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MonsterMate/fc
resources/vector/outfit/boob 2 latex.svg
svg
mit
669
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MonsterMate/fc
resources/vector/outfit/boob 2 straps.svg
svg
mit
5,865
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MonsterMate/fc
resources/vector/outfit/boob 3 latex.svg
svg
mit
649
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MonsterMate/fc
resources/vector/outfit/boob 3 straps.svg
svg
mit
5,801
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MonsterMate/fc
resources/vector/outfit/boob 4 latex.svg
svg
mit
673
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MonsterMate/fc
resources/vector/outfit/boob 4 straps.svg
svg
mit
5,796
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MonsterMate/fc
resources/vector/outfit/boob 5 latex.svg
svg
mit
681
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MonsterMate/fc
resources/vector/outfit/boob 5 straps.svg
svg
mit
5,800
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MonsterMate/fc
resources/vector/outfit/boob 6 latex.svg
svg
mit
952
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MonsterMate/fc
resources/vector/outfit/boob 6 straps.svg
svg
mit
5,799
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MonsterMate/fc
resources/vector/outfit/boob 7 latex.svg
svg
mit
968
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MonsterMate/fc
resources/vector/outfit/boob 7 straps.svg
svg
mit
5,786
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515251;} </style> <g id="Boot_Latex"> <path id="XMLID_314_" class="st0" d="M535.9,889.4c-1.9,7,1.7,8.6,3.5,23.1c1.2,9.2,2.2,17.5,1.3,22.5c-0.1,0.4,0,2.8,0.3,6 c0.4,5.2,0.7,7.8,2,10c2.3,3.6,6.4,4.8,9.6,5.5c4.8,1.1,9.9,2.2,13.2-0.9c2.9-2.7,3-7.2,3.1-12.3c0.1-8.9-2.1-12.2-4.2-23.3 c-1.1-6-1.3-10.4-1.9-18.7c-0.5-8.4-0.5-15.3-0.4-19.2c0-1.6,0.1-2.8,0.1-3.1c0.8-25.5-5.1-66.8,1-107.3c0,0,4.6-31,4.6-66.5 c0-2.1-0.7-7.6-1.6-10.3c-8.5,0-18.3,6.9-36.7,6.9c-1.2,3.7-2.3,10.8-2.3,13.7c0.8,53.8,3.1,67.5,3.1,67.5 c4.1,23.8,5.9,48,10.3,71.7c0,0,2.3,12.7-0.6,24.1c-0.5,2-1,3.1-1,3.1C538.2,884.6,536.8,885.7,535.9,889.4z"/> <path id="XMLID_313_" class="st0" d="M469.2,698.7c7.9-1.2,22.7,5.2,38.3,4.4c5.2,41.8-7.7,77.2-8.9,88c-1.2,10.8-3.7,28.4-9.4,65 c0,0-0.5,5.5,1.4,10c0.8,2,1.4,2.1,2.5,3.8c2.8,4.5,3.8,11.4,3.3,16.5c-0.4,4.2-1.6,4.2-3.1,9.3c-1.6,5.6-1.9,13.8-2.4,30.1 c0,1.5-0.4,5-0.4,6.5c-0.4,0.3-2,0.3-2.6,0c0.1-1.2,0.1-3.5,0.1-4.9c-0.2-8.4,1.2-25.3-0.3-26.2c-1-0.6-3.7,5.1-5.8,10.9 c-4.2,12.2-2.3,16.9-5.6,21.3c-2.8,3.8-7.2,3.4-15.9,2.7c-9.2-0.8-10.9-3.8-11.5-4.8c-2.1-4-2.4-10.8-0.5-13.1 c0.7-0.9,1.2-0.5,3-1.1c3.3-1,5.7-3.4,6.5-4.3c2.8-3.2,3.4-8.4,3.7-11.5c1.7-13.2,3-15.7,4-20.9c0,0,0.7-3.9,1-8.3 c0.4-4.9,5-101.2,3.6-160.4C470.2,709.7,469.5,704.6,469.2,698.7z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/boot latex.svg
svg
mit
1,681
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515251;} </style> <g id="Boot_Latex"> <path id="XMLID_314_" class="st0" d="M535.9,889.4c-1.9,7,1.7,8.6,3.5,23.1c1.2,9.2,2.2,17.5,1.3,22.5c-0.1,0.4,0,2.8,0.3,6 c0.4,5.2,0.7,7.8,2,10c2.3,3.6,6.4,4.8,9.6,5.5c4.8,1.1,9.9,2.2,13.2-0.9c2.9-2.7,3-7.2,3.1-12.3c0.1-8.9-2.1-12.2-4.2-23.3 c-1.1-6-1.3-10.4-1.9-18.7c-0.5-8.4-0.5-15.3-0.4-19.2c0-1.6,0.1-2.8,0.1-3.1c0.8-25.5-5.1-66.8,1-107.3c0,0,4.6-31,4.6-66.5 c0-2.1-0.7-7.6-1.6-10.3c-8.5,0-18.3,6.9-36.7,6.9c-1.2,3.7-2.3,10.8-2.3,13.7c0.8,53.8,3.1,67.5,3.1,67.5 c4.1,23.8,5.9,48,10.3,71.7c0,0,2.3,12.7-0.6,24.1c-0.5,2-1,3.1-1,3.1C538.2,884.6,536.8,885.7,535.9,889.4z"/> <path id="XMLID_313_" class="st0" d="M469.2,698.7c7.9-1.2,22.7,5.2,38.3,4.4c5.2,41.8-7.7,77.2-8.9,88c-1.2,10.8-3.7,28.4-9.4,65 c0,0-0.5,5.5,1.4,10c0.8,2,1.4,2.1,2.5,3.8c2.8,4.5,3.8,11.4,3.3,16.5c-0.4,4.2-1.6,4.2-3.1,9.3c-1.6,5.6-1.9,13.8-2.4,30.1 c0,1.5-0.4,5-0.4,6.5c-0.4,0.3-2,0.3-2.6,0c0.1-1.2,0.1-3.5,0.1-4.9c-0.2-8.4,1.2-25.3-0.3-26.2c-1-0.6-3.7,5.1-5.8,10.9 c-4.2,12.2-2.3,16.9-5.6,21.3c-2.8,3.8-7.2,3.4-15.9,2.7c-9.2-0.8-10.9-3.8-11.5-4.8c-2.1-4-2.4-10.8-0.5-13.1 c0.7-0.9,1.2-0.5,3-1.1c3.3-1,5.7-3.4,6.5-4.3c2.8-3.2,3.4-8.4,3.7-11.5c1.7-13.2,3-15.7,4-20.9c0,0,0.7-3.9,1-8.3 c0.4-4.9,5-101.2,3.6-160.4C470.2,709.7,469.5,704.6,469.2,698.7z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/boot wide latex.svg
svg
mit
1,681
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#8F8F8E;} </style> <g id="Boot_Wide"> <path id="XMLID_300_" class="st0" d="M526.2,889.4c-2.5,7,2.2,8.6,4.5,23.1c1.5,9.2,2.8,17.5,1.8,22.5c-0.1,0.4,0,2.8,0.4,6 c0.6,5.2,0.9,7.8,2.6,10c2.9,3.6,8.3,4.8,12.4,5.5c6.2,1.1,12.7,2.2,17.1-0.9c3.7-2.7,3.9-7.2,4-12.3c0.2-8.9-2.8-12.2-5.4-23.3 c-1.4-6-1.8-10.4-2.4-18.7c-0.7-8.4-0.6-15.3-0.5-19.2c0-1.6,0.1-2.8,0.1-3.1c1.1-25.5-1.1-66.3,3.8-107.1 c1.4-11.6,3.4-31.1,3.4-66.6c0-2.1-0.9-7.6-2-10.3c-11,0-23.6,6.9-47.5,6.9c-1.5,3.7-3,10.8-2.9,13.7c1,53.8,4,67.5,4,67.5 c5.2,23.8,7.6,48,13.2,71.7c0,0,3,12.7-0.8,24.1c-0.6,2-1.2,3.1-1.2,3.1C529.2,884.6,527.4,885.7,526.2,889.4z"/> <path id="XMLID_299_" class="st0" d="M460.7,698.7c10.3-1.2,29.8,5.2,50,4.4c6.8,41.8-10,77.2-11.6,88c-1.5,10.8-4.9,28.4-12.3,65 c0,0-0.6,5.5,1.9,10c1.1,2,1.9,2.1,3.3,3.8c3.7,4.5,5.1,11.4,4.4,16.5c-0.6,4.2-2.1,4.2-4.1,9.3c-2.1,5.6-2.5,13.8-3.1,30.1 c-0.1,1.5-0.4,5-0.6,6.5c-0.6,0.3-2.7,0.3-3.4,0c0.1-1.2,0.1-3.5,0.1-4.9c-0.3-8.4,1.6-25.3-0.4-26.2c-1.2-0.6-4.9,5.1-7.5,10.9 c-5.4,12.2-2.9,16.9-7.3,21.3c-3.6,3.8-9.4,3.4-20.9,2.7c-12-0.8-14.4-3.8-15-4.8c-2.8-4-3.1-10.8-0.7-13.1c0.9-0.9,1.6-0.5,4-1.1 c4.4-1,7.5-3.4,8.4-4.3c3.6-3.2,4.4-8.4,4.9-11.5c2.2-13.2,3.9-15.7,5.2-20.9c0,0,0.9-3.9,1.3-8.3c0.4-4.9,6.5-101.2,4.7-160.4 C462,709.7,461.1,704.6,460.7,698.7z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/boot wide.svg
svg
mit
1,694
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#8F8F8E;} </style> <g id="Boot_1_"> <path id="XMLID_302_" class="st0" d="M535.9,889.4c-1.9,7,1.7,8.6,3.5,23.1c1.2,9.2,2.2,17.5,1.3,22.5c-0.1,0.4,0,2.8,0.3,6 c0.4,5.2,0.7,7.8,2,10c2.3,3.6,6.4,4.8,9.6,5.5c4.8,1.1,9.9,2.2,13.2-0.9c2.9-2.7,3-7.2,3.1-12.3c0.1-8.9-2.1-12.2-4.2-23.3 c-1.1-6-1.3-10.4-1.9-18.7c-0.5-8.4-0.5-15.3-0.4-19.2c0-1.6,0.1-2.8,0.1-3.1c0.8-25.5-5.1-66.8,1-107.3c0,0,4.6-31,4.6-66.5 c0-2.1-0.7-7.6-1.6-10.3c-8.5,0-18.3,6.9-36.7,6.9c-1.2,3.7-2.3,10.8-2.3,13.7c0.8,53.8,3.1,67.5,3.1,67.5 c4.1,23.8,5.9,48,10.3,71.7c0,0,2.3,12.7-0.6,24.1c-0.5,2-1,3.1-1,3.1C538.2,884.6,536.8,885.7,535.9,889.4z"/> <path id="XMLID_301_" class="st0" d="M469.2,698.7c7.9-1.2,22.7,5.2,38.3,4.4c5.2,41.8-7.7,77.2-8.9,88c-1.2,10.8-3.7,28.4-9.4,65 c0,0-0.5,5.5,1.4,10c0.8,2,1.4,2.1,2.5,3.8c2.8,4.5,3.8,11.4,3.3,16.5c-0.4,4.2-1.6,4.2-3.1,9.3c-1.6,5.6-1.9,13.8-2.4,30.1 c0,1.5-0.4,5-0.4,6.5c-0.4,0.3-2,0.3-2.6,0c0.1-1.2,0.1-3.5,0.1-4.9c-0.2-8.4,1.2-25.3-0.3-26.2c-1-0.6-3.7,5.1-5.8,10.9 c-4.2,12.2-2.3,16.9-5.6,21.3c-2.8,3.8-7.2,3.4-15.9,2.7c-9.2-0.8-10.9-3.8-11.5-4.8c-2.1-4-2.4-10.8-0.5-13.1 c0.7-0.9,1.2-0.5,3-1.1c3.3-1,5.7-3.4,6.5-4.3c2.8-3.2,3.4-8.4,3.7-11.5c1.7-13.2,3-15.7,4-20.9c0,0,0.7-3.9,1-8.3 c0.4-4.9,5-101.2,3.6-160.4C470.2,709.7,469.5,704.6,469.2,698.7z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/boot.svg
svg
mit
1,678
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515351;} </style> <path id="Butt_0_1_" class="st0" d="M555.8,402.6c10.1-2.9,25.4,17.5,31.8,30.1c10.4,20.9,7,41.9,5.3,52.2 c-2.1,13.3-5.7,22.8-9.5,32.6c-7.8,19.7-15.6,39.6-21.9,39.1C544.8,555.3,531.1,409.7,555.8,402.6z"/> </svg>
MonsterMate/fc
resources/vector/outfit/butt 0 latex.svg
svg
mit
618
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515451;} </style> <path id="Butt_1_2_" class="st0" d="M547.3,389.8c1.7-0.5,6.3,2.7,15.5,9c4.2,2.9,9.2,7.9,21.1,16.9c8.7,6.6,15.4,11.6,20.6,19.1 c0,0,13.7,19.8,6.6,48.5c-0.6,2.7-1.5,5.2-1.5,5.2c-1.2,3.6-2.9,6.4-5.9,12.7c-4.4,9.3-4.7,11.3-6.4,14.7 c-4.4,8.9-8.5,11.2-15.6,19.8c-4.1,5-6.9,9.3-9,12.9c-5.5,9.6-6,11.3-7,11.4C555.8,560.8,529.1,394.7,547.3,389.8z"/> </svg>
MonsterMate/fc
resources/vector/outfit/butt 1 latex.svg
svg
mit
758
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515351;} </style> <path id="Butt_2_1_" class="st0" d="M548,389.8c1.9-0.5,7,2.9,17.2,9.8c4.7,3.1,10.2,8.6,23.4,18.3c9.7,7.1,17,12.5,22.9,20.7 c0,0,15.2,21.5,7.3,52.6c-0.7,2.9-1.7,5.7-1.7,5.7c-1.4,3.9-3.3,6.9-6.5,13.8c-4.8,10.1-5.2,12.2-7.1,15.9 c-4.9,9.6-9.5,12.1-17.3,21.5c-4.6,5.4-7.7,10.1-9.9,14c-6.1,10.4-6.6,12.3-7.8,12.4C557.4,575.3,527.8,395.1,548,389.8z"/> </svg>
MonsterMate/fc
resources/vector/outfit/butt 2 latex.svg
svg
mit
762
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515351;} </style> <path id="Butt_3_1_" class="st0" d="M548.6,389.8c2.1-0.5,7.6,3.1,18.7,10.3c5,3.3,11.1,9,25.3,19.2c10.5,7.5,18.5,13.2,24.8,21.8 c0,0,16.4,22.6,7.9,55.2c-0.7,3-1.8,6-1.8,6c-1.5,4-3.5,7.3-7,14.5c-5.2,10.6-5.7,12.9-7.7,16.7c-5.3,10.1-10.2,12.7-18.8,22.6 c-5,5.7-8.3,10.6-10.8,14.7c-6.6,11-7.2,12.9-8.4,13C558.8,584.5,526.7,395.3,548.6,389.8z"/> </svg>
MonsterMate/fc
resources/vector/outfit/butt 3 latex.svg
svg
mit
757
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Chastity_base" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#BABABA;} </style> <path d="M456.4,400.6c6.8,4,16.8,8.7,29.3,10.4c10.8,1.4,18.7-0.1,30.7-2.5c24-4.8,46-14.3,46-14.3c0,0,2.9-0.9,4.1,4.2 c1.2,5.1-3.4,4.8-3.4,4.8c-8.7,3.4-16.6,6-23.8,8.1c-4.5,1.3-10.6,3.1-18.9,4.8c-8.7,1.8-16.1,3.3-26,3.2c-3.2,0-7.7,0-13.2-0.9 c-6.1-1-15.8-3.3-26.9-10.1c-2.5-0.2-4.1-3-4-5.4c0.1-1.2,0.7-3.4,2.5-3.8C454.1,398.9,455.4,399.5,456.4,400.6z"/> <path class="st0" d="M455,399.2c2.9,1.9,6.9,4.2,11.9,6.2c0,0,7.7,3.2,16.8,4.7c11.3,1.9,40.9-2.4,77.3-17.3c0,0,2.9-0.9,4.1,4.2 c1.2,5.1-3.4,4.8-3.4,4.8c-8.7,3.4-16.6,6-23.8,8.1c-5.5,1.6-11.5,3.3-18.9,4.8c-11,2.1-23.2,4.5-37.7,2.3c-6.6-1-16.8-3.4-28.3-10 c-2.5-0.2-4.1-3-4-5.4c0.1-1.2,0.7-3.4,2.5-3.8C452.7,397.6,454,398.1,455,399.2z"/> <rect x="479.7" y="401.4" transform="matrix(0.9999 1.673618e-02 -1.673618e-02 0.9999 6.9535 -8.0547)" width="10.1" height="20"/> <rect x="479.7" y="401.4" transform="matrix(0.9999 1.673618e-02 -1.673618e-02 0.9999 6.9481 -8.0467)" class="st0" width="9.1" height="19.4"/> <ellipse transform="matrix(1.673618e-02 -0.9999 0.9999 1.673618e-02 68.5893 885.0651)" cx="484.3" cy="407.7" rx="2.9" ry="2.9"/> <rect x="483.6" y="406.8" transform="matrix(0.9999 1.673618e-02 -1.673618e-02 0.9999 6.9585 -8.0465)" width="1.4" height="9.8"/> </svg>
MonsterMate/fc
resources/vector/outfit/chastity base.svg
svg
mit
1,641
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_3" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#BABABA;} </style> <path d="M453.7,401.7c8.8,3.6,21.3,7.4,36.6,8.6c23,1.7,41.4-3.5,52-7.4c-7.9,5.3-20.7,15.5-31.1,32.6c-7.9,13-11.5,25.2-13.2,33.6 c-1.4,8.4-3,10-4.1,10.1c-2.1,0.2-3.9-5.4-7-14.5c-2.9-8.3-6.1-16.5-8.7-24.9C475.4,430.3,469.1,417.2,453.7,401.7z"/> <path class="st0" d="M452.2,399.9c8.9,3.6,21.7,7.5,37.3,8.7c23.4,1.7,42.1-3.5,53-7.5c-8,5.4-21.1,15.7-31.7,32.8 c-8,13.1-11.7,25.4-13.5,33.8c-1.2,5.8-2.3,10-4.2,10.2c-3.6,0.3-5.9-15.7-17.4-40.4c-1.4-3-3.2-6.8-5.8-11.6 C463.6,414.4,457,405.7,452.2,399.9z"/> </svg>
MonsterMate/fc
resources/vector/outfit/chastity female.svg
svg
mit
917
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_3" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#BABABA;} </style> <path d="M466,405.8c6.6,2.1,15.9,4.3,27.1,4.5c15,0.3,26.9-3.1,34.4-5.9c-2.3,2-5.9,5.1-10.3,8.7c-6.6,5.4-9.3,7.2-13.9,11.2 c-4.4,3.8-8.4,7.6-12.1,11.3c-0.1,0.2-1.9,3-5.3,2.9c-2.9,0-4.6-2.2-4.8-2.4c-1.5-3.4-3.1-6.9-4.8-10.4 C473,418.7,469.5,412,466,405.8z"/> <path class="st0" d="M464.1,404c7.2,2.2,16.9,4.3,28.3,4.6c15.1,0.5,27.6-2.1,36-4.6c-8,5.3-16.6,11.6-25.3,19 c-4.6,3.9-8.8,7.7-12.7,11.5c-0.1,0.2-2,3-5.5,3c-3,0-4.8-2.2-5-2.5c-1.6-3.5-3.2-7.1-5-10.7C471.4,417.1,467.7,410.3,464.1,404z"/> </svg>
MonsterMate/fc
resources/vector/outfit/chastity male aft.svg
svg
mit
910
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Chastity_male_fore" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#BABABA;} </style> <g id="flaccid_male_0"> <g id="chastity_male_5_5_"> <g> <ellipse transform="matrix(1 -9.029423e-03 9.029423e-03 1 -4.0013 4.3553)" cx="480.3" cy="445.3" rx="1.8" ry="0.3"/> <ellipse transform="matrix(1 -9.029423e-03 9.029423e-03 1 -4.0019 4.3547)" class="st0" cx="480.3" cy="445.4" rx="1.8" ry="0.3"/> </g> <g> <g> <ellipse transform="matrix(0.9512 -0.3087 0.3087 0.9512 -109.747 170.7623)" cx="484.8" cy="432.2" rx="0.3" ry="2.3"/> <ellipse transform="matrix(0.9512 -0.3087 0.3087 0.9512 -109.7311 170.7343)" class="st0" cx="484.7" cy="432.2" rx="0.3" ry="2.3"/> </g> <g> <ellipse transform="matrix(0.8911 -0.4539 0.4539 0.8911 -143.7794 266.5528)" cx="483.4" cy="432.8" rx="0.3" ry="2.6"/> <ellipse transform="matrix(0.8911 -0.4539 0.4539 0.8911 -143.7645 266.4998)" class="st0" cx="483.3" cy="432.8" rx="0.3" ry="2.6"/> </g> <g> <ellipse transform="matrix(0.5844 -0.8114 0.8114 0.5844 -153.1334 571.2214)" cx="481.1" cy="435.1" rx="0.3" ry="2.8"/> <ellipse transform="matrix(0.5844 -0.8114 0.8114 0.5844 -153.1785 571.1201)" class="st0" cx="481" cy="435.1" rx="0.3" ry="2.7"/> </g> <g> <ellipse transform="matrix(0.1595 -0.9872 0.9872 0.1595 -29.4134 842.6671)" cx="480.2" cy="438.6" rx="0.3" ry="2.7"/> <ellipse transform="matrix(0.1595 -0.9872 0.9872 0.1595 -29.5523 842.6018)" class="st0" cx="480.1" cy="438.7" rx="0.3" ry="2.6"/> </g> <g> <ellipse transform="matrix(1 -7.680404e-03 7.680404e-03 1 -3.3898 3.7013)" cx="480.2" cy="443.2" rx="0.3" ry="2.4"/> <ellipse transform="matrix(1 -7.680404e-03 7.680404e-03 1 -3.3891 3.7008)" class="st0" cx="480.1" cy="443.1" rx="0.3" ry="2.4"/> </g> <g> <g> <path d="M482.9,443.1c-0.1,1.3-0.8,2.3-0.9,2.3c-0.2,0,0.2-1.1,0.3-2.4c0.1-1.3-0.1-2.3,0.1-2.3 C482.6,440.7,483.1,441.8,482.9,443.1z"/> <path class="st0" d="M482.9,443c-0.1,1.3-0.7,2.3-0.9,2.3c-0.1,0,0.2-1,0.3-2.4c0.1-1.3-0.1-2.3,0-2.3 C482.5,440.7,483,441.7,482.9,443z"/> </g> </g> <g> <g> <path d="M478.2,443.2c0.1,1.3,0.5,2.2,0.3,2.4c-0.1,0.1-0.8-0.8-1-2.3c-0.1-1.5,0.4-2.8,0.6-2.6 C478.3,440.7,478.1,441.9,478.2,443.2z"/> <path class="st0" d="M478.3,443.2c0.1,1.2,0.5,2.2,0.3,2.3c-0.1,0.1-0.8-0.8-0.9-2.2c-0.1-1.5,0.4-2.7,0.6-2.5 C478.4,440.8,478.1,442,478.3,443.2z"/> </g> </g> <g> <ellipse transform="matrix(0.9751 -0.2217 0.2217 0.9751 -83.6319 118.5546)" cx="486.2" cy="431.8" rx="0.2" ry="2.1"/> <ellipse transform="matrix(0.9751 -0.2217 0.2217 0.9751 -83.6187 118.5391)" class="st0" cx="486.1" cy="431.7" rx="0.2" ry="2.1"/> </g> <g> <ellipse transform="matrix(1 -9.029380e-03 9.029380e-03 1 -3.9805 4.3536)" cx="480.2" cy="443" rx="2.4" ry="0.3"/> <ellipse transform="matrix(1 -9.029380e-03 9.029380e-03 1 -3.9811 4.3528)" class="st0" cx="480.1" cy="443.1" rx="2.3" ry="0.3"/> </g> <path d="M484.5,437.4"/> <g> <ellipse transform="matrix(0.7542 -0.6566 0.6566 0.7542 -166.3126 423.3106)" cx="482.3" cy="433.8" rx="0.3" ry="2.7"/> <ellipse transform="matrix(0.7542 -0.6566 0.6566 0.7542 -166.3191 423.2261)" class="st0" cx="482.2" cy="433.8" rx="0.3" ry="2.7"/> </g> <g> <ellipse transform="matrix(0.3711 -0.9286 0.9286 0.3711 -103.3024 720.9841)" cx="480.6" cy="436.8" rx="0.3" ry="2.8"/> <ellipse transform="matrix(0.3711 -0.9286 0.9286 0.3711 -103.3987 720.8875)" class="st0" cx="480.5" cy="436.8" rx="0.3" ry="2.7"/> </g> <path d="M487.1,431.5c0,0.1-1.5,0.4-3.2,1.6c-0.6,0.4-1.3,0.9-2,1.7c-0.9,1.1-1.2,2.1-1.3,2.4c-0.2,0.7-0.3,1.4-0.3,2 c-0.1,0.6-0.1,1.4-0.1,1.4c0,0,0,0,0,0l0,0c0,0,0.1,0,0.1,0c0,0-0.1,0-0.2,0c-0.1,0-0.1-0.2-0.1-0.3c-0.1-0.8,0-1,0-1 c-0.1-0.4,0-0.8,0.2-1.5c0.1-0.4,0.2-1,0.5-1.8c0.2-0.5,0.5-1.1,1.1-1.8c0.5-0.5,1.3-1.1,2.3-1.6 C485.7,431.7,487.1,431.4,487.1,431.5z"/> <path class="st0" d="M487.2,431.5c0,0.1-1,0.3-2.3,0.9c-0.2,0.1-0.3,0.2-0.6,0.3c-0.6,0.3-1.9,1.1-2.9,2.6c0,0.1-0.2,0.3-0.3,0.6 c-1.3,2.5-0.7,5.1-1,5.1c-0.1,0-0.1-0.2-0.2-0.4c-0.1-0.4-0.4-1.6,0.4-4c0.1-0.4,0.4-1,0.7-1.6c0.4-0.6,0.8-1,1.1-1.3 c0,0,0,0,0.1-0.1c1.5-1.4,4-2.1,4-2.1C486.7,431.5,487.1,431.4,487.2,431.5z"/> <path class="st0" d="M479.8,432.5"/> <path d="M477.5,433.1"/> <path class="st0" d="M479.5,432.6"/> <path d="M478,431.7"/> <g> <ellipse transform="matrix(3.821885e-02 -0.9993 0.9993 3.821885e-02 21.5063 903.8339)" cx="480.3" cy="440.7" rx="0.3" ry="2.5"/> <ellipse transform="matrix(3.821885e-02 -0.9993 0.9993 3.821885e-02 21.3531 903.7986)" class="st0" cx="480.2" cy="440.8" rx="0.3" ry="2.5"/> </g> <g> <ellipse transform="matrix(0.9995 -3.300942e-02 3.300942e-02 0.9995 -13.9759 16.3235)" cx="487.4" cy="431.4" rx="0.2" ry="2"/> <ellipse transform="matrix(0.9995 -3.300942e-02 3.300942e-02 0.9995 -13.9736 16.3218)" class="st0" cx="487.3" cy="431.4" rx="0.2" ry="2"/> </g> </g> </g> </g> </svg>
