Anonymous88

Member
Jun 26, 2017
159
315
Progress report (\(^_^)/):

So I finally got finished one of the main features going forward: universal storage! Here's how it'll work -

When you buy a company, it'll be just that: a company. No direction, no focus, just a shell of a business you pump money into every day. You'll have five options for what you want the company to focus on: Agriculture, Mining, Lumber, Manufacturing, and Sales. What I've been working on so far for testing is purely agricultural: the farms.

So, you've bought a company, you tailored it to focus on farms, now what? Well, when you click on your new company, you'll be able to:
  1. Buy an npc's farm - there'll be five farms for sale that spawn every day, and you'll have to wait for anymore
  2. Build a farm - for now the product will be random, but this has the benefit of having no limit on how many you can make (for a much higher price...)
  3. Buy warehouses - you'll have a limited amount of storage for your products. You'll get a bit from farms, and more if you built the farm yourself, but a cheaper option may be to simply buy space
  4. Sell stored products: You will need a lot of product stored to sell it this way, but it'll make you more than letting the farms sell it themselves.
  5. Toggle daily reports - If you don't care to be reminded where your food is going, just hide the report
  6. View a summarized report on farms - this'll also let you toggle what they do with their products: store them, or sell them directly to the market
  7. View an itemized list of your stored products - this took me forever! But, as it says, you'll actually be able to see what you have stored. A nifty debug feature that'll help you way more than me
Behind the scenes, I merged all the products I made into a semi-dynamic list, and then merged all the product types into a singular array. To put it into perspective, it's like I was working with five different regional pokedexes and finally got the national pokedex. It seems to work so far, but...

Anyway, that's all from me for now. I'm ironing out the kinks in the system for now, then I'll try adding in mines and lumber mills before uploading the mini-update. I'm actually really excited about the new storage system, since this was one of the sticking points I was having a lot of trouble with. ^_^
Also, now that I have a universal itemized array for products, I can do cool things like: letting you use your produced food instead of buying food every day, manufactured products you make could be converted into actual inventory items, or maybe setting up a supply chain for other mechanics in the game (gun factory for your gang, anyone?). These were cool ideas I had, but I had no way to approach implementing them. Now that I do, I can't wait to finish implementing this fully!
 

Slash179

Newbie
May 26, 2019
37
29
I want to share my own QoL modification of the game (it's not translated but I could point out which lines of code to fix in your English version, it's pretty easy).
1) fixed a bug where random shemales have vagina (originally when game generates prestories of NPC there are lines such as that NPC was a slut in school so vag(npc)+=random, I just disabled these lines when vag=0)
2) penis sizes now have closer to normal (gaussian) distribution like IRL, so 20cm penis (let alone 25cm) will be super rare.
3) small penis was strictly better because of painful insertion mechanic, amended this by making bigger penis more pleasurable while it still fits (proportionally to volume, i.e. 20x5 is ~2x more pleasurable than 16x4)
4) reworked names according to IRL frequency in Russia (for example now there is ~300 Ivans for one German)
5) aphrodisiac had an estrogen part to it and you could reliably increase your genitals only with masculinizer drugs, so being a hung shemale was nigh impossible. Fixed this by disabling an estrogen part of aphrodisiac unless you have no balls.
6) changed orgasm from 100 to 150 arousal because erection starts at 50 and originally sex was mostly foreplay. Also since males with higher sex drive cum faster, added a chance that males with high sex drive go for another round (currently doesn't work as intended, still needs some fixing).
 

Slash179

Newbie
May 26, 2019
37
29
He is your roommate if you start the game in university as a male student.

You start with three roommates:
  1. Tapestry, the drug addict
  2. Bison, the boxer
  3. Random-named student, the nerd who eventually becomes Masha
These are just their nicknames, when you interact with the you'll find they actually will all have actual full names, but their nicknames will always be the same.
Pretty sure that's not Tapestry but a slang synonym for a handgun. Try something like Burner or Snub for example.
 
