p>
<p class="player">
Well she's quite pretty I suppose.
</p>
<p class="npc grandfather">
Quite. Indeed! No sexual thoughts?
</p>
<p class="player">
What! Well... grandfather what are you asking?
</p>
<p class="npc grandfather">
Ah, perhaps you think your mind is just that of the average teenage boy hmm? The usual hormones getting a little out of control. Hmm?
</p>
<p class="player">
I... guess...
</p>
<p class="npc grandfather">
I'm afraid my boy that this is only the start of your problems. You see along with our other heightened senses our sex drives can get a little, out of hand.
</p>
<<link "Oh boy!">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "secondLesson">>
<</replace>>
<</link>>
<<elseif $storycounter == 4>>
<p class="player">
Oh boy!
</p>
<p class="npc grandfather">
Quite so! Don't worry, we are all aware of the situation, and well we tend to be rather open about sexual relationships. I would however ask you to curtail your thoughts towards $sister.name as much as possible, we do have an image to maintain.
</p>
<p class="player">
I'll try..
</p>
<p class="npc grandfather">
Good. Now, more reading for you to do.
</p>
<p>
He hands over another weighty volume. This one seems to detail the current breakdowns of the familes and how they are tied to each other. Feuds, rivalries, alliances, a right song of ice and fire!
</p>
<<link "Read away.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "secondLesson">>
<</replace>>
<</link>>
<<else>>
<p>
Once again the day has gone before you even knew it. A few empty plates adorn the desk in front of you with nothing but a few crumbs left on them. You can only assume that you ate them.
</p>
<<removeToDo "td00045">>
<<addToDo "I guess it's back to punching things with uncle. (Morning)" "td0005">>
<<adjustSkill "concentration">>
[[Leave|fhFoyer][$player.storyHome += 1;$storycounter = 0; $game.time = 4; $game.timeSegment = 1; $game.timeProgress = 50]]
<</if>>
<</nobr>><<nobr>>
<<if $storycounter == 1>>
<p class="npc grandfather">
Ah my boy. Do take a seat.
</p>
<p>
As you sit your uncle and sister enter the room too.
<p class="npc grandfather">
Good, good. We're all here. I understand my boy that you have made excellent progress in your combat training.
</p>
<p class="player">
I believe so.
</p>
<p>
You look over at your uncle.
</p>
<p class="npc uncle">
He's done remarkably well given our late start. He's close to rivalling $sister.name at this stage.
</p>
<p class="npc sister">
Close. But not better.
</p>
<p class="npc grandfather">
Haha. Quite so my dear. But this does mean we are ready to perform his awakening wouldn't you both agree?
</p>
<p class="npc uncle">
Quite so.
</p>
<p class="npc sister">
About time!
</p>
<p class="npc uncle">
There is however the matter of the fourth.
</p>
<<link "The fourth?">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "preAwakening">>
<</replace>>
<</link>>
<<elseif $storycounter == 2>>
<p class="player">
The fourth?
</p>
<p class="npc grandfather">
Yes. The ceremony requires four existing vampires to complete so I have invited $aunt.name to join us.
</p>
<p class="npc uncle">
$aunt.name! Was there no other choice?
</p>
<p>Your sister laughs at uncles outburst.</p>
<p class="npc grandfather">
Not really no. She is family after all.
</p>
<p class="player">
Err, who's $aunt.name?
</p>
<p class="npc grandfather">
She's my niece. And your uncle's wife, or at least was at one time.
</p>
<p class="npc uncle">
That was a lifetime ago. Literally.
</p>
<p class="npc grandfather">
Well you kept the name.
</p>
<p class="npc uncle">
That was out of respect to you $grandfather.name. But fine. We'll make it work. I'll prepare the guest room for her.
</p>
<p class="npc grandfather">
Excellent. She'll be arriving this afternoon. Well I have some preparations to make. We'll meet in the dining room at midnight. I like to keep things a little traditional.
</p>
[[Leave|fhFoyer][$player.storyHome += 1;$storycounter = 0;$game.timeProgress += 100]]
<</if>>
<</nobr>><<nobr>>
<<link "$sister.name is sitting at the counter">>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/sister/doorway.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc sister">
Morning sleepy head. Uncle made breakfast, it's keeping warm in the oven.
</p>
<p class="player">
Oh cool.
</p>
<p>
You head over and retrieve the bacon and scrambled eggs and sit opposite your sister.
</p>
<p class="npc sister">
So how's the head? Has it managed to hold on to anything?
</p>
<p class="player">
Err actually yes, most of it in fact. I guess I'm still in learning mode.
</p>
<p class="npc sister">
Any pain, say at your temples?
</p>
<p class="player">
Well, now you mention it, yeah some.
</p>
<p class="npc sister">
I guess grandfather didn't trust you to stick with it, he must have given you a focus aura.
</p>
<p class="player">
A what now?
</p>
<p class="npc sister">
Oh, right. I guess he hasn't gotten to that bit yet. You see we have certain powers that the humans don't, we can cause effects on others.
</p>
<<link "So like Spells?">>
<<replace #storytext>>
<p class="player">
So like spells?
</p>
<p class="npc sister">
Woah, slow down. You're not going to be throwing fireballs around, or shooting magic missiles. But we do have the ability to influence others in certain ways. But best not to worry about any of that yet, it will be a while before you're ready for it.
</p>
<p class="player">
But you think grandfather used something on me yesterday?
</p>
<p class="npc sister">
Probably. Because he did the exact same thing to me when I first came here. I've never heard of anyone else having this particular skill but he can cause others to become incredibly focused on a specific task. I mean it's great, it really helps you get through things, but you know, he could ask first!
</p>
<p class="player">
I guess I'll be finding out again today then.
</p>
<p class="npc sister">
Nope! Today you're going to be training with $uncle.name, sorry I mean your uncle, down in the pit.
</p>
<p class="player">
The... pit?
</p>
<p class="npc sister">
Oh it's just a training area we have just off the gardens, you can get out to the courtyard through the library and then the conservatory on the other side of the Foyer and then you'll be able to see it.
</p>
<p class="player">
Well ok then...
</p>
<p>You go back to eating your breakfast, not quite sure what the day has in store for you.</p>
<<removeToDo "td0003">>
<<addToDo "Begin your training with Uncle in 'The Pit'!" "td0004">>
[[Leave the kitchens|fhDiningRoom][$game.timeProgress += 50]]
<</replace>>
<</link>>
<</replace>>
<</link>>
<<set $player.storyHome = 4>>
<</nobr>><<nobr>>
<<replace #storypic>>
<img src="images/char/uncle/training.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc uncle">
Ah, good morning son. Welcome to the pit.
</p>
<p class="player">
Err, thanks. I think.
</p>
<p class="npc uncle">
Oh don't worry. I'll go easy on you. At first.
</p>
<p>He gives a quick chuckle to himself</p>
<p class="npc uncle">
Now, let's get a look at you. Well at least you look in half decent shape. Out problem however is you still think you are human, which means you will have the limits of a human. We need to work that out of you. It will be the hardest part of what is to come.
</p>
<p class="player">
So vampires... I mean 'we' are stronger than humans?
</p>
<p class="npc uncle">
As long as we believe we are, we are. Much, you will find, depends on your mind. Your muscles are only the beginning of your strength, true power comes from channelling your will through those muscles. They are but conduits through which we focus our will onto others.
</p>
<p class="player">
I see, I think.
</p>
<p class="npc uncle">
Thinking will not be enough, you will need to believe. But that will come in time. Now shall we begin?
</p>
<<link "Start training">>
<<goto "training1">>
<</link>>
<</replace>>
<</nobr>><<nobr>>
<<if $storycounter == 1>>
<p class="npc uncle">
I liked what I saw last time $player.name. It was a promising start, I saw both technique and power. However it's time to decide where you want to focus your abilities over the next year.
</p>
<p class="player">
My abilities? Wait, the next year!
</p>
<p class="npc uncle">
One does not become more than a man in a day son. It will take us most of that time to get your brain to forget the limitations of normal humans. To accept that it is more than that.
</p>
<p>He gives you a moment to let that sink in.</p>
<p class="npc uncle">
Now then, you have a choice to make. When it comes to physical combat there are two areas into which you can channel your will. Both will help you but in different ways.
</p>
<p class="player">
OK, and these areas are?
</p>
<p class="npc uncle">
First is strength. As obvious as it seems, the more strength you have the more damage you will be able to inflict on your enemies.
</p>
<p class="player">
Well that seems like a no brainer, why wouldn't I take that route?
</p>
<p class="npc uncle">
Because the ability to damage something is only useful if you can actually hit the target! Therefore you will also require dexterity. Now you have both, and they are the yin and yang of combat. But you will always be stronger in one than the other, you must decide how they will serve you best.
</p>
<<link "Then I choose Strength!">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<set $player.combattraining[0] = 1>>
<<display "secondTraining">>
<</replace>>
<</link>>
<br>
<<link "Then I choose Dexterity!">>
<<replace #storytext>>
<<set $storycounter += 2>>
<<set $player.combattraining[0] = 1>>
<<display "secondTraining">>
<</replace>>
<</link>>
<<elseif $storycounter == 2>>
/*Strength Path*/
<p class="player">
Then I chose Strength! Nothing worse than hitting something only to do no damage to it.
</p>
<p class="npc uncle">
An interesting choice. Very well, let us begin.
</p>
<<link "Begin Training">>
<<replace #storytext>>
<<set $player.strength += 1>>
<<set $storycounter += 2>>
<<display "secondTraining">>
<</replace>>
<</link>>
<<elseif $storycounter == 3>>
/*Dexterity Path*/
<p class="player">
Then I chose Dexterity! No point doing damage if I can't hit anything to begin with!
</p>
<p class="npc uncle">
An interesting choice. Very well, let us begin.
</p>
<<link "Begin Training">>
<<replace #storytext>>
<<set $player.dexterity += 1>>
<<set $storycounter += 1>>
<<display "secondTraining">>
<</replace>>
<</link>>
<<elseif $storycounter == 4>>
<p>You begin again, kicking and punching the punchbag. This is going to be a long year!
</p>
<<endYearOne>>
[[Contine|fhYearOne][$player.storyHome = 8;$storycounter = 0; $game.day += 365; $game.time = 3; $game.timeSegment = 2]]
<</if>>
<</nobr>><<nobr>>
<<if $storycounter == 1>>
<p>The punchbag splits open and the sand pours out onto the ground.
<p class="npc uncle">
Excellent. I think you have learned all you can about punching bags.
</p>
<p>You take a moment to catch your breath before replying.</p>
<p class="player">
So... what's next.
</p>
<p class="npc uncle">
Next we talk with Grandfather. But that can wait until the morning.
</p>
<p class="player">
The morning. Sure. I could use the sleep!
</p>
<p class="npc uncle">
Indeed.
</p>
[[Contine|fhCourtyard][$player.storyHome = 9;$storycounter = 0]]
<</if>>
<<unlockAch 3>>
<</nobr>><<nobr>>
<<set $player.sisterPeeks += 1>>
<<replace #storypic>>
<<set _bathimg = either("topless", "reverse", "legs", "boobs", "bent", "shorts", "shirt")>>
<<print "<img class=blur src=images/char/sister/bathroompeek/" + _bathimg + ".jpg>">>
<</replace>>
<<replace '#storytext'>>
<p>Well the frosted glass is doing it's job, for the most part.</p>
<<if $player.sisterPeeks >= 5>>
<p class="npc sister">I can hear you out there you know!</p>
<p>Oh shit!</p>
<<adjustStat "$sister" "exhib" 1>>
<</if>>
[[Pull back|fhBathroomSister]]
<</replace>>
<</nobr>><<nobr>>
<p>
There's a knock at the door as you pass by.
</p>
<<link "Open the door">>
<<replace #storypic>>
<img src="images/char/aunt/welcome.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc aunt">
Ah this must be young $player.name. Delighted to meet you young man. I'm your Aunt $aunt.name, but please just call me $aunt.name, aunt makes me feel as old as I actually am!
</p>
<p class="player">
Er, hello. Yes I'm $player.name. Please come in.
</p>
<p>
You wait for her to enter and then close the door behind her. As you do your uncle appears from the library.
</p>
<p class="npc uncle">
Ah $aunt.name, I see that you have made it safely.
</p>
<p class="npc aunt">
I'm afraid so $uncle.name, sorry to disappoint you.
</p>
<p class="npc uncle">
Not at all, after all we need you for tonight's events. After that of course you're free to return to your... well what ever it is you do now.
</p>
<p class="npc aunt">
Actually I was thinking of staying for a while. See how our young man here is progressing under your guidance.
</p>
<p class="npc uncle">
Of course you were.
</p>
<<link "Just then your grandfather enters from the study">>
<<replace #storypic>>
<img src="images/char/grandfather/smiling.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc grandfather">
My dearest $aunt.name. So glad to see you again. It must be five years since we last saw you here at the home.
</p>
<p class="npc aunt">
If not more uncle. It is so nice to see you, and to meet our work in progress here.
</p>
<p class="npc grandfather">
Ah quite. He's coming along nicely, of course after tonight we'll see what sort of a real man he has become.
</p>
<p class="npc aunt">
Speaking of which I wouldn't mind a brief lie down before the ceremony, and to unpack.
</p>
<p class="npc grandfather">
Of course. $player.name, pick up your aunts bags and help her to the guest room there's a good boy.
</p>
<p class="player">
Of course grandfather.
</p>
<<link "You grab your aunts bags and follow her up the stairs">>
<<replace #storypic>>
<img src="images/char/aunt/stairthigh.jpg">
<</replace>>
<<replace #storytext>>
<p>
As you follow her you catch a glimpse of her stocking tops as she ascends the stairs in front of you. She never did say how old she was but her legs are holding up well whatever it is!
</p>
<<link "You arrive at the guest room">>
<<replace #storypic>>
<img src="images/char/aunt/thankyou.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc aunt">
Thank you $player.name. I'll see you later ok?
</p>
<p class="player">
No problem Aun... I mean $aunt.name. See you later
</p>
<<removeToDo "td0006">>
<<auntArrives>>
<<addToDo "Await midnight" "td00065">>
[[You close the door behind you.|fhUpstairsHallway][$player.storyHome = 12; $game.timeProgress += 25]]
<<unlockAch 4>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</nobr>><<nobr>>
<div id="storypic">
<img src="images/char/grandfather/smiling.jpg">
</div>
<div id="storytext">
<p>As you enter the dining room you find the others waiting for you.</p>
<p class="npc grandfather">Ah good. Lets get started shall we? If you would stand in front of the fire place my boy.</p>
<p>You move into the indicated location and look on nervously.</p>
<p class="npc grandfather">Right now keep calm, this wont hurt but you may find the effects somewhat disorientating.</p>
<p>With that he places his index and middle finger to your right temple as your uncle mirrors this on your left. You feel the smooth smaller hands of your sister slip around the back of your head keeping your neck extended. After a moment held like this you see your [[Aunt approach|awakening2]]</p>
</div>
<</nobr>><<nobr>>
<div id="storypic">
<div id=storypic class="darkness forwards">
</div>
</div>
<div id="storytext">
<p>As she approaches the world around you fades into darkness. She smiles as her hands press against your chest. Warmth spreads out from her touch and you feel a tension you hadn't realised was there slip from your body. Your heart rate quickens and you can feel the blood coursing through your neck, each beat feeling like it will burst through and shower those around you in your blood.</p>
<p class="npc aunt">As it was with the first, as it has always been, bring forth the darkness and join with this soul. We are the father and the brother, the sister and the mother. We awaken that which sleeps.</p>
<p>Where there was warmth a moment ago an ice chill hits you in an instant. Every hair on your entire body feels like it would shatter with the slightest touch. Then your vision goes [[dark|awakening3]]</p>
</div>
<</nobr>><<nobr>>
<div id="storypic">
</div>
<div id="storytext">
<p>It feels like an age before anything happens, then drifting through the darkness you hear your aunt's voice again.</p>
<p class="npc aunt">I am the mother, I grant my love.</p>
<p class="npc grandfather">I am the father, I grant my wisdom.</p>
<p class="npc uncle">I am the brother, I grant my strength.</p>
<p class="npc sister">I am the sister, I grant my resolve.</p>
<p class="npc all">We are the family, we are the end, we are the beginning. And we have grown.</p>
[[The face of your Aunt appears again|awakening4]]
</div>
<</nobr>><<nobr>>
<div id="storypic">
<img class="nvision" src="images/char/aunt/awakening/side.jpg">
</div>
<div id="storytext">
<p>However what you see is without colour. An odd glow emanates from her, no not a glow... a scent. A taste? It seems to be all these things. Then the room grows around her, the darkness receding and finally colour returns to your world and all is still.</p>
<p>It takes you a moment to realise the hands are no longer on your head. You turn and see everyone looking exhausted.</p>
<p class="npc aunt">Now go and rest my child. Your body needs to accept it's new self. We'll talk in the morning.</p>
<p>You manage a nod before dragging yourself off to your room.</p>
<<nightUpdate>>
<<set $sQuestions[1][0] to false>>
<<addToDo "The awoken must claim their name, Grandfather knows how." "td0007">>
[[Sleep|fhBedroom][$player.storyHome = 13]]
</div>
<</nobr>><<if $storycounter == 1>>
<p class="npc grandfather">
Ah my boy. Sit down, sit down. How are you feeling?
</p>
<p class="player">
Fine I think. Much the same I guess.
</p>
<p class="npc grandfather">
Ah, you were expecting to feel different perhaps?
</p>
<p class="player">
Maybe, I mean shouldn't I feel more... well more than human.
</p>
<p class="npc grandfather">
And what would that feel like?
</p>
<p class="player">
Erm. I don't know really. Just something.
</p>
<p class="npc grandfather">
Afraid not my boy. The change is more a mental one than physical. However perhaps we can help move that along somewhat.
</p>
<<link "How do you mean?">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "renaming">>
<</replace>>
<</link>>
<<elseif $storycounter ==2>>
<p class="player">
How do you mean?
</p>
<p class="npc grandfather">
Well $player.name, it might be time for you to select your real name.
</p>
<p class="player">
Select a <i>real</i> name?
</p>
<p class="npc grandfather">
Well you may have noticed we don't use names like $player.name, we tend to have names with more tradition to them. We all chose our own names after our awakening, so now it is your turn. Oh don't worry you can keep your old name for when you are dealing with human matters, but amongst us we would prefer something with more meaning.
</p>
<p class="player">
I see, I think. So you said select, I guess there is some sort of list I can pick from.
</p>
<p class="npc grandfather">
Indeed, however $sister.name drew up a bit of a short list so you don't have to go through the whole library of our histories.
</p>
<p class="player">
That was... kind of her.
</p>
<p class="npc grandfather">
Indeed. She is ever so helpful when she wants to be. Anyway, here is the list.
</p>
<p>He hands you a page of paper with a few names on it.</p>
<<link "Look it over">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "renaming">>
<</replace>>
<</link>>
<<elseif $storycounter == 3>>
<span id="namechoices">
<<link "Atieno - Born at night">>
<<replace #namechoices>>
<p class="npc grandfather">
Atieno. Very interesting choice. As it happens you were indeed born at night so perhaps it is most fitting after all.
</p>
<<set $player.vampname = "Atieno">>
<<set $player.peekBonus += 1>>
<<set $player.traits.push("Quick Eyes")>>
<<link "Then is is decided.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "renaming">>
<</replace>>
<</link>>
<</replace>>
<</link>><br>
<<link "Baldovino - Brave friend">>
<<replace #namechoices>>
<p class="npc grandfather">
Baldovino! Very good. I'm sure your sister will approve.
</p>
<<set $player.vampname = "Baldovino">>
<<set $player.levelBonus += 1>>
<<set $player.traits.push("Good Friend")>>
<<link "Then is is decided.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "renaming">>
<</replace>>
<</link>>
<</replace>>
<</link>><br>
<<link "Eligio - To choose">>
<<replace #namechoices>>
<p class="npc grandfather">
Eligo then. We all like to think we are free to choose, so few of us actually are.
</p>
<<set $player.vampname = "Eligio">>
<<set $player.persuasionBonus += 1>>
<<set $player.traits.push("Persuader")>>
<<link "Then is is decided.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "renaming">>
<</replace>>
<</link>>
<</replace>>
<</link>><br>
<<link "Jareth - To watch">>
<<replace #namechoices>>
<p class="npc grandfather">
Ahh Jareth. Very interesting. Watching is often undervalued over listening but both are tools well worth developing.
</p>
<<set $player.vampname = "Jareth">>
<<set $player.exhibitionismBonus += 1>>
<<set $player.traits.push("Beguiler")>>
<<link "Then is is decided.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "renaming">>
<</replace>>
<</link>>
<</replace>>
<</link>><br>
<<link "Parris - Abductor">>
<<replace #namechoices>>
<p class="npc grandfather">
Parris. Hmm, perhaps your sister sees something in you I am blind to. Very interesting.
</p>
<<set $player.vampname = "Parris">>
<<set $player.enthralBonus += 1>>
<<set $player.traits.push("Mesmerist")>>
<<link "Then is is decided.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "renaming">>
<</replace>>
<</link>>
<</replace>>
<</link>><br>
<<link "Tariq - Night visitor">>
<<replace #namechoices>>
<p class="npc grandfather">
Ah! Quite the classic. The night is the time when we do some of our best work it's true. Very good!
</p>
<<set $player.vampname = "Tariq">>
<<set $player.horninessBonus += 1>>
<<set $player.traits.push("Wetener")>>
<<link "Then it is decided.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "renaming">>
<</replace>>
<</link>>
<</replace>>
<</link>><br>
</span>
<<elseif $storycounter == 4>>
<p class="npc grandfather">
Very well then. Welcome to the family $player.vampname $player.familyname! Now you truly are one of us!
</p>
<p class="player">
Thank you grandfather. I hope I live up to the name!
</p>
<p>Grandfather smiles at you and lets you get back to your day</p>
<<unlockAch 5>>
<<removeToDo "td0007">>
<<addToDo "Perhaps a night out with your sister?" "td0008">>
[[Leave|fhFoyer][$player.storyHome += 1;$storycounter = 0; $game.timeProgress = 50]]
<</if>><<if $storycounter == 1>>
<<removeToDo "td0008">>
<<replace #storypic>>
<img src="images/char/sister/nightlife/sidelook.jpg">
<</replace>>
<p class="npc sister">
Ah good evening $player.vampname. Ah it's good to get my tongue around a real name like that. We have some fun to do this night!
</p>
<p class="player">
We do?
</p>
<p class="npc sister">
Very much so. You see before long you are going to start learning how to do certain things that are going to take their toll on your inner strength, your will as it were.
</p>
<p class="player">
That sounds... interesting.
</p>
<p class="npc sister">
Indeed! However before we start on that you are going to need to learn how to recover that strength. So follow me.
</p>
<<link "She leads you out to the driveway">>
<<replace #location>>
<<set $loc = "Driveway">>
<<display Location>>
<</replace>>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "firstPickup">>
<</replace>>
<</link>>
<<elseif $storycounter == 2>>
<<replace #storypic>>
<img src="images/familyhome/mansion.jpg">
<</replace>>
<p>You find a taxi awaiting you, your sister gets in leaving the door open for you to enter which you do.</p>
<p class="npc sister">
Now the key to our ability to recover our power lies in the will of the humans. So we need to feed on them as it were.
</p>
<p>You glance at the cab driver as he pulls out of the driveway.</p>
<p class="npc sister">
Oh don't worry about him, he's an old family friend.
</p>
<p class="player">
We feed... but I thought grandfather said we don't do all that bloodsucking stuff.
</p>
<p class="npc sister">
We don't, thank god. But we do need a human to give themselves to us before we can draw that will out of them, they must surrender to us.
</p>
<<link "You look over to your sister">>
<<replace #location>>
<<set $loc = "Taxi Cab">>
<<display Location>>
<</replace>>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "firstPickup">>
<</replace>>
<</link>>
<<elseif $storycounter == 3>>
<<replace #storypic>>
<img src="images/char/sister/nightlife/sidelook.jpg">
<</replace>>
<p class="player">
And how will I get them to do that.
</p>
<p class="npc sister">
For now you can't. But first things first. Before you can even attempt to bring someone in to your enthralment you need to earn their trust.
</p>
<p class="player">
OK, that sounds like something I can do.
</p>
<p class="npc sister">
Oh it does, does it? And just how many women have you chatted up in your life?
</p>
<p class="player">
Err, well.
</p>
<p class="npc sister">
Err, well, indeed! So that's why tonight we are heading in to town to the bar and you are going to try chatting to some of the locals, you will however have one advantage.
</p>
<p class="player">
And that is?
</p>
<p class="npc sister">
Me! I'll be there to talk you through. Oh I'm sure you'll not get far, but we can at least make a start.
</p>
<p class="player">
Won't having you talking in my ear look a little, obvious?
</p>
<p class="npc sister">
Yes I'm sure it would. That's why I'm going to project my thoughts into your mind.
</p>
<p class="player">
Do what now.
</p>
<p class="npc sister">
It's just some basic telepathy. Comes in handy from time to time, mainly in combat so we can give each other orders without having to verbalise them, but it has other uses too.
</p>
<<link "Basic telepathy. OK then.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "firstPickup">>
<</replace>>
<</link>>
<<elseif $storycounter == 4>>
<<replace #storypic>>
<img src="images/char/sister/nightlife/smiling.jpg">
<</replace>>
<p class="player">
Basic telepathy. OK then.
</p>
<p class="npc sister">
You're so cute in your innocence. Don't worry you'll get used to having me in your head soon enough.
</p>
<p class="player">
Right. So chat some women up.
</p>
<p class="npc sister">
Yup, it will take you some time to earn their trust. Perhaps several nights. Which is why we are beginning now.
</p>
<p>You sit and think over what she's said to you for a while, and before you know it the taxi pulls up out side the bar.</p>
<<link "Your sister climbs across and gets out first.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "firstPickup">>
<</replace>>
<</link>>
<<elseif $storycounter == 5>>
<<replace #storypic>>
<img src="images/char/sister/nightlife/adjust.jpg">
<</replace>>
<p>As she does so her short dress rides up and she has to pull it down.</p>
<p class="npc sister tele">
Stop looking!
</p>
<p>You hear the voice in your head</p>
<p class="player">
Wait, you can read my thoughts too?
</p>
<p class="npc sister">
Nope, we can't do that. I just knew you couldn't resist!
</p>
<<createHuman>>
/* Ensure first human is easy */
<<set $humans[0].difficulty = 1>>
[[Enter the bar|fhBarFirst][$player.storyHome = 15]]
<</if>><div id="location">
<<set $loc = "Town Bar">>
<<display Location>>
</div>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/hometown/bar.jpg">
<br>
</div>
<div id="humanstats" class="imgwrapperdetails">
<<humanstats>>
</div>
</div>
<div id="sisterchat">
<p class="npc sister tele">
OK $player.vampname, first look for a girl.
</p>
</div>
<div id="storyexits">
</div>
<div id="storytext">
<p>Girls:</p>
<div id="girls">
<div id="chatup">
<<linkreplace "Look for a girl">>
<<replace #sisterchat>>
<<unlockAch 6>>
<p class="npc sister tele">
Nice choice, now head on over and introduce yourself.
</p>
<</replace>>
<<display displayGirls>>
<</linkreplace>>
</div>
</div>
</div><<set $loc = "Taxi">>
<<display Location>>
<<if $humans[0].level > 10>>
<div id="storypic">
<img src="images/char/sister/nightlife/smiling.jpg">
</div>
<div id="storytext">
<p class="npc sister">
Very impressive little brother! Have to say I expected you to have a harder time, maybe there is hope for you after all.</p>
</div>
<<elseif $humans[0].level > 5>>
<div id="storypic">
<img src="images/char/sister/nightlife/smiling.jpg">
</div>
<div id="storytext">
<p class="npc sister">
Not bad little brother. You made some good progress with that girl tonight.</p>
</div>
<<elseif $humans[0].level > 2>>
<div id="storypic">
<img src="images/char/sister/nightlife/sidelook.jpg">
</div>
<div id="storytext">
<p class="npc sister">
We've got a lot of work to do I think! Not to worry, I'm sure I can turn you into a lady killer before too long.</p>
</div>
<<else>>
<div id="storypic">
<img src="images/char/sister/nightlife/sidelook.jpg">
</div>
<div id="storytext">
<p class="npc sister">
Wow. Rough night.</p>
</div>
<</if>>
<p class="player">
Well I didn't get a drink thrown in my face, so that's something.
</p>
<p class="npc sister">
Oh you do need to work on your technique of course, it's all about persuasion. There are some books in the library that might help for a start.
</p>
<p class="player">
Oh good. More studying.
</p>
<p class="npc sister">
Don't sweat it, we have hundreds of years ahead of us. Plenty of time for everything.
</p>
<p class="player">
Great.
</p>
<p>You spend most of the rest of the journey home thinking about changes you could make to your approach.</p>
<br>
<<unlockQuestion "$slibQuestions" "sl0002">>
<<addToDo "Ask your sister about study aids in the library" "td0009">>
[[Return home|fhFoyer][$game.time = 4, $game.timeSegment = 2]]<p class="npc uncle">
Now then $player.vampname. We've done all we can to prepare you for this next step, but still it will be a dangerous one. Today you'll be fighting a living enemy.
</p>
<p class="player">
Ok then. Am I fighting you then?
</p>
<p class="npc uncle">
Haha, no not me. You're not ready for that yet. But we do have some captured feral vampires for you to train against.
</p>
<p class="player">
Feral vampires, so these were once like us?
</p>
<p class="npc uncle">
Once, but they have lost all semblance of intelligence. Such is the price for not living by the code. It is why your sister is taking you through the process of grooming humans, if one is not careful, patient, if one disrespects the process and cares only for ones desires, well that path never ends well.
</p>
<p class="player">
I guess I'd best listen to her then.
</p>
<p class="npc uncle">
I would certainly recommend it.
</p>
<<link "So I'm just going to punch a feral?">>
<<replace #storytext>>
<p class="player">
So I'm just going to punch a feral?
</p>
<p class="npc uncle">
Not quite. Oh you will still be fighting as we have practiced over the last year, but there is more to us than the humans. We can imbue our strikes with various enhancements.
</p>
<p class="player">
Enhancements? Such as?
</p>
<p class="npc uncle">
Well today, today I will teach you the basics of what we call Vampiric Touch. But to use it will cost you some of your will. And remember if you die without any of your will remaining then you die, unless of course one of us is nearby to revive you.
</p>
<p class="player">
If it costs me some of my will how will I get that back?
</p>
<p class="npc uncle">
Again that is what the humans are for, you will feed on their will, drain some for yourself from willing victims. Another task your sister will be assisting you with. But there's no point going out there to feed if you are not hungry, hmm?
</p>
<<link "That sounds fair enough. So how do I do this Vampiric Touch then?">>
<<replace #storytext>>
<p class="player">
That sounds fair enough. So how do I do this Vampiric Touch then?
</p>
<p class="npc uncle">
Well you still need to hit your opponent, and it will be harder as you will need to strike them in a very specific location. However when you do you will draw some of their life essence into yourself healing your physical form as you do.
</p>
<p class="player">
Well that sounds useful, especially for someone who is about to fight a feral vampire for the first time in their life!
</p>
<p class="npc uncle">
Quite so.
</p>
<p>Your uncle spends the next hour showing you the specifics of the Vampiric Touch.</p>
<p class="npc uncle">
OK. Time to put things into practice. I'll fetch the feral. If you are ready?
</p>
<<link "As I'll ever be!">>
<<set $player.willMax = 10>>
<<set $player.will = 10>>
<<set $player.powers.push("vampirictouch")>>
<<goto training2>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>><<nobr>>
<<if $storycounter == 1>>
<p class="npc grandfather">
Ah, my boy. Your uncle and sister have been keeping me appraised of your progress. You are doing well. Quite well indeed.
</p>
<p class="player">
Thank you grandfather. I must admit despite the strangeness of it all it has all felt rather natural.
</p>
<p class="npc grandfather">
Indeed so? Excellent, then everything is as I hoped. And now I think it is time for us to take the next step.
</p>
<p class="player">
The next step?
</p>
<p class="npc grandfather">
Yes, yes. Quite time. We need to retake what was ours. To reclaim your mothers legacy.
</p>
<p class="player">
You mean in America?
</p>
<p class="npc grandfather">
Precisely my boy. I'm afraid there is not much left. We have Hadria still in place, and she is holding onto our office there but in name only. The building stands empty, and then there is the matter of your mothers house.
</p>
<<link "Her house?">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "ready">>
<</replace>>
<</link>>
<<elseif $storycounter == 2>>
<p class="player">
Her house?
</p>
<p class="npc grandfather">
Yes, or rather I should say your house. After the situation we had there it was infested with ferels. The other houses ensured they remained secluded, but they will need eliminating before you can reclaim the house and I dare say there will need to be some repair work.
</p>
<p class="player">
That sounds, expensive!
</p>
<p class="npc grandfather">
I'm sure it will be. Thus I would worry about building up your assets first. The office can be your hub until you are ready, physically and financially to retake the house and restore our foothold in the US.
</p>
<p class="player">
Financially?
</p>
<p class="npc grandfather">
Oh we might not concern ourselves much with the human world, but we do still have to live within it's confines to some degree. And humans do so love to be paid for their work.
</p>
<<link "So I am to go alone?">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "ready">>
<</replace>>
<</link>>
<<elseif $storycounter == 3>>
<p class="player">
So I am to go alone?
</p>
<p class="npc grandfather">
Oh, no no my boy. $sister.name will be coming along with you of course. It's time for your generation to start taking the lead. Your uncle and I can take care of things from this end.
</p>
<p class="player">
OK, so when do we head out?
</p>
<p class="npc grandfather">
Whenever you feel ready in yourself my boy. Just come see me when you feel you have tied up any lose ends here and I'll make the arrangements.
</p>
<p class="player">
Well then. At the very least I will go and pack so I'm ready to bug out.
</p>
<p class="npc grandfather">
Bug out?
</p>
<p class="player">
Er, never mind. Thank you grandfather. I hope I won't let you down.
</p>
<p class="npc grandfather">
As do I my boy, as do I!
</p>
<<removeToDo "td0014">>
<<addToDo "When you are ready, meet with Grandfather" "td0015">>
[[Leave|fhFoyer][$player.storyHome = 19;$storycounter = 0; $game.timeProgress = 50]]
<</if>>
<</nobr>><<if $storycounter == 1>>
<<removeToDo "td0015">>
<p class="player">
I believe I am ready Grandfather.
</p>
<p class="npc grandfather">
Ah. Excellent my boy. Well then, go prepare yourself and I'll make a few calls to get everything ready. You will leave at first light in the morning.