MonsterMate/fc
resources/vector/outfit/chastity male fore 0.svg
svg
mit
5,348
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MonsterMate/fc
resources/vector/outfit/chastity male fore 1.svg
svg
mit
5,197
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Chastity_male_fore" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#BABABA;} </style> <g id="chastity_male_2"> <g id="chastity_male_5_3_"> <g> <ellipse transform="matrix(1 -9.029423e-03 9.029423e-03 1 -4.2053 4.2375)" cx="467.2" cy="467.8" rx="4.6" ry="0.8"/> <ellipse transform="matrix(1 -9.029423e-03 9.029423e-03 1 -4.2069 4.2359)" class="st0" cx="467" cy="468" rx="4.6" ry="0.8"/> </g> <g> <g> <ellipse transform="matrix(0.9512 -0.3087 0.3087 0.9512 -110.4285 169.0153)" cx="479" cy="433.5" rx="0.7" ry="6.1"/> <ellipse transform="matrix(0.9512 -0.3087 0.3087 0.9512 -110.3869 168.9417)" class="st0" cx="478.7" cy="433.3" rx="0.7" ry="6"/> </g> <g> <ellipse transform="matrix(0.8911 -0.4539 0.4539 0.8911 -145.6728 263.1042)" cx="475.3" cy="435" rx="0.8" ry="6.9"/> <ellipse transform="matrix(0.8911 -0.4539 0.4539 0.8911 -145.6338 262.9652)" class="st0" cx="475" cy="434.9" rx="0.8" ry="6.8"/> </g> <g> <ellipse transform="matrix(0.5844 -0.8114 0.8114 0.5844 -162.9033 564.0713)" cx="469.3" cy="441.1" rx="0.8" ry="7.2"/> <ellipse transform="matrix(0.5844 -0.8114 0.8114 0.5844 -163.0215 563.8052)" class="st0" cx="468.9" cy="441.1" rx="0.8" ry="7.2"/> </g> <g> <ellipse transform="matrix(0.1595 -0.9872 0.9872 0.1595 -52.1584 839.2234)" cx="466.8" cy="450.2" rx="0.8" ry="7"/> <ellipse transform="matrix(0.1595 -0.9872 0.9872 0.1595 -52.5232 839.0521)" class="st0" cx="466.5" cy="450.4" rx="0.8" ry="6.9"/> </g> <g> <ellipse transform="matrix(1 -7.680404e-03 7.680404e-03 1 -3.5368 3.5993)" cx="466.9" cy="462.3" rx="0.8" ry="6.4"/> <ellipse transform="matrix(1 -7.680404e-03 7.680404e-03 1 -3.535 3.5979)" class="st0" cx="466.7" cy="462.1" rx="0.8" ry="6.3"/> </g> <g> <g> <path d="M474,462.1c-0.3,3.5-2.1,6.1-2.5,6.1c-0.4-0.1,0.6-2.8,0.9-6.2c0.3-3.5-0.2-6.2,0.2-6.1 C473.1,455.9,474.3,458.6,474,462.1z"/> <path class="st0" d="M473.8,461.9c-0.3,3.5-1.9,6.1-2.3,6c-0.4-0.1,0.6-2.7,0.8-6.2c0.3-3.4-0.3-6.1,0.1-6.1 C472.8,455.7,474.1,458.4,473.8,461.9z"/> </g> </g> <g> <g> <path d="M461.5,462.3c0.3,3.3,1.2,5.8,0.8,6.2c-0.4,0.4-2.2-2-2.5-6.1c-0.3-4,1.1-7.2,1.6-6.9 C461.8,455.8,461.2,458.9,461.5,462.3z"/> <path class="st0" d="M461.8,462.2c0.3,3.2,1.2,5.7,0.8,6c-0.3,0.4-2.1-2-2.4-5.9c-0.3-3.9,1.1-7,1.5-6.7 C462,456,461.4,459,461.8,462.2z"/> </g> </g> <g> <ellipse transform="matrix(0.9751 -0.2217 0.2217 0.9751 -83.8322 117.7637)" cx="482.6" cy="432.3" rx="0.6" ry="5.5"/> <ellipse transform="matrix(0.9751 -0.2217 0.2217 0.9751 -83.7977 117.723)" class="st0" cx="482.4" cy="432.1" rx="0.5" ry="5.5"/> </g> <g> <ellipse transform="matrix(1 -9.029380e-03 9.029380e-03 1 -4.1506 4.233)" cx="466.7" cy="461.8" rx="6.2" ry="0.8"/> <ellipse transform="matrix(1 -9.029380e-03 9.029380e-03 1 -4.1522 4.2309)" class="st0" cx="466.5" cy="462" rx="6.2" ry="0.8"/> </g> <g> <ellipse transform="matrix(0.7542 -0.6566 0.6566 0.7542 -171.2854 417.6797)" cx="472.3" cy="437.6" rx="0.8" ry="7.2"/> <ellipse transform="matrix(0.7542 -0.6566 0.6566 0.7542 -171.3025 417.4578)" class="st0" cx="472" cy="437.5" rx="0.8" ry="7.1"/> </g> <g> <ellipse transform="matrix(0.3711 -0.9286 0.9286 0.3711 -119.3037 714.6041)" cx="467.9" cy="445.4" rx="0.8" ry="7.2"/> <ellipse transform="matrix(0.3711 -0.9286 0.9286 0.3711 -119.5567 714.3504)" class="st0" cx="467.6" cy="445.4" rx="0.8" ry="7.2"/> </g> <path d="M485,431.6c0.1,0.2-3.8,1.1-8.4,4.1c-1.6,1.1-3.4,2.3-5.2,4.5c-2.3,2.8-3.1,5.6-3.4,6.3c-0.6,1.9-0.8,3.8-0.9,5.2 c-0.2,1.5-0.3,3.7-0.3,3.7c0,0,0,0,0,0h0c0,0,0.2,0,0.2,0.1c0,0-0.2,0.1-0.4,0c-0.2-0.1-0.3-0.5-0.3-0.7c-0.2-2-0.1-2.6-0.1-2.6 c-0.2-1.1,0-2.1,0.4-4.1c0.2-1,0.5-2.7,1.4-4.8c0.5-1.2,1.4-2.9,2.8-4.6c1.3-1.2,3.3-2.8,6.1-4.2 C481.1,432.1,485,431.4,485,431.6z"/> <path class="st0" d="M485.1,431.5c0,0.1-2.6,0.7-6.1,2.5c-0.4,0.2-0.9,0.4-1.5,0.8c-1.5,0.9-5,2.9-7.5,6.8 c-0.1,0.2-0.4,0.7-0.8,1.5c-3.3,6.7-2,13.4-2.6,13.4c-0.2,0-0.4-0.6-0.5-1c-0.3-1-1.1-4.3,0.9-10.4c0.4-1.1,1-2.6,1.9-4.3 c1-1.5,2-2.6,2.8-3.4c0,0,0.1-0.1,0.1-0.1c3.9-3.8,10.4-5.4,10.4-5.4C483.8,431.6,485.1,431.4,485.1,431.5z"/> <g> <ellipse transform="matrix(3.821885e-02 -0.9993 0.9993 3.821885e-02 -6.3255 905.137)" cx="467" cy="455.9" rx="0.8" ry="6.5"/> <ellipse transform="matrix(3.821885e-02 -0.9993 0.9993 3.821885e-02 -6.7279 905.0443)" class="st0" cx="466.8" cy="456" rx="0.8" ry="6.5"/> </g> <g> <ellipse transform="matrix(0.9995 -3.300942e-02 3.300942e-02 0.9995 -13.9762 16.2676)" cx="485.7" cy="431.4" rx="0.6" ry="5.2"/> <ellipse transform="matrix(0.9995 -3.300942e-02 3.300942e-02 0.9995 -13.9701 16.2633)" class="st0" cx="485.6" cy="431.2" rx="0.5" ry="5.1"/> </g> </g> </g> </g> </svg>
MonsterMate/fc
resources/vector/outfit/chastity male fore 2.svg
svg
mit
5,186
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MonsterMate/fc
resources/vector/outfit/chastity male fore 3.svg
svg
mit
5,387
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MonsterMate/fc
resources/vector/outfit/chastity male fore 4.svg
svg
mit
5,247
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MonsterMate/fc
resources/vector/outfit/chastity male fore 5.svg
svg
mit
5,273
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MonsterMate/fc
resources/vector/outfit/chastity male fore 6.svg
svg
mit
5,284
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="svg4356" inkscape:version="0.92.0 r15299" sodipodi:docname="fc vector edit.svg" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#BABABA;} .st1{fill:#FF0000;} .st2{font-family:'Radioland';} .st3{font-size:1.9615px;} </style> <g id="Collar"> <g id="Cruel_Counter"> <g> <g> <path d="M533.9,191.1c-0.2,0.2-0.4,0.3-0.7,0.4c-6,2.3-10.6,2.9-14,2.8c-5.9-0.2-7.5-2.3-7.7-2.5c-0.7-0.8-0.4-2.1,0.8-2.6 c1.3-0.5,2.5-0.5,3.2,0.3c0.2,0.2,3.4,3.4,15.5-1.1c1.2-0.5,2.7-0.1,3.3,0.7C534.8,189.7,534.6,190.5,533.9,191.1"/> <path class="st0" d="M519.8,194.3c-6,0-7.8-2-8-2.1c-0.8-0.8-0.7-2,0.5-2.5c1.2-0.6,2.4-0.6,3.2,0.2c0.2,0.2,3.8,3.2,15.4-1.6 c1.2-0.5,2.7-0.2,3.4,0.6s0.3,1.9-0.9,2.3C527.6,193.5,523.1,194.3,519.8,194.3z"/> </g> </g> <g> <polygon points="523.1,193.8 516.9,193.8 516.4,190.9 523.6,190.9 "/> <path class="st0" d="M523.1,191.4v2.4H517v-2.4H523.1 M523.6,190.9l-7.3-0.1l0.2,3h7.1V190.9L523.6,190.9z"/> </g> <text transform="matrix(1 0 0 1 517.1331 193.5328)" class="st1 st2 st3">8888</text> </g> </g> </svg>
MonsterMate/fc
resources/vector/outfit/cruel retirement counter.svg
svg
mit
1,696
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MonsterMate/fc
resources/vector/outfit/dildo gag.svg
svg
mit
875
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MonsterMate/fc
resources/vector/outfit/extreme heel latex.svg
svg
mit
1,007
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515351;} </style> <g id="Exterme_Heel_Latex"> <path id="XMLID_294_" class="st0" d="M468.2,917.5c-1.2-9.6-9.4-40,1.5-55.6c5.2-5.3,2-109.2,2-109.2l33.1,2.2 c0,0-18.6,97.5-17.9,105.9c2.8,0.4,10.7,8.4,11.9,15.9c-2.8,15.5-3.1,61.9-3.9,72h-0.8c-0.6-11.2,1.1-43.9-1.2-56.5 c-3.4,16.4-2.8,51.3-8.4,57.1c-2.5,0.4-3.2,1.6-5.4,0.5C471.3,933.8,468.2,917.5,468.2,917.5z"/> <path id="XMLID_293_" class="st0" d="M540.6,865.6c0.5-6.7-11.3-107.5-10.7-108.1l35-1.6L557,860.1c4.7,13.7,8.6,42.3,9.2,52.3 c2.2,6.8-2.8,24.1-9.2,47c-2.4,3-6.9,2.3-10.1,0.4c-6.8-19-10.7-40.8-8.1-47.6C538,898.1,538.9,885.9,540.6,865.6z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/extreme heel wide latex.svg
svg
mit
1,007
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#4F6AB2;} </style> <g id="Wide_Exterme_Heel"> <path id="XMLID_292_" class="st0" d="M468.2,917.5c-1.2-9.6-9.4-40,1.5-55.6c5.2-5.3-2.7-109.7-2.7-109.7l41.3,2 c0,0-18.7,98.1-17.9,106.5c2.8,0.4,10.7,8.4,11.9,15.9c-2.8,15.5-3.1,61.9-3.9,72h-0.8c-0.6-11.2,1.1-43.9-1.2-56.5 c-3.4,16.4-2.8,51.3-8.4,57.1c-2.5,0.4-3.2,1.6-5.4,0.5C474.6,933.8,468.2,917.5,468.2,917.5z"/> <path id="XMLID_291_" class="st0" d="M535.5,865.2c0.5-6.7-14.2-109.1-13.6-109.7L565,756l-8,104.1c4.7,13.7,8.6,42.3,9.2,52.3 c2.2,6.8-2.8,24.1-9.2,47c-2.4,3-12,1.9-15.2-0.1c-6.8-19-10.7-40.8-8.1-47.6C532.9,897.6,533.8,885.5,535.5,865.2z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/extreme heel wide.svg
svg
mit
1,009
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#4F6AB2;} </style> <g id="Exterme_Heel"> <path id="XMLID_294_" class="st0" d="M468.2,917.5c-1.2-9.6-9.4-40,1.5-55.6c5.2-5.3,2-109.2,2-109.2l33.1,2.2 c0,0-18.6,97.5-17.9,105.9c2.8,0.4,10.7,8.4,11.9,15.9c-2.8,15.5-3.1,61.9-3.9,72h-0.8c-0.6-11.2,1.1-43.9-1.2-56.5 c-3.4,16.4-2.8,51.3-8.4,57.1c-2.5,0.4-3.2,1.6-5.4,0.5C471.3,933.8,468.2,917.5,468.2,917.5z"/> <path id="XMLID_293_" class="st0" d="M540.6,865.6c0.5-6.7-11.3-107.5-10.7-108.1l35-1.6L557,860.1c4.7,13.7,8.6,42.3,9.2,52.3 c2.2,6.8-2.8,24.1-9.2,47c-2.4,3-6.9,2.3-10.1,0.4c-6.8-19-10.7-40.8-8.1-47.6C538,898.1,538.9,885.9,540.6,865.6z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/extreme heel.svg
svg
mit
1,001
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515351;} </style> <g id="Flat_Latex"> <path id="XMLID_285_" class="st0" d="M486.5,836c3.5,2.8-2.3,9.7,0.8,19.5c2.4,7.6,5.2,6.8,6.1,10.7c2.8,10.5-8,25-20.6,31.3 c-10.4,5.2-23.4,5.6-24.7,2.3c-0.7-1.7,2.1-3.4,6.1-8.5c1.7-2.2,9.3-12.9,10.8-23.4c1.9-13.2,7.6-22.4,8.2-30.7 C473.9,829.7,480.9,831.4,486.5,836z"/> <path id="XMLID_284_" class="st0" d="M491.2,895.3c6.5-2.7,9.7-4,11-6.6c2.2-4.4,0.1-9.5-1.5-13.4c-1.6-3.9-4.7-9-6.6-8.5 c-1,0.3-0.9,2-2,4.4c-1.4,3.6-3.8,5.6-6.4,7.9c-14.5,12.9-17.5,20.3-25.1,20c-4.2-0.1-5.3-2.4-11.3-2.1c-0.8,0-4.9,0.3-9.7,2.5 c-2,1-9.2,4.4-8.8,7.3c0.6,4.1,15.6,4.8,17.4,4.9c6.4,0.3,12.4,0.6,18.5-2.8c5.1-2.8,4.1-4.9,10-8.3 C481.5,898,482.8,898.7,491.2,895.3z"/> <path id="XMLID_283_" class="st0" d="M540.7,872.8c-3.4,4.4-1.1,6.9-4.1,23.2c-1.2,6.3-1.8,12.7-3.3,18.9c-0.5,2.1-1.3,5.2-0.5,8.8 c0.3,1,1.3,5.1,4.4,7.3c3.2,2.2,2.6,3.5,10.8,3.2c8.3-0.3,9-1.3,11-3c5-4,3.5-16.6,2.8-21.3c-0.7-5.5-1.6-6-2.1-12.4 c-0.6-7.3,0.5-8.3-0.2-13.3c-0.4-3.6-1.7-13.1-7.6-15.9C547.4,866,544.2,868.3,540.7,872.8z"/> <path id="XMLID_282_" class="st0" d="M541.9,846.6c-1.1,1.1-1.6,2.6-2.5,5.7c-1.1,3.3-2.5,8.1-2.4,14.4c0.1,5.1,1.2,4.6,1.6,10.6 c0.4,5.5-0.1,9.9-1,17.2c-1.2,9.8-2.1,11.4-0.9,13.8c2.4,4.4,8.8,4.4,12.1,4.4c5.6,0,10.6-2,11.7-6.8c0.3-1.1,0-2-0.2-3.1 c-1.7-8.2,0-9.3-1.3-18.1c-1.3-9-2-8.5-1.9-14.6c0.1-5.1,2.9-7.9,0-17.7c-1.4-3.2-2.1-4.6-2.8-5.2 C551.1,843.8,545.1,843.3,541.9,846.6z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/flat latex.svg
svg
mit
1,823
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#F6E0E8;} .st1{fill:#65AD45;} </style> <g id="Flat"> <path id="XMLID_285_" class="st0" d="M486.5,836c3.5,2.8-2.3,9.7,0.8,19.5c2.4,7.6,5.2,6.8,6.1,10.7c2.8,10.5-8,25-20.6,31.3 c-10.4,5.2-23.4,5.6-24.7,2.3c-0.7-1.7,2.1-3.4,6.1-8.5c1.7-2.2,9.3-12.9,10.8-23.4c1.9-13.2,7.6-22.4,8.2-30.7 C473.9,829.7,480.9,831.4,486.5,836z"/> <path id="XMLID_284_" class="st1" d="M491.2,895.3c6.5-2.7,9.7-4,11-6.6c2.2-4.4,0.1-9.5-1.5-13.4c-1.6-3.9-4.7-9-6.6-8.5 c-1,0.3-0.9,2-2,4.4c-1.4,3.6-3.8,5.6-6.4,7.9c-14.5,12.9-17.5,20.3-25.1,20c-4.2-0.1-5.3-2.4-11.3-2.1c-0.8,0-4.9,0.3-9.7,2.5 c-2,1-9.2,4.4-8.8,7.3c0.6,4.1,15.6,4.8,17.4,4.9c6.4,0.3,12.4,0.6,18.5-2.8c5.1-2.8,4.1-4.9,10-8.3 C481.5,898,482.8,898.7,491.2,895.3z"/> <path id="XMLID_283_" class="st1" d="M540.7,872.8c-3.4,4.4-1.1,6.9-4.1,23.2c-1.2,6.3-1.8,12.7-3.3,18.9c-0.5,2.1-1.3,5.2-0.5,8.8 c0.3,1,1.3,5.1,4.4,7.3c3.2,2.2,2.6,3.5,10.8,3.2c8.3-0.3,9-1.3,11-3c5-4,3.5-16.6,2.8-21.3c-0.7-5.5-1.6-6-2.1-12.4 c-0.6-7.3,0.5-8.3-0.2-13.3c-0.4-3.6-1.7-13.1-7.6-15.9C547.4,866,544.2,868.3,540.7,872.8z"/> <path id="XMLID_282_" class="st0" d="M541.9,846.6c-1.1,1.1-1.6,2.6-2.5,5.7c-1.1,3.3-2.5,8.1-2.4,14.4c0.1,5.1,1.2,4.6,1.6,10.6 c0.4,5.5-0.1,9.9-1,17.2c-1.2,9.8-2.1,11.4-0.9,13.8c2.4,4.4,8.8,4.4,12.1,4.4c5.6,0,10.6-2,11.7-6.8c0.3-1.1,0-2-0.2-3.1 c-1.7-8.2,0-9.3-1.3-18.1c-1.3-9-2-8.5-1.9-14.6c0.1-5.1,2.9-7.9,0-17.7c-1.4-3.2-2.1-4.6-2.8-5.2 C551.1,843.8,545.1,843.3,541.9,846.6z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/flat.svg
svg
mit
1,838
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{display:none;opacity:0.24;fill:#BF2126;enable-background:new ;} .st1{fill:#070505;} .st2{fill:#BF2126;} </style> <g id="Gag"> <path id="XMLID_3_" class="st0" d="M498,167.3c2.6,3.9,7.6,0.9,14,5.1c7.8,5,8.1,14,13.2,14c1.7,0,3.5-1,4.3-2.4 c4.5-7.7-18.1-34.7-27.5-31.1C497.6,154.6,495.3,163.1,498,167.3z"/> <polygon id="XMLID_2_" class="st1" points="486.4,157.1 545.1,157.1 541.3,165 489,163.9 "/> <ellipse id="XMLID_309_" class="st2" cx="502.8" cy="161.1" rx="7.6" ry="8.7"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/gag.svg
svg
mit
875
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#010101;} </style> <path id="Glasses" class="st0" d="M485.9,131c-0.2,1-0.3,3,0.9,4.5c1.2,1.4,3.1,1.6,7.1,1.9c4.4,0.3,6.7,0.4,8.1-0.8 c1.8-1.5,2-4.1,2-5.5c0.9,0,1.7,0,2.6-0.1c1,0,1.9,0,2.8,0c-0.3,1.5-0.6,4.5,1.2,6.6c0.8,0.9,2.2,2,11.3,1.7 c10.9-0.3,12.4-1.8,12.9-2.7c1.1-1.8,0.7-4,0.3-5.5c5.7,0,11.4-0.1,17.1-0.1v2.1l-15.6-0.1c0.1,1.2,0.1,2.9-0.9,4.4 c-0.6,1-2.3,2.8-13.6,2.9c-9.9,0.2-11.5-1.2-12.3-2.2c-1.4-1.7-1.5-3.9-1.3-5.4c-0.9,0-2.7,0-3.6,0c-0.1,1.1-0.4,3-1.8,4.4 c-1.7,1.6-4.2,1.5-9.1,1.2c-4.3-0.3-6.5-0.4-7.7-2.1c-0.9-1.2-0.9-2.7-0.8-3.6C485.6,132.2,485.7,131.7,485.9,131z"/> </svg>
