Your browser lacks required capabilities. Please upgrade it or switch to another to continue.
Loading…
<<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>>
<<set $storycounter = 1>>
<<link "Your sister is stood near the main door.">>
<<replace #storypic>>
<</replace>>
<<replace #storytext>>
<<display "firstPickup">>
<</replace>>
<</link>>
<<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>
<div id="location">
<<set $loc = "Dining Room">>
<<display Location>>
</div>
<div id="storyexits">
<<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>
<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>
<div id="location">
<<set $loc = "Kitchens">>
<<display Location>>
</div>
<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">
<<if $player.storyHome > 3 and $game.time == 1>>
<actions>
<h4>Actions</h4>
<<link "Enjoy some breakfast.">>
<<replace #storyactions>><</replace>>
<<replace #storytext>>
<<display "Breakfast">>
<</replace>>
<</link>>
</actions>
<</if>>
</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;$showmap to false]]
<</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 $showmap to true>>
<<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>
/* 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>
<<link "Oh well that sounds very important. Wait I guess that means we don't have to worry about the sun then?">>
<<replace #storytext>>
<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>>
<</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 practise 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 practising">>
<<removeToDo "td0014">>
<<if $sister.storyYoga > 0>>
<<addToDo "You have all the skills you need now, when you are ready talk with Grandfather" "td0015">>
<</if>>
<<set $sister.storyHome = 6>>
<<replace #storytext>>
<<display MesmerismStudy>>
<</replace>>
<</link>>
<<else>>
<<if ndef $player.ncpowers>>
<<set $player to Object.assign($player, {ncpowers: []})>>
<</if>>
<<if $player.mesmerism[0] < 1 or ($player.mesmerism[0] >= 2 and $player.ncpowers.includes("plasticity"))>>
/* 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 >= 5 and $player.mesmerism[0] < 2>>
<<adjustSkill "mesmerism">>
<</if>>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<if $player.storyHome < 20>>
<<goto "fhUpstairsHallway">>
<<else>>
<<goto "oMasterBedroom">>
<</if>>
<</link>>
<<else>>
/* Introduce new power */
<p class="npc sister">
Actually $player.vampname, tonight I need to teach you a new power related to mesmerism.
</p>
<p class="player">
Oh, ok. What power is this?
</p>
<p class="npc sister">
Well human minds are not quite as strong as ours, and so we can bend them somewhat to better meet our needs. They have a sort of <span class="success">Plasticity</span> that we can make use of.
</p>
<p class="player">
And how can we use this to our benefit?
</p>
<p class="npc sister">
Well, maybe the girl you are enthralling isn't really into ass play, but maybe you like her ass. Then you can exert your will on to her so she comes around to your way of thinking.
</p>
<p class="player">
Now that sounds like the sort of thing that I could have some fun with!
</p>
<p class="npc sister">
I thought you might like it.
</p>
<p>She spends the next hours or so taking you through how to interact with a humans mind and push your will onto theirs.
</p>
<<audio "levelup" play>>
<div class="powerunlock">New Power: Plasticity</div>
<<link "Leave">>
<<set $player.ncpowers.push("plasticity")>>
<<set $game.timeProgress += 200>>
<<if $player.storyHome < 20>>
<<goto "fhUpstairsHallway">>
<<else>>
<<goto "oMasterBedroom">>
<</if>>
<</link>>
<</if>>
<</if>><<nobr>>
<div id="storypic" class="gfx">
<img src="images/familyhome/sistersbedroomdoor.jpg">
</div>
<div id="locationname">
<p class="loc" style="margin: 0">
Sisters bedroom door
</p>
</div>
<exits>
<h4>Exits</h4>
[[Leave|fhUpstairsHallway][$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">>
<<practiseSkill "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">>
<<practiseSkill "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>>
<<if ndef $auntreading or $auntreading.day != $game.day>>
<<set $auntreading = {text: "", day:$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>>
<<if $sister.location == "fhConservatory" and $game.time == 4 and $game.timeSegment == 2>>
<div id="storytext">
<p>As you near the conservatory, late as it is, you notice the lights are on and someone is in there. Do you want to check it out?</p>
<br>
<<link "Sure!">>
<<display "nightyoga">>
<</link>><br>
<<link "Nope!">>
<<goto "fhLibrary">>
<</link>>
</div>
<<else>>
<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 and $game.time < 4>>
<actions>
<h4>Actions</h4>
<<link "Practise yoga.">>
<<replace #storyactions>>
<</replace>>
<<replace #storypic>>
<<set _yogapic to either("dog", "plank", "curl")>>
<<print "<img src='images/char/sister/yoga/"+_yogapic+".jpg'>">>
<</replace>>
<<replace #storytext>>
<p>You spend the rest of the <<print setup.tod[$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>
<</if>>
<<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">
<actions>
<h4>Actions</h4>
<<if $sister.location == "fhCourtyard" and $sister.storyYoga >= 2 and $game.time < 4>>
<<link "Do some sunbathing.">>
<<display "fhSunbathing">>
<</link>>
<</if>>
</actions>
</div>
<div id="storytext">
<p>
The Courtyard, a tranquil little spot.
</p>
<<display "whosHere">>
</div>
<<moveTime>>
<</nobr>><<replace #storypic>>
<img src="images/char/sister/courtyard/sunbathing/001.jpg">
<</replace>>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storytext>>
<p>You let your sister know you fancy a sport of sunbathing and you both head off to change before returning and relaxing in the hanging chairs along the edge of the courtyard</p>
<<link "Just relax and clear your mind">>
<<adjustSkill "concentration">>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "fhCourtyard">>
<</link>><br>
<<link "Risk a peek over at $sister.name">>
<<if $sister.exhib >= 25>>
<<set _pic = either("001","002", "003", "004")>>
<<replace #storypic>>
<<print "<img src='images/char/sister/courtyard/sunbathing/topless"+_pic+".jpg'>">>
<</replace>>
<<replace #storytext>>
<p class="npc sister">Hope you don't mind if I avoid any tan lines on my tits.</p>
<p class="player">Er... nope not at all.</p>
<<link "Relax a while and look again">>
<<if $sister.exhib >= 50>>
<<set _pic = either("001", "002", "003", "004")>>
<<replace #storypic>>
<<print "<img src='images/char/sister/courtyard/sunbathing/shorts"+_pic+".jpg'>">>
<</replace>>
<<replace #storytext>>
<p class="npc sister">Hope you don't mind if I avoid any tan lines on my on my bum, I like to be able to wear whatever panties I like without it showing off my tan lines, even when I don't wear any.</p>
<p class="player">Go right ahead, ew're all 'family' here.</p>
<<link "Relax a while and look again">>
<<if $sister.exhib >= 75>>
<<set _pic = either("001", "002", "003", "004")>>
<<replace #storypic>>
<<print "<img src='images/char/sister/courtyard/sunbathing/nude"+_pic+".jpg'>">>
<</replace>>
<<replace #storytext>>
<p class="npc sister">So nice and natural to be naked don't you think?</p>
<p class="player">I can't see anything wrong with it, no.</p>
<<link "Relax a while and look again">>
<<if $sister.horn >= 75>>
<<set _pic = either("001", "002", "003", "004")>>
<<replace #storypic>>
<<print "<img src='images/char/sister/courtyard/sunbathing/playing"+_pic+".jpg'>">>
<</replace>>
<<replace #storytext>>
<p class="npc sister">Sorry, I just couldn't help myself. </p>
<p class="player">Go right ahead, we all have our needs.</p>
<<link "Be thankful and just relax the rest of the time.">>
<<adjustSkill "concentration">>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "fhCourtyard">>
<</link>><br>
<</replace>>
<<else>>
<<replace #storytext>>
<p>She's just lying, relaxing in the sun</p>
<<link "Just relax for the rest of the time.">>
<<adjustSkill "concentration">>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "fhCourtyard">>
<</link>>
<</replace>>
<</if>>
<</link>><br>
<<link "Just relax for the rest of the time.">>
<<adjustSkill "concentration">>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "fhCourtyard">>
<</link>>
<</replace>>
<<else>>
<<replace #storytext>>
<p>She's just lying, relaxing in the sun</p>
<<link "Just relax for the rest of the time.">>
<<adjustSkill "concentration">>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "fhCourtyard">>
<</link>>
<</replace>>
<</if>>
<</link>><br>
<<link "Just relax for the rest of the time.">>
<<adjustSkill "concentration">>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "fhCourtyard">>
<</link>>
<</replace>>
<<else>>
<<replace #storytext>>
<p>She's just lying, relaxing in the sun</p>
<<link "Just relax for the rest of the time.">>
<<adjustSkill "concentration">>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "fhCourtyard">>
<</link>>
<</replace>>
<</if>>
<</link>><br>
<<link "Just relax for the rest of the time.">>
<<adjustSkill "concentration">>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "fhCourtyard">>
<</link>>
<</replace>>
<<else>>
<<replace #storytext>>
<p>She's just lying, relaxing in the sun</p>
<<link "Just relax for the rest of the time.">>
<<adjustSkill "concentration">>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "fhCourtyard">>
<</link>>
<</replace>>
<</if>>
<</link>>
<</replace>><<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 and $game.time < 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, be sure to check the Foyer" "td0006">>
<<replace #storyexits>>
<</replace>>
<<replace #storypic>>
<img src="images/char/uncle/training.jpg">
<</replace>>
<<replace #storytext>>
<<display "yearendTraining">>
<</replace>>
<</link>>
<<elseif $player.storyHome == 16 and $game.time < 4>>
<<link "Your uncle follows you in.">>
<<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>>
<<unlockAch 7>>
<<addToDo "Continue visiting the bar and reach your first Enthralment" "td0012">>
<<link "Leave">>
<<set $showmap to true>>
<<set $player.storyHome = 18>>
<<stopbattlemusic>>
<<goto "fhCourtyard">>
<</link>>
<<elseif $player.storyHome > 17 and $uncle.location == "fhPit">>
Uncle is ready if you wish to <<link "train.">>
<<goto "trainingpractise">>
<</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 class="npc uncle">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.timeSegment = 1; $game.timeProgress = 101]]
<</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>>
<<set $showmap to true>>
<</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 $player.familyname! Now you truly are one of us!
</p>
<p class="player">
Thank you grandfather. I hope I live up to the name!
</p>
<p>Grandfather smiles at you and lets you get back to your day</p>
<<unlockAch 5>>
<<removeToDo "td0007">>
<<addToDo "Perhaps a night out with your sister? (Check the Foyer in the evenings)" "td0008">>
[[Leave|fhFoyer][$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="storyactions">
</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 displayGirls2>>
<</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 practised 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 practise. 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")>>
<<set $showmap to false>>
<<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. $sister.name will be coming along with you of course. It's time for your generation to start taking the lead. Your uncle and I can take care of things from this end.
</p>
<p class="player">
OK, so when do we head out?
</p>
<p class="npc grandfather">
Whenever you feel ready in yourself my boy. Just come see me when you feel you have tied up any lose ends here and I'll make the arrangements.
</p>
<p class="player">
Well then. At the very least I will go and pack so I'm ready to bug out.
</p>
<p class="npc grandfather">
Bug out?
</p>
<p class="player">
Er, never mind. Thank you grandfather. I hope I won't let you down.
</p>
<p class="npc grandfather">
As do I my boy, as do I!
</p>
<<removeToDo "td0015">>
<<addToDo "When you are ready, meet with Grandfather" "td0016">>
[[Leave|fhFoyer][$player.storyHome = 19;$storycounter = 0; $game.timeProgress = 50]]
<</if>>
<</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="storytext">
<<set $storycounter = 1>>
<<display "trip">>
</div><<if $storycounter == 1>>
<<removeToDo "td0016">>
<<addToDo "UNDER DEVELOPMENT There be dragons here, and bugs. Many bugs." "tdxxxx">>
<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 head to the elevator.
</p>
<<link "Take the elevator.">>
<<replace #storytext>>
<<set $storycounter += 1>>
<<display "trip">>
<</replace>>
<</link>>
<<elseif $storycounter == 9>>
<<replace #storypic>>
<img src="images/items/skillgem.jpg">
<</replace>>
<p>As you are unpacking in your new room your sister pops her head in the door.</p>
<p class="npc sister">
Oh, grandfather wanted you to have this.
</p>
<p>
She hands you a blue stone that looks somewhat like an egg.
</p>
<p class="player">
OK... and this is?
</p>
<p class="npc sister">
You'll be needing it if you are to survive here. If you sit and concentrate on it you will be able to unlock additional aspects of your heritage. But only when you are ready, so keep on studying.
</p>
<p class="player">
Interesting, thanks $sister.name.
</p>
<p>
You place it carefully on a side table where it looks just like any other decoration.
</p>
<<link "Finish unpacking.">>
/* Update game for arrival in the US */
<<USArrival>>
/* Force a time update */
<<set $game.day++>>
<<set $game.time = 2>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<goto "oMasterBedroom">>
<</link>>
<</if>><<replace #storypic>>
<img src="images/char/sister/events/nightyoga/001.jpg">
<</replace>>
<<replace #storytext>>
<p>You hover by the doorway and look in to see your sister practising yoga, only in the nude!</p>
<br>
<<link "Stay and watch.">>
<<replace #storypic>>
<img src="images/char/sister/events/nightyoga/002.jpg">
<</replace>>
<<replace #storytext>>
<p>It seems she hasn't noticed you yet, her body looks amazing in the strong lights of the conservatory. This is getting risky now, she must notice you soon, what will you do?</p>
<br>
<<link "Stay and watch.">>
/* Check if sister minds being watched */
<<set _sisterthoughts = $sister.horn + $sister.exhib + ($player.peekBonus * 10)>>
<<set _playereffect = ($player.dexterity * 10)>>
<<set _randomness = random(1,100)>>
<<if _randomness - _playereffect < _sisterthoughts>>
<<set _yogacontinue to true>>
<<else>>
<<set _yogacontinue to false>>
<</if>>
<<if _yogacontinue is false>>
<<replace #storypic>>
<img src="images/char/sister/events/nightyoga/fail.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc sister">I know you are there! Please leave, or grandfather will hear about this!</p>
<p>You slink away from the doorway and leave her be</p>
[[Leave|fhLibrary][$sister.location = "fhSistersBedroom"]]
<</replace>>
<<else>>
<<replace #storypic>>
<img src="images/char/sister/events/nightyoga/003.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc sister">I know you are there! You can stay and watch just don't disturb me!</p>
<<link "Stay and watch.">>
<<replace #storypic>>
<img src="images/char/sister/events/nightyoga/004.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc sister">How's my posture?</p>
<p class="player">Looks good to me!</p>
<<link "Contine.">><br>
<<replace #storypic>>
<img src="images/char/sister/events/nightyoga/005.jpg">
<</replace>>
<<replace #storytext>>
<p class="npc sister">Well that's me done for tonight. I hope you enjoyed yourself?</p>
<p class="player">Very much so!</p>
<<link "Contine.">>
<<set $sister.location = "fhSistersBedroom">>
<<goto "fhConservatory">>
<</link>><br>
<</replace>>
<</link>>
<</replace>>
<</link>><br>
<</replace>>
<</if>>
<</link>><br>
<<link "Get out of there!">>
<<goto "fhLibrary">>
<</link>>
<</replace>>
<</link>><br>
<<link "Get out of there!">>
<<goto "fhLibrary">>
<</link>><br>
<</replace>><<set _peopleHere to []>>
<<set _exhibPeopleHere to []>>
/* Find out who's here */
<<if $sister.location == "fhKitchens">>
<<run _peopleHere.push($sister.name)>>
<<run _exhibPeopleHere.push("sister")>>
<</if>>
<<if $aunt.location == "fhKitchens">>
<<set _peopleHere.push($aunt.name)>>
<<run _exhibPeopleHere.push("aunt")>>
<</if>>
<<if $uncle.location == "fhKitchens">>
<<run _peopleHere.push($uncle.name)>>
<</if>>
<<if _peopleHere.length > 0>>
<p>You sit down and enjoy some breakfast with
<<for _peeps = 0; _peeps < _peopleHere.length; _peeps++>>
<<if _peopleHere.length == 1>>
_peopleHere[_peeps].
<<else>>
<<if _peeps < _peopleHere.length-1>>
_peopleHere[_peeps],
<<else>>
and _peopleHere[_peeps].
<</if>>
<</if>>
<</for>>
</p>
<<else>>
<p>You enjoy breakfast on your own.</p>
<</if>>
/* Check for exhibition */
<<if _exhibPeopleHere.length > 0>>
<<set _showgirl = _exhibPeopleHere.random()>>
<<print "
<<if $"+_showgirl+".exhib < 50 >>
<<set _pic to either('001', '002')>>
<<elseif $"+_showgirl+".exhib < 60 >>
<<set _pic to either('003', '004')>>
<<elseif $"+_showgirl+".exhib < 70 >>
<<set _pic to either('005', '006')>>
<<elseif $"+_showgirl+".exhib < 85 >>
<<set _pic to either('007', '008')>>
<<elseif $"+_showgirl+".exhib <= 100 >>
<<set _pic to either('009', '010')>>
<</if>>
">>
<<replace #storypic>>
<<print "<img src='images/char/"+_showgirl+"/exhib/kitchen/"+_pic+".jpg'>">>
<<print "<<set $"+_showgirl+".playerchatted += 1>>">>
<</replace>>
<</if>>
<<set $game.timeProgress += 100>>
<<moveTime>>/* ---------- 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">>
<<cacheaudio "heartbeat" "sounds/heartbeat.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 $workers to []>>
<<set $imageset = 0>>
<<set $imagesetworkers = 0>>
<<set $skillboost = 4>>
<<set $todo = []>>
<<set $chatReturnDisable to false>>
<<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", "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>>
</span>
<h3> Nightly Build Menu </h3>
<h5>This is the nightly build menu for Will of the Vampire Version $alphaVersion</h5>
<h7>Do not use saves from a previous version with this build of the game, it is intended for testing purposes only and saves will most likely contain outdated information which will cause errors. As this is a test build you may well run into bugs and content will appear patchy in places.
<h7>Use the Start Game option below to start the game. If returning you can use the various other options to jump to later parts of the game, obviously this is only recommended once you have played through the introductions to the various aspects of the game before.
</h7>
<h6>Jump In Options</h6>
Music: <<radiobutton "$musicchoice" "yes">> Yes <<radiobutton "$musicchoice" "no" checked>> No |
Combat Style: <<radiobutton "$combatchoice" "str">> Strength <<radiobutton "$combatchoice" "dex" checked>> Dexterity<br>
Firstname (Male): <<textbox "$player.name" "Bob">>
Secondname: <<textbox "$player.secondname" "Smith">>
<hr>
<div style="background-image: linear-gradient(to bottom, rgba(0,0,0,0.8),rgba(0,0,0,0));">
<h6>Release 0.1 Content. (Beta Testing)</h6>
<<link "Start Game">>
<<if $musicchoice == "yes">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<else>>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<</if>>
<<goto "GameGuide">>
<</link>><br>
<<link "Skip Introduction Text">>
<<if $musicchoice == "yes">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<else>>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<</if>>
<<set $game.day = 2>>
<<set $game.time = 1>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<set $player.storyHome = 1>>
<<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>>
<<set $ach[0][3] to true>>
<<set $jumpinpoint = "fhBedroom">>
<<updateAchievements>>
<<goto "GameGuide">>
<</link>> Day 1 <br>
<<link "Skip first year and ready to learn Enthrallment">>
<<if $musicchoice == "yes">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<else>>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<</if>>
<<if $combatchoice == "str">>
<<set $player.strength = 2>>
<<set $player.dexterity = 1>>
<<else>>
<<set $player.strength = 1>>
<<set $player.dexterity = 2>>
<</if>>
<<set $showmap to true>>
<<set $game.day = 360>>
<<set $game.time = 2>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<updateLocationsFamilyHome>>
<<set $player.storyHome = 14>>
<<set $player.life = 10>>
<<set $sister.storyHome = 2>>
<<run $player.attacks.push("Kick")>>
/* 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 $ach[0][3] to true>>
<<set $ach[1][3] to true>>
<<set $ach[2][3] to true>>
<<set $ach[3][3] to true>>
<<set $jumpinpoint = "fhBedroom">>
<<addToDo "Perhaps a night out with your sister? (Check the Foyer in the evenings)" "td0008">>
<<goto "NameSelection">>
<</link>><br>
<<link "Skip to after final combat training">>
<<if $musicchoice == "yes">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<else>>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<</if>>
<<if $combatchoice == "str">>
<<set $player.strength = 2>>
<<set $player.dexterity = 1>>
<<else>>
<<set $player.strength = 1>>
<<set $player.dexterity = 2>>
<</if>>
<<set $showmap to true>>
<<set $game.day = 370>>
<<set $game.time = 1>>
<<set $game.timeSegment = 1>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<set $player.storyHome = 18>>
<<set $player.life = 15>>
<<set $player.lifeMax = 15>>
<<set $player.will = 15>>
<<set $player.willMax = 15>>
<<set $sister.storyHome = 4>>
<<run $player.attacks.push("Kick")>>
<<run $player.powers.push("vampirictouch")>>
/* Ensure arrays exist is player hasn't chatted with npcs yet. */
<<display sisterChat>>
<<display uncleChat>>
<<display grandfatherChats>>
<<display auntChat>>
<<endYearOne>>
<<unlockQuestion "$slibQuestions" "sl0002">>
<<unlockQuestion "$sconservatoryQuestions" "sy0002">>
<<addToDo "Maybe there are books on enthrallment too, your sister will know probably." "td0013">>
<<addToDo "What's your sister up to in the conservatory" "td0011">>
<<updateLocationsFamilyHome>>
<<createHuman>>
<<resetHumans>>
<<set $ach[0][3] to true>>
<<set $ach[1][3] to true>>
<<set $ach[2][3] to true>>
<<set $ach[3][3] to true>>
<<set $ach[4][3] to true>>
<<set $ach[5][3] to true>>
<<set $ach[6][3] to true>>
<<set $ach[7][3] to true>>
<<set $jumpinpoint = "fhBedroom">>
<<goto "NameSelection">>
<</link>><br>
</div>
<div style="background-image: linear-gradient(to bottom, rgba(0,0,0,0.8),rgba(0,0,0,0));">
<h6>Release 0.2 Content. (Alpha ~30% complete)</h6>
<<link "Meet Grandfather ready for the trip to the US">>
<<if $musicchoice == "yes">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<else>>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<</if>>
<<if $combatchoice == "str">>
<<set $player.strength = 2>>
<<set $player.dexterity = 1>>
<<else>>
<<set $player.strength = 1>>
<<set $player.dexterity = 2>>
<</if>>
<<set $showmap to true>>
<<set $game.day = 379>>
<<set $game.time = 1>>
<<set $game.timeSegment = 1>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<set $player.storyHome = 20>>
<<set $sister.storyHome = 6>>
<<set $sister.storyYoga = 2>>
<<set $player.will = 10>>
<<set $player.willMax = 10>>
<<set $player.life = 10>>
<<set $player.lifeMax = 10>>
<<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 = 20>>
<<set $sister.exhib = 50>>
<<set $om.horn = 10>>
<<set $om.exhib = 10>>
<<run $player.attacks.push("Kick")>>
<<set $player.powers.push("vampirictouch")>>
<<set $player to Object.assign($player, {lastfed: $game.day})>>
/* Ensure arrays exist is player hasn't chatted with sister yet. */
<<silently>>
/* Ensure base questions exist */
<<display sisterChat>>
<<display uncleChat>>
<<display grandfatherChats>>
<<display auntChat>>
<<display omChat>>
<<display bookstoreownerChat>>
<</silently>>
/* Unlock additonal questions that would have been unlocked by prograession*/
<<unlockQuestion "$slibQuestions" "sl0002">>
<<unlockQuestion "$sconservatoryQuestions" "sy0002">>
/* Set correct todos for this start position */
<<addToDo "UNDER DEVELOPMENT There be dragons here, and bugs. Many bugs." "tdxxxx">>
<<addToDo "When you are ready, meet with Grandfather" "td0016">>
/* Create initial humans if not existing */
<<createHuman>>
/* Update game for end of Year One */
<<endYearOne>>
/* Update game for aunts arrival */
<<auntArrives>>
/* Move NPCs to their locations */
<<updateLocations>>
/* Unlock past achievements */
<<set $ach[0][3] to true>>
<<set $ach[1][3] to true>>
<<set $ach[2][3] to true>>
<<set $ach[3][3] to true>>
<<set $ach[4][3] to true>>
<<set $ach[5][3] to true>>
<<set $ach[6][3] to true>>
<<set $ach[7][3] to true>>
/* Set starting location */
<<set $jumpinpoint = "fhTripStudy">>
<<goto "NameSelection">>
<</link>> Day 379, ready for introduction to the US.<br>
<<link "Jump to US Content (Normal)">>
<<if $musicchoice == "yes">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<else>>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<</if>>
<<if $combatchoice == "str">>
<<set $player.strength = 2>>
<<set $player.dexterity = 1>>
<<else>>
<<set $player.strength = 1>>
<<set $player.dexterity = 2>>
<</if>>
<<set $showmap to true>>
<<set $game.day = 380>>
<<set $game.time = 2>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<set $player.storyHome = 20>>
<<set $sister.storyHome = 6>>
<<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>>
<<run $player.attacks.push("Kick")>>
<<set $player.powers.push("vampirictouch")>>
/* Ensure arrays exist is player hasn't chatted with sister yet. */
<<silently>>
/* Ensure base questions exist */
<<display sisterChat>>
<<display uncleChat>>
<<display grandfatherChats>>
<<display auntChat>>
<<display omChat>>
<<display bookstoreownerChat>>
<<nightUpdate>>
<</silently>>
/* Unlock additonal questions that would have been unlocked by prograession*/
<<unlockQuestion "$slibQuestions" "sl0002">>
<<unlockQuestion "$sconservatoryQuestions" "sy0002">>
<<addToDo "UNDER DEVELOPMENT There be dragons here, and bugs. Many bugs." "tdxxxx">>
/* Update game for end of Year One */
<<endYearOne>>
/* Update game for aunts arrival */
<<auntArrives>>
/* Update game for arrival in the US */
<<USArrival>>
/* Move NPCs to their locations */
<<updateLocations>>
/* Unlock past achievements */
<<set $ach[0][3] to true>>
<<set $ach[1][3] to true>>
<<set $ach[2][3] to true>>
<<set $ach[3][3] to true>>
<<set $ach[4][3] to true>>
<<set $ach[5][3] to true>>
<<set $ach[6][3] to true>>
<<set $ach[7][3] to true>>
/* Create initial humans if not existing */
<<resetHumans>>
<<set $humans[0].level = 100>>
<<set $humans[1].level = 100>>
<<set $player to Object.assign($player, {lastfed: $game.day})>>
/* Set starting location */
<<set $jumpinpoint = "oMasterBedroom">>
<<goto "NameSelection">>
<</link>> Day 380, all skills to first level.<br>
<<link "Jump to US Content (Easy)">>
<<if $musicchoice == "yes">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<else>>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<</if>>
<<if $combatchoice == "str">>
<<set $player.strength = 2>>
<<set $player.dexterity = 1>>
<<else>>
<<set $player.strength = 1>>
<<set $player.dexterity = 2>>
<</if>>
<<set $showmap to true>>
<<set $game.day = 380>>
<<set $game.time = 2>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<set $player.storyHome = 20>>
<<set $sister.storyHome = 6>>
<<set $sister.storyYoga = 2>>
<<set $player.will = 10>>
<<set $player.willMax = 10>>
<<set $player.life = 10>>
<<set $player.lifeMax = 10>>
<<set $player.persuasion[0] = 2>>
<<set $player.bodylanguage[0] = 2>>
<<set $player.concentration[0] = 2>>
<<set $player.mesmerism[0] = 2>>
<<set $player.combattraining[0] = 2>>
<<set $sister.horn = 20>>
<<set $sister.exhib = 40>>
<<set $om.horn = 10>>
<<set $om.exhib = 10>>
<<run $player.attacks.push("Kick")>>
<<set $player.powers.push("vampirictouch")>>
/* Unlock Scrying */
<<if ndef $player.ncpowers>>
<<set $player to Object.assign($player, {ncpowers: ["plasticity"]})>>
<<else>>
<<set $player.ncpowers.push("plasticity")>>
<</if>>
/* Ensure arrays exist is player hasn't chatted with sister yet. */
<<silently>>
/* Ensure base questions exist */
<<display sisterChat>>
<<display uncleChat>>
<<display grandfatherChats>>
<<display auntChat>>
<<display omChat>>
<<display bookstoreownerChat>>
<<nightUpdate>>
<</silently>>
/* Unlock additonal questions that would have been unlocked by prograession*/
<<unlockQuestion "$slibQuestions" "sl0002">>
<<unlockQuestion "$sconservatoryQuestions" "sy0002">>
/* Set correct todos for this start position */
<<addToDo "UNDER DEVELOPMENT There be dragons here, and bugs. Many bugs." "tdxxxx">>
<<addToDo "Talk with your sister about your mesmerism advancement at night in her room." "td0017">>
/* Update game for end of Year One */
<<endYearOne>>
/* Update game for aunts arrival */
<<auntArrives>>
/* Update game for arrival in the US */
<<USArrival>>
/* Move NPCs to their locations */
<<updateLocations>>
/* Unlock past achievements */
<<set $ach[0][3] to true>>
<<set $ach[1][3] to true>>
<<set $ach[2][3] to true>>
<<set $ach[3][3] to true>>
<<set $ach[4][3] to true>>
<<set $ach[5][3] to true>>
<<set $ach[6][3] to true>>
<<set $ach[7][3] to true>>
/* Create initial humans if not existing */
<<resetHumans>>
<<set $humans[0].level = 100>>
<<set $humans[1].level = 100>>
<<set $player to Object.assign($player, {lastfed: $game.day-1})>>
/* Set starting location */
<<set $jumpinpoint = "oMasterBedroom">>
<<goto "NameSelection">>
<</link>> Day 380, all skills to second level.<br>
/* Testing Only Links */
<<if $testing>>
<hr>
<<link "Jump to US Content (Easy) Post Mesmerism Upgrade">>
<<if $musicchoice == "yes">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<else>>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<</if>>
<<set $showmap to true>>
<<set $game.day = 380>>
<<set $game.time = 3>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<set $player.storyHome = 20>>
<<set $sister.storyHome = 6>>
<<set $sister.storyYoga = 1>>
<<set $player.will = 10>>
<<set $player.willMax = 10>>
<<set $player.life = 10>>
<<set $player.lifeMax = 10>>
<<set $player.persuasion[0] = 2>>
<<set $player.bodylanguage[0] = 2>>
<<set $player.concentration[0] = 2>>
<<set $player.mesmerism[0] = 2>>
<<set $player.combattraining[0] = 2>>
<<set $sister.horn = 20>>
<<set $sister.exhib = 20>>
<<set $om.horn = 20>>
<<set $om.exhib = 20>>
<<set $player.dexterity += 1>>
<<run $player.attacks.push("Kick")>>
<<set $player.powers.push("vampirictouch")>>
<<if ndef $player.ncpowers>>
<<set $player to Object.assign($player, {ncpowers: ["plasticity"]})>>
<<else>>
<<set $player.ncpowers.push("plasticity")>>
<</if>>
/* Ensure arrays exist is player hasn't chatted with sister yet. */
<<silently>>
/* Ensure base questions exist */
<<display sisterChat>>
<<display uncleChat>>
<<display grandfatherChats>>
<<display auntChat>>
<<display omChat>>
<<display bookstoreownerChat>>
<</silently>>
/* Unlock additonal questions that would have been unlocked by prograession*/
<<unlockQuestion "$slibQuestions" "sl0002">>
<<unlockQuestion "$sconservatoryQuestions" "sy0002">>
/* Create initial humans if not existing */
<<resetHumans>>
<<set $humans[0].level = 100>>
<<set $humans[1].level = 100>>
<<set $player to Object.assign($player, {lastfed: $game.day})>>
/* Update game for end of Year One */
<<endYearOne>>
/* Update game for aunts arrival */
<<auntArrives>>
/* Update game for arrival in the US */
<<USArrival>>
/* Move NPCs to their locations */
<<updateLocations>>
/* Unlock Scrying */
<<set $player to Object.assign($player, {ncpowers: ["scry"]})>>
/* Unlock past achievements */
<<set $ach[0][3] to true>>
<<set $ach[1][3] to true>>
<<set $ach[2][3] to true>>
<<set $ach[3][3] to true>>
<<set $ach[4][3] to true>>
<<set $ach[5][3] to true>>
<<set $ach[6][3] to true>>
<<set $ach[7][3] to true>>
/* Set starting location */
<<set $jumpinpoint = "oMasterBedroom">>
<<goto "NameSelection">>
<</link>> Day 380, all skills to second level.<br>
<<link "Jump to US Content (Easy) Post Mesmerism and all Employees">>
<<if $musicchoice == "yes">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<else>>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<</if>>
<<set $showmap to true>>
<<set $game.day = 380>>
<<set $game.time = 3>>
<<set $game.timeSegment = 3>>
<<set $game.timeProgress = 0>>
<<moveTime>>
<<set $player.storyHome = 20>>
<<set $sister.storyHome = 6>>
<<set $sister.storyYoga = 1>>
<<set $player.will = 10>>
<<set $player.willMax = 10>>
<<set $player.life = 10>>
<<set $player.lifeMax = 10>>
<<set $player.persuasion[0] = 2>>
<<set $player.bodylanguage[0] = 2>>
<<set $player.concentration[0] = 2>>
<<set $player.mesmerism[0] = 2>>
<<set $player.combattraining[0] = 2>>
<<set $sister.horn = 20>>
<<set $sister.exhib = 20>>
<<set $om.horn = 20>>
<<set $om.exhib = 20>>
<<set $player.dexterity += 1>>
<<run $player.attacks.push("Kick")>>
<<set $player.powers.push("vampirictouch")>>
/* Ensure arrays exist is player hasn't chatted with sister yet. */
<<silently>>
/* Ensure base questions exist */
<<display sisterChat>>
<<display uncleChat>>
<<display grandfatherChats>>
<<display auntChat>>
<<display omChat>>
<<display bookstoreownerChat>>
<</silently>>
/* Unlock additonal questions that would have been unlocked by prograession*/
<<unlockQuestion "$slibQuestions" "sl0002">>
<<unlockQuestion "$sconservatoryQuestions" "sy0002">>
/* Create initial humans if not existing */
<<for _test = 0; _test < 100; _test++>>
<<resetHumans>>
<</for>>
<<set $humans[0].level = 100>>
<<set $humans[1].level = 100>>
<<set $player to Object.assign($player, {lastfed: $game.day})>>
/* Update game for end of Year One */
<<endYearOne>>
/* Update game for aunts arrival */
<<auntArrives>>
/* Update game for arrival in the US */
<<USArrival>>
/* Move NPCs to their locations */
<<updateLocations>>
/* Unlock Scrying */
<<set $player to Object.assign($player, {ncpowers: ["scry"]})>>
<<set $player.ncpowers.push("plasticity")>>
/* Unlock past achievements */
<<set $ach[0][3] to true>>
<<set $ach[1][3] to true>>
<<set $ach[2][3] to true>>
<<set $ach[3][3] to true>>
<<set $ach[4][3] to true>>
<<set $ach[5][3] to true>>
<<set $ach[6][3] to true>>
<<set $ach[7][3] to true>>
<<for _h = 0; _h < $humans.length; _h++>>
<<if $humans[_h].worker is true>>
<<recruit _h>>
<<set _h-->>
<</if>>
<</for>>
/* Set starting location */
<<set $jumpinpoint = "oMasterBedroom">>
<<goto "NameSelection">>
<</link>> Day 380, all skills to second level.<br>
<<link "Test Chatup">>
<<if $musicchoice == "yes">>
<<set $musicvol = .8>>
<<set $effectsvol = 0.5>>
<<else>>
<<set $musicvol = 0>>
<<set $effectsvol = 0.2>>
<</if>>
<<set $player.storyHome = 16>>
<<set $player.bodylanguage[0] = 1>>
<<createHuman>>
<<set $player.levelBonus += 1>>
<<set $player.persuasionBonus += 1>>
<<set $player.traits.push("Good Friend")>>
<<set $player.traits.push("Persuader")>>
<<set $player.vampname = "Baldovino">>
<<set $player.persuasion[0] = 2>>
<<goto "TestChatup">>
<</link>>
<br>
<<link "Test Adams Footjob">>
<<set $adamssex = 0>>
<<set $adamssextype = "foot">>
<<goto "adamsRandomSex">>
<</link>>
<br>
<<link "Test Adams Ride">>
<<set $adamssex = 0>>
<<set $adamssextype = "ride">>
<<goto "adamsRandomSex">>
<</link>>
<br>
<<link "Test Vossen House">>
<<set $showmap to true>>
<<set $player.storyHome = 20>>
<<set $game.time = 1>>
<<goto "vLiving">>
<</link>>
<</if>>
</div>
<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><<updateAchievements>>
<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 "GameGuide">>
<</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 "GameGuide">>
<</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 "GameGuide">>
<</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 "GameGuide">>
<</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 "GameGuide">>
<</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 "GameGuide">>
<</link>> - Female vampires can't help getting turned on in your presence.<br>
</span>
</div><h1>Game Guide</h1>
<h5>A few words from your developer</h5>
<h7>
Welcome to the game. For those of you who haven't played one of my games before there are a few things that will help you get the most out of my games.