</p>
<p>
With that he waves you out of the study.
</p>
<p>
You spend the rest of the day ensuring you have the few possessions you own packed for the trip and contemplating the coming trip. Are you really ready to take on this task? Uncle and Grandfather seem to think so. Hopefully the woman in the US, $om.name will be able to help out.
</p>
<<link "The next day...">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "trip">>
<</replace>>
<</link>>
<<elseif $storycounter == 2>>
<<replace #storypic>>
<img src="images/trip/taxi.jpg">
<</replace>>
<p>
Another few trains and taxis escort you and your sister away from the secluded family home.
</p>
<p class="npc sister">
Exciting times!
</p>
<p class="player">
Pity the man...
</p>
<p class="npc sister">
Fortunately you are no man!
</p>
<<link "To the airport...">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "trip">>
<</replace>>
<</link>>
<<elseif $storycounter == 3>>
<<replace #storypic>>
<img src="images/trip/plane.jpg">
<</replace>>
<p>
You sleep in fits and starts during the long flight to the US, your sister seems to be handling things much better and slept peacefully for almost the entire flight.
</p>
<p>
At the airport a car is waiting for you to take you to the office building, and temporary home your grandfather told you about.
</p>
<p>
As you arrive you are met at the door by a woman you can only presume is Hadria. She leads you in to the building.
</p>
<<link "Say hello">>
<<replace #storytext>>
<<set $player.storyHome = 20>>
<<set $storycounter += 1>>
<<display "trip">>
<</replace>>
<</link>>
<<elseif $storycounter == 4>>
<<replace #storypic>>
<img src="images/char/om/officesmile.jpg">
<</replace>>
<p class="npc om">
So. You two have finally made it! I was beginning to think this day would never come.
</p>
<p class="npc sister">
$uncle.name was right, you are impatient as well as quite beautiful.
</p>
<p class="npc om">
Ah! So he does remember me. He could at least call once in a while..
</p>
<p class="player">Er, hello. I'm $player.name, I mean $player.vampname.</p>
<p class="npc om">
Yes you are. Look at you all grown up. Might be this will be more fun than I had expected.
</p>
<p class="npc sister">
Down girl. He'll be needing his energy remember.
</p>
<p class="npc om">
Ah, true. Shame. Anyway welcome to all that remains of your mothers empire $player.vampname.
</p>
<<link "And that is?">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<replace #storypic>>
<img src="images/char/om/officeserious.jpg">
<</replace>>
<<display "trip">>
<</replace>>
<</link>>
<<elseif $storycounter == 5>>
<p class="player">And that is?</p>
<p class="npc om">
Well not much! I've been holding on to this building as best I can. The reception is fine, and I've been living in the penthouse suite which I guess is now our penthouse suite. There are a couple of floors of office space but they are not really ready for full use, and then there are a few apartments just below the penthouse but they've not been touched in years.
</p>
<p class="npc sister">
Well that's not much but I guess it's something. I'll take a look at the office space and see what we'll need to get that up and running.
</p>
<p class="player">
And what do we need office space for exactly?
</p>
<p class="npc om">
Ah well your mother found quite a bit of success with running a... call center.
</p>
<p class="player">
A. Call. Center?
</p>
<p class="npc om">
Doesn't sound too exciting does it, but let's say the calls coming in weren't about credit card problems, or a broken mobile phone. They were a little more interesting than that, an require a very certain set of skills from the handlers.
</p>
<p class="npc sister">
Sex lines. She's talking about phone sex.
</p>
<<link "Oh! Really?">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<replace #storypic>>
<img src="images/char/om/officesmile.jpg">
<</replace>>
<<display "trip">>
<</replace>>
<</link>>
<<elseif $storycounter == 6>>
<p class="player">Oh! Really?</p>
<p class="npc om">
There's still a surprising demand for it and I'm sure it would make a sound plan to get us started. Perhaps later we can look into some more... modern ways of servicing those clients.
</p>
<p class="npc sister">
We are going to need some girls to run those lines though. Human girls.
</p>
<p class="player">
Oh, so not us or any fellow vampires then?
</p>
<p class="npc om">
Oh no, we run things my dear. But humans are our stock and trade. They are so obedient to the right trainer. Oh and whilst right now it's fine, once we start having some working here you might not want to just blurt out the V word!
</p>
<p class="npc sister">
We tend to call ourselves The Family. Comes across a little mafioso but tends not to arouse suspicion.
</p>
<p class="player">
Ah ok. I'll try to remember. So where does one find humans we can hire? Do we place an ad somewhere?
</p>
<p class="npc om">
Oh, we prefer a more hands on approach. Much less of a paper trail, and that kiddo is where you come in.
</p>
<<link "Me?">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "trip">>
<</replace>>
<</link>>
<<elseif $storycounter == 7>>
<p class="player">Me?</p>
<p class="npc om">
Well this is to be your empire now. So I'm afraid you are going to have to get your hands dirty.
</p>
<p class="player">And how exactly am I to do that?</p>
<p class="npc sister">
Well all that training I've been giving you in the bar back home, it's not just so you can have some fun. Whilst some of the humans out there are really only useful for feeding on, some you will find will serve us much better working here.
</p>
<p class="player">How will I know?</p>
<p class="npc sister">
When they reach the stage where you would normally be able to enthral them, you will know. You'll be able to smell it on them. Those girls you can Entice. Rather than taking them home you will plant within them a desire to come work for you.
</p>
<p class="npc om">
And by you, she means me. I'll be handling all the internal work you just need to get them through the door. Although I'm sure you'll find ways to help motivate them once they are working here. We still pay them of course, everything will look just fine and dandy for the tax people. They may find themselves not wanting to take any vacations though.
</p>
<<link "I see.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "trip">>
<</replace>>
<</link>>
<<elseif $storycounter == 8>>
<p class="player">I see.</p>
<p class="npc om">On that matter $sister.name, I've had those girls you mentioned settled in.</p>
<p class=player>Which girls are we talking about?</p>
<p class="npc sister">
Ah, yes. Those girls you were hitting on back home, they've suddenly been handed jobs over here, jobs they just couldn't refuse. So don't be surprised if you spot them at the local bar.</p>
<p class=player>How very... convenient.</p>
<p class="npc om">
Isn't it though. Now why don't you two head up to the penthouse and get yourselves unpacked. Oh but here, take this $100, it's not much but it should tide you over until we can start making some money here.
</p>
<p>
She hands you a few bills, and with that you and your sister take the elevator up to your new home.
</p>
<<set $player to Object.assign($player, {cash: 100})>>
<<link "Settle in...">>
/* Update locations sister can be in */
<<set $sister.location11 to ["oLiving", "oSistersBedroom"]>>
<<set $sister.location12 to ["oSistersBedroom", "oLiving", "oTerrace"]>>
<<set $sister.location21 to ["oLiving", "oTerrace"]>>
<<set $sister.location22 to ["oTerrace"]>>
<<set $sister.location31 to ["oSistersBedroom", "oLiving", "oTerrace"]>>
<<set $sister.location32 to ["oSistersBedroom", "oLiving", "oTerrace"]>>
<<set $sister.location41 to ["oSistersBedroom", "oLiving"]>>
<<set $sister.location42 to ["oSistersBedroom", "oLiving"]>>
/* Ensure the two original humans are created */
<<if $humans.length < 2>>
<<createHuman>>
<</if>>
/* Bring in new humans */
<<createHuman>>
<<set $workers to []>>
/* Set up books */
<<updateBooks>>
/* Force a time update */
<<set $game.day++>>
<<set $game.time = 2>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<goto "oMasterBedroom">>
<</link>>
<</if>>/* ---------- Audio Files ---------- */
<<cacheaudio "ach" "sounds/reverse-clang.mp3">>
<<cacheaudio "levelup" "sounds/levelup.mp3">>
<<cacheaudio "intro" "sounds/true.mp3">>
<<cacheaudio "rising" "sounds/Failure Rising.mp3">>
<<cacheaudio "violent" "sounds/Ultra Violent.mp3">>
<<cacheaudio "power" "sounds/power.mp3">>
<<createaudiogroup ":ui">>
<<track "ach">>
<</createaudiogroup>>
<<createaudiogroup ":intro">>
<<track "intro">>
<</createaudiogroup>>
<<createplaylist "battle">>
<<track "rising" volume 1>>
<<track "violent" volume 1>>
<</createplaylist>>
<<audio ":ui" volume 0.1>>
<<audio ":intro" volume 0.5>>
<<script>>UIBar.destroy();<</script>>
/* Game Variables*/
<<set $game to {
day: 1,
time: 3, /* 1:Morning 2:Afternoon 3:Evening 4:Night */
timeSegment : 1, /* 1:Early 2:Late */
timeProgress : 1 /* At 100 update Segment */
}>>
<<set $storycounter = 0>>
<<set $humans = []>>
<<set $skillboost = 4>>
<<set $todo = []>>
<<set setup.tod to ["", "Morning", "Afternoon", "Evening", "Night", "Witching Hours", "Witching Hours", "Witching Hours", "Witching Hours", "Witching Hours", "Witching Hours", "Witching Hours", "Witching Hours", "Witching Hours", "Witching Hours"]>>
<<set setup.sot to ["", "Early", "Late"]>>
<<set setup.humantype to ["", "easy going", "friendly", "guarded", "quiet", "secretive"]>>
<<set setup.stims to ["Unknown", "Little Interest", "Mild Interest", "Likes", "Loves", "Adores", "Fixated", "Fixated", "Crazy For", "Obsessed", "Fetish"]>>
<<set $weekdays = ["Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday", "Sunday"]>>
<<set $ach to []>>
<<updateAchievements>>
<<updateVariables>>
<<set $achScore = 0>>
<<createCharacters>>
/* Enemy Types */
<<set $enemyTypes to {
/* Name, HP, WP, [Attacks], [Powers], image, Str, Dex */
WeakFeral: ["Weak Feral", 10, 0, ["Claw", "Bite"], [], "images/enemy/feral01.jpg",0,0],
Feral: ["Feral", 10, 0, ["Claw", "Bite"], [], "images/enemy/feral01.jpg",1,1],
FeralAlpha: ["Feral Alpha", 15, 20, ["Bite"], ["Blast"], "images/enemy/feralalpha01.jpg",2,2],
Punchbag: ["Punchbag", 1000, 0, ["Defend"], [], "images/enemy/punchbag.jpg",2,0]
}>><div style="text-align: center">
<h3>Would you like music?</h3>
<<link "Yes ">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<goto "RudeBoyUKGames">>
<</link>>
<<link " No">>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<<goto "RudeBoyUKGames">>
<</link>>
</div><<updateAchievements>>
<<updateVariables>>
<<set $testing = true>>
<<display Nightly>><div style="text-align: center">
/* Run any passages that are needed for basic game play */
<span style="overflow-x: hidden; overflow-y: hidden; display: block; max-height: 0;">
Change log
<<display changelog>>
/*<<display sisterCommonChats>>
<<display sisterLibraryChats>>
<<display sisterBedroomChats>>
<<display sisterCourtyardChats>>
<<display sisterConservatoryChats>>
<<display uncleCommonChats>>
<<display auntCommonChats>>*/
</span>
<h3> Nightly Build Menu </h3>
<<link "Start Game (Music)">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<goto "RudeBoyUKGames">>
<</link>><br>
<<link "Start Game (No Music)">>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<<goto "RudeBoyUKGames">>
<</link>><br>
<<link "Skip Introduction Text">>
<<set $game.day = 2>>
<<set $game.time = 1>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<set $player.storyHome = 1>>
<<set $player.will = 10>>
<<set $player.life = 10>>
<<set $sister.storyHome = 0>>
<<resetHumans>>
/* Ensure arrays exist is player hasn't chatted with sister yet. */
<<silently>>
<<display sisterChat>>
<<display uncleChat>>
<<display grandfatherChats>>
/* <<display auntChat>> */
<<display omChat>>
<<display bookstoreownerChat>>
<</silently>>
<<goto "fhBedroom">>
<</link>> Day 1 <br>
<<link "Skip first year and ready to chat up girls">>
<<set $game.day = 360>>
<<set $game.time = 2>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<set $player.storyHome = 14>>
<<set $player.will = 10>>
<<set $player.life = 10>>
<<set $sister.storyHome = 2>>
/* Ensure arrays exist is player hasn't chatted with sister yet. */
<<silently>>
<<display sisterChat>>
<<display uncleChat>>
<<display grandfatherChats>>
<<display auntChat>>
/* <<display auntChat>> */
<<display omChat>>
<<display bookstoreownerChat>>
<<endYearOne>>
<</silently>>
<<set $jumpinpoint = "fhBedroom">>
<<goto "NameSelection">>
<</link>><br>
<<link "Jump to US Content">>
/* Update locations sister can be in */
<<set $sister.location11 to ["oLiving", "oSistersBedroom"]>>
<<set $sister.location12 to ["oSistersBedroom", "oLiving", "oTerrace"]>>
<<set $sister.location21 to ["oLiving", "oTerrace"]>>
<<set $sister.location22 to ["oTerrace"]>>
<<set $sister.location31 to ["oSistersBedroom", "oLiving", "oTerrace"]>>
<<set $sister.location32 to ["oSistersBedroom", "oLiving", "oTerrace"]>>
<<set $sister.location41 to ["oSistersBedroom", "oLiving"]>>
<<set $sister.location42 to ["oSistersBedroom", "oLiving"]>>
<<set $game.day = 380>>
<<set $game.time = 2>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<set $player.storyHome = 20>>
<<set $sister.storyHome = 5>>
<<set $sister.storyYoga = 1>>
<<set $player.will = 10>>
<<set $player.willMax = 10>>
<<set $player.life = 10>>
<<set $player.lifeMax = 10>>
<<set $sister.storyHome = 5>>
<<set $player.persuasion[0] = 1>>
<<set $player.bodylanguage[0] = 1>>
<<set $player.concentration[0] = 1>>
<<set $player.mesmerism[0] = 1>>
<<set $player.combattraining[0] = 1>>
<<set $sister.horn = 65>>
<<set $sister.exhib = 15>>
<<set $player.dexterity += 1>>
<<set $player.vampname = "Atieno">>
<<run $player.attacks.push("Kick")>>
<<set $player.powers.push("vampirictouch")>>
<<resetHumans>>
<<createHuman>>
<<set $player to Object.assign($player, {cash: 100})>>
/* Add new human prey */
<<createHuman>>
/* Add a human ready for recruitment */
<<createHuman "worker">>
/* Ensure arrays exist is player hasn't chatted with sister yet. */
<<silently>>
<<display sisterChat>>
<<display uncleChat>>
<<display grandfatherChats>>
/* <<display auntChat>> */
<<display omChat>>
<<display bookstoreownerChat>>
<<endYearOne>>
<<set $workers to []>>
<<updateBooks>>
<</silently>>
<<set $jumpinpoint = "oMasterBedroom">>
<<goto "NameSelection">>
<</link>> Day 380, all skills to first level. Under development<br>
<hr>
To give feedback please visit : <a href="https://hypnopics-collective.net/smf_forum/index.php?topic=23706.0" target="_blank">Hypnopics Collective</a><br>
</div><div style="text-align: center">
<h3>Select your vampire name:</h3>
<span id="namechoices">
<<link "Atieno - Born at night">>
<<set $player.vampname = "Atieno">>
<<set $player.peekBonus += 1>>
<<set $player.traits.push("Quick Eyes")>>
<<goto $jumpinpoint>>
<</link>> - Lower chance of a negative outcome when peeking.<br>
<<link "Baldovino - Brave friend">>
<<set $player.vampname = "Baldovino">>
<<set $player.levelBonus += 1>>
<<set $player.traits.push("Good Friend")>>
<<goto $jumpinpoint>>
<</link>> - Humans level up faster when you chat them up.<br>
<<link "Eligio - To choose">>
<<set $player.vampname = "Eligio">>
<<set $player.persuasionBonus += 1>>
<<set $player.traits.push("Persuader")>>
<<goto $jumpinpoint>>
<</link>> - You are more persuasive than others.<br>
<<link "Jareth - To watch">>
<<set $player.vampname = "Jareth">>
<<set $player.exhibitionismBonus += 1>>
<<set $player.traits.push("Beguiler")>>
<<goto $jumpinpoint>>
<</link>> - Women enjoy showing off to you more.<br>
<<link "Parris - Abductor">>
<<set $player.vampname = "Parris">>
<<set $player.enthralBonus += 1>>
<<set $player.traits.push("Mesmerist")>>
<<goto $jumpinpoint>>
<</link>> - Humans are more pliable in your hands.<br>
<<link "Tariq - Night visitor">>
<<set $player.vampname = "Tariq">>
<<set $player.horninessBonus += 1>>
<<set $player.traits.push("Wetener")>>
<<goto $jumpinpoint>>
<</link>> - Female vampires can't help getting turned on in your presence.<br>
</span>
</div><<nobr>>
<div class="slowfade">
<<timed 3s t8n>>
<<audio ":intro" play volume $musicvol>>
<h1>
RUDEBOYUK
</h1>
<h2>
Games
</h2>
<<next 3s t8n>>
<h2 style="color: white">
Presents
</h2>
<<next 3s t8n>>
<h3 style="font-size: 800%">
Will of the Vampire
</h3>
<</timed>>
</div>
<<timed 12s>>
<<goto "Warnings">>
<</timed>>
<</nobr>><<nobr>>
<br>
<h3>Welcome to $gametitle
</h3>
<span style='text-align: center;display: block;color:red;font-size: xlarge'>WARNING<br>
</span>
<span style='text-align: center;display: block'>
This game depicts acts of a sexual nature. Mature audience only.<br>
You must be of legal age to play this game in your region of the planet.
<br>
All characters in this game are over the age of 18, most considerably so.
<br>
I make no claims to copyright on the images used in this game.<br>
All were found free of charge on the internet and thus treated as public domain.<br>
This game is, and always will be free of charge. I make no income from this project. It is purely a work of passion.
</span>
<span style='text-align: center;display: block;color:red;font-size: xlarge'>WARNING<br>
</span>
<br>
<br>
<span style='text-align: center;display: block'> [[Accept|Details]] </span>
<</nobr>><<nobr>>
<center>
<p>
Before we begin. What is your first name to be? (Male)
</p>
<<textbox "$player.name" "Bob">>
<br>
[[Accept|Intro]]
</center>
<span style="overflow-x: hidden; overflow-y: hidden; display: block; max-height: 0;">
Change log
<<display "changelog">>
</span>
<</nobr>><<nobr>>
<div id="storypic">
<img src="images/intro/mansion.jpg">
</div>
<div id="storytext">
<p>You don't recall much of your early youth. A few images of a house out in the woods. Quite a large house it felt like, but maybe that is just how it felt to your five year old mind.
</p>
<p>
Five, because it was then you, $player.name $player.secondname, were packed off to boarding school where you would spend the next thirteen years of your life. But also with the death of your mother the year before you had tried your best not to remember those days too often.
</p>
<<link Remember>>
<<replace "#storypic">>
<img src="images/intro/mother.jpg">
<</replace>>
<<replace "#storytext">>
<p>
Your mother. You just barely remember her. There is always warmth to the memories, but also a strange sort of darkness. Although you were too young to recall, correspondence over the years from your Uncle has let you know that it was cancer that took her.
</p>
<p>
Your mother, your Uncle and Grandfather are always there in the few memories you have. It felt like there were other people around, on the edges of your recollection, but those three are the rocks on which your early life hung.
</p>
<<link Today>>
<<replace "#storypic">>
<img src="images/intro/school.jpg">
<</replace>>
<<replace "#storytext">>
<p>
And today, today is the day you return home. Time to say goodbye to the school which has turned you into a man.
</p>
<p>
It had been a good school. Class sizes were small and the teachers had all seemed helpful, friendly even. You'd read books and saw TV shows where students would act up and cause problems but that had never been the case at Voluntatem. In many ways it had been an idyllic time, with fellow students from so many countries.
</p>
<p>
You've made some good friendships over your years here, but now you aren't certain if they will survive the next chapter in your life. In fact you've not felt this uncertain in yourself since you arrived here. But there's no turning back now.
</p>
<<link Home>>
<<replace "#storypic">>
<img src="images/familyhome/mansion.jpg">
<</replace>>
<<replace "#storytext">>
<p>
It takes a plane, two trains and a taxi to get here, but finally you have returned to the house you were born in. Time to see who's home.
</p>
[[Enter the house|fhFoyer]]
<</replace>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<</link>>
</div>
<</nobr>><<nobr>>
<<set _noinfopassage = ["Start", "RudeBoyUKGames", "Warnings", "Details", "Intro", "Menu", "Achievements", "NameSelection", "Nightly", "Quick"]>>
<<if _noinfopassage.includes(passage())>>
/* Do Nothings */
<<else>>
<<display playerInfo>>
<<if $testing>>
<<display npcInfo>>
<</if>>
<</if>>
<div class="headwrapper">
<div class="headtitle">
<h4 style="text-align: left" id="gametitle">
$gametitle
</h4>
</div>
<div class="headlinks">
<<if $player.storyHome >= 4 and $player.storyHome <20>>[[Map|map]] | <</if>> [[Menu]] | <<link "Saves">><<script>>UI.saves()<</script>><</link>>
</div>
<div class="headtext">
<span class="header2">
It is <<print setup.sot[$game.timeSegment]>> <<print setup.tod[$game.time]>> on day $game.day.
</span>
</div>
</div>
<</nobr>><<nobr>>
<div id="locationname">
<p class="loc" style="margin: 0">
$loc
</p>
</div>
<</nobr>><style>
img.locked {
position: absolute;
left: -1000%;
right: -1000%;
top: -1000%;
bottom: -1000%;
margin: auto;
min-height: 100%;
min-width: 100%;
filter: brightness(5%) saturate(0%);
}
img.unlocked {
position: absolute;
left: -1000%;
right: -1000%;
top: -1000%;
bottom: -1000%;
margin: auto;
min-height: 100%;
min-width: 100%;
filter: opacity(100%);
}
</style>
<<nobr>>
<<back "Close">>
<br clear=all>
<span style=" display: inline-block;
width: 730px;
height: 2em;
line-height: 2;
background-color: FireBrick;
color: black;
padding-left: 20px;
text-align: left;
font-size: 150%;
">
<p>Achievements</p>
</span>
<span style=" display: inline-block;
width: 150px;
height: 2em;
line-height: 2;
color: white;
background-color: lightslategrey;
text-align: center;
font-size: 150%;">
$achScore
</span>
<span style=" display: inline-block;
width: 150px;
height: 2em;
line-height: 2;
color: white;
background-color: FireBrick;
text-align: center;
font-size: 150%;">
$achTotal
</span>
<<for _x=0;_x < $ach.length; _x++>>
<<set _tmpArray to $ach[_x]>>
<div style="
position: relative;
padding: 0;
margin: 5px 0px;
border-width: 0 0 2px 0;
border-style: solid;
border-image: linear-gradient(to left, rgba(255,255,255,0), rgba(255,255,255,1)) 1 stretch;
">
<<if _tmpArray[3] is false>>
<span class="achPic">
<img class="image-cropper locked" @src="'images/' + _tmpArray[4]">
</span>
<span class=achText>
<p style="width: 100%;">
_tmpArray[0] - LOCKED
</p>
</span>
<span class="achNumber">
_tmpArray[2]
</span>
<<else>>
<span class="achPic">
<img class="image-cropper unlocked" @src="'images/' + _tmpArray[4]">
</span>
<span class=achText>
<p style="width: 100%">
_tmpArray[0]
<span style="padding-left: 40px;font-size: 50%;line-height: 0px"><br>_tmpArray[1]</span>
</p>
</span>
<span class="achNumber">
_tmpArray[2]
</span>
<</if>>
</div>
<</for>>
<br>
<<back "Close">>
<</nobr>><h3>
$gametitle
</h3>
<h5>
Version: <<if def $alphaVersion>>$alphaVersion<</if>>
</h5>
<h4>
Credits
</h4>
<h6>Sister - Courtney Dillon</h6>
<h6>Aunt - Miah Croft</h6>
<h6>Office Manager - Whitney Westgate</h6>
<h6>Bookstore Owner - Lauren</h6>
<h4>
Intro Music
</h4>
<h6>
Albinos Noir by magdan
</h6>
<h4>
Battle Music
</h4>
<h6>
Failure Rising by Manoptic<br>
Ultra Violent by HelRazor
</h6>
<h6>
Music used under licence <a href="https://creativecommons.org/licenses/by-nc-nd/3.0/">Creative Commons License</a>
</h6>
<br>
<h5>Debug Options: <<link "Fix Humans">> |
<<updateHumans>>
<<if $player.storyHome < 20>>
<<goto fhBedroom>>
<<else>>
<<goto oMasterBedroom>>
<</if>>
<</link>>
</h5>
<h4>
To give feedback please visit : <a href="https://hypnopics-collective.net/smf_forum/index.php?topic=23706.0" target="_blank">Hypnopics Collective</a><br>
[[Achievements]] <br>
[[Change Log|changelog]] <br>
<<back "Close">>
</h4><<set _release = 0>>
<<set _subrelease = 0>>
<<set _updates = 0>>
<<back "Close">>
<br>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-08</h3>
<p class="clog">
First implementation of a map for speedier and clearer navigation, currently only for the family home, and only after all locations have been opened up. Also tracks where NPCs are (Not the Aunt at present)
<br>Fix for Kick skill not getting added if player fails to damage the punchbag during training.
<br>Fix to ensure the workers and books arrays exist as soon as you get to the US.
<br>Fix added missing storytext tag to the bar in the home town.
<br>Fix to have second human to be added after the first night at the bar.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-07</h3>
<p class="clog">
Adjusted some code in resetHumans to ensure the array exists and not to run some checks if no humans exist yet.
<br>When forced to sleep the messages about healing now show up.
<br>Aunts chat updated to the new system.
<br>Increased chance that sister will be in the courtyard.
<br>Added some missing color coding to Uncles chats during combat.
<br>Huge number of typos/grammatical corrections.
<br>Update to the chat system as some questions where not being added to the queues.
<br>Updated code in naming ceremony to match the new traits system implementation.
<br>Added a couple of additional ToDos to clear up some points where it was unclear what to do.
<br>Shortened the first training session as was overly long.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-06</h3>
<p class="clog">
Name selection now has it's original intended effect on game mechanics, as follows:
<br>Atieno - Born at night - Lower chance of being caught peeking
<br>Baldovino - Brave friend - Human level increase bonus
<br>Eligio - To choose - Persuasion bonus
<br>Jareth - To watch - Exhibitionism bonus
<br>Parris - Abductor - Enthral Bonus
<br>Tariq - Night visitor - Horniness bonus
<br>Player Info now lists traits based on the above.
<br>Yoga practice with sister from the Terrace if concentration is level 1 or lower.
<br>Books added to the bookstore for skill levels 2-3
<br>Began work on skill upgrade system
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-05</h3>
<p class="clog">
New characters added, may be seen at the bookstore at certain times of day.
<br>Third human prey added.
<br>Humans no longer return to the bar immediately after you feed upon them.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-02</h3>
<p class="clog">
Bugfix don't try to update locations when the game time is after late night.
<br>Adjusted the 'Add Todo' code so items are only added once. And stay on the list once completed to avoid being re-added at a later date when already completed.
<br>Added subtle backgrounds to the Exits/Actions boxes so it is easier to see which entries belong to which section.
<br>Added employment system so player can earn cash off girls.
<br>Added start of system to chat with workers to boost their skills, presently just displays pictures appropriate to their skill level.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-29</h3>
<p class="clog">
Bugfix to the chat system which could allow the player to become stuck if there happened to be no questions to ask the NPC at that point. The 'Return' option is now always available regardless of the number of available questions.
<br>Player now has the option, when enthralling, to extract will or leave the girl be. Extracting will now lowers the girls libido to zero, and she will not return to the bar until it raises above 15. Add a little more strategy to the process of restoring will, and prevents too much farming of a single victim.
<br>Updated the chat system to ensure read mark was set at the correct point to allow response text to reflect if the question has been asked before.
<br>Addition questions for the book store owner added, plus ability to peek at her whilst talking.
<br>Fixed many errors in the enthralment section where sisters help text was staying on the screen.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-28</h3>
<p class="clog">
Bugfix for if the player enters Grandfathers study after training and doesn't click the link to talk at the first opportunity. Includes fixes for the next two conversations also.
<br>Bugfix where an error would occur if you reached the end of the first year without having ever spoken with your sister.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-25</h3>
<p class="clog">
Added new code to give the player $100 upon arriving to the US.
<br>Fixed broken code that would return player to Family Home after an enthralment when done from the city.
<br>Player can now entice certain humans to work for them. At present they just move to a holding location. First recruitable human pictures added.
<br>Added chat option for the office manager when in the office for reviewing how any employed girls are performing.
<br>Mesmerism Study can now be performed with your sister at night in her office bedroom.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-24</h3>
<p class="clog">
Created a bookcase in the living area, and the code for books to be read. Includes new system for book sales from the bookstore or other locations to update the contents of the bookcase.
<br>Added exhibitionism events for the living room for sister and OM. Level 1 only.
<br>Reworked the code for checking if the player has chatted with a character today.
<br>Added 'Peek' option when talking to girls. Has a chance to increase their exhibitionism over time. But getting caught will reduce the girls horniness.
<br>Updated the chat system so the players Body Language skill can give feed back on the girls current horniness levels.
<br>Had the humans for practicing/feeding on moved to the US with the player and updated the story to reflect this.
<br>Moved some of the top right options to the menu. Now only Menu access and Saves are available from the main screen for tidiness.
<br>New start menu for Nightly build, to give jumping in points for return players.
<br>Adjusted the display of images in the Achievement list for clearer visibility of which have been obtained, and obscuring the images whilst locked.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-18</h3>
<p class="clog">
Finished the Act I introduction speech from the Office Manager and Sister.
<br>Updated sisters locations to allow her to move around the office building also.
<br>Added chat code for Office manager, currently only a single question available but system now in place for expansion.
<br>Added new chat images for the sister for each of the current locations she can be found in.
<br>Ensured player can not enter bedrooms or the bathroom when they are in use for masturbation or showering by the girls.
<br>Added a bar and bookstore to the city, plus a street hub.
<br>Began creation of the bookstore owner.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-17</h3>
<p class="clog">
Office locations created and images found.
<br>Office manager will move around the building dependant of time of day and needs.
</p>
</clog>
<clog>
<<set _updates++>>
<<set _subrelease++>>
<h3 class="noshadow">2019-07-16</h3>
<p class="clog">
Created the transition story for the US trip which ends the introduction and sets up the game for Act I.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-15</h3>
<p class="clog">
Added code to restore health and will when the player sleeps, with on screen notifications.
<br>
Humans now slowly reset their libido to 20 over night.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-10</h3>
<p class="clog">
Moved the version numbering to the Menu screen, main screen now simple has the game title. Also added more detail for versions and builds ahead of the 0.1 release.
<br>Added repeatable training session that will build up 'Combat Training' that will later feed into how you level up Strength/Dexterity and any future Stats.
<br>Created new chat event for the sister for after your first attempt with mesmerism. Required moving sisters library chats over to the new chat system.
<br>Added a general reading action to the library to give a second location where the player can pass time.
<br>You can now study mesmerism from your sister in her room at night.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-09</h3>
<p class="clog">
Continued on creating response texts for the enthral encounters.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-08</h3>
<p class="clog">
Fixed bug in human creation code that missed a response for Level 2 G Spot stimulations.
<br>Added link to games thread on Hypnopics for feedback.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-08</h3>
<p class="clog">
Enthral is now limited to a set number of interactions, depending on the players level of mesmerism.
<br>Began work on creating database of responses girls can give to each stimulus and assigning a random selection to each girl. Bit of a bigger job that I first thought! Perhaps something I can add to over time.
<br>Limited what can be learned from the library to max at level 2 for skills. Further development will come from npcs.
<br>Fitted out ToDo system to follow the main plot to it's current conclusion.
<br>Found bug that was creating too many human prey for the player.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-04</h3>
<p class="clog">
Added all images for the second human you meet which is all there are in the game just yet.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-07-03</h3>
<p class="clog">
Enthralment system in place, though with no image updates yet, but can be used to regain will and then return home again afterwards.
<br>Added all images for the first human you meet. Many missing images if you enthral any other humans just now.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-06-04</h3>
<p class="clog">
Completed the chatup system, and ready to move on to enthralment of humans.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-14</h3>
<p class="clog">
Reworked the chat system for much easier maintenance. Currently active for uncle.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-14</h3>
<p class="clog">
Finished coding the third training session. Introduces the first vampire power.
<br>Added base images for second human
<br>Added new achievments for some of the recent new tasks
<br>Added more ToDo entires. Still far from complete.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-13</h3>
<p class="clog">
Began implementing a To Do list to guide the player to the next event.
<br>Updated the location code for simpler maintenance.
<br>Started coding the third training session.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-10</h3>
<p class="clog">
Some typo/grammar corrections based on feed back from gabriel5864.
<br> Began working on the bar location for return trips to town to try out your chatting skills.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-10</h3>
<p class="clog">
Another reworking of the learning process. Now a player must study to earn 'Study points' then these are converted into 'Practice Points' when using the skill. This will level up the skill at a rate of 20 points * next level.
<br>Added new CSS class for the level up event so the player is aware they have made progress. 3 second animation over the full screen width.
<br>Rewrote the chat routines for much more flexible unlocking of questions. Required new arrays for all characters.
<br>Added sister performing yoga in the conservatory in the late afternoons. This will be a place to improve concentration in the future.
<br>Added ability to practice yoga with sister to increase concentration stat. Study converts to practice whilst reading books.
<br>Checking out girls in the bar practices reading of body language.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-09</h3>
<p class="clog">
Worked out more skills to run along side Persuasion, namely Mesmerism, which allow for greater success during 'embraces' and Body Language which allows the player to better gage each humans likely responses (difficulty level)
<br>Reworked the chat code so the player and girl rolls are separated from the code for the actual chats. Far more maintainable and quicker to update. Also added in code to increase likelihood of success based on how well you know the girl. Limited this level to a max of 100.
<br>Have worked out some ideas for the bonuses each name choice will make. Currently not implemented as many would have no effect at this stage.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-08</h3>
<p class="clog">
Created a first pass at a player stats screen, available from the top of the page in most situations.
<br>Added more to the ending of the Chat Up training with sister. Gives information on how to improve.
<br>Created Quick Start links whilst the game is in testing so it's easier to jump in at certain points in the introduction.
<br>Updated one of sisters questions to adapt after the awakening.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-07</h3>
<p class="clog">
Recreated changelog to track version number automatically.
<br>Replaced and reorganised fonts for clearer display.
<br>Added feedback to chatting screen to recall known aspects of the human you are talking with.