MonsterMate/fc
resources/vector/outfit/glasses.svg
svg
mit
982
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515351;} </style> <path id="Head_Latex" class="st0" d="M543.4,161.2c6-14.4,8.4-24.7,10.6-40.1c4.5-31.3-16.1-52.4-42.5-43.9 c-34.2,11-29.4,33.1-26.2,53.7c-6.1,16.8,6.9,48.7,20.7,53.1C516.1,182.3,534.3,179.8,543.4,161.2z"/> </svg>
MonsterMate/fc
resources/vector/outfit/head latex.svg
svg
mit
619
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="svg4356" inkscape:version="0.92.0 r15299" sodipodi:docname="fc vector edit.svg" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#F2F24C;} .st1{fill:#F7D548;} .st2{fill:#FEFFF2;} </style> <g id="Collar"> <g id="heavy_Gold"> <path class="st0" d="M534.5,190.8c-0.2,0.4-0.5,0.7-0.7,1c-6.2,5.7-10.9,7.3-14.3,7c-6.1-0.5-7.7-5.8-7.9-6.3 c-0.7-2.1-0.5-5.2,0.8-6.4c1.3-1.4,2.5-1.4,3.3,0.7c0.2,0.5,3.5,8.6,15.9-2.8c1.3-1.2,2.8-0.4,3.4,1.8 C535.4,187.5,535.2,189.5,534.5,190.8"/> <path class="st1" d="M519.8,198.4c-6,0-7.8-4.9-8-5.3c-0.8-1.9-0.7-4.8,0.5-6.1c1.2-1.4,2.4-1.5,3.2,0.4c0.2,0.5,3.8,7.8,15.4-3.8 c1.2-1.2,2.7-0.5,3.4,1.4c0.7,2,0.3,4.5-0.9,5.7C527.6,196.5,523.1,198.4,519.8,198.4z"/> <path class="st2" d="M519.6,201c-0.7,0-1.4-0.2-2-0.5c-1.3-0.7-2-2.1-2-3.5c0-0.7,0.2-1.4,0.5-2c0.4-0.7,1-1.3,1.7-1.6 c0.2-0.1,0.5,0,0.7,0.2c0.1,0.2,0,0.5-0.2,0.7c-0.5,0.3-1,0.7-1.3,1.2c-0.3,0.5-0.4,1-0.4,1.5c0,1.1,0.6,2.1,1.5,2.7 c0.5,0.3,1,0.4,1.5,0.4c1.1,0,2.1-0.6,2.7-1.5c0.3-0.5,0.4-1,0.4-1.5c0-1.1-0.6-2.1-1.5-2.7c-0.2-0.1-0.3-0.4-0.2-0.7 c0.1-0.2,0.4-0.3,0.7-0.2c1.3,0.7,2,2.1,2,3.5c0,0.7-0.2,1.4-0.5,2C522.4,200.2,521.1,201,519.6,201z"/> </g> </g> </svg>
MonsterMate/fc
resources/vector/outfit/heavy gold.svg
svg
mit
1,817
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MonsterMate/fc
resources/vector/outfit/heel latex.svg
svg
mit
2,141
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#3E65B0;} .st1{fill:#F6E0E8;} .st2{fill:#15406D;} </style> <g id="Heel"> <path id="XMLID_290_" class="st0" d="M544.8,866c-5.3-0.9-12.7,7.6-13,14.8c-0.2,3.8,1.7,5.5,4,10.2c6.9,14.2,6,31.8,5.8,38.1 c-0.3,4.5-0.8,9.3,2,14.1c2.1,3.6,5.2,5.5,6.9,6.7c6.6,4.2,13,3.8,19,3.5c5-0.3,6.7-1.2,7.8-2.3c2.2-2.2,2.3-5.3,2.3-6.7 c0.1-4.4-1.9-7.7-3.2-9.8c-5.3-8.7-8.1-13.1-10.1-15.3C551.5,902.7,555.1,867.7,544.8,866z"/> <path id="XMLID_289_" class="st1" d="M564.2,933.9c1-0.5,3.7-1.9,4.8-4.8c0.8-2.3,0-4-1.3-8.6c0,0-1.6-5.7-2.7-11.8 c-0.8-4.7-0.4-6.1-0.8-11.3c-1.3-17.9-7.3-18.2-6.9-33.1c0-0.7-0.9-11-0.7-16.4c-3-0.8-16.3-0.3-16.4,0.3c-1.6,6.9,1.5,17.4,1,18.4 c-2.5,4.8-1.3,10-0.5,13.4c3.4,14.3,5.1,19.2,6.2,24.3c3.9,17.5-0.7,25.9,5.2,29.4C555.3,935.9,560.5,935.8,564.2,933.9z"/> <path id="XMLID_288_" class="st2" d="M485.9,927.8c-0.1,0.4-1.2,0.9-1.2-0.3c-0.2-2.4-0.1-3.6-0.1-4.4c0-1.8,1.2-11.3,1.1-17.5 c-0.2-13.1-0.7-15.2,0.5-18c1.7-4,5.1-7.6,6.3-7.1c0.5,0.3,2.4,0.2,0.3,8.1c-2.4,8.8-2.8,10.8-3.7,16.8 c-1.6,10.1-1.8,15.2-2.1,18.1C486.6,924.8,486.5,925.7,485.9,927.8z"/> <path id="XMLID_287_" class="st0" d="M472.7,884.3c-8.4,16.1-6.2,25.8-14.7,30.5c-1.9,1.1-4.4,3-6.3,3.9c-6.1,2.8-9.3,4-9.9,6.8 c-0.4,1.8,0.5,3.5,0.8,4c1.2,2,4.3,4.3,8.5,5.4c6.1,1.6,7.7,2.5,14.8,0.6c2.9-0.8,6.2-1.7,9.1-4.4c6.6-6.1,2-13.6,6-25.3 c4.7-14,15.2-15.4,14.7-25.3c-0.4-5.7-4.2-11.8-8.4-12.3C481.5,867.5,475.9,878.2,472.7,884.3z"/> <path id="XMLID_286_" class="st1" d="M457.3,918.1c0.2,2,3.9,4.4,6.5,3.8c4.1-0.9,3.5-8.4,8.2-22.9c3.5-10.8,5.7-16.6,10.8-22.9 c1.7-2.1,4-7.1,4-7.1s1.4-14.4-1.4-20c-0.1-0.2-9.5-3.1-9.7-3.1c-0.9-0.3-2.8,18.7-3.6,20.2c-9.6,17.6-9.6,20.8-9.6,20.8 c-2.1,5.8-2.5,7.3-2.7,8.4c-0.5,2.8-1.6,8.4-0.7,14.3c0.2,1.5,0.6,3.5-0.3,5.7C458.1,916.6,457.2,917,457.3,918.1z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/heel.svg
svg
mit
2,177
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="svg4356" inkscape:version="0.92.0 r15299" sodipodi:docname="fc vector edit.svg" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#BABABA;} .st1{fill:none;stroke:#000000;stroke-width:3;stroke-miterlimit:10;} </style> <g id="Collar"> <g id="Cowbell"> <g> <path d="M513.8,189c1.8,1,8.4,3.6,18-1.9c0.3-0.2,0.6,0,0.7,0.3l0.7,3.5c0,0.2-0.1,0.4-0.2,0.5c-5.6,3.3-9.7,4.3-13,4.3 c-5.2,0-7.1-1.8-7.6-2.5c-0.1-0.1-0.1-0.3-0.1-0.4l0.9-3.4C513.2,189,513.5,188.9,513.8,189z"/> </g> <g id="Layer_13"> <polygon points="530.4,221.7 507.9,220.9 504.2,215.8 514.5,198 524.6,199 "/> <path d="M522.8,204.6L516,204l1.1-11.5l6.8,0.7L522.8,204.6z M517.2,202.8l4.5,0.4l0.9-9l-4.5-0.4L517.2,202.8z"/> <path class="st0" d="M522.3,203.5l-7-0.7l1-10.7l7,0.7L522.3,203.5z M516.6,201.8l4.6,0.4l0.8-8.3l-4.6-0.4L516.6,201.8z"/> <polygon class="st0" points="528.1,216.8 504.2,215.8 514.4,198 524,198.9 "/> <line class="st1" x1="520.1" y1="191.4" x2="519.8" y2="194.8"/> </g> </g> </g> </svg>
MonsterMate/fc
resources/vector/outfit/leather with cowbell.svg
svg
mit
1,640
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515351;} .st1{fill:#010101;} </style> <g id="Leg_Narrow_Latex"> <path id="XMLID_322_" class="st0" d="M445.9,413.1c0,0-10.3,43.4-10.6,67.8c-0.5,43.2,14.3,129.1,30.4,183.7 c7.5,61.7,6.2,123.3,8.8,185.4l11.5-0.3c2.2-51.3,34-103.9,16.3-161.5c2.3-46.1,10-72.4,5-160.3c-5.4,94.3,16.6,109.2,26.4,153.6 c-15.6,58,5.7,110.8,6.5,168.9h16.3c0.2-58.5,15.6-94.6,7.7-168.9c12.4-64.5,12.4-139.3,11.6-205.6c-0.3-26-5.4-64.7-5.4-64.7 L445.9,413.1"/> <path id="XMLID_321_" class="st1" d="M508,588.6c-9.8-40.3-16.6-61.7-12.6-107.8C494.7,525.3,498.9,547.9,508,588.6z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/leg narrow latex.svg
svg
mit
960
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515351;} .st1{fill:#010101;} </style> <g id="Leg_Normal_Latex"> <path id="XMLID_320_" class="st0" d="M446,413.2c0,0-17.1,47.4-18.7,71.7c-3.8,60.3,16.3,123.8,38.4,179.8 c7.5,61.7,6.2,123.3,8.8,185.4l11.5-0.3c2.2-51.3,34-103.9,16.3-161.5c12.8-54.2,10-72.4,5-160.3c-5.4,94.3,16.6,109.1,26.4,153.5 c-15.6,58,5.6,110.9,6.4,169h16.3c0.2-58.5,15.6-94.7,7.8-169c23.8-69.9,25.5-131.2,20.7-194.7c-2-26-14.5-75.6-14.5-75.6 L446,413.2"/> <path id="XMLID_319_" class="st1" d="M513.9,619.8c-9.8-40.3-22.5-96.7-18.5-142.8C494.6,521.7,504.8,579.1,513.9,619.8z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/leg normal latex.svg
svg
mit
957
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#515351;} .st1{fill:#010101;} </style> <g id="Leg_Wide_Latex"> <path id="XMLID_318_" class="st0" d="M445.8,413.1c0,0-26.1,35.9-27.6,60.3c-3.8,60.3,16.8,135.5,38.9,191.5 c7.5,61.7,14.8,123,17.3,185.1l11.5-0.3c2.3-52.9,39.2-99.2,20.2-160.8c13.6-57.7,6.2-71.9,1-161c-5.4,94.3,4.4,110.4,14.2,154.8 c-15.6,58,17.8,109.6,18.6,167.8h16.3c0.2-58.5,16.4-95.2,8.5-169.5c23.8-69.9,46.5-155.6,41.7-219c-2-25.9-36-50.6-36-50.6 L445.8,413.1"/> <path id="XMLID_317_" class="st1" d="M509.6,630.9c-9.8-40.3-20.8-100.9-16.8-147.1C492,528.5,500.4,590.2,509.6,630.9z"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/leg wide latex.svg
svg
mit
959
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="svg4356" inkscape:version="0.92.0 r15299" sodipodi:docname="fc vector edit.svg" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#FEFFF2;} </style> <g id="Collar"> <g id="Leather_Corset"> <path id="Body_Normal_9_" inkscape:connector-curvature="0" d="M562.9,208.1c-29.1-3.8-34.5-14.5-29.8-48.6 c0.1-0.4-0.3-0.8-0.7-0.8l-20.6,0.9c-0.4,0-0.7,0.4-0.7,0.9c8.1,42.8-6.4,40.7-21,48.6c-0.5,0.3-0.5,1,0,1.2l9.5,6 c1.1,0.6,1.9,1.6,2.3,2.8l4.8,12.7c0.2,0.4,0.7,0.6,1,0.4l23.3-12.9c1.4-0.8,2.9-1.4,4.4-1.8l27.7-8 C563.8,209.3,563.7,208.2,562.9,208.1z"/> <path class="st0" d="M519.2,199.9c-0.7,0-1.4-0.2-2-0.5c-1.3-0.7-2-2.1-2-3.5c0-0.7,0.2-1.4,0.5-2c0.4-0.7,1-1.3,1.7-1.6 c0.2-0.1,0.5,0,0.7,0.2c0.1,0.2,0,0.5-0.2,0.7c-0.5,0.3-1,0.7-1.3,1.2c-0.3,0.5-0.4,1-0.4,1.5c0,1.1,0.6,2.1,1.5,2.7 c0.5,0.3,1,0.4,1.5,0.4c1.1,0,2.1-0.6,2.7-1.5c0.3-0.5,0.4-1,0.4-1.5c0-1.1-0.6-2.1-1.5-2.7c-0.2-0.1-0.3-0.4-0.2-0.7 c0.1-0.2,0.4-0.3,0.7-0.2c1.3,0.7,2,2.1,2,3.5c0,0.7-0.2,1.4-0.5,2C522,199.1,520.6,199.9,519.2,199.9z"/> </g> </g> </svg>
MonsterMate/fc
resources/vector/outfit/neck corset.svg
svg
mit
1,675
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MonsterMate/fc
resources/vector/outfit/nice retirement counter.svg
svg
mit
5,092
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . 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MonsterMate/fc
resources/vector/outfit/pretty jewelry.svg
svg
mit
5,618
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MonsterMate/fc
resources/vector/outfit/satin choker.svg
svg
mit
1,210
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="svg4356" inkscape:version="0.92.0 r15299" sodipodi:docname="fc vector edit.svg" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#030303;} .st1{fill:#BABABA;} .st2{fill:#CE5B5B;} .st3{fill:#D13737;} </style> <g id="Collar"> <g id="Shock"> <g> <path d="M519.9,194.4c-5.4,0-7.7-3.1-7.8-3.3c-0.5-0.7-0.3-1.6,0.4-2.1c0.7-0.5,1.6-0.3,2.1,0.4c0.2,0.3,4.4,5.6,16.9-2 c0.7-0.4,1.6-0.2,2.1,0.5c0.4,0.7,0.2,1.6-0.5,2.1C527.4,193.4,523.1,194.4,519.9,194.4z"/> </g> <rect x="515.8" y="187.9" transform="matrix(0.9976 6.930247e-02 -6.930247e-02 0.9976 14.6313 -35.5031)" class="st0" width="6.3" height="10.5"/> <rect x="515.8" y="187.9" transform="matrix(0.9976 6.930247e-02 -6.930247e-02 0.9976 14.6186 -35.4925)" class="st1" width="6" height="10.1"/> <circle class="st2" cx="518.7" cy="192.8" r="1.3"/> <circle class="st3" cx="518.7" cy="192.7" r="1.2"/> </g> </g> </svg>
MonsterMate/fc
resources/vector/outfit/shock punishment.svg
svg
mit
1,533
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="svg4356" inkscape:version="0.92.0 r15299" sodipodi:docname="fc vector edit.svg" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#FFFFFF;} </style> <g id="Collar"> <g id="Stylish_leather"> <g> <path d="M513.7,188.8c1.8,1,8.4,3.6,18-1.9c0.3-0.2,0.6,0,0.7,0.3l0.7,3.5c0,0.2-0.1,0.4-0.2,0.5c-5.6,3.3-9.7,4.3-13,4.3 c-5.2,0-7.1-1.8-7.6-2.5c-0.1-0.1-0.1-0.3-0.1-0.4l0.9-3.4C513.1,188.8,513.4,188.6,513.7,188.8z"/> </g> <polygon class="st0" points="522.9,196.2 517.5,196.2 517.5,189.2 522.9,189.2 522.9,190.5 521.9,190.6 521.9,190.1 518.5,190.1 518.5,195.3 521.9,195.3 521.9,194.7 522.9,194.7 "/> <rect x="517.4" y="191.4" transform="matrix(3.349746e-02 -0.9994 0.9994 3.349746e-02 307.9673 703.8356)" class="st0" width="1" height="2.5"/> </g> </g> </svg>
MonsterMate/fc
resources/vector/outfit/stylish leather.svg
svg
mit
1,417
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="svg4356" inkscape:version="0.92.0 r15299" sodipodi:docname="fc vector edit.svg" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#BABABA;} .st1{fill:none;stroke:#FEFFF2;stroke-linecap:round;stroke-miterlimit:10;stroke-dasharray:19;} </style> <g id="Collar"> <g id="Tight_steel"> <g> <g> <path d="M533.9,191.1c-0.2,0.2-0.4,0.3-0.7,0.4c-6,2.3-10.6,2.9-14,2.8c-5.9-0.2-7.5-2.3-7.7-2.5c-0.7-0.8-0.4-2.1,0.8-2.6 c1.3-0.5,2.5-0.5,3.2,0.3c0.2,0.2,3.4,3.4,15.5-1.1c1.2-0.5,2.7-0.1,3.3,0.7C534.8,189.7,534.6,190.5,533.9,191.1"/> <path class="st0" d="M519.7,194.3c-6,0-7.8-2-8-2.1c-0.8-0.8-0.7-2,0.5-2.5c1.2-0.6,2.4-0.6,3.2,0.2c0.2,0.2,3.8,3.2,15.4-1.6 c1.2-0.5,2.7-0.2,3.4,0.6c0.7,0.8,0.3,1.9-0.9,2.3C527.6,193.5,523.1,194.3,519.7,194.3z"/> </g> </g> <ellipse transform="matrix(0.5 -0.866 0.866 0.5 89.773 547.608)" class="st1" cx="519.1" cy="196.1" rx="3.6" ry="3.6"/> </g> </g> </svg>
MonsterMate/fc
resources/vector/outfit/tight steel.svg
svg
mit
1,555
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MonsterMate/fc
resources/vector/outfit/torso hourglass latex.svg
svg
mit
1,117
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MonsterMate/fc
resources/vector/outfit/torso hourglass straps.svg
svg
mit
4,281
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MonsterMate/fc
resources/vector/outfit/torso normal latex.svg
svg
mit
1,117
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MonsterMate/fc
resources/vector/outfit/torso normal straps.svg
svg
mit
4,253
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#010101;} .st1{fill:#515351;} </style> <g id="Torso_Unnatural_2_"> <path id="Body_Shadow_4_" class="st0" d="M445.8,413.2c17.2,4.6,17.2,30.6,43.5,50.1c1.2,0.9-21.9-11.3-4.5-34.1 c20,8.2,11.2,37.3,11.4,36.9c7.4-15.9,19.8-23,32-32.9c12.4-10,20-18,41.9-21.9L445.8,413.2z"/> <path id="Body_Normal_5_" class="st1" d="M493,208.3c0,0-14,4.3-24.7,28.3s-10.5,59.4-4.4,81c2.2,23,7.6,30.9,5.5,51 c-1.1,10.1-15.7,24.1-23.4,44.6c16.5,5.3,30.7,47.1,47.7,53.7c0.7,0.3-25.7-15.9-8.8-37.6c19.9,9,11.3,37.4,11.5,36.9 c9.4-18.2,33.9-44.3,73.9-55c-9.1-20.7-34-29.7-35.4-42.7c-1.6-15.9,25.4-34.2,40.3-52.9c8.9-21.9,18.3-62.5,10.5-86 c-11.7-22-21.9-21.1-21.9-21.1c-32.7-3.3-35-14-30.7-50l-22.3,1C519.3,203.2,508.1,199.6,493,208.3"/> </g> </svg>
MonsterMate/fc
resources/vector/outfit/torso unnatural latex.svg
svg
mit
1,120
<?xml version="1.0" encoding="UTF-8" standalone="no"?> <svg xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:cc="http://creativecommons.org/ns#" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" version="1.1" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve" id="svg4356" sodipodi:docname="vector source.svg" inkscape:version="0.91 r13725"> <metadata id="metadata4362"> <rdf:RDF> <cc:Work rdf:about=""> <dc:format>image/svg+xml</dc:format> <dc:type rdf:resource="http://purl.org/dc/dcmitype/StillImage"/> <dc:title/> </cc:Work> </rdf:RDF> </metadata> <defs id="defs4360"/> <sodipodi:namedview pagecolor="#ffffff" bordercolor="#666666" borderopacity="1" objecttolerance="10" gridtolerance="10" guidetolerance="10" inkscape:pageopacity="0" inkscape:pageshadow="2" inkscape:window-width="1280" inkscape:window-height="952" id="namedview4358" showgrid="false" inkscape:zoom="4.808326" inkscape:cx="531.76051" inkscape:cy="751.71421" inkscape:window-x="0" inkscape:window-y="0" inkscape:window-maximized="1" inkscape:current-layer="Boob_Large_3_" inkscape:object-nodes="true" inkscape:object-paths="false" inkscape:snap-smooth-nodes="true" inkscape:snap-object-midpoints="true"/> <style type="text/css" id="style3680"> .st0{fill:#FFFFFF;} .st1{fill:#76C043;} .st2{fill:#2680BC;} .st3{fill:#F6E0E8;} .st4{fill:#515351;} .st5{fill:#F4F1A3;} .st6{fill:#8E4F21;} .st7{fill:#BC2027;} .st8{fill:#60BB46;} .st9{fill:#4686C6;} .st10{fill:#D28DBD;} .st11{fill:#3F403F;} .st12{fill:#010101;} .st13{fill:#8F8F8E;} .st14{fill:#515251;} .st15{fill:#4F6AB2;} .st16{fill:#3E65B0;} .st17{fill:#15406D;} .st18{fill:#65AD45;} .st19{fill:#787878;} .st20{fill:#D76B93;} .st21{fill:#4DB748;} .st22{opacity:0.24;fill:#BF2126;enable-background:new ;} .st23{fill:#070505;} .st24{fill:#BF2126;} </style> <svg:g inkscape:groupmode="layer" id="Torso_Unnatural_straps" inkscape:label="Torso_Unnatural_straps" style="display:inline"> <svg:path style="display:inline;fill:none;fill-rule:evenodd;stroke:#000000;stroke-width:2.5;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1" d="M 501.152,204.07 C 500.44,208.762 504.877,212.166 510.374,215.305 C 523.664,215.126 537.25,213.091 550.54,206.278" id="path9218" inkscape:connector-curvature="0" sodipodi:nodetypes="ccc"/> <svg:path id="path9222" style="display:inline;fill:none;fill-rule:evenodd;stroke:#000000;stroke-width:2.5;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:3;stroke-dasharray:none;stroke-opacity:1" d="M 496.678,465.98 L 482.188,407.3 L 491.521,353.918 L 491.181,281.745 L 510.374,215.305 L 528.877,283.779 L 512.809,320.263 L 498.229,354.208 L 482.188,407.3 L 477.335,354.779 L 462.265,311.869 L 468.744,277.264 L 510.374,215.305" inkscape:connector-curvature="0" sodipodi:nodetypes="ccccccccccccc"/> <svg:path style="display:inline;fill:none;fill-rule:evenodd;stroke:#000000;stroke-width:2.5;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1" d="M 468.581,355.606 L 477.335,354.779 L 491.521,353.918 L 498.229,354.208 L 535.693,361.984" id="path9224" inkscape:connector-curvature="0" sodipodi:nodetypes="ccccc"/> <svg:path style="display:inline;fill:none;fill-rule:evenodd;stroke:#000000;stroke-width:2.5;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1" d="M 465.026,377.931 C 472.614,387.409 477.095,393.328 482.188,407.3 C 495.417,392.256 523.809,387.614 542.329,378.524" id="path9226" inkscape:connector-curvature="0" sodipodi:nodetypes="ccc"/> <svg:path id="path4809" style="fill:none;fill-rule:evenodd;stroke:#000000;stroke-width:2.5;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1" d="M 586.895,273.468 L 558.608,283.791 L 528.877,283.779 L 491.181,281.745 L 468.744,277.264 L 459.884,274.615" inkscape:connector-curvature="0" sodipodi:nodetypes="cccccc"/> </svg:g> </svg>