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Anonymous88

Member
Jun 26, 2017
159
315
Pretty sure that's not Tapestry but a slang synonym for a handgun. Try something like Burner or Snub for example.
Lol, looking it up that way, I do see a lot of entries suggesting that it means pistol or revolver. Hmm, I guess I could change it for the next update?

Also, would you mind if I integrated a couple of your QoL changes into my own version in a later update? Specifically, changes 1-3 and 5. (For 4 I'll have to look at how the code is implemented to see whether it affects name generation or the name pool directly and for 6 I had thought of a different approach to that problem)
 

Slash179

Newbie
May 26, 2019
37
29
Lol, looking it up that way, I do see a lot of entries suggesting that it means pistol or revolver. Hmm, I guess I could change it for the next update?

Also, would you mind if I integrated a couple of your QoL changes into my own version in a later update? Specifically, changes 1-3 and 5. (For 4 I'll have to look at how the code is implemented to see whether it affects name generation or the name pool directly and for 6 I had thought of a different approach to that problem)
Sure, I wouldn't mind, btw, for 2 length is a sum of 13*rand(0,16)+6*rand(0,15) for an average of 14.9cm and only about 0.05% with 20+cm, you may want to replace 2*rand(0,16) with rand(0,32) several times if you want slightly more variety than IRL, and you may add some rand to increase average. Same for girth (currently 80*rand(0,1) for an average of 4cm).
For 4 I just changed manname, womanname and surnamegen, but I haven't finished surnames because it took too long (I checked how many entries for each surname from online telephone book of Moscow there is so it was harder than checking first names' frequency)
 
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Anonymous88

Member
Jun 26, 2017
159
315
Okay, so a lot to unpack in this update. First, I'll say that I haven't gotten around to adding in any of Slash179's changes yet. That'll happen after I'm sure this release is stable.

Now, for the features:
  1. New business structure - you can buy stores like usual, but you can also buy Companies. These companies will manage your farms, mines, and lumber mills in their own screen
  2. Businesses under a company do not directly cost you money - instead, the expenses for the company will increase for each business it manages. (this will be more balanced in the future, for now it's unbalanced and cheap!)
  3. Resource system - each company has its own storage, you can buy businesses or warehouses to increase capacity
  4. Hide-able daily reports will tell you just how what each business did (in the future, it will report on the companies instead!)
  5. Controllable behavior for each business, either sell or stockpile
  6. 91 unique resources, for flavor
  7. NPCs are now displayed in a table, to better space out information(let me know what you think about this)
As always with big releases, this'll probably be highly unstable, so don't use with an existing save unless you back it up first. I kinda rushed through a couple bits here and there to get this out faster, and while a couple quick tests didn't seem to come across any issues, no promises!

Let me know about any bugs, issues or suggestions! ^_^
 

Anonymous88

Member
Jun 26, 2017
159
315
Hi anon, just as person back then reported,
sometimes there is an error in university.
I think I found the problem. Should be fixed now! ^_^

Also:
  1. Businesses you don't buy carry onto the next day
  2. The money cheat is capped now, purely because going over a certain amount seems to flip around and turn into debt. (Your wallet should only hold 2,000,000,000 dollars now)
  3. You can't add negative money through cheats less than -100,000 dollars. This is also to prevent your input from glitching into debt, or at least minimizing what it can do.
  4. Your wallet literally cannot hold more than 2 billion - any more, and that money will disappear
So, to clarify: It turns out the game has a limit on how large a number can be (just above 2.14 billion), and to get around that limit for large sums of money, I'd either have to create my own system of compounded variables and create my own money system from that, or limit how much money the player can have. I chose the easier method (for now), simply because there's too much in the game that would have to be changed if I changed how the money system itself worked. It's actually weird that the original developer did not account for this, but I guess they didn't think players would ever get that much money.
 