<br>Added new talk with grandfather for picking a new name. Currently just a name with no additional benefits. Plan to add bonuses based on each name in the future.
<br>Brought in the tutorial for the chat-up stuff. Just a single human to try things out on for now but gives an idea.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-06</h3>
<p class="clog">
Worked more on the human chat system, added interests for each human and added first image set for testing. Not yet available through game play.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-05</h3>
<p class="clog">
Fixed bug where exits in the Kitchen would be unavailable on the first full day after speaking with grandfather.
<br>Increases font size to 120%
<br>Removed some dead space at the top of the pages to allow more text per screen. Design based on a 1920x1080 screen as the default.
<br>Began work on the chat system for interacting humans.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-04</h3>
<p class="clog">
Created ceremony passage with animations for images.
<br>Added chat code for aunt.
<br>Updated sister courtyard chats with chance for exhibitionism trait to kick in.
<br>Females now get slightly hornier if talked to that day.
<br>Added aunt to location code.
<br>Added more images to sisters bath times.
<br>Adjusted masturbation and shower code to reduce frequency.
<br>Updated music code to set volumes to 0 or 0.8 for music on/off so will work with a volume control if added later.
<br>Created new 'Actions' segment, currently just for the library, where the player can read on certain subjects to improve skills. Currently the skills have no in-game use.
<br>Updated the time widget to inform the player of time progressing whilst walking about or undertaking tasks.
<br>Worked out new system to allow chats to involve others in the room at the time. Includes new photo handling.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-02</h3>
<p class="clog">
Added second training session, year skip.
<br>Added pre ceremony talk and introduction of aunt.
<br>New code to send character to bed at end of day added to each location.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-05-01</h3>
<p class="clog">
Added second talk with grandfather.
<br>Updated chat system for sister in the bedroom to fix bug.
<br>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-04-30</h3>
<p class="clog">
Updated some of the CSS for the headers and images so portrait images are now handled better.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-04-29</h3>
<p class="clog">
Added bathroom location to the upstairs hallway.
<br>Added 'peek' pics to bathroom when sister using it. Began work on exhibitionism system.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-04-28</h3>
<p class="clog">
Added new time breakdowns. Each time zone (Morning, Afternoon, Evening & Night) now has an Early and Late segment. Also each action taken uses up some 'progress' of time, when this hits 100 the next segment is activated.<br>
Updated the location assignments to take into account new time options.
Added a Horniness and Dirtiness stat for NPCs and ability to adjust these.
Updated the location code to send NPCs to the shower when dirty, and masturbation when horny.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-04-28</h3>
<p class="clog">
Total rework of chat system to be more generic. Allows for common questions and location specific questions to be shown at the same time.<br>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-04-24</h3>
<p class="clog">First training system setup.<br>
Major reworking of combat system as required by first real setup<br>
Reworked achievements to check if already unlocked to avoid code duplication<br>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-04-23</h3>
<p class="clog">Added breakfast with sister.<br>
Added new locations: Library, Conservatory, Courtyard & The Pit.<br>
Created conversation system for grandfather<br>
Created new opening screens with titles and music<br>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-04-18</h3>
<p class="clog">Major changes to the navigation system, now fixed to just under the location name for less travel distance.<br>
Added more story covering breakfast with Uncle.<br>
Added Study<br>
Added Grandfathers reveal.<br>
Reworked version display and change log.<br>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-04-17</h3>
<p class="clog">Began creating story, railroad so far with a little exploration of the family home.<br>
No link to the combat system yet.<br>
Established look for text in the game. Modified first characters for each paragraph. Frames for speech sections.<br>
Fixed Achievements for this game, required some missing style information and then colour coding to this game, plus replaced sound with more appropriate one.<br>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-04-16</h3>
<p class="clog">Working model for combat system complete. Basic attacks working and initiative order updating. Can complete a fight.<br>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2018</h3>
<p class="clog">
Initial setup based on new code example from The Little Shop.<br>
</p>
</clog>
<<set _zeros = "000000">>
<<set _updates to String(_updates)>>
<<set _alpha = _zeros + _updates>>
<<set _version = _alpha.substr(_updates.length+2)>>
_version
<<set $alphaVersion = _release +"."+_subrelease+ " (Build:" + _version + ")">>
<<back "Close">>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _agQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "Hello.", false, "agHello", [], "$agQuestions", "agq0001"],
[false, "How are you?.", false, "agHowDoing", [], "$agQuestions", "agq0002"]
]>>
/* Create array if not yet existing */
<<if ndef $agQuestions>>
<<set $agQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _agQuestions.length != $agQuestions.length>>
<<for _q = 0; _q < _agQuestions.length; _q++>>
<<set _tmpRec = _agQuestions[_q]>>
<<set _flatArray = $agQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $agQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "adamsgirlChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $agQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>><br>
<br>
<<display "finishChat">>
</div>
/* Sister Chats */<p class="player">
Hello.
</p>
<p class="npc adamsgirl">
Oh hello. Say you look slightly familiar, do I know you?
</p>
<p class="player">
I don't believe so no, I'm $player.vampname.
</p>
<p class="npc adamsgirl">
$player.vampname....?
</p>
<p class="player">
Oh sorry. $player.familyname, I'm $player.vampname $player.familyname.
</p>
<p class="npc adamsgirl">
$player.familyname! So that's it, oh I can see your mother in you that's for sure! So the $player.familyname family finally return to our shores! We didn't think this day would actually come, and more over that no one let us know!
</p>
<p class="player">
You knew my mother then?
</p>
<p class="npc adamsgirl">
Of course, of course. We worked very closely with your mother when she was here, our two families became quite close in fact. But where are my manners, I'm $adamsgirl.name $adamsgirl.secondname.
</p>
<p class="player">
Delighted to meet you $adamsgirl.name.
</p>
<p class="npc adamsgirl">
Likewise. My, my, my this is news. I'll have to inform my brother, and scold him for not knowing you had returned!
</p>
<<set $adamsgirl.story = 1>>
<<lockQuestion "$agQuestions" "agq0001">>
<<unlockQuestion "$agQuestions" "agq0002">><p class="player">
How are you doing?
</p>
<p class="npc adamsgirl">
<<if $adamsgirl.horn > 80>>
Warm today isn't it, or is that just me?
<<elseif $adamsgirl.dirt > 80>>
Uh, been a busy day, can't wait to get home and unwind with a hot bath.
<<else>>
Not bad thanks for asking.
<</if>>
</p>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _dmQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "Hello.", false, "dmHello", [], "$dmQuestions", "dmq0001"],
[false, "So you worked with my mother?", false, "dmMother", [], "$dmQuestions", "dmq0002"],
[false, "Do you know anything about what happened with my mother?", false, "dmWhatHappened", [], "$dmQuestions", "dmq0003"]
]>>
/* Create array if not yet existing */
<<if ndef $dmQuestions>>
<<set $dmQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _dmQuestions.length != $dmQuestions.length>>
<<for _q = 0; _q < _dmQuestions.length; _q++>>
<<set _tmpRec = _dmQuestions[_q]>>
<<set _flatArray = $dmQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $dmQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "devinshiremasterChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $dmQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>><br>
<br>
<<display "finishChat">>
</div>
/* Sister Chats */<p class="player">
Hello. I'm...
</p>
<p class="npc devinshiremaster">
$player.vampname $player.familyname. Yes I'd heard of the return of the $player.familyname's to their rightful place he amongst us.
</p>
<p class="player">
You know of me then?
</p>
<p class="npc devinshiremaster">
Oh quite so yes. I should probably explain, my name is $devinshiremaster.name $devinshiremaster.secondname. I'm sure you are familiar with our family.
</p>
<p>You recall some of your studies back home. Your family and the $devinshiremaster.secondname's go back quite a way. Whilst never what you would call allies, you have a great respect for each other.
<p class="player">
Of course. A pleasure to meet you sir.
</p>
<p class="npc devinshiremaster">
I'm sure! As it is for me. Ah it was such a shame what happened with your mother. She was a good friend and a fascinating woman. No doubt your return is to recover what was taken from your family.
</p>
<p class="player">
Er yes. Although I'm still a little unsure exactly how I will do that. For now I'm just finding my feet here.
</p>
<p class="npc devinshiremaster">
Take your time $player.name. There is no rush for us, we can play the waiting game eh? But it really is good to see a $player.familyname again.
</p>
<<set $devinshiremaster.story = 1>>
<<lockQuestion "$dmQuestions" "dmq0001">>
<<unlockQuestion "$dmQuestions" "dmq0002">><p class="player">
So you worked with my mother?
</p>
<p class="npc devinshiremaster">
You could say that yes. At least we had an understanding. I was no stranger to the manor, speaking of which do you plan to re-take that?
</p>
<p class="player">
The manor? Yes that is the long term plan but we need to build up some resources first.
</p>
<p class="npc devinshiremaster">
But of course. However when the time comes do let me know, I would be glad to help you reclaim what is yours. It is the least I can do.
</p>
<p class="player">
Thank you, that is most kind.
</p>
<p class="npc devinshiremaster">
Think nothing of it.
</p>
<<unlockQuestion "$dmQuestions" "dmq0003">><p class="player">
Do you know anything about what happened with my mother?
</p>
<p class="npc devinshiremaster">
Well there is a general thought amongst the families here that it was the Vossen family that made the most of the situation, and certainly they gained much in the vacuum left when your mother died.
</p>
<p class="player">
The Vossen family, I've not come across them.
</p>
<p class="npc devinshiremaster">
Ah indeed, quite new to our ranks and willing to undertake more, shall we say unscrupulous methods. However that always seemed too easy a conclusion to my mind.
</p>
<p class="player">
You don't think it was them?
</p>
<p class="npc devinshiremaster">
Oh I can't say for certain, but everything had a certain odour of an inside job.
</p>
<p class="player">
Which would suggest?
</p>
<p>He looks around before whispering quietly</p>
<p class="npc devinshiremaster">
For my money I'd look to the Adams family.
</p>
<p class="player">
But they were fully integrated into our business affairs here.
</p>
<p class="npc devinshiremaster">
Precisely my boy, think how easy it would have been for them to implement a take over.
</p>
<p class="player">
But if it was them wouldn't they have been the ones to gain power here rather than the Vossen family?
</p>
<p class="npc devinshiremaster">
Oh they certainly seem to have suffered don't they. Or at least that's the way it looks. I find looks are very easy to manipulate my self.
</p>
<p class="player">
I see, thank you for the information.
</p>
<p class="npc devinshiremaster">
Think nothing of it. If I find out more I will be sure to let you know.
</p>/* Use players body language skill to give feedback */
<<set _char = $chatReturn.slice(0, -4)>>
<p>Talking with <<print "$"+_char+".name">>.</p>
<<print "<<set _charstats = $"+_char+">>">>
/* Check if character is one the player would body read */
<<if ndef _charstats.exhib>>
/* Skip rest of code */
<<else>>
<<if $player.bodylanguage[0] <= 1>>
<<if _charstats.horn >= 75>>
<p>She looks a little hot around the collar at the moment.</p>
<<else>>
<p>You can't get a read on her body language yet.</p>
<</if>>
<<elseif $player.bodylanguage <= 2>>
<<if _charstats.horn >= 50>>
<p>She looks a little hot around the collar at the moment.</p>
<<elseif _charstats.horn >= 75>>
<p>There's a shortness of breath you detect indicating she's rather turned on.</p>
<<else>>
<p>She seems to be in control of her sex drive at the moment.</p>
<</if>>
<<elseif $player.bodylanguage <= 3>>
<<if _charstats.horn >= 50>>
<p>She looks a little hot around the collar at the moment.</p>
<<elseif _charstats.horn >= 75>>
<p>She's definitely feeling horny just now.</p>
<<elseif _charstats.horn >= 90>>
<p>You can see from the subtle tension in her thighs she's clenching her pelvic floor as you approach, she must be very turned on.
<<else>>
<p>She seems to be in control of her sex drive at the moment.</p>
<</if>>
<<elseif $player.bodylanguage <= 4>>
<<if _charstats.horn >= 50>>
<p>She looks a little hot around the collar at the moment.</p>
<<elseif _charstats.horn >= 60>>
<p>She's looking a little heated, but is maintaining control of herself quite well.</p>
<<elseif _charstats.horn >= 70>>
<p>She's looking more than a little heated, probably a good time to check her out.</p>
<<elseif _charstats.horn >= 80>>
<p>Not much question about it, this is a girl soon to be locking herself in her room.</p>
<<elseif _charstats.horn >= 90>>
<p>You can see from the subtle tension in her thighs she's clenching her pelvic floor as you approach, she must be very turned on.
<<else>>
<p>She seems to be in control of her sex drive at the moment.</p>
<</if>>
<</if>>
<</if>>/* Display available questions */
<<capture _q>>
<<capture _thisQuestion>>
<<for _q = 0; _q < _curQuestions.length; _q++>>
<<set _thisQuestion to _curQuestions[_q]>>
<<if _thisQuestion[0] is true>>
<<if _thisQuestion[2] is false>>
<span class="unasked">
<<link _thisQuestion[1]>>
<<replace #questionsText>>
<<print "<<display " + _thisQuestion[3] +">>">>
<<display "updateChatOptions">>
/* Return to the questions list */
<<display chatReturn>>
<</replace>>
<</link>><br></span>
<<else>>
<span class="asked">
<<link _thisQuestion[1]>>
<<replace #questionsText>>
<<print "<<display " + _thisQuestion[3] +">>">>
/* Return to the questions list */
<<display chatReturn>>
<</replace>>
<</link>><br></span>
<</if>>
<</if>>
<</for>>
/* Return to the questions list */
<<display chatReturn>>
<</capture>>
<</capture>>/* Mark question as asked */
<<print "<<set " + _thisQuestion[5] + "[_q][2] to true>>">>
/* Activate any additional questions now avaialble */
<<if _thisQuestion[4].length > 0>>
<<for _nq = 0; _nq < _thisQuestion[4].length; _nq++>>
<<unlockQuestion _thisQuestion[5] _thisQuestion[4][_nq]>>
<</for>>
<</if>><<set _char = $chatReturn.slice(0, -4)>>
<hr width=20%>
<<link "Return">>
<<set $game.timeProgress += 1>>
<<replace #storypic>>
<<print "<img src='images/char/"+_char+"/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #questionsText>>
<<print "<<display " + $chatReturn + ">>">>
<</replace>>
<</link>>/* Allow checking out of certain characters */
<<set _char = $chatReturn.slice(0, -4)>>
<<if $player.storyHome >= 20 and
(_char.includes("sister") or _char.includes("om") or _char.includes("bookstoreowner") or _char.includes("adamsgirl"))>>
<<linkreplace "Check her out">>
<<replace #storypic>>
<<print "<img src='images/char/"+_char+"/chat/"+_thisLoc+"Peek.jpg'>">>
<</replace>>
<<print "<<set $" + _char + ".peeked += 1>>">>
<<set _checkexhib = random(1, 100)>>
<<print "<<set _exhib = $" + _char + ".exhib>>">>
<<print "<<set _horn = $" + _char + ".horn>>">>
<<if _checkexhib <= (_exhib + _horn + ($player.peekBonus * 10))>>
<<print "<p class='npc "+_char+"'>Like what you see?</p>">>
<<else>>
<<print "<p class='npc "+_char+"'>Oy, my eyes are up here!</p>">>
<<print "<<adjustStat '$"+_char+"' 'horn' -1>>">>
<</if>>
<</linkreplace>><br>
<</if>>
<hr width=20%>
<<link "Finish talking">>
<<set _char = $chatReturn.slice(0, -4)>>
<<print "<<set $" + _char + ".playerchatted += 1>>">>
<<print "<<goto " + passage() + ">>">>
<</link>><br><<nobr>>
<<set _thisLoc = passage()>>
/* Sister */
<<if $sister.location == _thisLoc>>
<p>Your Sister is here.
<<link "Talk with her.">>
<<replace #storypic>>
<<print "<img src='images/char/sister/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #storyexits>>
<</replace>>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "sisterChat">>
<<display "sisterChat">>
<</replace>>
<</link>>
</p>
<</if>>
/* Grandfather */
<<if $grandfather.location == _thisLoc>>
<p>Grandfather is here.
<<if _thisLoc == "fhStudy">>
<<if $game.day >= 2>>
<<link "Talk with him.">>
<<replace #storyexits>>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "grandfatherChat">>
<<display "grandfatherChats">>
<</replace>>
<</link>>
<</if>>
<</if>>
</p>
<</if>>
/* Uncle */
<<if $uncle.location == _thisLoc>>
<p>Uncle is here.
<<link "Talk with him.">>
<<replace #storypic>>
<<print "<img src='images/char/uncle/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #storyexits>>
<</replace>>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "uncleChat">>
<<display "uncleChat">>
<</replace>>
<</link>>
</p>
<</if>>
/* Aunt */
<<if $aunt.location == _thisLoc>>
<p>Aunty is here.
<<if _thisLoc == "fhAuntsBedroom">>
<<link "Talk with her.">>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<<print "<img src='images/char/aunt/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "auntChat">>
<<display "auntChat">>
<</replace>>
<</link>>
<</if>>
</p>
<</if>>
/* Office Manager */
<<if $om.location == _thisLoc>>
<p>$om.name is here.
<<link "Talk with her.">>
<<replace #storypic>>
<<print "<img src='images/char/om/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #storyexits>>
<</replace>>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "omChat">>
<<display "omChat">>
<</replace>>
<</link>>
</p>
<</if>>
/* Bookstore Owner */
<<if $bookstoreowner.location == _thisLoc>>
<p>$bookstoreowner.name is here.
<<link "Talk with her.">>
<<replace #storypic>>
<<print "<img src='images/char/bookstoreowner/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #storyexits>>
<</replace>>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "bookstoreownerChat">>
<<display "bookstoreownerChat">>
<</replace>>
<</link>>
</p>
<</if>>
/* Adams Girl */
<<if $adamsgirl.location == _thisLoc>>
<p>
<<if $adamsgirl.story == 0>>
A girl you haven't seen here before is here.
<<else>>
$adamsgirl.name is here.
<</if>>
<<link "Talk with her.">>
<<replace #storypic>>
<<print "<img src='images/char/adamsgirl/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #storyexits>>
<</replace>>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "adamsgirlChat">>
<<display "adamsgirlChat">>
<</replace>>
<</link>>
</p>
<</if>>
/* Master Devinshire */
<<if $devinshiremaster.location == _thisLoc>>
<p>
<<if $devinshiremaster.story == 0>>
A man you haven't seen here before is here.
<<else>>
$devinshiremaster.name is here.
<</if>>
<<link "Talk with him.">>
<<replace #storypic>>
<<print "<img src='images/char/devinshiremaster/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #storyexits>>
<</replace>>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "devinshiremasterChat">>
<<display "devinshiremasterChat">>
<</replace>>
<</link>>
</p>
<</if>>
<</nobr>><<widget unlockQuestion>>
<<set _unlock = $args[1]>>
<<print "<<set _unlockArray = "+$args[0]+">>">>
<<for _x = 0; _x < _unlockArray.length; _x++>>
<<if _unlockArray[_x][6] == "i"+_unlock>>
<<print "<<set "+$args[0]+"[_x][0] to true>>">>
<</if>>
<</for>>
<</widget>>
<<widget lockQuestion>>
<<set _unlock = $args[1]>>
<<print "<<set _lockArray = "+$args[0]+">>">>
<<for _x = 0; _x < _lockArray.length; _x++>>
<<if _lockArray[_x][6] == _unlock>>
<<print "<<set "+$args[0]+"[_x][0] to false>>">>
<</if>>
<</for>>
<</widget>>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _uQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "How are you doing?", false, "uqHowDoing", [], "$uQuestions", "iuq0001"]
]>>
<<set _ukitchenQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "Good morning.", false, "uqMorning", [], "$ukitchenQuestions", "iuk0001"]
]>>
<<set _ulibQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "What's that you're reading?", false, "uqLibReading", [], "$ulibQuestions", "iul0001"]
]>>
/* Create array if not yet existing */
<<if ndef $uQuestions>>
<<set $uQuestions to []>>
<</if>>
<<if ndef $ulibQuestions>>
<<set $ulibQuestions to []>>
<</if>>
<<if ndef $ukitchenQuestions>>
<<set $ukitchenQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _uQuestions.length != $uQuestions>>
<<for _q = 0; _q < _uQuestions.length; _q++>>
<<set _tmpRec = _uQuestions[_q]>>
<<set _flatArray = $uQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
<<else>>
<<run $uQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<<if _ulibQuestions.length != $ulibQuestions>>
<<for _q = 0; _q < _ulibQuestions.length; _q++>>
<<set _tmpRec = _ulibQuestions[_q]>>
<<set _flatArray = $ulibQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
<<else>>
<<run $ulibQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<<if _ukitchenQuestions.length != $ukitchenQuestions>>
<<for _q = 0; _q < _ukitchenQuestions.length; _q++>>
<<set _tmpRec = _ukitchenQuestions[_q]>>
<<set _flatArray = $ukitchenQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
<<else>>
<<run $ukitchenQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "uncleChat">>
<div id="questionsText">
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $uQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<<if passage() == "fhLibrary">>
<br>
<<link "History talk">>
<<replace #questionsText>>
<<set _curQuestions = $ulibQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<</if>>
<<if passage() == "fhKitchens">>
<br>
<<link "Table talk">>
<<replace #questionsText>>
<<set _curQuestions = $ukitchenQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<</if>>
<br>
<<display "finishChat">>
</div><p class="player">
How are you doing uncle?
</p>
<p class="npc uncle">
Oh I can't complain son.
</p><p class="player">
Good Morning.
</p>
<p class="npc uncle">
Morning son. There's some scrambled eggs in the pan still if you want some.
</p>
<p class="player">
Ah perfect. Thank you.
</p><p class="player">
What's that you're reading?
</p>
<<if $unclereading.text == "">>
<<set $unclereading.text = either(
"Oh I was just reading over some of my old journals. Was feeling slightly nostalgic.",
"The Gunslinger, for about the twentieth time.",
"I've working my way through all my Pratchett's Discworld books again.",
"Divina Commedia. Religious based works amuse me.")>>
<</if>>
<p class="npc uncle">
$unclereading.text
</p><<set _aQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "How are you doing?", false, "aqHowDoing", [], "$aQuestions", "iaq0001"]
]>>
/* Create array if not yet existing */
<<if ndef $aQuestions>>
<<set $aQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _aQuestions.length != $aQuestions.length>>
<<for _q = 0; _q < _aQuestions.length; _q++>>
<<set _tmpRec = _aQuestions[_q]>>
<<set _flatArray = $aQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $aQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<<set _abedroomQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "What are you up to?", false, "aqUpTo", ["ab0002"], "$abedroomQuestions", "iab0001"],
[false, "So what happened between you and uncle?", false, "aqUncle", [], "$abedroomQuestions", "iab0002"]
]>>
/* Create array if not yet existing */
<<if ndef $abedroomQuestions>>
<<set $abedroomQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _abedroomQuestions.length != $abedroomQuestions.length>>
<<for _q = 0; _q < _abedroomQuestions.length; _q++>>
<<set _tmpRec = _abedroomQuestions[_q]>>
<<set _flatArray = $aQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $abedroomQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "auntChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $aQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<<if passage() == "fhAuntsBedroom">>
<br>
<<link "Bedroom talk">>
<<replace #questionsText>>
<<set _curQuestions = $abedroomQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<</if>>
<br>
<<display "finishChat">>
</div>
/* Aunt Questions */<<nobr>>
<p class="player">
How are you doing?
</p>
<p class="npc aunt">
<<if $aunt.horn > 60>>
Hmm, oh I'm good thanks. Looking forward to bedtime though.
<<elseif $aunt.dirt > 50>>
Not bad, glad I have an en suite bathroom.
<<else>>
Fine thank you young man.
<</if>>
</p>
<</nobr>>
/* Bedroom */<<nobr>>
<p class="player">
What are you up to?
</p>
<p class="npc aunt">
Not much, just relaxing a bit. Been a while since I was here at the house.
</p>
<p class="player">
Yeah, it seems you and uncle didn't part on such amicable terms.
</p>
<p class="npc aunt">
That's one way to put it certainly.
</p>
<</nobr>><<nobr>>
<p class="player">
So what happened between you and uncle?
</p>
<p class="npc aunt">
You really are far too curious. But very well. We had a disagreement. A rather strong disagreement.
</p>
<p class="player">
About?
</p>
<p>She sighs</p>
<p class="npc aunt">
Your uncle wanted children. I didn't, I had too much to take care of as it was. He probably spent twenty years hoping I would change my mind. I never did.
</p>
<p class="player">
I see, but he has no children still?
</p>
<p class="npc aunt">
No. He... well no. He never found anyone else. At least not yet. Let's just drop the subject shall we?
</p>
<</nobr>>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _bQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "How are you doing?", false, "bHowDoing", [], "$bQuestions", "ibq0001"]
]>>
<<set _bBookstoreQuestions to [
[true, "So how did you end up running this store?", false, "bBookstore", [], "$bBookstoreQuestions", "ibbq0001"],
[true, "What sort of books can I find here?", false, "bBooks", [], "$bBookstoreQuestions", "ibbq0002"]
]>>
/* Create array if not yet existing */
<<if ndef $bQuestions>>
<<set $bQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _bQuestions.length != $bQuestions.length>>
<<for _q = 0; _q < _bQuestions.length; _q++>>
<<set _tmpRec = _bQuestions[_q]>>
<<set _flatArray = $bQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $bQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Create array if not yet existing */
<<if ndef $bBookstoreQuestions>>
<<set $bBookstoreQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _bBookstoreQuestions.length != $bBookstoreQuestions.length>>
<<for _q = 0; _q < _bBookstoreQuestions.length; _q++>>
<<set _tmpRec = _bBookstoreQuestions[_q]>>
<<set _flatArray = $bBookstoreQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $bBookstoreQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "bookstoreownerChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $bQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>><br>
/* If in the Bookstore */
<<if passage() == "cBookstore">>
<<link "About the bookstore">>
<<replace #questionsText>>
<<set _curQuestions = $bBookstoreQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>><br>
<</if>>
<br>
<<display "finishChat">>
</div>
/* Sister Chats */<p class="player">
How are you doing?
</p>
<p class="npc bookstoreowner">
<<if $bookstoreowner.horn > 80>>
Is it me or is it hot in here?
<<elseif $bookstoreowner.dirt > 80>>
Can't wait until I can get to the shower!
<<else>>
Having a good day, as usual. All my books around me, what could be better?
<</if>>
</p><p class="player">
So how did you end up running this store?
</p>
<p class="npc bookstoreowner">
<<if _thisQuestion[2] is false>>
Ah! Well I told you my name, but not my family. I'm from the $bookstoreowner.secondname Family. I assume you know your history?
<<else>>
As I said I'm from the $bookstoreowner.secondname Family. And you recall your history?
<</if>>
</p>
<p class="player">
$bookstoreowner.secondname. Ah yes, the keepers of knowledge. I did read about that but what does that mean exactly?
</p>
<p class="npc bookstoreowner">
Well, long ago it became clear to all the families that whilst they vied for power, one family needed to stand apart, to maintain impartiality and to ensure nothing was ever lost. An agreement was reached and all families from that day until this support the $bookstoreowner.secondname family in whatever way was required for the times.
</p>
<p class="player">
And this information you collect, what do you do with it?
</p>
<p class="npc bookstoreowner">
All information is recorded and then locked away for fifty years. That way no one can use us to gain leverage on another family. It also means, should anyone be foolish enough to try and make a move on us, we have all the power in our hands to bring that family down. Not that it ever comes to that.
</p>
<p class="player">
Sound like you have a lot of power.
</p>
<p class="npc bookstoreowner">
The true value of power, is never having to use it.
</p><p class="player">
What sort of books can I find here?
</p>
<p class="npc bookstoreowner">
<<if _thisQuestion[2] is false>>
We have a great many kinds, many however will be beyond your current understanding. Leave it to me to decide what you are ready for, it's why I'm here.
<<else>>
As I said we have a great many books here but you should leave it to me to decide what you are ready for, it's why I'm here.
<</if>>
</p>
<p class="player">
Glad to hear it.
</p>
<p class="npc bookstoreowner">
I'm sure we will become fast friends.
</p><<nobr>>
/* Temporary Array for testing */
<<if ndef $gfQuestions>>
<<set $gfQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations (-1 = No Activations)*/
[true, "So my mother was pretty important then?", false, "gfqAboutMother", 1, 2, -1],
[false, "Can we regain what we had in America?", false, "gfqAmerica", -1, -1, -1],
[false, "You mentioned something about worse than dead?", false, "gfqDead", -1, -1, -1]
]>>
<</if>>
<div id=questionsText>
/* Display available questions */
<<capture _q>>
<<capture _thisQuestion>>
<<for _q = 0; _q < $gfQuestions.length; _q++>>
<<set _thisQuestion to $gfQuestions[_q]>>
<<if _thisQuestion[0] is true>>
<<if _thisQuestion[2] is false>>
<span class="unasked">
<<link _thisQuestion[1]>>
<<replace #questionsText>>
<<print "<<display " + _thisQuestion[3] +">>">>
<</replace>>
<</link>><br></span>
<<else>>
<span class="asked">
<<link _thisQuestion[1]>>
<<replace #questionsText>>
<<print "<<display " + _thisQuestion[3] +">>">>
<</replace>>
<</link>><br></span>
<</if>>
<</if>>
<</for>>
<br>
<<link "Finish talking with grandfather">>
<<goto "fhStudy">>
<</link>><br>
<</capture>>
<</capture>>
</div>
<</nobr>><<nobr>>
/* Text convertation for questions */
<p class="player">
_thisQuestion[1]
</p>
<p class="npc grandfather">
Your mother, my only daughter, was the strongest of us I have ever known. And I've lived a good while my boy. She set this family off on it's greatest campaign in over a thousand years. What she achieved in America was significant, to say the least.
</p>
<p class="player">
Then how did it fall apart so easily.
</p>
<p>He thinks for a moment before responding</p>
<p class="npc grandfather">
Her will is what made everything possible, it was what forged the alliances that brought the very best people to her. She made near enemies respect each other. Without her guidance those old wounds reopened. Rifts formed, sides were chosen. In the end many were dead, some worse than that.
</p>
<p class="player">
I see. I still miss her, even though I sometimes can't remember how her voice sounded. But I always remember her smile.
</p>
<p>He smiles at you.</p>
<p class="npc grandfather">
That's because it's your smile too my boy. You were lucky enough to get her best features. I'm sure it will work to your advantage in what is to come.
</p>
/* Mark question as asked */
<<set $gfQuestions[_q][2] to true>>
/* Activate any additional questions now avaialble */
<<set _questionActivation = _thisQuestion[4]>>
<<if _questionActivation > -1>>
<<set $gfQuestions[_questionActivation][0] to true>>
<</if>>
<<set _questionActivation = _thisQuestion[5]>>
<<if _questionActivation > -1>>
<<set $gfQuestions[_questionActivation][0] to true>>
<</if>>
<<set _questionActivation = _thisQuestion[6]>>
<<if _questionActivation > -1>>
<<set $gfQuestions[_questionActivation][0] to true>>
<</if>>
/* Return to the questions list */
<<link "Return">>
<<replace #storytext>>
<<display "grandfatherChats">>
<</replace>>
<</link>>
<</nobr>><<nobr>>
/* Text convertation for questions */
<p class="player">
_thisQuestion[1]
</p>
<p class="npc grandfather">
That is my hope, and that is where you come in my boy.
</p>
<p class="player">
Me?
</p>
<p class="npc grandfather">
You. Indeed! You are the son of an American, you will have few issues gaining entry. Far fewer than you will face in regaining our place there.
</p>
<p class="player">
But how can I possibly do that?
</p>
<p>He gives a chuckle.</p>
<p class="npc grandfather">
Right now you can't. Which is why we need to study, and train and turn you into everything your mother hoped you would grow up to be. But it's a long road ahead of us. It will not be a task we can accomplish overnight. Far from it.
</p>
<p class="player">
I guess I'd best work hard then.
</p>
<p class="npc grandfather">
That would certainly be advantageous.
</p>
/* Mark question as asked */
<<set $gfQuestions[_q][2] to true>>
/* Activate any additional questions now avaialble */
<<set _questionActivation = _thisQuestion[4]>>
<<if _questionActivation > -1>>
<<set $gfQuestions[_questionActivation][0] to true>>
<</if>>
<<set _questionActivation = _thisQuestion[5]>>
<<if _questionActivation > -1>>
<<set $gfQuestions[_questionActivation][0] to true>>
<</if>>
<<set _questionActivation = _thisQuestion[6]>>
<<if _questionActivation > -1>>
<<set $gfQuestions[_questionActivation][0] to true>>
<</if>>
/* Return to the questions list */
<<link "Return">>
<<replace #storytext>>
<<display "grandfatherChats">>
<</replace>>
<</link>>
<</nobr>><<nobr>>
/* Text convertation for questions */
<p class="player">
_thisQuestion[1]
</p>
<p class="npc grandfather">
Ah yes. You see being a vampire isn't without risks. We play an interesting game to maintain our position. We are smart, intelligent creatures, but we carry a rage in us too.
</p>
<p class="player">
So like the Hulk?
</p>
<p class="npc grandfather">
What? Oh I see. Yes I guess you could see it that way, but it is not a quick process. We do our best to maintain control of ourselves. However sometimes, if we are not careful and take the quick option, choices made by our animalistic sides will begin to eat away at us.
</p>
<p class="player">
And what happens then?
</p>
<p>Grandfathers eyes grow cold.</p>
<p class="npc grandfather">
Without correction, if we give in to these desires we lose ourselves completely. The animal side takes over, we go feral.
</p>
<p class="player">
That does not sound fun.
</p>
<p class="npc grandfather">
It is not. Not at all. There is no return from that state. Hunting down and eliminating ferals is a prime goal of all vampires. There is little we take more seriously.