MonsterMate/fc
resources/vector/outfit/torso unnatural straps.svg
svg
mit
4,257
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) --> <svg version="1.1" id="svg4356" inkscape:version="0.92.0 r15299" sodipodi:docname="fc vector edit.svg" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve"> <style type="text/css"> .st0{fill:#FEFFF2;} </style> <g id="Collar"> <g id="Uncomfortable_leather"> <g> <path d="M519.9,194.2c-5.4,0-7.7-3.1-7.8-3.3c-0.5-0.7-0.3-1.6,0.4-2.1c0.7-0.5,1.6-0.3,2.1,0.4c0.2,0.3,4.4,5.6,16.9-2 c0.7-0.4,1.6-0.2,2.1,0.5c0.4,0.7,0.2,1.6-0.5,2.1C527.4,193.1,523.1,194.2,519.9,194.2z"/> </g> <path class="st0" d="M519.2,199.9c-0.7,0-1.4-0.2-2-0.5c-1.3-0.7-2-2.1-2-3.5c0-0.7,0.2-1.4,0.5-2c0.4-0.7,1-1.3,1.7-1.6 c0.2-0.1,0.5,0,0.7,0.2c0.1,0.2,0,0.5-0.2,0.7c-0.5,0.3-1,0.7-1.3,1.2c-0.3,0.5-0.4,1-0.4,1.5c0,1.1,0.6,2.1,1.5,2.7 c0.5,0.3,1,0.4,1.5,0.4c1.1,0,2.1-0.6,2.7-1.5c0.3-0.5,0.4-1,0.4-1.5c0-1.1-0.6-2.1-1.5-2.7c-0.2-0.1-0.3-0.4-0.2-0.7 c0.1-0.2,0.4-0.3,0.7-0.2c1.3,0.7,2,2.1,2,3.5c0,0.7-0.2,1.4-0.5,2C522,199.1,520.6,199.9,519.2,199.9z"/> </g> </g> </svg>
MonsterMate/fc
resources/vector/outfit/uncomfortable leather.svg
svg
mit
1,542
<?xml version="1.0" encoding="utf-8"?> <!-- Generator: Adobe Illustrator 19.0.0, SVG Export Plug-In . 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MonsterMate/fc
resources/vector/test ui.svg
svg
mit
5,264
#!/bin/bash if [ ! -d ".git" ]; then #not running in git repo, so can't use git commands :-) echo "No .git repo found - skipping sanity checks" exit 0 fi WARNING='\033[93m' myprint() { while read -r data; do echo -n -e "[$1]$WARNING" echo "$data" done } GREP="git grep -n --color" # Check for accidental assignment. e.g.: <<if $foo = "hello">> $GREP "<<[ ]*if[^>=]*[^><\!=]=[^=][^>]*>>" -- 'src/*' | myprint "AccidentalAssignmentInIf" # Check for accidental assignment. e.g.: <<elseif $foo = "hello">> $GREP "<<[ ]*elseif[^>=]*[^><\!=]=[^=][^>]*>>" -- 'src/*' | myprint "AccidentalAssignmentInElseIf" # Check for missing ". e.g.: <<if $foo == "hello>> $GREP "<<[^\"<>]*\"[^\"<>]*>>" -- 'src/*' | myprint "MissingSpeechMark" # Check for missing ". e.g.: <<if $foo = "hello) $GREP -e "<<[^\"<>]*\([^\"<>]*\"[^><\"]*\"\| [<>] \)*\"\([^\"<>]*\"[^><\"]*\"\| [<>] \)*\([^\"<>]\| [<>] \)*>>" --and --not -e "*[^']*" -- 'src/*' | myprint "MissingSpeechMark2" # Check for colors like: @@color:red - should be @@.red $GREP -e "@@color:" --and --not -e "@@color:rgb([0-9 ]\+,[0-9 ]\+,[0-9 ]\+)" -- "src/*" | myprint "UseCSSColors" # Check for missing $ in activeSlave or PC $GREP "<<[ ]*[^\$><_\[]*\(activeSlave\|PC\)[.]" -- "src/*" | myprint "MissingDollar" # Check for closing bracket without opening bracket. e.g.: <<if foo)>> (but <<case "foo")>> is valid, so ignore those $GREP -e "<<[ a-zA-Z]\+\([^()<>]\|[^()<>][<>][^()<>]\)*)" --and --not -e "<< *case" -- "src/*" | myprint "MissingOpeningBracket" # Check for opening bracket without closing bracket. e.g.: <<if (foo>> $GREP -e "<<[ a-zA-Z]\([^<>]\|[^<>][<>][^<>]\)\+(\([^()<>]\|[^<>()][<>][^<>()]\|([^<>()]*])\)*>>" -- "src/*" | myprint "MissingClosingBracket" # Check for two closing brackets but one opening bracket. e.g.: <<if (foo))>> $GREP -e "<<[ a-zA-Z]\+[^()<>]*([^()]*)[^()]*)[^()<>]*>>" -- "src/*" | myprint "MissingOpeningBracket2" # Check for one closing bracket but two opening brackets. e.g.: <<if ((foo)>> $GREP -e "<<[ a-zA-Z]\+[^()<>]*([^()]*([^()]*)[^()<>]*>>" -- "src/*" | myprint "MissingClosingBracket2" $GREP -e "<<.*[(][^<>)]*[(][^<>)]*)\?[^<>)]*>>" -- "src/*" | myprint "MissingClosingBracket3" # Check for too many >>>. e.g.: <</if>>> $GREP "<<[^<>]*[<>]\?[^<>]*>>>" -- "src/*.tw" | myprint "TooManyAngleBrackets" # Check for wrong capitalization on 'activeslave' and other common typos $GREP -e "\$act" --and --not -e "\$\(activeSlave\|activeChild\|activeArcology\|activeOrgan\|activeLimbs\|activeUnits\|activeCanine\|activeHooved\|activeFeline\|activeLurcher\)" -- "src/*" | myprint "WrongCapitalization" # Check for strange spaces e.g. $slaves[$i]. lips $GREP "\$slaves\[\$i\]\. " -- 'src/*' | myprint "MissingPropertyAfterSlaves" # Check using refreshmentType instead of refreshment $GREP "\$PC.refreshmentType[^ =]" -- 'src/*' | grep -v src/events/intro/introSummary.tw | myprint "ShouldBeRefreshment" # Check, e.g. <<else $foo==4 $GREP "<<else >\?[^>]" -- 'src/*' | myprint "ShouldBeElseIf" # Check, e.g., =to $GREP "=to" -- 'src/*' | myprint "EqualAndTo" # Check doing $slaves.foo instead of $slaves[i].foo $GREP -e "[$]slaves[.]" --and --not -e '[$]slaves[.]\(length\|random\|map\|filter\|deleteAt\|push\|find\|includes\|delete\|forEach\|some\|reduce\|splice\)' -- 'src/*' | myprint "MissingSlavesIndex" # Try to check for accidentally mixing slaves[] and activeSlave. This can have a lot of false matches, but has caught a lot of bugs so it's worth the pain $GREP -e "activeSlave[.]" --and -e "slaves\[..\?\][.]" --and --not -e '[.]ID' --and --not -e 'slaves\[..\?\][.]\(slaveName\|slaveSurname\|actualAge\|relation\|assignment\|age\|devotion\|trust\|vagina\|mother\|father\|training\)' -- 'src/*' | myprint "MaybeAccidentalMixingOfSlavesAndActiveSlave" # Check, e.g. <<set foo == 4>> $GREP "<<set[^{>=]*==" -- 'src/*' | myprint "DoubleEqualsInSet" # Check for, e.g <<if slaves[foo]>> $GREP "<<\([^>]\|[^>]>[^>]\)*[^$]slaves\[" -- 'src/*' | myprint "MissingDollar" # Check for missing $ or _ in variable name: $GREP -e "<<[a-zA-Z]\([^>\"]\|[^>]>[^>]\|\"[^\"]*\"\)* [a-zA-Z]\+ * =" -- src/*.tw | myprint "MissingDollar2" # Check for missing command, e.g. <<foo = $GREP -e "<<[a-zA-Z]* = *" -- src/*.tw | myprint "BadCommand" # Check for duplicate words, e.g. with with $GREP -e " \(\b[a-zA-Z][a-zA-Z]\+\) \1\b " --and --not -e " her her " --and --not -e " you you " --and --not -e " New New " --and --not -e "Slave Slave " --and --not -e " that that " --and --not -e " in in " --and --not -e " is is " -- 'src/*' ':!*.css' | myprint "Duplicate words" # Check for obsolete SugarCube macros $GREP -E "<<display |<<click|<<.*\.contains" -- src/*.tw | myprint "ObsoleteMacro" # Check for double articles $GREP -E "\Wa an\W" -- src/*.tw | myprint "DoubleArticle" # Check for incorrect articles $GREP -i -E "\Wa (a|e|i|o|u)." -- src/*.tw | grep -a -i -vE "\Wa (un|eu|us|ut|on|ur|in)." | grep -a -i -vE "(&|<<s>>|UM)." | myprint "IncorrectArticle" $GREP -i -E "\Wan (b|c|d|f|g|j|k|l|m|n|p|q|r|s|t|v|w|x|y|z)\w." -- src/*.tw | grep -a -i -vE "[A-Z]{3}" | myprint "IncorrectArticle" # Check for $ sign mid-word $GREP -i "\w$\w" -- src/*.tw | myprint "VarSignMidWord" # check for $ sign at beginning of macro $GREP '<<\s*\$' -- 'src/*' | myprint "VarSignAtMacroStart" # check our custom option macro is either options,option,optionlt,optionlte,optiongt,optiongte,optiondefault,optionstyle,optionif $GREP -e '<<option' --and --not -e "<<option\(\|s\|lt\|lte\|gt\|gte\|default\|style\|if\)[ >]" -- 'src/*' | myprint "OptionUnrecognized" # check our custom option macro is: <<option variable "somestring" $GREP -e "<<option[lg]te\? " --and --not -e "<<option[lg]te\?\s\+-\?[0-9]\+\s\+-\?[0-9]\+\s\+[\'\"].*[\'\"]" -- 'src/*' | grep -v src/js | myprint "OptionBadArguments1" $GREP -e "<<optiondefault " --and --not -e "<<optiondefault\s\+\(-\?[0-9]\+\|[\'\"].*[\'\"]\|false\|true\)\s\+[\'\"].*[\'\"]" -- 'src/*' | grep -v src/js | myprint "OptionBadArguments2" $GREP -e "<<option\([lg]t\?\|default\) *>" -- 'src/*' | grep -v src/js | myprint "OptionBadArguments3" #$GREP -e "<<option " --and --not -e "<<option\s\+\(-\?[0-9]\+\|[\'\"].*[\'\"]\|false\|true\)\s\+[\`\'\"].*[\'\"\`]" -- 'src/*' | grep -v src/js | myprint "OptionBadArguments4" # too many false positives $GREP -e "<<if def [^(>]*[&|]" -- 'src/*' | myprint "AddBracketsAroundDef2" # check for missing ; before statement $GREP 'if $ ' -- 'src/*' | myprint "Missing ; before statement" $GREP 'elseif $ ' -- 'src/*' | myprint "Missing ; before statement" # Check for an unrecognized letter before >> $GREP "[^]a-zA-Z0-9 \")}'+-\*\`] *>>" -- 'src/*' | myprint "StrangeCharacterAtEndOfCommand" # Check for a . inside a <<>> $GREP "<<[a-zA-Z]\([^\"'>]\|[^\"'>]>[^\"'>]\)*[a-zA-Z][.][^a-zA-Z]" | myprint "StrangeCharacterAfterDot" # Check for @@. instead of .@@ $GREP -E "@@(\.|,|;|:)\s" -- src/*.tw | myprint "WrongSelectorPunctuation" $GREP "@@[a-z]\+;" -- 'src/*' | myprint "SelectorMissingDot" # Check for </span>. instead of .</span> $GREP -E "</span>(\.|,|;|:)\s" -- src/*.js | myprint "WrongSelectorPunctuation" # Check for missing whitespace between operators #$GREP -E "\(.(\+|\-|\*|\/|\=)." -- src/*.js :^src/001-lib/Jquery.js,^src/js/dTree.min.js,^devTools/tweeGo/storyFormats/sugarcube-2/format.js,^src/001-lib/mousetrap.js | myprint "MissingWhitespace" disabled until I can figure out how to exclude files # Check for @@ selector instead of <span> selector $GREP "@@\." -- src/*.js | myprint "WrongSelectorUsed" # Check for JSdoc inside function declaration #$GREP -e ".\=.\/\*\*" --or -e "slave\s\*\/" -- src/*.js --exclude 'src/interaction/main/mainLinks.js' | myprint "WrongJSdocFormat" # this --exclude doesn't work # too many false positives # Check for missing whitespace at end of /**/ style comments #$GREP "\S\*\/" -- src/* --exclude 'src/001-lib/jquery/Jquery.js' | myprint "MissingWhitespace" disabled until I can figure out to exclude files # Check for var instead of let or const #$GREP "var\s" -- src/*.js | myprint "UseLetOrConst" disabled until I can figure out how to exclude certain files # Check for non lethal or non-lethal instead of nonlethal $GREP -i "non.lethal" -- 'src/*' | myprint "ShouldBeNonlethal" # Check for missing quotation marks around selectors $GREP "span class=[^\"\']" -- src/*.js ':!src/001-lib/Jquery/Jquery.js' | myprint "MissingQuotes" ( cd src/ || exit $GREP "\$\(PC\|activeSlave\|slaves\|tanks\)[.][^a-zA-Z]" | myprint "UnexpectedCharAfterDot" ) # Check for lines with only "let" $GREP '[^A-Za-z]let(\r|\n)' | myprint "WrongLetStyle" # Check for lines with only "const" $GREP 'const(\r|\n)' | myprint "WrongConstStyle" # Check that all the tags are properly opened and closed & a lot of other stuff java -jar devTools/javaSanityCheck/SanityCheck.jar
MonsterMate/fc
sanityCheck.sh
Shell
mit
8,788
# Tool(s) for hacking saved games The script `fc_edit_save.py` can be used to read or write FC games saved with the "Save to Disk..." option. It can convert the compressed files (usually named `free-cities-YYYYMMDD-HHMMSS.save`) to or from JSON format, view or modify some variables, search for slaves matching some criteria to view or modify them, etc. ## Dependencies The script `fc_edit_save.py` requires Python version 3.6 or later. In addition, it uses a small module called `lzstring`, available via [PyPI](https://pypi.org/project/lzstring/). If you do not have it yet, you can install it with `pip3 install lzstring` or simply `pip install lzstring` if your default version of Python is already Python 3.x. You can also install the module manually from PyPI without using `pip`, but then you are on your own for copying the files in the right locations. ## Usage To view the help message summarizing the command-line arguments, try: ``` ./fc_edit_save.py --help ``` To view a longer help message including details for each command and a list of examples, try: ``` ./fc_edit_save.py --long-help ``` The basic usage consists of: * reading an input file (compressed `*.save` file with the option `-i`, or uncompressed JSON file with the option `-I`), * optionally modifying it with various commands, * then saving the result in some output file (compressed `*.save` file with the option `-o`, or uncompressed JSON file with the option `-O`). If the options `-i`/`-I` or `-o`/`-O` are not used, then the standard input and standard output will be used, which allows this script to be used easily in a pipe including other commands. If the input is a file, then the option `-A` can also be used instead of `-o`/`-O` to set the name of the output file automatically. Try `--help` and `--long-help` for more details. ## Examples The following examples assume that you already have a saved game in the file `free-cities-20200401-123456.save`. To convert a compressed FC game file to a human-readable JSON file: ``` ./fc_edit_save.py -i free-cities-20200104-123456.save -p -O free-cities-20200104-123456.json ``` To convert a JSON file to a compressed FC game file: ``` ./fc_edit_save.py -I free-cities-20200104-123456.json -o free-cities-20200104-123456.save ``` To display the names and current assignments of all smart slaves (with more than 50 in intelligence): ``` ./fc_edit_save.py -i free-cities-20200104-123456.save -p --get-slaves 'intelligence>50' 'name,assignment' ``` To ensure that all your slaves have at least DD-cup boobs and change the hair of Miss Lily at random: ``` ./fc_edit_save.py -i free-cities-20200104-123456.save -A --set-slaves all 'boobs=atleast:900' --set-slaves 'Miss Lily' randomhair -v ``` Note that the option `-A` in this example will save the results in the file `free-cities-20200104-123456-cheat.save`. The option `-v` will show the changes that are applied to all slaves. For more examples, try `--long-help`.