</h7>
<br>
<h7>
Firstly my games are games of exploration. There is a ToDo list to guide you and you can hop around the world using the map however there are other things you can find if you spend some time looking and talking to people even if that is not part of the next step in the story.
</h7>
<br>
<h7>
Secondly, just because an NPC doesn't have anything new to tell you doesn't mean you should ignore them. Every interaction with them can effect them and how they view the player, and this is key to opening up new opportunities down the line.
</h7>
<br>
<h7>
And finally, my games are sloooow. You will not be hitting the sexual content for quite some time. There will be voyeurism and nudity along the way but there will be a wait for the real pay-offs. If that sort of thing doesn't sound like your kind of fun then be warned. :)
</h7>
<br>
<h7>
Now that's out of the way... Enjoy!
</h7>
<h5>
<<link "Contine...">>
<<if def $jumpinpoint>>
<<goto $jumpinpoint>>
<<else>>
<<goto "RudeBoyUKGames">>
<</if>>
<</link>>
</h5><<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" $player.name>>
<br>
<p>
And your secondname? (Male)
</p>
<<textbox "$player.secondname" $player.secondname>>
<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", "Help", "HelpCallCenter", "HelpTraitsPowers", "Achievements", "NameSelection", "Nightly", "Quick", "GameGuide", "bedtime"]>>
<<if _noinfopassage.includes(passage())>>
/* Do Nothing */
<<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>
<<if _noinfopassage.includes(passage())>>
<<else>>
<div class="headlinks">
<<if $player.storyHome >= 4 and $showmap is true>>[[Map|map][$mapsource = passage()]] | <</if>> [[Menu]] | [[Help]] | <<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>
<</if>>
</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 success">
_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>
<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>
Or: <a href="https://f95zone.to/threads/will-of-the-vampire-v0-2-build-0043b-rudeboyuk.34622/">F95</a><br>
[[Achievements]] <br>
[[Change Log|changelog]] <br>
<<back "Close">><br>
</h4>
<<if $testing>>
<p>[[Help! I'm stuck in the menus! Take me to Family Home|fhBedroom]]</p>
<p>[[Help! I'm stuck in the menus! Take me to the Apartment|oMasterBedroom]]</p>
<</if>><<timeCheck>>
<<if $adamsgirl.location == "aGirlRoom">>
<<set $locimage = "images/generic/lockeddoor.jpg">>
<<else>>
<<set $locimage = "images/adams/girlroom.jpg">>
<</if>>
<<display locimage>>
<<set $loc = "$adamsgirl.name's Bedroom">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Living Room|aLiving][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
$adamsgirl.name's room.
</p>
<<if $adamsgirl.location == "aGirlRoom">>
<p>Looks like $adamsgirl.name has locked her door.</p>
/* Present Scrying options if available */
<<scry "adamsgirl" "aGirlRoom">>
<<else>>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>><<timeCheck>>
<<set $locimage = "images/adams/boyroom.jpg">>
<<display locimage>>
<<set $loc = "$adamsboy.name's Bedroom">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Living Room|aLiving][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
$adamsboy.name's sleeping area.
</p>
<<display "whosHere">>
</div>
<<moveTime>><<timeCheck>>
<<set $locimage = "images/adams/living.jpg">>
<<display locimage>>
<<set $loc = "Adam's Loft">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[The Street|cStreet][$game.timeProgress += 8]]<br>
[[$adamsgirl.name + "'s Room"|aGirlRoom][$game.timeProgress += 1]]<br>
[[$adamsboy.name + "'s Room"|aBoyRoom][$game.timeProgress += 1]]<br>
[[Pool Barn|aPool][$game.timeProgress += 4]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<if $adamsgirl.story == 4 and $adamsgirl.location == "aLiving">>
<<link "Give $adamsgirl.name the photo">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storypic>><img src="images/char/adamsgirl/chat/aLiving.jpg"><</replace>>
<<replace #storytext>>
<p class="npc adamsgirl">What's this?</p>
<p class="player">Just a small gift </p>
<p class="npc adamsgirl">It's a nice picture, I do like water pictures, but why this shot?</p>
<p class="player">Well that's Lake Ontario, and that boat house there, well $bookstoreowner.name ensures me that your Great Grandfather used that when he was helping with the underground railroad back in the 1800s.</p>
<p class="npc adamsgirl">What? No way! Really? Oh that is so cool! Thank you so much!</p>
<p>She runs over and gives you a great bit hug</p>
<p class="npc adamsgirl">I'll have to find a place to hang this. Thank you $player.vampname, that's an amazing gift.</p>
<<link "She places it on a side table.">>
<<set $adamsgirl.story = 5>>
<<removeToDo "td0028">>
<<goto "aLiving">>
<</link>>
<</replace>>
<</link>><br>
<</if>>
<<if $adamsgirl.story == 5 and $adamsgirl.horn >= 75 and $game.time >= 4>>
<<link "$adamsgirl.name is looking rather lustfully at you">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storytext>>
<p>You open your mouth to ask her if she is feeling ok, but she places her finger over your lips and drags you into her bedroom...</p>
<<link "She locks the door behind you">>
<<set $adamssex = 0>>
<<goto "adamsFirstSex">>
<</link>>
<</replace>>
<</link>><br>
<</if>>
<<if $adamsgirl.story >= 6 and $adamsgirl.horn >= 75 and $game.time >= 4>>
<<link "$adamsgirl.name is looking rather lustfully at you">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storytext>>
<p>You open your mouth to ask her if she is feeling ok, but she places her finger over your lips and drags you into her bedroom...</p>
<p class="npc adamsgirl">So what will it be lover?</p>
<<set $adamssex = 0>>
<<link "I want to fuck your feet">>
<<set $adamssextype = "foot">>
<<goto "adamsRandomSex">>
<</link>>
<<link "I want you to ride me">>
<<set $adamssextype = "ride">>
<<goto "adamsRandomSex">>
<</link>>
<</replace>>
<</link>><br>
<</if>>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
The living area of the Adam's Apartment.
</p>
<<if $adamsgirl.location == "aLiving" and $adamsboy.location != "aLiving">>
<<checkExhib>>
<</if>>
<<display "whosHere">>
</div>
<<moveTime>><<timeCheck>>
<<set $locimage = "images/adams/pool.jpg">>
<<display locimage>>
<<set $loc = "Apartment Pool">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Adams Apartment|aLiving][$game.timeProgress += 2]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
Pool building at the apartments.
</p>
<<display "whosHere">>
</div>
<<moveTime>><div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<<if $adamssex == 0>>
<img src="images/adams/girlroom.jpg">
<<else>>
<img @src='"images/char/adamsgirl/sex/"+$adamssextype+"/"+$adamssex+".jpg"'>
<</if>>
<br>
</div>
</div>
<<set $loc = "$adamsgirl.name's Bedroom">>
<<display Location>>
<div id="storytext">
<<if $adamssextype == "foot">>
<<adamssexfoot>>
<<elseif $adamssextype == "ride">>
<<adamssexride>>
<</if>>
</div><div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<<if $adamssex == 0>>
<img src="images/adams/girlroom.jpg">
<<else>>
<img @src='"images/char/adamsgirl/events/sex1/00"+$adamssex+".jpg"'>
<</if>>
<br>
</div>
</div>
<<set $loc = "$adamsgirl.name's Bedroom">>
<<display Location>>
<div id="storytext">
<<adamssex>>
</div><<widget adamssex>>
<<if $adamssex == 0>>
<p>She drags you over to her bed and lays back on the mattress herself.</p>
<<link "She raises her foot to your crotch">>
<<set $adamssex += 1>>
<<goto adamsFirstSex>>
<</link>>
<<elseif $adamssex == 1>>
<p>Her foot deftly finds your member and the response is instantaneous.</p>
<<link "Continue...">>
<<set $adamssex += 1>>
<<goto "adamsFirstSex">>
<</link>>
<<elseif $adamssex == 2>>
<p class="npc adamsgirl">Well that's a good piece of meat you have there, how about to get it out for me?</p>
<<link "Continue...">>
<<set $adamssex += 1>>
<<goto "adamsFirstSex">>
<</link>>
<<elseif $adamssex == 3>>
<p>You unzip and bring her legs together around you dick feeling the cool chocolate skin of her thighs rubbing against your glans seems to get her as excited as it does you.</p>
<p class="npc adamsgirl">Why don't you bring that down this end, i haven't had a taste of cock in a while.</p>
<<link "Continue...">>
<<set $adamssex += 1>>
<<goto "adamsFirstSex">>
<</link>>
<<elseif $adamssex == 4>>
<p>Removing your trousers you oblige her and place your dick within reach of her waiting mouth.</p>
<p class="npc adamsgirl">Oh yes, that's the taste I've been missing. </p>
<p>Her wet tongue slides under your dick teasing the most sensitive areas.</p>
<<link "Continue...">>
<<set $adamssex += 1>>
<<goto "adamsFirstSex">>
<</link>>
<<elseif $adamssex == 5>>
<p>With a thrust you slide past her lips and $adamgirl.name gladly accepts your cock into her warm and waiting mouth. She moans with delight as you pump slowly into her, the saliva easing you in.</p>
<p class="npc adamsgirl">Well that's warmed things up, how about you get that thing of yours into me right now? </p>
<<link "Continue...">>
<<set $adamssex += 1>>
<<goto "adamsFirstSex">>
<</link>>
<<elseif $adamssex == 6>>
<p>She spins around on the bed and opens herself to you. You waste no time in sinking into your hot waiting pussy.</p>
<p class="npc adamsgirl">Damn! Yes. fill me up $player.vampname, let me fel evey inch of you.</p>
<<link "Continue...">>
<<set $adamssex += 1>>
<<goto "adamsFirstSex">>
<</link>>
<<elseif $adamssex == 7>>
<p>Pushing further into her bring forth moans of increasing excitement, their pitch raising with each fresh thrust.</p>
<<link "Continue...">>
<<set $adamssex += 1>>
<<goto "adamsFirstSex">>
<</link>>
<<elseif $adamssex == 8>>
<p>You give her everything you have, mashing your balls up against her mound, each time emitting a satisfying slap of skin on skin until she can take it no more.</p>
<p>With a final thrust you cum inside her, she buries her face into the mattress so her screams of ecstasy a muffled. It is a few minutes before she can talk again.</p>
<<link "Continue...">>
<<set $adamssex += 1>>
<<goto "adamsFirstSex">>
<</link>>
<<elseif $adamssex == 9>>
<p class="npc adamsgirl">Thank you $player.vampname! That is exacly what I needed. Sorry if I was a little demanding, but a girl has needs you know? Next time I'll give you a bit more say in things ok?</p>
<p class="player">My pleasure</p>
<p>You assure her, looking forward to what delights might await you next time.</p>
<<link "Leave">>
<<set $adamsgirl.horn = 20>>
<<set $adamsgirl.story = 6>>
<<set $game.timeProgress += 100>>
<<goto "cStreet">>
<</link>>
<</if>>
<</widget>>
<<widget adamssexfoot>>
<<if $adamssex == 0>>
<p>0</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 1>>
<p>1</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 2>>
<p>2</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 3>>
<p>3</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 4>>
<p>4</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 5>>
<p>5</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 6>>
<p>6</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 7>>
<p>7</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 8>>
<p>8</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 9>>
<p>9</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 10>>
<p>10</p>
<<link "She raises her foot to your crotch">>
<<set $adamssex += 1>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 11>>
<p class="npc adamsgirl">Thank you</p>
<<link "Leave">>
<<set $adamsgirl.horn = 20>>
<<set $game.timeProgress += 100>>
<<goto "cStreet">>
<</link>>
<</if>>
<</widget>>
<<widget adamssexride>>
<<if $adamssex == 0>>
<p>0</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 1>>
<p>1</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 2>>
<p>2</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 3>>
<p>3</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 4>>
<p>4</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 5>>
<p>5</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 6>>
<p>6</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 7>>
<p>7</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 8>>
<p>8</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 9>>
<p>9</p>
<<link "She raises her foot to your crotch">>
<<set _next to either(1, 2)>>
<<set $adamssex += _next>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 10>>
<p>10</p>
<<link "She raises her foot to your crotch">>
<<set $adamssex += 1>>
<<goto adamsRandomSex>>
<</link>>
<<elseif $adamssex == 11>>
<p class="npc adamsgirl">Thank you</p>
<<link "Leave">>
<<set $adamsgirl.horn = 20>>
<<set $game.timeProgress += 100>>
<<goto "cStreet">>
<</link>>
<</if>>
<</widget>><<set _release = 0>>
<<set _subrelease = 0>>
<<set _updates = 0>>
<<back "Close">>
<hr>
<clog>
<<set _updates++>>
<h3 class="noshadow">2020-02-29</h3>
<p class="clog">
<p>Second set of exhibitionist photos for $vossengirl.name added. (Living Room)</p>
<p>Added Peek pics for $vossengirl.name for all locations. (8)</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2020-02-28</h3>
<p class="clog">
<p>First set of exhibitionist photos for $vossengirl.name added. (Kitchen)</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2020-02-27</h3>
<p class="clog">
<p>Additional content for $vossengirl.name Vossen, which unlocks new locations.</p>
<p>Added new locations Country Club and Tennis Courts.</p>
<p>First pass at Vossen Estate map.</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2020-02-26</h3>
<p class="clog">
<p>Wide range of bug fixes as noted by Grobi on Hypnopics</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2020-02-21</h3>
<p class="clog">
<p>Added more lore to the bookstore owners questions</p>
<p>Updated the asked/unasked question code to remove the need for a print statement.</p>
<p>Changed the colour for Actions to be more distinct from Exits.</p>
<p>Simple first pass for Vossen family.</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2020-02-16</h3>
<p class="clog">
<p>Fix to prevent Plasticity being assigned multiple times when mesmerism > 3</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2020-02-16</h3>
<p class="clog">
<p>New Images: 22 Adams Sex Scenes</p>
<p>New Locations: 0</p>
<p>First pass at random, user selectable, sex scenes for $adamsgirl.name no descriptions at present, only images.</p>
<p>Changed first lesson code so that Uncle is not still in the kitchens in the evening.
</p>
<p>Updated the skill increase code to inform the player which skill just gained points.</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2020-01-20</h3>
<p class="clog">
<p>New Images: 0</p>
<p>New Locations: 0</p>
<p>Renamed asset files for workers 3 & 4 due to misnamed images for the workplace chats.</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2020-01-05</h3>
<p class="clog">
<p>New Images: 0</p>
<p>New Locations: 0</p>
<p>Fix for Adams sex scene</p>
<p>Updated some of the text in the nightly build screen which was no longer necessary.</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2020-01-03</h3>
<p class="clog">
<p>New Images: 0</p>
<p>New Locations: 0</p>
<p>Fix for employee review screens</p>
<p>Fixed error in help screen which prevented description of plasticity from showing</p>
</p>
</clog>
<clog>
<<set _updates++>>
<<set _subrelease += 1>>
<h3 class="noshadow">2020-01-03</h3>
<p class="clog">
<p>New Images: 9 Sex for $adamsgirl.name</p>
<p>New Locations: 0</p>
<p>Added some todo items for the Adams girl to help players progress through the current content.</p>
<p>Added todos to encourage the player to contact the Adams Family and the Devinshire Family once the bookstore has been visited.</p>
<p>Added achievement related to the Office Manager.</p>
<p>First sex scene with Adams girl added, requires completion of a task and high enough horniness. This is a one time scene to open up the option for sex with her. Repeatable events and not yet in the game for $adamsgirl.name.</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-12-09</h3>
<p class="clog">
<p>New Images: 9 Exhibitionist for $adamsgirl.name</p>
<p>New Locations: 0</p>
<p>Fixed a few errors in the jumping in points relating to the option to start the US trip.</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-12-06</h3>
<p class="clog">
<p>New Images: 9 Exhibitionist for $adamsgirl.name</p>
<p>New Locations: 0</p>
<p>Further work on the exhibitionism code making it less reliant on hard-coding so it can be applied to random locations.</p>
<p>Large reworking of how characters are created to make future updates somewhat easier and ensure all characters have the required elements. This will make save games previous to this update obsolete.</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-12-05</h3>
<p class="clog">
<p>New Images: 0</p>
<p>New Locations: 0</p>
<p>Large reworking of the Horniness, Exhibitionism and Dirt increase/decrease routines to aid in future expansions. Now automatically updates all NPCs without needing specific code for each.</p>
<p>New pass of the exhibitionism code getting ready for added Adams Girl code to her home. Pictures selected and code in place ready for testing.</p>
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-12-02</h3>
<p class="clog">
<p>New Images: 0</p>
<p>New Locations: 0</p>
<br>Buying a drink for a girl now cost $5, as there are systems in place for earning money now I feel this is a nice small drain to give more weight to the option of buying the drink. It only applies once the player is in the US, the local bar at home has a special arrangement with Grandfather.
<br>Additional chat options when talking to $adamsgirl.name. Due to the nature of some of the chats they can only be taken when at her private home.
<br>Fixed some missing line breaks during the enthral process.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-12-02</h3>
<p class="clog">
<p>New Images: 0</p>
<p>New Locations: 0</p>
<br>Added unlock code for Awe in to Persuasion level up code. This might be the new way to unlock powers now rather than having characters introduce them all.
<br>Added help for traits and powers explaining each one.
<br>Found an error is the Mesmerism study code that made the initial learning curve too steep. Should now be more in line with my plans.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-11-29</h3>
<p class="clog">
<p>New Images: 0</p>
<p>New Locations: 0</p>
Began implementing level 3 traits Empowered, Awesome, Visionary & Deep Read. Deep Read required reworking some older code that hinted at female vampires horniness, it now requires this power but also reveals exhibitionism. Still contemplating bringing in a relationship level that would cap both horniness and exhibitionism until you have increased your relationship with the girl.
<br>
In relation to the trait Awesome the Awe power requires implementing. The code is in place but as yet there is no way to gain the power.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-11-29</h3>
<p class="clog">
<p>New Images: 4 Scry, 4 Character</p>
<p>New Locations: 0</p>
Added images for chatting with Adams girl at her apartment, with peeks shots, and scry shots when she is locked in her room. Still a work in progress, but becoming a more available NPC vamp.
<br>Started adding a help system to explain some of the move involved aspects of the game, starting with the Call Center.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-11-22</h3>
<p class="clog">
<p>New Images: 0</p>
<p>New Locations: 0</p>
The map can now be opened using the 'M' key on the keyboard for ease of access/speed.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-11-21</h3>
<p class="clog">
<p>New Images: 5 Location</p>
<p>New Locations: 1 Adams Apartment</p>
Began filling out the city locations, and building up the Adams Families apartment locations.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-11-20</h3>
<p class="clog">
Reworked the enthral routine again, removed the cumbersome plus and minus interface and replaced with one more in line with the version 2.0 Chat Up system. Having a Mesmerism of 0-1 will unlock the first level stimulations, then Mesmerism 2-3 will make a second level of stimulations open up which will increase the targets lust twice as fast for the same cost (1 stimulation) Additional levels will be added when the game has the ability to raise Mesmerism about 3.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-09-06</h3>
<p class="clog">
Added all 5 options for all 5 levels of cum responses to human builds.
<br>Added all 5 options for all 5 levels of pussy responses to human builds.
<br>New power Plasticity added during enthrallment. Allows player to adjust the desires of the girl to better suit their tastes. Cost 2 will per use.
<br>Found bug in mesmerism training where if player was below skill level 2 when practicing they would be sent to the family home even if they were in the city already.
<br>Finally tracked down where the early appearance of the cash stat was coming from. Should now be fixed.
<br>Added splash animation for when a new power is unlocked. Created for the new Plasticity, but also fires for Scry
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-09-03</h3>
<p class="clog">
Overhaul of the mesmerism mini-game. You can now chose to spend multiple 'interactions' on each attempt. This increases the risk of failure, however also the rewards. Chance of success is 2 X PointsSpent % lower, but success gives Points Spent X Standard Success Score. May require balancing.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-09-03</h3>
<p class="clog">
First implementation of the skill buying system. Available from the master bedroom in the office building. Currently only traits for Levels 1 & 2 for each skill.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-28</h3>
<p class="clog">
Added 4th worker.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-28</h3>
<p class="clog">
Additional friendly chat options for $sister.name, including one that hints at current exhibitionist level.
<br>Additional questions for $adamsgirl.name. Added color coding for new questions.
<br>Added head shots to chats for clearer indication of who is talking.
<br>Adjusted some of the longer chats to display over multiple pages rather than creating a scrolling page.
<br>Fixed bug in 'After Final Training' jump-in point where will would never be given resulting in no ability to use powers.
<br>Added an exit option to the chat up code if you want to stop talking with a girl before using up all your options.
<br>Added special chat for after sex with $om.name which allows a choice of routes with differing traits available.
<br>Added second sex scene for $om.name provided the player chose to continue having her as a fuck buddy.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-27</h3>
<p class="clog">
Added third worker.
<br>Adjusted the concentration bonus when studying to always be at least 1 is Concentration Skill is above 0.
<br>Scrying now actually takes some time, oversight on my part.
<br>Workers now should only turn up to work the following day, not the very second you entice them.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-23</h3>
<p class="clog">
Added training with $om.name once you have levelled out of $sister.name's yoga training.
<br>Added the park location, as used in the training with $om.name, currently no other actions here.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-22</h3>
<p class="clog">
Hunger is now indicated on the player info, and if hungry will be shown even in it's closed state.
<br>Modified the human creation code to scale difficulty of first 5 humans before it becomes random.
<br>Updated Body Language reads to show information for level 2 players.
<br>Added first level scries to the office bathroom.
<br>Fixed bug were too many workers were created when using a jump in point in the US.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-21</h3>
<p class="clog">
Fixed bug where taking a girl home for the first time failed to move the sisters story on causing a block in progress.
<br>Added Aunt talk for Skills.
<br>Added Aunt talk for Traits.
<br>If player need to talk to sister about studying she will now appear in the library in the evenings provided not masturbating or showering.
<br>If player need to talk to sister about yoga she will now appear in the conservatory in the afternoons provided not masturbating or showering.
<br>Added a breakfast action to the kitchen with random images and counts as an interaction with either sister or aunt. Dependant on exhibition levels.
<br>Added additional images for practicing yoga for added variety.
<br>When selecting a jumping in point past achievements will now already be unlocked.
<br>Fixed an error in the US welcome routine that was skipping the last page of text.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-20</h3>
<p class="clog">
Added sound effect, and animation to successful chatup options.
<br>Began creating aunts dining room chats for game help.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-19</h3>
<p class="clog">
Replaced the in-game ChatUp sections with the new routines, and ensured the tutorial version with the Sisters commentary still worked.
<br>Finally added the bar in the home town to the map.
<br>Ensured Aunts library chats were shown.
<br>Aunt's chats updated to use the asked/unasked color coding on the top level links.
<br>Uncle's chats updated to use the asked/unasked color coding on the top level links.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-17</h3>
<p class="clog">
Began redesigning the chatup system so streamline and simplify and give more agency to player choices in levelling up skills and name selection.
Chat interaction availability now dependant of Persuasion Skill Level. Each interaction lists which aspects of the humans personality they work against (Friendship, Ego or Sexuality) each of which are now reported to the player at various degrees of clarity dependant on their Body Language Skill Level.
The behind the scenes rolls are now also shown, and highlight any bonus related to player traits or skill that are applicable.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-16</h3>
<p class="clog">
Change to chat system so top level items now highlight when new questions are available.
<br>Renamed some of the files that had picked up .JPG extensions rather than .jpg
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-15</h3>
<p class="clog">
Updated the launch screen for the nightly builds to indicated the intended use of these builds.
<br>Added a sunbathing event to the courtyard that also increases concentration.
<br>Fixed bug in sisters chats that prevented the courtyard chats from updating.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-14</h3>
<p class="clog">
Removed map from the options whilst in the second combat training session to avoid missing of todo list/corrupting the game progress.
<br>Closing the map now respects any time skipping.
<br>Fixed potential bug were jumping to after the bar tutorial would result in there being no humans.
<br>Prevent the training sessions starting at night to avoid time progression issues.
<br>Added peeking options for the sister and aunt in the Family Home, should help to boost exhibitionism growth.
<br>Late night event added to the conservatory
<br>Changed peeking code so it better increases exhibitionism, removed chance for lost progress.
<br>Added an opening screen game guide the help players understand the sort of experience they are in for.
<br>Additional chat options for the Aunt.
<br>Added more detail to the responses given when peeking so the player can better see how much the npc apricated it, or didn't!
<br>Fixed will code during sleep due to typo.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-13</h3>
<p class="clog">
Moved scry to a widget for more portability. Built in code for 3 levels or scry, though only level 1 is implemented.
<br>Can also scry on $om.name whilst masturbating
<br>Rebuilt the exhibitionism system for the city. Currently can play out whilst studying books.
<br>Adjusted horniness stats for sister and om so masturbation is not fully satisfying.
<br>Added animation effect to scry images.
<br>Adjust z-level for images to pop over todo list when enlarging.
<br>$om.name can get lonely at night and may visit you when she's feeling particularly horny. (Currently only one scene avaiallbe, more to come)
<br>Potential workers are now easier to chatup.
<br>Adjustment to masturbation code to increase desire for interactions.
<br>Workers can now be worked with to increase the speed with which they level up at the cost of will and earnings that day.
<br>Corrects chat code for the bookstore visitors to the new system.
<br>Added combat style choice to start menu.
<br>Initial todos added to the US area to help guide through available locations and options.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-12</h3>
<p class="clog">
Adjusted the ChatUp routines to reduce the time required to chatup the initial girls to aid in the game introduction.
<br>After feeding on a human for the first time the new hunger mechanic will now come in to effect requiring the player to feed again before too long or begin to suffer will damage. This will become more important as actions that cost will come in to effect.
<br>Added check to the nightly resetHumans routine to only run if any humans actually exist yet.
<br>City map now reports sisters and $om.name's locations correctly when they are in the livingroom/oms bedroom.
<br>Allow player to enter a second name when starting the game.
<br>Updated launch menu to standardise the music selections and allow custom names with quick starts.
<br>Added first stages of new power 'Scry' to allow the player to scry on certain targets, currently only at very close range.