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Anonymous88

Member
Jun 26, 2017
159
315
Yo! A small update, mainly optimizing a few things:
  1. You can now rename your companies (not the businesses, but the big companies)
  2. Newly created companies now won't forget your family is in charge
  3. If you do not input a name for a new company, it will go to a new default name. When you choose the focus for the company, if it has the default name that name will change to a new default name to reflect the new focus of the company. This is only for default-named companies, but it will prevent your Mining Company having the same name as your Farming Company unless you manually name it.
  4. The title screen has been slightly reformatted, with the title enlarged to the maximum supported font by the engine (without changing the entire game's font), and title screen text recolored.
  5. Moved some of the computer actions to the main screen. More of a test for a future feature. For now, Porn-browsing, forum-chatting, business-managing, and program-learning are moved.
  6. Slight adjustments to "Learn Programming": You have a small chance to get double learning through a random event, and you now have an option to "Keep learning", so you don't have to go through a screen-loop just to repeat the action.
  7. Several small bugfixes for businesses.
  8. You have to be dominant to Wander the Dorms.
  9. Added a missing chat dialogue with Tapestry
  10. Tapestry's nickname is now Gunner (for now). While it would be more accurate to call him "Guns" or "Pistol", Gunner felt more natural as an English-equivalent gun-based nickname. This change will not appear on old saves.
I have a couple other small things I want to add/change, then I'll probably move on to factories and integrating slash's changes ^_^
 
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Anonymous88

Member
Jun 26, 2017
159
315
Micro update, yo, almost all of the stuff I wanted to implement for the first stage has been finished now (there are a few other things, but the point is it's functional now ^_^; )

  1. Business (farms, mines, lumber mills) list now goes all the way to the right side of the main screen, which means more space for each column (rows shouldn't take up multiple lines now, hopefully).
  2. Added the option to rename all businesses at will.
  3. A new column, "Business" added to business list. If you rename your pig farm to, let's say, "John's pork shack", this column will still display "pig farm" to let you know what kind of business it is, without having to decipher it from the product.
  4. You can hire/fire workers for your management companies. More workers will cost more in maintenance, but...
  5. The number of employees working for your management company determines how many businesses it can manage.
So, this micro-update balances out over-earning from businesses (somewhat, I'll try to balance it even better later), making the employees in your companies more relevant, and also gives a bit more customization to the UI itself. I will admit, I'm not happy with the balancing of this feature so far (it seems way too easy to make money), but I'll cross that bridge when I come to it. For now, onward to factories!
 
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Tom7902000

Member
Mar 24, 2017
102
38
Micro update, yo, almost all of the stuff I wanted to implement for the first stage has been finished now (there are a few other things, but the point is it's functional now ^_^; )

  1. Business (farms, mines, lumber mills) list now goes all the way to the right side of the main screen, which means more space for each column (rows shouldn't take up multiple lines now, hopefully).
  2. Added the option to rename all businesses at will.
  3. A new column, "Business" added to business list. If you rename your pig farm to, let's say, "John's pork shack", this column will still display "pig farm" to let you know what kind of business it is, without having to decipher it from the product.
  4. You can hire/fire workers for your management companies. More workers will cost more in maintenance, but...
  5. The number of employees working for your management company determines how many businesses it can manage.
So, this micro-update balances out over-earning from businesses (somewhat, I'll try to balance it even better later), making the employees in your companies more relevant, and also gives a bit more customization to the UI itself. I will admit, I'm not happy with the balancing of this feature so far (it seems way too easy to make money), but I'll cross that bridge when I come to it. For now, onward to factories!
Thank you for the hard-work and dedicated to details!
 