MonsterMate/fc
saveTools/README.md
Markdown
mit
2,979
#!/usr/bin/python3 """ View or modify Free Cities save files in native format or JSON format. Run this program with --help to see a summary of its options. Try also --long-help to see more details and some examples. This software is released into the public domain (CC0). """ # Written in 2020 by UnwrappedGodiva <UnwrappedGodiva+FC@gmail.com> # # To the extent possible under law, the author(s) have dedicated all copyright # and related and neighboring rights to this software to the public domain # worldwide. This software is distributed without any warranty. You should # have received a copy of the CC0 Public Domain Dedication along with this # software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>. # # In other words, feel free to do whatever you want with this code: modify it, # borrow any part of it in your own code, rewrite it in a different language, # remove this note and put your name on it, sell it for indecent amounts of # money, or redistribute it under any software license. But there is no # warranty. If it creates a giant black hole that destroys the known universe, # do not blame me for it. # Sanity checks that should be performed on this code on a regular basis: # pylint3 ./fc_edit_save.py # yapf3 --style=Google -d ./fc_edit_save.py # See also: http://google.github.io/styleguide/pyguide.html # pylint: disable=too-many-lines,too-many-statements,too-many-branches __version__ = "0.3.0" import argparse import copy import fnmatch import inspect import random import json import operator import os import re import shutil import sys import textwrap # If you do not have the lzstring module yet, you can install it with: # pip3 install lzstring (format used by Twine/SugarCube save files) import lzstring def version_check(): """If this code compiles successfully, then the version is good enough.""" version = ".".join(map(str, sys.version_info)) return f"Format strings require python 3.6 or later. You have {version}." # The following fields exist only in the PC and can be ignored in slaves. # This list was generated from a diff between the PC and a slave around version # 1065 and will have to be adjusted as new features are added to the game. IGNORE_IN_SLAVES = [ "ballsImplant", "counter.birthArcOwner", "counter.birthCitizen", "counter.birthClient", "counter.birthDegenerate", "counter.birthElite", "counter.birthFutaSis", "counter.birthLab", "counter.birthMaster", "counter.birthOther", "counter.birthSelf", "counter.storedCum", "criticalDamage", "degeneracy", "fertDrugs", "forcedFertDrugs", "newVag", "origEye", "physicalImpairment", "pregMood", "refreshment", "refreshmentType", "relationships", "reservedChildren", "reservedChildrenNursery", "rumor", "sexualEnergy", "skill.cumTap", "skill.engineering", "skill.hacking", "skill.medicine", "skill.slaving", "skill.trading", "skill.warfare", "staminaPills", "title" ] # The following fields exist only in slaves and can be ignored in the PC. # This list was generated from a diff between the PC and a slave, with a few # additions for things that might break if they are modified. Although allowed, # it is probably not a good idea to change PC.career and some other fields. IGNORE_IN_PC = [ "HGExclude", "NCSyouthening", "albinismOverride", "assignment", "attrKnown", "canRecruit", "choosesOwnAssignment", "choosesOwnChastity", "choosesOwnClothes", "clitSetting", "counter.PCChildrenFathered", "counter.PCKnockedUp", "counter.births", "counter.pitKills", "counter.publicUse", "currentRules", "custom.desc", "custom.hairVector", "custom.image", "custom.label", "custom.title", "custom.titleLisp", "death", "devotion", "dietCum", "dietMilk", "effectiveWhoreClass", "fetishKnown", "fuckdoll", "haircuts", "indenture", "indentureRestrictions", "lastWeeksCashIncome", "lastWeeksRepExpenses", "lastWeeksRepIncome", "lifetimeCashExpenses", "lifetimeCashIncome", "lifetimeRepExpenses", "lifetimeRepIncome", "newGamePlus", "oldDevotion", "oldTrust", "onDiet", "origin", "override_Arm_H_Color", "override_Brow_H_Color", "override_Eye_Color", "override_H_Color", "override_Pubic_H_Color", "override_Race", "override_Skin", "porn", "pregControl", "readyProsthetics", "recruiter", "relation", "relationTarget", "relationship", "relationshipTarget", "rivalry", "rivalryTarget", "rudeTitle", "sentence", "sexAmount", "sexQuality", "skill.DJ", "skill.anal", "skill.attendant", "skill.bodyguard", "skill.combat", "skill.entertainer", "skill.entertainment", "skill.farmer", "skill.headGirl", "skill.madam", "skill.matron", "skill.milkmaid", "skill.nurse", "skill.oral", "skill.recruiter", "skill.servant", "skill.stewardess", "skill.teacher", "skill.vaginal", "skill.wardeness", "skill.whore", "skill.whoring", "slaveCost", "subTarget", "toyHole", "training", "trust", "useRulesAssistant", "weekAcquired", "whoreClass" ] # Aliases for field names used in --get-slaves. FIELD_ALIASES = { "name": ["birthName", "birthSurname", "slaveName", "slaveSurname"], "names": ["birthName", "birthSurname", "slaveName", "slaveSurname"], "parent": ["mother", "father"], "parents": ["mother", "father"] } # Each action can be a list of assignments or other actions that will be # expanded recursively. The documentation of modify_slave() and parse_value() # explains how the assignments work and how special values are parsed: # "A~B" for a random range, "A|B" for a choice, "atleast:", "atmost:", etc. # # Improvements to consider: # - Change the names of the actions to match the values or ranges described in # the slave variables documentation or the conditions in src/js/assayJS.js. # - add/remove piercings, tattoos, brand, ... # - add or modify rules for the RA (Here be dragons) SLAVE_ACTIONS = { # special roles for the slaves "Attendant": [ "blind", "fetish=submissive", "mature", "genius", "femaleorgans", "career=a masseuse|a yoga instructor", "skill.attendant=atleast:200", "clothes=a kimono" ], "Agent": [ "mature", "nympho", "fetish=dom", "genius", "career=an arcology owner", "clothes=nice business attire" ], "Bodyguard": [ "goodshape", "muscles=96", "verytall", "skill.combat=1", "career=a bodyguard|a boxer|a soldier", "skill.bodyguard=atleast:200", "clothes=a military uniform|a mounty outfit|a police uniform" ], "Concubine": [ "prestige=atleast:3", "experienced", "master", "beautiful", "devoted", "genius", "clothes=a ball gown|a succubus outfit|clubslut netting" ], "DJ": [ "wife", "blind", "master", "goodshape", "beautiful", "genius", "career=a house DJ|a musician", "skill.DJ=atleast:200", "clothes=a t-shirt and panties|a t-shirt and thong" ], "Farmer": [ "wife", "goodshape", "master", "experienced", "behavioralQuirk=funny", "sexualQuirk=caring", "maleorgans", "career=a farmer|a rancher", "skill.farmer=atleast:200", "clothes=Western clothing" ], "HeadGirl": [ "rules.living=luxurious", "fetish=dom", "maleorgans", "femaleorgans", "master", "genius", "career=a captain|a director|a Queen", "skill.headGirl=atleast:200", "clothes=a ball gown" ], "Head Girl": ["HeadGirl"], "Headgirl": ["HeadGirl"], "HG": ["HeadGirl"], "Recruiter": [ "devoted", "genius", "master", "healthy", "beautiful", "experienced", "rules.living=luxurious", "career=a princess|a spy|a talent scout", "skill.recruiter=atleast:200", "clothes=a fallen nuns habit" ], "Madam": [ "wife", "master", "genius", "mature", "maleorgans", "career=a banker|a madam|a pimp", "skill.madam=atleast:200", "clothes=leather pants and pasties" ], "Matron": [ "sexualQuirk=caring", "fetish=dom", "mature", "genius", "career=a babysitter|a nanny|a practitioner", "skill.matron=atleast:200", "clothes=a slutty maid outfit|an apron" ], "Milkmaid": [ "goodshape", "master", "sexualQuirk=caring", "behavioralQuirk=funny", "maleorgans", "career=a milkmaid|a shepherd", "skill.milkmaid=atleast:200", "clothes=Western clothing" ], "MilkMaid": ["Milkmaid"], "Milk Maid": ["Milkmaid"], "Nurse": [ "wife", "fetish=dom", "goodshape", "genius", "beautiful", "career=a doctor|a medic|a nurse|a surgeon", "skill.nurse=atleast:200", "clothes=a slutty nurse outfit" ], "Teacher": [ "mature", "genius", "beautiful", "career=a coach|a professor|a teacher", "skill.teacher=atleast:200", "clothes=a schoolgirl outfit" ], "Schoolteacher": ["Teacher"], "Stewardess": [ "healthy", "mature", "genius", "nympho", "fetish=dom", "career=a housekeeper|a housesitter", "skill.stewardess=atleast:200", "clothes=a slutty maid outfit" ], "Wardeness": [ "wife", "nympho", "fetish=sadist", "maleorgans", "goodshape", "devoted", "career=a police officer|a prison guard", "skill.wardeness=atleast:200", "clothes=a red army uniform|a schutzstaffel uniform" ], "Lurcher": ["maleorgans", "devoted", "goodshape"], # fun combos "perfect": [ "healthy", "genius", "devoted", "goodshape", "tall", "master", "behaves", "young" ], "boobdoll": ["healthy", "goodshape", "hugeboobs"], "slut": ["healthy", "goodshape", "tall", "bigboobs", "nympho"], "amazon": ["healthy", "goodshape", "verytall", "muscular", "bigboobs"], "bimbo": [ "healthy", "beautiful", "fakeboobs", "fakebutt", "lips=80", "dumb", "clothes=a bimbo outfit" ], "cow": ["hugeboobs", "lactating", "counter.milk=atleast:2000~10000"], "slug": ["nolegs", "vagina=atleast:4", "vaginaLube=atleast:2"], "futa": ["maleorgans", "femaleorgans", "boobs=atleast:500"], "sissy": ["dick=1", "balls=1", "scrotum=1", "trust=-50"], "wellspring": [ "young", "healthy", "vagina=3", "anus=3", "ovaries=1", "dick=5", "balls=5", "prostate=1", "lactating", "hugeboobs" ], "onahole": ["femaleorgans", "fetish=mindbroken", "mute", "deaf", "nolimbs"], # health "healthy": [ "health.condition=atleast:100", "health.health=atleast:100", "health.illness=0", "health.longDamage=0", "health.shortDamage=0", "health.tired=0", "minorInjury=0", "eye.left.type=1", "eye.left.vision=2", "eye.right.type=1", "eye.right.vision=2", "eyewear=none", "hears=0", "earImplant=0", "earwear=none", "smells=0", "tastes=0", "heels=0", "voice=2", "voiceImplant=0", "electrolarynx=0", "teeth=normal", "vaginaLube=1", "preg=atleast:-1", "chem=0", "addict=0", "burst=0", "hasarms", "haslegs" ], "blind": [ "eye.left.type=1", "eye.left.vision=0", "eye.right.type=1", "eye.right.vision=0", "eyewear=none" ], "mute": ["voice=0"], "deaf": ["hears=0"], "hasarms": ["arm.left.type=1", "arm.right.type=1"], "haslegs": ["leg.left.type=1", "leg.right.type=1"], "haslimbs": ["hasarms", "haslegs"], "noarms": ["arm.left=null", "arm.right=null"], "nolegs": ["leg.left=null", "leg.right=null"], "nolimbs": ["noarms", "nolegs"], # intelligence "smart": ["intelligence=atleast:50~100", "intelligenceImplant=30", "accent=0"], "genius": ["intelligence=100", "intelligenceImplant=30", "accent=0"], "dumb": ["intelligence=atmost:-50~-16", "intelligenceImplant=0"], # trust and devotion "devoted": ["trust=100", "oldTrust=100", "devotion=100", "oldDevotion=100"], # body shape and beauty "goodshape": [ "weight=0", "muscles=31~50", "waist=atmost:-50~-10", "shoulders=0", "shouldersImplant=0", "hips=0~3", "hipsImplant=0", "boobsImplant=0", "boobsImplantType=none", "butt=1~4", "buttImplant=0", "buttImplantType=none", "face=atleast:50~100", "faceImplant=0", "faceShape=normal|cute|sensual|exotic", "lips=21~70", "lipsImplant=0", "bellySag=0", "belly=0", "bellyImplant=0" ], "beautiful": [ "waist=atmost:-95~-30", "lips=41~71", "anus=atmost:2", "vagina=atmost:2", "face=100", "faceShape=exotic", "teeth=normal", "minorInjury=0", "scar={}", "makeup=3", "nails=2", "health.tired=0", "boobShape=perky", "nipples=huge", "muscles=-4", "underArmHStyle=hairless|bald|waxed|shaved", "pubicHStyle=hairless|bald|waxed", "prestige=atleast:3", "porn.prestige=atleast:3" ], "petite": ["height=110~149", "heightImplant=0"], "short": ["height=150~159", "heightImplant=0"], "average": ["height=160~169", "heightImplant=0"], "tall": ["height=170~185", "heightImplant=0"], "verytall": ["height=186~210", "heightImplant=0"], "giant": ["height=atleast:220", "heightImplant=0"], "veryweak": ["muscles=-95~-31"], "weak": ["muscles=-30~-6"], "toned": ["muscles=6~30"], "fit": ["muscles=31~50"], "muscular": ["muscles=51~95"], "maleorgans": [ "dick=inrange:2:3", "prostate=atleast:1", "balls=atleast:4", "scrotum=atleast:4", "pubertyXY=1" ], "XYorgans": ["maleorgans"], "femaleorgans": [ "vagina=inrange:0:2", "vaginaLube=atleast:1", "ovaries=1", "preg=atleast:-1", "pubertyXX=1" ], "XXorgans": ["femaleorgans"], # boobs "bigboobs": [ "boobs=atleast:3000~5100", "boobsImplant=0", "boobsImplantType=none", "boobShape=normal|perky|wide-set|torpedo-shaped", "nipples=cute|huge" ], "fakeboobs": [ "boobs=atleast:3000~5100", "boobsImplant=600~1000", "boobsImplantType=fillable", "boobShape=perky", "nipples=huge|fuckable" ], "hugeboobs": [ "boobs=atleast:6000~10000", "boobsImplant=0", "boobsImplantType=none", "boobShape=perky|wide-set|torpedo-shaped", "nipples=huge" ], "lactating": [ "lactation=1", "lactationDuration=2", "lactationAdaptation=atleast:51~100", "rules.lactation=maintain" ], # butt "fakebutt": ["butt=3", "buttImplant=2", "buttImplantType=fillable"], # hair "randomhair": [ "randomhaircolor", "randomhairlength", "randomhairstyle", "randompubichairstyle" ], "copyhaircolor": [ "pubicHColor=ref:hColor", "eyebrowHColor=ref:hColor", "underArmHColor=ref:hColor" ], "randomhaircolor": [ "hColor=blonde|golden|platinum blonde|strawberry-blonde|copper" "|ginger|red|green|blue|pink|dark brown|brown|auburn|burgundy" "|chocolate brown|chestnut|hazel|black|grey|silver|white", "copyhaircolor" ], "lighthaircolor": [ "hColor=blonde|golden|platinum blonde|strawberry-blonde|copper" "|ginger|red|silver|white", "copyhaircolor" ], "darkhaircolor": [ "hColor=dark brown|brown|auburn|burgundy|chocolate brown|chestnut" "|hazel|black|grey", "copyhaircolor" ], "funhaircolor": ["hColor=red|green|blue|pink|white", "copyhaircolor"], "randomhairlength": ["hLength=0~150"], "verylonghair": ["hLength=100~149"], "longhair": ["hLength=30~99"], "mediumhair": ["hLength=10~19"], "shoulderhair": ["mediumhair"], "shorthair": ["hLength=0~9"], "randomhairstyle": [ "hStyle=shaved|buzzcut|trimmed|afro|cornrows|bun|neat|strip|tails" "|up|ponytail|braided|dreadlocks|permed|curled|luxurious|bald" "|messy bun|messy" ], "randompubicstyle": [ "pubicHStyle=hairless|waxed|in a strip|neat|bushy|very bushy" "|bushy in the front and neat in the rear|bald" ], "randompubichairstyle": ["randompubicstyle"], # eyes "randomeyecolor": [ "eye.left.iris=blue|black|brown|green|turquoise|sky-blue|hazel" "|pale-grey|white|pink|amber|red", "eye.right.iris=ref:eye.left.iris" ], "lighteyecolor": [ "eye.left.iris=green|turquoise|sky-blue|pale-grey", "eye.right.iris=ref:eye.left.iris" ], "darkeyecolor": [ "eye.left.iris=black|brown|hazel|amber", "eye.right.iris=ref:eye.left.iris" ], "funeyecolor": ["eye.left.iris=white|pink|red", "eye.right.iris=ref:eye.left.iris"], # age "teen": [ "actualAge=10~19", "physicalAge=ref:actualAge", "visualAge=ref:actualAge", "ovaryAge=ref:actualAge", "ageImplant=0" ], "young": [ "actualAge=18~25", "physicalAge=ref:actualAge", "visualAge=ref:actualAge", "ovaryAge=ref:actualAge", "ageImplant=0" ], "mature": [ "actualAge=36~40", "physicalAge=ref:actualAge", "visualAge=ref:actualAge", "ovaryAge=30", "ageImplant=0" ], # skills and experience "skilled": [ "skill.vaginal=atleast:51~100", "skill.oral=atleast:51~100", "skill.anal=atleast:51~100", "skill.whoring=atleast:51~100", "skill.entertainment=atleast:51~100", "skill.combat=1" ], "master": [ "skill.vaginal=100", "skill.oral=100", "skill.anal=100", "skill.whoring=100", "skill.entertainment=100", "skill.combat=1" ], "allroles": [ "skill.headGirl=100~200", "skill.recruiter=100~200", "skill.bodyguard=100~200", "skill.madam=100~200", "skill.DJ=100~200", "skill.nurse=100~200", "skill.teacher=100~200", "skill.attendant=100~200", "skill.matron=100~200", "skill.stewardess=100~200", "skill.milkmaid=100~200", "skill.farmer=100~200", "skill.wardeness=100~200", "skill.servant=100~200", "skill.entertainer=100~200", "skill.whore=100~200" ], "experienced": [ "counter.vaginal=atleast:1000~3000", "counter.anal=atleast:1000~3000", "counter.penetrative=atleast:1500~5000", "counter.oral=atleast:1000~3000", "counter.mammary=atleast:1000~3000" ], # behavior, fetishes, flaws and quirks "behaves": [ "energy=atleast:50~100", "attrXX=atleast:50~100", "attrXY=atleast:50~100", "attrKnown=1", "fetishKnown=1", "behavioralFlaw=none", "sexualFlaw=none" ], "nympho": [ "energy=100", "attrXX=100", "attrXY=100", "attrKnown=1", "fetishKnown=1", "fetish=none|submissive|boobs|dom|pregnancy", "fetishStrength=100", "behavioralFlaw=none", "sexualFlaw=none", "behavioralQuirk=none|none|none|none|confident|cutting|funny|fitness" "|sinful|advocate", "sexualQuirk=none|none|none|none|tease|romantic|perverted|caring" "|unflinching|size queen" ], # relationships "wife": ["relationship=-3", "relationshipTarget=-1"], } class FCBaseError(Exception): """Base class for exceptions defined in this file.""" class FCNotFoundError(FCBaseError): """Exception raised when a dotted path leads nowhere.""" class FCTypeError(FCBaseError): """Exception raised when a dotted path leads to a wrong type.""" class FCParamsError(FCBaseError): """Exception raised when a command-line parameter is incorret.""" class FCBadSelectorError(FCParamsError): """Exception raised when a selector returns no results.""" class AppendConstAction(argparse.Action): """argparse.Action similar to "append" but using a tuple (`const`, values). """ def __init__(self, option_strings, dest, nargs=None, const=None, **kwargs): if nargs is None: raise ValueError("nargs must be supplied") if const is None: raise ValueError("const must be supplied") super(AppendConstAction, self).__init__( option_strings, dest, nargs=nargs, const=const, **kwargs) def __call__(self, parser, namespace, values, option_string=None): items = getattr(namespace, self.dest, None) if items is None: items = [] else: items = items[:] items.append((self.const, values)) setattr(namespace, self.dest, items) class CommandGroupContainer: """Wrapper for an ArgumentParser that adds actions in a list.""" def __init__(self, arg_parser=None, dest=None, action=AppendConstAction): if arg_parser is None: raise ValueError("arg_parser must be supplied") if not callable(getattr(arg_parser, "add_argument", None)): raise ValueError("arg_parser does not look like an ArgumentParser") if dest is None: raise ValueError("dest must be supplied") self.arg_parser = arg_parser self.dest = dest self.action = action self.help = [] def command_from_docstring(self, func): """Registers a function in the ArgumentParser based on its docstring.""" if func is None: raise ValueError("func must be supplied") if not func.__doc__: message = "cannot register function {} without docstring" raise ValueError(message.format(func.__name__)) options = [] arguments = [] help_lines = [] long_help_lines = None re_command = re.compile(r'^\s+Command:\s+(.+?)\s*$') for line in func.__doc__.splitlines(): if not options: re_match = re_command.match(line) if re_match: for arg in re_match.group(1).split(): if arg.startswith("-") and not arguments: options.append(arg) else: arguments.append(arg) elif long_help_lines is None: if line and not line.isspace(): help_lines.append(line) else: long_help_lines = [] else: long_help_lines.append(line) if not options: message = "cannot find 'Command:' in docstring for function '{}'" raise ValueError(message.format(func.__name__)) # Compare the function signature with its docstring here to catch # errors early instead of waiting until the function is called. expected_args = len(inspect.signature(func).parameters) - 2 if expected_args != len(arguments): message = ("function '{}' expects {} arguments after save_obj but" " its docstring shows {}") raise ValueError( message.format(func.