</p>
/* Mark question as asked */
<<set $gfQuestions[_q][2] to true>>
/* Activate any additional questions now avaialble */
<<set _questionActivation = _thisQuestion[4]>>
<<if _questionActivation > -1>>
<<set $gfQuestions[_questionActivation][0] to true>>
<</if>>
<<set _questionActivation = _thisQuestion[5]>>
<<if _questionActivation > -1>>
<<set $gfQuestions[_questionActivation][0] to true>>
<</if>>
<<set _questionActivation = _thisQuestion[6]>>
<<if _questionActivation > -1>>
<<set $gfQuestions[_questionActivation][0] to true>>
<</if>>
/* Return to the questions list */
<<link "Return">>
<<replace #storytext>>
<<display "grandfatherChats">>
<</replace>>
<</link>>
<</nobr>>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _omQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "How are you doing?", false, "omHowDoing", [], "$omQuestions", "iomq0001"]
]>>
<<set _omOfficeQuestions to [
[true, "Can we review our employees?", false, "omOfficeEmployees", [], "$omOfficeQuestions", "iomoq0001"]
]>>
/* Create array if not yet existing */
<<if ndef $omQuestions>>
<<set $omQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _omQuestions.length != $omQuestions.length>>
<<for _q = 0; _q < _omQuestions.length; _q++>>
<<set _tmpRec = _omQuestions[_q]>>
<<set _flatArray = $omQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $omQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Create array if not yet existing */
<<if ndef $omOfficeQuestions>>
<<set $omOfficeQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _omOfficeQuestions.length != $omOfficeQuestions.length>>
<<for _q = 0; _q < _omOfficeQuestions.length; _q++>>
<<set _tmpRec = _omOfficeQuestions[_q]>>
<<set _flatArray = $omOfficeQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $omOfficeQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "omChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $omQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>><br>
/* If in the OMs Office */
<<if passage() == "oOfficeManager">>
<<link "Office talk">>
<<replace #questionsText>>
<<set _curQuestions = $omOfficeQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>><br>
<</if>>
<br>
<<display "finishChat">>
</div>
/* Sister Chats */<p class="player">
How are you doing?
</p>
<p class="npc om">
<<if $om.horn > 80>>
Is it me or is it hot in here?
<<elseif $om.dirt > 80>>
Can't wait until I can get to the shower!
<<else>>
<<if passage() == "oOMBedroom">>
Just relaxing a bit.
<<else>>
I'm hanging in there. Always plenty of things to be getting on with!
<</if>>
<</if>>
</p><p class="npc om">
Who would you like to take a look at?
</p>
<<for _emp = 0; _emp < $workers.length; _emp++>>
<<set _name = $workers[_emp].firstname + " " + $workers[_emp].lastname>>
<<capture _emp>>
<<link _name>>
<<set _imagepath = "images/workers/" + $humans[_emp].imageset + "/">>
<<replace #storypic>>
<img @src="_imagepath + 'start.jpg'">
<</replace>>
<<replace #questionsText>>
<<if $workers[_emp].skill == 0>>
<<set _skilltext to "still learning the ropes">>
<<elseif $workers[_emp].skill == 1>>
<<set _skilltext to "found her feet here">>
<<elseif $workers[_emp].skill == 2>>
<<set _skilltext to "a solid member of the team now">>
<<elseif $workers[_emp].skill == 3>>
<<set _skilltext to "starting to really shine">>
<<elseif $workers[_emp].skill == 4>>
<<set _skilltext to "quite the asset">>
<<else>>
<<set _skilltext to "one of our best">>
<</if>>
<<if $workers[_emp].progress <= 10>>
<<set _progresstext to "and there's not much to add to that right now">>
<<elseif $workers[_emp].skill <= 20>>
<<set _progresstext to "and started progressing">>
<<elseif $workers[_emp].skill <= 40>>
<<set _progresstext to "and has been applying herself well recently">>
<<elseif $workers[_emp].skill <= 60>>
<<set _progresstext to "and really trying to prove herself">>
<<elseif $workers[_emp].skill <= 80>>
<<set _progresstext to "and being quite the inspiration">>
<<else>>
<<set _progresstext to "and almost ready for a pay rise">>
<</if>>
<p class="npc om">
OK, let's see. _name. Yes she's _skilltext, _progresstext. So far she has earned us $ $workers[_emp].totalincome.
</p>
<<link "Done">>
<<replace #questionsText>>
<<display omOfficeEmployees>>
<br>
<<display chatReturn>>
<</replace>>
<</link>>
<</replace>>
<</link>><br>
<</capture>>
<</for>>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _sQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "How are you doing?", false, "sqHowDoing", [], "$sQuestions", "isq0001"],
[false, "Time has flown by!", false, "sqTimeFly", [], "$sQuestions", "isq0002"],
[false, "So, $aunt.name then.", false, "sqAuntHere", [], "$sQuestions", "isq0003"],
[false, "We've become good friends don't you think?", false, "sqGoodFriend", [], "$sQuestions", "isq0004"]
]>>
<<set _skitchenQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
]>>
<<set _slibQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "What's that you're reading?", false, "sqLibReading", [], "$slibQuestions", "isl0001"],
[false, "So you mentioned books I could study?", false, "sqLibStudy", [], "$slibQuestions", "isl0002"]
]>>
<<if $sister.storyHome >= 4>>
<<run _slibQuestions.push([true, "There doesn't seem to be any books on mesmerism?", false, "sqLibMesmerism", [], "$slibQuestions", "isl0003"])>>
<</if>>
<<set _scourtyardQuestions to [
[true, "What are you up to?", false, "sqUpTo", [], "$scourtyardQuestions", "isc0001"]
]>>
<<set _sconservatoryQuestions to [
[true, "What are you up to?", false, "syUpTo", [], "$sconservatoryQuestions", "isy0001"],
[false, "You say this can help with my studies?", false, "syHelp", [], "$sconservatoryQuestions", "isy0002"]
]>>
<<set _sulibraryQuestions to [
[true, "Sister, Uncle. How was the ceremony?", false, "sulCeremony", [], "$sulibraryQuestions", "isul0001"]
]>>
/* Create array if not yet existing */
<<if ndef $sQuestions>>
<<set $sQuestions to []>>
<</if>>
<<if ndef $slibQuestions>>
<<set $slibQuestions to []>>
<</if>>
<<if ndef $skitchenQuestions>>
<<set $skitchenQuestions to []>>
<</if>>
<<if ndef $_scourtyardQuestions>>
<<set $scourtyardQuestions to []>>
<</if>>
<<if ndef $sconservatoryQuestions>>
<<set $sconservatoryQuestions to []>>
<</if>>
<<if ndef $sulibraryQuestions>>
<<set $sulibraryQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _sQuestions.length != $sQuestions.length>>
<<for _q = 0; _q < _sQuestions.length; _q++>>
<<set _tmpRec = _sQuestions[_q]>>
<<set _flatArray = $sQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
<<else>>
<<run $sQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<<if _slibQuestions.length != $slibQuestions.length>>
<<for _q = 0; _q < _slibQuestions.length; _q++>>
<<set _tmpRec = _slibQuestions[_q]>>
<<set _flatArray = $slibQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
<<else>>
<<run $slibQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<<if _skitchenQuestions.length != $skitchenQuestions.length>>
<<for _q = 0; _q < _skitchenQuestions.length; _q++>>
<<set _tmpRec = _skitchenQuestions[_q]>>
<<set _flatArray = $skitchenQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
<<else>>
<<run $skitchenQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<<if _scourtyardQuestions.length != $scourtyardQuestions.length>>
<<for _q = 0; _q < _scourtyardQuestions.length; _q++>>
<<set _tmpRec = _scourtyardQuestions[_q]>>
<<set _flatArray = $scourtyardQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
<<else>>
<<run $scourtyardQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<<if _sconservatoryQuestions.length != $sconservatoryQuestions.length>>
<<for _q = 0; _q < _sconservatoryQuestions.length; _q++>>
<<set _tmpRec = _sconservatoryQuestions[_q]>>
<<set _flatArray = $sconservatoryQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
<<else>>
<<run $sconservatoryQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<<if _sulibraryQuestions.length != $sulibraryQuestions.length>>
<<for _q = 0; _q < _sulibraryQuestions.length; _q++>>
<<set _tmpRec = _sulibraryQuestions[_q]>>
<<set _flatArray = $sulibraryQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
<<else>>
<<run $sulibraryQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "sisterChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $sQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<<if passage() == "fhLibrary">>
<br>
<<link "Study talk">>
<<replace #questionsText>>
<<set _curQuestions = $slibQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<</if>>
<<if passage() == "fhLibrary" and $uncle.location == "fhLibrary">>
<br>
<<link "Ceremony Talk">>
<<replace #questionsText>>
<<set _curQuestions = $sulibraryQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<</if>>
<<if passage() == "fhKitchens">>
<br>
<<link "Table talk">>
<<replace #questionsText>>
<<set _curQuestions = $skitchenQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<</if>>
<<if passage() == "fhConservatory">>
<br>
<<link "Yoga talk">>
<<if $sister.horn > 25 and $sister.exhib > 20>>
<<replace #storypic>>
<img src="images/char/sister/yoga/exhib.jpg">
<</replace>>
<<else>>
<<replace #storypic>>
<img src="images/char/sister/yoga/smile.jpg">
<</replace>>
<</if>>
<<replace #questionsText>>
<<set _curQuestions = $sconservatoryQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<</if>>
<<if passage() == "fhCourtyard">>
<br>
<<link "Outdoor talk">>
<<if $sister.horn > 25 and $sister.exhib > 20>>
<<replace #storypic>>
<img src="images/char/sister/courtyard/bent.jpg">
<</replace>>
<<else>>
<<replace #storypic>>
<img src="images/char/sister/courtyard/happy.jpg">
<</replace>>
<</if>>
<<replace #questionsText>>
<<set _curQuestions = $scourtyardQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
<</if>>
<br>
<<display "finishChat">>
</div>
/* Sister Chats */<<nobr>>
<p class="player">
How are you doing?
</p>
<p class="npc sister">
<<if $sister.horn > 60>>
Thinking I might need some alone time soon.
<<elseif $sister.dirt > 50>>
Might have to jump in the shower in a bit.
<<else>>
Fine thanks.
<</if>>
</p>
<</nobr>><<nobr>>
<p class="player">
Time has flown by!
</p>
<p class="npc sister">
<<if $player.storyHome < 13>>
Is it a year already? My, my we'll soon be welcoming you to the fold!
<<else>>
Indeed, and now you are one of us!
<</if>>
</p>
<p class="player">
<<if $player.storyHome < 13>>
Huh? Oh the awakening thing. Right.
<<else>>
I guess so. Not that I feel any different.
<</if>>
</p>
<p class="npc sister">
<<if $player.storyHome < 13>>
Yup. Then we can really get started.
<<else>>
Give it time. I'm always here to help you.
<</if>>
</p>
<p class="player">
With?
</p>
<p class="npc sister">
So many things!
</p>
<p>She gives you a cheeky look.</p>
<</nobr>><<nobr>>
<p class="player">
So, $aunt.name then.
</p>
<p class="npc sister">
She seems nice.
</p>
<p class="player">
I guess so. Uncle doesn't seem to be too fond of her, I guess the marriage ended poorly.
</p>
<p class="npc sister">
To be fair, vampire marriages have to endure a lot, and over a long time!
</p>
<p class="player">
Ah, I suppose so. Hadn't thought about that.
</p>
<p class="npc sister">
Don't worry. You get used to it.
</p>
<</nobr>><p class="player">
We've become good friends don't you think?
</p>
<p class="npc sister">
Aww, that's nice of you to say, and yes I agree I think we are going to make a good team!
</p>
<p class="player">
I'm not sure I completely see you as a sister though...
</p>
<p class="npc sister">
Well, I'm not really, but grandfather has his plans and I think it's best we stick with them. For now.
</p>
<p class="player">
Fow now...
</p>
<p class="npc sister">
I mean at some point they are going to have to let us off the leash so we can make our mark for the family.
</p>
<p class="player">
Yeah, I guess so. Looking forward to it!
</p>
<p>She gives you a sly smile.</p>
/* Courtyard Chats */<<nobr>>
<<replace #storypic>>
<img src="images/char/sister/courtyard/stretch.jpg">
<</replace>>
<p class="player">
What are you up to?
</p>
<p class="npc sister">
Oh just breaking in these new heels. Always takes a while to get them comfortable.
</p>
<p class="player">
I see!
</p>
<p class="npc sister">
Yes, yes. Calm down. I have legs.
</p>
<p class="player">
Sorry. Just... well at school I was in a boys' dorm. We didn't get to spend so much time around the girls. Or at least I didn't so much.
</p>
<p class="npc sister">
Oh really. Huh. Well this is going to be interesting then.
</p>
<p class="player">
What do you mean?
</p>
<p class="npc sister">
Well, lets just say you're going to have to break out of that way of thinking before too long. Shyness is not going to get you far as a vampire.
</p>
<p class="player">
I guess I have a lot to learn.
</p>
<</nobr>>
/* Library Questions */<<nobr>>
<<replace #storypic>>
<img src="images/char/sister/library/smile.jpg">
<</replace>>
<p class="player">
What's that you're reading?
</p>
<<if $sisreading.text == "">>
<<set $sisreading.text = either(
"Just a bit of family history. Grandfather likes to test me from time to time.",
"Oh I'm rereading Hunger Games. Again.",
"A bit more Throne of Glass today. You should try it.",
"Poison Study. I quite enjoy a bit of Snyder")>>
<</if>>
<p class="npc sister">
$sisreading.text
</p>
<</nobr>><p class="player">
So you mentioned books I could study?
</p>
<p>She takes a moment before looking up from her book,
<p class="npc sister">
Hmm? Oh yes. Let me explain. There are many books in this library that can help you to learn new techniques that will help you in various areas. For example, you might want to work on your persuasion after what I saw at the bar the other night.
</p>
<p class="player">
So I just read some books and magically I'm a god?
</p>
<p class="npc sister">
Not quite. You need to study yes, but you also need to put what you learn into practice. Study, practice, grow. That's the cycle of learning.
</p>
<p class="player">
Well that makes sense at least. But how will I know when it's paid off.
</p>
<p class="npc sister">
Oh you'll know when it happens.
</p>
<p>And with that she goes back to reading her book.</p>
<<unlockQuestion "$sconservatoryQuestions" "sy0002">>
<<addToDo "What's your sister up to in the conservatory" "td0011">>
<<addToDo "Uncle is ready to continue your training when you are" "td0010">>
<<removeToDo "td0009">>
<<if $player.storyHome == 15>>
<<set $player.storyHome = 16>>
<</if>><p class="player">
There doesn't seem to be any books on mesmerism?
</p>
<p class="npc sister">
Ah, no. Grandfather was always so naturally talented in that that he never really had need of any.
</p>
<p class="player">
So how can I work on improving my technique?
</p>
<p class="npc sister">
Well, if you find me in my room just before bedtime, perhaps I can help you with that.
</p>
<p class="player">
You can? I'll see you later then.
</p>
<p class="npc sister">
Indeed, you wouldn't want to disappoint me now, would you?
</p>
<<set $sister.storyHome = 5>>
/* Sister & Uncle in the Library Questions */<<nobr>>
<<replace #storypic>>
<img class="chatright" src="images/char/uncle/happy.jpg">
<img class="chatleft" src="images/char/sister/library/smile.jpg">
<</replace>>
<p class="player">
Sister, Uncle. How was the ceremony?
</p>
<p class="npc sister">
Well it was my first one, so I guess since you are alive it went well!
</p>
<p class="npc uncle">
Ha, yes all is good. There isn't really any risk so long as you are well-prepared, and we took the time to ready you over the past year, so there was nothing to worry about.
</p>
<p class="player">
Perhaps you could have told me that before the ceremony?
</p>
<p class="npc uncle">
True.
</p>
<p class="npc sister">
But where would the fun be in that?
</p>
<</nobr>>
/* Conservatory Questions */<<replace #storypic>>
<img src="images/char/sister/yoga/sitting.jpg">
<</replace>>
<p class="npc sister">
Just some yoga. I find it helps free my mind a little. Lets me concentrate better when I'm studying.
</p>
<p class="player">
I see. Keeps you looking good too I guess.
</p>
<p class="npc sister">
It doesn't hurt.
</p>
<<linkreplace "Check out her pose">>
<<replace #storypic>>
<img src="images/char/sister/yoga/sittingsneak.jpg">
<<adjustStat "$sister" "exhib" 1>>
<</replace>>
<p>Flexible!</p>
<</linkreplace>><br><<replace #storypic>>
<img src="images/char/sister/yoga/sitting.jpg">
<</replace>>
<p class="player">
So you said doing yoga might help my ability to study?
</p>
<p class="npc sister">
Indeed. Our minds run faster than humans, it can be quite the effort to slow them down enough for reading, but I've found the calm I get from yoga really focuses my mind and I get way more from my study sessions.
</p>
<p class="player">
Do you think it will work for me too?
</p>
<p class="npc sister">
Probably. I'm willing to teach you if you like?
</p>
<p class="player">
Sounds good.
</p>
<<removeToDo "td0011">>
<<set $sister.storyYoga = 1>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/LOCATION/NAME.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "LACATION NAME">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[EXIT DESCRIPTION|EXITNAME][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
[[Contine|LOCATIONNAME]]
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
Text about the location.
</p>
<<display "whosHere">>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/office/exterior.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "City Streets">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[The Office|oReception][$game.timeProgress += 1]]<br>
<<if $game.time >= 3>>
[[The Bar|cBar][$game.timeProgress += 5]]<br>
<<else>>
The Bar (Closed)<br>
<</if>>
<<if ($game.time == 1 and $game.timeSegment > 1) or ($game.time > 1 and $game.time < 4)>>
[[Occult Bookstore|cBookstore][$game.timeProgress += 5]]<br>
<<else>>
Occult Bookstore (Closed)<br>
<</if>>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
The city's main street.
</p>
<<display "whosHere">>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper" style="filter: brightness(75%) saturate(80%);">
<div id="storypic" class="imgwrapperpic">
<img src="images/city/bar.jpg">
<br>
</div>
<div id="humanstats" class="imgwrapperdetails">
<<humanstats>>
</div>
</div>
<div id="location">
<<set $loc = "Bar">>
<<display Location>>
</div>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Exit|cStreet][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
Your local bar, and hunting ground.
</p>
<div id="girls">
<p>Girls:</p>
<div id="chatup">
<<linkreplace "Look for a girl">>
<<display displayGirls>>
<</linkreplace>>
</div>
</div>
<<display "whosHere">>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<<if $game.time >= 4>>
<<goto cStreet>>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/city/bookstore.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Occult Bookstore">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Exit|cStreet][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<if $bookstoreowner.story > 0>>
<<link "Examine portrait">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storypic>>
<img src="images/bookstore/portrait.jpg">
<<replace #storytext>>
<p class="npc bookstoreowner">
Ah I see you've noticed the painting
</p>
<p class="player">
Indeed, who is this fellow?
</p>
<p class="npc bookstoreowner">
That is my grandfather, and head of family $bookstoreowner.secondname.
</p>
<p class="player">
Oh! An honor, does he visit here often?
</p>
<p class="npc bookstoreowner">
Sadly not, he seems to always be tied up in other projects, but it's nice to know he trust me with this place. He used to look after it when he was younger.
</p>
<p class="player">
Ah. A shame.
</p>
[[Return to browsing|cBookstore]]
<</replace>>
<</replace>>
<</link>><br>
<</if>>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
<other>
<h4>Books</h4>
/* Books */
<<for _b = 0; _b < $books.length; _b++>>
<<capture _b>>
<<print "<<set _playerlevel = $player." + $books[_b].effects + "[0]>>">>
<<if $books[_b].owned is false and $books[_b].minlevel <= _playerlevel>>
<<if $books[_b].cost <= $player.cash>>
<<linkreplace "Buy '$books[_b].title' ($books[_b].niceeffects) $ $books[_b].cost">>
<<buyBook _b>>
<</linkreplace>>
<<else>>
<p>$books[_b].title ($books[_b].niceeffects) $ $books[_b].cost</p>
<</if>><br>
<</if>>
<</capture>>
<</for>>
</other>
</div>
<div id="storytext">
<p>
A small occult bookstore, source of rare books and a vampire hangout.
</p>
<<if $bookstoreowner.story == 0>>
<<link "Talk to the owner">>
<<replace #storypic>>
<img src="images/bookstore/ownergreeting.jpg">
<</replace>>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storytext>>
<p class="npc bookstoreowner">
Hello, welcome to my store. Not seen you around before, though you have an air about you.
</p>
<p>You pick up on her energy, and after a quick check to ensure noone else is around you respond.</p>
<p class="player">
$player.vampname, pleased to meet you. I've just moved in to the offices across the street.
</p>
<p class="npc bookstoreowner">
Have you indeed. Very interesting. I'm $bookstoreowner.name. Very pleased to meet you, I'm sure you'll find yourself back here many times in the coming months.
</p>
<p class="player">
I dare say, and just what do you sell here?
</p>
<p class="npc bookstoreowner">
Oh this and that, I'm sure you'll find the odd thing or two to interest you. Books and other aids.
</p>
<p class="player">
Very interesting. I'll take a look around.
</p>
<p class="npc bookstoreowner">
Please do, and let me know if I can help you with anything.
</p>
<<link "Return to browsing">>
<<set $bookstoreowner.story = 1>>
<<set $game.timeProgress += 2>>
<<goto "cBookstore">>
<</link>>
<</replace>>
<</link>>
<<else>>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>><<set $loc = "Town Bar">>
<div id="location">
<<display Location>>
</div>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/hometown/bar.jpg">
<br>
</div>
<div id="humanstats" class="imgwrapperdetails">
<<humanstats>>
</div>
</div>
<div id="storyexits">
<exits>
<h4>Exits</h4>
<<link "Return Home">>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<goto fhDriveway>>
<</link>>
</exits>
</div>
<div id="sisterchat">
</div>
<div id="storytext">
<div id="girls">
<p>Girls:</p>
<div id="chatup">
<<linkreplace "Look for a girl">>
<<display displayGirls>>
<</linkreplace>>
</div>
</div>
</div>
<<moveTime>><<nobr>>
<<set $humans to []>>
<<display CreateHuman>>
<p>The new human is called $humans[0].firstname $humans[0].lastname who is $humans[0].age years old. She is a <<print setup.humantype[$humans[0].difficulty]>> girl, with a friendship of $humans[0].friendship, an ego of $humans[0].ego and sexuality of $humans[0].sexuality.</p>
<</nobr>><div id="location">
<<set $loc = "Test Chatup">>
<<display Location>>
<</div>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/hometown/bar.jpg">
<br>
</div>
<div id="humanstats" class="imgwrapperdetails">
<<humanstats>>
</div>
</div>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[To the Foyer|fhFoyer][$game.timeProgress += 1]]
</exits>
</div>
<div id="actions">
<actions>
<h4>Actions</h4>
<<link "Create a new girl">>
<<createHuman>>
<<replace #humanstats>>
<<humanstats>>
<</replace>>
<<display displayGirls>>
<</link>>
<br>
<<link "Reset Humans">>
<<resetHumans>>
<<display displayGirls>>
<</link>>
<br>
</actions>
</div>
<div id="sisterchat">
</div>
<p>Girls:</p>
<div id="girls">
<p>None</p>
</div>
<p>Chat Up:</p>
<div id="chatup">
</div>
<</link>>
who seems
/* Give feedback if player can ready body language */
<<if $player.bodylanguage[0] == 1>>
<<if $humans[_g].difficulty <= 3>> friendly.
<<else>> preoccupied.<</if>>
<<elseif $player.bodylanguage[0] == 2>>
<<if $humans[_g].difficulty == 1>> easy going.
<<elseif $humans[_g].difficulty <= 3>> friendly.
<<else>> preoccupied.<</if>>
<<elseif $player.bodylanguage[0] >= 3>>
<<if $humans[_g].difficulty == 1>> easy going.
<<elseif $humans[_g].difficulty == 2>> friendly.
<<elseif $humans[_g].difficulty == 3>> a little distracted.
<<elseif $humans[_g].difficulty == 4>> disinterested.
<<elseif $humans[_g].difficulty == 5>> like a challenge.
<</if>>
<<else>>
fine.
<</if>>
<<practiceSkill "bodylanguage">>
<br>
<<else>>
$humans[_g].firstname $humans[_g].lastname (already chatted with today).<br>
<</if>>
<</if>>
<</for>>
<</capture>>
</div>
<</replace>>
<</nobr>><<nobr>>
<<replace #girls>>
<div id="chatup">
<<capture _g>>
<<for _g = 0; _g < $humans.length; _g++>>
<<if $humans[_g].atBar is true >>
<<if $humans[_g].level == 0>>
<<set _girlname = "An unknown girl">>
<<else>>
<<set _girlname = $humans[_g].firstname + " " + $humans[_g].lastname>>
<</if>>
<<if $humans[_g].chatted is false and $humans[_g].interactions > 0>>
<<link "_girlname">>
<<replace #humanstats>>
<<humanstats>>
<</replace>>
<<replace #chatup>>
<<chatUp _g>>
<</replace>>
<</link>>
who seems
/* Give feedback if player can ready body language */
<<if $player.bodylanguage[0] == 1>>
<<if $humans[_g].difficulty <= 3>> friendly.
<<else>> preoccupied.<</if>>
<<elseif $player.bodylanguage[0] == 2>>
<<if $humans[_g].difficulty == 1>> easy going.
<<elseif $humans[_g].difficulty <= 3>> friendly.
<<else>> preoccupied.<</if>>
<<elseif $player.bodylanguage[0] >= 3>>
<<if $humans[_g].difficulty == 1>> easy going.
<<elseif $humans[_g].difficulty == 2>> friendly.
<<elseif $humans[_g].difficulty == 3>> a little distracted.
<<elseif $humans[_g].difficulty == 4>> disinterested.
<<elseif $humans[_g].difficulty == 5>> like a challenge.
<</if>>
<<else>>
fine.
<</if>>
<<practiceSkill "bodylanguage">>
<br>
<<else>>
$humans[_g].firstname $humans[_g].lastname (already chatted with today).<br>
<</if>>
<</if>>
<</for>>
<</capture>>
</div>
<</replace>>
<</nobr>><<nobr>>
<<if $humans[_girl].interactions > 0>>
<<link "Contine">>
<<replace #storypic>>
<<set _imagepath = "images/humans/" + $humans[_girl].imageset + "/">>
<img @src="_imagepath + 'start.jpg'">
<</replace>>
<<replace #humanstats>>
<<humanstats>>
<</replace>>
<<replace #chatup>>
<<chatUp _girl>>
<</replace>>
<<set $game.timeProgress += 2>>
<</link>>
<<else>>
<<link "End conversation">>
<<set $game.timeProgress += 5>>
<<moveTime>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Well looks like you've busted out for the day. Lets get out of here.
