I meant it as remaining loyal that no matter how many men she fucks, she always goes running back to Hero but yeah I can touch up the writing a bit.
yeah, is what i thought you meant.
Touching it up would be good, cause loyalty means she is only a whore for MC, and no one else can touch her, cause she is loyal.
So there is a lot of NTR of the Hero stealing women from other men, Netorase where he shares the women with other men for political means, and there is one girl the Hero can lose entirely if you make certain decisions.
Thought I should mention, NTR(Netorare) is where the hero is stolen from.
When the hero does the stealing, it is Netori.
You may wish to update the tags in that file for the ones that are MC only corruption routes (i.e. routes where only MC touches the LI, you would want to have Netori listed on them, since hero isn't stolen from).
Although I assume most have both. (Asuna one sounds like everyone she is ever with gets NTR'd at some point, whether it be kirito or MC).
BTW I had a potential idea for the drop system you may like, it is semi-runescape inspired.
Basically you would have 2-3 drop categories, the "Main drop" i.e. a drop/drop table, that drops often. And Secondary/Tertiary drops. Ones that are more rare.
Each one rolling independently of the other. (before drop modifiers, doubling the amount or w/e, i.e. if you have a roll that gives a chance of multiple drops, it would roll each new table, basically, instead of rolling the same table, it would cause the main 3 tables to roll a second or third time, you could even implement it so that it must roll something on the two base tables, but not on the rare third table which is armor and such)
So basically, the player would always get a drop from the main table (Mero if nothing rolls), and have a chance at a 2nd and 3rd drop from the secondary table and Tertiary table respectively.
So they can get up to 3 drops before and chance modifiers and such.
I find this system would be more friendly on players (so non-relevant drops like secondary and tertiary don't replace the main drops of that monster).
You could also have the main drop table roll more than once for certain monsters (e.g. if you want a monster to be more rare total, say only have 4 of them in an area max, but don't want to make the drops that much harder to get, instead of buffing the drop-rate, you could just have them roll the table more than once, so main drop would say roll 2-4 times, secondary 2-3, and tertiary 1-2).
Here is an example for Ribbon Pig:
note: pulled numbers out of my ass for the DR.
Note: Meso would roll a Meso drop table for that region, assuming you want to limit how much meso drops per region instead of a universal meso table.
I would also suggest adding the drop-rate to the bestiary so players have a better idea of what to expect. (and maybe show boosted DR when on quests).
Another thing is a PITY system, where each kill the player goes without getting a specific item, the chance increases (you can cap it to, e.g. if base is 0.1%, pity increase to up to 5% for example, if you want to keep it rare, but also balance it so the player isn't getting too much of the same item but none of the other rare items).
With this you could also have it on Boss monsters, but in a way where certain tables roll more than once because it is a boss. E.g. main drop rolls 2-3 times (along with the boosted DR of things like the beast card because it is a boss).
Card you may even wish to put on it's own sole drop table, so it can only be rolled so many times itself. e.g. if you only want card table to roll once, unless a drop modifier scroll is used.
Don't know how the current system works, so took some assumptions here.