__name__, expected_args, len(arguments))) # Now register this function, its help text, and number of arguments. short_help = textwrap.dedent("\n".join(help_lines)).strip() self.arg_parser.add_argument( *options, action=self.action, const=func, dest=self.dest, nargs=len(arguments), metavar=tuple(arguments), help=short_help) # Save the long help texts. It would be nicer to store this in the # ArgumentParser and retrieve it later, but I could not find an # elegant way to do that without using its private classes. The # handling of long help texts and the method format_long_help() # should probably be rewritten. long_help = textwrap.dedent("\n".join(long_help_lines)).strip() self.help.append([options, arguments, short_help, long_help]) def format_long_help(self): """Returns a list of long help texts for all commands.""" help_sections = [] for help_list in self.help: for opt in help_list[0]: if opt.startswith("--"): break else: opt = help_list[0][0] help_sections.append("\n".join([ " ".join([opt] + help_list[1]), help_list[2], "", help_list[3] ])) return help_sections class ParagraphWrapper: """Wrapper for TextWrapper, formatting text and lists in paragraphs. This class splits the text in paragraphs separated by blank lines. Each paragraph is wrapped separately. If a paragraph starts with "* " or "- ", it is considered as a list: the lines following the first one will be indented by two spaces. If the text is already indented (e.g., in a docstring), it will first be de-indented (using textwrap.dedent()) before the line wrapping is done. Additional blank lines before or after the text will be stripped. """ def __init__(self, width=70, indent=None): if indent is None: indent = "" elif isinstance(indent, int): indent = " " * indent self.wrapper = textwrap.TextWrapper( width=width, initial_indent=indent, subsequent_indent=indent, fix_sentence_endings=True, break_long_words=False, break_on_hyphens=False) self.wrapper_list = textwrap.TextWrapper( width=width, initial_indent=indent, subsequent_indent=indent + " ", fix_sentence_endings=True, break_long_words=False, break_on_hyphens=False) def format_paragraphs(self, text): """Wraps `text` to the specified width, preserving paragraph breaks.""" return "\n\n".join([ self.wrapper_list.fill(para) if para.startswith("* ") or para.startswith("- ") else self.wrapper.fill(para) for para in textwrap.dedent(text).strip().split("\n\n") ]) def deepmerge(dst, src, conflict_fail=False, list_skip_none=True): """Recursively merges the content of src into dst, modifying it as needed. This is function is designed to merge objects converted to and from JSON so it handles dictionaries, lists and scalar objects but not sets nor other classes. FIXME: obsolete description If both objects are dictionaries, then their keys are merged recursively. If both objects are lists, then the elements of src replace those of dst, unless an element of src is None and list_skip_none is True. In all other cases src replaces dst, except if conflict_fail is True in which case a TypeError exception is thrown. After writing this code, I found a more complete (and more complex) implementation of JSON deep merge: https://github.com/avian2/jsonmerge but I think that the short code included here is good enough for what we need to do with the subset of JSON used in Twine/SugarCube save files. Args: dst: The object to be modified. src: The object from which the data will be copied. conflict_fail: If True, an exception is thrown if src and dest are not both dictionaries or lists. list_skip_none: If True and both src and dst are lists, then the elements of src that are None will be skipped. If False and both src and dst are lists, then all elements of src will replace those of dst even if they are None. Returns: The results of the merge, which may be dst (modified) or src. Raises: FCTypeError: If src and dst are not both dictionaries or lists and if conflict_fail is True. """ if isinstance(dst, dict) and isinstance(src, dict): for key in src: if key in dst: dst[key] = deepmerge( dst[key], src[key], conflict_fail=conflict_fail, list_skip_none=list_skip_none) else: dst[key] = src[key] return dst if isinstance(dst, list) and isinstance(src, list): for i in range(min(len(src), len(dst))): if not list_skip_none or src[i] is not None: dst[i] = deepmerge( dst[i], src[i], conflict_fail=conflict_fail, list_skip_none=list_skip_none) if len(src) > len(dst): dst.extend(src[len(dst):]) return dst if ((dst is None or isinstance(dst, (str, int, float, bool))) and (src is None or isinstance(src, (str, int, float, bool)))): return src if conflict_fail: raise FCTypeError(f"Cannot merge {src.__class__.__name__} into " "{dst.__class__.__name__}") return src def deepfind(src, regex_key=None, regex_val=None, path=None, callback=None, context=None): """Searches recursively in `src` for a matching key name or value.""" found = 0 if path is None: path = [] if isinstance(src, str): if regex_val is not None and regex_val.search(src): if callback: callback(path, src, context) found += 1 elif isinstance(src, dict): for key in src: path.append(key) if regex_key is not None and regex_key.search(key): if callback: callback(path, src[key], context) found += 1 found += deepfind( src[key], regex_key=regex_key, regex_val=regex_val, path=path, callback=callback, context=context) path.pop() elif isinstance(src, list): # pylint: disable=consider-using-enumerate for idx in range(len(src)): path.append(idx) found += deepfind( src[idx], regex_key=regex_key, regex_val=regex_val, path=path, callback=callback, context=context) path.pop() return found def dotted_to_str(path): """Converts a list of strings and ints into a Javascript-like dotted path. This is the opposite of parse_dotted(). """ return ".".join([ f"[{part}]" if isinstance(part, int) else part for part in path ]).replace(".[", "[") def parse_dotted(dotted_path): """Converts a Javascript-like dotted path to a list of strings and ints For example, the path "foo.bar[42][0].baz" will be decoded as a list ["foo", "bar", 42, 0, "baz"] """ if dotted_path == "": return [] re_idx = re.compile(r'^(.+)\[(\d+)\]$') plist = [] for part in dotted_path.split("."): rlist = [] re_idx_match = re_idx.match(part) while re_idx_match: part = re_idx_match.group(1) rlist.append(int(re_idx_match.group(2))) re_idx_match = re_idx.match(part) plist.append(part) plist.extend(reversed(rlist)) return plist def get_dotted(src, dotted_path, null_parent_ok=False): """Returns the object found at `dotted_path` in `src`.""" # pylint: disable=too-many-branches plist = parse_dotted(dotted_path) obj = src done = "." for part in plist: if obj is None: if null_parent_ok: return None raise FCNotFoundError(f"cannot get field '{part}' from a null " f"object: '{done}'") if isinstance(part, int): if not isinstance(obj, list): raise FCTypeError(f"cannot get index {part} from object that " f"is not a list: '{done}'") elif part >= len(obj): raise FCNotFoundError(f"cannot get index {part} from list of " f"length {len(obj)}: '{done}'") else: obj = obj[part] done = done + "[" + str(part) + "]" else: if not isinstance(obj, dict): raise FCTypeError(f"cannot get field '{part}' from a list: " f"'{done}'") elif not part in obj: raise FCNotFoundError(f"field '{part}' not found in '{done}'") else: obj = obj[part] if done == ".": done = part else: done = done + "." + part return obj def create_dotted(dotted_path, value): """Creates an object that contains `value` at `dotted_path`.""" plist = parse_dotted(dotted_path) obj = value for part in reversed(plist): if isinstance(part, int): new_list = [] for _ in range(part): new_list.append(None) new_list.append(obj) obj = new_list else: new_dict = {} new_dict[part] = obj obj = new_dict #print(f"create_dotted({dotted_path}, {value}): {obj}") return obj def set_dotted(src, dotted_path, value, verbosity=None, conflict_fail=True): """Changes the value of `dotted_path` in `src` to `value`.""" if verbosity: old_value = get_dotted(src, dotted_path, null_parent_ok=True) if value == old_value: if verbosity >= 2: print(" - {} = {}".format(dotted_path, value)) else: if verbosity >= 1: print(" - {} changed from {} to {}".format( dotted_path, old_value, value)) return deepmerge( src, create_dotted(dotted_path, value), conflict_fail=conflict_fail) def top_path_aliases(dotted_path): """Substitutes the aliases $V.*, $PC.*, slaves[*] in a top-level path.""" rematch = re.match(r'^\$?V\.(\w.*)$', dotted_path) if rematch: dotted_path = "state.delta[0].variables." + rematch.group(1) else: rematch = re.match(r'^slaves?(\[\d.*)$', dotted_path) if rematch: dotted_path = "state.delta[0].variables.slaves" + rematch.group(1) else: rematch = re.match(r'^\$?PC\.(\w.*)$', dotted_path) if rematch: dotted_path = "state.delta[0].variables.PC." + rematch.group(1) return dotted_path def parse_value(value, context_obj, path, ref_aliases=False): """Parses the string `value`, which may refer to `path` in `context_obj`. See also the documentation for command_set(), which gives more details. """ # pylint: disable=no-member,too-many-branches # if value starts with "string:", return it as is without processing if value.startswith("string:"): return value[7:] # pick a random sub-expression if any "|" separators are present if "|" in value: value = random.choice(value.split("|")) # check for prefixes requiring a comparison with the old value compare_old = None if value.startswith("atleast:"): value = value[8:] compare_old = "max" elif value.startswith("atmost:"): value = value[7:] compare_old = "min" elif value.startswith("inrange:"): value = value[8:] compare_old = "range" # special values: A~B (random range), JSON values, or path to other value if "~" in value: vmin, vmax = value.split("~", 1) value = random.randint(int(vmin), int(vmax)) elif re.match(r'^-?\d+$', value): value = int(value) elif re.match(r'^-?\d?\.\d+$', value): value = float(value) elif value == "null": value = None elif value == "true": value = True elif value == "false": value = False elif ((value.startswith("{") and value.endswith("}")) or (value.startswith("[") and value.endswith("]"))): value = json.loads(value) elif value.startswith("ref:"): if ref_aliases: value = get_dotted( context_obj, top_path_aliases(value[4:]), null_parent_ok=True) else: value = get_dotted(context_obj, value[4:], null_parent_ok=True) # now that we have the value, compare it with the old value if required if compare_old is not None: old_value = get_dotted(context_obj, path) if compare_old == "max": value = max(int(value), int(old_value)) elif compare_old == "min": value = min(int(value), int(old_value)) elif compare_old == "range": vmin, vmax = value.split(":", 1) value = min(int(vmax), max(int(vmin), int(old_value))) else: raise RuntimeError("invalid compare_old") return value def fnmatch_slave_name(slave, name): """Returns true if the `slave` matches the `name` (with shell wildcards).""" field_names = ["slaveName", "slaveSurname", "birthName", "birthSurname"] regex = re.compile(fnmatch.translate(name)) for field in field_names: if field in slave and slave[field] and regex.match(slave[field]): return True return False def select_slaves(slaves, selector, show_fields=None): """Returns a list of slaves matching `selector`. The `selector` is usually a comma-separated list of conditions but it also accepts as special cases "all" or "*" to select all slaves, or square brackets including a number or a list of numbers representing a list of indexes in the `slaves` array. The standard conditions can be just a number matching a slave ID, or a slave name (with shell wildcards), or a comparison between a variable given by its dotted path and a scalar value (integer or string). Note that `show_fields` is modified if present. Tt should be a set that will get additional elements for each dotted path found in the `selector`. """ if show_fields is None: show_fields = set() selected = [] # "all" or "All" or "*" => select all slaves if selector in {"all", "All", "*"}: return slaves # number or list of numbers in square brackets => array indexes rematch = re.match(r'^\[(\d+[,\d\s]*)\]$', selector) if rematch: for idx in re.split(r',\s*', rematch.group(1)): selected.append(slaves[int(idx)]) return selected # list of comparisons (field=value, field<value, ...) or slave IDs or names for slave in slaves: for expr in re.split(r',\s*', selector): # if the condition is just a number, try to match a slave ID nummatch = re.match(r'^(\d+)$', expr) if nummatch and slave["ID"] == int(nummatch.group(1)): selected.append(slave) show_fields.add("ID") break # try different comparison operators: <=, <, >=, >, !=, ==, = for op_str, op_class, op_func in [ ("<=", int, operator.le), ("<", int, operator.lt), (">=", int, operator.ge), (">", int, operator.gt), ("!=", str, operator.ne), ("==", str, operator.eq), ("=", str, operator.eq), ]: rematch = re.match(rf'^(.+?)\s*{op_str}\s*(.+)$', expr) if rematch: break else: op_func = None if op_func: if op_func( op_class(get_dotted(slave, rematch.group(1))), op_class(rematch.group(2))): selected.append(slave) show_fields.add(rematch.group(1)) break else: continue # else try to match a slave name (shell wildcards allowed) if fnmatch_slave_name(slave, expr): selected.append(slave) show_fields.add("name") break # return what was found (maybe nothing) return selected def expand_action(actions_dict, action): """Returns the expanded `action` from `actions_dict`, recursively.""" actions_list = [] for subaction in actions_dict[action]: if subaction in actions_dict: actions_list += expand_action(actions_dict, subaction) elif "=" in subaction: actions_list.append(subaction) else: raise FCParamsError("unknown action: '{}' used in " "'{}'".format(subaction, action)) return actions_list def modify_slave(slave, actions_list, verbosity=None, ignore=None): """Modifies a slave or PC according to a list of actions. Each action can be a list of assignments or other actions that will be expanded recursively. Assignments must contain an equal sign ("=") and will assign a new value to a field in the current slave or PC. Special values are recognized by parse_value(). Args: slave: The slave or PC to be modified. actions_list: The list of modifications to be applied. verbose: If true, print the list of changes. ignore: List of fields that should be ignored if found in an assignment. """ if verbosity and verbosity >= 1: if slave["slaveName"]: print(f'Actions for slave {slave["ID"]} "{slave["slaveName"]}":' f' {actions_list}') else: print(f'Actions for slave {slave["ID"]}: {actions_list}') if ignore is None: ignore = [] assignments = [] for action in actions_list: if action in SLAVE_ACTIONS: assignments += expand_action(SLAVE_ACTIONS, action) elif "=" in action: assignments.append(action) elif action == "": pass else: raise FCParamsError("unknown action: '{}'".format(action)) for assignment in assignments: re_eq = re.match(r'^(.+?)\s*=\s*(.+)$', assignment) if re_eq: path = re_eq.group(1) if path in ignore: continue # skip to the next assignment value = parse_value(re_eq.group(2), slave, path) set_dotted( slave, path, value, verbosity=verbosity, conflict_fail=False) else: raise FCParamsError("invalid assignment: '{}'".format(assignment)) def generate_slave_id(game_vars): """Returns the next available slave ID.""" # for compatibility, use the same technique as the Javascript code all_slave_ids = [] for slist in ["slaves", "tanks", "cribs"]: all_slave_ids += [slave["ID"] for slave in game_vars[slist]] while game_vars["IDNumber"] in all_slave_ids: game_vars["IDNumber"] += 1 # ugly way to do the same as "return V.IDNumber++;" in src/js/utilsFC.js game_vars["IDNumber"] += 1 return game_vars["IDNumber"] - 1 def generate_missing_parent_id(game_vars): """Returns the next available negative slave ID (starting at -10000).""" if game_vars["missingParentID"]: game_vars["missingParentID"] -= 1 else: game_vars["missingParentID"] = -10001 return game_vars["missingParentID"] + 1 def clone_slave(game_vars, orig_slave, same_parents=False): """Clone a slave `orig_slave` and give it a new ID.""" new_slave = copy.deepcopy(orig_slave) new_slave["ID"] = generate_slave_id(game_vars) for zero_key in [ "bodyswap", "clone", "cloneID", "cumSource", "daughters", "milkSource", "origBodyOwnerID", "preg", "pregType", "pregSource", "pregWeek", "readyOva", "recruiter", "relation", "relationTarget", "relationship", "relationshipTarget", "rivalry", "rivalryTarget", "sisters", "subTarget" ]: if zero_key in new_slave: new_slave[zero_key] = 0 for counter in [ "PCChildrenFathered", "PCKnockedUp", "births", "birthsTotal", "laborCount", "slavesFathered", "slavesKnockedUp" ]: if counter in new_slave["counter"]: new_slave["counter"][counter] = 0 if "origBodyOwner" in new_slave: new_slave["origBodyOwner"] = "" if "womb" in new_slave: new_slave["womb"] = [] if same_parents: # Add a sister (mother and father already copied but may need changes). if orig_slave["mother"] == -1: game_vars["PC"]["daughters"] += 1 elif orig_slave["mother"] == 0 or orig_slave["mother"] == -2: orig_slave["mother"] = generate_missing_parent_id(game_vars) new_slave["mother"] = orig_slave["mother"] if orig_slave["father"] == -1: game_vars["PC"]["daughters"] += 1 elif orig_slave["father"] == 0 or orig_slave["father"] == -2: orig_slave["father"] = generate_missing_parent_id(game_vars) new_slave["father"] = orig_slave["father"] # Adjust the counters of daughters and sisters. for slave in game_vars["slaves"]: if (slave["ID"] == new_slave["mother"] or slave["ID"] == new_slave["father"]): slave["daughters"] += 1 if (slave["mother"] == new_slave["mother"] or slave["father"] == new_slave["father"] or slave["mother"] == new_slave["father"] or slave["father"] == new_slave["mother"]): slave["sisters"] += 1 new_slave["sisters"] += 1 else: # Clear the family info. new_slave["sisters"] = 0 new_slave["mother"] = 0 new_slave["father"] = 0 new_slave["slaveSurname"] = 0 new_slave["birthSurname"] = 0 new_slave["slaveName"] = "Clone #{}".format(new_slave["ID"]) if new_slave["birthName"]: # Append a number to the birth name, but check if it is not used yet. base_name = new_slave["birthName"] clone_num = 1 end_num = re.match(r'^(.+) (\d+)$', base_name) if end_num: base_name = end_num.group(1) clone_num = int(end_num.group(2)) for name in [slave["birthName"] for slave in game_vars["slaves"]]: end_num = re.match(rf'^{base_name} (\d+)$', name) if end_num and int(end_num.group(1)) > clone_num: clone_num = int(end_num.group(1)) clone_num += 1 new_slave["birthName"] = f"{base_name} {clone_num}" new_slave["assignment"] = "rest" if game_vars["JobIDArray"]: if "rest" in game_vars["JobIDArray"]: game_vars["JobIDArray"]["rest"].append(new_slave["ID"]) else: game_vars["JobIDArray"]["rest"] = [new_slave["ID"]] if game_vars["slaveIndices"]: max_val = max(game_vars["slaveIndices"].values()) game_vars["slaveIndices"][str(new_slave["ID"])] = max_val + 1 game_vars["slaves"].append(new_slave) return new_slave # Silence pylint here because many of the commands do not use their `options`. # pylint: disable=unused-argument def command_get(save_obj, target, options=None): """Returns the part of `save_obj` that matches the path `target` Command: -g --get VAR Get JSON object VAR (shortcuts: V.*, slaves[N].*, PC.*). The JSON object matching the dotted path `VAR` will be output. The following shortcuts are availble: - V.* or $V.* replaces state.delta[0].variables.* - slaves[N].* replaces state.delta[0].variables.slaves[N].*, where N is the index number of the slave in the slaves array, starting at 0. - PC.* or $PC.* replaces state.delta[0].variables.PC.* This command should appear last on the command line, otherwise the selected object(s) will be replaced by the next command. """ path = top_path_aliases(target) obj = get_dotted(save_obj, path) return obj def command_set(save_obj, changes, options=None): """Applies the assignment(s) in `changes` to `save_obj`. Command: -s --set VAR=VAL[,VAR=VAL...] Set JSON object VAR to value VAL. Multiple assignments can be separated by commas, as long as they are passed as a single parameter on the command line (using quotes as necessary). Note that each dotted path `VAR` is relative to the top level of the game state. The same shortcuts as for --get are available (V.*, slaves[N].*, PC.