</p>
</clog>
<clog>
<<set _updates++>>
<h3 class="noshadow">2019-08-09</h3>
<p class="clog">
Map added to the City too.
<br>Added new jump in for after the 'Chat Up' tutorial.
<br>Updated code for arrival in the US to create a worker after update to the createHuman code.
<br>Adjusted movement code to not try and move second level NPCs outside of valid hours.
<br>Added check to the city bar so that is no workers exist it creates the initial one.
<br>Ensured weeklyincome variable is initialised to $ 0
<br>ToDos should now lead player up to the US trip.
</p>
</clog>
<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)>>
<<set $alphaVersion = _release +"."+_subrelease+ " (Build:" + _version + ")">>
<<back "Close">>/* 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 */
<<elseif $player.traits.contains("Deep Read")>>
Your <span class="success">Deep Read</span> tells you:
<<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 horniness at the moment.</p>
<</if>>
<<if _charstats.exhib >= 50>>
<p>She might enjoy giving you the odd flash of thigh.</p>
<<elseif _charstats.exhib >= 60>>
<p>She's starting to enjoy showing her body off.</p>
<<elseif _charstats.exhib >= 70>>
<p>She's probably thinking of a way to catch you attention.</p>
<<elseif _charstats.exhib >= 80>>
<p>She's become quite the exhibitionist, given the chance.</p>
<<elseif _charstats.exhib >= 90>>
<p>Your surprised she hasn't started just walking around naked!</p>
<<else>>
<p>She is not one for exposing herself unduly.</p>
<</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>>
<<set _nextSection = 0>>
<<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>>
<<set _nextSection = 0>>
<<print "<<display " + _thisQuestion[3] +">>">>
/* Return to the questions list */
<div id="ChatReturn">
<<display chatReturn>>
</div>
<</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++>>
<<set _unlockpair = _thisQuestion[4][_nq]>>
<<unlockQuestion _unlockpair.array _unlockpair.question>>
<</for>>
<</if>><<if $chatReturnDisable is false>>
<<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>>
<</if>>
<<set $chatReturnDisable to false>>/* Allow checking out of certain characters */
<<set _char = $chatReturn.slice(0, -4)>>
<<if _char.includes("sister") or _char.includes("om") or _char.includes("bookstoreowner") or _char.includes("adamsgirl") or _char.includes("aunt") or _char.includes("vossengirl")>>
<<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, 25)>>
<<set _spin to either(-1, 1)>>
<<set _checkexhib = _checkexhib * _spin>>
<<set _checkexhib = 50 + _checkexhib>>
<<print "<<set _exhib = $" + _char + ".exhib>>">>
<<print "<<set _horn = $" + _char + ".horn>>">>
<<if _checkexhib <= (_exhib + _horn + ($player.peekBonus * 10))>>
<<set _successscore = (_exhib + _horn + ($player.peekBonus * 10)) - _checkexhib>>
<<if _successscore < 5 >>
<<set _peekresponse = "Cheeky, I thought we were talking. Hehe">>
<<elseif _successscore < 10>>
<<set _peekresponse = "Liking what you see?">>
<<elseif _successscore < 20>>
<<set _peekresponse = "Oh, you know how to make a girl feel desirable.">>
<<else>>
<<set _peekresponse = "It's like your eyes are caressing me!">>
<</if>>
<<print "<p class='npc "+_char+"'>"+_peekresponse+"</p>">>
<<else>>
<<set _successscore = _checkexhib - (_exhib + _horn + ($player.peekBonus * 10))>>
<<if _successscore < 5 >>
<<set _peekresponse = "Nice try, but I can see what you are doing.">>
<<elseif _successscore < 10>>
<<set _peekresponse = "Erm, we're talking here!">>
<<elseif _successscore < 20>>
<<set _peekresponse = "Look, I'm not just eye-candy you know!">>
<<else>>
<<set _peekresponse = "Oy, my eyes are up here!">>
<</if>>
<<print "<p class='npc "+_char+"'>"+_peekresponse+"</p>">>
<<print "<<adjustStat $"+_char+" 'horn' -1>>">>
<</if>>
<<if $testing>>
<p class="debug">
Check: _checkexhib Spin was: _spin Score: _successscore
</p>
<</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.
<<link "Talk with her.">>
<<replace #storyexits>>
<</replace>>
<<replace #storyactions>>
<</replace>>
<<replace #storypic>>
<<print "<img src='images/char/aunt/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "auntChat">>
<<display "auntChat">>
<</replace>>
<</link>>
</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>>
/* Mistress Devinshire */
<<if $devinshiremistress.location == _thisLoc>>
<p>
<<if _thisLoc == "cPark">>
$devinshiremistress.name is here, but her bodyguards are keeping a close eye.
<<else>>
$devinshiremistress.name is here.
<<link "Talk with her.">>
<<replace #storypic>>
<<print "<img src='images/char/devinshiremistress/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #storyexits>>
<</replace>>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "devinshiremistressChat">>
<<display "devinshiremistressChat">>
<</replace>>
<</link>>
<</if>>
</p>
<</if>>
/* Vossen Girl */
<<if $vossengirl.location == _thisLoc>>
<p>
<<if $vossengirl.story == 0>>
A girl you haven't seen here before is here.
<<else>>
$vossengirl.name is here.
<</if>>
<<link "Talk with her.">>
<<replace #storypic>>
<<print "<img src='images/char/vossengirl/chat/"+_thisLoc+".jpg'>">>
<</replace>>
<<replace #storyexits>>
<</replace>>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<<set $chatReturn = "vossengirlChat">>
<<display "vossengirlChat">>
<</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] == "i"+_unlock>>
<<print "<<set "+$args[0]+"[_x][0] to false>>">>
<</if>>
<</for>>
<</widget>>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _agQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "Hello.", false, "agHello", [{array: "$agQuestions", question: "agq002"}], "$agQuestions", "iagq001"],
[false, "How are you?", false, "agHowDoing", [], "$agQuestions", "iagq002"]
]>>
/* 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 $agQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set up bookshop array records */
<<set _agbQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "So you like hanging out here?", false, "agBookstore", [], "$agbQuestions", "iagb001"]
]>>
/* Create array if not yet existing */
<<if ndef $agbQuestions>>
<<set $agbQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _agbQuestions.length != $agbQuestions.length>>
<<for _q = 0; _q < _agbQuestions.length; _q++>>
<<set _tmpRec = _agbQuestions[_q]>>
<<set _flatArray = $agbQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $agbQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set up array records - Family*/
<<set _agfQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "So what can you tell me about your family.", false, "agFamily", [{array: "$agfQuestions", question: "agfq003"}], "$agfQuestions", "iagfq001"],
[true, "So you worked alongside my mother?", false, "agMother", [], "$agfQuestions", "iagfq002"],
[false, "Do you live in the city?", false, "agLive", [], "$agfQuestions", "iagfq003"]
]>>
/* Create array if not yet existing */
<<if ndef $agfQuestions>>
<<set $agfQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _agfQuestions.length != $agfQuestions.length>>
<<for _q = 0; _q < _agfQuestions.length; _q++>>
<<set _tmpRec = _agfQuestions[_q]>>
<<set _flatArray = $agfQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $agfQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set up array records - Home*/
<<set _aghQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "So is it just you and your brother living here? ", false, "agHomeLife", [], "$aghQuestions", "iaghq001"],
[true, "This seems like quite a nice apartment. ", false, "agApartment", [], "$aghQuestions", "iaghq002"]
]>>
/* Create array if not yet existing */
<<if ndef $aghQuestions>>
<<set $aghQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _aghQuestions.length != $aghQuestions.length>>
<<for _q = 0; _q < _aghQuestions.length; _q++>>
<<set _tmpRec = _aghQuestions[_q]>>
<<set _flatArray = $aghQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $aghQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set up array records - Other Families*/
<<set _agofQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "What can you tell me about the Devinshires.", false, "agDevinshires", [], "$agofQuestions", "iagofq001"]
]>>
/* Create array if not yet existing */
<<if ndef $agofQuestions>>
<<set $agofQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _agofQuestions.length != $agofQuestions.length>>
<<for _q = 0; _q < _agofQuestions.length; _q++>>
<<set _tmpRec = _agofQuestions[_q]>>
<<set _flatArray = $agofQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $agofQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "adamsgirlChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<set _newSQ to "asked">>
<<for _q = 0; _q < $agQuestions.length; _q++>>
<<if $agQuestions[_q][0] is true and $agQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<<print "<span class='"+_newSQ+"'>
<<link 'Friendy talk'>>
<<replace #questionsText>>
<<set _curQuestions = $agQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>>
</span>">>
<br>
/* Bookstore */
<<set _newSQ to "asked">>
<<for _q = 0; _q < $agbQuestions.length; _q++>>
<<if $agbQuestions[_q][0] is true and $agbQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<<print "<span class='"+_newSQ+"'>
<<if $adamsgirl.story >= 1 and $adamsgirl.location == 'cBookstore'>>
<<link 'The Bookstore'>>
<<replace #questionsText>>
<<set _curQuestions = $agbQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>><br>
<</if>>
</span>">>
/* Family History */
<<set _newSQ to "asked">>
<<for _q = 0; _q < $agfQuestions.length; _q++>>
<<if $agfQuestions[_q][0] is true and $agfQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<<print "<span class='"+_newSQ+"'>
<<if $adamsgirl.story >= 1>>
<<link 'Family History'>>
<<replace #questionsText>>
<<set _curQuestions = $agfQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>><br>
<</if>>
</span>">>
/* Home Life */
<<set _newSQ to "asked">>
<<for _q = 0; _q < $aghQuestions.length; _q++>>
<<if $aghQuestions[_q][0] is true and $aghQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<<print "<span class='"+_newSQ+"'>
<<if $adamsgirl.story >= 1 and ($adamsgirl.location == 'aLiving' or $adamsgirl.location == 'aGirlRoom' or $adamsgirl.location == 'aPool')>>
<<link 'Home Life'>>
<<replace #questionsText>>
<<set _curQuestions = $aghQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>><br>
<</if>>
</span>">>
/* Other Families */
<<set _newSQ to "asked">>
<<for _q = 0; _q < $agofQuestions.length; _q++>>
<<if $agofQuestions[_q][0] is true and $agofQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<<print "<span class='"+_newSQ+"'>
<<if $adamsgirl.story >= 1 and ($adamsgirl.location == 'aLiving' or $adamsgirl.location == 'aGirlRoom' or $adamsgirl.location == 'aPool')>>
<<link 'The Other Familes'>>
<<replace #questionsText>>
<<set _curQuestions = $agofQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>><br>
<</if>>
</span>">>
<br>
<<display "finishChat">>
</div>
/* Friendly 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" "agq001">>
<<removeToDo "td0026">>
<<addToDo "Find out where Ms Adams lives" "td0022">><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><p class="player">So you like hanging out here?</p>
<p class="npc adamsgirl">Oh many of us do, it's a quiet place and not so many humans come in these days. So we use it as a sort of catch up spot for any information we don't trust to technology.</p>
<p class="player">I see, so we don't trust technology much then?</p>
<p class="npc adamsgirl">Not if we can help it. That's very much the humans' thing and they have way too much control over it. Fine for day to day talk or business-related stuff, but not for more... delicate matters.</p>
<p class="player">Good to know.</p>
/* Family Chats */<p class="player">So what can you tell me about your family.</p>
<p class="npc adamsgirl">Hmmm, let me see. I guess the biggest difference is that we started here in the US. Well, that's not quite true. But we have no real records from before the slave times, so our family histories are somewhat limited compared to the likes of yours.</p>
<p class="player">Wait, there were vampire slaves?</p>
<p class="npc adamsgirl">Quite, from what information we have our ancestors thought hiding among slaves was a perfect way to avoid being discovered and would allow them to expand into these 'new' lands. Of course the ruse didn't last long, taking orders from humans is not our strong point, and those particular humans didn't really deserve any respect. And so we broke out of the system and did our best to start sowing the seeds of freedom.</p>
<p class="player">And now?</p>
<p class="npc adamsgirl">And now we have our place here. We're not quite as strong as we should be, there have been some serious setbacks along the way. But now that you are here I can see new avenues of possibility opening up before us.</p>
<p class="player">I'm sure.</p><p class="player">So you worked alongside my mother?</p>
<p class="npc adamsgirl">Indeed, ah we had some good times together and we were really making some good progress before... well you know the rest.</p>
<p class="player">Did she have any enemies here I should know about?</p>
<p class="npc adamsgirl">Enemies? No, not that I know off. She was certainly making a name for herself amongst the families, but I never heard of anything but respect for her. Even in the mess that followed there was never any sense of animosity towards her or your family. Sometimes things just don't work out.</p><p class="player">
So do you live in the city?
</p>
<p class="npc adamsgirl">
Yeah, we do actually. We had to downsize a little after.. well a while back.
</p>
<p class="player">
Maybe I could come and visit sometime?
</p>
<p class="npc adamsgirl">
Well of course, it would be our pleasure! We actually live in the apartment building next to your offices.
</p>
<p class="player">
Well that's convenient.
</p>
<p class="npc adamsgirl">
Isn't it though!
</p>
<<if $adamsgirl.story == 1>>
<<removeToDo "td0022">>
<<addToDo "Visit the Adams house" "td0023">>
<<set $adamsgirl.story = 2>>
<</if>>
/* Home Life */<p class="player">So is it just you and your brother living here?</p>
<p class="npc adamsgirl">Yeah, we're the only ones left down here, the main family collective is over on the west coast. After the troubles we almost left too, but $adamsboy.name was sure we should stay here ready to act if the time came.</p>
<<if $adamsgirl.location == $adamsboy.location>>
<p class="npc adamsgirl">Isn't that right $adamsboy.name?</p>
<p class="npc adamsboy">Indeed. I was sure things would eventually turn around for us if we just held out long enough, and I dare say that time is upon us sister. </p>
<p class="npc adamsgirl">Well let's hope so, a lot of that will come down to $player.name here.</p>
<p class="player">I hope I don't let you down then.</p>
<p class="npc adamsgirl">Something tells me you won't.</p>
<</if>><p class="player">This seems like quite a nice apartment. </p>
<p class="npc adamsgirl">It's OK I guess. We had to downscale quite a bit after the trouble, but it's still pretty high end by human standards I guess. Not quite the Devinshire Estate, but it serves $adamsboy.name and me well enough. </p>
<p class="player">Well you still have a room each, and this living area seems spaciousness enough. </p>
<p class="npc adamsgirl">True, and there is a pool barn too which I like to make use of when I can. $adamsboy.name isn't too bothered with that, but I enjoy spending time there and it's cheaper than a spa pass. </p>
<p class="player">Oh a pool, I might have to look into that. </p>
<p class="npc adamsgirl">I had a feeling you might say that. </p><p class="player">What can you tell me about the Devinshires. </p>
<p class="npc adamsgirl">They might as well be royalty is these parts. They've been top dog in the US since the time of the conquest as far as anyone can tell. They tend to keep us all in line, although I sometimes wonder how much that is to help us all and how much is to maintain the status quo. Either way not much happens in our world without them knowing about it so they can be a powerful ally to have, if they deem you worthy of their time that is.</p>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _dmissQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "Hello.", false, "dmissHello", [], "$dmissQuestions", "idmissq001"]
]>>
/* Create array if not yet existing */
<<if ndef $dmissQuestions>>
<<set $dmissQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _dmissQuestions.length != $dmissQuestions.length>>
<<for _q = 0; _q < _dmissQuestions.length; _q++>>
<<set _tmpRec = _dmissQuestions[_q]>>
<<set _flatArray = $dmissQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $dmissQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "devinshiremistressChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<set _newSQ to "asked">>
<<for _q = 0; _q < $dmissQuestions.length; _q++>>
<<if $dmissQuestions[_q][0] is true and $dmissQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<<print "<span class='"+_newSQ+"'>
<<link 'Friendy talk'>>
<<replace #questionsText>>
<<set _curQuestions = $dmissQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>>
</span>">>
<br>
<br>
<<display "finishChat">>
</div>
/* Friendly Chats */<p class="player">
Hello.
</p>
<p class="npc devinshiremistress">
Hmm? Oh hello $player.name.
</p>
<p class="player">
Looking for anything in particular.
</p>
<p class="npc devinshiremistress">
Not really, no. I'm just taking some time to myself.
</p>
<p class="player">
Oh, sorry. I'll leave you to it then?
</p>
<p class="npc devinshiremistress">
Please.
</p>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _dmQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "Hello.", false, "dmHello", [{array: "$dmQuestions", question: "dmq002"}], "$dmQuestions", "idmq001"],
[false, "So you worked with my mother?", false, "dmMother", [{array: "$dmQuestions", question: "dmq003"}], "$dmQuestions", "idmq002"],
[false, "Do you know anything about what happened with my mother?", false, "dmWhatHappened", [], "$dmQuestions", "idmq003"]
]>>
/* 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.vampname. 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" "dmq001">>
<<removeToDo "td0026">><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><<if _nextSection == 0>>
<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>
<<link "But they were fully integrated into our business affairs here.">>
<<set _nextSection = 1>>
<<replace #questionsText>>
<<display "dmWhatHappened">>
<</replace>>
<</link>>
<<elseif _nextSection == 1>>
<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 myself.
</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>
<<display chatReturn>>
<</if>>/* 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">
<<set _newSQ to false>>
<<for _q = 0; _q < $uQuestions.length; _q++>>
<<if $uQuestions[_q][0] is true and $uQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $uQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $uQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<<if passage() == "fhLibrary">>
<br>
<<set _newSQ to false>>
<<for _q = 0; _q < $ulibQuestions.length; _q++>>
<<if $ulibQuestions[_q][0] is true and $ulibQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "History talk">>
<<replace #questionsText>>
<<set _curQuestions = $ulibQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "History talk">>
<<replace #questionsText>>
<<set _curQuestions = $ulibQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<</if>>
<<if passage() == "fhKitchens">>
<br>
<<set _newSQ to false>>
<<for _q = 0; _q < $ukitchenQuestions.length; _q++>>
<<if $ukitchenQuestions[_q][0] is true and $ukitchenQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Table talk">>
<<replace #questionsText>>
<<set _curQuestions = $ukitchenQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Table talk">>
<<replace #questionsText>>
<<set _curQuestions = $ukitchenQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<</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">
$unclereading.text
</p>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _vgQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "Hello.", false, "vgHello", [{array: "$vgQuestions", question: "vgq002"},{array: "$vgQuestions", question: "vgq003"}], "$vgQuestions", "ivgq001"],
[false, "How are you?", false, "vgHowDoing", [], "$vgQuestions", "ivgq002"],
[false, "What do you enjoy doing?", false, "vgHobbies", [], "$vgQuestions", "ivgq003"]
]>>
/* Create array if not yet existing */
<<if ndef $vgQuestions>>
<<set $vgQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _vgQuestions.length != $vgQuestions.length>>
<<for _q = 0; _q < _vgQuestions.length; _q++>>
<<set _tmpRec = _vgQuestions[_q]>>
<<set _flatArray = $vgQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $vgQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set up array records */
<<set _vgtQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "Can I join you for a game?", false, "vgtGame", [], "$vgtQuestions", "ivgtq001"]
]>>
/* Create array if not yet existing */
<<if ndef $vgtQuestions>>
<<set $vgtQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _vgtQuestions.length != $vgtQuestions.length>>
<<for _q = 0; _q < _vgtQuestions.length; _q++>>
<<set _tmpRec = _vgtQuestions[_q]>>
<<set _flatArray = $vgtQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $vgtQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "vossengirlChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<set _newSQ to "asked">>
<<for _q = 0; _q < $vgQuestions.length; _q++>>
<<if $vgQuestions[_q][0] is true and $vgQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<span id="vgq">
<<link 'Friendy talk'>>
<<replace #questionsText>>
<<set _curQuestions = $vgQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>>
</span>
<<timed 10ms>><<addclass '#vgq' _newSQ>><</timed>>
<br>
<<if $vossengirl.location == "cCourts">>
<<set _newSQ to "asked">>
<<for _q = 0; _q < $vgtQuestions.length; _q++>>
<<if $vgQuestions[_q][0] is true and $vgtQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<span id="vgq">
<<link 'Play Tennis'>>
<<replace #questionsText>>
<<set _curQuestions = $vgtQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>>
</span>
<<timed 10ms>><<addclass '#vgq' _newSQ>><</timed>>
<br>
<</if>>
<br>
<<display "finishChat">>
</div>
/* Friendly Chats */<p class="player">
Hello.
</p>
<p class="npc vossengirl">
Oh hello. I don't believe we have met. I'm $vossengirl.name, $vossengirl.name $vossengirl.secondname. And you are?
</p>
<p class="player">$player.vampname $player.secondname. Good to meet you.</p>
<p class="npc vossengirl">Likewise.</p>
<<set $vossengirl.story = 1>>
<<lockQuestion "$vgQuestions" "vgq001">><p class="player">
How are you doing?
</p>
<p class="npc vossengirl">
<<if $vossengirl.horn > 80>>
Hmm, oh sorry I was miles away. Fine thanks.
<<elseif $vossengirl.dirt > 80>>
Hmm, oh sorry was about to head home actually. Need to freshen up.
<<else>>
Alls good here, thank you $player.vampname.
<</if>>
</p><p class="player">
What do you enjoy doing?
</p>
<p class="npc vossengirl">
Well, I spend quite a bit of time down at the country club. My father owns it so I take care of the day to day business down there, plus I like to keep up with my tennis.
</p>
<p class="player">
A country club? Very nice.
</p>
<<if $vossengirl.story < 2>>
<p class="npc vossengirl">
Yeah, it's not bad. Tell you what, since you are new in town and we like to make people feel welcome I'll let them know you have full access. We make enough money off the humans anyways.
</p>
<p class="player">
That's very kind of you thank you!
</p>
<p class="npc vossengirl">
Think nothing off it. We're all one happy family here, have to look out for our own.
</p>
<<set $vossengirl.story = 2>>
<<elseif $vossengirl.story == 2>>
<p class="npc vossengirl">
Yeah, it's not bad. You should come down sometime.
</p>
<p class="player">
I'll have a think about that.
</p>
<<else>>
<p class="npc vossengirl">
But of course you know that. Maybe a rematch sometime soon?
</p>
<p class="player">
I'll have a think about that.
</p>
<</if>><<set $chatReturnDisable to true>>
<p class="player">
Can I join you for a game?
</p>
<p class="npc vossengirl">
Always. Go get changed and we'll play a set.
</p>
<p>You spend the next hour playing some tennis with $vossengirl.name.</p>
<<set _playerskill = random(1,25) * $player.dexterity>>
<<set _vgirlskill = random(1,25) * $vossengirl.dexterity>>
<<if _playerskill > _vgirlskill>>
<p>You actually manage to best her!</p>
<<elseif _playerskill > _vgirlskill / 2>>
<p>You put up a good fight, but in the end she is too much for you.</p>
<<else>>
<p>$vossengirl.name easily beats you. It would appear she is quite practiced.</p>
<</if>>
<p class="npc vossengirl">
That was a good game. Maybe we can play again some time?
</p>
<p class="player">
I'll look forward to it.
</p>
<<if $vossengirl.story < 3>>
<p class="npc vossengirl">
Actually $player.vampname this has been a lot of fun, why don't you call by the home some time?
</p>
<p class="player">
That's very kind of you $vossengirl.name. I'll be sure to do that.
</p>
<<set $vossengirl.story = 3>>
<</if>>
<<set $game.timeProgress += 100>>
<<replace #storypic>>
<img src='images/char/vossengirl/chat/cCourtsAfter.jpg'>
<</replace>>
<<link "Shower">>
<<goto cCClub>>
<</link>>/* Counter for multipart questions */
<<set _nextSection = 0>>
/* Base Questions */
<<set _aQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "How are you doing?", false, "aqHowDoing", [], "$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 $aQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Bedroom Questions */
<<set _abedroomQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "What are you up to?", false, "aqUpTo", [{array: "$abedroomQuestions", question: "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 $abedroomQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Library Arrays */
<<set _alQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "What are you reading today?", false, "alReading", [], "$alQuestions", "ial0001"]
]>>
/* Create array if not yet existing */
<<if ndef $alQuestions>>
<<set $alQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _alQuestions.length != $alQuestions.length>>
<<for _q = 0; _q < _alQuestions.length; _q++>>
<<set _tmpRec = _alQuestions[_q]>>
<<set _flatArray = $alQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $alQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Dining room Questions */
<<set _adQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "Why are you sitting alone in here?", false, "awhyalone", [{array: "$adQuestions", question: "ad0002"}, {array: "$adQuestions", question: "ad0003"}, {array: "$adQuestions", question: "ad0004"}], "$adQuestions", "iad0001"],
[false, "I'm not quite sure how to best chat up girls.", false, "achatup", [], "$adQuestions", "iad0002"],
[false, "What can you tell me about our skills?", false, "askills", [], "$adQuestions", "iad0003"],
[false, "What can you tell me about traits?", false, "atraits", [], "$adQuestions", "iad0004"]
]>>
/* Create array if not yet existing */
<<if ndef $adQuestions>>
<<set $adQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _adQuestions.length != $adQuestions.length>>
<<for _q = 0; _q < _adQuestions.length; _q++>>
<<set _tmpRec = _adQuestions[_q]>>
<<set _flatArray = $adQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $adQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "auntChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<set _newSQ to false>>
<<for _q = 0; _q < $aQuestions.length; _q++>>
<<if $aQuestions[_q][0] is true and $aQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $aQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $aQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<<if passage() == "fhAuntsBedroom">>
<br>
<<set _newSQ to false>>
<<for _q = 0; _q < $abedroomQuestions.length; _q++>>
<<if $abedroomQuestions[_q][0] is true and $abedroomQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Bedroom talk">>
<<replace #questionsText>>
<<set _curQuestions = $abedroomQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Bedroom talk">>
<<replace #questionsText>>
<<set _curQuestions = $abedroomQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<</if>>
<<if passage() == "fhLibrary">>
<br>
<<set _newSQ to false>>
<<for _q = 0; _q < $alQuestions.length; _q++>>
<<if $alQuestions[_q][0] is true and $alQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Book Talk">>
<<replace #questionsText>>
<<set _curQuestions = $alQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Book Talk">>
<<replace #questionsText>>
<<set _curQuestions = $alQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<</if>>
<<if passage() == "fhDiningRoom">>
<br>
<<set _newSQ to false>>
<<for _q = 0; _q < $adQuestions.length; _q++>>
<<if $adQuestions[_q][0] is true and $adQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Quiet Talk">>
<<replace #questionsText>>
<<set _curQuestions = $adQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Quiet Talk">>
<<replace #questionsText>>
<<set _curQuestions = $adQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<</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 */<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><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>
/* Library */<p class="player">
What are your reading today?
</p>
<<if $auntreading.text == "">>
<<set $auntreading.text = either(
"Erm. Don't judge me but a little 50 Shades. I know, I know!",
"Ah, well today I'm delving into some Lovecraft, he was an odd fellow that one, but imaginative!",
"Writing actually, I like to keep a diary. After the first hundred years it can be hard to remember it all so I like to keep things written down.",
"Despite the cover it's not a Jackie Collins. Nope, Your mistake. Move along young man.")>>
<</if>>
<p class="npc aunt">
$auntreading.text
</p>
/* Dining Room Questions */<p class="player">
Why are you sitting alone in here?
</p>
<p class="npc aunt">
Oh, I like time to think sometimes. Reflect on events.
</p>
<p class="player">
Ah, ok. And what have you been thinking about?
</p>
<p class="npc aunt">
You actually! These are interesting times we are coming in to, there is a lot of work ahead and I want to make sure I've covered all the bases i can to help you.
</p>
<p class="player">
Thanks, I think. Grandfather has been teaching me history, Unlce how to fight, and $sister.name has been helping with other things. Although a lot remains unclear to me.
</p>
<p class="npc aunt">
Yes I thought as much, perhaps we can use this quiet time to go over some things, maybe fill in any gaps in your education?
</p>
<p class="player">
That would be a big help actually.
</p>
<p class="npc aunt">
Then it is decided. If you see me alone in here feel free to come and ask me anything you might be unclear on, hmm.
</p>
<p class="player">
Will do. Thanks $aunt.name.
</p><<if _nextSection == 0>>
<p class="player">
I'm not quite sure how to best chat up girls.
</p>
<p class="npc aunt">
Ah is that so. Yes, $sister.name might be a good guide but she always glosses over the details. Well now let us see.
</p>
<p class="npc aunt">
Humans are quite simple creatures really. Especially those you will be feeding upon. They do have several qualities that are important to take not of though.
</p>
<p class="npc aunt">
First of all it is important to remember that not all women are created equal, and some are just going to be harder conquests than others. That said the trickier they are to capture, the more rewarding they can be. So be sure to try and assess how difficult she is before you begin your approach. It make be tricky at first but as you get better at reading body language you should be able to read them quite easily.
</p>
<p class="player">
OK, that seems obvious enough.
</p>
<<link "Continue">>
<<set _nextSection = 1>>
<<replace #questionsText>>
<<display "achatup">>
<</replace>>
<</link>>
<<elseif _nextSection == 1>>
<p class="npc aunt">
Now each human has three aspects to their personality that you need to consider, those being friendship, ego and sexuality. Learning which of those are any given girls weaknesses will speed you on your way to enthralling them. Again as your body language skills increase you will gain a clearer picture of her approach to life.
</p>
<p class="player">
OK, so I need to exploit these three aspects, but how.
</p>
<p class="npc aunt">
When you are chatting up a girl you can take one of three approaches, each favouring a different aspect. Now your chance of success is the same for all three approaches, but the rewards will be higher if you take an approach that resonates with the girls psyche.
</p>
<p class="player">
Yeah, I see. What about getting them a little tipsy first?
</p>
<p class="npc aunt">
That can work, certainly. And if they accept it will absolutely make you job easier. However fail and you will find your time with them cut short as they will have turned off the idea of spending time with you, might be best to try again another night at that point.
</p>
<p class="player">
OK, thanks $aunt.name, that's a big help.
</p>
<p class="npc aunt">
A pleasure my dear.
</p>
<<set _nextSection = 0>>
<<display chatReturn>>
<</if>><<if _nextSection == 0>>
<p class="player">
What can you tell me about skills?
</p>
<p class="npc aunt">
Well now, we vampires have four areas that we like to concentrate our learning upon. Those being concentration, persuasion, mesmerism and body language.
</p>
<p class="npc aunt">
Concentration is our ability to absorb information, the higher our concentration the quicker we can learn the other skills. Whilst not entirely necessary is can be a big help, not to mention the methods for increasing it can often be quite enjoyable. But I'll leave that for you to find out.
</p>
<p class="npc aunt">
Persuasion is a skill upon which we base our lives. It is the way in which we ensure our will is done amongst the humans. Increasing this skill not only makes it quicker to enthral a human, it also unlocks additional abilities along the way opening up new avenues of persuasion. I'd highly recommend focusing on this, it is the core of being a vampire.
</p>
<p class="player">
Good so far, concentrate to boost learning, persuasion to open up the humans minds.
</p>
<<link "Continue">>
<<set _nextSection = 1>>
<<replace #questionsText>>
<<display "askills">>
<</replace>>
<</link>>
<<elseif _nextSection == 1>>
<p class="npc aunt">
Mesmerism in some ways goes hand in hand with persuasion. Whilst persuasion readies the human mind for our control it is the power of mesmerism that allows use to exploit that. A powerful mesmerist will be able to quickly alter the minds of humans and extract the maximum about of will from them when feeding. Not only that it is key to unlocking some of our more advanced abilities. Nothing to worry about for now, but in time you will learn to value it.