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Anonymous88

Member
Jun 26, 2017
159
315
I want to share my own QoL modification of the game (it's not translated but I could point out which lines of code to fix in your English version, it's pretty easy).
1) fixed a bug where random shemales have vagina (originally when game generates prestories of NPC there are lines such as that NPC was a slut in school so vag(npc)+=random, I just disabled these lines when vag=0)
2) penis sizes now have closer to normal (gaussian) distribution like IRL, so 20cm penis (let alone 25cm) will be super rare.
3) small penis was strictly better because of painful insertion mechanic, amended this by making bigger penis more pleasurable while it still fits (proportionally to volume, i.e. 20x5 is ~2x more pleasurable than 16x4)
4) reworked names according to IRL frequency in Russia (for example now there is ~300 Ivans for one German)
5) aphrodisiac had an estrogen part to it and you could reliably increase your genitals only with masculinizer drugs, so being a hung shemale was nigh impossible. Fixed this by disabling an estrogen part of aphrodisiac unless you have no balls.
6) changed orgasm from 100 to 150 arousal because erection starts at 50 and originally sex was mostly foreplay. Also since males with higher sex drive cum faster, added a chance that males with high sex drive go for another round (currently doesn't work as intended, still needs some fixing).
So, I've merged most of Slash179's changes into the game, with some exceptions. Here's what I did, in order of the original changes:
  1. There were some redundant checks, other than that, vag'd shemale prevention added.
  2. I mostly followed the modded numbers, though I might have missed a couple changes here and there. I did set a bottom-line to random calculations, to prevent that one-in-a-million chance that an NPC is created with a 0-length dick, and adjusted/bundled random calculations to raise the average measurements. Minimum length will be 2cm, max 20.8cm, with only a 0.048% chance of it being over 20cm. For girth, 2.4cm-5.4cm, with ~0.9% chance of girth being above 4.5cm.
  3. I think I got all changed code?
  4. Well that's a lot of Russian words. Maybe I'll do this one later.
  5. It seems the estrogen aphrodisiac mechanic was tied to arousal, and only activated if you took aphrodisiac when fully aroused. It balanced the game by preventing you from spamming aphrodisiacs, since even two in a row would trigger the effect. I nerfed this by slowing this process way down:
    • To see any feminization, any character will need to take aphrodisiac while fully aroused ten times, and even then it will only give the equivalent of five estrogen doses. In other words, you will probably not see this effect unless you intentionally rile yourself up and then douse yourself with aphrodisiacs on multiple occasions, or if you spam aphrodisiacs many times in a row.
    • Also, when the counter is full and estrogen is applied, arousal will reduce to 75, which means using it again right after will not add to the counter. However, the counter does not degrade over time, so if you are chugging aphrodisiac for some reason, you will eventually end up with estrogen effects happening. However, if you only use aphrodisiac when you are not at max arousal, the counter won't matter, right? (In the future I might add an indicator to let you know when you are overusing aphrodisiacs)
    • Side note: This mechanic seemed intentional as a way to provide a consequence for overusing aphrodisiacs, in the same way that overusing testosterone in the game with give you doses of estrogen, so while I understand the annoyance and fully agree with it, it didn't feel right fully removing the mechanic.
  6. I tied maximum arousal and hardon arousal to a variable instead of a static number. This way, future mods can use these variables to add features like "endurance training", or "impotence". Otherwise, adjusted orgasm value to 150. I'll be adding in check for males quickly recovering from orgasms in the future, so I didn't touch that yet.
As always, let me know if you encounter any bugs/issues. Enjoy!

PS - No, this is not an April Fool's Day joke.
 