*). The value `VAR` can be any string or number, with special meanings interpreted in the following order: - If the value starts with "string:" then the following string will be used as is, disabling the interpretation of special characters except for the comma "," that always separates the assignments. - One or more "|" characters can be used to split the value in a list of sub-strings from which one will be picked at random. - If the value starts with "atleast:", "atmost:", or "inrange:", then the following string defines respectively the minimum, maximum, or both (two integers separated by ":") for `VAR`. The old value of `VAR` will be compared with the limit(s) and will be changed only if necessary. - If the value contains two numbers (postive or negative) separated by "~" (tilde), then the result will be picked at random between these two numbers (inclusive). - If the value looks like an integer or a floating-point number, then the result will be converted to a number. You can force a number to be interpreted as a string by prefixing it with "string:". - If the value is "null", "true" or "false", then it will be converted to JSON null, true or false. You can force a special value to be interpreted as a string by prefixing it with "string:". - If the value is surrounded by "{" and "}" or by "[" and "]", then it will be interpreted as a JSON object or JSON list. Note: due to a limitation of the implementation, the assignments are split along the commas before the values are parsed, which means that it is currently not possible to supply a JSON object or list containing more than one element. This can be considered as a bug. A workaround is to use --json instead of --set. - If the value starts with "ref:", then it is interpreted as a reference to another variable. The shortcuts V.*, PC.* or slave[N].* are allowed in the reference for the --set command but not for --set-slaves. The special meanings are interpreted in the order given above as the value is read, which allows some complex combinations. For example, the value "10~20|ref:some.var|atleast:-5" means that the result will be either an integer between 10 and 20, or a copy of the other variable `some.var`, or will keep the current value as long as it is greater or equal to the minimum -5. In this example, the choice delimiter "|" is interpreted first and one of the sub-strings is selected at random, then the value of that sub-string is parsed according to the next rules. """ if options is not None and options.verbose: verbosity = options.verbose else: verbosity = None for assignment in re.split(r',\s*', changes): try: path, valexpr = assignment.split("=", 1) except ValueError: raise FCParamsError( "argument to --set should be of the form dotted.name=value: " + assignment) path = top_path_aliases(path) value = parse_value(valexpr, save_obj, path, ref_aliases=True) save_obj = set_dotted(save_obj, path, value, verbosity=verbosity) if changes: save_obj = set_dotted(save_obj, "state.delta[0].variables.cheater", 1) return save_obj def command_json(save_obj, jstring, options=None): """Merges the JSON strong `jstring` into `save_obj`. Command: -j --json JSON Merge JSON string into JSON output. A JSON object (as complex as necessary) will be merged with the current state of the game. As the merge is done from the top level, the object should probably follow the structure `{"state":{"delta":[{"variables":{...}}]}}` where "..." represents the variable(s) to be modified. """ return deepmerge(save_obj, json.loads(jstring)) def _print_dotted(path, value, options): """Callback for find key/value: prints the path, not the value.""" print(dotted_to_str(path)) def _print_dotted_val(path, value, options): """Callback for find key/value: prints the path and abbreviated value.""" if options.width: width = options.width else: width = shutil.get_terminal_size().columns path_str = dotted_to_str(path) val_abbr = textwrap.shorten( json.dumps(value, sort_keys=options.sort), width=max(3, width - len(path_str)), placeholder="...") print(f"{path_str} = {val_abbr}") def _print_dotted_val_full(path, value, options): """Callback for find key/value: prints the path and whole value.""" val_str = json.dumps(value, sort_keys=options.sort, indent=options.indent) print(f"{dotted_to_str(path)} = {val_str}") def command_find_key(save_obj, key_name, options=None): """Tries to find a key matching `key_name` in `save_obj`. Command: --find-key NAME Tries to find a VAR (key) that matches NAME. The NAME to search for can be specified as a string with optional shell wildcards ("*", "?") or as a regular expression surrounded by "/.../". For each key that matches NAME, the path to that key will be printed. If the verbosity level is at least one (-v), then the value will also be printed but limited to its first 30 characters. If the verbosity level is at least 2 (-vv), then the whole value will be printed regardless of its length. If this option appears last on the command line, the total number of matches will be printed at the end. """ re_match = re.match(r"^/(.+)/$", key_name) if re_match: regex_key = re.compile(re_match.group(1)) else: regex_key = re.compile("^" + fnmatch.translate(key_name) + "$") if options is None or options.verbose <= 0: callback = _print_dotted elif options.verbose <= 1: callback = _print_dotted_val else: callback = _print_dotted_val_full return deepfind( save_obj, regex_key=regex_key, callback=callback, context=options) def command_find_value(save_obj, value_str, options=None): """Tries to find a string containing `value_str` in `save_obj`. Command: --find-value NAME Tries to find a string value that matches NAME. The NAME to search for can be specified as a string with optional shell wildcards ("*", "?") or as a regular expression surrounded by "/.../". For each key that matches NAME, the path to that key will be printed. If the verbosity level is at least one (-v), then the value will also be printed but limited to its first 30 characters. If the verbosity level is at least 2 (-vv), then the whole value will be printed regardless of its length. If this option appears last on the command line, the total number of matches will be printed at the end. """ re_match = re.match(r"^/(.+)/$", value_str) if re_match: regex_val = re.compile(re_match.group(1)) else: regex_val = re.compile("^" + fnmatch.translate(value_str) + "$") if options is None or options.verbose <= 0: callback = _print_dotted elif options.verbose <= 1: callback = _print_dotted_val else: callback = _print_dotted_val_full return deepfind( save_obj, regex_val=regex_val, callback=callback, context=options) def command_get_slaves(save_obj, selector, show_vars, options=None): """Returns specific fields from the slaves matching `selector`. Command: --get-slaves SELECTOR VAR[,VAR...] Select the slaves matching SELECTOR and output the fields named VAR plus those used for the selection, or "*" to output all fields. SELECTOR can be one of the following: - "*", "all", or "All" to select all slaves. - A condition or comma-separated list of conditions, using one of the numerical comparison operators "<", "<=", ">", ">=", or a string comparison "!=" or "==", or just a number matching a slave ID, or a name matching a slave name, surname, birth name or birth surname (shell wildcards are allowed). Any slave that matches at least one of the conditions will be selected. For example, "Miss A*, skill.oral<30" would select Miss Anne and any slave who has less than 30 in the oral skill. - In square brackets "[...]", a number or a comma-separated list of numbers. The numbers will be used as indexes in the slaves array, starting at 0. As the ordering of the slaves array is difficult to predict, it is usually better to refer to the slaves by their ID or by their name as described in the previous paragraph instead of using their index in square brackets. This command should appear last on the command line, otherwise the selected object(s) will be replaced by the next command. VAR,[,VAR...] can be one of the following: - "" (empty), "*", "all", or "All" to select all fields for each slave - A dotted path to a variable such as "eye.left" or "intelligence", or a comma-separated list of them. - One of the special aliases "name", "names", "parent", or "parents". "name" or "names" will be replaced by "birthName", "birthSurname", "slaveName", "slaveSurname". "parent" or "parents" will be replaced by "mother" and "father". """ if selector is None: raise RuntimeError("missing selector for --get-slaves command") slaves = get_dotted(save_obj, "state.delta[0].variables.slaves") show_fields = {"ID"} selected = select_slaves(slaves, selector, show_fields=show_fields) if show_vars and show_vars not in {"all", "All", "*"}: for field in re.split(r',\s*', show_vars): show_fields.add(field) for field in FIELD_ALIASES: if field in show_fields: for new_field in FIELD_ALIASES[field]: show_fields.add(new_field) show_fields.remove(field) filtered = [] for slave in selected: out = {} for field in show_fields: set_dotted(out, field, get_dotted(slave, field)) filtered.append(out) return filtered return selected def command_set_slaves(save_obj, selector, changes, options=None): """Modifies the slaves matching `selector` according to `changes`. Command: --set-slaves SELECTOR VAR=VAL[,VAR=VAL...] Modify all slaves matching SELECTOR and apply the changes VAR=VAL. If this command appears last on the command line and the output is uncompressed JSON, then only the selected slaves will be output. Using --set-slaves with an empty list of assignments ("") produces the same results as --get-slaves with the same selector and an empty list of selected fields or "*". If the verbosity level is at least 1, then the list of changes will be printed for each slave. If the verbosity level is at least 2, then the list of variables that are checked but not changed (because their value is already acceptable) will also be printed. """ if selector is None: raise RuntimeError("missing selector for set_slaves command") if changes is None: raise RuntimeError("missing assignments for set_slaves command") if options is not None and options.verbose: verbosity = options.verbose else: verbosity = None slaves = get_dotted(save_obj, "state.delta[0].variables.slaves") selected_slaves = select_slaves(slaves, selector) assignments = re.split(r',\s*', changes) for slave in selected_slaves: modify_slave( slave, assignments, verbosity=verbosity, ignore=IGNORE_IN_SLAVES) if changes: save_obj = set_dotted(save_obj, "state.delta[0].variables.cheater", 1) return selected_slaves def _command_copy_or_clone(save_obj, selector, changes, options=None, same_parents=False): """Implements command_copy_slave or command_clone_slave.""" if selector is None: raise RuntimeError("missing selector for copy_slaves command") if changes is None: raise RuntimeError("missing assignments for copy_slaves command") if options is not None and options.verbose: verbosity = options.verbose else: verbosity = None game_vars = get_dotted(save_obj, "state.delta[0].variables") selected_slaves = select_slaves(game_vars["slaves"], selector) if not selected_slaves: raise FCBadSelectorError("no slaves match the selector " "'{}'".format(selector)) new_slave = clone_slave( game_vars, selected_slaves[-1], same_parents=same_parents) assignments = re.split(r',\s*', changes) modify_slave( new_slave, assignments, verbosity=verbosity, ignore=IGNORE_IN_SLAVES) save_obj = set_dotted(save_obj, "state.delta[0].variables.cheater", 1) return new_slave def command_copy_slave(save_obj, selector, changes, options=None): """Returns a copy of the last slave matching `selector`. Command: --copy-slave SELECTOR VAR=VAL[,VAR=VAL...] Copy the last slave matching SELECTOR and apply the changes VAR=VAL. A copy of the slave matching SELECTOR (or of the last match if the selector matches multiple slaves) is created and then modified according to the assignments VAR=VAL. The new clone has no family. The new clone is named "Clone #ID" where ID is its ID number. You can rename the new clone by including "slaveName=NNN" in the list of assignments, where NNN is the new name of the clone. The commands --copy-slave and --clone-slave are similar, but --copy-slave erases the family relationships and family name of the clone, so it forgets about its origins. """ return _command_copy_or_clone( save_obj, selector, changes, options=options, same_parents=False) def command_clone_slave(save_obj, selector, changes, options=None): """Returns a clone of the last slave matching `selector`. Command: --clone-slave SELECTOR VAR=VAL[,VAR=VAL...] Clone the last slave matching SELECTOR and apply the changes VAR=VAL. A clone of the slave matching SELECTOR (or of the last match if the selector matches multiple slaves) is created and then modified according to the assignments VAR=VAL. The new clone is a twin sister of the original slave. The new clone is named "Clone #ID" where ID is its ID number. You can rename the new clone by including "slaveName=NNN" in the list of assignments, where NNN is the new name of the clone. The commands --copy-slave and --clone-slave are similar, but --clone-slave creates the clone as a sister of the original slave, keeping the same family name. The number of daughters and sisters of the other family members are updated accordingly. The clone will have the same age as the original slave so it will be her twin sister, but you can change that by assigining a different age to the clone or using one of the shortcut actions "teen", "young", or "mature". """ return _command_copy_or_clone( save_obj, selector, changes, options=options, same_parents=True) def command_get_pc(save_obj, show_vars, options=None): """Returns specific fields from the player character. Command: --get-pc VAR[,VAR...] Output the fields of the PC named VAR, or "*" to output all fields. This command should appear last on the command line, otherwise the selected object(s) will be replaced by the next command. """ player = get_dotted(save_obj, "state.delta[0].variables.PC") show_fields = set() if show_vars and show_vars not in {"all", "All", "*"}: for field in re.split(r',\s*', show_vars): show_fields.add(field) for field in FIELD_ALIASES: if field in show_fields: for new_field in FIELD_ALIASES[field]: show_fields.add(new_field) show_fields.remove(field) out = {} for field in show_fields: set_dotted(out, field, get_dotted(player, field)) return out return player def command_set_pc(save_obj, changes, options=None): """Applies some `changes` to the player character. Command: --set-pc VAR=VAL[,VAR=VAL...] Modify the player character according to the changes VAR=VAL. This is similar to --set-slaves, but for the player character. The same shortcut actions (see --list-actions) can be used for the PC, but the ones modifying fields that do not exist in the PC will be silently ignored. If this command appears last on the command line and the output is uncompressed JSON, then only the PC object will be output. """ if changes is None: raise RuntimeError("missing assignments for set_pc command") if options is not None and options.verbose: verbosity = options.verbose else: verbosity = None player = get_dotted(save_obj, "state.delta[0].variables.PC") assignments = re.split(r',\s*', changes) modify_slave(player, assignments, verbosity=verbosity, ignore=IGNORE_IN_PC) if changes: save_obj = set_dotted(save_obj, "state.delta[0].variables.cheater", 1) return player def command_top_up(save_obj, options=None): """Tops up the cach and reputation. Command: --top-up --topup Maximize cash (100M) and reputation (20k). This is a quick way to get a ridiculously high amount of money and unlock all features of the arcology without having to click 1000 times on "Add 100000 money" in cheat mode. Of course you will be flagged as a cheater if you use this command or any other command that modifies the state of the game. """ return command_set( save_obj, "V.cash=100000000, V.rep=20000", options=options) # pylint: enable=unused-argument def list_actions(width=None, verbosity=0): """Prints the list of shortcuts ("actions") for the assignments.""" maxkeylen = max([len(key) for key in SLAVE_ACTIONS]) if width: if width < max(40, maxkeylen + 20): raise FCParamsError("width {} must be at least " "{}".format(width, max(40, maxkeylen + 20))) else: width = shutil.get_terminal_size().columns - 2 wrapper = textwrap.TextWrapper( width=width, subsequent_indent=(" " * (maxkeylen + 2)), break_long_words=False, break_on_hyphens=False) print("The following actions can replace an assignment VAR=VAL:") if verbosity < 3: print("(You can increase the verbosity level to see more details)") if verbosity >= 1: if verbosity >= 2: actions = {} for key in SLAVE_ACTIONS: actions[key] = expand_action(SLAVE_ACTIONS, key) else: actions = SLAVE_ACTIONS for key in sorted(actions): print( wrapper.fill("{:<{}} {}".format(key, maxkeylen, actions[key]))) if verbosity >= 3: all_assignments = [] for assignments in actions.values(): all_assignments += assignments print("\nThese actions include the following assignments:") for assignment in sorted(set(all_assignments)): print(wrapper.fill(assignment)) else: for key in sorted(SLAVE_ACTIONS): print(key) def read_game_file(infile, compressed=True): """Reads and returns the optionally compressed JSON data from infile.""" if compressed: b64_data = infile.read() json_string = lzstring.LZString().decompressFromBase64(b64_data) else: json_string = infile.read() parsed_json = json.loads(json_string) return parsed_json def write_game_file(outfile, obj, compressed=True, indent=None, sort_keys=True): """Writes obj as JSON string in outfile, with optional compression.""" if indent is not None and indent > 0: separators = (',', ': ') else: separators = (',', ':') json_string = json.dumps( obj, indent=indent, sort_keys=sort_keys, separators=separators) if compressed: b64_data = lzstring.LZString().compressToBase64(json_string) outfile.write(b64_data) else: outfile.write(json_string) outfile.write("\n") def modify_file_name(orig_name, suffix="-cheat"): """Modifies a file name to insert a suffix before the file extension.""" if orig_name is None or orig_name == "-" or orig_name == "<stdin>": raise FCParamsError("the input is not a named file. Cannot generate " "output file name") # If the suffix is already present before the file extension, add a number. re_fname = re.match(rf"^(.+{re.escape(suffix)})(\d+)(\..+?)$", orig_name) if re_fname: return "".join([ re_fname.group(1), str(int(re_fname.group(2)) + 1), re_fname.group(3) ]) re_fname = re.match(rf"^(.+{re.escape(suffix)})(\..+?)$", orig_name) if re_fname: return "".join([re_fname.group(1), "2", re_fname.group(2)]) # If there is no suffix but there is a file extension, insert it before. re_fname = re.match(r"^(.+)(\..+?)$", orig_name) if re_fname: return "".join([re_fname.group(1), suffix, re_fname.group(2)]) # If the suffix is already present without file exension, add a number. re_fname = re.match(rf"^(.+{re.escape(suffix)})(\d+)$", orig_name) if re_fname: return "".join([re_fname.group(1), str(int(re_fname.group(2)) + 1)]) re_fname = re.match(rf"^(.