</p>
<p class="npc aunt">
Finally Body Language is our ability to ready the desires and thoughts of humans from the way they conduct themselves. In some ways this is more ancillary like concentration, however with it you will better understand what makes any given human tick and that can only aid you in a swift and easy enthralment.
</p>
<p class="player">
Right so mesmerism to better control the humans, and body language to ascertain the best route. Great, thanks $aunt.name.
</p>
<p class="npc aunt">
Don't mention it.
</p>
<<set _nextSection = 0>>
<<display chatReturn>>
<</if>><<if _nextSection == 0>>
<p class="player">
What can you tell me about traits?
</p>
<p class="npc aunt">
Oh now then, traits are a far more complex thing than skills. You can't just learn them from readying a book, they are more a representation of your core being. Certain choices you make along the way may unlock new aspects of yourself but it will be unclear before hand that it is so. You will have to feel you way through them and just be thankful when one turns up. As for those that exist however, that I can help you with.
</p>
<p class="player">
Please do.
</p>
<p class="npc aunt">
<span class="success">Quick Eyes</span> allow you to better take a glance at things without someone noticing. Or rather perhaps, not mind that you are doing so. Perfect for a voyeur such as yourself I'm sure.
</p>
<p class="player">
I... er...
</p>
<p class="npc aunt">
<span class="success">Good Friend</span> will see you winning over the friendship of humans quicker, a very useful thing if a little limited.
</p>
<p class="player">
Every little helps I guess.
</p>
<p class="npc aunt">
<span class="success">Persuader</span> means that you are more likely to have any approach on a human work out in your favour, it would be the prefect bedfellow to <span class="success">Good Friend</span> however very few end up with both traits.
</p>
<p class="player">
Shame.
</p>
<<link "Continue">>
<<set _nextSection = 1>>
<<replace #questionsText>>
<<display "atraits">>
<</replace>>
<</link>>
<<elseif _nextSection == 1>>
<p class="npc aunt">
<span class="success">Beguiler</span> then, I am rather fond of this trait as anyone with it will find those around them becoming more open with their exhibitionism. Not that they won't around you anyway, being who you are, but this knocks things up a gear.
</p>
<p class="player">
Nice!
</p>
<p class="npc aunt">
<span class="success">Mesmerist</span> like <span class="success">Persuader</span> makes it easier for you to handle humans, though obviously this is more after an enthralment. Mesmerists will find even a small feeding pool can be enough for them leaving them time to spend on other things.
</p>
<p class="player">
Could be useful I guess.
</p>
<p class="npc aunt">
<span class="success">Wetener</span> is a rather crude name for such a lovely trait. With it you'll find people around you getting far more turned on than usual, and that can only lead to good things right?
</p>
<p class="player">
Can't see a downside, no.
</p>
<p class="npc aunt">
I hope that helps.
</p>
<p class="player">
Very much so $aunt.name. You're the best.
</p>
<<set _nextSection = 0>>
<<display chatReturn>>
<</if>>/* Ensure all chat arrays are updated */
/* Set up array records */
<<set _bQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "How are you doing?", false, "bHowDoing", [], "$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>>
/* Character Questions */
<<set _bCharacterQuestions to [
[true, "Do you have any ideas on something I could buy for $adamsgirl.name?", false, "badamspresent", [], "$bCharacterQuestions", "ibbcq0001"],
[false, "Mrs Denishire seems... different.", false, "bmrsdevinshire", [], "$bCharacterQuestions", "ibbcq0002"]
]>>
/* Create array if not yet existing */
<<if ndef $bCharacterQuestions>>
<<set $bCharacterQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _bCharacterQuestions.length != $bCharacterQuestions.length>>
<<for _q = 0; _q < _bCharacterQuestions.length; _q++>>
<<set _tmpRec = _bCharacterQuestions[_q]>>
<<set _flatArray = $bCharacterQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $bCharacterQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Devinshire Questions */
<<set _bDevinshireQuestions to [
[true, "What can you tell me about the Devinshires?", false, "bdevoverview", [], "$bDevinshireQuestions", "ibdevq0001"]
]>>
/* Create array if not yet existing */
<<if ndef $bDevinshireQuestions>>
<<set $bDevinshireQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _bDevinshireQuestions.length != $bDevinshireQuestions.length>>
<<for _q = 0; _q < _bDevinshireQuestions.length; _q++>>
<<set _tmpRec = _bDevinshireQuestions[_q]>>
<<set _flatArray = $bDevinshireQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $bDevinshireQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Delarosa Questions */
<<set _bDelarosaQuestions to [
[true, "What can you tell me about the Delarosas?", false, "bdeloverview", [], "$bDelarosaQuestions", "ibdelq0001"]
]>>
/* Create array if not yet existing */
<<if ndef $bDelarosaQuestions>>
<<set $bDelarosaQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _bDelarosaQuestions.length != $bDelarosaQuestions.length>>
<<for _q = 0; _q < _bDelarosaQuestions.length; _q++>>
<<set _tmpRec = _bDelarosaQuestions[_q]>>
<<set _flatArray = $bDelarosaQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $bDelarosaQuestions.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">>
<<set _newSQ to "asked">>
<<for _q = 0; _q < $bBookstoreQuestions.length; _q++>>
<<if $bBookstoreQuestions[_q][0] is true and $bBookstoreQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<span id="strq">
<<link "About the bookstore">>
<<replace #questionsText>>
<<set _curQuestions = $bBookstoreQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>><br>
</span>
<<timed 10ms>><<addclass '#strq' _newSQ>><</timed>>
<<if $adamsgirl.story >= 2>>
<<link "The Adams">>
<<replace #questionsText>>
<<set _curQuestions = $bCharacterQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>><br>
<</if>>
<<if $devinshiremaster.story >= 1>>
<<link "The Devinshires">>
<<replace #questionsText>>
<<set _curQuestions = $bDevinshireQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>><br>
<</if>>
<<set _newSQ to "asked">>
<<for _q = 0; _q < $bDelarosaQuestions.length; _q++>>
<<if $bDelarosaQuestions[_q][0] is true and $bDelarosaQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<<if $bookstoreowner.story >= 1>>
<span id="delq">
<<link 'The Delarosa'>>
<<replace #questionsText>>
<<set _curQuestions = $bDelarosaQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>><br>
</span>
<<timed 10ms>><<addclass '#delq' _newSQ>><</timed>>
<</if>>
<</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><div id="presenttext">
<p class="player">Do you have any ideas on something I could buy for $adamsgirl.name?</p>
<p class="npc bookstoreowner">Hmm, interesting question. Looking to get on her good side?</p>
<p class="player">Just she's been very welcoming of me, so I thought I might reward her with something nice.</p>
<p class="npc bookstoreowner">And no ulterior motive?</p>
<p>She laughs</p>
<p class="npc bookstoreowner">No need to worry, she's an attractive girl for sure. Let me think...</p>
<p>She spends a few minutes on her computer checking her records</p>
<<link "Wait for her to finish looking...">>
<<replace #presenttext>>
<p class="npc bookstoreowner">Hmm, this might be something. There is a listing at our branch in Ontario for a photograph from around the 1860s. It depicts a boathouse that was used as part of the underground railroad to ferry escaped slaves into Canada. If would seem that $adamsgirl.name's great grandfather helped run that boathouse. Could be something. </p>
<p class="player">That sounds perfect, can we have it sent here?</p>
<p class="npc bookstoreowner">Oh well our records must be maintained, however I could have a copy made and sent down, might cost you a bit though, this is how we make our living after all.</p>
<p class="player">Of course. And how must is that?</p>
<p class="npc bookstoreowner">No more than $70, it is only a copy after all, we just need to cover the postage and our standard fee. When it arrives I'll add it to yor personal shopping list along with the training books you currently have.</p>
<p class="player">Thank you $bookstoreowner.name.</p>
<<if $adamsgirl.story == 2>>
<<set $adamsgirl.story = 3>>
<<lockQuestion "$bCharacterQuestions" "bbcq0001">>
<<set $boathouseday = $game.day>>
<</if>>
<</replace>>
<</link>>
</div><p class="player">
Mrs Denishire seems... different.
</p>
<p class="npc bookstoreowner">
Oh. Really? How so?
</p>
<p>She gives a sly little smile as she asks.</p>
<p class="player">Well I couldn't feel her aura, can we hide that from others?</p>
<p>She whispers her response.</p>
<p class="npc bookstoreowner">Yes, it is possible, but it takes a lot of concentration and is not something we would do just for wandering around town, and I can assure you that Mrs Devinshire definitely isn't doing that.</p>
<p class="player">What then? She can't be human, no human could survive a real relationship with one of us could they?</p>
<p class="npc bookstoreowner">No, not normally. But Mrs Devinshire is no ordinary human. She is what we refer to as an Insatiable. They are rare, but often highly valued.</p>
<p class="player">Insatiable? I'm not sure I understand.</p>
<p class="npc bookstoreowner">Well as you have learned, we can't become too physical with humans as doing so would drain them of so much will as to leave them as husks, and that just leads to too many questions getting asked. However there are a few, maybe as little as one percent of the population whose sex drives are so high that they can not be drained. These we call The Insatiable. And they quite often produce the strongest of offspring.</p>
<p class="player">Oh wow. Ok. That's very interesting.</p><p class="player">What can you tell me about the Devinshires?</p>
<p class="npc bookstoreowner">Ah well, the Devinshires are quite possibly the most influential family there is. They are rumoured to have family members in pretty much every government office you would care to think of. Both locally and nationally.</p>
<p>Huh, that's impressive. No other family can match them?</p>
<p class="npc bookstoreowner">Not individually no. So it pays to be on their side of events whenever possible.</p>
<p class="player">I'll try to remember that.</p>
<p class="npc bookstoreowner">Yes, that would be a good idea. Your family could certainly use their help.</p><p class="player">What can you tell me about the Delarosas?</p>
<p class="npc bookstoreowner">You are thinking of your office manager $om.name, yes?</p>
<p class="player">Yeah I figured it couldn't hurt to know more about the people I'm working with.</p>
<p>She gives a smile.</p>
<p class="npc bookstoreowner">Sadly there is not too much to tell you. $om.name is one of The Adrift.</p>
<p class="player">The Adrift? What does that mean?</p>
<p class="npc bookstoreowner">That is the name we give to families that have lost their holdings. They are not considered true families. They are still a part of us of course, but they must find ways to make themselves useful to the major families, such as yours or the Devinshires.</p>
<p class="player">I had no idea. Are there many Adrift?</p>
<p class="npc bookstoreowner">Not in terms of numbers, but there are more families that have fallen to this status than those that remain. The Dupree, The Vorkink, The Geigers. All once proud families now having to align themselves with one family or another. </p>
<p class="player">Huh, I didn't realise we had a class system.</p>
<p class="npc bookstoreowner">Oh we see The Adrift as equals on a personal level. They are still a part of us. At least they are not Outcasts.</p>
<p class="player">Outcasts?</p>
<p>Her expression grows dark.</p>
<p class="npc bookstoreowner">Nothing to worry about, they do not concern us. Best ignored.</p>
<p>With that she seems to close up on the subject. Perhaps another time.</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 _omPenthouseQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[false, "$sister.name said you can help me with concentration?", false, "omExercise", [], "$omPenthouseQuestions", "iompq0001"]
]>>
<<set _omSexQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, [Activations], source */
[true, "So about the other night...", false, "omFirstSex", [], "$omSexQuestions", "iomsq0001"]
]>>
/* Create array if not yet existing */
<<if ndef $omSexQuestions>>
<<set $omSexQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _omSexQuestions.length != $omSexQuestions.length>>
<<for _q = 0; _q < _omSexQuestions.length; _q++>>
<<set _tmpRec = _omSexQuestions[_q]>>
<<set _flatArray = $omSexQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $omSexQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<<set _omOfficeQuestions to [
[true, "Can we review our employees?", false, "omOfficeEmployees", [], "$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>>
/* Create array if not yet existing */
<<if ndef $omPenthouseQuestions>>
<<set $omPenthouseQuestions to []>>
<</if>>
/* Check for missing entires and add them */
<<if _omPenthouseQuestions.length != $omPenthouseQuestions.length>>
<<for _q = 0; _q < _omPenthouseQuestions.length; _q++>>
<<set _tmpRec = _omPenthouseQuestions[_q]>>
<<set _flatArray = $omPenthouseQuestions.flatten()>>
<<if _flatArray.includes(_tmpRec[6])>>
/* Nothing to do */
<<else>>
<<run $omPenthouseQuestions.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Set return location */
<<set $chatReturn = "omChat">>
<div id="questionsText">
/* Common Header */
<<display chatHead>>
<<set _newSQ to false>>
<<for _q = 0; _q < $omQuestions.length; _q++>>
<<if $omQuestions[_q][0] is true and $omQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $omQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $omQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>><br>
/* If in the Penthouse */
<<if passage() == "oLiving" or passage() == "oTerrace" or passage() == "oOMBedroom">>
<<if $sister.storyYoga >= 3>>
<<set _newSQ to "asked">>
<<for _q = 0; _q < $omPenthouseQuestions.length; _q++>>
<<if $omPenthouseQuestions[_q][0] is true and $omPenthouseQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<<print "<span class='"+_newSQ+"'>
<<link 'Exercise talk'>>
<<replace #questionsText>>
<<set _curQuestions = $omPenthouseQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>>
</span>">><br>
<</if>>
<<if $om.storySex == 1>>
<<set _newSQ to "asked">>
<<for _q = 0; _q < $omSexQuestions.length; _q++>>
<<if $omSexQuestions[_q][0] is true and $omSexQuestions[_q][2] is false>>
<<set _newSQ to "unasked">>
<</if>>
<</for>>
<<print "<span class='"+_newSQ+"'>
<<link 'Sex talk'>>
<<replace #questionsText>>
<<set _curQuestions = $omSexQuestions>>
<<display 'questionsLayout'>>
<</replace>>
<</link>>
</span>">><br>
<</if>>
<</if>>
/* If in the OMs Office */
<<if passage() == "oOfficeManager">>
<<set _newSQ to false>>
<<for _q = 0; _q < $omOfficeQuestions.length; _q++>>
<<if $omOfficeQuestions[_q][0] is true and $omOfficeQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Office talk">>
<<replace #questionsText>>
<<set _curQuestions = $omOfficeQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Office talk">>
<<replace #questionsText>>
<<set _curQuestions = $omOfficeQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>><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.
<<addToDo "Keep spending time with $om.name" "td0024">>
<<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>
<<capture _emp>>
<<capture _name>>
<<for _emp = 0; _emp < $workers.length; _emp++>>
<<set _name = $workers[_emp].firstname + " " + $workers[_emp].lastname>>
<<link _name>>
<<set _imagepath = "images/workers/" + $workers[_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>
<<if $testing>>
<p class="debug">
Skill: $workers[_emp].skill<br>
Progress: $workers[_emp].progress<br>
Stress: $workers[_emp].stress<br>
</p>
<</if>>
<<link "Done">>
<<replace #questionsText>>
<<display omOfficeEmployees>>
<br>
<<display chatReturn>>
<</replace>>
<</link>>
<</replace>>
<</link>><br>
<</for>>
<</capture>>
<</capture>><<set $sister.storyYoga = 4>>
<<if def $om.storyExercise>>
<<set $om.storyExercise = 1>>
<<else>>
<<set $om to Object.assign($om, {storyExercise: 1})>>
<</if>>
<p class="player">
$sister.name said you can help me with concentration?
</p>
<p class="npc om">
Ah yes, she mentioned she'd been helping you improve your concentration. Sure I can help. I sometimes go for a run in Devinshire Park in the morning, do some stretching, perhaps you could join me?
</p>
<p class="player">
Sounds good!
</p>
<p class="npc om">
Cool, just come to my room in the mornings before I head to the office for the day and we can take a quick 30 minutes or so to get ready for the day.
</p>
<p class="player">
I'll let you know when I'm ready.
</p><<if _nextSection == 0>>
<p class="player">
So about the other night...
</p>
<p class="npc om">
Ah yes, well erm. You see I've been expecting you to come here for so many years, and well I kind of had this whole idea in my head about how you were going to be the one to change everything for me, and well... I guess I did get a little carried away...
</p>
<<link "Actually, yes. I'd prefer a more professional arrangement.">>
<<set $om.storySex = 2>>
<<addTrait "Business Focused">>
<<set _nextSection++>>
<<replace #questionsText>>
<<display "omFirstSex">>
<</replace>>
<</link>>
<br>
($om.name will become more focused on running the business. You will gain the <span class="success">Business Focused</span> trait.)
<br>
<<link "No, no, it's fine. I rather enjoyed it.">>
<<set $om.storySex = 3>>
<<addTrait "Well Sexed">>
<<set $player.persuasionBonus++>>
<<set $player.horninessBonus++>>
<<set _nextSection++>>
<<replace #questionsText>>
<<display "omFirstSex">>
<</replace>>
<</link>>
<br>
($om.name will be more inclined to have sex with you. You will gain the <span class="success">Well Sexed</span> trait. )
<br>
<<elseif _nextSection == 1>>
<<if $om.storySex == 2>>
<p class="npc om">
Oh. I see. Of course. I'm sorry I used you like that. Please forgive me.
</p>
<p class=player>
Not to worry. Just keep to the plan in future ok?
</p>
<p class="npc om">
Of course sir.
</p>
<<display "chatReturn">>
<<else>>
<p class="npc om">
Oh. That is a relief. I really should have given you more warning, but, well, you just have this effect on me.
</p>
<p class=player>
I wouldn't have it any other way. Feel free to come visit again when you are in the mood.
</p>
<p class="npc om">
Of course sir!
</p>
<<display "chatReturn">>
<</if>>
<<lockQuestion "$omSexQuestions" "omsq0001">>
<</if>>/* 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", [], "$sQuestions", "isq0004"],
[true, "So do you have any hobbies?", false, "sqHobbies", [], "$sQuestions", "isq0005"],
[true, "Looking good today sis.", false, "sqLooks", [], "$sQuestions", "isq0006"],
[false, "I seem to be seeing quite a lot then of you lately.", false, "sqShowOff", [], "$sQuestions", "isq0007"]
]>>
<<set _skitchenQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "Morning!", false, "sMorning", [], "$skitchenQuestions", "isk0001"]
]>>
<<set _slibQuestions to [
/* Available , Question Text, Been Asked, Name of passage to show, Activations X, X, X (-1 = No Activations), source */
[true, "What's that you're reading?", false, "sqLibReading", [], "$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", [], "$scourtyardQuestions", "isc0001"],
[false, "Didn't you mention something about sunbathing out here?", false, "scSunbathing", [], "$scourtyardQuestions", "isc0002"]
]>>
<<set _sconservatoryQuestions to [
[true, "What are you up to?", false, "syUpTo", [], "$sconservatoryQuestions", "isy0001"],
[false, "You say this can help with my studies?", false, "syHelp", [{array: "$scourtyardQuestions", question: "sc0002"}], "$sconservatoryQuestions", "isy0002"]
]>>
<<set _sulibraryQuestions to [
[true, "Sister, Uncle. How was the ceremony?", false, "sulCeremony", [], "$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>>
<<set _newSQ to false>>
<<for _q = 0; _q < $sQuestions.length; _q++>>
<<if $sQuestions[_q][0] is true and $sQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $sQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Friendy talk">>
<<replace #questionsText>>
<<set _curQuestions = $sQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<<if passage() == "fhLibrary">>
<br>
<<set _newSQ to false>>
<<for _q = 0; _q < $slibQuestions.length; _q++>>
<<if $slibQuestions[_q][0] is true and $slibQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Study talk">>
<<replace #questionsText>>
<<set _curQuestions = $slibQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Study talk">>
<<replace #questionsText>>
<<set _curQuestions = $slibQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<</if>>
<<if passage() == "fhLibrary" and $uncle.location == "fhLibrary">>
<br>
<<set _newSQ to false>>
<<for _q = 0; _q < $sulibraryQuestions.length; _q++>>
<<if $sulibraryQuestions[_q][0] is true and $sulibraryQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Ceremony Talk">>
<<replace #questionsText>>
<<set _curQuestions = $sulibraryQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Ceremony Talk">>
<<replace #questionsText>>
<<set _curQuestions = $sulibraryQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<</if>>
<<if passage() == "fhKitchens">>
<br>
<<set _newSQ to false>>
<<for _q = 0; _q < $skitchenQuestions.length; _q++>>
<<if $skitchenQuestions[_q][0] is true and $skitchenQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<link "Table talk">>
<<replace #questionsText>>
<<set _curQuestions = $skitchenQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<<else>>
<span class="asked">
<<link "Table talk">>
<<replace #questionsText>>
<<set _curQuestions = $skitchenQuestions>>
<<display "questionsLayout">>
<</replace>>
<</link>>
</span>
<</if>>
<</if>>
<<if passage() == "fhConservatory">>
<br>
<<set _newSQ to false>>
<<for _q = 0; _q < $sconservatoryQuestions.length; _q++>>
<<if $sconservatoryQuestions[_q][0] is true and $sconservatoryQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<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>>
</span>
<<else>>
<span class="asked">
<<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>>
</span>
<</if>>
<</if>>
<<if passage() == "fhCourtyard">>
<br>
<<set _newSQ to false>>
<<for _q = 0; _q < $scourtyardQuestions.length; _q++>>
<<if $scourtyardQuestions[_q][0] is true and $scourtyardQuestions[_q][2] is false>>
<<set _newSQ to true>>
<</if>>
<</for>>
<<if _newSQ is true>>
<span class="unasked">
<<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>>
</span>
<<else>>
<span class="asked">
<<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>>
</span>
<</if>>
<</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><p class="player">So do you have any hobbies?</p>
<p class="npc sister">Well I like my books, always plenty of them to read. Especially with Grandfathers library which he is happy for me to add to. </p>
<p class="player">Anynparticular genres?</p>
<p class="npc sister">Oh the usual for a girl of my age I guess. Fantasy, bit of romance, both together when possible.</p>
<p class="player">Thats cool. </p><p class="player"> Looking good today sis.</p>
<p class="npc sister"> Why thank you $player.name</p>
<p class="player"> Pleasure is all mine.</p>
<p class="npc sister"> Charmer.</p>
<p class="player"> I'm learning from the best</p>
<p>You wink at her.</p><p class="player">I seem to be seeing quite a lot then of you lately.</p>
<p class="npc sister">Well we do live together.</p>
<p class="player">Yes, yes but I mean more of you. Your body.</p>
<p class="npc sister">And you have a problem with that?</p>
<p class="player">Oh no no, not if you don't mind me looking.</p>
<p class="npc sister">
<<if $sister.exhib < 50>>
I kind of expect it but do try to control yourself.
<<elseif $sister.exhib < 70>>
Well it's nice to know one looks good.
<<elseif $sister.exhib < 80>>
Ah well, it's good to try out things on you before I use them in my hunts. And you are the perfect target.
<<elseif $sister.exhib < 90>>
I find I can't help myself these days, I crave it.
<<else>>
It's what I live for, so make sure you don't waste any opportunities.
<</if>>
</p>
/* Kitchen Questions */<p class="player">
Morning!
</p>
<p class="npc sister">
Morning yourself. Here's to another day of learning eh?
</p>
<p class="player">
I guess. Hopefully this is all leading somewhere.
</p>
<p class="npc sister">
Don't worry, we'll get there together.
</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>><p class="player">
Didn't you mention something about sunbathing out here?
</p>
<p class="npc sister">
I did yes, it's nice sometimes to just relax a bit and let the stresses soak away.
</p>
<p class="player">
I don't think I've noticed you out here in the past year.
</p>
<p class="npc sister">
It has been a while since I soaked up a few rays actually. Care to join me?
</p>
<p class="player">
Sounds good.
</p>
<p class="npc sister">
It's actually not bad for helping with concentration too to be fair, not as much as the yoga, but every little helps right?
</p>
<p class="player">
Bonus!
</p>
<p class="npc sister">
Just let me know when you are ready and we can go and get changed.
</p>
<<set $sister.storyYoga = 2>>
/* 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">
$sisreading.text
</p>
<</nobr>><p class="player">
So you mentioned books I could study?
</p>
<p>She takes a moment before looking up from her book,
<p class="npc sister">
Hmm? Oh yes. Let me explain. There are many books in this library that can help you to learn new techniques that will help you in various areas. For example, you might want to work on your persuasion after what I saw at the bar the other night.
</p>
<p class="player">
So I just read some books and magically I'm a god?
</p>
<p class="npc sister">
Not quite. You need to study yes, but you also need to put what you learn into practise. Study, practise, grow. That's the cycle of learning.
</p>
<p class="player">
Well that makes sense at least. But how will I know when it's paid off.
</p>
<p class="npc sister">
Oh you'll know when it happens.
</p>
<p>And with that she goes back to reading her book.</p>
<<unlockQuestion "$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>>
<<removeToDo "td0013">>
<<addToDo "Visit your sister in her room at night to study mesmerism" "td0014">>
/* 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 $loc = "LOCATION NAME">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[EXIT DESCRIPTION|EXITNAME][$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>><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>>
<<if $adamsgirl.story >= 2>>
[[The Adams Apartment|cAdamsDoor][$game.timeProgress += 5]]<br>
<</if>>
[[The Park|cPark][$game.timeProgress += 4]]<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()>>
<<timed 40ms>>
<<goto _thisPassage>>
<</timed>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
The city's main street.
</p>
<<display "whosHere">>
</div>
<<moveTime>>/* Double check to ensure at least one worker added to the game */
<<if $imagesetworkers == 0>>
<<createHuman "worker">>
<</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 displayGirls2>>
<</linkreplace>>
</div>
</div>
<<display "whosHere">>
</div>
<<moveTime>><<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>><br>
<<else>>
$books[_b].title ($books[_b].niceeffects) $ $books[_b].cost<br>
<</if>>
<</if>>
<</capture>>
<</for>>
<<if $adamsgirl.story == 3 and $game.day >= $boathouseday+5>>
<<if $player.cash >= 70>>
<<link "Buy Boathouse Photo">>
<<set $player.cash -= 70>>
<<set $adamsgirl.story = 4>>
<<removeToDo "td0027">>
<<addToDo "Give $adamsgirl.name the photo in her apartment" "td0028">>
<<goto cBookstore>>
<</link>> $70 <br>
<<else>>
<p>Boathouse Photo $70</p>
<</if>>
<</if>>
</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>>
<<removeToDo "td0018">>
<<addToDo "Meet the Adams" "td0026">>
<<addToDo "Meet the Devinshires" "td0025">>
<<set $game.timeProgress += 2>>
<<goto "cBookstore">>
<</link>>
<</replace>>
<</link>>
<<elseif $bookstoreowner.story >= 0 and $devinshiremistress.story == 1 and $devinshiremaster.location == "cBookstore">>
<p>As you enter the bookstore Mr Devinshire spots you and walks on over.</p>
<<link "Hello young man, I have someone I'd like to introduce you too.">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storypic>>
<img src='images/char/devinshiremistress/chat/cBookstore.jpg'>
<</replace>>
<<replace #storytext>>
<p class="npc devinshiremaster">Riley my dear, I want to introduce you to young Mr $player.familyname. He's new to town and yet is already making quite the name for himself.</p>
<p>The women before you is clearly the one from the park you saw the other day. That might explain the security, clearly Mr Devinshire doesn't take any chances.</p>
<p class="npc devinshiremistress">
Mr $player.familyname, a pleasure to meet you. If my husband has noticed you then you must be quite the prospect.
</p>
<p class="player">
Er, thank you.
</p>
<p class="npc devinshiremaster">$player.vampname is going to become quite the one to watch around here I think. So I thought you should know he is family.
</p>
<p class="npc devinshiremistress">
Of course $devinshiremaster.name, I understand.
</p>
<p>She nods and then steps back behind him.</p>
<p class="npc devinshiremaster">Good, good. Well then $player.vampname I'll let you get back to whatever it was you were up to. I'm always around if you want to talk about anything.
</p>
<p>As they return to their business you become aware that something is off. At first you can't quite place it, and then it comes to you. There was no presence to the woman, she didn't give off the tell tale essence of a vampire that you have become accustomed to. How very odd, was she human then? Why would Devinshire be married to a human? How would that even be possible? Curiouser and curioser.</p>
<<set $devinshiremistress.story = 2>>
<<set $devinshiremistress.location11 to ["cDevinshireHouse"]>>
<<set $devinshiremistress.location12 to ["cDevinshireHouse","cDevinshireHouse","cBookstore"]>>
<<set $devinshiremistress.location21 to ["cDevinshireHouse","cPark"]>>
<<set $devinshiremistress.location22 to ["cDevinshireHouse","cDevinshireHouse","cPark"]>>
<<set $devinshiremistress.location31 to ["cDevinshireHouse"]>>
<<set $devinshiremistress.location32 to ["cDevinshireHouse"]>>
<<set $devinshiremistress.location41 to ["cDevinshireHouse"]>>
<<set $devinshiremistress.location42 to ["cDevinshireHouse"]>>
<<removeToDo "td0025">>
<<unlockQuestion "$bCharacterQuestions" "bbcq0002">>
<<link "Get back to browsing">>
<<goto "cBookstore">>
<</link>>
<</replace>>
<</link>>
<<else>>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>><div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/city/park.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Devinshire Park">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[The Street|cStreet][$game.timeProgress += 4]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<<set _voychance = random(1,7)>>
<<if _voychance == 7 and $gametime != 4>>
<<set _pic = "parkvoy" + random(1,3)>>
<<set _text = "Well that's not something you see everyday.">>
<<else>>
<<set _pic = "park00" + random(1,4)>>
<<set _text = "You wander around for a while taking in the fresh air.">>
<</if>>
<<replace #storypic>>
<<print "<img src='images/city/park/"+_pic+".jpg'>">>
<</replace>>
<p>_text</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<timed 5s>>
<<goto _thisPassage>>
<</timed>>
<</replace>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
The cities green area, where many lunch or take a spot of exercise.
</p>
<<display "whosHere">>
<<if $devinshiremaster.story == 1 and $devinshiremistress.story == 0 and $game.time >= 1 and $game.time <= 2>>
<p>You spot a girl looking your way with a smile on her face.</p>
<<link "Approach.">>
<<replace #storypic>>
<img src='images/char/devinshiremistress/park.jpg'>
<</replace>>
<<replace #todo>><</replace>>
<<replace #storytext>>
<p>You start to approach and she gives a quick shake of the head.</p>
<p>Looking around you notice two men standing near by, they haven't noticed you but they are clearly keeping an eye on the women in front of you. Curious.</p>
<<link "Return to wandering the park.">>
<<set $devinshiremistress.story = 1>>
<<goto "cPark">>
<</link>>
<</replace>>
<</link>>
<</if>>
</div>
<<moveTime>><div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/adams/door.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Adam's Apartment">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[The Street|cStreet][$game.timeProgress += 4]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
You press on the buzzer to the Adam's Apartment...
</p>
<<set _adamslocations to ["aLiving"]>>
<<if _adamslocations.includes($adamsgirl.location) and $game.time != 1 and $game.time != 4>>
Someone is home. They buzz you in.
<<link "Enter">>
<<removeToDo "td0023">>
<<addToDo "Find something $adamsgirl.name would like" "td0027">>
<<goto aLiving>>
<</link>>
<<else>>
No one answers.
<</if>>
<<display "whosHere">>
</div>
<<moveTime>><div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/vossen/door.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Vossen's Estate">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[The Park|cPark][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
You press on the buzzer to the Vossen's Home...
</p>
<<set _vossenlocations to ["vLiving", "vKitchen"]>>
<<if _vossenlocations.includes($vossengirl.location) and $game.time != 1 and $game.time != 4>>
Someone is home. They buzz you in.