Slash179

Newbie
May 26, 2019
37
29
So, I've merged most of Slash179's changes into the game, with some exceptions. Here's what I did, in order of the original changes:
  1. There were some redundant checks, other than that, vag'd shemale prevention added.
  2. I mostly followed the modded numbers, though I might have missed a couple changes here and there. I did set a bottom-line to random calculations, to prevent that one-in-a-million chance that an NPC is created with a 0-length dick, and adjusted/bundled random calculations to raise the average measurements. Minimum length will be 2cm, max 20.8cm, with only a 0.048% chance of it being over 20cm. For girth, 2.4cm-5.4cm, with ~0.9% chance of girth being above 4.5cm.
  3. I think I got all changed code?
  4. Well that's a lot of Russian words. Maybe I'll do this one later.
  5. It seems the estrogen aphrodisiac mechanic was tied to arousal, and only activated if you took aphrodisiac when fully aroused. It balanced the game by preventing you from spamming aphrodisiacs, since even two in a row would trigger the effect. I nerfed this by slowing this process way down:
    • To see any feminization, any character will need to take aphrodisiac while fully aroused ten times, and even then it will only give the equivalent of five estrogen doses. In other words, you will probably not see this effect unless you intentionally rile yourself up and then douse yourself with aphrodisiacs on multiple occasions, or if you spam aphrodisiacs many times in a row.
    • Also, when the counter is full and estrogen is applied, arousal will reduce to 75, which means using it again right after will not add to the counter. However, the counter does not degrade over time, so if you are chugging aphrodisiac for some reason, you will eventually end up with estrogen effects happening. However, if you only use aphrodisiac when you are not at max arousal, the counter won't matter, right? (In the future I might add an indicator to let you know when you are overusing aphrodisiacs)
    • Side note: This mechanic seemed intentional as a way to provide a consequence for overusing aphrodisiacs, in the same way that overusing testosterone in the game with give you doses of estrogen, so while I understand the annoyance and fully agree with it, it didn't feel right fully removing the mechanic.
  6. I tied maximum arousal and hardon arousal to a variable instead of a static number. This way, future mods can use these variables to add features like "endurance training", or "impotence". Otherwise, adjusted orgasm value to 150. I'll be adding in check for males quickly recovering from orgasms in the future, so I didn't touch that yet.
As always, let me know if you encounter any bugs/issues. Enjoy!

PS - No, this is not an April Fool's Day joke.
1. What have you done to penis size? Now it's average of 11.4cm, is it India or something? Plus when you go from a sum of ten random numbers like I had to a sum of two random numbers, variance skyrockets. Go with a sum of five random numbers at least, then you won't need any artificial lower/upper bounds. Same for girth, sum of 3 random numbers is kinda not enough imo, though somewhat less critical than sum of two.
2. I see you have average man height 180cm and average woman height 172.5cm. 7.5cm difference is too small imo, like that's why women wear heels, because on average man is like 12-13cm higher.
3. Looks unmodified, though with tiny 11.4x3.75cm cocks this formula gives ~1.5 less pleasure. Originally I tailored it with default 16x4cm cock in mind, since 160x40x40=256000, which gives 5 when divided by 50000 and 10 when divided by 25000.
5. Good idea, it's just that vanilla aphrodisiac could give you as much as 5 hour duration from one dose, so it was really hard not to get estrogen.
6. You changed it only for males, not sure if intended since now males have ~1.5x smaller cocks on average so at least females orgasms are about as frequent with female orgasm at 100.
Overall I would at least change dick generation formula since it's no better than vanilla when just a sum of two random numbers.
 

Anonymous88

Member
Jun 26, 2017
159
315
Slash179
Oops :ROFLMAO:
Looks like trying out a different approach to the random length/girth didn't pan out as well as I hoped, eh?

Your feedback is exactly what I needed to fix this update/merge, which was admittedly rushed a bit. Thank you for your quick reply!