[[Leave|fhTaxiHome]]
</p>
<</replace>>
<</if>>
<<replace #storypic>>
<<if $player.storyHome < 20>>
<img src="images/hometown/bar.jpg">
<<else>>
<img src="images/city/bar.jpg">
<</if>>
<</replace>>
<<replace #chatup>>
<</replace>>
<<replace #humanstats>>
<</replace>>
<<display displayGirls>>
<</link>>
<</if>>
<</nobr>><p>Working today: </p>
<<if $game.time >= 2>>
<<capture _emp>>
<<for _emp = 0; _emp < $workers.length; _emp++>>
<<if $workers[_emp].working is true>>
<p>
<<link "$workers[_emp].firstname $workers[_emp].lastname">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storytext>>
<p class="player">Hello $workers[_emp].firstname, how are you doing?</p>
<<if $workers[_emp].skill < 1>>
<<set _response = "Hello sir.">>
<<elseif $workers[_emp].skill == 1>>
<<set _response = "Good to see you sir.">>
<<elseif $workers[_emp].skill == 2>>
<<set _response = "Well hello sir!">>
<<elseif $workers[_emp].skill == 3>>
<<set _response = "Mmm, hello sir, thank you for stopping by.">>
<<elseif $workers[_emp].skill == 4>>
<<set _response = "Oh sir, it's always a pleasure when you stop by.">>
<<else>>
<<set _response = "I hoped you'd come see me today, I've been ready and waiting.">>
<</if>>
<<print "<p class='npc' style='color:" + $workers[_emp].chat + ";'>" + _response +"</p>">>
<<if $workers[_emp].stress >= 80>>
<<set _response = "I'm dead on my feet, I'll probably be taking a few days off starting tomorrow.">>
<<elseif $workers[_emp].stress > 50>>
<<set _response = "Been a busy few days. Already looking forward to taking some time off actually.">>
<<elseif $workers[_emp].stress > 20>>
<<set _response = "Having a good day today!">>
<<else>>
<<set _response = "Glad to be back in the office helping you sir!">>
<</if>>
<<print "<p class='npc' style='color:" + $workers[_emp].chat + ";'>" + _response +"</p>">>
<<link "Stop talking">>
<<goto oCallCenter>>
<</link>>
<</replace>>
<<if $workers[_emp].skill > 0>>
<<set _levelpic = $workers[_emp].skill>>
<<set _rndpic to either(1,2,3)>>
<<replace #storypic>>
<<set _imagepath = "images/workers/" + $workers[_emp].imageset + "/">>
<<set _imagepic = "chatl"+_levelpic+_rndpic+".jpg">>
<img @src="_imagepath + _imagepic">
<</replace>>
<<else>>
<<replace #storypic>>
<<set _imagepath = "images/workers/" + $workers[_emp].imageset + "/">>
<<set _imagepic = "chat.jpg">>
<img @src="_imagepath + _imagepic">
<</replace>>
<</if>>
<</link>>
</p>
<</if>>
<</for>>
<</capture>>
<</if>><<widget createHuman>>
/* Initialise image set counters. */
<<if ndef $imageset>>
<<set $imageset = 0>>
<</if>>
<<if ndef $imagesetworkers>>
<<set $imagesetworkers = 0>>
<</if>>
<<set _fnames = ["Nicola","Karen","Fiona","Susan","Claire","Sharon","Angela","Gillian","Julie","Michelle","Jacqueline","Amanda","Tracy","Louise","Jennifer","Alison","Sarah","Donna","Caroline","Elaine","Lynn","Margaret","Elizabeth","Lesley","Deborah","Pauline","Lorraine","Laura","Lisa","Tracey","Carol","Linda","Lorna","Catherine","Wendy","Lynne","Yvonne","Pamela","Kirsty","Jane","Emma","Joanne","Heather","Suzanne","Anne","Diane","Helen","Victoria","Dawn","Mary","Samantha","Marie","Kerry","Ann","Hazel","Christine","Gail","Andrea","Clare","Sandra","Shona","Kathleen","Paula","Shirley","Denise","Melanie","Patricia","Audrey","Ruth","Jill","Lee","Leigh","Catriona","Rachel","Morag","Kirsten","Kirsteen","Katrina","Joanna","Lynsey","Cheryl","Debbie","Maureen","Janet","Aileen","Arlene","Zoe","Lindsay","Stephanie","Judith","Mandy","Jillian","Mhairi","Barbara","Carolyn","Gayle","Maria","Valerie","Christina","Marion","Nicola","Karen","Susan","Claire","Fiona","Angela","Sharon","Gillian","Julie","Jennifer","Michelle","Louise","Lisa","Amanda","Donna","Tracy","Alison","Elaine","Jacqueline","Sarah","Caroline","Elizabeth","Laura","Lynn","Deborah","Lesley","Margaret","Joanne","Pauline","Lorraine","Carol","Kirsty","Yvonne","Lorna","Emma","Lynne","Tracey","Heather","Catherine","Pamela","Helen","Linda","Jane","Anne","Kerry","Suzanne","Wendy","Victoria","Diane","Mary","Dawn","Clare","Gail","Paula","Ann","Shona","Hazel","Christine","Andrea","Samantha","Marie","Lynsey","Sandra","Denise","Lee","Kelly","Gayle","Debbie","Jill","Kathleen","Patricia","Joanna","Catriona","Shirley","Ruth","Zoe","Leigh","Rachel","Melanie","Kirsteen","Aileen","Christina","Janet","Katrina","Stephanie","Audrey","Kirsten","Arlene","Maureen","Morag","Marion","Mhairi","Allison","Cheryl","Maria","Kim","Anna","Lindsay","Rebecca","Katherine"]>>
<<set _fname to _fnames.random()>>
<<set _lnames = ["Smith","Johnson","Williams","Brown","Jones","Miller","Davis","Garcia","Rodriguez","Wilson","Martinez","Anderson","Taylor","Thomas","Hernandez","Moore","Martin","Jackson","Thompson","White","Lopez","Lee","Gonzalez","Harris","Clark","Lewis","Robinson","Walker","Perez","Hall","Young","Allen","Sanchez","Wright","King","Scott","Green","Baker","Adams","Nelson","Hill","Ramirez","Campbell","Mitchell","Roberts","Carter","Phillips","Evans","Turner","Torres","Parker","Collins","Edwards","Stewart","Flores","Morris","Nguyen","Murphy","Rivera","Cook","Rogers","Morgan","Peterson","Cooper","Reed","Bailey","Bell","Gomez","Kelly","Howard","Ward","Cox","Diaz","Richardson","Wood","Watson","Brooks","Bennett","Gray","James","Reyes","Cruz","Hughes","Price","Myers","Long","Foster","Sanders","Ross","Morales","Powell","Sullivan","Russell","Ortiz","Jenkins","Gutierrez","Perry","Butler","Barnes","Fisher","Henderson","Coleman","Simmons","Patterson","Jordan","Reynolds","Hamilton","Graham","Kim","Gonzales","Alexander","Ramos","Wallace","Griffin","West","Cole","Hayes","Chavez","Gibson","Bryant","Ellis","Stevens","Murray","Ford","Marshall","Owens","Mcdonald","Harrison","Ruiz","Kennedy","Wells","Alvarez","Woods","Mendoza","Castillo","Olson","Webb","Washington","Tucker","Freeman","Burns","Henry","Vasquez","Snyder","Simpson","Crawford","Jimenez","Porter","Mason","Shaw","Gordon","Wagner","Hunter","Romero","Hicks","Dixon","Hunt","Palmer","Robertson","Black","Holmes","Stone","Meyer","Boyd","Mills","Warren","Fox","Rose","Rice","Moreno","Schmidt","Patel","Ferguson","Nichols","Herrera","Medina","Ryan","Fernandez","Weaver","Daniels","Stephens","Gardner","Payne","Kelley","Dunn","Pierce","Arnold","Tran","Spencer","Peters","Hawkins","Grant","Hansen","Castro","Hoffman","Hart","Elliott","Cunningham","Knight","Bradley"]>>
<<set $interests = ["books", "movies", "health", "food", "dancing", "art", "photography", "work", "sports"]>>
<<set _l1dickchat = ["Oh I do like catching sight of a bulge in the pants.",
"Mmmm, hard thick cock!",
"Oh my, hot flush.",
"You look strong and... virile",
"Oops, sorry. Eyes up girl."]>>
<<set _l2dickchat = ["I, err.. sorry what were we talking about?",
"Sometimes a girl just has to make do.",
"Is it me or are there a lot of phallic items around.",
"I feel an.. emptiness.",
"I do wish I could get a.. grip on things."]>>
<<set _l3dickchat = ["I just need to feel something in me!",
"Big, throbbing, cock. Damn I need some.",
"To feel it, lick it, taste it.",
"All I need is a dick!",
"I'm getting so wet just thinking about riding some cock."]>>
<<set _l4dickchat = ["Fill me up!",
"Oh my pussy loves a good hard ride.",
"The feeling when it slides in, there's nothing better.",
"God I like it deep!",
"I need this!"]>>
<<set _l5dickchat = ["All the way, I need to feel it all the way!",
"Oh god, it feels too good!",
"I can't take much more!",
"Yes, yes, yes!",
"Can you hear it, god that sound!"]>>
<<set _l1cumchat = ["Ohh, the sound of a guy cumming. So sexy!",
"I love it when I see the pre-cum starting to dribble out.",
"That taste, how can I taste.. that.",
""]>>
<<set _l2cumchat = ["Ohh, the sound of a guy cumming. So sexy!",
"I love it when I see the pre-cum starting to dribble out."]>>
<<set _l3cumchat = ["Ohh, the sound of a guy cumming. So sexy!",
"I love it when I see the pre-cum starting to dribble out."]>>
<<set _l4cumchat = ["Ohh, the sound of a guy cumming. So sexy!",
"I love it when I see the pre-cum starting to dribble out."]>>
<<set _l5cumchat = ["Ohh, the sound of a guy cumming. So sexy!",
"I love it when I see the pre-cum starting to dribble out."]>>
<<set _l1pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!"]>>
<<set _l2pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!"]>>
<<set _l3pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!"]>>
<<set _l4pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!"]>>
<<set _l5pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!"]>>
<<set _l1sexchat = ["Sometimes all I need is a warm man.",
"Two bodies together in the night. Mmmm."]>>
<<set _l2sexchat = ["Sometimes all I need is a warm man.",
"Two bodies together in the night. Mmmm."]>>
<<set _l3sexchat = ["Sometimes all I need is a warm man.",
"Two bodies together in the night. Mmmm."]>>
<<set _l4sexchat = ["Sometimes all I need is a warm man.",
"Two bodies together in the night. Mmmm."]>>
<<set _l5sexchat = ["Sometimes all I need is a warm man.",
"Two bodies together in the night. Mmmm."]>>
<<set _l1breastschat = ["Oh, what was that? Felt like a static shock.",
"This bra is feeling a little tight just now."]>>
<<set _l2breastschat = ["Oh, what was that? Felt like a static shock.",
"This bra is feeling a little tight just now."]>>
<<set _l3breastschat = ["Oh, what was that? Felt like a static shock.",
"This bra is feeling a little tight just now."]>>
<<set _l4breastschat = ["Oh, what was that? Felt like a static shock.",
"This bra is feeling a little tight just now."]>>
<<set _l5breastschat = ["Oh, what was that? Felt like a static shock.",
"This bra is feeling a little tight just now."]>>
<<set _l1asschat = ["Oh my, what was that. Did you hear anything?",
"Sorry, just working my pelvic floor."]>>
<<set _l2asschat = ["Oh my, what was that. Did you hear anything?",
"Sorry, just working my pelvic floor."]>>
<<set _l3asschat = ["Oh my, what was that. Did you hear anything?",
"Sorry, just working my pelvic floor."]>>
<<set _l4asschat = ["Oh my, what was that. Did you hear anything?",
"Sorry, just working my pelvic floor."]>>
<<set _l5asschat = ["Oh my, what was that. Did you hear anything?",
"Sorry, just working my pelvic floor."]>>
<<set _l1clitchat = ["Oh, sorry, just my underwear pinching.",
"Erm, just an itch, forgive me."]>>
<<set _l2clitchat = ["Oh, sorry, just my underwear pinching.",
"Erm, just an itch, forgive me."]>>
<<set _l3clitchat = ["Oh, sorry, just my underwear pinching.",
"Erm, just an itch, forgive me."]>>
<<set _l4clitchat = ["Oh, sorry, just my underwear pinching.",
"Erm, just an itch, forgive me."]>>
<<set _l5clitchat = ["Oh, sorry, just my underwear pinching.",
"Erm, just an itch, forgive me."]>>
<<set _l1gchat = ["Oh wow, where did that come from?",
"Mmmm."]>>
<<set _l2gchat = ["Oh wow, where did that come from?",
"Mmmm."]>>
<<set _l3gchat = ["Oh wow, where did that come from?",
"Mmmm."]>>
<<set _l4gchat = ["Oh wow, where did that come from?",
"Mmmm."]>>
<<set _l5gchat = ["Oh wow, where did that come from?",
"Mmmm."]>>
<<set _lname to _lnames.random()>>
<<set _age to random(20,29)>>
<<set _diff to random(1, 5)>>
<<set _friendship to random(1,5)>>
<<set _ego to random(1,5)>>
<<set _sex to random(1,5)>>
<<if $args[0] == "worker">>
<<set $imagesetworkers += 1>>
<<else>>
<<set $imageset += 1>>
<</if>>
<<set _chatColor to either("#b93cf6", "#9370db", "#c9874f", "#f9690e", "#6bb9f0", "#00a4a6")>>
/* Create mental attributes for enthrallment */
<<set _mDick = 1>>
<<set _mCum = 1>>
<<set _mPussy = 1 >>
<<set _mSex = 1>>
<<for _add = 1; _add < 10; _add++>>
<<set _select = random(1,1000)>>
<<if _select <= 250>>
<<set _mDick += 1>>
<<elseif _select <= 500>>
<<set _mCum += 1>>
<<elseif _select <= 750>>
<<set _mPussy += 1>>
<<else>>
<<set _mSex += 1>>
<</if>>
<</for>>
/* Create physical attributes for enthrallment */
<<set _pBreasts = 1>>
<<set _pAss = 1>>
<<set _pClit =1 >>
<<set _pG = 1>>
<<for _add = 1; _add <= 10; _add++>>
<<set _select = random(1,1000)>>
<<if _select <= 250>>
<<set _pBreasts += 1>>
<<elseif _select <= 500>>
<<set _pAss += 1>>
<<elseif _select <= 750>>
<<set _pClit += 1>>
<<else>>
<<set _pG += 1>>
<</if>>
<</for>>
<<set _newHuman to { firstname: _fname,
lastname: _lname,
age: _age,
difficulty: _diff,
friendship: _friendship,
ego: _ego,
sexuality: _sex,
imageset: $imageset,
interests: $interests.randomMany(3),
interestsknown: [],
chat: _chatColor,
chatted: false,
drink: false,
interactions: 10,
level: 0,
libido: 20,
previousP: 0,
previousM: 0,
atBar: true,
mDick: _mDick,
mDickl1Chat: _l1dickchat.randomMany(2),
mCuml1Chat: _l1cumchat.randomMany(2),
mPussyl1Chat: _l1pussychat.randomMany(2),
mSexl1Chat: _l1sexchat.randomMany(2),
pBreastsl1Chat: _l1breastschat.randomMany(2),
pAssl1Chat: _l1asschat.randomMany(2),
pClitl1Chat: _l1clitchat.randomMany(2),
pGl1Chat: _l1gchat.randomMany(2),
mDickl2Chat: _l2dickchat.randomMany(2),
mCuml2Chat: _l2cumchat.randomMany(2),
mPussyl2Chat: _l2pussychat.randomMany(2),
mSexl2Chat: _l2sexchat.randomMany(2),
pBreastsl2Chat: _l2breastschat.randomMany(2),
pAssl2Chat: _l2asschat.randomMany(2),
pClitl2Chat: _l2clitchat.randomMany(2),
pGl2Chat: _l1gchat.randomMany(2),
mDickl3Chat: _l3dickchat.randomMany(2),
mCuml3Chat: _l3cumchat.randomMany(2),
mPussyl3Chat: _l3pussychat.randomMany(2),
mSexl3Chat: _l3sexchat.randomMany(2),
pBreastsl3Chat: _l3breastschat.randomMany(2),
pAssl3Chat: _l3asschat.randomMany(2),
pClitl3Chat: _l3clitchat.randomMany(2),
pGl3Chat: _l3gchat.randomMany(2),
pGl3Chat: _l3gchat.randomMany(2),
mDickl4Chat: _l4dickchat.randomMany(2),
mCuml4Chat: _l4cumchat.randomMany(2),
mPussyl4Chat: _l4pussychat.randomMany(2),
mSexl4Chat: _l4sexchat.randomMany(2),
pBreastsl4Chat: _l4breastschat.randomMany(2),
pAssl4Chat: _l4asschat.randomMany(2),
pClitl4Chat: _l4clitchat.randomMany(2),
pGl4Chat: _l4gchat.randomMany(2),
mDickl5Chat: _l5dickchat.randomMany(2),
mCuml5Chat: _l5cumchat.randomMany(2),
mPussyl5Chat: _l5pussychat.randomMany(2),
mSexl5Chat: _l5sexchat.randomMany(2),
pBreastsl5Chat: _l5breastschat.randomMany(2),
pAssl5Chat: _l5asschat.randomMany(2),
pClitl5Chat: _l5clitchat.randomMany(2),
pGl5Chat: _l5gchat.randomMany(2),
mCum: _mCum,
mPussy: _mPussy,
mSex: _mSex,
pBreasts: _pBreasts,
pAss: _pAss,
pClit: _pClit,
pG: _pG,
mDickSeen: 0,
mCumSeen: 0,
mPussySeen: 0,
mSexSeen: 0,
pBreastsSeen: 0,
pAssSeen: 0,
pClitSeen: 0,
pGSeen: 0
}>>
<<if $args[0] == "worker">>
<<set _newHuman.imageset = $imagesetworkers>>
<<set _newHuman to Object.assign(_newHuman, {worker: true})>>
<</if>>
<<run $humans.push(_newHuman)>>
<</widget>>
<<widget chatUp>>
<<set _girl = $args[0]>>
<<set _failed to false>>
<<if $humans[_girl].level == 0>>
<p>Chatting with a new girl</p>
<<else>>
<p>Chatting with $humans[_girl].firstname</p>
<</if>>
<<set $humans[_girl].chatted to true>>
<<if ndef $humans[_girl].worker>>
<<set _imagepath = "images/humans/" + $humans[_girl].imageset + "/">>
<<else>>
<<set _imagepath = "images/workers/" + $humans[_girl].imageset + "/">>
<</if>>
<<replace #storypic>>
<img @src="_imagepath + 'start.jpg'">
<</replace>>
/*Introduction */
<<if $humans[_girl].level == 0>>
<<link "Introduce yourself">>
<<replace #storypic>>
<img @src="_imagepath + 'start.jpg'">
<</replace>>
<<replace #chatup>>
<p>You go to introduce yourself</p>
<<getPlayerRoll>>
<<set _girlChat = $humans[_girl].difficulty>>
<<if _playerChat > _girlChat or passage() == "fhBarFirst">>
/*If first time have tutorial text */
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Well done, you managed to say hello without screwing up!
</p>
<</replace>>
<</if>>
<p class="player">Hi I'm $player.name.</p>
<p class="npc chatup">Hi $player.name, I'm $humans[_girl].firstname.</p>
<<set $humans[_girl].level += 1>>
<<else>>
<p class="player">Hi I'm $player.firstname.</p>
<p class="npc chatup">Please leave me alone</p>
<<set $humans[_girl].interactions = 0>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>><br>
<</if>>
/* Buy Drink */
<<if $humans[_girl].level >= 1 and $humans[_girl].drink is false>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
OK, now you can try something more complex. Buying her a drink is a bold move and will get her a little more drunk, but she may turn you down. Or you could just try some small talk and get to know her, less rewarding but it's a tried and tested method.
</p>
<</replace>>
<</if>>
<<link "Buy her a drink">>
<<replace #chatup>>
<p>You offer to buy her a drink</p>
<<set $humans[_girl].interactions -= 5>>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Opening Text */
<p class="player">Can I buy you a drink?.</p>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'drinksuccess.jpg'">
<</replace>>
<p class="npc chatup">Thank you, I'd love one.</p>
<<set _increase = random(1,$humans[_girl].ego)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
<<set $humans[_girl].drink to true>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Nice! She accepted the drink.
</p>
<</replace>>
<</if>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p class="npc chatup">I'm fine with the one I have thanks.</p>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
As I said, bold move, but risky.
</p>
<</replace>>
<</if>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>><br>
<</if>>
/* Small Talk */
<<if $humans[_girl].level >= 1>>
<<if $testing>>
<<link "Max girl level out">>
<<set $humans[_girl].level = 100>>
<<replace #chatup>>
<<display contineChatup>>
<</replace>>
<</link>><br>
<</if>>
<<link "Engage in some small talk">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 1>>
/* Opening Text */
<p>You talk about this and that in an attempt to get to know her better.</p>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'smalltalk.jpg'">
<</replace>>
<p>You spend a good while talking back and forth.</p>
<<set _increase = random(1,$humans[_girl].friendship)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Smooth talking, you can keep this up or try buying her a drink.
</p>
<</replace>>
<</if>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>The conversation quickly dries up.</p>
<<set $humans[_girl].interactions -= 1>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Nice work dumbass. Maybe try that again.
</p>
<</replace>>
<</if>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>><br>
<</if>>
/* Chat */
<<if $humans[_girl].level >= 5>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Impressive for your first night. You can now try chatting with her and learn more about her.
</p>
<</replace>>
<</if>>
<<link "Ask her about herself">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 2>>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Opening Text */
<p>You try to figure out what sort of interests she has.</p>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'chat.jpg'">
<</replace>>
<p>She tells you about some aspects of her life.</p>
/* Check if she reviels a strong interest */
<<set _successLevel = _playerChat - _girlChat>>
<<if _successLevel >= 10>>
<<set _thisGirlInterests = []>>
<<set _thisGirlInterests = $humans[_girl].interests>>
<<set _reveal = _thisGirlInterests.random()>>
<p>She seems to be rather interested in _reveal.</p>
<<print "<<set $humans[_girl].interestsknown.pushUnique('" + _reveal + "')>>">>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Very impressive indeed! You managed to learn something about her interests. That may come in useful in the future.
</p>
<</replace>>
<</if>>
<<else>>
<p>You learn nothing of much importance.</p>
<</if>>
<<set _increase = random(1,$humans[_girl].friendship)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>The conversation quickly dries up.</p>
<<set $humans[_girl].interactions -= 1>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Ohhh it was going so well!
</p>
<</replace>>
<</if>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>><br>
<</if>>
/* Listen */
<<if $humans[_girl].level >= 20>>
<<link "Listen to her problems">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 5>>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Opening Text */
<p>You give her the space to open up about her problems.</p>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'chat.jpg'">
<</replace>>
<p>She seems to appreciate you listening to her.</p>
<<set _increase = random(1,$humans[_girl].ego)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>There's a really awkward long pause in the conversation.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>><br>
<</if>>
/* Praise */
<<if $humans[_girl].level >= 20>>
<<link "Compliment her">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 5>>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Opening Text */
<p>You go on a charm offensive, making sure she knows just how pretty she is.</p>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'chat.jpg'">
<</replace>>
<p>She seem very flattered by the attention.</p>
<<set _increase = random(1,$humans[_girl].ego)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>Her eyes narrow, she seems to think you are after something.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>><br>
<</if>>
/* Talk on a topic */
<<if $humans[_girl].level >= 20>>
<<link "Strike up a conversation about...">>
<<set $humans[_girl].interactions -= 5>>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Suggest a few topics */
<<set _topics = $interests.randomMany(3)>>
<<set _talkBonus to false>>
<<set _thisGirlInterests = $humans[_girl].interests>>
<<replace #chatup>>
Talk with her about
<<link _topics[0]>>
<<if _thisGirlInterests.includes(_topics[0])>>
<<set _talkBonus to true>>
<</if>>
<<replace #chatup>>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'chat.jpg'">
<</replace>>
<<if _talkBonus is true>>
<p>$humans[_girl].firstname was very interested in the conversation.</p>
<<set _increase = 4 + random(1,$humans[_girl].friendship)>>
<<else>>
<p>$humans[_girl].firstname politely talks with you, but her heart clearly isn't in it.</p>
<<set _increase = -2 + random(1,$humans[_girl].friendship)>>
<</if>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<<if _talkBonus is true>>
<p>You had her attention but the conversation got away with you.</p>
<<else>>
<p>You really lost her there.</p>
<</if>>
<<set $humans[_girl].interactions -= 2>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>>,
<<link _topics[1]>>
<<if _thisGirlInterests.includes(_topics[1])>>
<<set _talkBonus to true>>
<</if>>
<<replace #chatup>>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'chat.jpg'">
<</replace>>
<<if _talkBonus is true>>
<p>$humans[_girl].firstname was very interested in the conversation.</p>
<<set _increase = 4 + random(1,$humans[_girl].friendship)>>
<<else>>
<p>$humans[_girl].firstname politely talks with you, but her heart clearly isn't in it.</p>
<<set _increase = -2 + random(1,$humans[_girl].friendship)>>
<</if>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<<if _talkBonus is true>>
<p>You had her attention but the conversation got away with you.</p>
<<else>>
<p>You really lost her there.</p>
<</if>>
<<set $humans[_girl].interactions -= 2>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>> or
<<link _topics[2]>>
<<if _thisGirlInterests.includes(_topics[2])>>
<<set _talkBonus to true>>
<</if>>
<<replace #chatup>>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'chat.jpg'">
<</replace>>
<<if _talkBonus is true>>
<p>$humans[_girl].firstname was very interested in the conversation.</p>
<<set _increase = 4 + random(1,$humans[_girl].friendship)>>
<<else>>
<p>$humans[_girl].firstname politely talks with you, but her heart clearly isn't in it.</p>
<<set _increase = -2 + random(1,$humans[_girl].friendship)>>
<</if>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<<if _talkBonus is true>>
<p>You had her attention but the conversation got away with you.</p>
<<else>>
<p>You really lost her there.</p>
<</if>>
<<set $humans[_girl].interactions -= 2>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>>
<</replace>>
<</link>><br>
<</if>>
/* Joke */
<<if $humans[_girl].level >= 60>>
<<link "Amuse her">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 5>>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Opening Text */
<p>You do you best to make her laugh.</p>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'laugh.jpg'">
<</replace>>
<p>She seemed to actually enjoy your witticisms, or at least wanted to let you think she did.</p>
<<set _increase = random(1,$humans[_girl].friendship)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>It would appear she was not amused.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>><br>
<</if>>
/* Flirt */
<<if $humans[_girl].level >= 60>>
<<link "Flirt with her">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 5>>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Opening Text */
<p>You attempt to flirt with her staring deeply into her eyes.</p>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'flirt.jpg'">
<</replace>>
<p>She falls for your charm.</p>
<<set _increase = random(1,$humans[_girl].sexuality)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>That didn't go over too well.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>><br>
<</if>>
/* Touch */
<<if $humans[_girl].level >= 60>>
<<link "Touch her">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 5>>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Opening Text */
<p>You reach in to make some small gesture of physical contact.</p>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'touch.jpg'">
<</replace>>
<p>She makes no attempts to pull away.</p>
<<set _increase = random(1,$humans[_girl].sexuality)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>She quickly pulls away from your hand, unwilling to engage in any physical contact.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup>>
<</replace>>
<</link>><br>
<</if>>
/* Take Home */
<<if $humans[_girl].level >= 90>>
<<if $sister.storyHome == 2>>
<<replace #sisterchat>>
<p class="npc sister tele">
Well it's a good job I decided to follow you down here tonight!
</p>
<p>You hear your sisters voice deep inside your head once more</p>
<p class="npc sister tele">Seems you are ready to take this relationship of yours to the next level. Once a human has opened themselves up to you enough you can 'enthral' them, placing them in a state of high suggestibility.</p>
<p class="npc sister tele">Just look deep into her eyes, so deep you can feel her soul calling out to you. Then just as it appears most desperate, take a hold of it and bind it to yours.</p>
<<set $sister.storyHome = 3>>
<</replace>>
<</if>>
<<if ndef $humans[_girl].worker>>
<<link "Enthral">>
<<if $sister.storyHome <= 3>>
<<replace #sisterchat>>
<</replace>>
<</if>>
<<replace #chatup>>
/* Opening Text */
<p>Noticing her attentions seem to be fully focused on you, you stare into her eyes and attempt to enthral her.</p>
<p>Unable to resist the vampiric essence of your core being she soon succumbs to your wishes.</p>
<p>After a moment her eyes clear and she is, to anyone who cares to notice, back to her old self.</p>
<p class="npc">Would you care to walk me home?</p>
/* Success */
<<replace #storypic>>
<img class="nvision" @src="_imagepath + 'enthral.jpg'">
<</replace>>
<<link "Take her home">>
<<set $loc = $humans[_girl].firstname+"'s Place">>
<<replace #location>>
<<display Location>>
<</replace>>
<<replace #storytext>>
<p>At $humans[_girl].firstname's home</p>
<div id="chatup">
</div>
<</replace>>
<<takeHome _girl>>
<</link>>
<</replace>>
<</link>><br>
<<else>>
<<link "Entice">>
<<replace #chatup>>
/* Opening Text */
<p>Noticing her attentions seem to be fully focused on you, you stare into her eyes and attempt to entice her.</p>
<p>Unable to resist the vampiric essence of your core being she soon succumbs to your wishes.</p>
<p>After a moment her eyes clear and she is, to anyone who cares to notice, back to her old self.</p>
<<print "<p class='npc' style='color:" + $humans[_girl].chat + ";'>I.. think I would enjoy working under you, I mean for you...</p>">>
<p class="player">Excellent. Come by when you are ready and ask for $om.name, she'll get you settled in.</p>
/* Success */
<<replace #storypic>>
<img class="nvision" @src="_imagepath + 'enthral.jpg'">
<</replace>>
<<recruit _girl>>
<<link "Watch her leave">>
<<set $game.timeProgress += 100>>
<<set _gt = passage()>>
<<goto _gt>>
<</link>>
<</replace>>
<</link>><br>
<</if>>
<</if>>
<</widget>>
<<widget chatImprovement>>
<<if $args[0] == 1>>
<p>This didn't seem to have much effect on her.</p>
<<elseif $args[0] > 1 and $args[0] <= 2>>
<p>She seemed to like that.</p>
<<elseif $args[0] > 2 and $args[0] <= 4>>
<p>You certainly got her attention there.</p>
<<elseif $args[0] > 4>>
<p>You seem to have her full attention!</p>
<<else>> /* Negative result */
<p>In fact she seems to grow more distant!</p>
<</if>>
/* Progress any Persuasion study points to practice points */
<<practiceSkill "persuasion">>
<</widget>>
<<widget resetHumans>>
/* Ensure array exists */
<<if ndef $humans>>
<<set $humans to []>>
<</if>>
/* Create desired number of humans */
<<if $player.storyHome >= 15 and $humans.length < 2>>
<<createHuman>>
<</if>>
/* Remove any old stats from previous days */
<<for _g = 0; _g < $humans.length; _g++>>
/* Clear chatting statuses */
<<set $humans[_g].chatted to false>>
<<set $humans[_g].drink to false>>
<<set _interactionBoost = Math.trunc($humans[_g].level/5)>>
<<set $humans[_g].interactions to (10 + _interactionBoost)>>
/* Adjust Libido towards it's natural 20 */
<<if $humans[_g].libido < 20>>
<<set $humans[_g].libido += 5>>
<<elseif $humans[_g].libido > 20>>
<<set $humans[_g].libido-->>
<</if>>
<</for>>
/* Set locations for all humans */
<<set _trueCount = 0>>
<<set _numHumans = $humans.length>>
<<for _rg = 0; _rg < _numHumans; _rg++>>
<<if $humans[_rg].libido < 15>>
<<set $humans[_rg].atBar to false>>
<<else>>
<<set $humans[_rg].atBar to either(true, false)>>
<</if>>
<<if $humans[_rg].atBar is true>>
<<set _trueCount += 1>>
<</if>>
<</for>>
/*If all girls were set to false, randomly select one to be available */
<<if _trueCount == 0 and $humans.length > 0>>
<<set _rg to random(0, _numHumans-1)>>
<<set $humans[_rg].atBar to true>>
<</if>>
<</widget>>
<<widget humanstats>>
<<if def _girl>>
<<set _thisGirl = $humans[_girl]>>
<h5>
_thisGirl.firstname _thisGirl.lastname
</h5>
<h6>
_thisGirl.age years old
</h6>
<<if _thisGirl.interestsknown.length == 0>>
<p>You know very little about her</p>
<<else>>
<p>You know she enjoys talking about:</p>
<p>
<<for _likes = 0; _likes < _thisGirl.interestsknown.length; _likes++>>
<<if _likes == 0>>
<<print "_thisGirl.interestsknown[_likes]" >>
<<elseif _likes == 1>>
<<print ", _thisGirl.interestsknown[_likes]" >>
<<elseif _likes == 2>>
<<print "& _thisGirl.interestsknown[_likes]" >>
<</if>>
<</for>>
</p>
<</if>>
<</if>>
<</widget>>
<<widget humanstatsenthral>>
<<if def _girl>>
<<set _thisGirl = $humans[_girl]>>
<h5>
_thisGirl.firstname _thisGirl.lastname
</h5>
<h6>
_thisGirl.age years old
</h6>
<<set _libidoPercentage = (($humans[_girl].libido/200) * 100)>>
<div class="w3-container-empty">
<<print "<div class=w3-container-filled style='width:"+_libidoPercentage+"%'>Libido</div>">>
</div>
<div>
Mental Stimulations:
Dick <<print setup.stims[_thisGirl.mDickSeen]>>,
Cum <<print setup.stims[_thisGirl.mCumSeen]>>,
Pussy <<print setup.stims[_thisGirl.mPussySeen]>>,
Sex <<print setup.stims[_thisGirl.mSexSeen]>>
</div>
<div>
Physical Stimulations:
Breasts <<print setup.stims[_thisGirl.pBreastsSeen]>>,
Ass <<print setup.stims[_thisGirl.pAssSeen]>>,
Clit <<print setup.stims[_thisGirl.pClitSeen]>>,
G <<print setup.stims[_thisGirl.pGSeen]>>
</div>
<</if>>
<</widget>>
<<widget getPlayerRoll>>
<<set _playerChat = random(1,20)>>
<<if $player.persuasion[0] > 0>>
<<set _playerBonus = random(1, ($player.persuasion[0] * $skillboost))>>
<<else>>
<<set _playerBonus = 0>>
<</if>>
<<set _playerBonus += $player.persuasionBonus>>
<<set _playerChat += _playerBonus>>
<</widget>>
<<widget getGirlRoll>>
/* Basic Roll */
<<set _girlChat = random(1,20)>>
/* If drunk reduce roll */
<<if $humans[_girl].drink is true>>
<<set _drunkBonus = 5>>
<<set _drunkBonus -= $humans[_girl].difficulty>>
<<else>>
<<set _drunkBonus = 0>>
<</if>>
<<set _girlChat -= _drunkBonus>>
/* Reduce roll based on how well she knows the player */
<<set _friendBonus = Math.trunc($humans[_girl].level/10)>>
<<set _girlChat -= _friendBonus>>
/* Add in the difficulty of the girl */
<<set _diffBonus = random(1,$humans[_girl].difficulty)>>
<<set _girlChat += _diffBonus>>
<</widget>>
<<widget adjustHumanLevel>>
<<set _adjustment = $args[0]>>
<<set $humans[_girl].level += _adjustment>>
<<set $humans[_girl].level += $player.levelBonus>>
<<set $humans[_girl].level = Math.clamp($humans[_girl].level, 1, 100)>>
<<if $testing>>
Current Level: $humans[_girl].level<br>
Interactions Left: $humans[_girl].interactions<br>
<</if>>
<</widget>>
<<widget takeHome>>
<<set _girl = $args[0]>>
<<set _imagepath = "images/humans/" + $humans[_girl].imageset + "/">>
<<replace #gfx>>
<div id="storypic" class="imgwrapperpic">
<img @src="_imagepath + 'flirt.jpg'">
<br>
</div>
<div id="humanstats" class="imgwrapperdetails">
<<humanstatsenthral>>
</div>
<</replace>>
<<replace #storyexits>>
<</replace>>
<<if $sister.storyHome == 3>>
<<replace #chatup>>
<</replace>>
<<replace #sisterchat>>
<p>After a short walk you arrive at $humans[_girl].firstname's home and she invites you in. Your sister, it seems, is still nearby.</p>
<p class="npc sister tele">OK, now I have some good news and some bad news about what is about to happen brother. First the good, this girl is pretty much putty in your hands now. Oh you will have to work still, but you should be able to have some fun and after a few of these nights she will do pretty much anything you ask. However there is also the bad, once this process is started you must refrain from actually touching her. If a vampire makes physical contact with a human once this process has begun, well you will recover some of your will, but the humans mind will be burnt out and that is the sort of attention we like to avoid. Not only that but you will have taken a step towards turning feral yourself. So whatever you do, do not touch the girl. You are of course free to touch yourself, I know I usually do.</p>