<<link "Enter">>
<<goto vLiving>>
<</link>>
<<else>>
No one answers.
<</if>>
<<display "whosHere">>
</div>
<<moveTime>><div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/city/countryclub.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Vossen Country Club">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[The Street|cStreet][$game.timeProgress += 4]]<br>
[[The Park|cPark][$game.timeProgress += 2]]<br>
[[Tennis Courts|cCourts][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<<display "whosHere">>
</div>
<<moveTime>><div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/city/tenniscourts.jpg">
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div>
<<set $loc = "Country Club Tennis Courts">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Country Club|cCClub][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<<display "whosHere">>
</div>
<<moveTime>><div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img @src=$locimage>
<br>
</div>
<div id="todo" class="imgwrapperdetails">
<<todo>>
</div>
</div><h3>Help</h3>
<h4>[[Call Center|HelpCallCenter]]</h4>
<h4>[[Traits & Powers|HelpTraitsPowers]]</h4>
<br>
<h5><<back "Close">></h5><h4> The Call Center </h4>
<p class="help">
The call center is you first source of income in the game. You recruit humans from the bar (or other pickup locations) and send them here to work daily.
</p>
<p class="help">
Each girl will earn a basic amount of $100* per day. However each day worked increases their stress, and once this is over 80% they will need to take time off. For level 0 girls (new recruits) this can mean as little as 3 days working each week.
</p>
<p class="help">
So given this, she will make $300 per week on average.
</p>
<p class="help">
She will keep 60% of this as her wage.
</p>
<p class="help">
The next 35% will go to the company for staff wages, future expansions and operations.
</p>
<p class="help">
The remaining 5% is yours to keep. So a whole $15 income. Not a lot huh?
</p>
<p class="help">
However as girls work they earn experience which will allow them to level up, and you can increase the speed of this by devoting some time to them at the call center. This will cost you Will, and reduce their income for the week but will benefit you in the long term.
</p>
<p class="help">
As stated girls start at level 0, but can progress up to level 5. Each level increases their basic income by $100. So $200 per day for Level 1, $300 for Level 2 and so on.
</p>
<p class="help">
Not only that but the higher the level the longer they take to get stressed, and the less recovery time they need once they are stressed, so they not only earn more but work more too.
</p>
<p class="help">
A Level 5 worker will be earning $600 per day, and will recover from being stressed in 2 days usually, increasing their work week to 5 days (as an average), or $3,000 earnings! That's $150 in your pocket, and that's just a single girl.
</p>
<br>
<p class="help">*If you pick up the "Business Focused" trait this increases to $120-$150 per day.
</p>
<h5><<back "Return to Help Menu">></h5>/* Traits Array */
<<set _traits to [
{name: "Quick Eyes", desc: "Lower chance of a negative outcome when peeking."},
{name: "Beguiler", desc: "Women enjoy showing off to you more."},
{name: "Good Friend", desc: "Humans level up faster when you chat them up."},
{name: "Persuader", desc: "You are more persuasive than others."},
{name: "Mesmerist", desc: "Humans are more pliable in your hands."},
{name: "Wetener", desc: "Female vampires can't help getting turned on in your presence."},
{name: "Wilful", desc: "You max Will Points is 5 higher than standard."},
{name: "Opener", desc: "Humans are more likely to accept a drink from you."},
{name: "Presence", desc: "As soon as you take a human home her libido will rise somewhat."},
{name: "Pleasing", desc: "When dealing with humans all checks are done as if that human is 1 level easier."},
{name: "Focused", desc: "When you put a Skill into practise study points are converted at twice the normal rate."},
{name: "Cheeky", desc: "Female vampires exhibitionism limits rise an an increase rate when talking with you."},
{name: "Flush", desc: "Female vampires horniness limits rise an an increase rate when talking with you."},
{name: "Distraction", desc: "Increased chance of a positive outcome when you peek at a vampire."},
{name: "Empowered", desc: "You max Will Points is 5 higher than standard. This is on top of any bonus from Wilful)"},
{name: "Awesome", desc: "When using the Power Awe the gains are doubled again."},
{name: "Visionary", desc: "The Will points cost of Scry is 2 less."},
{name: "Deep Read", desc: "Gain a general sense of a female vampires horniness and exhibitionism levels."}
]>>
<<set _powers to [
{name: "scry", desc: "You gain the ability to see the actions of others over short distances disregarding and physical obsicles in the way."},
{name: "plasticity", desc: "Humans minds bend to your will and can have their desires moulded to your whims."},
{name: "Awe", desc: "Whilst in your presence a human will find your conversation far more stimulating than normal."}
]>>
/* Page Text */
<h4 class="help"> Traits & Powers </h4>
<h5 class="help" style="text-align: left"> Traits </h5>
<p class="help">Traits are bought by spending the XP you earn from leveling up in you 4 Skills: Concentration, Body Language, Persuasion & Mesmerism. You will be able to purchase them once you reach the US location and have XP to spend.</p>
<p class="help">Traits are always active, so any ability they unlock is in play as soon as you buy them and have no will cost for usage.</p>
<br>
<<if $player.traits.length > 0>>
<h6 class="help" style="text-align: left">Your current Traits:</h6>
<<for _t = 0; _t < $player.traits.length; _t++>>
<<set _trait = $player.traits[_t]>>
<b><h6 class="success help" style="text-align: left; font-size: large">_trait</h6></b>
<p class="help">
<<set _idx = _traits.map(function(e) {return e.name;}).indexOf(_trait)>>
_traits[_idx].desc
</p>
<</for>>
<</if>>
<br>
<br>
<h5 class="help" style="text-align: left"> Powers </h5>
<p class="help">Powers have a much stronger influence that traits, however they need to be activated to have an effect and each activation costs willpower. The effects generally are also short term, lasting for maybe a single conversation or even instantaneous. These are unlocked either automatically when you level up a Skill, or in some cases requiring instruction from another character after achieving a new Skill level.</p>
<br>
<<if $player.ncpowers.length > 0>>
<h6 class="help" style="text-align: left">Your current Powers:</h6>
<<for _t = 0; _t < $player.ncpowers.length; _t++>>
<h6 class="success help" style="text-align: left">$player.ncpowers[_t]</h6>
<p class="help">
<<set _idx = _powers.map(function(e) {return e.name;}).indexOf($player.ncpowers[_t])>>
_powers[_idx].desc
</p>
<</for>>
<</if>>
<h5><<back "Close">></h5><<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 $showmap to true>>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<goto fhDriveway>>
<</link>>
</exits>
</div>
<div id="storyactions">
</div>
<div id="sisterchat">
</div>
<div id="storytext">
<div id="girls">
<p>Girls:</p>
<div id="chatup">
<<linkreplace "Look for a girl">>
<<display displayGirls2>>
<</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>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Create a new girl">>
<<createHuman>>
<</link>>
<br>
<<link "Reset Humans">>
<<resetHumans>>
<<goto TestChatup>>
<</link>>
<br>
</actions>
</div>
<p>Girls:</p>
<div id="girls">
<<linkreplace "Look for a girl">>
<<display displayGirls2>>
<</linkreplace>>
</div><<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>>
<<set _girl = _g>>
<</if>>
<<if $humans[_g].chatted is false and $humans[_g].interactions > 0>>
<<link "_girlname">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #humanstats>>
<<humanstats _g>>
<</replace>>
<<replace #chatup>>
<<chatUp2 _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>> like she's playing hard to get.
<<elseif $humans[_g].difficulty == 5>> like a challenge.
<</if>>
<<else>>
fine.
<</if>>
<<practiseSkill "bodylanguage">>
<br>
<<else>>
$humans[_g].firstname $humans[_g].lastname (already chatted with today).<br>
<</if>>
<</if>>
<</for>>
<</capture>>
</div>
<</replace>><<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 _g>>
<</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>>
<<practiseSkill "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 _girl>>
<</replace>>
<<replace #chatup>>
<<chatUp2 _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>>
<<else>>
<<if $player.storyHome < 20>>
<<goto "htBar">>
<<else>>
<<goto "cBar">>
<</if>>
<</if>>
<</link>>
<</if>>
<</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 _girl>>
<</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>">>
<<if $player.will >= 3>>
<<if $workers[_emp].skill < 4>>
<<if $workers[_emp].chatted is false>>
<<link "Spend some time working on her technique">>
<<workerBoost _emp>>
<</link>> (Cost: 3 Will & 25% of days income) <br>
<<else>>
<p>You already worked with her today.</p>
<</if>>
<<else>>
<p>$workers[_emp].firstname is already working to the best of her abilities.</p><br>
<</if>>
<<else>>
<p>You lack the will to work with her on her technique right now.</p><br>
<</if>>
<<link "Let her get back to work">>
<<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.",
"I really must up my protein intake.",
"My mouth is watering."]>>
<<set _l2cumchat = ["I need some on me, anywhere.",
"How is it so warm one minute, so cool the next?",
"I love rubbing cum into my breasts, they get so silky afterwards.",
"I love running my fingers through teh still warm cum on by belly. I feel so loved.",
"I wonder if you can swallow too much cum?"]>>
<<set _l3cumchat = ["I need to smell it, to taste it, I need it all over me!",
"The way the balls pull up just before a guy cums, I love to feel that between my fingers.",
"I wonder how many guys it would take to fill my face cream jar up?",
"I wonder if you can have a cum-buddy, just like a fuck-buddy but just to cum on me.",
"That dampness in my panties after a quicky, the smell of a man's cum on them for the rest of the day. Mmmm"]>>
<<set _l4cumchat = ["I love a guy who can get good distance on his cum, I want a downpour not a drizzle!",
"When a guy cums right onto my clit, god that feeling!",
"Cum, cum, cum!",
"I wonder what it feels like to cum on a girl, to mark your territory like that?",
"Deepthroat or facial? Ahh, I can't decide!"
]>>
<<set _l5cumchat = ["I need to be covered, completely covered in cum!",
"Can yo swim in cum? I'd like to try!",
"I so want to try bukkake!",
"Fuck milk or cream, I want cum in my coffee!",
"That warmth inside when I'm full of cum, god it's the best!"
]>>
<<set _l1pussychat = ["Oh, my little clam. She's gotten me through a lot.",
"Mmm, my girl and me!",
"Shaven or clean, I can never make my mind up!",
"Oh she's getting a little wet down there!",
"Patience girl, you'll get some."]>>
<<set _l2pussychat = ["Mmm, I'm going to have to do something about that feeling!",
"I think she's starting to dribble into my panties.",
"Oh my! She's hungry tonight!",
"Damn girl, you are insatiable!",
"Where did I put my toys?"]>>
<<set _l3pussychat = ["How did I get so wet so quick?",
"I hope all my batteries are charged.",
"How much yoga would it take before I could lick myself?",
"1? 2? 3 fingers tonight?",
"I need something throbbing between my legs."]>>
<<set _l4pussychat = ["I don't think I've ever been this wet before!",
"I need something thick. Thicker than I've ever had before!",
"Banana, no cucumber, no butternut!",
"I need someone to lick my pussy! Man, woman, anything in-between! ",
"Never mind fresh panties, I'm going to need fresh carpets!"]>>
<<set _l5pussychat = ["Fill. Me. Up!",
"I'm on fire, I need hosing down, from a nice big dick!",
"Oh god, I think I'm going to pass out if I don't get something inside me.",
"I've never been this turned on, I can barely breathe!",
"Oh my god, Oh my god, Oh my god!"]>>
<<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)>>
<<if $args[0] == "worker">>
<<set $imagesetworkers += 1>>
<<else>>
<<set $imageset += 1>>
<</if>>
<<if $imageset <= 4>>
<<set _diff to random(1, $imageset)>>
<<else>>
<<set _diff to random(1, 5)>>
<</if>>
<<set _friendship to random(1,5)>>
<<set _ego to random(1,5)>>
<<set _sex to random(1,5)>>
<<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 chatUp2>>
/*<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>*/
<<set _girl = $args[0]>>
<<set _failed to false>>
/* Human Name */
<<if $humans[_girl].level == 0>>
<p>Chatting with a new girl</p>
<<else>>
<p>Chatting with $humans[_girl].firstname</p>
<</if>>
/* Set that human has been interacted with today */
<<set $humans[_girl].chatted to true>>
/* Select the right location for the images */
<<if ndef $humans[_girl].worker>>
<<set _imagepath = "images/humans/" + $humans[_girl].imageset + "/">>
<<else>>
<<set _imagepath = "images/workers/" + $humans[_girl].imageset + "/">>
<</if>>
/* Replace the current image with the default for this girl*/
<<replace #storypic>>
<img @src="_imagepath + 'start.jpg'">
<</replace>>
/* Using body language hint at girls stats */
<<readGirl _girl>>
/* If an unknown girl show introduction option */
/*Introduction */
<<if $humans[_girl].level == 0>>
<<link "Introduce yourself">>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Well done, you managed to say hello without screwing up!
</p>
<</replace>>
<</if>>
<<replace #chatup>>
<p>You go to introduce yourself</p>
<p class="player">Hi I'm $player.name.</p>
<p class="npc chatup">Hi $player.name, I'm $humans[_girl].firstname. $humans[_girl].firstname $humans[_girl].lastname </p>
<<set $humans[_girl].level += 1>>
<<display contineChatup2>>
<</replace>>
<</link>><br>
<</if>>
/* Player Powers */
<<if $player.activepowers.includes("awe")>>
<p class="success">Awe Active!</p>
<<elseif $player.ncpowers.contains("Awe")>>
<<awe>><br>
<</if>>
/* Buy Drink */
<<if $humans[_girl].level >= 1 and $humans[_girl].drink is false and ($player.storyHome < 20 or $player.cash >= 5)>>
<<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 making your job easier, but she may turn you down and is costs you some time. 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>>
Gambit:<br>
<<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>
<<if $player.traits.includes("Opener")>>
<<set _playerChat += 10>>
<p>Attempt boosted by <span class='success'>Opener</span> trait.</p>
<</if>>
/* Success */
<<if _playerChat > _girlChat>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Nice! She accepted the drink.
</p>
<</replace>>
<</if>>
<<replace #storypic>>
<img @src="_imagepath + 'drinksuccess.jpg'">
<</replace>>
<p class="npc chatup">Thank you, I'd love one.</p>
<<if def $player.cash>>
<<set $player.cash -= 5>>
<p class="failure">$5 Spent</p>
<</if>>
<<set _increase = random(1, $humans[_girl].difficulty) + random(1, $humans[_girl].friendship)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
<<set $humans[_girl].drink to true>>
/* Failure*/
<<else>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
As I said, bold move, but risky. Maybe stick to something simpler.
</p>
<</replace>>
<</if>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p class="npc chatup">I'm fine with the one I have thanks.</p>
<</if>>
<<display contineChatup2>>
<</replace>>
<</link>><br>
<<else>>
<<if $humans[_girl].drink is true>>
$humans[_girl].firstname is a little drunk, success chances <span class="success">increased</span>.<br>
<</if>>
<</if>>
<<if $humans[_girl].level >= 1 and $player.persuasion[0] >= 0>>
Persuasion Level 0-1 Interactions:<br>
<<link "Make 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>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Smooth talking, you can keep talking with her or work on her ego or her sexuality.
</p>
<</replace>>
<</if>>
<<replace #storypic>>
<<playHeartBeat>>
<img class="pulse" @src="_imagepath + 'smalltalk.jpg'">
<</replace>>
<p>You spend a good while talking back and forth.</p>
<<set _increase = random(1, $humans[_girl].difficulty) + random(1, $humans[_girl].friendship)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Hmm, well you know what they say, if at first you don't succeed...
</p>
<</replace>>
<</if>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>The conversation quickly dries up.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup2>>
<</replace>>
<</link>> (Friendship)<br>
<<link "Compliment">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 1>>
/* Opening Text */
<p>You fire a few compliments her way in the hopes of gaining her attention.</p>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Success */
<<if _playerChat > _girlChat>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Nicely done, this works on a girls ego, as you get better at reading Body Language you'll be able to work out if she has a high ego or not, playing to her weaknesses provides quicker advancement.
</p>
<</replace>>
<</if>>
<<replace #storypic>>
<<playHeartBeat>>
<img class="pulse" @src="_imagepath + 'chat.jpg'">
<</replace>>
<p>You spend a good while talking back and forth.</p>
<<set _increase = $humans[_girl].difficulty + $humans[_girl].ego>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Maybe try another approach, or try again, maybe you'll get lucky.
</p>
<</replace>>
<</if>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>The conversation quickly dries up.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup2>>
<</replace>>
<</link>> (Ego)<br>
<<link "Flirt">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 1>>
/* Opening Text */
<p>You attempt to flirt with $humans[_girl].firstname.</p>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Success */
<<if _playerChat > _girlChat>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
I see your game, this works on a girls sexuality, as you get better at reading Body Language you'll be able to work out if she has high sexuality or not, playing to her weaknesses provides quicker advancement.
</p>
<</replace>>
<</if>>
<<replace #storypic>>
<<playHeartBeat>>
<img class="pulse" @src="_imagepath + 'flirt.jpg'">
<</replace>>
<p>She falls for your charm.</p>
<<set _increase = $humans[_girl].difficulty + $humans[_girl].sexuality>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<if passage() == "fhBarFirst">>
<<replace #sisterchat>>
<p class="npc sister tele">
Maybe try another approach, or try again, maybe you'll get lucky.
</p>
<</replace>>
<</if>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>That didn't go over too well.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup2>>
<</replace>>
<</link>> (Sexuality)<br>
<</if>>
<<if $humans[_girl].level >= 1 and $player.persuasion[0] >= 2>>
Persuasion Level 2-3 Interactions:<br>
<<link "Joke">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 2>>
/* Opening Text */
<p>You try to make her laugh with a few jokes.</p>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<<playHeartBeat>>
<img class="pulse" @src="_imagepath + 'laugh.jpg'">
<</replace>>
<p>She laps up your humor.</p>
<<set _increase = ((random(1, $humans[_girl].difficulty) + random(1, $humans[_girl].friendship)) * 2)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>She cringes somewhat at you attempts at humor.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup2>>
<</replace>>
<</link>> (Friendship)<br>
<<link "Listen">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 2>>
/* Opening Text */
<p>You sit back and let her talk about her problems.</p>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<<playHeartBeat>>
<img class="pulse" @src="_imagepath + 'chat.jpg'">
<</replace>>
<p>She is happy to have someone actually listen to her for once.</p>
<<set _increase = ((random(1, $humans[_girl].difficulty) + random(1, $humans[_girl].ego)) * 2)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>There is an uncomfortably long silence.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup2>>
<</replace>>
<</link>> (Ego)<br>
<<link "Touch">>
<<replace #chatup>>
<<set $humans[_girl].interactions -= 2>>
/* Opening Text */
<p>You lightly touch her arm while you talk.</p>
<<getPlayerRoll>>
<<getGirlRoll>>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<<playHeartBeat>>
<img class="pulse" @src="_imagepath + 'touch.jpg'">
<</replace>>
<p>You sense the electricity passing between you.</p>
<<set _increase = ((random(1, $humans[_girl].difficulty) + random(1, $humans[_girl].sexuality)) * 2)>>
<<adjustHumanLevel _increase>>
<<chatImprovement _increase>>
/* Failure*/
<<else>>
<<replace #storypic>>
<img @src="_imagepath + 'fail.jpg'">
<</replace>>
<p>She pulls back from your touch.</p>
<<set $humans[_girl].interactions -= 1>>
<</if>>
<<display contineChatup2>>
<</replace>>
<</link>> (Sexuality)<br>
<</if>>
<hr>
<<link "Finish talking with her.">>
<<set _thisBar = passage()>>
<<goto _thisBar>>
<</link>><br>
/* Take Home */
<<if $humans[_girl].level >= 100>>
<<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>>
Perform an embrace:<br>
<<if ndef $humans[_girl].worker>>
<<link "Enthral">>
<<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 readGirl>>
<<set _rgirl = $args[0]>>
From your <span class="success">Body Language Skills</span>
<<if $player.bodylanguage[0] < 1>>
(Level $player.bodylanguage[0]) you can tell:<br>
Very little, you can't really get a read on her.<br>
<<elseif $player.bodylanguage[0] == 1>>
(Level $player.bodylanguage[0]) you can tell:<br>
<<if $humans[_rgirl].difficulty >= 3>>
Not very open,
<<else>>
She seems fairly easy going,
<</if>>
<<if $humans[_rgirl].friendship >= 3>>
quite friendly,
<<else>>
not very approachable,
<</if>>
<<if $humans[_rgirl].ego >= 3>>
somewhat egotistical,
<<else>>
not very egotistical,
<</if>>
<<if $humans[_rgirl].sexuality >= 3>>
and perhaps a little easy.
<<else>>
and maybe more on the prudish side.
<</if>>
<br>
<<elseif $player.bodylanguage[0] == 2>>
(Level $player.bodylanguage[0]) you can tell:<br>
<<if $humans[_rgirl].difficulty >= 4>>
Not very open,
<<elseif $humans[_rgirl].difficulty == 3>>
An average girl,
<<else>>
She seems fairly easy going,
<</if>>
<<if $humans[_rgirl].friendship >= 4>>
rather friendly,
<<elseif $humans[_rgirl].friendship == 3>>
quite friendly,
<<else>>
not very approachable,
<</if>>
<<if $humans[_rgirl].ego >= 4>>
pretty egotistical,
<<elseif $humans[_rgirl].ego == 3>>
somewhat egotistical,
<<else>>
not very egotistical,
<</if>>
<<if $humans[_rgirl].sexuality >= 4>>
and promiscuous.
<<elseif $humans[_rgirl].sexuality == 3>>
and has a sparkle in her eye.
<<else>>
and maybe more on the prudish side.
<</if>>
<br>
<<elseif $player.bodylanguage[0] == 3>>
(Level $player.bodylanguage[0]) you can tell:<br>
<<elseif $player.bodylanguage[0] >= 4>>
(Level $player.bodylanguage[0]) you can tell:<br>
<</if>>
<</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 and $player.story < 20) or ($humans[_girl].level >= 1 and $humans[_girl].drink is false and $player.cash > 5)>>
<<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 */
<<if def $player.cash>>
<<set $player.cash -= 5>>
<p class="failure">$5 Spent</p>
<</if>>
<p class="player">Can I buy you a drink?.</p>
/* Success */
<<if _playerChat > _girlChat>>
<<replace #storypic>>
<img @src="_imagepath + 'drinksuccess.jpg'">
<</replace>>
<p class="npc chatup">Thank you, I'd love one.</p>
<<set _increase = random(1,$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 */
Worker Status: $humans[_girl].worker
<<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>>
Nope!