To answer your points:
1. What have you done to penis size? Now it's average of 11.4cm, is it India or something? Plus when you go from a sum of ten random numbers like I had to a sum of two random numbers, variance skyrockets. Go with a sum of five random numbers at least, then you won't need any artificial lower/upper bounds. Same for girth, sum of 3 random numbers is kinda not enough imo, though somewhat less critical than sum of two.
2. I see you have average man height 180cm and average woman height 172.5cm. 7.5cm difference is too small imo, like that's why women wear heels, because on average man is like 12-13cm higher.
3. Looks unmodified, though with tiny 11.4x3.75cm cocks this formula gives ~1.5 less pleasure. Originally I tailored it with default 16x4cm cock in mind, since 160x40x40=256000, which gives 5 when divided by 50000 and 10 when divided by 25000.
5. Good idea, it's just that vanilla aphrodisiac could give you as much as 5 hour duration from one dose, so it was really hard not to get estrogen.
6. You changed it only for males, not sure if intended since now males have ~1.5x smaller cocks on average so at least females orgasms are about as frequent with female orgasm at 100.
Overall I would at least change dick generation formula since it's no better than vanilla when just a sum of two random numbers.
  1. It wasn't intended to be an April Fool's joke, but I guess it turned out as one...to be fair, the global average penis length is only 12.9-13.97 cm, so it kind of works? Anyway, I think I found all of the faulty calculations and changed all of them to your randomized lengths now. I had originally changed the calculations to offset the tiny chance of a male character being generated with a penis that is 0 cm long, but I don't really want to mess with the calculations anymore.
  2. For height, I tried to keep it somewhat in line with the original game's minimum preset height, which was 155 cm for females and 165 cm for males. Raising the lower limit for both seemed to bring their average height closer. Maximum female height is now lowered, to widen the gap between averages again. Although I could technically lower the minimum height as well, the minimum height for both females and males already qualifies for dwarfism, going any further would result in characters very rarely being generated with unrealistic heights.
  3. Since I reverted the penis measurements, this should work as intended now (I hope).
  4. What happened to 4?
  5. Thank you! ^_^ Just in case, I intentionally bound the mechanic to a variable ("overhorner") so it is easy to adjust in the future if it needs to be balanced better.
  6. I think I changed it for females too, now. If I missed any more lines, let me know, but I think I got them all...
Again, thank you for your feedback, and allowing me to merge your edits into my own!

...For everyone else, this version should be a more stable version than what I released earlier. If there is nothing super wrong with this update, then all that will be left to merge from Slash's edits would be name frequency, then right after would be factories!
 

Slash179

Newbie
May 26, 2019
37
29
Slash179
Oops :ROFLMAO:
Looks like trying out a different approach to the random length/girth didn't pan out as well as I hoped, eh?

Your feedback is exactly what I needed to fix this update/merge, which was admittedly rushed a bit. Thank you for your quick reply!

To answer your points:

  1. It wasn't intended to be an April Fool's joke, but I guess it turned out as one...to be fair, the global average penis length is only 12.9-13.97 cm, so it kind of works? Anyway, I think I found all of the faulty calculations and changed all of them to your randomized lengths now. I had originally changed the calculations to offset the tiny chance of a male character being generated with a penis that is 0 cm long, but I don't really want to mess with the calculations anymore.
  2. For height, I tried to keep it somewhat in line with the original game's minimum preset height, which was 155 cm for females and 165 cm for males. Raising the lower limit for both seemed to bring their average height closer. Maximum female height is now lowered, to widen the gap between averages again. Although I could technically lower the minimum height as well, the minimum height for both females and males already qualifies for dwarfism, going any further would result in characters very rarely being generated with unrealistic heights.
  3. Since I reverted the penis measurements, this should work as intended now (I hope).
  4. What happened to 4?
  5. Thank you! ^_^ Just in case, I intentionally bound the mechanic to a variable ("overhorner") so it is easy to adjust in the future if it needs to be balanced better.
  6. I think I changed it for females too, now. If I missed any more lines, let me know, but I think I got them all...
Again, thank you for your feedback, and allowing me to merge your edits into my own!