<<link "So what do I do now?">>
<<replace #sisterchat>>
<p class="npc sister tele">Well there are two ways to stimulate your prey making them a far more valuable resource for will retrieval. Mental and Physical.</p>
<p class="npc sister tele">Mentally you can cause her to think about certain things which will turn her on, sex, dicks, cum even her own pussy. Physically you can focus your own will to directly stimulate her body via her Breasts, Ass, Clit or her G-spot. Now all of those options will have varying effects on your target, each girl is different of course, some will love having their breasts stimulated, others not so much. Not everyone you meet is a cum slut. So you're going to have to work out what works best for each girl.</p>
<p class="npc sister tele">Also the more you push one aspect, be it mental or physical, the more her libido with rise, however push too much one way without balance in the other and you risk lowering it. It's a balancing act brother, you can always play it safe and just alternate between the two, but where's the fun in that!</p>
<p class="npc sister tele">Now get on with it and make that girl squirm!</p>
<<set $sister.storyHome = 4>>
<<link "Begin the games">>
<<takeHome _girl>>
<</link>>
<</replace>>
<</link>>
<</replace>>
<<else>>
<<set _maxInteractions = 10 + ( $player.mesmerism[0] * 10)>>
<<set _prevM to false>>
<<set _prevP to false>>
<<set _previous = 0>>
<<if $sister.storyHome == 4>>
<<replace #sisterchat>>
<</replace>>
<</if>>
<<replace #chatup>>
<div id="enthrallment">
<<enthrallment>>
</div>
<</replace>>
<</if>>
<</widget>>
<<widget enthrallment>>
<<if _maxInteractions > 0>>
Remaining stimulations: _maxInteractions (Based on you Mesmerism level of $player.mesmerism[0])<br>
<p>Mentally Stimulate $humans[_girl].firstname</p>
<<link "Fill her mind with images of rock hard dicks">>
<<replace #enthrallment>>
<<stimulate _girl "mDick">>
<</replace>>
<</link>><br>
<<link "Have her imagine being covered in cum">>
<<replace #enthrallment>>
<<stimulate _girl "mCum">>
<</replace>>
<</link>><br>
<<link "Remind her, her pussy is her best friend">>
<<replace #enthrallment>>
<<stimulate _girl "mPussy">>
<</replace>>
<</link>><br>
<<link "Sex is all she needs to think about">>
<<replace #enthrallment>>
<<stimulate _girl "mSex">>
<</replace>>
<</link>><br>
<hr>
<p>Physically Stimulate $humans[_girl].firstname</p>
<<link "Excite her breasts">>
<<replace #enthrallment>>
<<stimulate _girl "pBreasts">>
<</replace>>
<</link>><br>
<<link "Pound your will against her ass">>
<<replace #enthrallment>>
<<stimulate _girl "pAss">>
<</replace>>
<</link>><br>
<<link "Send electricity through her clit">>
<<replace #enthrallment>>
<<stimulate _girl "pClit">>
<</replace>>
<</link>><br>
<<link "Mentally massage her G-spot">>
<<replace #enthrallment>>
<<stimulate _girl "pG">>
<</replace>>
<</link>><br>
<</if>>
<hr>
<<link "Extract will from her and end the night">>
<<replace #enthrallment>>
<<if $humans[_girl].libido < 50>>
<p>There was nothing to be gained from her this night.</p>
<<set _will = 0>>
<<elseif $humans[_girl].libido < 60>>
<p>There was little to be gained from her this night.</p>
<<set _will = 1>>
<<elseif $humans[_girl].libido < 80>>
<p>A fruitful night.</p>
<<set _will = 2>>
<<elseif $humans[_girl].libido < 80>>
<p>An accomplished hunt.</p>
<<set _will = 6>>
<<elseif $humans[_girl].libido < 120>>
<p>A experienced hunt.</p>
<<set _will = 9>>
<<elseif $humans[_girl].libido < 200>>
<p>She has become a powerful source.</p>
<<set _will = 12>>
<<elseif $humans[_girl].libido >= 200>>
<p>The perfect night.</p>
<<set _will = 15>>
<</if>>
<p>Will increased by _will</p>
<p> $humans[_girl].firstname slumps unconscious in front of you, her libido drained completely. Will probably be a while before you see her back at the bar again.</p>
<<set $player.will += _will>>
<<set $player.will to Math.clamp($player.will, 1, $player.willMax)>>
<<set $humans[_girl].libido = 0>>
<<set $humans[_girl].atBar to false>>
<<link Leave>>
<<set $game.timeProgress += 200>>
<<if $player.storyHome < 20>>
<<goto fhDriveway>>
<<else>>
<<goto cStreet>>
<</if>>
<</link>>
<</replace>>
<</link>><br>
<<link "Leave her be this night, you will continue this another time">>
<<replace #enthrallment>>
<p>Your will in unchanged</p>
<p> You leave $humans[_girl].firstname to her own devices, her libido should remain elevated for some time ready for you to continue your manipulations another night.</p>
<<link Leave>>
<<set $game.timeProgress += 200>>
<<if $player.storyHome < 20>>
<<goto fhDriveway>>
<<else>>
<<goto cStreet>>
<</if>>
<</link>>
<</replace>>
<</link>>
<</widget>>
<<widget stimulate>>
<<set _thisGirl = $humans[$args[0]]>>
<<set _stim = $args[1]>>
<<set _maxInteractions -= 1>>
<<print "<<set _successMax = _thisGirl." + _stim + ">>">>
<<if _stim.first() == "m">>
<<if _prevM is true>>
<<set _previous += 1>>
<<else>>
<<set _previous = 0>>
<</if>>
<<set _prevM to true>>
<<set _prevP to false>>
<<else>>
<<if _prevP is true>>
<<set _previous += 1>>
<<else>>
<<set _previous = 0>>
<</if>>
<<set _prevP to true>>
<<set _prevM to false>>
<</if>>
/* Set target for check */
<<set _success = (20 + (_previous * 10))>>
/* Set skill roll for player */
<<set _stimcheck = random(1,(_successMax*10)) + _thisGirl.libido - (10 * _previous)>>
/*Boost for Mesmerism Level */
<<if $player.mesmerism[0] > 0>>
<<set _playerBonus = random(1, ($player.mesmerism[0] * $skillboost))>>
<<else>>
<<set _playerBonus = 0>>
<</if>>
<<set _playerBonus += $player.enthralBonus>>
<<set _stimcheck += _playerBonus>>
/* on Success */
<<if _stimcheck >= _success>>
/* Calculate effect */
<<set _inc = random(1, _successMax)>>
/* Update seen results for girl */
<<print "<<if $humans[$args[0]]." + _stim + "Seen < _inc>> <<set $humans[$args[0]]." + _stim + "Seen = _inc>><p>It seems her interest in that is higher than you previously thought!</p><</if>>">>
/* Increase Libido */
<<set _libinc = _inc * (_previous+1)>>
<<set $humans[$args[0]].libido += _libinc>>
Success! You increase her libido by _libinc
<<if $humans[$args[0]].libido < 50>>
<<set _sucpic1 = "l1">>
<<elseif $humans[$args[0]].libido < 60>>
<<set _sucpic1 = "l2">>
<<elseif $humans[$args[0]].libido < 80>>
<<set _sucpic1 = "l3">>
<<elseif $humans[$args[0]].libido < 120>>
<<set _sucpic1 = "l4">>
<<else>>
<<set _sucpic1 = "l5">>
<</if>>
<<set _sucpic = _sucpic1 + _stim + ".jpg">>
<<print "<<set _response = _thisGirl." + _stim + _sucpic1 + "Chat.random()>>">>
<<print "<p class='npc' style='color:" + _thisGirl.chat + ";'>" + _response +"</p>">>
<<replace #gfx>>
<div id="storypic" class="imgwrapperpic">
<img @src="_imagepath + _sucpic">
<br>
</div>
<div id="humanstats" class="imgwrapperdetails">
<<humanstatsenthral>>
</div>
<</replace>>
<<practiceSkill "mesmerism">>
<<else>>
<p>Seems you pushed too far, her excitement drops slightly.</p>
<<set _libinc = (5 * (_previous+1))>>
<<set $humans[$args[0]].libido -= _libinc>>
<<set $humans[$args[0]].libido to Math.clamp($humans[$args[0]].libido, 1, 200)>>
<<replace #gfx>>
<div id="storypic" class="imgwrapperpic">
<img @src="_imagepath + 'fail.jpg'">
<br>
</div>
<div id="humanstats" class="imgwrapperdetails">
<<humanstatsenthral>>
</div>
<</replace>>
<</if>>
<br>
<<link "Continue">>
<<replace #enthrallment>>
<<enthrallment>>
<</replace>>
<</link>>
<</widget>>
<<widget recruit>>
<<set _human = $args[0]>>
/* Copy human to temp variable then delete the existing record */
<<set _newrecruit = $humans[_human]>>
<<set $humans.deleteAt(_human)>>
/* If first recruitment create a blank array */
<<if ndef $workers>>
<<set $workers = []>>
<</if>>
/* Add human to the workforce */
<<set _newrecruit to Object.assign(_newrecruit, {skill: 0})>>
<<set _newrecruit to Object.assign(_newrecruit, {progress: 0})>>
<<set _newrecruit to Object.assign(_newrecruit, {stress: 0})>>
<<set _newrecruit to Object.assign(_newrecruit, {working: true})>>
<<set _newrecruit to Object.assign(_newrecruit, {totalincome: 0})>>
<<set $workers.push(_newrecruit)>>
<</widget>>
<<widget callcenterDaily>>
<<for _emp = 0; _emp < $workers.length; _emp++>>
/* DEBUG CODE */
<<if $testing>>
<p>Girl: $workers[_emp].firstname $workers[_emp].lastname</p>
<</if>>
/* END DEBUG CODE */
<<if $workers[_emp].working is true>>
/* If working create income and increase progress */
<<set _girlincome = (100 + (100 * $workers[_emp].skill))>>
<<set $workers[_emp].totalincome += _girlincome>>
<<set $weeklyincome += _girlincome>>
<<set $workers[_emp].progress += (5 - $workers[_emp].skill)>>
<<set $workers[_emp].stress += (20 - $workers[_emp].skill)>>
/* Upgrade skill if progressed enough */
<<if $workers[_emp].progress >= 100>>
<<set $workers[_emp].skill += 1>>
<<set $workers[_emp].progress = 0>>
<</if>>
/* If overworked remove from workforce */
<<if $workers[_emp].stress >= 80>>
<<set $workers[_emp].working to false>>
<</if>>
/* DEBUG CODE */
<<if $testing>>
<p>Working, made : $ _girlincome today</p>
<p>Current Level: $workers[_emp].skill Current Progress: $workers[_emp].progress Stress: $workers[_emp].stress </p>
<</if>>
/* END DEBUG CODE */
<<else>>
/* If not working reduce stress and return to working when recovered */
<<if $workers[_emp].stress <= 20>>
/* Return to working for the next day */
<<set $workers[_emp].stress -= (20 + (4 * $workers[_emp].skill))>>
<<set $workers[_emp].stress = Math.clamp($workers[_emp].stress, 0, 100)>>
<<set $workers[_emp].working to true>>
/* DEBUG CODE */
<<if $testing>>
<p>Will return to work tomorrow</p>
<</if>>
/* END DEBUG CODE */
<<else>>
/* DEBUG CODE */
<<if $testing>>
<p>Not working, stress is : $workers[_emp].stress </p>
<</if>>
/* END DEBUG CODE */
/* Take the day off and reduce stress */
<<set $workers[_emp].stress -= (20 + (4 * $workers[_emp].skill))>>
<<set $workers[_emp].stress = Math.clamp($workers[_emp].stress, 0, 100)>>
/* DEBUG CODE */
<<if $testing>>
<p>Reduced to : $workers[_emp].stress </p>
<</if>>
/* END DEBUG CODE */
<</if>>
<</if>>
<</for>>
<</widget>>
<<widget callcenterWeekly>>
<<set _wages = Math.trunc($weeklyincome * 0.60)>>
<<set _companycut = Math.trunc($weeklyincome * 0.35)>>
<<set _playerscut = Math.trunc($weeklyincome * 0.05)>>
<<print "<<set $incomemessages = '<p>Last week your girls earned us $"+$weeklyincome+", of which $"+_wages+" was used to pay the girls and the company earned $"+_companycut+".</p><p>This made your cut $"+_playerscut+"</p>'>>">>
<<set $player.cash += _playerscut>>
<<set $companycash += _companycut>>
/* Reset for new week */
<<set $weeklyincome = 0>>
<</widget>><style>
#map {
display: inline-grid;
text-align: center;
margin-left: calc(50vw - 690px);
grid-template-columns: 10px 150px 150px 150px 150px 10px 150px 150px 150px 150px 10px;
grid-column-gap: 5px;
grid-template-rows: 10px 50px 50px 100px 100px 100px 100px 50px;
grid-row-gap: 15px;
grid-template-areas:
"map-left map-top-border map-top-border map-top-border map-top-border map-top-border map-top-border map-top-border map-top-border map-top-border map-right"
"map-left map-title map-title map-title map-title map-title map-title map-title map-title map-title map-right"
"map-left map-subtitle map-subtitle map-subtitle map-subtitle map-center map-subtitle2 map-subtitle2 map-subtitle2 map-subtitle2 map-right"
"map-left map02 map03 map04 map05 map-center map72 map73 map74 map75 map-right"
"map-left map12 map13 map14 map15 map-center map42 map43 map44 map45 map-right"
"map-left map22 map23 map24 map25 map-center map52 map53 map54 map55 map-right"
"map-left map32 map33 map34 map35 map-center map62 map63 map64 map65 map-right"
"map-left map-bottom-border map-bottom-border map-bottom-border map-bottom-border map-bottom-border map-bottom-border map-bottom-border map-bottom-border map-bottom-border map-right"
}
#map > maptitle {
grid-area: map-title;
}
#map > mapsubtitle {
grid-area: map-subtitle;
}
#map > mapsubtitle2 {
grid-area: map-subtitle2;
}
#map > mapbottom {
grid-area: map-bottom-border;
}
#map > map12 {
grid-area: map12;
background-image: url("images/familyhome/auntsbedroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map13 {
grid-area: map13;
background-image: url("images/familyhome/bathroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map22 {
grid-area: map22;
background-image: url("images/familyhome/playerbedroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map23 {
grid-area: map23;
background-image: url("images/familyhome/upstairshallway.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map24 {
grid-area: map24;
background-image: url("images/familyhome/sistersbedroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map33 {
grid-area: map33;
background-image: url("images/familyhome/foyer.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map42 {
grid-area: map42;
background-image: url("images/familyhome/kitchens.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map43 {
grid-area: map43;
background-image: url("images/familyhome/study.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map44 {
grid-area: map44;
background-image: url("images/familyhome/conservatory.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map52 {
grid-area: map52;
background-image: url("images/familyhome/diningroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map53 {
grid-area: map53;
background-image: url("images/familyhome/foyer.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map54 {
grid-area: map54;
background-image: url("images/familyhome/library.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map63 {
grid-area: map63;
background-image: url("images/familyhome/mansion.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map74 {
grid-area: map74;
background-image: url("images/familyhome/courtyard.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map75 {
grid-area: map75;
background-image: url("images/familyhome/pit.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
.clicker {
display:block;
color: #fff;
/*background-color: rgba(0, 0, 0, 0.2);*/
border-radius: 5px;
padding-top: 80px;
font-size: 100%;
vertical-align: bottom;
font-family: BLKCHCRY;
text-shadow: #000 5px 5px 5px;
}
</style>
<div id="map">
<maptitle><h5>Map: Family Home</h5></maptitle>
<mapsubtitle><h5>Upstairs</h5></mapsubtitle>
/* Row 1 */
<map12>
<<if $player.storyHome >= 11 and $player.storyHome != 12>>
<<if $aunt.mast is false>>
<a class="clicker" data-passage="fhAuntsBedroom">Aunts Room</a>
<<else>>
<a class="clicker" data-passage="fhAuntsBedroomMast">Aunts Room</a>
<</if>>
<</if>>
</map12>
<map13>
<<if $sister.location == "fhBathroom">><npchere>Sister</npchere><</if>>
<<if $sister.location != "fhBathroom">>
<a class="clicker" data-passage="fhBathroom">Bathroom</a>
<<else>>
<a class="clicker" data-passage="fhBathroomSister">Bathroom</a>
<</if>>
</map13>
/* Row 2 */
<map22><a class="clicker" data-passage="fhBedroom">Your Bedroom</a></map22>
<map23><a class="clicker" data-passage="fhUpstairsHallway">Hallway</a></map23>
<map24>
<<if $player.storyHome > 3>>
<<if $sister.location == "fhSistersBedroom">><npchere>Sister</npchere><</if>>
<<if $sister.mast is false>>
<a class="clicker" data-passage="fhSistersBedroom">Sisters Bedroom</a>
<<else>>
<a class="clicker" data-passage="fhSistersBedroomMast">Sisters Bedroom</a>
<</if>>
<</if>>
</map24>
/* Row3 */
<map33><a class="clicker" data-passage="fhFoyer">Stairs (Foyer)</a></map33>
<mapsubtitle2><h5>Downstairs</h5></mapsubtitle2>
/* Row 1 */
<map74>
<<if $sister.location == "fhCourtyard">><npchere>Sister</npchere><</if>>
<a class="clicker" data-passage="fhCourtyard">Courtyard</a></map74>
<map75>
<<if $uncle.location == "fhPit">><npchere>Uncle</npchere><</if>>
<a class="clicker" data-passage="fhPit">The Pit</a></map75>
/* Row 2 */
<map42>
<<if $sister.location == "fhKitchens">><npchere>Sister</npchere><</if>>
<<if $uncle.location == "fhKitchens">><npchere>Uncle</npchere><</if>>
<a class="clicker" data-passage="fhKitchens">Kitchens</a></map42>
<map43>
<<if $grandfather.location == "fhStudy">><npchere>Grandfather</npchere><</if>>
<a class="clicker" data-passage="fhStudy">Study</a></map43>
<map44>
<<if $sister.location == "fhConservatory">><npchere>Sister</npchere><</if>>
<a class="clicker" data-passage="fhConservatory">Conservatory</a></map44>
/* Row 3 */
<map52><a class="clicker" data-passage="fhDiningRoom">Dining Room</a></map52>
<map53><a class="clicker" data-passage="fhFoyer">Foyer</a></map53>
<map54>
<<if $sister.location == "fhLibrary">><npchere>Sister</npchere><</if>>
<<if $uncle.location == "fhLibrary">><npchere>Uncle</npchere><</if>>
<a class="clicker" data-passage="fhLibrary">Library</a></map54>
/* Row4 */
<map63><a class="clicker" data-passage="fhDriveway">Driveway</a></map63>
<mapbottom><h5><<back "Close">></h5></mapbottom>
</div><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/office/elevator.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Elevator">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[1st Floor Reception|oReception][$game.timeProgress += 3]]<br>
[[2nd Floor Call Center|oCallCenter][$game.timeProgress += 2]]<br>
3rd Floor Abandoned Office Space<br>
[[4th Floor Apartments|oApartments][$game.timeProgress += 1]]<br>
[[5th Floor Penthouse|oLiving][$game.timeProgress += 0]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
The small elevator that can get you around the office building.
</p>
<<display "whosHere">>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/office/reception.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Reception">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Hadria's Office|oOfficeManager][$game.timeProgress += 1]]<br>
[[Elevator|oElevator][$game.timeProgress += 1]]<br>
[[Exit to the street|cStreet][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
The reception of your office building.
</p>
<<display "whosHere">>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/office/officemanager.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
<div id="incomemessages" class="imgwrapperdetails">
<<print $incomemessages>>
</div>
</div>
<<set $loc = "Office Manager's Office">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Reception|oReception][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
$om.name's office.
</p>
<<display "whosHere">>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/office/callcenter.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Call Center">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[1st Floor Reception|oReception][$game.timeProgress += 1]]<br>
3rd Floor Abandoned Office Space<br>
[[4th Floor Apartments|oApartments][$game.timeProgress += 1]]<br>
[[5th Floor Penthouse|oLiving][$game.timeProgress += 2]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
The Call Center from where your empire obtains it's funds.
</p>
<<display "whosHere">>
<<display "whosHereWorkers">>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/office/apartments.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Apartments">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[1st Floor Reception|oReception][$game.timeProgress += 2]]<br>
[[2nd Floor Call Center|oCallCenter][$game.timeProgress += 2]]<br>
3rd Floor Abandoned Office Space<br>
[[5th Floor Penthouse|oLiving][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
A set of apartments where your clans members can sleep.
</p>
<<display "whosHere">>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/office/living.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Living Area">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Your Bedroom|oMasterBedroom][$game.timeProgress += 1]]<br>
[[Sister's Bedroom|oSistersBedroom][$game.timeProgress += 1]]<br>
[[$om.name + "'s Bedroom"|oOMBedroom][$game.timeProgress += 1]]<br>
[[Bathroom|oBathroom][$game.timeProgress += 1]]<br>
[[Terrace|oTerrace][$game.timeProgress += 1]]<br>
[[Elevator|oElevator][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>><br>
<<link "Check the bookcase">>
<<updateBooks>>
<<replace #storyactions>>
<</replace>>
<<replace #storypic>>
<img src="images/office/bookcase.jpg">
<</replace>>
<<replace #storytext>>
<p>You head over to the bookcase for something to read.</p>
<<for _b = 0; _b < $books.length; _b++>>
<<capture _b>>
<<if $books[_b].owned is true>>
<<print "<<if $player." + $books[_b].effects + "[0] > " + $books[_b].maxlevel + ">>
$books[_b].title (Already read)
<<else>>
<<link 'Read $books[_b].title ("+$books[_b].niceeffects+")'>>
<<readBook _b>>
<</link>>
<</if>>">><br>
<</if>>
<</capture>>
<</for>>
<<link "Step Away">>
<<set _return to passage()>>
<<goto _return>>
<</link>><br>
<</replace>>
<</link>><br>
</actions>
</div>
<div id="storytext">
<p>
A small kitchen/dinner living space for the penthouse rooms.
</p>
<<display "whosHere">>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/office/bedroom.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
<div id="incomemessages" class="imgwrapperdetails">
<<print $incomemessages>>
</div>
</div>
<<set $loc = "Your Bedroom">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Living Area|oLiving][$game.timeProgress += 1]]<br>
[[Sister's Bedroom|oSistersBedroom][$game.timeProgress += 1]]<br>
[[$om.name + "'s Bedroom"|oOMBedroom][$game.timeProgress += 1]]<br>
[[Bathroom|oBathroom][$game.timeProgress += 1]]<br>
[[Terrace|oTerrace][$game.timeProgress += 1]]<br>
[[Elevator|oElevator][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<if $game.time == 4>>
<<link "Go to bed">>
<<set $nightmessages to []>>
<<replace #storyexits>>
<</replace>>
<<replace #storytext>>
<<nightUpdate>>
<<set _nightText = "You slip into a peaceful sleep.">>
_nightText
<<repeat 500ms>>
<<if _nightText.length < 35>>
<<set _nightText += ".">>
<<replace #storytext>>
<p>_nightText</p>
<<for _nm = 0; _nm < $nightmessages.length; _nm++>>
<p>$nightmessages[_nm]<br></p>
<</for>>
<</replace>>
<<else>>
<<goto "oMasterBedroom">>
<</if>>
<</repeat>>
<</replace>>
<</link>>
<<else>>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
<</if>>
</actions>
<<if ($player.statXP > $player.statXPSpent) or ($player.skillXP > $player.skillXPSpent)>>
<other>
<h4>Upgrades</h4>
<<if ($player.statXP > $player.statXPSpent)>>
<<link "You have unspent Stat XP">>
<</link>>
<</if>>
<<if ($player.skillXP > $player.skillXPSpent)>>
<<link "You have unspent Skill XP">>
<<goto upgradeSkills>>
<</link>>
<</if>>
</other>
<</if>>
</div>
<div id="storytext">
<p>
Your bedroom. It is $weekdays[0].
</p>
<<display "whosHere">>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<<if $sister.mast is true>>
<img src="images/office/lockeddoor.jpg">
<<else>>
<img src="images/office/sistersbedroom.jpg">
<</if>>
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "$sister.name's Bedroom">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Living Area|oLiving][$game.timeProgress += 1]]<br>
[[Your Bedroom|oMasterBedroom][$game.timeProgress += 1]]<br>
[[$om.name + "'s Bedroom"|oOMBedroom][$game.timeProgress += 1]]<br>
[[Bathroom|oBathroom][$game.timeProgress += 1]]<br>
[[Terrace|oTerrace][$game.timeProgress += 1]]<br>
[[Elevator|oElevator][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<if $sister.location == "oSistersBedroom" and $game.time > 3 and $player.mesmerism[0] <= 1>>
<<link "Study Mesmerism">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storytext>>
<<display MesmerismStudyOffice>>
<</replace>>
<</link>><br>
<<elseif $sister.location == "oSistersBedroom" and $game.time > 3 and $player.mesmerism[0] > 1>>
<<link "Study Mesmerism">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storytext>>
<p class="npc sister">
Actually $player.vampname, I don't think I can help you anymore with mesmerism, you know pretty much everything I do now.
</p>
<<link "Oh ok.">>
<<goto oSistersBedroom>>
<</link>>
<</replace>>
<</link>><br>
<</if>>
/* Standard link to passing time */
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
Your sisters bedroom.
</p>
<<if $sister.mast is true>>
<p>Looks like $sister.name has locked her door. You hear feint moans from within.</p>
<<else>>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<<if $om.mast is true>>
<img src="images/office/lockeddoor.jpg">
<<else>>
<img src="images/office/ombedroom.jpg">
<</if>>
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "$om.name's Bedroom">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Living Area|oLiving][$game.timeProgress += 1]]<br>
[[Your Bedroom|oMasterBedroom][$game.timeProgress += 1]]<br>
[[Sister's Bedroom|oSistersBedroom][$game.timeProgress += 1]]<br>
[[Bathroom|oBathroom][$game.timeProgress += 1]]<br>
[[Terrace|oTerrace][$game.timeProgress += 1]]<br>
[[Elevator|oElevator][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
$om.name's Bedroom.
</p>
<<if $om.mast is true>>
<p>Looks like $om.name has locked her door. You hear feint moans from within.</p>
<<else>>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<<if $om.location != "oBathroom" and $sister.location != "oBathroom">>
<img src="images/office/bathroom.jpg">
<<else>>
<img src="images/familyhome/bathroomdoor.jpg">
<</if>>
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Bathroom">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Living Area|oLiving][$game.timeProgress += 1]]<br>
[[Your Bedroom|oMasterBedroom][$game.timeProgress += 1]]<br>
[[Sister's Bedroom|oSistersBedroom][$game.timeProgress += 1]]<br>
[[$om.name + "'s Bedroom"|oOMBedroom][$game.timeProgress += 1]]<br>
[[Terrace|oTerrace][$game.timeProgress += 1]]<br>
[[Elevator|oElevator][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
The bathroom you all share whilst staying at the offices.
</p>
<<if $om.location != "oBathroom" and $sister.location != "oBathroom">>
<<display "whosHere">>
<<else>>
<p>Sounds like someone is using the bathroom right now, and they've locked the door.</p>
<</if>>
</div>
<<moveTime>><<if $game.time > 4>>
<<goto "bedtime">>
<</if>>
<div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/office/terrace.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Terrace">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Living Area|oLiving][$game.timeProgress += 1]]<br>
[[Your Bedroom|oMasterBedroom][$game.timeProgress += 1]]<br>
[[Sister's Bedroom|oSistersBedroom][$game.timeProgress += 1]]<br>
[[$om.name + "'s Bedroom"|oOMBedroom][$game.timeProgress += 1]]<br>
[[Bathroom|oBathroom][$game.timeProgress += 1]]<br>
[[Elevator|oElevator][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<if $sister.location == "oTerrace" and $sister.storyYoga > 0>>
<<link "Practice yoga">>
<<replace #storyactions>>
<</replace>>
<<replace #storypic>>
<img src="images/char/sister/yoga/dog.jpg">
<</replace>>
<<if $player.concentration <= 1>>
<<replace #storytext>>
<p class="player">
Hey sis, fancy some yoga?
</p>
<p class="npc sister">
Sure, let me just get changed.
</p>
<p>After a few minutes she returns and you spend the rest of the <<print setup.tod[$game.time]>> in the tutelage of your sister.</p>
<<set $game.timeProgress += 200>>
<<adjustSkill "concentration">>
<<moveTime>>
[[Go hit the shower and change clothes|oMasterBedroom]]
<</replace>>
<<else>>
<<replace #storytext>>
<p class="player">
Hey sis, fancy some yoga?
</p>
<p class="npc sister">
Actually $player.vampname I think you've learnt all you can from me on that front, maybe try $om.name.
</p>
[[Leave|oTerrace]]
<</replace>>
<</if>>
<</link>> (Concentration)<br>
<</if>>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<goto _thisPassage>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
A little bit of greenery on the roof of the office building.
</p>
<<display "whosHere">>
</div>
<<moveTime>>/* If first time explain system */
/* Perform a check of how well things went today */
<<set _performance = 0>>
<<for _mes = 0; _mes <= $player.mesmerism[0]; _mes++>>
<<set _performance += random(1,20)>>
<</for>>
/* Display results depending on success */
<<if _performance < 5>>
<p class="npc sister">
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes01.jpg">
<br>
<</replace>>
Well that didn't go so well, I didn't even get a tingle. Maybe tomorrow eh?
</p>
<<elseif _performance < 10>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes02.jpg">
<br>
<</replace>>
<p class="npc sister">
Hmm, I felt a little something there, still work to be done though I think.
</p>
<<elseif _performance < 20>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes03.jpg">
<br>
<</replace>>
<p class="npc sister">
I think we are making progress, I might not be getting wet, but I'm definitely getting warmer.
</p>
<<elseif _performance < 30>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes04.jpg">
<br>
<</replace>>
<p class="npc sister">
Now we're talking, mm yes, now if you'll excuse me I have some erm work to do.
</p>
<<elseif _performance < 40>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes05.jpg">
<br>
<</replace>>
<p class="npc sister">
Oh well. Goodness me, yep that's definitely progress I'm feeling there. Ok good night $player.vampname
</p>
<<elseif _performance < 50>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes06.jpg">
<br>
<</replace>>
<p class="npc sister">
Oh yes, yes $player.vampname. That's the stuff. Erm, I mean well done, you have made great progress.
</p>
<<else>>
<<replace #storypic>>
<img src="images/char/sister/bedroom/mes07.jpg">
<br>
<</replace>>
<p class="npc sister">
Oh my god, oh my god, yes yes..... I... I don't think I can teach you any more! I certainly can't take any more! Now let me sleep!
</p>
<</if>>
<<link "Leave">>
<<if _performance >= 10 and $player.mesmerism[0] < 2>>
<<adjustSkill "mesmerism">>
<</if>>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "oLiving">>
<</link>><<nobr>>
/*Start music*/
<<startbattlemusic>>
/* Create fight */
<<set $roomEnemies to []>>
<<set $roomEnemies to ["Punchbag"]>>
/* Create Enemies */
<<createFight>>
/* Training Chat from Uncle */
<span id=combatchat>
<<display unclesCombatChats>>
</span>
/* Draw fight */
<<fightDisplay>>
<</nobr>><<if passage() == "training1">>
<<if $combatRound < 3>>
<<display training1-1chat>>
<<elseif $combatRound == 3>>
<<display training1-2chat>>
<<elseif $combatRound < 6>>
<<display training1-3chat>>
<<elseif $combatRound >= 6>>
<<display training1-4chat>>
<</if>>
<</if>>
<<if passage() == "training2">>
<div class="combatchat">
<div>
<img src="images/char/uncle/training.jpg">
</div>
/* End of fight */
<<if $battlefinished is true>>
<<if $battlewon is true>>
<p class="npc uncle">
Well done! It seems you do have some potential after all!
</p>
[[Cool off|fhPit][$player.storyHome = 17]]
<<else>>
<p>As the world fades to black around you your last vision is that of your uncle lifting the feral vampire off of you and hurling it against a wall.
</p>
[[Darkness consumes you|fhBedroom][$player.life = 1;$player.storyHome = 17]]
<</if>>
<<else>>
<<if $player.will == 10>>
<p class="npc uncle">
Remember what I've shown you, hit it with a Vampiric Touch.
</p>
<<elseif $player.will == 5>>
<p class="npc uncle">
You still have another hit in you if you want to try it again.
</p>
<<elseif $player.will == 0>>
<p class="npc uncle">
OK, just finish it off now.
</p>
<</if>>
<<if $player.life > $player.lifeMax>>
<p class="npc uncle">
You'll notice you have more health now than you even started the fight with. That can be a powerful advantage, but it is short lived. Once the fight is over your health will return to it's normal level.
</p>
<</if>>
<</if>>
</div>
<</if>>
<<if passage() == "trainingpractice">>
<div class="combatchat">
<div>
<img src="images/char/uncle/training.jpg">
</div>
/* End of fight */
<<if $battlefinished is true>>
<<if $battlewon is true>>
<p class="npc uncle">
Well done! You are getting better all the time.
</p>
<<set $game.timeProgress += 200>>
<<if ndef $player.combattraining>>
<<else>>
<<adjustSkill "combattraining">>
<</if>>
[[Finish Training|fhPit]]
<<else>>
<p>As the world fades to black around you your last vision is that of your uncle lifting the feral vampire off of you and hurling it against a wall.
</p>
[[Darkness consumes you|fhBedroom][$player.life = 1;$game.time = 4]]
<</if>>
<<else>>
<p class="npc uncle">Keep at it son!</p>
<</if>>
</div>
<</if>><<nobr>>
/* Uncles Chat */
<div class="combatchat">
<div>
<img src="images/char/uncle/training.jpg">
</div>
<div>
<p class="npc uncle">
OK, let's start with some basic punches. Hit the punch bag a few times.
</p>
</div>
</div>
<</nobr>><<nobr>>
/* Unlces Chat */
<div class="combatchat">
<div>
<img src="images/char/uncle/training.jpg">
</div>
<<if $fight[0].life < 1000>>
<div>
<p class="npc uncle">
Good you got a few hits through.
</p>
<p class="npc uncle">
Now add some kicks to your attacks. They are harder to connect with, but will do more damage when you do.
</p>
<<run $player.attacks.push("Kick")>>
<<set _bagHP = $fight[0].life>>
</div>
<<else>>
<div>
<p class="npc uncle">
Well at least you are hitting it.
</p>
<p class="npc uncle">
Try adding some kicks to your attacks. They are harder to connect with, but will do more damage when you do.
</p>
<<run $player.attacks.push("Kick")>>
<<set _bagHP = $fight[0].life>>
</div>
<</if>>
</div>
<</nobr>><<nobr>>
/* Unlces Chat */
<div class="combatchat">
<div>
<img src="images/char/uncle/training.jpg">
</div>
<div>
<p class="npc uncle">
Keep at it son.
</p>
</div>
</div>
<</nobr>><<nobr>>
/* Unlces Chat */
<div class="combatchat">
<div>
<img src="images/char/uncle/training.jpg">
</div>
<<if $fight[0].life < _bagHP>>
<div>
<p class="npc uncle">
Nicely done.
</p>
</div>
<<else>>
<div>
<p class="npc uncle">
Well at least you are hitting it.
</p>
</div>
<</if>>
<p class="npc uncle">
Keep going for as long as you want.