<<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] <= 8>>
<p>She seemed to like that.</p>
<<elseif $args[0] > 8 and $args[0] <= 16>>
<p>You certainly got her attention there.</p>
<<elseif $args[0] > 8>>
<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 practise points */
<<practiseSkill "persuasion">>
<</widget>>
<<widget resetHumans>>
/* Create desired number of humans */
/* Max 2 whilst in Family Home */
<<if $player.storyHome >= 15 and $imageset < 2>>
<<createHuman>>
<</if>>
<<if $player.storyHome >= 20 and $imageset < 3>>
<<createHuman>>
<</if>>
/* Create desired number of workers */
<<if $player.storyHome >= 20 and $imagesetworkers < 4>>
<<createHuman "worker">>
<</if>>
<<if $humans.length > 0>>
/* 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, true, 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>>
<</if>>
<</widget>>
<<widget humanstats>>
<<set _thisGirl = $humans[$args[0]]>>
<<if def _thisGirl>>
<<if _thisGirl.level > 0>>
<h5>
_thisGirl.firstname _thisGirl.lastname
</h5>
<h6>
_thisGirl.age years old
</h6>
<<set _levelPercentage = (_thisGirl.level)>>
<div class="w3-container-empty">
<<print "<div class=w3-container-filled style='width:"+_levelPercentage+"%'>Friendliness</div>">>
</div>
<<if _thisGirl.level <= 10>>
<p>You know very little about her.</p>
<<elseif _thisGirl.level <= 25>>
<p>You are starting to become friendly.</p>
<<elseif _thisGirl.level <= 50>>
<p>You are friends.</p>
<<elseif _thisGirl.level <= 75>>
<p>Good Friends.</p>
<<elseif _thisGirl.level <= 99>>
<p>Well acquainted.</p>
<<else>>
<p>Ready for an embrace.</p>
<</if>>
<<if $testing>>
<span class="debug">
She is a <<print setup.humantype[_thisGirl.difficulty]>> girl, with a friendship of _thisGirl.friendship, an ego of _thisGirl.ego and sexuality of _thisGirl.sexuality.<br>
Her Difficulty Rating is : _thisGirl.difficulty<br>
Interactions remaining: _thisGirl.interactions<br>
Level: _thisGirl.level<br>
</span>
<</if>>
<</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 $player.persuasion[0] > 0>>
<<set _playerPBonus = random(1, ($player.persuasion[0] * $skillboost))>>
<<else>>
<<set _playerPBonus = 0>>
<</if>>
$player.vampname scores: _playerChat <<if _playerPBonus > 0>> +_playerPBonus for Persuasion Level<</if>>
<<set _playerTBonus = ($player.persuasionBonus*3)>>
<<if _playerTBonus > 0>>
+ _playerTBonus for
<<if $player.traits.includes("Persuader")>><span class="success">'Persuader'</span><</if>>
<<if $player.traits.includes("Well Sexed")>> <span class="success">'Well Sexed'</span><</if>>
Trait(s)
<</if>>
<br>
<<set _playerChat += _playerPBonus>>
<<set _playerChat += _playerTBonus>>
<</widget>>
<<widget getGirlRoll>>
/* Basic Roll */
<<set _girlChat = random(1,15)>>
$humans[_girl].firstname scores: _girlChat
/* If drunk reduce roll */
<<if $humans[_girl].drink is true>>
<<set _drunkBonus = 5>>
<<else>>
<<set _drunkBonus = 0>>
<</if>>
<<set _girlChat -= _drunkBonus>>
<<if _drunkBonus > 0>>
-_drunkBonus for being drunk<</if>>
/* Add in the difficulty of the girl */
<<if $player.traits.includes("Pleasing") and $humans[_girl].difficulty > 1>>
<<set _newDiff = $humans[_girl].difficulty - 1>>
<<else>>
<<set _newDiff = $humans[_girl].difficulty>>
<</if>>
<<set _diffBonus = random(1,_newDiff)>>
<<set _girlChat += _diffBonus>>
+_diffBonus due to girls difficulty level<br>
<<if $player.traits.includes("Pleasing") and $humans[_girl].difficulty > 1>>
<p>Difficulty reduced by 1 for the <span class="success">Pleasing</span> trait.</p>
<</if>>
<</widget>>
<<widget adjustHumanLevel>>
<<set _adjustment = $args[0]>>
/* Boost for first few girls for less initial frustration */
/*<<if $humans[_girl].imageset < 4>>
<<set _adjustment += 5>>
<</if>>*/
<<set _playerbonus = ($player.levelBonus * 5)>>
<<set $humans[_girl].level += _adjustment>>
<<set $humans[_girl].level += _playerbonus>>
<p>Friendliness increases by _adjustment.</p>
<<if $player.traits.includes("Good Friend")>><p> +_playerbonus for the <span class="success">Good Friend</span> trait.</p><</if>>
<<if $player.activepowers.includes("awe")>>
<p> <span class="success">Awe</span> active, increase an additional _adjustment.</p>
<<set $humans[_girl].level += _adjustment>>
<</if>>
<<set $humans[_girl].level = Math.clamp($humans[_girl].level, 1, 100)>>
<</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">>
<<removeToDo "td0012">>
<<addToDo "Maybe there are books on enthrallment too, your sister will know probably." "td0013">>
<<takeHome _girl>>
<</link>>
<</replace>>
<</link>>Base
<</replace>>
<<else>>
<<set _maxInteractions = 10>>
<<set _prevM to false>>
<<set _prevP to false>>
<<set _previous = 0>>
<<if $sister.storyHome == 4>>
<<replace #sisterchat>>
<</replace>>
<</if>>
<<replace #chatup>>
<div id="enthralpowers">
/* Present plasticity options if available */
<<plasticity _girl>>
</div>
<<if $player.traits.includes("Presence")>>
<<set _presBoost = random(12,25)>>
<<set $humans[_girl].libido += _presBoost>>
<p><span class="success">Presence</span> trait boost libido by _presBoost.</p>
<</if>>
<div id="enthrallment">
<<enthrallment>>
</div>
<</replace>>
<</if>>
<</widget>>
<<widget enthrallment>>
<<if _maxInteractions > 0 and $humans[_girl].libido < 200>>
Remaining stimulations: _maxInteractions <br>
<<if $player.mesmerism[0]<=1>>
Level 0-1 Interactions available.<br>
<<elseif $player.mesmerism[0]<=3>>
Level 0-3 Interactions available.<br>
<</if>>
<br>
<p><u>Mentally Stimulate $humans[_girl].firstname</u></p>
/* Start New Level Based Code */
Have her think about dicks:
<<link "Just One">>
<<replace #enthrallment>>
<<stimulate _girl "mDick" 1>>
<</replace>>
<</link>>
<<if $player.mesmerism[0] >= 2>>
|
<<link "A Couple">>
<<replace #enthrallment>>
<<stimulate _girl "mDick" 2>>
<</replace>>
<</link>>
<</if>><br>
Have her imagine being covered in cum:
<<link "A Splash">>
<<replace #enthrallment>>
<<stimulate _girl "mCum" 1>>
<</replace>>
<</link>>
<<if $player.mesmerism[0] >= 2>>
|
<<link "A Coating">>
<<replace #enthrallment>>
<<stimulate _girl "mCum" 2>>
<</replace>>
<</link>>
<</if>><br>
Her best friend:
<<link "Being Rubbed">>
<<replace #enthrallment>>
<<stimulate _girl "mPussy" 1>>
<</replace>>
<</link>>
<<if $player.mesmerism[0] >= 2>>
|
<<link "Getting Licked">>
<<replace #enthrallment>>
<<stimulate _girl "mPussy" 2>>
<</replace>>
<</link>>
<</if>><br>
A good fucking:
<<link "Making Love">>
<<replace #enthrallment>>
<<stimulate _girl "mSex" 1>>
<</replace>>
<</link>>
<<if $player.mesmerism[0] >= 2>>
|
<<link "Being Fucked">>
<<replace #enthrallment>>
<<stimulate _girl "mSex" 2>>
<</replace>>
<</link>>
<</if>><br>
/* End New Level Based Code */
/* Old Code
<<set _mDickPoints = 1>>
<span class="arrow-left" id="mDickMinus">
<<minusEntral "Dick">>
</span>
<div class="arrow-center" id="mDick">
_mDickPoints
</div>
<span class="arrow-right" id="mDickPlus">
<<plusEntral "Dick">>
</span>
<<link "Fill her mind with images of rock hard dicks">>
<<replace #enthrallment>>
<<stimulate _girl "mDick" _mDickPoints>>
<</replace>>
<</link>><br>
<<set _mCumPoints = 1>>
<span class="arrow-left" id="mCumMinus">
<<minusEntral "Cum">>
</span>
<div class="arrow-center" id="mCum">
_mCumPoints
</div>
<span class="arrow-right" id="mCumPlus">
<<plusEntral "Cum">>
</span>
<<link "Have her imagine being covered in cum">>
<<replace #enthrallment>>
<<stimulate _girl "mCum" _mCumPoints>>
<</replace>>
<</link>><br>
<<set _mPussyPoints = 1>>
<span class="arrow-left" id="mPussyMinus">
<<minusEntral "Pussy">>
</span>
<div class="arrow-center" id="mPussy">
_mPussyPoints
</div>
<span class="arrow-right" id="mPussyPlus">
<<plusEntral "Pussy">>
</span>
<<link "Remind her, her pussy is her best friend">>
<<replace #enthrallment>>
<<stimulate _girl "mPussy" _mPussyPoints>>
<</replace>>
<</link>><br>
<<set _mSexPoints = 1>>
<span class="arrow-left" id="mSexMinus">
<<minusEntral "Sex">>
</span>
<div class="arrow-center" id="mSex">
_mSexPoints
</div>
<span class="arrow-right" id="mSexPlus">
<<plusEntral "Sex">>
</span>
<<link "Sex is all she needs to think about">>
<<replace #enthrallment>>
<<stimulate _girl "mSex" _mSexPoints>>
<</replace>>
<</link>><br>
*/
<hr>
<p><u>Physically Stimulate $humans[_girl].firstname</u></p>
Excite her breasts:
<<link "Static wave">>
<<replace #enthrallment>>
<<stimulate _girl "pBreasts" 1>>
<</replace>>
<</link>>
<<if $player.mesmerism[0] >= 2>>
|
<<link "Nipple Shock">>
<<replace #enthrallment>>
<<stimulate _girl "pBreasts" 2>>
<</replace>>
<</link>>
<</if>><br>
Manipulate her ass:
<<link "Chill">>
<<replace #enthrallment>>
<<stimulate _girl "pAss" 1>>
<</replace>>
<</link>>
<<if $player.mesmerism[0] >= 2>>
|
<<link "Probe">>
<<replace #enthrallment>>
<<stimulate _girl "pAss" 2>>
<</replace>>
<</link>>
<</if>><br>
Tease her clit:
<<link "Rub">>
<<replace #enthrallment>>
<<stimulate _girl "pClit" 1>>
<</replace>>
<</link>>
<<if $player.mesmerism[0] >= 2>>
|
<<link "Roll">>
<<replace #enthrallment>>
<<stimulate _girl "pClit" 2>>
<</replace>>
<</link>>
<</if>><br>
G-spot:
<<link "Squeeze">>
<<replace #enthrallment>>
<<stimulate _girl "pG" 1>>
<</replace>>
<</link>>
<<if $player.mesmerism[0] >= 2>>
|
<<link "Rub">>
<<replace #enthrallment>>
<<stimulate _girl "pG" 2>>
<</replace>>
<</link>>
<</if>><br>
/* Old Code
<<set _mBreastsPoints = 1>>
<span class="arrow-left" id="mBreastsMinus">
<<minusEntral "Breasts">>
</span>
<div class="arrow-center" id="mBreasts">
_mBreastsPoints
</div>
<span class="arrow-right" id="mBreastsPlus">
<<plusEntral "Breasts">>
</span>
<<link "Excite her breasts">>
<<replace #enthrallment>>
<<stimulate _girl "pBreasts" _mBreastsPoints>>
<</replace>>
<</link>><br>
<<set _mAssPoints = 1>>
<span class="arrow-left" id="mAssMinus">
<<minusEntral "Ass">>
</span>
<div class="arrow-center" id="mAss">
_mAssPoints
</div>
<span class="arrow-right" id="mAssPlus">
<<plusEntral "Ass">>
</span>
<<link "Pound your will against her ass">>
<<replace #enthrallment>>
<<stimulate _girl "pAss" _mAssPoints>>
<</replace>>
<</link>><br>
<<set _mClitPoints = 1>>
<span class="arrow-left" id="mClitMinus">
<<minusEntral "Clit">>
</span>
<div class="arrow-center" id="mClit">
_mClitPoints
</div>
<span class="arrow-right" id="mClitPlus">
<<plusEntral "Clit">>
</span>
<<link "Send electricity through her clit">>
<<replace #enthrallment>>
<<stimulate _girl "pClit" _mClitPoints>>
<</replace>>
<</link>><br>
<<set _mGPoints = 1>>
<span class="arrow-left" id="mGMinus">
<<minusEntral "G">>
</span>
<div class="arrow-center" id="mG">
_mGPoints
</div>
<span class="arrow-right" id="mGPlus">
<<plusEntral "G">>
</span>
<<link "Mentally massage her G-spot">>
<<replace #enthrallment>>
<<stimulate _girl "pG" _mGPoints>>
<</replace>>
<</link>><br>
*/
<<elseif _maxInteractions == 0 >>
<p>You are out of interactionsfor this night</p>
<<elseif $humans[_girl].libido >= 100>>
<p>She can't take any more! Time to feed...</p>
<</if>>
<br>
<<if def $player.lastfed>>
<<set _dayssince = $game.day - $player.lastfed>>
<p>Is has been _dayssince day(s) since you last fed.</p>
<</if>>
<<link "Extract will from her and end the night">>
<<replace #enthrallment>>
/*Calculate Will Gain*/
<<set _will = $humans[_girl].libido / (2000/$humans[_girl].libido)>>
<<set _will = Math.trunc(_will)>>
<<if _will == 0>>
<p>There was nothing to be gained from her this night.</p>
<<elseif _will <= 2>>
<p>There was little to be gained from her this night.</p>
<<elseif _will <= 4>>
<p>A fruitful night.</p>
<<elseif _will <= 8>>
<p>An accomplished hunt.</p>
<<elseif _will <= 13>>
<p>A experienced hunt.</p>
<<elseif _will <= 17>>
<p>She has become a powerful source.</p>
<<elseif _will <= 20>>
<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, and thankfully her memory of this night will be unclear.</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>>
<<set $humans[_girl].level -= 10>>
/* Code to record last fed */
<<if ndef $player.lastfed>>
<p>As you feed on human will for the first time you feel your energies restoring, you feel more alive than you ever have before, yet at the same time a new feeling emerges. A... hunger... this feeling was too good, you know before long you must feel it again. There is no turning back now, you are the vampire you were born to be!</p>
<<set $player to Object.assign($player, {lastfed: $game.day})>>
<<elseif _will > 0>>
<<set $player.lastfed = $game.day>>
<</if>>
<<link Leave>>
<<set $showmap to true>>
<<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 $showmap to true>>
<<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) - (2 * $args[2])>>
/*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 _libinc = _libinc * $args[2]>>
<<set $humans[$args[0]].libido += _libinc>>
<<set $humans[$args[0]].libido = Math.clamp($humans[$args[0]].libido, 1, 200)>>
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>>
<<practiseSkill "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 = []>>
<<unlockAch 9>>
<</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: false})>>
<<set _newrecruit to Object.assign(_newrecruit, {totalincome: 0})>>
<<set $workers.push(_newrecruit)>>
<<removeToDo "td0019">>
<<addToDo "Work with a girl in the call center to boost her progression" "td0020">>
<</widget>>
<<widget callcenterDaily>>
<<for _emp = 0; _emp < $workers.length; _emp++>>
<<if $workers[_emp].working is true>>
<<set _baseincome = 100>>
/* Adjustment from Trait */
<<if $player.traits.includes("Business Focused")>>
<<set _baseincome = random(120, 150)>>
<</if>>
/* If working create income and increase progress */
<<set _girlincome = (_baseincome + (100 * $workers[_emp].skill))>>
<<if $workers[_emp].chatted is true>>
<<set _girlincome = _girlincome - (_girlincome * 0.25)>>
<</if>>
<<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>>
<<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 -= (4 * $workers[_emp].skill)>>
<<set $workers[_emp].stress = Math.clamp($workers[_emp].stress, 0, 100)>>
<<set $workers[_emp].working to true>>
<<else>>
/* 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)>>
<</if>>
<</if>>
/* Reset check for if player has worked with the girl today */
<<set $workers[_emp].chatted to false>>
<</for>>
<</widget>>
<<widget callcenterWeekly>>
<<set _wages = Math.trunc($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>>
<<widget workerBoost>>
<<set _emp to $args[0]>>
<<set _boost = $player.mesmerism[0] * 5>>
<<set $workers[_emp].progress += _boost>>
<<set $workers[_emp].chatted to true>>
<<set $player.will -= 3>>
<<set $game.timeProgress += 200>>
<<removeToDo "td0020">>
<<replace #storypic>>
<<set _imagepath = "images/workers/" + $workers[_emp].imageset + "/">>
<<set _imagepic = "leveling.jpg">>
<img @src="_imagepath + _imagepic">
<</replace>>
<<replace #storytext>>
<p>You spend a couple of hours working with $workers[_emp].firstname using your will to encourage lewd thoughts that will help her entertain her callers.</p>
<p>$workers[_emp].firstname makes _boost% progress making her current progress $workers[_emp].progress% towards the next level.</p>
<<if $workers[_emp].progress >= 100>>
<p>She has reached the next level!</p>
<<set _newlvl = $workers[_emp].skill +1>>
<p>As of tomorrow she will be level _newlvl</p>
<</if>>
<<link "Let her get back to work">>
<<goto oCallCenter>>
<</link>>
<</replace>>
<</widget>>
<<widget minusEntral>>
<<print "<<set _optionPoints = _m"+$args[0]+"Points>>">>
<<if _optionPoints > 1>>
<<link "-">>
<<print "<<set _m"+$args[0]+"Points -= 1>>">>
<<print "<<replace #m"+$args[0]+">>
_m"+$args[0]+"Points
<</replace>>">>
<<print "<<replace #m"+$args[0]+"Minus>>
<<minusEntral '"+$args[0]+"'>>
<</replace>>">>
<<print "<<replace #m"+$args[0]+"Plus>>
<<plusEntral '"+$args[0]+"'>>
<</replace>>">>
<</link>>
<<else>>
-
<</if>>
<</widget>>
<<widget plusEntral>>
<<print "<<set _optionPoints = _m"+$args[0]+"Points>>">>
<<set _optionPointsMax = _maxInteractions>>
<span class="arrow-right-text">
<<if _optionPoints < _optionPointsMax>>
<<link "+">>
<<print "<<set _m"+$args[0]+"Points += 1>>">>
<<print "<<replace #m"+$args[0]+">>
_m"+$args[0]+"Points
<</replace>>">>
<<print "<<replace #m"+$args[0]+"Minus>>
<<minusEntral '"+$args[0]+"'>>
<</replace>>">>
<<print "<<replace #m"+$args[0]+"Plus>>
<<plusEntral '"+$args[0]+"'>>
<</replace>>">>
<</link>>
<<else>>
+
<</if>>
</span>
<</widget>><<if $player.storyHome < 20>>
<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 > map65 {
grid-area: map65;
background-image: url("images/hometown/bar.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#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 $aunt.location == "fhAuntsBedroom">><npchere>Aunt</npchere><</if>>
<<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>>
<<if $aunt.location == "fhKitchens">><npchere>Aunt</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>
<<if $aunt.location == "fhDiningRoom">><npchere>Aunt</npchere><</if>>
<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>>
<<if $aunt.location == "fhLibrary">><npchere>Aunt</npchere><</if>>
<a class="clicker" data-passage="fhLibrary">Library</a></map54>
/* Row4 */
<map63><a class="clicker" data-passage="fhDriveway">Driveway</a></map63>
<map65>
<<if $game.time >= 3 and $player.storyHome >= 15>>
<a class="clicker" data-passage="htBar" data-setter="$showmap to false; $game.timeProgress += 100">Bar</a>
<<else>>
<span style="font-family: BLKCHCRY;text-shadow: #000 5px 5px 5px;">Bar Closed</span>
<</if>>
</map65>
<mapbottom><h5><<link "Return">><<goto $mapsource>><</link>></h5>
<<if $game.time < 4 or ($game.time == 4 and $game.timeSegment < 2)>>
<<link "Skip Time">>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<goto "map">>
<</link>>
<</if>>
</mapbottom>
</div>
<<else>>
<style>
#map {
display: inline-grid;
text-align: center;
margin-left: calc(50vw - 765px);
grid-template-columns: 10px 150px 150px 150px 150px 150px 10px 150px 150px 150px 150px 10px;
grid-column-gap: 5px;
grid-template-rows: 10px 50px 50px 100px 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-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-title map-right"
"map-left map-subtitle map-subtitle map-subtitle map-subtitle map-subtitle map-center map-subtitle2 map-subtitle2 map-subtitle2 map-subtitle2 map-right"
"map-left map01 map02 map03 map04 map05 map-center map52 map53 map54 map55 map-right"
"map-left map11 map12 map13 map14 map15 map-center map62 map63 map64 map65 map-right"
"map-left map21 map22 map23 map24 map25 map-center map72 map73 map74 map75 map-right"
"map-left map31 map32 map33 map34 map35 map-center map82 map83 map84 map85 map-right"
"map-left map41 map42 map43 map44 map45 map-center map92 map93 map94 map95 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-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 > map03 {
grid-area: map03;
background-image: url("images/office/terrace.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map11 {
grid-area: map11;
background-image: url("images/office/sistersbedroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map12 {
grid-area: map12;
background-image: url("images/office/bedroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map13 {
grid-area: map13;
background-image: url("images/office/living.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map14 {
grid-area: map14;
background-image: url("images/office/ombedroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map15 {
grid-area: map15;
background-image: url("images/office/bathroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map23 {
grid-area: map23;
background-image: url("images/office/apartments.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map33 {
grid-area: map33;
background-image: url("images/office/callcenter.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map42 {
grid-area: map42;
background-image: url("images/office/exterior.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map43 {
grid-area: map43;
background-image: url("images/office/reception.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > map44 {
grid-area: map44;
background-image: url("images/office/officemanager.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
/*background-color: #708090;*/
}
#map > mapoffice {
grid-area: map54;
background-image: url("images/office/reception.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapstreet {
grid-area: map53;
background-image: url("images/office/exterior.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapbar {
grid-area: map52;
background-image: url("images/city/bar.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapbookstore {
grid-area: map62;
background-image: url("images/city/bookstore.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapadams {
grid-area: map64;
background-image: url("images/city/apartments.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapmorelock {
grid-area: map82;
background-image: url("images/city/morelocks.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mappark {
grid-area: map83;
background-image: url("images/city/park.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapvossen {
grid-area: map84;
background-image: url("images/city/vossens.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapdevinshire {
grid-area: map93;
background-image: url("images/city/devinshires.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapclub {
grid-area: map94;
background-image: url("images/city/countryclub.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > maptennis {
grid-area: map95;
background-image: url("images/city/tenniscourts.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
.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;
}
/* Adams Apartments */
#map > mapagbedroom {
grid-area: map02;
background-image: url("images/adams/girlroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapaliving {
grid-area: map03;
background-image: url("images/adams/living.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapabbedroom {
grid-area: map04;
background-image: url("images/adams/boyroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapaexit {
grid-area: map43;
background-image: url("images/office/exterior.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapapool {
grid-area: map54;
background-image: url("images/adams/pool.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
/* Vossen Estate */
#map > mapvgbedroom {
grid-area: map12;
background-image: url("images/vossen/girlroom.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapvliving {
grid-area: map23;
background-image: url("images/vossen/living.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapvkitchen {
grid-area: map24;
background-image: url("images/vossen/kitchen.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapvexit {
grid-area: map33;
background-image: url("images/city/park.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
#map > mapvpool {
grid-area: map22;
background-image: url("images/vossen/pool.jpg");
background-repeat: no-repeat;
background-size: contain;
width: 100%;
}
</style>
<<set _adamslocations to ["aGirlRoom", "aBoyRoom", "aLiving", "aPool"]>>
<<set _vossenlocations to ["vGirlRoom", "vKitchen", "vLiving", "vPool"]>>
<div id="map">
<<if _adamslocations.includes($mapsource)>>
<maptitle><h5>Map: Adams Apartments</h5></maptitle>
<mapsubtitle><h5>Apartment</h5></mapsubtitle>
<mapsubtitle2><h5>Other Areas</h5></mapsubtitle2>
<<elseif _vossenlocations.includes($mapsource)>>
<maptitle><h5>Map: Vossen Estate</h5></maptitle>
<mapsubtitle><h5>Apartment</h5></mapsubtitle>
<<else>>
<maptitle><h5>Map: City</h5></maptitle>
<mapsubtitle><h5>Offices</h5></mapsubtitle>
<mapsubtitle2><h5>Locations</h5></mapsubtitle2>
<</if>>
/* Adams House */
<<if _adamslocations.includes($mapsource)>>
<mapagbedroom>
<<if $adamsgirl.location == "aGirlRoom">><npchere>$adamsgirl.name</npchere><</if>>
<a class="clicker" data-passage="aGirlRoom">Bedroom</a>
</mapagbedroom>
<mapaliving>
<<if $adamsgirl.location == "aLiving">><npchere>$adamsgirl.name</npchere><</if>>
<a class="clicker" data-passage="aLiving">Living</a>
</mapaliving>
<mapabbedroom>
<a class="clicker" data-passage="aBoyRoom">Bedroom</a>
</mapabbedroom>
<mapapool>
<<if $adamsgirl.location == "aPool">><npchere>$adamsgirl.name</npchere><</if>>
<a class="clicker" data-passage="aPool">Pool</a>
</mapapool>
<mapaexit>
<a class="clicker" data-passage="cStreet">Exit</a>
</mapaexit>
/* Vossen House */
<<elseif _vossenlocations.includes($mapsource)>>
<mapvgbedroom>
<<if $vossengirl.location == "vGirlRoom">><npchere>$vossengirl.name</npchere><</if>>
<a class="clicker" data-passage="vGirlRoom">$vossengirl.name Bedroom</a>
</mapvgbedroom>
<mapvliving>
<<if $vossengirl.location == "vLiving">><npchere>$vossengirl.name</npchere><</if>>
<a class="clicker" data-passage="vLiving">Living</a>
</mapvliving>
<mapvpool>
<<if $vossengirl.location == "vPool">><npchere>$vossengirl.name</npchere><</if>>
<a class="clicker" data-passage="vPool">Pool</a>
</mapvpool>
<mapvkitchen>
<<if $vossengirl.location == "vKitchen">><npchere>$vossengirl.name</npchere><</if>>
<a class="clicker" data-passage="vKitchen">Kitchen</a>
</mapvkitchen>
<mapvexit>
<a class="clicker" data-passage="cPark">Park</a>
</mapvexit>
/* City Map */
<<else>>
/* Row 1 */
<map03>
<<if $sister.location == "oTerrace">><npchere>Sister</npchere><</if>>
<<if $om.location == "oTerrace">><npchere>$om.name</npchere><</if>>
<a class="clicker" data-passage="oTerrace">Terrace</a>
</map03>
<map11>
<<if $sister.location == "oSistersBedroom">><npchere>Sister</npchere><</if>>
<a class="clicker" data-passage="oSistersBedroom">Sister's Room</a>
</map11>
<map12>
<a class="clicker" data-passage="oMasterBedroom">Your Bedroom</a>
</map12>
<map13>
<<if $sister.location == "oLiving">><npchere>Sister</npchere><</if>>
<<if $om.location == "oLiving">><npchere>$om.name</npchere><</if>>
<a class="clicker" data-passage="oLiving">Living</a>
</map13>
<map14>
<<if $om.location == "oOMBedroom">><npchere>$om.name</npchere><</if>>
<a class="clicker" data-passage="oOMBedroom">$om.name's Room</a>
</map14>
<map15>
<<if $sister.location == "oBathroom">><npchere>Sister</npchere><</if>>
<<if $om.location == "oBathroom">><npchere>$om.name</npchere><</if>>
<a class="clicker" data-passage="oBathroom">Bathroom</a>
</map15>
/* Row 2 */
<map23>
<a class="clicker" data-passage="oApartments">Apartments</a>
</map23>
/* Row3 */
<map33>
<a class="clicker" data-passage="oCallCenter">Callcenter</a>
</map33>
/* Row4 */
<map42>
<a class="clicker" data-passage="cStreet">Street</a>
</map42>
<map43>
<a class="clicker" data-passage="oReception">Reception</a>
</map43>
<map44>
<<if $om.location == "oOfficeManager">><npchere>$om.name</npchere><</if>>
<a class="clicker" data-passage="oOfficeManager">Office</a>
</map44>
/* Row 1 */
<mapbar>
<<if $game.time >= 3>>
<a class="clicker" data-passage="cBar">Bar</a>
<<else>>
<span style="font-family: BLKCHCRY;text-shadow: #000 5px 5px 5px;">Bar Closed</span>
<</if>>
</mapbar>
<mapstreet>
<a class="clicker" data-passage="cStreet">Street</a>
</mapstreet>
<mapoffice>
<a class="clicker" data-passage="oReception">Offices</a>
</mapoffice>
/* Row2 */
<mapbookstore>
<<if ($game.time == 1 and $game.timeSegment > 1) or ($game.time > 1 and $game.time < 4)>>
<<if $bookstoreowner.location == "cBookstore">><npchere>$bookstoreowner.name</npchere><</if>>
<<if $adamsgirl.story > 0 and $adamsgirl.location == "cBookstore">><npchere>$adamsgirl.name</npchere><</if>>
<<if $vossengirl.story > 0 and $vossengirl.location == "cBookstore">><npchere>$vossengirl.name</npchere><</if>>
<a class="clicker" data-passage="cBookstore">Bookstore</a>
<<else>>
<span style="font-family: BLKCHCRY;text-shadow: #000 5px 5px 5px;">Bookstore Closed</span>
<</if>>
</mapbookstore>
<mapadams>
<<if $adamsgirl.story >= 2>>
<a class="clicker" data-passage="cAdamsDoor">Adams</a>
<</if>>
</mapadams>
/* Row 4 */
<mappark>
<a class="clicker" data-passage="cPark">Park</a>
</mappark>
<mapdevinshire>
<<if $devinshiremaster.story >= 2>>
<a class="clicker" data-passage="cDevinshireDoor">Devinshires</a>
<</if>>
</mapdevinshire>
<mapvossen>
<<if $vossengirl.story >= 3>>
<a class="clicker" data-passage="cVossenDoor">Vossens</a>
<</if>>
</mapvossen>
<mapclub>
<<if $vossengirl.story >= 2>>
<<if $game.time > 1 and $game.time < 4>>
<<if $vossengirl.location == "cCClub">><npchere>$vossengirl.name</npchere><</if>>
<a class="clicker" data-passage="cCClub">Country Club</a>
<<else>>
<span style="font-family: BLKCHCRY;text-shadow: #000 5px 5px 5px;">Club Closed</span>
<</if>>
<</if>>
</mapclub>
<maptennis>
<<if $vossengirl.story >= 2>>
<<if $game.time < 4>>
<<if $vossengirl.location == "cCourts">><npchere>$vossengirl.name</npchere><</if>>
<a class="clicker" data-passage="cCourts">Tennis Courts</a>
<<else>>
<span style="font-family: BLKCHCRY;text-shadow: #000 5px 5px 5px;">Courts Closed</span>
<</if>>
<</if>>
</maptennis>
<</if>>
<mapbottom>
<h5><<link "Return">><<goto $mapsource>><</link>></h5>
<<if $game.time < 4 or ($game.time == 4 and $game.timeSegment < 2)>>
<<link "Skip Time">>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<goto "map">>
<</link>>
<</if>>
</mapbottom>
</div>
<</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>><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>><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="imgwrapperdetails2">
<<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>><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>><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>><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>><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="imgwrapperdetails2">
<<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">>
<<officeSleep>>
<</link>><br>
<</if>>
<<if $game.time < 4 or ($game.time == 4 and $game.timeSegment < 2)>>
<<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 > $player.statXPSpent)>>
<<link "You have unspent Stat XP">>
/*<<goto upgradeSkills>>*/
<</link>> (Not in use)<br>
<</if>>
<<if ($player.skillXP > $player.skillXPSpent)>>
<<link "You have unspent Skill XP">>
<<goto upgradeSkills>>
<</link>> (Under Development)<br>
<</if>>
</other>
<</if>>
</div>
<div id="storytext">
<p>
Your bedroom. It is $weekdays[0].
</p>
<<display "whosHere">>
</div>
<<moveTime>><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 #storypic>>
<img src="images/char/sister/chat/oSistersBedroom.jpg">
<</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. Maybe check with $bookstoreowner.name at the bookstore, she might have a book for you to study.
</p>
<p class="player">
That's doesn't sounds quite so entertaining
</p>
<p class="npc sister">
Don't worry, I'm sure you'll find other ways to entertain yourself.
</p>
<<if def $player.ncpowers and $player.ncpowers.contains("scry")>>
<<link "Oh ok.">>
<<goto oSistersBedroom>>
<</link>>
<<else>>
<<if ndef $player.ncpowers>>
<<set $player to Object.assign($player, {ncpowers: ["scry"]})>>
<<else>>
<<set $player.ncpowers.push("scry")>>
<</if>>
<p class="npc sister">
That said, and I'm pretty sure I am going to regret this, but you are probably ready to learn your first mesmerism based power.
</p>
<p class="player">
Now this sounds interesting!
</p>
<p class="npc sister">
Oh I'm sure you will find this most useful. All this time you have spent playing with the minds of humans, it's given you a special insight into reading the minds and more importantly to motivations of people. But with the right focus you can use this to see into the minds eye of a target and witness their actions without their knowledge.
</p>
<p class="player">So I will be seeing through thier eyes?</p>
<p class="npc sister">Actually no, you will be seeing a projection on their inner self as they see themselves, so don't be surpirsed if they look slightly different than how they actually look. You will be seeing their own idealised versions of themselves.
</p>
<<link "Oh, tell me more!">>
<<replace #storytext>>
<p class="player">
Oh, tell me more!
</p>
<p class="npc sister">
Well, starting out as you are now the power will be rather limited, you will need to be in close proximity of the target. Even a thick wall will block you, though drywalls and doors should be bypassable, with practise.
</p>
<p class="player">
So I'll be able to see what they are doing?
</p>
<p class="npc sister">
Yes, well a glimpse at least. It actually takes quite a lot out of one, you will feel the loss of some of your will. So the scry lasts for but a second, but sometimes that is enough to find out a useful piece of information.
</p>
<p class="player">
Information, yes, that's how I'll be using this skill, information gathering.
</p>
<p class="npc sister">
Oh boy, I'd best warn $om.name I've taught you how to do this so she can take... precautions.
</p>
<<audio "levelup" play>>
<div class="powerunlock">New Power: Scry</div>
<<link "Awwww!">>
<<removeToDo "td0017">>
<<addToDo "Complete your first Scrying" "td0021">>
<<goto oSistersBedroom>>
<</link>>
<</replace>>
<</link>>
<</if>>
<</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>
/* Present Scrying options if available */
<<scry "sister" "oSistersBedroom">>
<<else>>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>><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>
<<if $game.time == 1 and $om.storyExercise == 1 and $om.location == "oOMBedroom">>
<<link "Go training">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storypic>>
<img src='images/char/om/chat/oOMBedroom.jpg'>
<</replace>>
<<replace #storytext>>
<p class="player">
Ready for a run?
</p>
<p class="npc om">
Sure, let's get changed and I'll meet you at the park.
</p>
<<link "Go get changed and head to the park">>
<<goto "parkExercise">>
<</link>>
<</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>
</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>
/* Present Scrying options if available */
<<scry "om" "oOMBedroom">>
<<else>>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>><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">>
<<elseif $sister.location == "oBathroom">>
<<scry "sister" "oBathroom">>
<<elseif $om.location == "oBathroom">>
<<scry "om" "oBathroom">>
<<else>>
<p>Sounds like someone is using the bathroom right now, and they've locked the door.</p>
<</if>>
</div>
<<moveTime>><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 and $sister.storyYoga < 4>>
<<link "Practise yoga">>
<<replace #storyactions>>
<</replace>>
<<if $player.concentration[0] <= 1>>
<<replace #storypic>>
<img src="images/char/sister/yoga/dog.jpg">
<</replace>>
<<replace #storytext>>
<p class="player">
Hey sis, fancy some yoga?
</p>
<p class="npc sister">
Sure, let me just get changed.
</p>
<p>After a few minutes she returns and you spend the rest of the <<print setup.tod[$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 #storypic>>
<img src="images/char/sister/chat/oTerrace.jpg">
<</replace>>
<<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 $om.name.
</p>
<<unlockQuestion "$omPenthouseQuestions" "ompq0001">>
<<set $sister.storyYoga = 3>>
[[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 >= 5 and $player.mesmerism[0] < 2>>
<<adjustSkill "mesmerism">>
<</if>>
<<set $game.timeProgress += 200>>
<<moveTime>>
<<goto "oLiving">>
<</link>><div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<img src="images/char/om/events/parkexercise/runup.jpg">
</div><br>
</div>
<<set $loc = "Devinshire Park">>
<<display Location>>
<div id="storytext">
<p>After a few minutes $om.name comes running up to you.</p>
<<linkreplace "Hi $om.name, ready to begin?">>
<<replace #storypic>>
<img src="images/char/om/events/parkexercise/stretch.jpg">
<</replace>>
<p class="npc om">
Sure thing, lets just stretch out a little shall we?
</p>
<<linkreplace "Follow her lead">>
<<set _pic = random(1,4)>>
<<if $player.concentration[0] <= 2>>
<<replace #storypic>>
<<print "<img src='images/char/om/events/parkexercise/1"+_pic+".jpg'>">>
<</replace>>
<p>You try to keep up and match her, but you need more practise at this. Still you feel better for it.</p>
<<adjustSkill "concentration">>
<<elseif $player.concentration[0] == 3>>
<<replace #storypic>>
<<print "<img src='images/char/om/events/parkexercise/2"+_pic+".jpg'>">>
<</replace>>
<p>You match her move for move, you are certainly improving but you need more practise at this.</p>
<<adjustSkill "concentration">>
<<else>>
<<replace #storypic>>
<<print "<img src='images/char/om/events/parkexercise/3"+_pic+".jpg'>">>
<</replace>>
<p>You've improved as much as you can from this, still it's fun to hang out with $om.name.</p>
<</if>>
<p><<link "Head back, grab a shower and get on with your day">>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<goto "oMasterBedroom">>
<</link>></p>
<</linkreplace>>
<</linkreplace>>
</div><div id=gfx class="imgwrapper">
<div id="storypic" class="imgwrapperpic">
<<if $sexscene == 0>>
<img src="images/adams/girlroom.jpg">
<</if>>
<br>
</div>
</div>
<<set $loc = "$adamsgirl.name's Bedroom">>
<<display Location>>
<div id="storytext">
<<linkreplace "Begin">>
<<if $sextype == "foot">>
<<display adamsfootjob>>
<</if>>
<</linkreplace>>
</div><<if $sexscene == 0>>
<p>She drags you over to her bed and lays back on the mattress herself.</p>
<<link "She raises her foot to your crotch">>
<<replace #storytext>>
<<set $sexscene++>>
<<display adamsfootjobs>>
<</replace>>
<</link>>
<<elseif $sexscene == 11>>
<<replace #storypic>>
<img @src="'images/char/adamsgirl/sex/foot/'+$sexscene+'.jpg'">
<</replace>>
<p>The End</p>
<<link "Leave">>
<<goto cStreet>>
<</link>>
<<else>>
<<replace #storypic>>
<img @src="'images/char/adamsgirl/sex/foot/'+$sexscene+'.jpg'">
<</replace>>
<p>Foot in shoe.</p>
<<link "Slide it in further">>
<<set $sexscene++>>
<<replace #storytext>>
<<display adamsfootjob>>
<</replace>>
<</link>>
<</if>><<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() == "trainingpractise">>
<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>><<timeCheck>>
<<if $adamsgirl.location == "vGirlRoom">>
<<set $locimage = "images/generic/lockeddoor.jpg">>
<<else>>
<<set $locimage = "images/vossen/girlroom.jpg">>
<</if>>
<<display locimage>>
<<set $loc = "$vossengirl.name's Bedroom">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Living Room|vLiving][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<p>
$vossengirl.name's room.