...For everyone else, this version should be a more stable version than what I released earlier. If there is nothing super wrong with this update, then all that will be left to merge from Slash's edits would be name frequency, then right after would be factories!
4. For names, keep in mind that I didn't finish surnames so it's only like 25% into alphabet for surnames.
Well, to be fair average world size is so low because Asia has a huge population and they drive average down a lot.
Like in Europe average would be closer to 15-16cm I guess. I see now you have average male height at 185cm and average female at 167.5cm.
Anyway, here is a version with average 180cm man and with penis sizes being more variable than irl (sum of 10 random numbers instead of 19) if someone wants 10cm and 20cm penis to be more common than 1 in 1000. With 10 random numbers 1 in 1000(2^10) will be ~7.5/22.5cm penis.
 
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Anonymous88

Member
Jun 26, 2017
159
315
Slash179
Thanks for the adjustments, I've taken them and added the height calculation to black NPCs as well as dick calculations to the manNigBody location (I raised the values, since the original values were higher to reflect bigger average dick size).

I'm sure the averages will be messed up, but considering the original code had a minimum of 18 cm for black NPCs, and a maximum of 32 cm, I don't think I could have messed with it too much, right? (My adjustments gave them a maximum of 32.2 cm, but a minimum of 12 cm, neither of which should be too common I hope)

I am not too good with using rand() to induce bell curve averages, so I hope this doesn't unbalance Penis sizes for these NPCs, but at least the minimum and maximum values will be similar.
 
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Slash179

Newbie
May 26, 2019
37
29
So in my last game I had an npc with 9x4.8cm and another with 18.9x2.7cm, so I decided that length and girth should correlate.
If before it were two independent values, now I generate length as girth multiplied by a sum of 10 random numbers (with mean modifier = 3.75).
Btw, I'll link wikipedia for those who don't understand why you want 10+ random numbers rather than 2-3 to approximate bell curve:
There is a neat graph in the article where you can see that even for n=4 it still doesn't look too good.
View attachment 2518734
found a little problem with this last one
Obviously no end line after line 308 (if/else lines), just add end like this.
 
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Anonymous88

Member
Jun 26, 2017
159
315
If before it were two independent values, now I generate length as girth multiplied by a sum of 10 random numbers (with mean modifier = 3.75).

Obviously no end line after line 308 (if/else lines), just add end like this.
I took a quick look at the code, looks good so I directly merged into what I'm working on.

Thanks for finding that error, it completely slipped by me. >_>;
 

Slash179

Newbie
May 26, 2019
37
29
I took a quick look at the code, looks good so I directly merged into what I'm working on.

Thanks for finding that error, it completely slipped by me. >_>;
Quick fix, I forgot to divide length by 10 lol.
Btw, is there an option of homosexual sex with someone heterosexual or heterosexual sex with homosexual? I have an idea that if you make them cum there is a (small?) chance they become bisexual.
For example there could be a way to sissify Gunner, for example you have to have 100+ relations with other roommates and a lot of battle skill, max dominance and camera. Then, for example, when he calls you a faggot, you beat him up and rape him for his insult. If he cums in process then he becomes Masha instead because nerd caught it on camera. I know that sounds ridiculous but kinda funny.
Something like this:


if dom[you]>=90:
act 'Fight.':
'You decided to beat him up for his insult.'
if battle_skill[you]>=500:
'You proved to be too much of a fighter for Gunner, you easily beat him up.'
if otn['<<you>>,<<premade_sportik>>']>=100 and otn['<<you>>,<<premade_faggot>>']>=100 and kamera>0 and dick[you]>0 and horny[you]>0:
act 'Rape Gunner.':
'You knew that Gunner has to learn his place after challenging your status. You gave your camera to $nickname[premade_faggot] and told him to capture the act.'
if dick[you]*dickd[you]*dickd[you]/max(mojo[you]/10,5)>50000:
//Gunner cums and becomes Masha, complete domination scenario
else
//Gunner becomes your enemy, maybe some consequences later on.
end
else
//Gunner has an upper hand so standard lines of you becoming Masha. Also you get trauma for fighting.
end
else
//you don't fight despite having >90 dom so you lose some dominance but at least you don't become Masha yet.
dom[you]-=10
 
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