</p>
<<set _bagHP = $fight[0].life>>
<<set $player.storyHome = 5>>
<<link "I've had enough">>
<<removeToDo "td0004">>
<<addToDo "Time for more reading with Grandfather." "td0004">>
<<goto "fhPit">>
<</link>>
</div>
<</nobr>><<nobr>>
/*Start music*/
<<startbattlemusic>>
/* Create fight */
<<set $roomEnemies to []>>
<<set $roomEnemies to ["WeakFeral"]>>
/* Create Enemies */
<<createFight>>
/* Training Chat from Uncle */
<span id=combatchat>
<<display unclesCombatChats>>
</span>
/* Draw fight */
<<fightDisplay>>
<</nobr>>/*Start music*/
<<startbattlemusic>>
/* Create fight */
<<set $roomEnemies to []>>
<<set $roomEnemies to ["Feral"]>>
/* Create Enemies */
<<createFight>>
/* Training Chat from Uncle */
<span id=combatchat>
<<display unclesCombatChats>>
</span>
/* Draw fight */
<<fightDisplay>><<nobr>>
<combatrow>
<h4>Enemies</h4>
<<for _e = 0; _e < $fight.length; _e++>>
<div class="battleentry">
<div class="battleheadenemy">
$fight[_e].name
</div>
<div class="battleimage">
<<if $fight[_e].life > 0>>
<<print '<img src='+$fight[_e].image+'>'>>
<<else>>
<<print '<img src='+$fight[_e].image+'
style="-webkit-filter: saturate(10%) brightness(25%);filter: saturate(10%) brightness(25%)">'>>
<</if>>
</div>
<div class="battlelife">
<span style="float:left" width=50%>HP</span>
<span style="text-align:right" width=50%>$fight[_e].life</span>
</div>
<div class="battlewill">
<span style="float:left" width=50%>WP</span>
$fight[_e].will
</div>
</div>
<</for>>
</combatrow>
<</nobr>><<nobr>>
<combatrow>
<h4>Your Team</h4>
<div class="battleentry">
<div class="battlehead">
$player.name <br>
</div>
<div class="battlelife">
<span style="float:left" width=50%>HP</span>
<span width=50%>$player.life / $player.lifeMax</span>
</div>
<div class="battlewill">
<span style="float:left" width=50%>WP</span>
<span width=50%>$player.will / $player.willMax</span>
</div>
</div>
</combatrow>
<</nobr>><<nobr>>
<div style="font-size: 75%">
Initiative Order:
<<for _i = 0; _i < $intv.length; _i++>>
<<if $intv[_i] == "P">>
<<if _iNext == _i>>
<span class=nextInit>
$player.name
</span>
<<else>>
<span class=notInit>
$player.name
</span>
<</if>>
<<else>>
<<set _ie = $intv[_i]>>
/* Check for dead enemies */
<<if $fight[_ie].life <= 0>>
<span class=deadInit>
$fight[_ie].name
</span>
<<if _iNext == _i>>
<<set _iNext++>>
<<if _iNext > $intv.length-1>>
<<set _iNext = 0>>
<<replace #intv>>
<<display initative>>
<</replace>>
<</if>>
<</if>>
<<else>>
<<if _iNext == _i>>
<span class=nextInit>
$fight[_ie].name
</span>
<<else>>
<span class=notInit>
$fight[_ie].name
</span>
<</if>>
<</if>>
<</if>>
<</for>>
</div>
<</nobr>><<nobr>>
<h4>Combat Log Round $combatRound</h4>
/* Check player is alive */
<<if $player.life <= 0>>
You have lost!<br>
<<set $battlefinished = true>>
<<set $battlewon = false>>
<<replace #combatchat>>
<<display unclesCombatChats>>
<</replace>>
<<else>>
/* Check if all enemies are dead */
<<set _living = 0>>
<<for _deadCheck = 0; _deadCheck < $fight.length; _deadCheck++>>
<<if $fight[_deadCheck].life > 0>>
<<set _living++>>
<</if>>
<</for>>
<<if _living > 0>>
<<if $intv[_iNext] == "P">> /* Player turn next */
<<display playerTurn>>
<<else>> /* Enemy turn next */
<<display enemyTurn>>
<</if>>
<<else>>
<div class="levelup">Battle Won!</div>
You have won!<br>
<<set $battlefinished = true>>
<<set $battlewon = true>>
<<replace #combatchat>>
<<display unclesCombatChats>>
<</replace>>
<</if>>
<</if>>
<</nobr>><<nobr>>
Your turn.<br>
<span id=playerAttack>
Select an attack or power.<br>
<<for _x = 0; _x < $player.attacks.length; _x++>>
<div class="battleattack">
<<capture _x>>
<<link $player.attacks[_x]>>
<<set _attack to $player.attacks[_x]>>
<<replace #playerAttack>>
_attack which enemy:<br>
<<for _e = 0; _e < $fight.length; _e++>>
<<if $fight[_e].life > 0>>
<div class="battleattack">
<<capture _e>>
<<link $fight[_e].name>>
<<replace #playerAttack>>
<<attack _attack "$player" _e>>
<<replace #enemies>>
<<display enemies>>
<</replace>>
<<replace #team>>
<<display team>>
<</replace>>
<br>
<<link Next>>
<<if _iNext < ($intv.length-1)>>
<<set _iNext++>>
<<else>>
<<set _iNext = 0>>
<<set $combatRound += 1>>
<<replace #combatchat>>
<<display unclesCombatChats>>
<</replace>>
<</if>>
<<replace #intv>>
<<display initative>>
<</replace>>
<<replace #actions>>
<<display newRound>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</capture>>
</div>
<</if>>
<</for>>
<</replace>>
<</link>>
<</capture>>
</div>
<</for>>
<<for _x = 0; _x < $player.powers.length; _x++>>
<<print "<<set _power = $" + $player.powers[_x] + ">>">>
<<if _power.cost <= $player.will>>
<<capture _x>>
<div class="battleattack">
<<link _power.name>>
<<set _attack to $player.powers[_x]>>
<<replace #playerAttack>>
_power.name on which enemy:<br>
<<for _e = 0; _e < $fight.length; _e++>>
<<if $fight[_e].life > 0>>
<div class="battleattack">
<<capture _e>>
<<link $fight[_e].name>>
<<replace #playerAttack>>
<<attack _attack "$player" _e>>
<<replace #enemies>>
<<display enemies>>
<</replace>>
<<replace #team>>
<<display team>>
<</replace>>
<br>
<<link Next>>
<<if _iNext < ($intv.length-1)>>
<<set _iNext++>>
<<else>>
<<set _iNext = 0>>
<<set $combatRound += 1>>
<<replace #combatchat>>
<<display unclesCombatChats>>
<</replace>>
<</if>>
<<replace #intv>>
<<display initative>>
<</replace>>
<<replace #actions>>
<<display newRound>>
<</replace>>
<</link>>
<</replace>>
<</link>>
<</capture>>
</div>
<</if>>
<</for>>
<</replace>>
<</link>>
</div>
<</capture>>
<<else>>
<div class="battleattack">
<span class="underwilled">_power.name
<span class="underwilledtext">Not enough Will<br>_power.cost will required</span>
</span>
</div>
<</if>>
<</for>>
</span>
<</nobr>><<nobr>>
<span id=enemyAttack>
<<set _ea = $intv[_iNext]>>
Next attack by <<link $fight[_ea].name>>
/* Select Attack */
<<set _availableAttacks = $fight[_ea].attacks>>
<<set _availablePowers = $fight[_ea].powers>>
/* If enemy has willpower available check for power use */
<<if $fight[_ea].will > 5>>
<<set _attDecision = 50>>
<<else>>
<<set _attDecision = 0>>
<</if>>
<<set _attChance = random(1,100)>>
<<if _attchance < _attDecision>>
/* Use a power */
<<else>>
/*Use an attack */
<<set _enemyAttackType = _availableAttacks.random()>>
<</if>>
<<replace #enemyAttack>>
<<attack _enemyAttackType _ea "$player">>
<<replace #team>>
<<display team>>
<</replace>>
<br>
<<link Next>>
<<if _iNext < ($intv.length-1)>>
<<set _iNext++>>
<<else>>
<<set _iNext = 0>>
<<set $combatRound += 1>>
<<replace #combatchat>>
<<display unclesCombatChats>>
<</replace>>
<</if>>
<<replace #intv>>
<<display initative>>
<</replace>>
<<replace #actions>>
<<display newRound>>
<</replace>>
<</link>>
<</replace>>
<</link>>
</span>
<</nobr>>/* Testing ---------------------------------------------------*/
<<widget randomBattle>>
<<set $roomEnemies to []>>
<<set _possibleEnemies to ["Feral", "FeralAlpha"]>>
<<for _re = 0; _re < random(1,3); _re++>>
<<run $roomEnemies.push(_possibleEnemies.random())>>
<</for>>
<</widget>>
/* Testing ---------------------------------------------------*/
<<widget createFight>>
/* Ensure powers are up to date */
<<createPowers>>
<<set $fight to []>>
<<set $intv to ["P"]>> /* Add P for player */
<<set _iNext = 0>>
<<set $combatRound = 1>>
<<for _enemy = 0; _enemy < $roomEnemies.length; _enemy++>>
<<set _type = $roomEnemies[_enemy]>>
<<print "<<set _name = $enemyTypes."+_type+"[0]>>">>
<<print "<<set _life = $enemyTypes."+_type+"[1]>>">>
<<print "<<set _will = $enemyTypes."+_type+"[2]>>">>
<<print "<<set _attacks = $enemyTypes."+_type+"[3]>>">>
<<print "<<set _powers = $enemyTypes."+_type+"[4]>>">>
<<print "<<set _image = $enemyTypes."+_type+"[5]>>">>
<<print "<<set _str = $enemyTypes."+_type+"[6]>>">>
<<print "<<set _dex = $enemyTypes."+_type+"[7]>>">>
<<set $fight[_enemy] to {
name: _name,
image: _image,
life: _life,
will: _will,
attacks: _attacks,
powers: _powers,
strength: _str,
dexterity: _dex,
dexbonus: 4
}>>
<<run $intv.push(_enemy)>>
<</for>>
<<set $battlefinished = false>>
<<set $battlewon = false>>
<</widget>>
<<widget createPowers>>
<<set $vampirictouch to {
name: "Vampric Touch",
die: 3,
cost: 5,
mod: -4
}>>
<</widget>>
<<widget fightDisplay>>
<hr>
<div id=team>
<<display team>>
</div>
<hr>
<div id=enemies>
<<display enemies>>
</div>
<hr>
<div id=intv>
<<display initative>>
</div>
<hr>
<div id=actions>
<<display newRound>>
</div>
<</widget>>
/* Attacks */
<<widget attack>>
<<set _attack = $args[0]>>
<<set _attackerID = $args[1]>>
<<if _attackerID == "$player">>
<<print "<<set _attacker = "+_attackerID+">>">>
<<else>>
<<set _attacker = $fight[_attackerID]>>
<</if>>
<<set _targetID = $args[2]>>
<<if _targetID == "$player">>
<<set _target = $player>>
<<else>>
<<set _target = $fight[_targetID]>>
<</if>>
/* Stats for Attacks */
<<if _attack == "Punch">>
<<set _attackStats to {
die: 4,
mod: 0,
type: "Physical"
}
>>
<</if>>
<<if _attack == "Kick">>
<<set _attackStats to {
die: 6,
mod: -2,
type: "Physical"
}
>>
<</if>>
<<if _attack == "Claw">>
<<set _attackStats to {
die: 6,
mod: 0,
type: "Physical"
}
>>
<</if>>
<<if _attack == "Bite">>
<<set _attackStats to {
die: 8,
mod: -4,
type: "Physical"
}
>>
<</if>>
<<if _attack == "Defend">>
<<set _attackStats to {
die: 0,
mod: 0,
type: "Physical"
}
>>
<</if>>
/* Stats for Powers */
<<if _attack == "vampirictouch">>
<<set _attackStats to {
die: $vampirictouch.die,
mod: $vampirictouch.mod,
cost: $vampirictouch.cost,
type: "Will"
}
>>
<</if>>
/* Roll for attack and defence */
<span class=combat>
<<set _addDex = 0>> /*Reset temps*/
<<set _subDex = 0>>
<<set _toHit = 0>>
<<set _toDef = 0>>
<<if _attackStats.die == 0>>
_attacker.name makes no attack.<br>
<<else>>
_attacker.name unleashes a _attack.<br>
<<set _toHit = random(1,20)>> /*Base Roll*/
Roll to Hit: _toHit,
<<if _attacker.dexterity > 1>>
<<set _addDex = random(1, _attacker.dexbonus)>>
Dex Bonus: _addDex,
<</if>>
<<set _toHit += _addDex + _attackStats.mod>>
Mod: _attackStats.mod,
Total to Hit: _toHit<br>
<<if _target.dexterity < 1>>
_target.name unable to defend.<br>
<<else>>
<<set _toDef = random(1,20)>>
Roll to Defend: _toDef,
<<if _target.dexterity > 1>>
<<set _subDex = random(1, _target.dexbonus)>>
Dex Bonus: _subDex,
<</if>>
<<set _toDef += _subDex>>
Total to Defend: _toDef<br>
<</if>>
/* Calculate Damage */
<<if _attackStats.type == "Physical">>
<<if _toHit >= _toDef>>
<<set _addDamTotal = 0>>
<<set _dam = random(1, _attackStats.die)>>
Basic Damage: _dam
<<if _attacker.strength > 1>>
<<for _strMult = 1; _strMult > _attacker.strength; _strMult++>>
<<set _addDam = random(1, _attackStats.die)>>
<<set _addDamTotal += _addDam>>
<</for>>
<<set _dam += _addDamTotal>>
, Bonus Damage _addDamTotal
<</if>>
<<if _target.strength > 1>>
<<set _subDamTotal = 0>>
<<for _strMult = 1; _strMult < _target.strength; _strMult++>>
<<set _subDam = random(1, _attackStats.die)>>
<<set _subDamTotal += _subDam>>
<</for>>
, Damage Reduction _subDamTotal
<<set _dam -= _subDamTotal>>
<</if>>
<<if _targetID == "$player">>
<<if _dam < 0>>
<<set _dam = 0>>
You are hit but absorb the damage.
<<else>>
<<set $player.life = $player.life - _dam>>
You are hit for _dam points!
<</if>>
<<else>>
<<if _dam < 0>>
<<set _dam = 0>>
You hit, but no damage gets through.
<<else>>
You hit the target for _dam points.
<<set $fight[_targetID].life = $fight[_targetID].life - _dam>>
<</if>>
<</if>>
<<else>>
The attack misses!
<</if>>
<<elseif _attackStats.type == "Will">>
<<if _toHit >= _toDef>>
/* reduce attackers will by cost */
<<if _attackerID == "$player">>
<<set $player.will -= _attackStats.cost>>
<<else>>
<<set $fight[_attackerID].will -= _attackStats.cost>>
<</if>>
/* Damage target */
<<set _dam = random(1, _attackStats.die)>>
<<if _attackerID == "$player">>
<<set $fight[_targetID].life -= _dam>>
<p>You inflict _dam points of damage.</p>
<<else>>
<<set $player._dam -= _dam>>
<</if>>
/* Special Effects */
<<if _attack == "vampirictouch">>
<<if _attackerID == "$player">>
<<set _drain = (2*_dam)>>
<<set $player.life += _drain>>
<<audio "power" play>>
<div class="levelup power">Vampiric Touch _drain Life Gained</div>
<<else>>
<<set $fight[_attackerID].life += _dam>>
<</if>>
<</if>>
<</if>>
<</if>>
<</if>>
</span>
<</widget>><<widget startbattlemusic>>
<<if $music>>
<<playlist "battle" volume 0 fadeto $musicvol>>
<</if>>
<</widget>>
<<widget stopbattlemusic>>
<<if $music>>
<<playlist "battle" fadeout>>
<</if>>
<</widget>>
<<widget updateVariables>>
<<set $gametitle = "Will of the Vampire">>
<<set $versionNumber to "1.0 Alpha">>
<</widget>>
<<widget nightUpdate>>
/* Day & Time Adjustments */
<<set $game.day += 1>>
<<set $game.time = 1>>
<<set $game.timeSegment = 1>>
<<set $game.timeProgress = 1>>
<<set _day = $weekdays[0]>>
<<set $weekdays.deleteAt(0)>>
<<set $weekdays.push(_day)>>
<<practiceSkill "combattraining">>
<<updateLevels "sleep">>
/* Calculate Stat XP */
<<set $player.statXP = $player.combattraining[0]>>
<<set $player.statXPSpent = $player.strength + $player.dexterity - 2>>
/* Calculate Skill XP */
<<set $player.skillXP = $player.concentration[0] + $player.bodylanguage[0] + $player.persuasion[0] + $player.mesmerism[0]>>
/* Calculate Life and Will scores based off Stats */
<<set _statlevel = $player.strength + $player.dexterity>>
<<set $player.lifeMax = _statlevel * 5>>
<<if $player.willMax > 0>>
<<set $player.willMax = _statlevel * 5>>
<</if>>
<<if $player.storyHome < 20>>
<<updateLocationsFamilyHome>>
<<else>>
<<updateLocations>>
<</if>>
<<resetHumans>>
<<set $nightmessages to []>>
/* Healing */
<<set _lifeloss = $player.lifeMax - $player.life>>
<<if _lifeloss > 5>>
<<set _heal = Math.trunc(_lifeloss / 2)>>
<<set _heal = Math.clamp(_heal, 5, 100)>>
<<set $nightmessages.push("You heal for _heal points.")>>
<<set $player.life += _heal>>
<<elseif _lifeloss <= 5>>
<<set $nightmessages.push("You are at full health.")>>
<<set $player.life = $player.lifeMax>>
<</if>>
/* Will restoration */
<<if $player.will < $player.willMax and $player.willMax > 0>>
<<set $player.will++>>
<<set $nightmessages.push("Your will restores 1 point.")>>
<<elseif $player.willMax > 0>>
<<set $nightmessages.push("Your will is fully restored.")>>
<</if>>
/*Move stories forward at certain points to ensure it's a new day*/
<<if $player.storyHome == 9>>
<<set $player.storyHome = 10>>
<</if>>
/* Ensure Achievements are up to date */
<<updateAchievements>>
/* If in the US update income */
<<if $player.storyHome >= 20>>
<<callcenterDaily>>
<</if>>
<<if $weekdays[0] == "Saturday">>
<<callcenterWeekly>>
<</if>>
/* Save Game */
<<script>>
Save.autosave.save("Autosave Day: " + State.variables.game.day) <</script>>
<</widget>>
<<widget updateLevels>>
<<if $args[0] == "sleep">>
/* Increase Horniness */
<<adjustStat "$sister" "horn" 1>>
<<adjustStat "$grandfather" "horn" 1>>
<<adjustStat "$uncle" "horn" 1>>
<<if $player.storyHome >= 12>><<adjustStat "$aunt" "horn" 1>><</if>>
<<if $player.storyHome >= 20>><<adjustStat "$om" "horn" 1>><</if>>
/* Increase Dirt */
<<adjustStat "$sister" "dirt" 3>>
<<adjustStat "$grandfather" "dirt" 3>>
<<adjustStat "$uncle" "dirt" 3>>
<<if $player.storyHome >= 12>><<adjustStat "$aunt" "horn" 1>><</if>>
<<if $player.storyHome >= 20>><<adjustStat "$om" "horn" 1>><</if>>
/* Increase Exhibitionism */
<<set _exhibamt = 1 + $player.exhibitionismBonus>>
<<if $sister.peeked >= 5>>
<<adjustStat "$sister" "exhib" _exhibamt>>
<<set $sister.peeked = 0>>
<</if>>
<<if $om.peeked >= 5>>
<<adjustStat "$sister" "exhib" _exhibamt>>
<<set $om.peeked = 0>>
<</if>>
/* Increase horniness of women if chatted with */
<<set _hornamt = 1 + $player.horninessBonus>>
<<if $sister.playerchatted > 0>>
<<adjustStat "$sister" "horn" _hornamt>>
<</if>>
<<if $aunt.playerchatted > 0>>
<<adjustStat "$aunt" "horn" _hornamt>>
<</if>>
<<if $om.playerchatted > 0>>
<<adjustStat "$aunt" "horn" _hornamt>>
<</if>>
/* Reset chat counts */
<<set $sister.playerchatted = 0>>
<<set $aunt.playerchatted = 0>>
<<set $uncle.playerchatted = 0>>
<<set $grandfather.playerchatted = 0>>
<<set $om.playerchatted = 0>>
<<elseif $args[0] == "timesegment">>
<<adjustStat "$sister" "dirt" 1>>
<<adjustStat "$grandfather" "dirt" 1>>
<<adjustStat "$uncle" "dirt" 1>>
<<if $player.storyHome >= 12>><<adjustStat "$aunt" "dirt" 1>><</if>>
<<if $player.storyHome >= 20>><<adjustStat "$om" "dirt" 1>><</if>>
<</if>>
<</widget>>
<<widget adjustStat>>
<<set _char = $args[0]>>
<<set _stat = $args[1]>>
<<set _changeLevel = $args[2]>>
<<print "<<set _change = _changeLevel * " + _char + "." + _stat + "base>>">>
<<print "<<set " + _char + "." + _stat + " += _change>>">>
<<print "<<set " + _char + "." + _stat + " to "+ _char + "." + _stat + ".clamp(0, 100)>>">>
<</widget>>
<<widget adjustSkill>>
<<set _skill = $args[0]>>
<<set _change = 4 + random(0,$player.concentration[0])>>
/* Get current player level for chosen skill */
<<print "<<set _curLevel = $player." + _skill + "[0]>>">>
/* Set Max based on current level */
<<set _curMax = 20 * (_curLevel+1)>>
/* Get current player growth for chosen skill */
<<print "<<set _curGrowth = $player." + _skill + "[2]>>">>
/* add in change, clamping for currnet max */
<<set _curGrowth += _change>>
<<set _curGrowth = Math.clamp(_curGrowth, 1, _curMax)>>
/* Update stat growth to new value */
<<print "<<set $player." + _skill + "[2] = "+_curGrowth+">>">>
/* Infrom player of progress */
<<if _curGrowth == _curMax>>
<p>You've learned all you can on this subject for now, you need to put it into practice.</p>
<<elseif _curGrowth+5 >= _curMax>>
<p>You're progressing well with this, perhaps you should think about trying it out.</p>
<<else>>
<p>You make some progress on understanding the subject matter.</p>
<</if>>
<</widget>>
<<widget practiceSkill>>
<<set _skill = $args[0]>>
/* Get current player level for chosen skill */
<<print "<<set _curLevel = $player." + _skill + "[0]>>">>
/* Set Max based on current level */
<<set _curMax = 20 * (_curLevel+1)>>
/* Get current Study points */
<<print "<<set _curSP = $player." + _skill + "[2]>>">>
/* Get current Practice points */
<<print "<<set _curPP = $player." + _skill + "[1]>>">>
/* Get current player growth for chosen skill */
<<print "<<set _curGrowth = $player." + _skill + "[2]>>">>
/* If SP available move some to PP */
<<if _curSP > 0>>
<<set _practiced = random(1,_curSP)>>
/* Reduce SP by the amount chosen */
<<print "<<set $player." + _skill + "[2] -= "+_practiced+">>">>
/* Calculate new PP */
<<set _newPP = _curPP + _practiced>>
/* Check if maxed reached */
<<if _newPP >= _curMax>>
<<set _newLevel = _curLevel+1>>
<<audio "levelup" play>>
<div class="levelup">_skill level _newLevel</div>
<<print "<<set $player." + _skill + "[0] += 1>>">>
<<print "<<set $player." + _skill + "[1] = 0 + ("+_newPP+"-"+_curMax+")>>">>
<<else>>
<<print "<<set $player." + _skill + "[1] = "+_newPP+">>">>
<</if>>
<</if>>
<</widget>>
<<widget moveTime>>
/* Ensure passage of time when moving around */
<<set $game.timeProgress += 2>>
<<if $game.timeProgress >= 100>>
<<set $game.timeProgress -= 100>>
<<set $game.timeSegment += 1>>
<<if $game.timeSegment < 3>>
<<if $player.storyHome < 20>>
<<updateLocationsFamilyHome>>
<<else>>
<<updateLocations>>
<</if>>
<</if>>
<</if>>
<<if $game.timeSegment > 2>>
<<set $game.timeSegment = 1>>
<<set $game.time += 1>>
<<if $game.time < 5>>
<<if $player.storyHome < 20>>
<<updateLocationsFamilyHome>>
<<else>>
<<updateLocations>>
<</if>>
<<updateLevels "timesegment">>
<p>It approaches <<print setup.sot[$game.timeSegment]>> <<print setup.tod[$game.time]>></p>
<</if>>
<</if>>
/* If too much time has progressed recall this widget */
<<if $game.timeProgress > 100>>
<<moveTime>>
<</if>>
<</widget>>
/* Move characters based on time of day */
<<widget updateLocationsFamilyHome>>
<<if $game.time <= 4>>
/* Grandfather */
<<print "<<set $grandfather.location = $grandfather.location" + $game.time + $game.timeSegment + ".random()>>">>
/* Uncle */
<<print "<<set $uncle.location = $uncle.location" + $game.time + $game.timeSegment + ".random()>>">>
/* Sister */
/* Check for Masturbation */
<<set $sister.mast to false>>
<<set _mastChance = random (1,100)>>
<<if $game.time == 1>>
<<set _mastChance -= 10>>
<<elseif $game.time == 2>>
<<set _mastChance += 25>>
<<elseif $game.time == 3>>
<<set _mastChance += 20>>
<<elseif $game.time == 4>>
<<set _mastChance -= 20>>
<</if>>
<<if _mastChance < $sister.horn and $sister.horn > 70>>
<<set $sister.location = "fhSistersBedroom">>
<<adjustStat "$sister" "horn" -16>>
<<set $sister.mast to true>>
<<else>>
/* Check for Shower */
<<set _showerChance = random (1,100)>>
<<if $game.time == 1>>
<<set _showerChance -= 25>>
<<elseif $game.time == 2>>
<<set _showerChance += 25>>
<<elseif $game.time == 3>>
<<set _showerChance += 25>>
<<elseif $game.time == 4>>
<<set _showerChance -= 10>>
<</if>>
<<if _showerChance < $sister.dirt and $sister.dirt > 60>>
<<set $sister.location = "fhBathroom">>
<<adjustStat "$sister" "dirt" -18>>
<<else>>
<<if $player.storyHome == 3 and $game.time < 3>>
<<set $sister.location = "fhKitchens">>
<<elseif $player.storyHome == 3>>
<<set $sister.location = "fhSistersBedroom">>
<<elseif $player.storyHome >= 6>>
<<print "<<set $sister.location = $sister.location" + $game.time + $game.timeSegment + ".random()>>">>
<</if>>
<</if>>
<</if>>
/* Aunt */
/* Check for Masturbation */
<<if $player.storyHome >= 12>>
<<set $aunt.mast to false>>
<<set _mastChance = random (1,100)>>
<<if $game.time == 1>>
<<set _mastChance -= 10>>
<<elseif $game.time == 2>>
<<set _mastChance += 25>>
<<elseif $game.time == 3>>
<<set _mastChance += 20>>
<<elseif $game.time == 4>>
<<set _mastChance -= 20>>
<</if>>
<<if _mastChance < $aunt.horn and $aunt.horn > 80>>
<<set $aunt.location = "fhAuntsBedroom">>
<<adjustStat "$aunt" "horn" -16>>
<<set $aunt.mast to true>>
<<else>>
/* Check for Shower */
<<set _showerChance = random (1,100)>>
<<if $game.time == 1>>
<<set _showerChance -= 25>>
<<elseif $game.time == 2>>
<<set _showerChance += 25>>
<<elseif $game.time == 3>>
<<set _showerChance += 25>>
<<elseif $game.time == 4>>
<<set _showerChance -= 10>>
<</if>>
<<if _showerChance < $aunt.dirt and $aunt.dirt > 40>>
<<set $aunt.location = "fhAuntBathroom">>
<<adjustStat "$aunt" "dirt" -18>>
<<else>>
<<print "<<set $aunt.location = $aunt.location" + $game.time + $game.timeSegment + ".random()>>">>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget updateLocations>>
/* Sister */
/* Check for Masturbation */
<<set $sister.mast to false>>
<<set _mastChance = random (1,100)>>
<<if $game.time == 1>>
<<set _mastChance -= 10>>
<<elseif $game.time == 2>>
<<set _mastChance += 25>>
<<elseif $game.time == 3>>
<<set _mastChance += 20>>
<<elseif $game.time == 4>>
<<set _mastChance -= 20>>
<</if>>
<<if _mastChance < $sister.horn and $sister.horn > 70>>
<<set $sister.location = "oSistersBedroom">>
<<adjustStat "$sister" "horn" -16>>
<<set $sister.mast to true>>
<<else>>
/* Check for Shower */
<<set _showerChance = random (1,100)>>
<<if $game.time == 1>>
<<set _showerChance -= 25>>
<<elseif $game.time == 2>>
<<set _showerChance += 25>>
<<elseif $game.time == 3>>
<<set _showerChance += 25>>
<<elseif $game.time == 4>>
<<set _showerChance -= 10>>
<</if>>
<<if _showerChance < $sister.dirt and $sister.dirt > 60>>
<<set $sister.location = "oBathroom">>
<<adjustStat "$sister" "dirt" -18>>
<<elseif $game.time <= 4>>
<<print "<<set $sister.location = $sister.location" + $game.time + $game.timeSegment + ".random()>>">>
<</if>>
<</if>>
/* Office Manager */
/* Check for Masturbation */
<<set $om.mast to false>>
<<set _mastChance = random (1,100)>>
<<if $game.time == 1>>
<<set _mastChance -= 10>>
<<elseif $game.time == 2>>
<<set _mastChance += 25>>
<<elseif $game.time == 3>>
<<set _mastChance += 20>>
<<elseif $game.time == 4>>
<<set _mastChance -= 20>>
<</if>>
<<if _mastChance < $om.horn and $om.horn > 70 and $game.time > 3>>
<<set $om.location = "oOMBedroom">>
<<adjustStat "$om" "horn" -16>>
<<set $om.mast to true>>
<<else>>
/* Check for Shower */
<<set _showerChance = random (1,100)>>
<<if $game.time == 1>>
<<set _showerChance -= 25>>
<<elseif $game.time == 2>>
<<set _showerChance += 25>>
<<elseif $game.time == 3>>
<<set _showerChance += 25>>
<<elseif $game.time == 4>>
<<set _showerChance -= 10>>
<</if>>
<<if _showerChance < $om.dirt and $om.dirt > 60 and $game.time > 3>>
<<set $om.location = "oBathroom">>
<<adjustStat "$om" "dirt" -18>>
<<elseif $game.time <= 4>>
<<print "<<set $om.location = $om.location" + $game.time + $game.timeSegment + ".random()>>">>
<</if>>
<</if>>
/* Bookstore Owner */
<<print "<<set $bookstoreowner.location = $bookstoreowner.location" + $game.time + $game.timeSegment + ".random()>>">>
/* Adams Girl */
<<print "<<set $adamsgirl.location = $adamsgirl.location" + $game.time + $game.timeSegment + ".random()>>">>
/* Master Devinshire */
<<print "<<set $devinshiremaster.location = $devinshiremaster.location" + $game.time + $game.timeSegment + ".random()>>">>
<</widget>>
/* Achievements ------------------------ */
<<widget updateAchievements>>
<<if $testing>>
<span class="debug">
Building list of all achievements<br>
</span>
<</if>>
<<set _achList to [
["Home", "You have returned to the family home", 5, false, "familyhome/mansion.jpg", "000ar"],
["First Steps", "Into a larger world", 5, false, "familyhome/study.jpg", "001ar"],
["Punch Drunk", "Began your training", 5, false, "enemy/punchbag.jpg", "002ar"],
["Year One", "Spent a year at home", 5, false, "familyhome/courtyard.jpg", "003ar"],
["Aunty Who?", "Met your Aunt", 5, false, "char/aunt/awakening/forward.jpg", "004ar"],
["What's in a name?", "Chose your new self", 5, false, "intro/mother.jpg", "005ar"],
["Have you met $player.name?", "Met the locals", 5, false, "humans/1/chat.jpg", "006ar"],
["Fought the Feral", "And lived, one way or another.", 5, false, "enemy/feral01.jpg", "007ar"],
]>>
/* Reset total available score */
<<set $achTotal = 0>>
<<set $achScore = 0>>
/* Check all achievements are installed */
<<if $testing>>
<span class="debug">
Checking Achievements...<br>
</span>
<</if>>
<<for _x = 0; _x < _achList.length; _x++>>
<<set _tmpRec = _achList[_x]>>
<<set _flatAch = $ach.flatten()>>
<<if _flatAch.includes(_tmpRec[5])>> /*Check for achievement reference number */
<<if $testing>>
<span class="debug">
Found - _tmpRec[0]<br> /*Already in the array. Do nothing */
</span>
<</if>>
<<set $achTotal += _tmpRec[2]>> /* Add value to total available score anyway */
<<if $ach[_x][3] is true>> <<set $achScore += $ach[_x][2]>><</if>>
<<else>>
<<set $ach.push(_tmpRec)>>
<<if $testing>>
<span class="debug">
Not Found - Adding _tmpRec[0]<br> /* Add record to the array */
</span>
<</if>>
<<set $achTotal += _tmpRec[2]>> /* Add value to total available score */
<</if>>
<</for>>
<</widget>>
/* Display Achievement Unlock ---------- */
<<widget unlockAch>>
<<if $ach[$args[0]][3] is false>> /*Prevent unlocking obtained achievements*/
<<notify 8000>>
<div class="achievement-screen">
<div class="achievement-left">
<div class="image-cropper-ach">
<img @src="'images/' +$ach[$args[0]][4]">
</div>
</div>
<br>
<div class="achievement-right">
<<=$ach[$args[0]][2]>> - <<=$ach[$args[0]][0]>>
<br>
<br>
<<=$ach[$args[0]][1]>>
</div>
</div>
<</notify>>
<<set $achUnlocked += 1>>
<<set $achScore += $ach[$args[0]][2]>>
<<set $ach[$args[0]][3] to true>>
<<audio ":ui" play>>
<br>
<</if>>
<</widget>>
<<widget endYearOne>>
/* Add new questions after year break */
<<unlockQuestion "$sQuestions" "sq0002">>
<<unlockQuestion "$sQuestions" "sq0004">>
<</widget>>
<<widget auntArrives>>
<<unlockQuestion "$sQuestions" "sq0003">>
<</widget>>
<<widget todo>>
<<if $todo.length > 0>>
<h6 style="text-align: right">To Do</h6>
<<for _td = 0; _td < $todo.length; _td++>>
<<if $todo[_td][2] is true>>
<<set _thisToDo = $todo[_td]>>
<p style="text-align: right; width: auto">_thisToDo[0]</p>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget addToDo>>
/* Check if already added */
<<set _added to false>>
<<for _td = 0; _td < $todo.length; _td++>>
<<if $todo[_td][1] == $args[1]>>
<<set _added to true>>
<</if>>
<</for>>
<<if _added is false>>
<<run $todo.push([$args[0], $args[1], true])>>
<</if>>
<</widget>>
<<widget removeToDo>>
<<for _td = 0; _td < $todo.length; _td++>>
<<if $todo[_td][1] == $args[0]>>
<<set $todo[_td][2] to false>>
<</if>>
<</for>>
<</widget>>
<<widget updateBooks>>
/* First time creation */
<<if ndef $books>>
<<set $books to []>>
<</if>>
/* Create array for lookups */
<<set _flatBooks = []>>
<<for _fb = 0; _fb < $books.length; _fb++>>
<<set _flatBooks.push($books[_fb].id)>>
<</for>>
<<set _flatBooks = _flatBooks.flat()>>
/* Check for books and add if missing */
<<if _flatBooks.includes("b000")>>
/* Book found no need to update */
<<else>>
<<set _newbook to {
id: "b000",
title: "Just read for fun.",
effects: "persuasion",
niceeffects: "Passes Time",
minlevel: 0,
maxlevel: 100,
owned: true,
cost: 0
}>>
<<set $books.push(_newbook)>>
<</if>>
<<if _flatBooks.includes("b001")>>
/* Book found no need to update */
<<else>>
<<set _newbook to {
id: "b001",
title: "Know yourself, know them.",
effects: "persuasion",
niceeffects: "Persuasion",
minlevel: 0,
maxlevel: 1,
owned: true,
cost: 0
}>>
<<set $books.push(_newbook)>>
<</if>>
<<if _flatBooks.includes("b002")>>
/* Book found no need to update */
<<else>>
<<set _newbook to {
id: "b002",
title: "The body and how to read it.",
effects: "bodylanguage",
niceeffects: "Body Language",
minlevel: 0,
maxlevel: 1,
owned: true,
cost: 0
}>>
<<set $books.push(_newbook)>>