</p>
<<if $adamsgirl.location == "vGirlRoom">>
<p>Looks like $vossengirl.name has locked her door.</p>
/* Present Scrying options if available */
<<scry "vossengirl" "vGirlRoom">>
<<else>>
<<display "whosHere">>
<</if>>
</div>
<<moveTime>><<timeCheck>>
<<set $locimage = "images/vossen/living.jpg">>
<<display locimage>>
<<set $loc = "Vossen Living Room">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[$vossengirl.name + "'s Room"|vGirlRoom][$game.timeProgress += 1]]<br>
[[Kitchen|vKitchen][$game.timeProgress += 1]]<br>
[[Pool|vPool][$game.timeProgress += 1]]<br>
[[The Park|cPark][$game.timeProgress += 2]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<<display "whosHere">>
</div>
<<moveTime>><<timeCheck>>
<<set $locimage = "images/vossen/pool.jpg">>
<<display locimage>>
<<set $loc = "Vossen Pool">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Living Room|vLiving][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<div id="storytext">
<<display "whosHere">>
</div>
<<moveTime>><<timeCheck>>
<<set $locimage = "images/vossen/kitchen.jpg">>
<<display locimage>>
<<set $loc = "Vossen Kitchen">>
<<display Location>>
<div id="storyexits">
<exits>
<h4>Exits</h4>
[[Living Room|vLiving][$game.timeProgress += 1]]<br>
</exits>
</div>
<div id="storyactions">
<actions>
<h4>Actions</h4>
<<link "Wait around">>
<<waitAround>>
<</link>> (Passes Time)
</actions>
</div>
<<if $vossengirl.location == "vKitchen">>
<<checkExhib>>
<</if>>
<div id="storytext">
<<display "whosHere">>
</div>
<<moveTime>><<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)>>
<<practiseSkill "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 $player.traits.includes('Wilful')>>
<<set $player.willMax += 5>>
<</if>>
<<if $player.traits.includes('Empowered')>>
<<set $player.willMax += 5>>
<</if>>
<</if>>
<<if $player.storyHome < 20>>
<<updateLocationsFamilyHome>>
<<else>>
<<updateLocations>>
<</if>>
/* Update humans */
<<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 and ndef $player.lastfed>>
<<set $player.will++>>
<<set $nightmessages.push("Your will restores 1 point.")>>
<<elseif $player.willMax > 0 and def $player.lastfed>>
<<set _daysgone = $game.day - $player.lastfed>>
<<if _daysgone == 0>>
<<set $nightmessages.push("You fed today, all is well.")>>
<<elseif _daysgone < 5>>
<<set $nightmessages.push("You fed recently, but you feel the hunger returning.")>>
<<elseif _daysgone < 10>>
<<set $nightmessages.push("The need to feed is returning, your will weakens with the hunger (-1 will)")>>
<<set $player.will -= 1>>
<<elseif _daysgone < 15>>
<<set $nightmessages.push("Hunger begins to consume your every waking moment, you should feed soon. (-3 will)")>>
<<set $player.will -= 3>>
<</if>>
<<elseif $player.will == $player.willMax>>
<<set $nightmessages.push("Your will is fully restored.")>>
<</if>>
<<set $player.will = Math.clamp($player.will, 1, $player.willMax)>>
/*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 $player.storyHome >= 20 and $weekdays[0] == "Saturday">>
<<callcenterWeekly>>
<</if>>
/* Alert player to availalbility of Scrying */
<<if $player.mesmerism[0] >= 2 and ndef $player.ncpowers>>
<<addToDo "Talk with your sister about your mesmerism advancement at night in her room." "td0017">>
<</if>>
/* Save Game */
<<script>>
Save.autosave.save("Autosave Day: " + State.variables.game.day) <</script>>
<</widget>>
<<widget updateLevels>>
<<set $characters to [
$sister,
$grandfather,
$uncle,
$aunt,
$om,
$bookstoreowner,
$adamsgirl,
$adamsboy,
$devinshiremaster,
$devinshiremistress
]>>
<<if $args[0] == "sleep">>
/* Increase Basic Horniness */
<<for _x = 0; _x < $characters.length; _x++>>
<<adjustStat $characters[_x] "horn" 1>>
<</for>>
/* Increase Dirt */
<<for _x = 0; _x < $characters.length; _x++>>
<<adjustStat $characters[_x] "dirt" 5>>
<</for>>
/* Increase Exhibitionism */
<<set _exhibamt = 1 + $player.exhibitionismBonus>>
<<for _x = 0; _x < $characters.length; _x++>>
<<set $characters[_x].exhibtoday = $characters[_x].exhib>>
<<if $characters[_x].peeked >= 2>>
<<adjustStat $characters[_x] "exhib" _exhibamt>>
<<set $characters[_x].peeked = 0>>
<</if>>
<</for>>
<<if $sister.exhib >= 40>>
<<unlockQuestion "$sQuestions" "sq0007">>
<</if>>
/* Increase horniness of women if chatted with */
<<set _hornamt = 1 + $player.horninessBonus>>
<<for _x = 0; _x < $characters.length; _x++>>
<<if $characters[_x].playerchatted >= 2>>
<<adjustStat $characters[_x] "horn" _hornamt>>
<<set $characters[_x].playerchatted = 0>>
<</if>>
<</for>>
<<elseif $args[0] == "timesegment">>
<<for _x = 0; _x < $characters.length; _x++>>
<<adjustStat $characters[_x] "dirt" 1>>
<</for>>
<</if>>
<</widget>>
<<widget adjustStat>>
<<set _chr = $args[0]>>
<<set _stat = $args[1]>>
<<set _changeLevel = $args[2]>>
<<if _stat == "horn">>
<<set _change = _changeLevel * _chr.hornbase>>
<<set _chr.horn += _change>>
<<set _chr.horn to _chr.horn.clamp(0,100)>>
<</if>>
<<if _stat == "exhib">>
<<set _change = _changeLevel * _chr.exhibbase>>
<<set _chr.exhib += _change>>
<<set _chr.exhib to _chr.exhib.clamp(0,100)>>
<</if>>
<<if _stat == "dirt">>
<<set _change = _changeLevel * _chr.dirtbase>>
<<set _chr.dirt += _change>>
<<set _chr.dirt to _chr.dirt.clamp(0,100)>>
<</if>>
<</widget>>
<<widget adjustSkill>>
<<set _skill = $args[0]>>
<<if $player.concentration[0] > 0>>
<<set _conBonus = random(1,$player.concentration[0])>>
<<else>>
<<set _conBonus = 0>>
<</if>>
<<set _change = 4 + _conBonus>>
/* 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 practise.</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.</p>
<</if>>
<p>You gained _change points in _skill.</p>
<<if _conBonus > 0>>
<p>(Includes _conBonus from <span class="success">concentration skill</span> bonus.)</p>
<</if>>
<</widget>>
<<widget practiseSkill>>
<<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 practise 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 _practised = 4>>
<<if $player.traits.includes("Focused")>>
<<set _practiced = _practiced + Math.trunc(_practiced/2)>>
<</if>>
/* Reduce SP by the amount chosen */
<<print "<<set $player." + _skill + "[2] -= "+_practised+">>">>
/* Calculate new PP */
<<set _newPP = _curPP + _practised>>
/* 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+")>>">>
/* Unlock any new powers */
<<if _skill == "persuasion" and _newLevel == 1>>
<<set $player.ncpowers.push("Awe")>>
<div class="powerunlock">Awe Unlocked</div>
<</if>>
<<else>>
<<print "<<set $player." + _skill + "[1] = "+_newPP+">>">>
<</if>>
<</if>>
<</widget>>
<<widget moveTime>>
/* Fade any active powers */
<<fadeAwe>>
/* 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>>
<<else>>
<<timeCheck>>
<</if>>
<</widget>>
<<widget waitAround>>
<<replace #storyactions>>
<</replace>>
<<replace #storytext>>
<p>You wait around for a while.</p>
<<set $game.timeProgress += 100>>
<<moveTime>>
<<set _thisPassage = passage()>>
<<timed 1200ms>>
<<goto _thisPassage>>
<</timed>>
<</replace>>
<</widget>>
<<widget timeCheck>>
<<if $game.time > 4>>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<timed 1s>>
It grows late, you must retire for the day.
<<next>>.
<<next>>.
<<next>>.
<<next>><<goto "bedtime">>
<</timed>>
<</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 $game.time == 4 and $game.timeSegment == 2 and $sister.storyYoga > 0 and ($weekdays[0] == "Monday" or $weekdays[0] == "Wednesday" or $weekdays[0] == "Friday")>>
<<set $sister.location = "fhConservatory">>
<<elseif $game.time == 3 and $player.storyHome == 15>>
<<set $sister.location = "fhLibrary">>
<<elseif $game.time == 2 and $player.storyHome > 15 and $sister.storyYoga == 0>>
<<set $sister.location = "fhConservatory">>
<<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>>
<</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>>
/* Reduce chance is player interacted as desire for actual sex is increase */
<<if $sister.playerchatted > 0>>
<<set _mastChance += 10>>
<</if>>
<<if $sister.peeked > 0>>
<<set _mastChance += 10>>
<</if>>
<<if _mastChance < $sister.horn and $sister.horn > 70>>
<<set $sister.location = "oSistersBedroom">>
<<adjustStat $sister "horn" -5>>
<<set $sister.mast to true>>
<<else>>
/* Check for Shower */
<<set _showerChance = random (1,120)>>
<<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(1,140)>>
<<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>>
/* Reduce chance is player interacted as desire for actual sex is increase */
<<if $om.playerchatted > 0>>
<<set _mastChance += 30>>
<</if>>
<<if $om.peeked > 0>>
<<set _mastChance += 30>>
<</if>>
<<if _mastChance < $om.horn and $om.horn > 70 and $game.time > 3>>
<<set $om.location = "oOMBedroom">>
<<adjustStat $om "horn" -3>>
<<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 */
<<if $game.time <= 4>>
<<print "<<set $bookstoreowner.location = $bookstoreowner.location" + $game.time + $game.timeSegment + ".random()>>">>
<</if>>
/* Adams Girl */
<<if $game.time <= 4>>
<<print "<<set $adamsgirl.location = $adamsgirl.location" + $game.time + $game.timeSegment + ".random()>>">>
<</if>>
/* Master Devinshire */
<<if $game.time <= 4>>
<<print "<<set $devinshiremaster.location = $devinshiremaster.location" + $game.time + $game.timeSegment + ".random()>>">>
<</if>>
/* Vossen Girl */
<<if $game.time <= 4>>
<<print "<<set $vossengirl.location = $vossengirl.location" + $game.time + $game.timeSegment + ".random()>>">>
<</if>>
<</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"],
["Born in the USA", "Returned to your homeland", 5, false, "city/apartments.jpg", "008ar"],
["It's a start", "My First Employee", 5, false, "workers/1/chat.jpg", "009ar"],
["Good Working Environment", "Had sex with $om.name", 10, false, "char/om/events/officesleep/bj07.jpg", "010ar"]
]>>
/* 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>>
<<silently>>
/* Ensure base questions exist */
<<display sisterChat>>
<</silently>>
/* 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: 50vw">_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>
<<checkExhib "oLiving">>
<p>Eventually you put the book down, somewhat wiser than before </p>
<<print "<<adjustSkill " + $books[_b].effects +">>">>
<<practiseSkill "concentration">>
<<else>>
<p>You sit down on the sofa read for a while.</p>
<<if $testing>>
<<checkExhib "oLiving">>
<</if>>
<</if>>
<<set $game.timeProgress += 200>>
[[Put the book down|oLiving]]
<</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>>
<<widget USArrival>>
<<set $player to Object.assign($player, {cash: 100})>>
/* 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","oSistersBedroom", "oLiving"]>>
<<set $sister.location42 to ["oSistersBedroom"]>>
/* Bring in new humans */
<<if ndef $workers>>
<<set $workers to []>>
<</if>>
/* Ensure the two original humans are created */
<<if $humans.length < 2>>
<<resetHumans>>
<</if>>
/* Reset for new week */
<<set $weeklyincome = 0>>
/* Set up books */
<<updateBooks>>
/*Unlock Achievement*/
<<unlockAch 8>>
/* Create new todos */
<<addToDo "Meet the bookstore owner" "td0018">>
<<addToDo "Hire a worker" "td0019">>
<</widget>>
<<widget playHeartBeat>>
<<set _audiorepeat = 0>>
<<audio "heartbeat" play>>
<<repeat 450ms>>
<<set _audiorepeat++>>
<<audio "heartbeat" play>>
<<if _audiorepeat > 1>>
<<stop>>
<</if>>
<</repeat>>
<</widget>>
<<widget addTrait>>
<<set $player.traits.push($args[0])>>
<p>You gain the <span class="success">$args[0]</span> Trait.</p>
<</widget>><span id="npcinfo">
<<set $characters to [
$sister,
$grandfather,
$uncle,
$aunt,
$om,
$bookstoreowner,
$adamsgirl,
$adamsboy,
$devinshiremaster,
$devinshiremistress
]>>
<div style="left: calc(55vw);" class="info closedinfo">
<<link "NPC Info">>
<<replace #npcinfo>>
<div class="info openinfo">
<<link "Max Player Will">><<set $player.will = $player.willMax>><</link>>
<<capture _npcs>>
<<for _npcs = 0; _npcs < $characters.length; _npcs++>>
<p class=loc>$characters[_npcs].name $characters[_npcs].secondname</p>
$characters[_npcs].location,
$characters[_npcs].horn% horny,
$characters[_npcs].dirt% dirty,
$characters[_npcs].exhib% of an exhibitionist,
$characters[_npcs].story Story Level
<br>
<<link "50% Exhib">>
<<set $characters[_npcs].exhib = 50>>
<<set $characters[_npcs].exhibtoday = 50>>
<</link>>
<<link "100% Exhib">>
<<set $characters[_npcs].exhib = 100>>
<<set $characters[_npcs].exhibtoday = 100>>
<</link>>
<<link "50% Horn">>
<<set $characters[_npcs].horn = 50>>
<</link>>
<<link "100% Horn">>
<<set $characters[_npcs].horn = 100>>
<</link>>
<</for>>
<</capture>>
/*
<p class=loc>Sister</p>
$sister.horn% horny,
$sister.dirt% dirty,
$sister.exhib% of an exhibitionist,
Home Story: $sister.storyHome,
Yoga Story: $sister.storyYoga
<<link "Max Horn">><<set $sister.horn = 100>><</link>>
<<link "Max Exhib">><<set $sister.exhib = 100>><</link>>
<p class=loc>Aunt</p>
$aunt.horn% horny,
$aunt.dirt% dirty,
$aunt.exhib% of an exhibitionist
<<if $player.storyHome >= 20>>
<p class=loc>$om.name</p>
$om.location,
$om.horn% horny,
$om.dirt% dirty,
$om.exhib% of an exhibitionist,
$om.peeked peeks,
Exercise Story: $om.storyExercise,
Sex Story: $om.storySex
<<link "Max Horn">><<set $om.horn = 100>><</link>>
<<link "Max Exhib">><<set $om.exhib = 100>><</link>>
<p class=loc>$bookstoreowner.name</p>
<p>$bookstoreowner.location</p>
$bookstoreowner.location,
$bookstoreowner.horn% horny,
$bookstoreowner.dirt% dirty,
$bookstoreowner.exhib% of an exhibitionist,
<p class=loc>$adamsgirl.name Adams</p>
$adamsgirl.location,
$adamsgirl.horn% horny,
$adamsgirl.dirt% dirty,
$adamsgirl.exhib% of an exhibitionist,
<<link "50% Exhib">>
<<set $adamsgirl.exhib = 50>>
<<set $adamsgirl.exhibtoday = 50>>
<</link>>
<<link "100% Exhib">>
<<set $adamsgirl.exhib = 100>>
<<set $adamsgirl.exhibtoday = 100>>
<</link>>
<<link "50% Horn">>
<<set $adamsgirl.horn = 50>>
<</link>>
<p class=loc>Master Devinshire</p>
<p>$devinshiremaster.location</p>
<</if>>
*/
<p class=loc>Humans</p>
<<for _hum = 0; _hum < $humans.length; _hum++>>
Human: $humans[_hum].firstname $humans[_hum].lastname Imageset: $humans[_hum].imageset <<if def $humans[_hum].worker and $humans[_hum].worker is true>> WORKER <</if>>L:$humans[_hum].level D:$humans[_hum].difficulty <br>
<</for>>
<<link "Close">>
<<replace #npcinfo>>
<<display npcInfo>>
<</replace>>
<</link>>
</div>
<</replace>>
<</link>>
</div>
</span><span id="playerinfo">
<div class="info closedinfo">
<<if def $player.lastfed>>
<<set _lastfed = $game.day - $player.lastfed>>
<</if>>
<<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>>
<<if def $player.lastfed>>
<p>
Last Fed: _lastfed Day(s) ago
<<if _lastfed >= 15>>
<span class="failure">Starving!</span>
<<elseif _lastfed >= 10>>
<span class="failure">Hungry!</span>
<</if>>
</p>
<</if>>
<h2 style="margin-bottom: 1px">Attributes</h2>
<div class='tableleft'>
<p class='nowidth'>
Life: $player.life/$player.lifeMax
</p>
</div>
<<if $player.willMax != 0>>
<div class='tableleft'>
<p class='nowidth'>
Will: $player.will/$player.willMax
</p>
</div>
<</if>>
<<if def $player.cash>>
<div class='tableleft'>
<p class='nowidth'>
Cash: $ $player.cash
</p>
</div>
<</if>>
<h2 style="margin-bottom: 1px">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] (Practise: $player.combattraining[1]/_curXPMax | Study: $player.combattraining[2]/_curXSMax)</p>
*/
<h2 style="margin-bottom: 1px">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)>>
<div class='tableleft'>
<p class='nowidth'>
Concentration: $player.concentration[0]
</p>
</div>
<div class='tableright'>
<p class='nowidth'>
(Practise: $player.concentration[1]/_curCPMax | Study: $player.concentration[2]/_curCSMax)
</p>
</div>
/* Body Language */
<<set _curBSMax = 20 * ($player.bodylanguage[0]+1)>>
<<set _curBPMax = 20 * ($player.bodylanguage[0]+1)>>
<div class='tableleft'>
<p class='nowidth'>
Body Language: $player.bodylanguage[0]
</p>
</div>
<div class='tableright'>
<p class='nowidth'>
(Practise: $player.bodylanguage[1]/_curBPMax | Study: $player.bodylanguage[2]/_curBSMax)
</p>
</div>
/* Persuasion */
<<set _curPSMax = 20 * ($player.persuasion[0]+1)>>
<<set _curPPMax = 20 * ($player.persuasion[0]+1)>>
<div class='tableleft'>
<p class='nowidth'>
Persuasion: $player.persuasion[0]
</p>
</div>
<div class='tableright'>
<p class='nowidth'>
(Practise: $player.persuasion[1]/_curPPMax | Study: $player.persuasion[2]/_curPSMax)
</p>
</div>
/* Mesmerism */
<<set _curMSMax = 20 * ($player.mesmerism[0]+1)>>
<<set _curMPMax = 20 * ($player.mesmerism[0]+1)>>
<div class='tableleft'>
<p class='nowidth'>
Mesmerism: $player.mesmerism[0]
</p>
</div>
<div class='tableright'>
<p class='nowidth'>
(Practise: $player.mesmerism[1]/_curMPMax | Study: $player.mesmerism[2]/_curMSMax)
</p>
</div>
<</if>>
<h2 style="margin-bottom: 1px">Traits</h2>
<p>
<<for _t = 0; _t < $player.traits.length; _t++>>
<<if _t > 0>>, $player.traits[_t]
<<else>>$player.traits[_t]<</if>>
<</for>>
</p>
<<if def $player.ncpowers and $player.ncpowers.length > 0>>
<h2 style="margin-bottom: 1px">Powers</h2>
<p class="cap">
<<for _p = 0; _p < $player.ncpowers.length; _p++>>
<<if _p > 0>>
, $player.ncpowers[_p]
<<else>>
$player.ncpowers[_p]
<</if>>
<</for>>
</p>
<br>
<</if>>
<<if $testing>>
<p>Player Story: $player.storyHome</p>
<</if>>
<h5><<link "Close">>
<<replace #playerinfo>>
<<display playerInfo>>
<</replace>>
<</link>></h5>
</div>
<</replace>>
<</link>>
<<if def $player.lastfed>>
<<if _lastfed >= 15>>
<span class="failure">Starving!</span>
<<elseif _lastfed >= 10>>
<span class="failure">Hungry!</span>
<</if>>
<</if>>
</div>
</span><h3>Additional Traits</h3>
/*<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>*/
<style>
#upgrades {
display: inline-grid;
text-align: center;
grid-template-columns: 10px 250px 250px 250px 250px 10px;
grid-column-gap: 5px;
grid-template-rows: 50px 25px auto auto auto auto 50px;
grid-row-gap: 15px;
grid-template-areas:
"upgrade-left upgrade-header-space upgrade-header upgrade-header upgrade-header upgrade-header"
"upgrade-left upgrade-level-0 upgrade-level-1 upgrade-level-2 upgrade-level-3 upgrade-right"
"upgrade-left upgrade-con-title upgrade-con-1 upgrade-con-2 upgrade-con-3 upgrade-right"
"upgrade-left upgrade-per-title upgrade-per-1 upgrade-per-2 upgrade-per-3 upgrade-right"
"upgrade-left upgrade-mes-title upgrade-mes-1 upgrade-mes-2 upgrade-mes-3 upgrade-right"
"upgrade-left upgrade-bod-title upgrade-bod-1 upgrade-bod-2 upgrade-bod-3 upgrade-right"
"upgrade-left upgrade-footer-space upgrade-footer upgrade-footer upgrade-footer upgrade-footer"
}
#upgrades > upgradetitle {
grid-area: upgrade-header;
}
</style>
<<set _availalbeXP = $player.skillXP - $player.skillXPSpent>>
<div id="upgrades">
<upgradetitle><h5>XP Earned: $player.skillXP | XP Spent: $player.skillXPSpent</h5></upgradetitle>
<h6 style="grid-area: upgrade-level-1">Level 1</h6>
<h6 style="grid-area: upgrade-level-2">Level 2</h6>
<h6 style="grid-area: upgrade-level-3">Level 3</h6>
<h5 style="grid-area: upgrade-con-title">Concentration<br> (Current Level: $player.concentration[0])</h5>
<h5 style="grid-area: upgrade-per-title">Persuasion<br> (Current Level: $player.persuasion[0])</h5>
<h5 style="grid-area: upgrade-mes-title">Mesmerism<br> (Current Level: $player.mesmerism[0])</h5>
<h5 style="grid-area: upgrade-bod-title">Body Language<br> (Current Level: $player.bodylanguage[0])</h5>
<span style="grid-area: upgrade-con-1">
<upgrade>
<div class="upgradetitle">
Wilful
</div>
<div class="upgradecost">
<<if $player.traits.includes("Wilful")>>
Bought
<<elseif _availalbeXP >= 1 and $player.concentration[0] >= 1>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 1; $player.traits.push('Wilful')">Cost 1XP</a>
<<else>>
Cost 1XP (Con 1+)
<</if>>
</div>
<div class="upgradedesc">
Max Will increased by 5
</div>
</upgrade>
</span>
<span style="grid-area: upgrade-con-2">
<upgrade>
<div class="upgradetitle">
Focused
</div>
<div class="upgradecost">
<<if $player.traits.includes("Focused")>>
Bought
<<elseif _availalbeXP >= 3 and $player.concentration[0] >= 2>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 3; $player.traits.push('Focused')">Cost 3XP</a>
<<else>>
Cost 3XP (Con 2+)
<</if>>
</div>
<div class="upgradedesc">
Whenever practising a skill 50% extra study points are converted
</div>
</upgrade>
</span>
<span style="grid-area: upgrade-con-3">
<upgrade>
<div class="upgradetitle">
Empowered
</div>
<div class="upgradecost">
<<if $player.traits.includes("Enpowered")>>
Bought
<<elseif _availalbeXP >= 6 and $player.concentration[0] >= 3>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 6; $player.traits.push('Empowered')">Cost 6XP</a>
<<else>>
Cost 6XP (Con 3+)
<</if>>
</div>
<div class="upgradedesc">
Max Will Power is further increased by 5 points
</div>
</upgrade>
</span>
/* Persuasion ------------------------------------------------- */
<span style="grid-area: upgrade-per-1">
<upgrade>
<div class="upgradetitle">
Opener
</div>
<div class="upgradecost">
<<if $player.traits.includes("Opener")>>
Bought
<<elseif _availalbeXP >= 1 and $player.persuasion[0] >= 1>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 1; $player.traits.push('Opener')">Cost 1XP</a>
<<else>>
Cost 1XP (Per 1+)
<</if>>
</div>
<div class="upgradedesc">
Increased chance to having girls accept a drink from you
</div>
</upgrade>
</span>
<span style="grid-area: upgrade-per-2">
<upgrade>
<div class="upgradetitle">
Cheeky
</div>
<div class="upgradecost">
<<if $player.traits.includes("Cheeky")>>
Bought
<<elseif _availalbeXP >= 3 and $player.persuasion[0] >= 2>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 3; $player.traits.push('Cheeky')">Cost 3XP</a>
<<else>>
Cost 3XP (Per 2+)
<</if>>
</div>
<div class="upgradedesc">
+1 Bonus to increases in exhibitionism in female vampires.
</div>
</upgrade>
</span>
<span style="grid-area: upgrade-per-3">
<upgrade>
<div class="upgradetitle">
Awesome
</div>
<div class="upgradecost">
<<if $player.traits.includes("Awesome")>>
Bought
<<elseif _availalbeXP >= 6 and $player.persuasion[0] >= 3>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 6; $player.traits.push('Awesome')">Cost 6XP</a>
<<else>>
Cost 6XP (Per 3+)
<</if>>
</div>
<div class="upgradedesc">
When using the skill Awe the gain is doubled again
</div>
</upgrade>
</span>
/* Mesmerism ------------------------------------------------------ */
<span style="grid-area: upgrade-mes-1">
<upgrade>
<div class="upgradetitle">
Presence
</div>
<div class="upgradecost">
<<if $player.traits.includes("Presence")>>
Bought
<<elseif _availalbeXP >= 1 and $player.mesmerism[0] >= 1>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 1; $player.traits.push('Presence')">Cost 1XP</a>
<<else>>
Cost 1XP (Mes 1+)
<</if>>
</div>
<div class="upgradedesc">
A girls libido will increase 10-25 points as soon as you get her home
</div>
</upgrade>
</span>
<span style="grid-area: upgrade-mes-2">
<upgrade>
<div class="upgradetitle">
Flush
</div>
<div class="upgradecost">
<<if $player.traits.includes("Flush")>>
Bought
<<elseif _availalbeXP >= 3 and $player.mesmerism[0] >= 2>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 3; $player.traits.push('Flush')">Cost 3XP</a>
<<else>>
Cost 3XP (Mes 2+)
<</if>>
</div>
<div class="upgradedesc">
+1 Bonus to increases in horniness in female vampires.
</div>
</upgrade>
</span>
<span style="grid-area: upgrade-mes-3">
<upgrade>
<div class="upgradetitle">
Visionary
</div>
<div class="upgradecost">
<<if $player.traits.includes("Visionary")>>
Bought
<<elseif _availalbeXP >= 6 and $player.mesmerism[0] >= 3>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 6; $player.traits.push('Visionary')">Cost 6XP</a>
<<else>>
Cost 6XP (Mes 3+)
<</if>>
</div>
<div class="upgradedesc">
-2 to cost of Scry, normally 6WP
</div>
</upgrade>
</span>
/* Body Language ----------------------------------------------------- */
<span style="grid-area: upgrade-bod-1">
<upgrade>
<div class="upgradetitle">
Pleasing
</div>
<div class="upgradecost">
<<if $player.traits.includes("Pleasing")>>
Bought
<<elseif _availalbeXP >= 1 and $player.bodylanguage[0] >= 1>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 1; $player.traits.push('Pleasing')">Cost 1XP</a>
<<else>>
Cost 1XP (Bod 1+)
<</if>>
</div>
<div class="upgradedesc">
All humans difficulty levels reduced by 1 for checks. (Level 1 remain Level 1)
</div>
</upgrade>
</span>
<span style="grid-area: upgrade-bod-2">
<upgrade>
<div class="upgradetitle">
Distraction
</div>
<div class="upgradecost">
<<if $player.traits.includes("Distraction")>>
Bought
<<elseif _availalbeXP >= 3 and $player.bodylanguage[0] >= 2>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 3; $player.traits.push('Distraction')">Cost 3XP</a>
<<else>>
Cost 3XP (Bod 2+)
<</if>>
</div>
<div class="upgradedesc">
+1 Bonus during checks to see if a female vampire minds you peeking at her.
</div>
</upgrade>
</span>
<span style="grid-area: upgrade-bod-3">
<upgrade>
<div class="upgradetitle">
Deep Read
</div>
<div class="upgradecost">
<<if $player.traits.includes("Deap Read")>>
Bought
<<elseif _availalbeXP >= 6 and $player.bodylanguage[0] >= 3>>
<a class="upgradeclicker" data-passage="upgradeSkills" data-setter="$player.skillXPSpent += 6; $player.traits.push('Deep Read')">Cost 6XP</a>
<<else>>
Cost 6XP (Bod 3+)
<</if>>
</div>
<div class="upgradedesc">
Gain a general sense of female vampires horniness and exhibitionism
</div>
</upgrade>
</span>
<span style="grid-area: upgrade-footer">
[[Return|oMasterBedroom]]
</span>
</div><<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,
/* Skills */
/* Name [Level, Practised, Studied] */
combattraining: [0,0,0],
concentration: [0,0,0],
persuasion: [0,0,0],
mesmerism: [0,0,0],
bodylanguage: [0,0,0],
/* Abilities */
attacks: ["Punch"],
powers: [],
ncpowers: [],
activepowers: [],
/* Traits */
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
}>>
<<set $blanknpc to {
name: "",
secondname: "",
progname: "",
horn: 5, /* Current horniness level */
hornbase: 1, /* Base to increase/decreasse by */
mast: false,
dirt: 5, /* Current dirst level */
dirtbase: 5, /* Base to increase/decreasse by */
exhib: 5, /* Current exhibitionism */
exhibbase: 1, /* Base change for exhibitionism */
exhibtoday: 5, /* Todays store of exhibitionism potential */
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: 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: [],
location12: [],
location21: [],
location22: [],
location31: [],
location32: [],
location41: [],
location42: []
}>>
/* NPCs */
<<set $sister to clone($blanknpc)>>
<<set $sister.name = "Callidora">>
<<set $sister.secondname = "Waldron">>
<<set $sister.progname = "sister">>
<<set $sister.hornbase = 5>>
<<set $sister.exhibbase = 2>>
<<set $sister.location11 = ["fhKitchens", "fhKitchens", "fhSistersBedroom"]>>
<<set $sister.location12 = ["fhKitchens", "fhSistersBedroom", "fhSistersBedroom"]>>
<<set $sister.location21 = ["fhSistersBedroom", "fhCourtyard", "fhCourtyard","fhConservatory"]>>
<<set $sister.location22 = ["fhConservatory"]>>
<<set $sister.location31 = ["fhLibrary", "fhLibrary", "fhSistersBedroom", "fhCourtyard", "fhConservatory"]>>
<<set $sister.location32 = ["fhLibrary", "fhSistersBedroom"]>>
<<set $sister.location41 = ["fhLibrary", "fhSistersBedroom", "fhSistersBedroom"]>>
<<set $sister.location42 = ["fhSistersBedroom"]>>
<<set $sister to Object.assign($sister, {storyHome: 0})>>
<<set $sister to Object.assign($sister, {storyYoga: 0})>>
<<set $aunt to clone($blanknpc)>>
<<set $aunt.name = "Rana">>
<<set $aunt.secondname = "Waldron">>
<<set $aunt.progname = "aunt">>
<<set $aunt.hornbase = 5>>
<<set $aunt.exhibbase = 4>>
<<set $aunt.location11 = ["fhKitchens", "fhKitchens", "fhAuntsBedroom"]>>
<<set $aunt.location12 = ["fhKitchens", "fhAuntsBedroom", "fhAuntsBedroom"]>>
<<set $aunt.location21 = ["fhDiningRoom"]>>
<<set $aunt.location22 = ["fhLibrary"]>>
<<set $aunt.location31 = ["fhDiningRoom", "fhLibrary"]>>
<<set $aunt.location32 = ["fhDiningRoom", "fhLibrary"]>>
<<set $aunt.location41 = ["fhLibrary", "fhAuntsBedroom", "fhAuntsBedroom"]>>
<<set $aunt.location42 = ["fhAuntsBedroom"]>>
<<set $aunt to Object.assign($aunt, {storyHome: 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: 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: 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 */
storyExercise: 0,
storySex: 0,
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 $adamsgirl to clone($blanknpc)>>
<<set $adamsgirl.name = "Kamaria">>
<<set $adamsgirl.secondname = "Adams">>
<<set $adamsgirl.progname = "adamsgirl">>
<<set $adamsgirl.location11 = ["aGirlRoom"]>>
<<set $adamsgirl.location12 = ["aGirlRoom","aLiving"]>>
<<set $adamsgirl.location21 = ["aGirlRoom","aLiving","aLiving","cBookstore"]>>
<<set $adamsgirl.location22 = ["aLiving","cBookstore","cBookstore"]>>
<<set $adamsgirl.location31 = ["aLiving"]>>
<<set $adamsgirl.location32 = ["aLiving", "aPool"]>>
<<set $adamsgirl.location41 = ["aGirlRoom","aLiving"]>>
<<set $adamsgirl.location42 = ["aGirlRoom"]>>
<<set $adamsboy to clone($blanknpc)>>
<<set $adamsboy.name = "Cyprian">>
<<set $adamsboy.secondname = "Adams">>
<<set $adamsboy.progname = "adamsboy">>
<<set $adamsboy.location = "">>
<<set $adamsboy.location11 = ["aBoyRoom"]>>
<<set $adamsboy.location12 = ["aBoyRoom"]>>
<<set $adamsboy.location21 = ["aBoyRoom"]>>
<<set $adamsboy.location22 = ["aBoyRoom"]>>
<<set $adamsboy.location31 = ["aBoyRoom"]>>
<<set $adamsboy.location32 = ["aBoyRoom"]>>
<<set $adamsboy.location41 = ["aBoyRoom"]>>
<<set $adamsboy.location42 = ["aBoyRoom"]>>
<<set $devinshiremaster to {
name: "Alvah",
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","cBookstore"],
location32: ["cDevinshireHouse","cDevinshireHouse","cBookstore"],
location41: ["cDevinshireHouse"],
location42: ["cDevinshireHouse"]
}>>
<<set $devinshiremistress to{
name: "Riley",
secondname: "Devinshire",
horn: 80, /* 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: 50, /* Current exhibitionism */
exhibbase: 3, /* Base change for exhibitionism */
life: 5, /* Current hit points */
lifeMax: 5, /* Max HP*/
will: 0, /* Current will points */
willMax: 0, /* Max WP */
strength: 0, /* Strength (Damage with Melee) */
dexterity: 0, /* Dexterity (To Hit) */
dexbonus: 4, /* Base dex bonus (* Dex) */
attacks: [], /* Known Attacks */
powers: [], /* Known Powers */
story: 0, /* Story progress */
playerchatted: 0,
peeked: 0,
location: "", /* Current location (passage) */
location11: ["cDevinshireHouse"],
location12: ["cDevinshireHouse"],
location21: ["cDevinshireHouse"],
location22: ["cDevinshireHouse"],
location31: ["cDevinshireHouse"],
location32: ["cDevinshireHouse"],
location41: ["cDevinshireHouse"],
location42: ["cDevinshireHouse"]
}>>
<<set $vossengirl to clone($blanknpc)>>
<<set $vossengirl.name = "Astrid">>
<<set $vossengirl.secondname = "Vossen">>
<<set $vossengirl.progname = "vossengirl">>
<<set $vossengirl.dexterity = 4>>
<<set $vossengirl.location11 = ["vGirlRoom", "vPool"]>>
<<set $vossengirl.location12 = ["vGirlRoom","cCClub", "cCClub"]>>
<<set $vossengirl.location21 = ["vGirlRoom","vLiving", "cCClub", "cCClub", "cCourts", "vKitchen"]>>
<<set $vossengirl.location22 = ["vLiving", "vLiving", "cBookstore", "cCClub", "cCourts", "vKitchen"]>>
<<set $vossengirl.location31 = ["vLiving", "cPark", "cCClub", "cCourts", "cCourts"]>>
<<set $vossengirl.location32 = ["vLiving", "vLiving", "cBookstore", "cCourts", "cCourts", "vPool"]>>
<<set $vossengirl.location41 = ["vGirlRoom","vLiving", "vPool", "vPool", "vKitchen"]>>
<<set $vossengirl.location42 = ["vGirlRoom"]>>
<<set $morelockgirl to clone($blanknpc)>>
<<set $morelockgirl.name = "Malvolia">>
<<set $morelockgirl.secondname = "Morelock">>
<<set $morelockgirl.progname = "morelockgirl">>
<<set $morelockgirl.location11 = ["mGirlRoom"]>>
<<set $morelockgirl.location12 = ["mGirlRoom","mLiving"]>>
<<set $morelockgirl.location21 = ["mGirlRoom","mLiving","mLiving"]>>
<<set $morelockgirl.location22 = ["mLiving", "mLiving", "cBookstore"]>>
<<set $morelockgirl.location31 = ["mLiving", "cPark"]>>
<<set $morelockgirl.location32 = ["mLiving", "mLiving", "cBookstore"]>>
<<set $morelockgirl.location41 = ["mGirlRoom","mLiving"]>>
<<set $morelockgirl.location42 = ["mGirlRoom"]>>
<</widget>><<widget plasticity>>
<<set _cost = 2>>
<<if def $player.ncpowers>>
<<if $player.ncpowers.includes("plasticity")>>
<<if $player.will >= _cost>>
<<link "Adjust the humans desires">>
<<replace #enthralpowers>>
<<replace #enthrallment>><</replace>>
<p>Select an area to increase the humans desire in:</p>
<p>
<<if $humans[$args[0]].mDick < 10>>
<<link "Increase fondness for dicks">>
<<set $humans[$args[0]].mDick += 2>>
<<set $player.will -= _cost>>
<<replace #enthralpowers>>
<<plasticity _girl>>
<</replace>>
<<replace #enthrallment>>
<<enthrallment>>
<</replace>>
<<replace #humanstats>>
<<humanstatsenthral>>
<</replace>>
<</link>>
<<else>>
Fondness for dicks at maximum
<</if>></p>
<p><<if $humans[$args[0]].mCum < 10>>
<<link "Increase fondness for cum">>
<<set $humans[$args[0]].mCum += 2>>
<<set $player.will -= _cost>>
<<replace #enthralpowers>>
<<plasticity _girl>>
<</replace>>
<<replace #enthrallment>>
<<enthrallment>>
<</replace>>
<<replace #humanstats>>
<<humanstatsenthral>>
<</replace>>
<</link>>
<<else>>
<p>Fondness for cum at maximum</p>
<</if>></p>
<p><<if $humans[$args[0]].mPussy < 10>>
<<link "Increase fondness for her pussy">>
<<set $humans[$args[0]].mPussy += 2>>
<<set $player.will -= _cost>>
<<replace #enthralpowers>>
<<plasticity _girl>>
<</replace>>
<<replace #enthrallment>>
<<enthrallment>>
<</replace>>
<<replace #humanstats>>
<<humanstatsenthral>>
<</replace>>
<</link>>
<<else>>
<p>Fondness for her pussy at maximum</p>
<</if>></p>
<p><<if $humans[$args[0]].mSex < 10>>
<<link "Increase fondness for sex">>
<<set $humans[$args[0]].mSex += 2>>
<<set $player.will -= _cost>>
<<replace #enthralpowers>>
<<plasticity _girl>>
<</replace>>
<<replace #enthrallment>>
<<enthrallment>>
<</replace>>
<<replace #humanstats>>
<<humanstatsenthral>>
<</replace>>
<</link>>
<<else>>
<p>Fondness for sex at maximum</p>
<</if>></p>
<p><<if $humans[$args[0]].pBreasts < 10>>
<<link "Increase sensitivity of her breasts">>
<<set $humans[$args[0]].pBreasts += 2>>
<<set $player.will -= _cost>>
<<replace #enthralpowers>>
<<plasticity _girl>>
<</replace>>
<<replace #enthrallment>>
<<enthrallment>>
<</replace>>
<<replace #humanstats>>
<<humanstatsenthral>>
<</replace>>
<</link>>
<<else>>
<p>Sensitivity of her breasts at maximum</p>
<</if>></p>
<p><<if $humans[$args[0]].pAss < 10>>
<<link "Increase sensitivity of her ass">>
<<set $humans[$args[0]].pAss += 2>>
<<set $player.will -= _cost>>
<<replace #enthralpowers>>
<<plasticity _girl>>
<</replace>>
<<replace #enthrallment>>
<<enthrallment>>
<</replace>>
<<replace #humanstats>>
<<humanstatsenthral>>
<</replace>>
<</link>>
<<else>>
<p>Sensitivity of her ass at maximum</p>
<</if>></p>
<p><<if $humans[$args[0]].pClit < 10>>
<<link "Increase sensitivity of her clit">>
<<set $humans[$args[0]].pClit += 2>>
<<set $player.will -= _cost>>
<<replace #enthralpowers>>
<<plasticity _girl>>
<</replace>>
<<replace #enthrallment>>
<<enthrallment>>
<</replace>>
<<replace #humanstats>>
<<humanstatsenthral>>
<</replace>>
<</link>>
<<else>>
<p>Sensitivity of her clit at maximum</p>
<</if>></p>
<p><<if $humans[$args[0]].pG < 10>>
<<link "Increase sensitivity of her G-spot">>
<<set $humans[$args[0]].pG += 2>>
<<set $player.will -= _cost>>
<<replace #enthralpowers>>
<<plasticity _girl>>
<</replace>>
<<replace #enthrallment>>
<<enthrallment>>
<</replace>>
<<replace #humanstats>>
<<humanstatsenthral>>
<</replace>>
<</link>>
<<else>>
<p>Sensitivity of her G-spot at maximum</p>
<</if>></p>
<</replace>>
<</link>> (_cost Will)<br>
<<else>>
<p>You lack the strength of will to use Plasticity right now.</p>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget scry>>
<<set _target = $args[0]>> /* Target Character */
<<set _location = $args[1]>> /* Location of Character */
<<set _level = $player.mesmerism[0]>> /* Level of the Scry */
<<if $player.traits.contains("Visionary")>>
<<set _cost - 4>>
<<else>>
<<set _cost = 6>>
<</if>>
<<if def $player.ncpowers>>
<<if $player.ncpowers.includes("scry")>>
<<if $player.will >= _cost>>
<<link "Attempt to Scry">>
<<if _level <=3>>
<<set _pic = random(1,4)>>
<<elseif _level <= 7>>
<<set _pic = random(1,4)>>
<<else>>
<<set _pic = random(1,4)>>
<</if>>
<<replace #storypic>>
<<print "<img class='blurin' src='images/char/"+_target+"/scry/"+_location+"/"+_pic+".jpg'>">>
<</replace>>
<<replace #storytext>>
<<print "
<p>You focus your mind onto that of $"+_target+".name's. After a few moments you feel your mind shift as your body remains where it was. Suddenly your vision returns and the mental project of your target forms before you.</p>
">>
<<removeToDo "td0021">>
<<print "[[Release|"+_location+"][$player.will -= _cost; $game.timeProgress += 50]]">>
<</replace>>
<</link>> (_cost Will)<br>
<<else>>
<p>You lack the strength of will to attempt to scry on her right now.</p>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget awe>>
<<set _cost = 4>>
<<if $player.will >= _cost>>
<<link "Activate Awe">>
<<set $player.activepowers.push("awe")>>
<<set $player.will -= _cost>>
<<audio "power" play>>
<<replace #chatup>>
<div class="powerunlock">Awe Activated</div>
<<chatUp2 _girl>>
<</replace>>
<</link>> 4 WP
<</if>>
<</widget>>
<<widget fadeAwe>>
<<if $player.activepowers.includes("awe")>>
<<set $player.activepowers.delete("awe")>>
<div class="powerunlock">Awe Fades</div>
<</if>>
<</widget>>/* Exhibitionism */
<<widget checkExhib>>
<<set _location = passage()>>
<<set _potentials to []>>
/* Office Penthouse Living Area */
<<if _location == "oLiving">>
/* Add potentials to array */
<<if $sister.exhib >= 25 and $sister.horn >= 50>>
<<set _potentials.push("sister")>>
<<updateSisterExhibs>>
<</if>>
<<if $om.exhib >= 25 and $om.horn >= 50 and $om.location != "oOfficeManager">>
<<set _potentials.push("om")>>
<<updateOMExhibs>>
<</if>>
/* Check if any possibility */
<<if _potentials.length > 0>>
/* Select a girl at random */
<<set _target = _potentials.random()>>
<<print "<p>As you sit there reading $"+_target+".name walks by.</p>">>
/* Select a random entry for girl based on level of exhibitionism*/
<<print "<<set _girlexhib = $"+_target+".exhib>>">>
<<if _girlexhib < 60>>
<<set _maxpic = 1>>
<<elseif _girlexhib < 70>>
<<set _maxpic = 1>>
<<elseif _girlexhib < 80>>
<<set _maxpic = 1>>
<<elseif _girlexhib < 90>>
<<set _maxpic = 1>>
<<else>>
<<set _maxpic = 1>>
<</if>>
<<set _pic = random(_maxpic)>>
<<if $testing>>
<p>Target: _target, Location: _location, MaxElement: _maxpic, Element: _pic</p>
<</if>>
<<print "<<set _thisExhib = $"+_target+_location+"Exhibs["+_pic+"]>>">>
<<replace #storypic>>
<img @src=_thisExhib[0]>
<</replace>>
<<replace #storyexits>>
<</replace>>
<<replace #todo>>
<</replace>>
<p>
_thisExhib[1]
</p>
<<print "<p class='npc "+_target+"'>
_thisExhib[2]
</p>">>
<</if>>
<<elseif _location == "aLiving">>
<<if $adamsgirl.exhib >= 25 and $adamsgirl.horn >= 50>>
<<set _potentials.push($adamsgirl)>>
<<updateAdamsgirlExhibs>>
/* Check if any possibility */
<<if _potentials.length > 0>>
/* Select a girl at random */
<<set _target = _potentials.random()>>
/* Check exhibitionism potential to limit daily reveals */
<<set _exhibroll = random(40,100)>>
<<if _exhibroll <= _target.exhibtoday>>
<p>_target.name seems to be a little distracted in your presence.</p>
/* Select a random entry for girl based on level of exhibitionism*/
<<set _girlexhib = _target.exhib>>
<<if _girlexhib < 60>>
<<set _maxpic = 2>>
<<elseif _girlexhib < 70>>
<<set _maxpic = 5>>
<<elseif _girlexhib < 80>>
<<set _maxpic = 7>>
<<elseif _girlexhib < 90>>
<<set _maxpic = 8>>
<<else>>
<<set _maxpic = 9>>
<</if>>
<<set _pic = random(1,_maxpic)>>
<<print "<<set _thisExhib = $"+_target.progname + _location + "Exhibs[" + _pic +"]>>">>
<<linkreplace "Give her your attention">>
<<replace #storypic>>
<img @src=_thisExhib[0]>
<</replace>>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #todo>><</replace>>
<<replace #storytext>>
<p>
_thisExhib[1]
</p>
<<print "<p class='npc "+_target+"'>
_thisExhib[2]
</p>">>
<<link "Continue...">>
<<set _target.exhibtoday -= 10>>
<<goto _location>>
<</link>>
<</replace>>
<</linkreplace>>
<</if>>
<</if>>
<</if>>
<<elseif _location == "vKitchen" or _location == "vLiving">>
<<if $vossengirl.exhib >= 25 and $vossengirl.horn >= 50>>
<<set _potentials.push($vossengirl)>>
<<updateVossengirlExhibs>>
/* Check if any possibility */
<<if _potentials.length > 0>>
/* Select a girl at random */
<<set _target = _potentials.random()>>
/* Check exhibitionism potential to limit daily reveals */
<<set _exhibroll = random(40,100)>>
<<if _exhibroll <= _target.exhibtoday>>
<p>_target.name seems to be a little distracted in your presence.</p>
/* Select a random entry for girl based on level of exhibitionism*/
<<set _girlexhib = _target.exhib>>
<<if _girlexhib < 60>>
<<set _maxpic = 2>>
<<elseif _girlexhib < 70>>
<<set _maxpic = 5>>
<<elseif _girlexhib < 80>>
<<set _maxpic = 7>>
<<elseif _girlexhib < 90>>
<<set _maxpic = 8>>
<<else>>
<<set _maxpic = 9>>
<</if>>
<<set _pic = random(1,_maxpic)>>
<<print "<<set _thisExhib = $"+_target.progname + _location + "Exhibs[" + _pic +"]>>">>
<<linkreplace "Give her your attention">>
<<replace #storypic>>
<img @src=_thisExhib[0]>
<</replace>>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #todo>><</replace>>
<<replace #storytext>>
<p>
_thisExhib[1]
</p>
<<print "<p class='npc "+_target+"'>
_thisExhib[2]
</p>">>
<<link "Continue...">>
<<set _target.exhibtoday -= 10>>
<<goto _location>>
<</link>>
<</replace>>
<</linkreplace>>
<</if>>
<</if>>
<</if>>
<</if>>
<</widget>>
<<widget updateSisterExhibs>>
<<set _sisteroLivingExhibs to [
["images/char/sister/exhib/oLiving/1.jpg",
"She leans over towards you.",
"Study hard little brother!",
"xsol001"],
["images/char/sister/exhib/oLiving/2.jpg",
"She hops up on the chair across from you and bends over.",
"Oh, my ankle's sore today.",
"xsol002"]
]>>
/* Ensure array exists */
<<if ndef $sisteroLivingExhibs>>
<<set $sisteroLivingExhibs to []>>
<</if>>
/* Check for missing entries and add them */
<<if _sisteroLivingExhibs.length != $sisteroLivingExhibs.length>>
<<for _q = 0; _q < _sisteroLivingExhibs.length; _q++>>
<<set _tmpRec = _sisteroLivingExhibs[_q]>>
<<set _flatArray = $sisteroLivingExhibs.flatten()>>
<<if _flatArray.includes(_tmpRec[3])>>
/* Nothing to do */
<<else>>
<<run $sisteroLivingExhibs.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget updateOMExhibs>>
<<set _omoLivingExhibs to [
["images/char/om/exhib/oLiving/1.jpg",
"She pops a leg up on a dining chair.",
"Well hello little study guy!",
"xomol001"],
["images/char/om/exhib/oLiving/2.jpg",
"She leans in and grabs her tits.",
"Oh, sorry, not distracting you am I?",
"xomol002"]
]>>
/* Ensure array exists */
<<if ndef $omoLivingExhibs>>
<<set $omoLivingExhibs to []>>
<</if>>
/* Check for missing entries and add them */
<<if _omoLivingExhibs.length != $omoLivingExhibs.length>>
<<for _q = 0; _q < _omoLivingExhibs.length; _q++>>
<<set _tmpRec = _omoLivingExhibs[_q]>>
<<set _flatArray = $omoLivingExhibs.flatten()>>
<<if _flatArray.includes(_tmpRec[3])>>
/* Nothing to do */
<<else>>
<<run $omoLivingExhibs.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<</widget>>
<<widget updateAdamsgirlExhibs>>
<<set _adamsgirlaLivingExhibs to [
["images/char/adamsgirl/exhib/aLiving/001.jpg",
"She gives a small yelp.",
"Oh damn this shirt!",
"xaal001"],
["images/char/adamsgirl/exhib/aLiving/002.jpg",
"She lifts her skirt slightly",
"These suspenders keep pinching today.",
"xaal002"],
["images/char/adamsgirl/exhib/aLiving/003.jpg",
"She scratches her ass.",
"I think I was bitten last night, damn itchy!",
"xaal003"],
["images/char/adamsgirl/exhib/aLiving/004.jpg",
"She lifts her skirt revealing her ass.",
"Excuse me whilst I dig this thong out wont you.",
"xaal004"],
["images/char/adamsgirl/exhib/aLiving/005.jpg",
"She fans her skirt up and down.",
"Pheww, warm today don't you think?",
"xaal005"],
["images/char/adamsgirl/exhib/aLiving/006.jpg",
"She opens her shirt.",
"Does this color suit me?",
"xaal006"],
["images/char/adamsgirl/exhib/aLiving/007.jpg",
"She Flashes her panties.",
"Oops! Sorry.",
"xaal007"],
["images/char/adamsgirl/exhib/aLiving/008.jpg",
"She leans against the wall and exposes her breasts.",
"Just felt like a little tweak, having you here.",
"xaal008"],
["images/char/adamsgirl/exhib/aLiving/009.jpg",
"She slips a hand up her skirt.",
"Mmmm!",
"xaal009"]
]>>
/* Ensure array exists */
<<if ndef $adamsgirlaLivingExhibs>>
<<set $adamsgirlaLivingExhibs to []>>
<</if>>
/* Check for missing entries and add them */
<<if _adamsgirlaLivingExhibs.length != $adamsgirlaLivingExhibs.length>>
<<for _q = 0; _q < _adamsgirlaLivingExhibs.length; _q++>>
<<set _tmpRec = _adamsgirlaLivingExhibs[_q]>>
<<set _flatArray = $adamsgirlaLivingExhibs.flatten()>>
<<if _flatArray.includes(_tmpRec[3])>>
/* Nothing to do */
<<else>>
<<run $adamsgirlaLivingExhibs.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<</widget>>
/* Vossen Girl */
<<widget updateVossengirlExhibs>>
/* Kitchen */
<<set _vossengirlvKitchenExhibs to [
["images/char/vossengirl/exhib/vKitchen/001.jpg",
"She hops up on the counter.",
"Oops, forgot I had this dress on.",
"xvvk001"],
["images/char/vossengirl/exhib/vKitchen/002.jpg",
"She tries to hop up on the counter.",
"Oh that was embarassing.",
"xvvk002"],
["images/char/vossengirl/exhib/vKitchen/003.jpg",
"She's up on the counter again.",
"Oh hey there.",
"xvvk003"],
["images/char/vossengirl/exhib/vKitchen/004.jpg",
"She is getting down from the counter.",
"Damn, by dress is caught, that was a bit more leg then I meant to reveal!",
"xvvk004"],
["images/char/vossengirl/exhib/vKitchen/005.jpg",
"She's on the counter.",
"Don't mind me, just stretching out my back a bit",
"xvvk005"],
["images/char/vossengirl/exhib/vKitchen/006.jpg",
"She opens her legs.",
"Oops, forgot I wasn't wearing trousers!",
"xvvk006"],
["images/char/vossengirl/exhib/vKitchen/007.jpg",
"She Flashes her panties.",
"Ohh, warm today.",
"xvvk007"],
["images/char/vossengirl/exhib/vKitchen/008.jpg",
"The top of her dress appears to come loose.",
"D'oh, what a day to forget to wear my bra.",
"xvvk008"],
["images/char/vossengirl/exhib/vKitchen/009.jpg",
"She spreads her legs whilst her top is down.",
"Ahh, which do I cover up first!",
"xvvk009"]
]>>
/* Ensure array exists */
<<if ndef $vossengirlvKitchenExhibs>>
<<set $vossengirlvKitchenExhibs to []>>
<</if>>
/* Check for missing entries and add them */
<<if _vossengirlvKitchenExhibs.length != $vossengirlvKitchenExhibs.length>>
<<for _q = 0; _q < _vossengirlvKitchenExhibs.length; _q++>>
<<set _tmpRec = _vossengirlvKitchenExhibs[_q]>>
<<set _flatArray = $vossengirlvKitchenExhibs.flatten()>>
<<if _flatArray.includes(_tmpRec[3])>>
/* Nothing to do */
<<else>>
<<run $vossengirlvKitchenExhibs.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
/* Living */
<<set _vossengirlvLivingExhibs to [
["images/char/vossengirl/exhib/vLiving/001.jpg",
"She is sitting on the sofa.",
"Oh hey, was just relaxing.",
"xvvl001"],
["images/char/vossengirl/exhib/vLiving/002.jpg",
"She is sitting on the sofa.",
"Oh hey you.",
"xvvl002"],
["images/char/vossengirl/exhib/vLiving/003.jpg",
"She shifts onthe sofa.",
"Make yourself at home",
"xvvl003"],
["images/char/vossengirl/exhib/vLiving/004.jpg",
"She crawls up the sofa to make room for you.",
"Here, let me move up.",
"xvvl004"],
["images/char/vossengirl/exhib/vLiving/005.jpg",
"She sucks on a finger.",
"Oh hey, just finished a posicle. Mmmm.",
"xvvl005"],
["images/char/vossengirl/exhib/vLiving/006.jpg",
"She leans over the sofa.",
"Damn, I think I dropped my phone.",
"xvvl006"],
["images/char/vossengirl/exhib/vLiving/007.jpg",
"She lies on teh sofa.",
"Mmm, good to relax a little hmmm.",
"xvvl007"],
["images/char/vossengirl/exhib/vLiving/008.jpg",
"She adjusts her panties.",
"Oh hey $player.vampname. Was just thinking about you.",
"xvvl008"],
["images/char/vossengirl/exhib/vLiving/009.jpg",
"She knees on the sofa.",
"Damn it, my panties rolled down again! Sorry you had to see that.",
"xvvl009"]
]>>
/* Ensure array exists */
<<if ndef $vossengirlvLivingExhibs>>
<<set $vossengirlvLivingExhibs to []>>
<</if>>
/* Check for missing entries and add them */
<<if _vossengirlvLivingExhibs.length != $vossengirlvLivingExhibs.length>>
<<for _q = 0; _q < _vossengirlvLivingExhibs.length; _q++>>
<<set _tmpRec = _vossengirlvLivingExhibs[_q]>>
<<set _flatArray = $vossengirlvLivingExhibs.flatten()>>
<<if _flatArray.includes(_tmpRec[3])>>
/* Nothing to do */
<<else>>
<<run $vossengirlvLivingExhibs.push(_tmpRec)>>
<</if>>
<</for>>
<</if>>
<</widget>>
/* Sexual Favours */
<<widget officeSleep>>
/* Check for OM */
<<if $om.horn > 90 and $om.storySex != 2>>
<<removeToDo "td0024">>
<<replace #storyexits>><</replace>>
<<replace #storyactions>><</replace>>
<<replace #storytext>>
<p>As you are about to fall asleep you hear a knocking at the door.</p>
<<link "Go check.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/asking.jpg'>
<</replace>>
<<replace #storytext>>
<p>You get out of bed naked and move to the door. Opening it a crack you see $om.name standing there.</p>
<p class='npc om'>Oh, hi $player.vampname. I was wondering, could I come in... I'm feeling a little lonely tonight.</p>
<<link "Of course!">>
<<if $om.storySex == 0>>
<<omofficebj>>
<<else>>
<<replace #storytext>>
<p class="npc om">
How do you want me tonight?
</p>
<<link "Give me a blow job.">>
<<omofficebj>>
<</link>><br>
<<link "I think we'll try doggy style tonight.">>
<<omofficedoggy>>
<</link>><br>
<</replace>>
<</if>>
<</link>><br>
<<link "Actually I'm a bit tired.">>
<<replace #storytext>>
<p class='npc om'>Oh. Ok... erm. See you in the morning then.</p>
<p>As you watch her walk away you suddenly realise she was naked.</p>
<<link "Go back to bed">>
<<oSleep>>
<</link>><br>
<</replace>>
<</link>><br>
<</replace>>
<</link>><br>
<<link "Ignore it.">>
<<oSleep>>
<</link>><br>
<</replace>>
<<else>>
<<oSleep>>
<</if>>
<</widget>>
<<widget omofficebj>>
<<replace #storytext>>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/inthedoor.jpg'>
<</replace>>
<p>You turn on the lights as you open the door to let her in and notice she is as naked as you are. You can't help getting hard watching her walk in.</p>
<p class='npc om'>I was wondering $player.vampname, could we... that is...</p>
<p>Suddenly she stops talking, looks down at your dick and loses control.</p>
<<linkreplace "She drops to her knees.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/bj01.jpg'>
<</replace>>
<p>Her tongue finds your dick and goes to work.</p>
<<linkreplace "She takes you in.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/bj02.jpg'>
<</replace>>
<p>Maintaining eye contact she slips you cock into her warm mouth, her tongue working all around the head.</p>
<<linkreplace "She continues to suck.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/bj03.jpg'>
<</replace>>
<p>$om.name has impressive sucking power, you can feel your balls tensing already as she expertly handles your member.</p>
<<linkreplace "She pulls back.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/bj04.jpg'>
<</replace>>
<p>She returns to licking, the tip of her tongue sending electic like shocks through you.</p>
<<linkreplace "You explode.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/bj05.jpg'>
<</replace>>
<p>Unable to hold back you send your seed all over $om.name, she continues to lick away catching what she can.</p>
<<linkreplace "She continues to lick.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/bj06.jpg'>
<</replace>>
<p>It's like she can't get enough of your cum, $om.name continues to lick away as your post orgasm throbs begin to slow.</p>
<<linkreplace "She looks up at you.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/bj07.jpg'>
<</replace>>
<p class='npc om'>Mmm. Thanks $player.vampname. That's just what I needed. Hope you enjoyed yourself. See you in the morning!</p>
<p>And with that she hops up and runs out of the room, cradling the cum on her tits so it doesn't run on the floor, or maybe so she can savour it??</p>
<<link "Return to bed">>
<<if $om.storySex == 0>>
<<unlockAch "010ar">>
<<set $om.storySex = 1>>
<</if>>
<<oSleep>>
<</link>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</replace>>
<</widget>>
<<widget omofficedoggy>>
<<replace #storytext>>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/inthedoor.jpg'>
<</replace>>
<p class="npc om">Let me just get on the sofa then.</p>
<<linkreplace "She climbs onto the sofa and you move in behind her.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/doggy01.jpg'>
<</replace>>
<p>She climbs onto the sofa and you move in behind her.</p>
<<linkreplace "She moans in delight.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/doggy02.jpg'>
<</replace>>
<p class="npc om">Oh fuck, yes. Get it in there, let me feel you deep inside me!</p>
<<linkreplace "Her back arches as you thrust in.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/doggy03.jpg'>
<</replace>>
<p class="npc om">Mmm. Yes. God if feels so good.</p>
<<linkreplace "You continue thrusting.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/doggy04.jpg'>
<</replace>>
<p>Unable to speak $om.name simply whimpers with each thrust.</p>
<<linkreplace "She turns to face you.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/doggy05.jpg'>
<</replace>>
<p class="npc om">Oh yes, now fill me up, I want your cum deep inside me. Let me feel it's warmth.</p>
<<linkreplace "You do as you are asked.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/doggy06.jpg'>
<</replace>>
<p>With a few final thrusts you pump your seed into her.</p>
<<linkreplace "She slumps back onto the sofa.">>
<<replace #storypic>>
<img src='images/char/om/events/officesleep/doggy07.jpg'>
<</replace>>
<p class='npc om'>Damn $player.vampname that was just what I needed tongiht. Thank you.</p>
<p class='player'>Any time $om.name. Now off to bed with you, I need to sleep</p>
<p class='npc om'>But of course sir.</p>
<p>She gives you a wink and returns to her room.</p>
<<link "Return to bed">>
<<oSleep>>
<</link>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</replace>>
<</widget>>
/* Sleeps */
<<widget oSleep>>
<<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>>
<</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>>