<</if>>
<<if _flatBooks.includes("b003")>>
/* Book found no need to update */
<<else>>
<<set _newbook to {
id: "b003",
title: "Thy will be done",
effects: "persuasion",
niceeffects: "Persuasion",
minlevel: 2,
maxlevel: 3,
owned: false,
cost: 400
}>>
<<set $books.push(_newbook)>>
<</if>>
<<if _flatBooks.includes("b004")>>
/* Book found no need to update */
<<else>>
<<set _newbook to {
id: "b004",
title: "A trigger of the mind",
effects: "mesmerism",
niceeffects: "Mesmerism",
minlevel: 2,
maxlevel: 3,
owned: false,
cost: 600
}>>
<<set $books.push(_newbook)>>
<</if>>
<<if _flatBooks.includes("b005")>>
/* Book found no need to update */
<<else>>
<<set _newbook to {
id: "b005",
title: "Ticks and Tells, reading faces",
effects: "bodylanguage",
niceeffects: "Body Language",
minlevel: 2,
maxlevel: 3,
owned: false,
cost: 300
}>>
<<set $books.push(_newbook)>>
<</if>>
<</widget>>
<<widget readBook>>
<<set _b = $args[0]>>
<<replace #storytext>>
<<if $books[_b].id != "b000">>
<p>You sit down on the sofa and dive into $books[_b].title.</p>
<p>After a couple of hours you put the book down, somewhat wiser than before </p>
<<print "<<adjustSkill " + $books[_b].effects +">>">>
<<practiceSkill "concentration">>
<<else>>
<p>You sit down on the sofa read for a while.</p>
<</if>>
<<set $game.timeProgress += 200>>
<<moveTime>>
/* Check for exhibitionism */
<<set _chance = random(1, 1000)>>
<<if _chance > 500>> /* Sister */
<<if $sister.horn > 50>>
<<if $sister.exhib > 20>>
/* Level 1 show off */
<p>As you are reading your sister wanders into the living room.</p>
<p>Catching your attention she leans over to you</p>
<p class="npc sister">Having fun are we?</p>
<p>Then she leaves the room</p>
<<replace #storypic>>
<img src="images/char/sister/livingexhib/001.jpg">
<</replace>>
[[Return to your studies|oLiving]]
<<else>>
/* Nothing special */
[[Put the book down|oLiving]]
<</if>>
<<else>>
[[Put the book down|oLiving]]
<</if>>
<<elseif _chance > 250>> /* om */
<<if $om.horn > 50>>
<<if $om.exhib > 20>>
/* Level 1 show off */
<p>As you are reading your $om.name wanders into the living room.</p>
<p>Catching your attention she poses by the wall.</p>
<p class="npc om">I do hope I'm not ditracting you from your studies!</p>
<p>With a smile she then leaves the room.</p>
<<replace #storypic>>
<img src="images/char/om/livingexhib/001.jpg">
<</replace>>
[[Return to your studies|oLiving]]
<<else>>
/* Nothing special */
[[Put the book down|oLiving]]
<</if>>
<<else>>
[[Put the book down|oLiving]]
<</if>>
<<else>>
[[Put the book down|oLiving]]
<</if>>
<</replace>>
<</widget>>
<<widget buyBook>>
<<set _b = $args[0]>>
<<set $books[_b].owned to true>>
<<set $player.cash -= $books[_b].cost>>
<p>$books[_b].title Bought</p>
<</widget>><span id="npcinfo">
<div style="left: calc(55vw);" class="info closedinfo">
<<link "NPC Info">>
<<replace #npcinfo>>
<div class="info openinfo">
<p class=loc>Sister</p>
<p>$sister.location</p>
<p>$sister.horn% horny</p>
<p>$sister.dirt% dirty</p>
<p>$sister.exhib% of an exhibitionist</p>
<p class=loc>Aunt</p>
<p>$aunt.location</p>
<p>$aunt.horn% horny</p>
<p>$aunt.dirt% dirty</p>
<p>$aunt.exhib% of an exhibitionist</p>
<p class=loc>Uncle</p>
<p>$uncle.location</p>
<p>$uncle.horn% horny</p>
<p>$uncle.dirt% dirty</p>
<p class=loc>Grandfather</p>
<p>$grandfather.location</p>
<p>$grandfather.horn% horny</p>
<p>$grandfather.dirt% dirty</p>
<p class=loc>OM</p>
<p>$om.location</p>
<p>$om.horn% horny</p>
<p>$om.dirt% dirty</p>
<p>$om.exhib% of an exhibitionist</p>
<p class=loc>Bookstore Owner</p>
<p>$bookstoreowner.location</p>
<p class=loc>Adams Girl</p>
<p>$adamsgirl.location</p>
<p class=loc>Master Devinshire</p>
<p>$devinshiremaster.location</p>
<<link "Close">>
<<replace #npcinfo>>
<<display npcInfo>>
<</replace>>
<</link>>
</div>
<</replace>>
<</link>>
</div>
</span><span id="playerinfo">
<div class="info closedinfo">
<<link "Your Info">>
<<replace #playerinfo>>
<div class="info openinfo">
<h1>Your Info</h1>
<p>Name: $player.name $player.secondname</p>
<<if $player.vampname != "">>
<p>True Name: $player.vampname $player.familyname</p>
<</if>>
<h2>Attributes</h2>
<p>Life: $player.life/$player.lifeMax</p>
<<if $player.willMax != 0>>
<p>Will: $player.will/$player.willMax</p>
<</if>>
<h2>Stats</h2>
<p>Strength: $player.strength (Increases damage done)</p>
<p>Dexterity: $player.dexterity (Increases chance to hit/dodge)</p>
<<set _curXSMax = 20 * ($player.combattraining[0]+1)>>
<<set _curXPMax = 20 * ($player.combattraining[0]+1)>>
<p>Combat Training: $player.combattraining[0] (Practice: $player.combattraining[1]/_curXPMax | Study: $player.combattraining[2]/_curXSMax)</p>
<h2>Skills</h2>
<<if $player.storyHome < 16>>
<p>None</p>
<<else>>
/* Concentration */
<<set _curCSMax = 20 * ($player.concentration[0]+1)>>
<<set _curCPMax = 20 * ($player.concentration[0]+1)>>
<p>Concentration: $player.concentration[0] (Practice: $player.concentration[1]/_curCPMax | Study: $player.concentration[2]/_curCSMax)</p>
/* Body Language */
<<set _curBSMax = 20 * ($player.bodylanguage[0]+1)>>
<<set _curBPMax = 20 * ($player.bodylanguage[0]+1)>>
<p>Body Language: $player.bodylanguage[0] (Practice: $player.bodylanguage[1]/_curBPMax | Study: $player.bodylanguage[2]/_curBSMax)</p>
/* Persuasion */
<<set _curPSMax = 20 * ($player.persuasion[0]+1)>>
<<set _curPPMax = 20 * ($player.persuasion[0]+1)>>
<p>Persuasion: $player.persuasion[0] (Practice: $player.persuasion[1]/_curPPMax | Study: $player.persuasion[2]/_curPSMax)</p>
/* Mesmerism */
<<set _curMSMax = 20 * ($player.mesmerism[0]+1)>>
<<set _curMPMax = 20 * ($player.mesmerism[0]+1)>>
<p>Mesmerism: $player.mesmerism[0] (Practice: $player.mesmerism[1]/_curMPMax | Study: $player.mesmerism[2]/_curMSMax)</p>
<</if>>
<h2>Traits</h2>
<p>
<<for _t = 0; _t < $player.traits.length; _t++>>
<<if _t > 0>>
, $player.traits[_t]
<<else>>
$player.traits[_t]
<</if>>
<</for>>
</p>
<br>
<<if def $player.cash>>
<p>Cash: $ $player.cash</p>
<</if>>
<br>
<<if $testing>>
<p>Player Story: $player.storyHome</p>
<</if>>
<<link "Close">>
<<replace #playerinfo>>
<<display playerInfo>>
<</replace>>
<</link>>
</div>
<</replace>>
<</link>>
</div>
</span><h3>Skill Upgrades</h3>
<h5>XP Earned: $player.skillXP | XP Spent: $player.skillXPSpent</h5>
<br>
<h5 style="text-align: left">This area is under construction and presently doesn't function.</h5>
<h5 style="text-align: left">Available Skill Upgrades</h5>
<h6 style="text-align: left">Concentration Skills</h6>
<p><<if $player.concentration[0] < 3>>
Empowered (Level Requirement: 3) - 4 XP
<<else>>
<</if>></p>
<p>Boosts all interactions.</p>
<hr>
<h6 style="text-align: left">Persuasion Skills</h6>
<p><<if $player.persuasion[0] < 2>>
Charm (Level Requirement: 2) - 2 XP
<<else>>
<</if>></p>
<p>Humans enjoy your company more.</p>
<hr>
<h6 style="text-align: left">Mesmerism Skills</h6>
<p><<if $player.mesmerism[0] < 2>>
Flush (Level Requirement: 2) - 2 XP
<<else>>
<</if>></p>
<p>Female Vampires become more flustered in your company.</p>
<hr>
<h6 style="text-align: left">Body Language Skills</h6>
<p><<if $player.bodylanguage[0] < 2>>
Distraction (Level Requirement: 2) - 2 XP
<<else>>
<</if>></p>
<p>Female Vampires are less likely to notice your roaming eyes.</p>
<br>
<hr>
[[Return|oMasterBedroom]]<<widget createCharacters>>
/* Player Variables */
<<set $player to {
name: "Bob",
secondname: "Smith",
vampname: "",
familyname: "Waldron",
/* Attributes */
life: 10,
lifeMax: 10,
will: 0,
willMax: 0,
/* Combat Stats */
strength: 1,
dexterity: 1,
dexbonus: 4,
combattraining: [0,0,0],
/* Skills */
/* Name [Level, Practiced, Studied] */
concentration: [0,0,0],
persuasion: [0,0,0],
mesmerism: [0,0,0],
bodylanguage: [0,0,0],
/* Abilities */
attacks: ["Punch"],
powers: [],
/* Traits */
peekBonus: 0,
levelBonus: 0,
persuasionBonus: 0,
exhibitionismBonus: 0,
enthralBonus: 0,
horninessBonus: 0,
/*Story Progress*/
storyHome: 0,
sisterPeeks: 0,
statXP: 0,
statXPSpent: 0,
skillXP: 0,
skillXPSpent: 0,
traits: []
}>>
/* NPCs */
<<set $sister to{
name: "Callidora",
secondname: "Waldron",
horn: 5, /* Current horniness level */
hornbase: 10, /* Base to increase/decreasse by */
mast: false,
dirt: 5, /* Current dirst level */
dirtbase: 5, /* Base to increase/decreasse by */
exhib: 5, /* Current exhibitionism */
exhibbase: 2, /* Base change for exhibitionism */
life: 20, /* Current hit points */
lifeMax: 20, /* Max HP*/
will: 20, /* Current will points */
willMax: 20, /* Max WP */
strength: 2, /* Strength (Damage with Melee) */
dexterity: 3, /* Dexterity (To Hit) */
dexbonus: 4, /* Base dex bonus (* Dex) */
attacks: ["Punch", "Kick"], /* Known Attcks */
powers: ["Vampiric Touch"], /* Known Powers */
storyHome: 0, /* Story progress at family home */
storyYoga: 0,
playerchatted: 0,
peeked: 0,
location: "", /* Current location (passage) */
location11: ["fhKitchens", "fhKitchens", "fhSistersBedroom"],
location12: ["fhKitchens", "fhSistersBedroom", "fhSistersBedroom"],
location21: ["fhSistersBedroom", "fhCourtyard", "fhCourtyard","fhConservatory"],
location22: ["fhConservatory"],
location31: ["fhLibrary", "fhLibrary", "fhSistersBedroom", "fhCourtyard", "fhConservatory"],
location32: ["fhLibrary", "fhSistersBedroom"],
location41: ["fhLibrary", "fhSistersBedroom", "fhSistersBedroom"],
location42: ["fhSistersBedroom"]
}>>
<<set $aunt to{
name: "Rana",
secondname: "Waldron",
horn: 5, /* Current horniness level */
hornbase: 10, /* Base to increase/decreasse by */
mast: false,
dirt: 5, /* Current dirst level */
dirtbase: 5, /* Base to increase/decreasse by */
exhib: 5, /* Current exhibitionism */
exhibbase: 2, /* Base change for exhibitionism */
life: 20, /* Current hit points */
lifeMax: 20, /* Max HP*/
will: 20, /* Current will points */
willMax: 20, /* Max WP */
strength: 2, /* Strength (Damage with Melee) */
dexterity: 3, /* Dexterity (To Hit) */
dexbonus: 4, /* Base dex bonus (* Dex) */
attacks: ["Punch", "Kick"], /* Known Attcks */
powers: ["Vampiric Touch"], /* Known Powers */
storyHome: 0, /* Story progress at family home */
location: "", /* Current location (passage) */
location11: ["fhKitchens", "fhKitchens", "fhAuntsBedroom"],
location12: ["fhKitchens", "fhAuntsBedroom", "fhAuntsBedroom"],
location21: ["fhAuntsBedroom", "fhCourtyard", "fhCourtyard"],
location22: ["fhLibrary"],
location31: ["fhLibrary", "fhAuntsBedroom", "fhCourtyard"],
location32: ["fhLibrary", "fhAuntsBedroom"],
location41: ["fhLibrary", "fhAuntsBedroom", "fhAuntsBedroom"],
location42: ["fhAuntsBedroom"],
playerchatted: 0
}>>
<<set $uncle to {
name: "Gregario",
secondname: "Waldron",
horn: 5,
hornbase: 5,
dirt: 5,
dirtbase: 5,
life: 50,
lifeMax: 50,
will: 50,
willMax: 50,
strength: 4,
dexterity: 3,
dexbonus: 4,
attacks: ["Punch", "Kick"],
powers: ["Vampiric Touch"],
storyHome: 0,
location: "",
location11: ["fhKitchens"],
location12: ["fhKitchens", "fhLibrary"],
location21: ["fhPit"],
location22: ["fhPit"],
location31: ["fhLibrary", "fhPit"],
location32: ["fhLibrary", "fhLibrary", "fhLibrary", "fhUnclesBedroom"],
location41: ["fhLibrary", "fhLibrary", "fhUnclesBedroom"],
location42: ["fhLibrary", "fhUnclesBedroom", "fhUnclesBedroom"],
playerchatted: 0
}>>
<<set $grandfather to {
name: "Cian",
secondname: "Waldron",
horn: 5,
hornbase: 1,
dirt: 5,
dirtbase: 5,
life: 50,
lifeMax: 50,
will: 100,
willMax: 100,
strength: 2,
dexterity: 2,
dexbonus: 4,
attacks: ["Punch", "Kick"],
powers: ["Vampiric Touch"],
storyHome: 0,
playerchatted: 0,
location: "",
location11: ["fhStudy"],
location12: ["fhStudy"],
location21: ["fhStudy"],
location22: ["fhStudy"],
location31: ["fhStudy"],
location32: ["fhStudy"],
location41: ["fhGrandfathersBedroom"],
location42: ["fhGrandfathersBedroom"]
}>>
<<set $om to{
name: "Hadria",
secondname: "Delarosa",
horn: 5, /* Current horniness level */
hornbase: 10, /* Base to increase/decreasse by */
mast: false,
dirt: 5, /* Current dirst level */
dirtbase: 5, /* Base to increase/decreasse by */
exhib: 5, /* Current exhibitionism */
exhibbase: 3, /* Base change for exhibitionism */
life: 20, /* Current hit points */
lifeMax: 20, /* Max HP*/
will: 20, /* Current will points */
willMax: 20, /* Max WP */
strength: 2, /* Strength (Damage with Melee) */
dexterity: 3, /* Dexterity (To Hit) */
dexbonus: 4, /* Base dex bonus (* Dex) */
attacks: ["Punch", "Kick"], /* Known Attcks */
powers: ["Vampiric Touch"], /* Known Powers */
story: 0, /* Story progress */
playerchatted: 0,
peeked: 0,
location: "", /* Current location (passage) */
location11: ["oOMBedroom"],
location12: ["oOfficeManager"],
location21: ["oOfficeManager"],
location22: ["oOfficeManager"],
location31: ["oOfficeManager"],
location32: ["oOfficeManager", "oOMBedroom", "oLiving", "oTerrace"],
location41: ["oOMBedroom", "oLiving"],
location42: ["oOMBedroom"]
}>>
<<set $bookstoreowner to{
name: "Keres",
secondname: "Le Roi",
horn: 5, /* Current horniness level */
hornbase: 10, /* Base to increase/decreasse by */
mast: false,
dirt: 5, /* Current dirst level */
dirtbase: 5, /* Base to increase/decreasse by */
exhib: 5, /* Current exhibitionism */
exhibbase: 2, /* Base change for exhibitionism */
life: 20, /* Current hit points */
lifeMax: 20, /* Max HP*/
will: 20, /* Current will points */
willMax: 20, /* Max WP */
strength: 2, /* Strength (Damage with Melee) */
dexterity: 3, /* Dexterity (To Hit) */
dexbonus: 4, /* Base dex bonus (* Dex) */
attacks: ["Punch", "Kick"], /* Known Attcks */
powers: ["Vampiric Touch"], /* Known Powers */
story: 0, /* Story progress */
location: "", /* Current location (passage) */
location11: ["cBookstore"],
location12: ["cBookstore"],
location21: ["cBookstore"],
location22: ["cBookstore"],
location31: ["cBookstore"],
location32: ["cBookstore"],
location41: ["cBookstore"],
location42: ["cBookstore"],
playerchatted: 0
}>>
<<set $adamsgirl to {
name: "Kamaria",
secondname: "Adams",
horn: 5, /* Current horniness level */
hornbase: 15, /* Base to increase/decreasse by */
mast: false,
dirt: 5, /* Current dirst level */
dirtbase: 5, /* Base to increase/decreasse by */
exhib: 5, /* Current exhibitionism */
exhibbase: 5, /* Base change for exhibitionism */
life: 20, /* Current hit points */
lifeMax: 20, /* Max HP*/
will: 20, /* Current will points */
willMax: 20, /* Max WP */
strength: 4, /* Strength (Damage with Melee) */
dexterity: 2, /* Dexterity (To Hit) */
dexbonus: 4, /* Base dex bonus (* Dex) */
attacks: ["Punch", "Kick"], /* Known Attcks */
powers: ["Vampiric Touch"], /* Known Powers */
story: 0, /* Story progress */
playerchatted: 0,
peeked: 0,
location: "", /* Current location (passage) */
location11: ["cAdamsHouse"],
location12: ["cAdamsHouse"],
location21: ["cAdamsHouse","cAdamsHouse","cAdamsHouse","cAdamsHouse","cBookstore"],
location22: ["cAdamsHouse","cAdamsHouse","cAdamsHouse","cAdamsHouse","cBookstore"],
location31: ["cAdamsHouse"],
location32: ["cAdamsHouse"],
location41: ["cAdamsHouse"],
location42: ["cAdamsHouse"]
}>>
<<set $devinshiremaster to {
name: "Jareth",
secondname: "Devinshire",
horn: 5, /* Current horniness level */
hornbase: 15, /* Base to increase/decreasse by */
mast: false,
dirt: 5, /* Current dirst level */
dirtbase: 5, /* Base to increase/decreasse by */
life: 20, /* Current hit points */
lifeMax: 20, /* Max HP*/
will: 60, /* Current will points */
willMax: 60, /* Max WP */
strength: 8, /* Strength (Damage with Melee) */
dexterity: 4, /* Dexterity (To Hit) */
dexbonus: 4, /* Base dex bonus (* Dex) */
attacks: ["Punch", "Kick"], /* Known Attcks */
powers: ["Vampiric Touch"], /* Known Powers */
story: 0, /* Story progress */
playerchatted: 0,
location: "", /* Current location (passage) */
location11: ["cDevinshireHouse"],
location12: ["cDevinshireHouse"],
location21: ["cDevinshireHouse"],
location22: ["cDevinshireHouse"],
location31: ["cDevinshireHouse","cDevinshireHouse","cDevinshireHouse","cDevinshireHouse","cBookstore"],
location32: ["cDevinshireHouse","cDevinshireHouse","cDevinshireHouse","cBookstore"],
location41: ["cDevinshireHouse"],
location42: ["cDevinshireHouse"]
}>>
<</widget>><<widget updateHumans>>
Checking humans <br>
/* Find number of existing humans */
<<set _totalhumans = $humans.length>>
Found _totalhumans humans to check.<br>
/* Loops through all humans */
<<for _h = 0; _h < _totalhumans; _h++>>
/* Copy next human to workspace */
<<set _oldhuman = $humans[0]>>
/* Delete that human from array */
<<set $humans.deleteAt(0)>>
/* Run through all variables checking for existence and copying or creating in the new variable. */
/* Name */
<<if ndef _oldhuman.firstname>>
<<createfirstnames>>
<<set _firstname = _fnames.random()>>
<<else>>
<<set _firstname = _oldhuman.firstname>>
<</if>>
<<if ndef _oldhuman.lastname>>
<<createfirstnames>>
<<set _lastname = _lnames.random()>>
<<else>>
<<set _lastname = _oldhuman.lastname>>
<</if>>
/* Age */
<<if ndef _oldhuman.age>>
<<set _age = random(20,29)>>
<<else>>
<<set _age = _oldhuman.age>>
<</if>>
/* Difficulty */
<<if ndef _oldhuman.difficulty>>
<<set _difficulty = random(1,5)>>
<<else>>
<<set _difficulty = _oldhuman.age>>
<</if>>
/* Stats */
<<if ndef _oldhuman.friendship>>
<<set _friendship = random(1,5)>>
<<else>>
<<set _friendship = _oldhuman.friendship>>
<</if>>
<<if ndef _oldhuman.ego>>
<<set _ego = random(1,5)>>
<<else>>
<<set _ego = _oldhuman.ego>>
<</if>>
<<if ndef _oldhuman.sex>>
<<set _sex = random(1,5)>>
<<else>>
<<set _sex = _oldhuman.sex>>
<</if>>
/* Picture Set */
<<if ndef _oldhuman.imageset>>
<<set _imageset = $imageset += 1>>
<<else>>
<<set _imageset = _oldhuman.imageset>>
<</if>>
/* Chat Color */
<<if ndef _oldhuman.chatcolor>>
<<set _chatcolor = either("#b93cf6", "#9370db", "#c9874f", "#f9690e", "#6bb9f0", "#00a4a6")>>
<<else>>
<<set _chatcolor = _sex.chatcolor>>
<</if>>
/* Attributes */
<<if ndef _oldhuman.mDick>>
<<set _mDick = random(3,7)>>
<<else>>
<<set _mDick = _oldhuman.mDick>>
<</if>>
<<if ndef _oldhuman.mCum>>
<<set _mCum = random(3,7)>>
<<else>>
<<set _mCum = _oldhuman.mCum>>
<</if>>
<<if ndef _oldhuman.mPussy>>
<<set _mPussy = random(3,7)>>
<<else>>
<<set _mPussy = _oldhuman.mPussy>>
<</if>>
<<if ndef _oldhuman.mSex>>
<<set _mSex = random(3,7)>>
<<else>>
<<set _mSex = _oldhuman.mSex>>
<</if>>
<<if ndef _oldhuman.pBreasts>>
<<set _pBreasts = random(3,7)>>
<<else>>
<<set _pBreasts = _oldhuman.pBreasts>>
<</if>>
<<if ndef _oldhuman.pAss>>
<<set _pAss = random(3,7)>>
<<else>>
<<set _pAss = _oldhuman.pAss>>
<</if>>
<<if ndef _oldhuman.pClit>>
<<set _pClit = random(3,7)>>
<<else>>
<<set _pClit = _oldhuman.pClit>>
<</if>>
<<if ndef _oldhuman.pG>>
<<set _pG = random(3,7)>>
<<else>>
<<set _pG = _oldhuman.pG>>
<</if>>
/* Enthrallment Chats */
<<createenthralmentchats>>
/* Chat Stats */
<<if ndef _oldhuman.level>>
<<set _level = 0>>
<<else>>
<<set _level = _oldhuman.level>>
<</if>>
<<if ndef _oldhuman.libido>>
<<set _libido = 0>>
<<else>>
<<set _libido = _oldhuman.libido>>
<</if>>
/* Interests */
<<if ndef _oldhuman.interests>>
<<set _interests = $interests.randomMany(3)>>
<<else>>
<<set _interests = _oldhuman.interests>>
<</if>>
<<if ndef _oldhuman.interestsknown>>
<<set _interestsknown = []>>
<<else>>
<<set _interestsknown = _oldhuman.interestsknown>>
<</if>>
/* Create new human */
<<set _newhuman to { firstname: _firstname,
lastname: _lastname,
age: _age,
difficulty: _difficulty,
friendship: _friendship,
ego: _ego,
sexuality: _sex,
imageset: _imageset,
interests: _interests,
interestsknown: _interestsknown,
chat: _chatcolor,
chatted: false,
drink: false,
interactions: 10,
level: _level,
libido: _libido,
previousP: 0,
previousM: 0,
atBar: true,
mDick: _mDick,
mDickl1Chat: _l1dickchat.randomMany(2),
mCuml1Chat: _l1cumchat.randomMany(2),
mPussyl1Chat: _l1pussychat.randomMany(2),
mSexl1Chat: _l1sexchat.randomMany(2),
pBreastsl1Chat: _l1breastschat.randomMany(2),
pAssl1Chat: _l1asschat.randomMany(2),
pClitl1Chat: _l1clitchat.randomMany(2),
pGl1Chat: _l1gchat.randomMany(2),
mDickl2Chat: _l2dickchat.randomMany(2),
mCuml2Chat: _l2cumchat.randomMany(2),
mPussyl2Chat: _l2pussychat.randomMany(2),
mSexl2Chat: _l2sexchat.randomMany(2),
pBreastsl2Chat: _l2breastschat.randomMany(2),
pAssl2Chat: _l2asschat.randomMany(2),
pClitl2Chat: _l2clitchat.randomMany(2),
pGl2Chat: _l1gchat.randomMany(2),
mDickl3Chat: _l3dickchat.randomMany(2),
mCuml3Chat: _l3cumchat.randomMany(2),
mPussyl3Chat: _l3pussychat.randomMany(2),
mSexl3Chat: _l3sexchat.randomMany(2),
pBreastsl3Chat: _l3breastschat.randomMany(2),
pAssl3Chat: _l3asschat.randomMany(2),
pClitl3Chat: _l3clitchat.randomMany(2),
pGl3Chat: _l3gchat.randomMany(2),
pGl3Chat: _l3gchat.randomMany(2),
mDickl4Chat: _l4dickchat.randomMany(2),
mCuml4Chat: _l4cumchat.randomMany(2),
mPussyl4Chat: _l4pussychat.randomMany(2),
mSexl4Chat: _l4sexchat.randomMany(2),
pBreastsl4Chat: _l4breastschat.randomMany(2),
pAssl4Chat: _l4asschat.randomMany(2),
pClitl4Chat: _l4clitchat.randomMany(2),
pGl4Chat: _l4gchat.randomMany(2),
mDickl5Chat: _l5dickchat.randomMany(2),
mCuml5Chat: _l5cumchat.randomMany(2),
mPussyl5Chat: _l5pussychat.randomMany(2),
mSexl5Chat: _l5sexchat.randomMany(2),
pBreastsl5Chat: _l5breastschat.randomMany(2),
pAssl5Chat: _l5asschat.randomMany(2),
pClitl5Chat: _l5clitchat.randomMany(2),
pGl5Chat: _l5gchat.randomMany(2),
mCum: _mCum,
mPussy: _mPussy,
mSex: _mSex,
pBreasts: _pBreasts,
pAss: _pAss,
pClit: _pClit,
pG: _pG,
mDickSeen: 0,
mCumSeen: 0,
mPussySeen: 0,
mSexSeen: 0,
pBreastsSeen: 0,
pAssSeen: 0,
pClitSeen: 0,
pGSeen: 0
}>>
/* Push new human back into array */
<<run $humans.push(_newhuman)>>
<</for>>
<</widget>>
<<widget createfirstnames>>
<<set _fnames = ["Nicola","Karen","Fiona","Susan","Claire","Sharon","Angela","Gillian","Julie","Michelle","Jacqueline","Amanda","Tracy","Louise","Jennifer","Alison","Sarah","Donna","Caroline","Elaine","Lynn","Margaret","Elizabeth","Lesley","Deborah","Pauline","Lorraine","Laura","Lisa","Tracey","Carol","Linda","Lorna","Catherine","Wendy","Lynne","Yvonne","Pamela","Kirsty","Jane","Emma","Joanne","Heather","Suzanne","Anne","Diane","Helen","Victoria","Dawn","Mary","Samantha","Marie","Kerry","Ann","Hazel","Christine","Gail","Andrea","Clare","Sandra","Shona","Kathleen","Paula","Shirley","Denise","Melanie","Patricia","Audrey","Ruth","Jill","Lee","Leigh","Catriona","Rachel","Morag","Kirsten","Kirsteen","Katrina","Joanna","Lynsey","Cheryl","Debbie","Maureen","Janet","Aileen","Arlene","Zoe","Lindsay","Stephanie","Judith","Mandy","Jillian","Mhairi","Barbara","Carolyn","Gayle","Maria","Valerie","Christina","Marion","Nicola","Karen","Susan","Claire","Fiona","Angela","Sharon","Gillian","Julie","Jennifer","Michelle","Louise","Lisa","Amanda","Donna","Tracy","Alison","Elaine","Jacqueline","Sarah","Caroline","Elizabeth","Laura","Lynn","Deborah","Lesley","Margaret","Joanne","Pauline","Lorraine","Carol","Kirsty","Yvonne","Lorna","Emma","Lynne","Tracey","Heather","Catherine","Pamela","Helen","Linda","Jane","Anne","Kerry","Suzanne","Wendy","Victoria","Diane","Mary","Dawn","Clare","Gail","Paula","Ann","Shona","Hazel","Christine","Andrea","Samantha","Marie","Lynsey","Sandra","Denise","Lee","Kelly","Gayle","Debbie","Jill","Kathleen","Patricia","Joanna","Catriona","Shirley","Ruth","Zoe","Leigh","Rachel","Melanie","Kirsteen","Aileen","Christina","Janet","Katrina","Stephanie","Audrey","Kirsten","Arlene","Maureen","Morag","Marion","Mhairi","Allison","Cheryl","Maria","Kim","Anna","Lindsay","Rebecca","Katherine"]>>
<</widget>>
<<widget createlastnames>>
<<set _lnames = ["Smith","Johnson","Williams","Brown","Jones","Miller","Davis","Garcia","Rodriguez","Wilson","Martinez","Anderson","Taylor","Thomas","Hernandez","Moore","Martin","Jackson","Thompson","White","Lopez","Lee","Gonzalez","Harris","Clark","Lewis","Robinson","Walker","Perez","Hall","Young","Allen","Sanchez","Wright","King","Scott","Green","Baker","Adams","Nelson","Hill","Ramirez","Campbell","Mitchell","Roberts","Carter","Phillips","Evans","Turner","Torres","Parker","Collins","Edwards","Stewart","Flores","Morris","Nguyen","Murphy","Rivera","Cook","Rogers","Morgan","Peterson","Cooper","Reed","Bailey","Bell","Gomez","Kelly","Howard","Ward","Cox","Diaz","Richardson","Wood","Watson","Brooks","Bennett","Gray","James","Reyes","Cruz","Hughes","Price","Myers","Long","Foster","Sanders","Ross","Morales","Powell","Sullivan","Russell","Ortiz","Jenkins","Gutierrez","Perry","Butler","Barnes","Fisher","Henderson","Coleman","Simmons","Patterson","Jordan","Reynolds","Hamilton","Graham","Kim","Gonzales","Alexander","Ramos","Wallace","Griffin","West","Cole","Hayes","Chavez","Gibson","Bryant","Ellis","Stevens","Murray","Ford","Marshall","Owens","Mcdonald","Harrison","Ruiz","Kennedy","Wells","Alvarez","Woods","Mendoza","Castillo","Olson","Webb","Washington","Tucker","Freeman","Burns","Henry","Vasquez","Snyder","Simpson","Crawford","Jimenez","Porter","Mason","Shaw","Gordon","Wagner","Hunter","Romero","Hicks","Dixon","Hunt","Palmer","Robertson","Black","Holmes","Stone","Meyer","Boyd","Mills","Warren","Fox","Rose","Rice","Moreno","Schmidt","Patel","Ferguson","Nichols","Herrera","Medina","Ryan","Fernandez","Weaver","Daniels","Stephens","Gardner","Payne","Kelley","Dunn","Pierce","Arnold","Tran","Spencer","Peters","Hawkins","Grant","Hansen","Castro","Hoffman","Hart","Elliott","Cunningham","Knight","Bradley"]>>
<</widget>>
<<widget createenthralmentchats>>
<<set _l1dickchat = ["Oh I do like catching sight of a bulge in the pants.",
"Mmmm, hard thick cock!",
"Oh my, hot flush.",
"You look strong and... virile",
"Oops, sorry. Eyes up girl."]>>
<<set _l2dickchat = ["I, err.. sorry what were we talking about?",
"Sometimes a girl just has to make do.",
"Is it me or are there a lot of phallic items around.",
"I feel an.. emptiness.",
""]>>
<<set _l3dickchat = ["Oh I do like catching sight of a bulge in the pants.",
"Mmmm, hard thick cock!"]>>
<<set _l4dickchat = ["Oh I do like catching sight of a bulge in the pants.",
"Mmmm, hard thick cock!"]>>
<<set _l5dickchat = ["Oh I do like catching sight of a bulge in the pants.",
"Mmmm, hard thick cock!"]>>
<<set _l1cumchat = ["Ohh, the sound of a guy cumming. So sexy!",
"I love it when I see the pre-cum starting to dribble out."]>>
<<set _l2cumchat = ["Ohh, the sound of a guy cumming. So sexy!",
"I love it when I see the pre-cum starting to dribble out."]>>
<<set _l3cumchat = ["Ohh, the sound of a guy cumming. So sexy!",
"I love it when I see the pre-cum starting to dribble out."]>>
<<set _l4cumchat = ["Ohh, the sound of a guy cumming. So sexy!",
"I love it when I see the pre-cum starting to dribble out."]>>
<<set _l5cumchat = ["Ohh, the sound of a guy cumming. So sexy!",
"I love it when I see the pre-cum starting to dribble out."]>>
<<set _l1pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!"]>>
<<set _l2pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!"]>>
<<set _l3pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!"]>>
<<set _l4pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!"]>>
<<set _l5pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!"]>>
<<set _l1sexchat = ["Sometimes all I need is a warm man.",
"Two bodies together in the night. Mmmm."]>>
<<set _l2sexchat = ["Sometimes all I need is a warm man.",
"Two bodies together in the night. Mmmm."]>>
<<set _l3sexchat = ["Sometimes all I need is a warm man.",
"Two bodies together in the night. Mmmm."]>>
<<set _l4sexchat = ["Sometimes all I need is a warm man.",
"Two bodies together in the night. Mmmm."]>>
<<set _l5sexchat = ["Sometimes all I need is a warm man.",
"Two bodies together in the night. Mmmm."]>>
<<set _l1breastschat = ["Oh, what was that? Felt like a static shock.",
"This bra is feeling a little tight just now."]>>
<<set _l2breastschat = ["Oh, what was that? Felt like a static shock.",
"This bra is feeling a little tight just now."]>>
<<set _l3breastschat = ["Oh, what was that? Felt like a static shock.",
"This bra is feeling a little tight just now."]>>
<<set _l4breastschat = ["Oh, what was that? Felt like a static shock.",
"This bra is feeling a little tight just now."]>>
<<set _l5breastschat = ["Oh, what was that? Felt like a static shock.",
"This bra is feeling a little tight just now."]>>
<<set _l1asschat = ["Oh my, what was that. Did you hear anything?",
"Sorry, just working my pelvic floor."]>>
<<set _l2asschat = ["Oh my, what was that. Did you hear anything?",
"Sorry, just working my pelvic floor."]>>
<<set _l3asschat = ["Oh my, what was that. Did you hear anything?",
"Sorry, just working my pelvic floor."]>>
<<set _l4asschat = ["Oh my, what was that. Did you hear anything?",
"Sorry, just working my pelvic floor."]>>
<<set _l5asschat = ["Oh my, what was that. Did you hear anything?",
"Sorry, just working my pelvic floor."]>>
<<set _l1clitchat = ["Oh, sorry, just my underwear pinching.",
"Erm, just an itch, forgive me."]>>
<<set _l2clitchat = ["Oh, sorry, just my underwear pinching.",
"Erm, just an itch, forgive me."]>>
<<set _l3clitchat = ["Oh, sorry, just my underwear pinching.",
"Erm, just an itch, forgive me."]>>
<<set _l4clitchat = ["Oh, sorry, just my underwear pinching.",
"Erm, just an itch, forgive me."]>>
<<set _l5clitchat = ["Oh, sorry, just my underwear pinching.",
"Erm, just an itch, forgive me."]>>
<<set _l1gchat = ["Oh wow, where did that come from?",
"Mmmm."]>>
<<set _l2gchat = ["Oh wow, where did that come from?",
"Mmmm."]>>
<<set _l3gchat = ["Oh wow, where did that come from?",
"Mmmm."]>>
<<set _l4gchat = ["Oh wow, where did that come from?",
"Mmmm."]>>
<<set _l5gchat = ["Oh wow, where did that come from?",
"Mmmm."]>>
<</widget>>