+{re.escape(suffix)})$", orig_name) if re_fname: return "".join([re_fname.group(1), "2"]) # Else just append the suffix. return orig_name + suffix def print_long_help(help_sections, width=None, verbosity=0): """Displays the detailed help messages when --long-help is used.""" def print_title(line): """Prints a line followed by a line of dashes of the same length.""" print(line) print("-" * len(line)) long_help_intro_text = """ The commands can appear multiple times on the command line. They modify the game variables loaded from the input file. VAR, VAL, VAR=VAL, and SELECTOR have the following meanings: - VAR is a dotted path to an object, such as "arm.left.type" for a slave or "state.delta[0].variables.slaves[0]" from the top level. - VAL can be a string, a number, true, false, null, a set of random choices separated by "|", a random number from a range A~B (using "~"), a JSON object or array if it is surrounded by "{}" or "[]", a reference to another variable prefixed with "ref:", or a string without any of these special meanings if prefixed with "string:". See --set for details. - SELECTOR selects one or more slaves by id (number or comma-separated list of numbers), by condition ("intelligence>50" or "genes=XY"), or by name or comma-separated list of names with wildcards (matching name, surname, birth name, or birth surname). See --get-slaves for details. "*" or "all" selects all slaves. - Assignments VAR=VAL can be repeated, separated by commas. They can also be replaced by actions that are shortcuts to a list of assignments. Use --list-actions to see the list of shortcuts and their expansion. The commands --get, --get-slaves and --get-pc are only useful if they appear last on the command line and if the output is not compressed. In that case, only the selected objects will be output in JSON format. Otherwise the output will include the whole game state. """ long_examples = [ """{prog} -i free-cities-123456.save -p -O free-cities-123456.json Loads the file "free-cities-123456.save" (-i ...) and saves its contents as a JSON file (-O ...) with nice indentation (-p). You can then use any JSON processing tool to analyze the contents of this new file or modify it. Without the arguments "-O free-cities-123456.json", this command would send the formatted JSON to standard output where it could be directly piped to other commands such as "grep". """, """{prog} -I free-cities-123456.json -o free-cities-123456.save Loads the JSON file "free-cities-123456.json" (-I ...) and saves it as a compressed file "free-cities-123456.save" (-o ...). """, """{prog} -i fc-123456.save -p --get-slaves all name,career,assignment Selects all slaves from the file "fc-123456.save" and prints their names and surnames, as well as their past career and current assignment. """, """{prog} -i fc-123456.save -A --clone-slave "Miss Lily" "Nurse,slaveName=Doctor Diana,randomhair" Creates a twin sister of the slave called "Miss Lily" and modifies the new clone to be an ideal nurse (which makes her your genius, beautiful wife with a dom fetish and career experience as a nurse). Sets her slave name to be "Doctor Diana" and randomizes her hairstyle and color. Saves the results in a file called "fc-123456-cheat.save" (option -A with the default suffix "-cheat"). """, """{prog} -i fc-123456.save -A --set-slaves "intelligence>50" nympho,bimbo Selects all your smart slaves (intelligence>50) and turns them into dumb bimbos with fake boobs and fake butt who are addicted to sex. Saves the results in a file called fc-123456-cheat.save. """, """{prog} -i fc-123456.save --set-slaves all healthy,boobs=atleast:900 --no-output -v Selects all slaves and displays what changes would be applied to make them healthy with boobs that are at least DD-cup. A summary of the changes is displayed (-v) but they are not saved to a file nor shown on standard output (--no-output). With an additional verbosity level (-vv), this command would also display a detailed list of variables that are checked but not changed if their value is already in the acceptable range. """, """{prog} -i fc-123456.save --suffix=-godmode -A --top-up --set-slaves all perfect,experienced Maximizes your money and reputation (--top-up), then modifies all slaves to be healthy geniuses with goddess bodies, perfect skills and experience. Saves the results in a new file called "fc-123456-godmode.save" (option -A with a custom --suffix). Playing the game would be rather pointless with that extreme cheating but this can be useful for testing some new features. """, """{prog} --list-actions -v Lists the shortcuts (actions) for the assignments that can be used with the commands --set-slaves, --copy-slave, --clone-slave, or --set-pc. With verbosity level 1 (-v), this command shows the lists of assignments or other actions associated with each action. With verbosity level 2 (-vv), these lists would be expanded recursively. With the default verbosity (no -v), only the names of the actions would be listed. """ ] if width: minwidth = 30 if width < minwidth: raise FCParamsError(f"width {width} must be at least {minwidth}") else: width = shutil.get_terminal_size().columns - 2 print_title("Specifying commands") help_wrapper = ParagraphWrapper(width=width, indent=0) print(help_wrapper.format_paragraphs(long_help_intro_text)) print("\n") print_title("List of available commands") indent_wrapper = ParagraphWrapper(width=width, indent=8) for help_section in help_sections: (first_line, _, other_lines) = help_section.partition("\n") print(help_wrapper.format_paragraphs(first_line)) print(indent_wrapper.format_paragraphs(other_lines)) print("") print_title("Examples") for example in long_examples: (first_line, _, other_lines) = example.replace("{prog}", sys.argv[0]).partition("\n") print(help_wrapper.format_paragraphs(first_line)) print(indent_wrapper.format_paragraphs(other_lines)) print("") def main(): """If you run this program from the command line, you will end up here...""" parser = argparse.ArgumentParser( description="View or modify Free Cities save files, compressed or not.", fromfile_prefix_chars="@", epilog="These commands modify the game variables and can appear" " multiple times on the command line. The commands --get," " --get-slaves and --get-pc are only useful if they appear last on the" " command line and if the output is not compressed. See --long-help" " for details.") parser.add_argument( "-H", "--long-help", action="store_true", help="More detailed help and examples.") parser.add_argument( "-V", "--version", action="version", version="%(prog)s " + __version__, help="Show this program's version number and exit.") infile_group = parser.add_mutually_exclusive_group() infile_group.add_argument( "-i", "--infile", "--input", type=argparse.FileType("r"), help="Name of the compressed input file.") infile_group.add_argument( "-I", "--injson", "--input-json", type=argparse.FileType("r"), default=sys.stdin, help="Name of the JSON input file (default: stdin).") outfile_group = parser.add_mutually_exclusive_group() outfile_group.add_argument( "-o", "--outfile", "--output", type=argparse.FileType("w"), help="Name of the compressed output file.") outfile_group.add_argument( "-O", "--outjson", "--output-json", type=argparse.FileType("w"), default=sys.stdout, help="Name of the JSON output file (default: stdout).") outfile_group.add_argument( "-A", "--output-auto", action="store_true", help="Generate the output file name from the input file name by adding" " a suffix to it (see --suffix). The output will be compressed or" " not, depending on the type of the input.") outfile_group.add_argument( "-n", "--no-output", action="store_true", help="Do not output the JSON data. Can be used with an increased" " verbosity level to see what changes are applied without saving them.") parser.add_argument( "-a", "--output-all", action="store_true", help="When the output is uncompressed JSON, output the whole game state" " even if only a part of it is selected by the last command.") parser.add_argument( "-v", "--verbose", action="count", default=0, help="Verbosity level when modifying data or for --list-actions. Can" " be repeated to be more verbose (default: 0).") parser.add_argument( "--width", action="store", type=int, help="Width of the output for --list-actions (default is term width).") parser.add_argument( "--suffix", action="store", type=str, default="-cheat", help="Suffix added to the file name by --output-auto (default:" " '-cheat'). Can be set to an empty string if you want to overwrite" " the input file. Note: if the suffix starts with a dash, write this" " argument as '--suffix=-mysuffix' and not '--suffix -mysuffix'.") parser.add_argument( "--indent", action="store", type=int, help="Indent the JSON output by that many spaces per level.") parser.add_argument( "--sort", action="store_true", help="Sort the JSON keys.") parser.add_argument( "-p", "--pretty-print", action="store_true", help="Same as --indent 2 --sort.") parser.add_argument( "--list-actions", action="store_true", help="Print the list of known actions (shortcuts) and exit. With" " increased verbosity levels you can see the list of actions, their" " definitions, the fully expanded definitions, and the list of" " assignments.") parser.add_argument( "--no-taint", action="store_true", help=argparse.SUPPRESS) cmd_arg_group = parser.add_argument_group("optional, repeatable commands") cmd_group = CommandGroupContainer(cmd_arg_group, dest="commands") # Register all functions that declare arguments in their docstring cmd_group.command_from_docstring(command_get) cmd_group.command_from_docstring(command_set) cmd_group.command_from_docstring(command_json) cmd_group.command_from_docstring(command_find_key) cmd_group.command_from_docstring(command_find_value) cmd_group.command_from_docstring(command_get_slaves) cmd_group.command_from_docstring(command_set_slaves) cmd_group.command_from_docstring(command_copy_slave) cmd_group.command_from_docstring(command_clone_slave) cmd_group.command_from_docstring(command_get_pc) cmd_group.command_from_docstring(command_set_pc) cmd_group.command_from_docstring(command_top_up) # And now try to make sense of all this try: args = parser.parse_args() if args.long_help: print_long_help( cmd_group.format_long_help(), width=args.width, verbosity=args.verbose) exit(0) if args.list_actions: list_actions(width=args.width, verbosity=args.verbose) exit(0) if args.pretty_print: args.indent = 2 args.sort = True if args.output_auto: if args.infile is not None: outname = modify_file_name(args.infile.name, suffix=args.suffix) args.outfile = open(outname, "w") else: outname = modify_file_name(args.injson.name, suffix=args.suffix) args.outjson = open(outname, "w") except FCBaseError as error: print(f"Error in command-line arguments: {error}.") exit(2) if args.infile is not None: parsed_json = read_game_file(args.infile, compressed=True) else: parsed_json = read_game_file(args.injson, compressed=False) # Execute all commands that were passed on the command line if args.commands: for func, fargs in args.commands: try: result_obj = func(parsed_json, *fargs, options=args) except FCBaseError as error: fname = func.__name__.replace("command_", "").replace("_", "-") if isinstance(error, FCParamsError) and fargs: print("Error in {}: {} in arguments " "{}".format(fname, str(error), fargs)) else: print("Error in {}: {}".format(fname, str(error))) exit(2) else: result_obj = parsed_json # Unless the --no-taint option has been used, add a variable that marks # the save file as tainted. This should help when triaging bug reports: # if a tainted save file appears in a bug report, then the user could be # asked to try and reproduce the bug without hacking the state of the # game. if not args.no_taint: set_dotted(parsed_json, "state.delta[0].variables.taintedSaveFile", "{} v{}".format(os.path.basename(sys.argv[0]), __version__)) if args.no_output: pass elif args.outfile is not None: write_game_file( args.outfile, parsed_json, compressed=True, indent=args.indent, sort_keys=args.sort) elif args.output_all: write_game_file( args.outjson, parsed_json, compressed=False, indent=args.indent, sort_keys=args.sort) else: write_game_file( args.outjson, result_obj, compressed=False, indent=args.indent, sort_keys=args.sort) if __name__ == '__main__': main()
MonsterMate/fc
saveTools/fc_edit_save.py
Python
mit
85,122
**anything labeled accepts string will return any string entered into it** slaveName: Slave's current name accepts string -1 - copy birthName birthName: slave's original name accepts string slaveSurname: Slave's current surname accepts string -1 - copy birthSurname (make sure it is not "") birthSurname: slave's original surname accepts string genes: slave sex "XX" "XY" weekAcquired: game week slave was acquired accepts int 0 - Obtained prior to game start/at game start origin: slave's origin accepts string career: career prior to enslavement accepts string setup.gratefulCareers "a beggar" "a drug mule" "a peddler" "a pick-pocket" "a prisoner" "a refugee" "a shut-in" "a street urchin" "a student from a boarding school" "a sweatshop worker" "a thief" "an orphan" "from a lower class family" "homeless" "unemployed" setup.menialCareers "a baker" "a blacksmith" "a bus driver" "a butcher" "a candlestick maker" "a carpenter" "a cashier" "a chauffeur" "a cobbler" "a construction worker" "a courier" "a croupier" "a delivery woman" "a driller" "a dropout" "a factory worker" "a farm laborer" "a firefighter" "a fisherwoman" "a florist" "a gardener" "a gravedigger" "a janitor" "a launderer" "a lumberjack" "a mail carrier" "a mechanic" "a messenger" "a miner" "a nun" "a paper girl" "a part-time farm laborer" "a pilot" "a plumber" "a private" "a programmer" "a receptionist" "a referee" "a repairman" "a ride attendant" "a roadie" "a sailor" "a seamstress" "a service worker" "a street vendor" "a student from a private school" "a student from a public school" "a student" "a switchboard operator" "a tailor" "a taxi driver" "a terrorist" "a tour guide" "a train conductor" "a truck driver" "a welder" "a whaler" "an apprentice" "an arcade attendant" "an electrician" "an engineer" "an exterminator" "an installation technician" "an intern" setup.entertainmentCareers "a ballerina" "a blogger" "a camgirl" "a camwhore" "a cheerleader" "a child actress" "a clown" "a cocktail waitress" "a comedian" "a gymnast" "a journalist" "a local news anchor" "a magician's assistant" "a medium" "a mime" "a painter" "a party girl" "a photographer" "a poet" "a racing driver" "a sculptor" "a stage magician" "a street performer" "a student athlete" "a stuntwoman" "a video game streamer" "a waitress" "a weathergirl" "a wrestler" "a writer" "an acrobat" "an actress" "an animator" "an artist" "an athlete" setup.whoreCareers "a child prostitute" "a criminal" "a cum dump" "a Futanari Sister" "a juvenile delinquent" "a mail-order bride" "a meat toilet" "a mistress" "a model" "a pageant star" "a pirate" "a porn star" "a prostitute" "a reality show star" "a saleswoman" "a serial divorcee" "a stripper" "a trophy wife" "an escort" "an exotic dancer" setup.servantCareers "a butler" "a cook" "a handmaiden" "a housewife" "a maid" "a shrine maiden" setup.HGCareers "a captain" "a corporate executive" "a director" "a dominatrix" "a gang leader" "a judge" "a lawyer" "a leading arcology citizen" "a military officer" "a model-UN star" "a noblewoman" "a politician" "a Queen" "a slaver" "a student council president" setup.madamCareers "a banker" "a business owner" "a businessman" "a camp counselor" "a club manager" "a hotel manager" "a landlady" "a madam" "a manager" "a park ranger" "a pimp" "a procuress" "a stockbroker" "an innkeeper" setup.DJCareers "a classical dancer" "a classical musician" "a dancer" "a house DJ" "a marching band leader" "a musician" "a radio show host" "an aspiring pop star" "an idol" "an orchestra conductor" setup.bodyguardCareers "a bodyguard" "a boxer" "a bully hunter" "a child soldier" "a hitman" "a kunoichi" "a law enforcement officer" "a military brat" "a prince" "a revolutionary" "a sniper" "a soldier" "a transporter" "an assassin" "an MS pilot" "captain of the kendo club" "in a militia" "spec ops" setup.wardenessCareers "a bouncer" "a bounty hunter" "a bully" "a chief of police" "a gang member" "a hall monitor" "a mercenary" "a police detective" "a police officer" "a prison guard" "a prison warden" "a private detective" "a security guard" "a street thug" "an enforcer" "an orderly" setup.nurseCareers "a chemist" "a chiropractor" "a coroner" "a dentist" "a doctor" "a hospital volunteer" "a medic" "a medical student" "a midwife" "a mortician" "a nurse" "a paramedic" "a pharmacist" "a physician" "a school nurse's assistant" "a school nurse" "a surgeon" setup.attendantCareers "a barber" "a cosmetologist" "a counselor" "a dispatch officer" "a fortune teller" "a groomer" "a latchkey kid" "a lifeguard" "a masseuse" "a mediator" "a personal trainer" "a police negotiator" "a psychologist" "a therapist" "a yoga instructor" setup.matronCareers "a babysitter" "a nanny" "a practitioner" "a wet nurse" "an au pair" setup.milkmaidCareers "a cowgirl" "a dairy worker" "a farmer's daughter" "a milkmaid" "a shepherd" "a veterinarian" setup.farmerCareers "a beekeeper" "a bullfighter" "a farmer" "a farmhand" "a rancher" "a rodeo star" "a zookeeper" setup.stewardessCareers "a barista" "a bartender" "a brewer" "a bureaucrat" "a caregiver" "a charity worker" "a club treasurer" "a concierge" "a critic" "a housekeeper" "a housesitter" "a lemonade stand operator" "a personal assistant" "a professional bartender" "a secretary" "a wedding planner" "an air hostess" "an architect" "an editor" "an estate agent" "an investor" "an office worker" setup.schoolteacherCareers "a child prodigy" "a coach" "a dean" "a historian" "a librarian" "a principal" "a private instructor" "a professor" "a scholar" "a scientist" "a teacher's pet" "a teacher" "a teaching assistant" "an archaeologist" "an astronaut" "an economist" setup.recruiterCareers "a club recruiter" "a college scout" "a con artist" "a cult leader" "a girl scout" "a hunter" "a lobbyist" "a military recruiter" "a missionary" "a political activist" "a princess" "a spy" "a talent scout" "retired" setup.otherCareers "a bioreactor" "a breeder" "a breeding bull" "a businesswoman" "a cat burglar" "a criminal businesswoman" "a dairy cow" "a dairy slave" "a drug pusher" "a drug smuggler" "a fence" "a Fuckdoll" "a lady courtier" "a merchant" "a murderer" "a priest" "a producer" "a slave since birth" "a slave" "a smuggler" "a trophy spouse" "a wanderer" "a well connected individual" "an antislavery activist" "an arcology owner" "an arms dealer" "being homeschooled by her parents" "from a middle class family" "from an upper class family" ID: slave's ID accepts int prestige: slave's prestige 0 - no prestige 1 - Prestigious 2 - Very prestigious > 2 - Extremely prestigious rules: None RA rules related to a slave. Has the following properties: rules.lactation : "none" "induce" "maintain" rules.living: "spare" "normal" "luxurious" rules.rest: "none" - slave may be worked into exhaustion "cruel" - slave is allowed rest when exhausted "restrictive" - slave is allowed to rest when fatigued "permissive" - slave is allowed to rest when tired "mandatory" - day of rest each week to recover rules.mobility "restrictive" - slave is forced to crawl should she grow too large to walk "permissive" - slave is allowed to use carts and such to carry her weight should she grow too large to walk rules.relationship: "restrictive" "just friends" "permissive" rules.release: Release rules control who a slave is allowed to routinely fuck "off-camera." 0 forbids sexual contact in that category, 1 allows it. Narrower categories generally override broader ones, but a slave who is forbidden sexual contact with close family will avoid developing a friendship with a family member into a romantic partnership. masturbation: 0/1 partner: 0/1 family: 0/1 slaves: 0/1 master: 0/1 rules.speech : "restrictive" "permissive" "accent elimination" "language lessons" rules.punishment : "confinement" "whipping" "chastity" "situational" rules.reward: "relaxation" "drugs" "orgasm" "situational" porn: porn performance of the slave. Has the following properties: porn.feed: is the studio outputting porn of her? 0 - no 1 - yes porn.viewerCount: how famous her porn is? accepts int porn.spending: how much money is being spent on promoting her porn accepts int porn.prestige: how famous she is in porn 0 - not 1 - some 2 - recognized 3 - world renowned porn.prestigeDesc: description to go with above pornPrestige accepts string porn.fameType: what porn she is known for "none" "orgasm denial" "cum addiction" "anal addiction" "exhibition" "breast expansion" "abuse" "sexual torture" "self hating" "breeder" "submissive" "cum" "buttslut" "humiliating" "breast" "dominant" "sadistic" "masochistic" "pregnancy fetish" "fuckdoll" "rape" "preggo" "BBW" "underage" "weight gain" "big dick" "generic" "deepthroat" "unwilling" "hardcore anal" "softcore" "romantic" "really perverted" "voyeur" "unspeakable" "huge insertion" porn.focus: what aspect of her the upgraded studio is focusing on for porn "none" "neglectful" "cum addict" "anal addict" "attention whore" "breast growth" "abusive" "malicious" "self hating" "breeder" "submissive" "cumslut" "buttslut" "humiliation" "boobs" "dom" "sadist" "masochist" "pregnancy" "fuckdoll" "rape" "preggo" "BBW" "loli" "gainer" "stud" "porn" "gagfuck queen" "strugglefuck queen" "painal queen" "tease" "romantic" "perverted" "caring" "unflinching" "size queen" porn.fame.general: generic porn fame accepts int porn.fame.fuckdoll: fuckdoll porn fame accepts int porn.fame.rape: rape porn fame accepts int porn.fame.preggo: preggo porn fame accepts int porn.fame.BBW: BBW porn fame accepts int porn.fame.gainer: weight gain porn fame accepts int porn.fame.stud: well hung porn fame accepts int porn.fame.loli: underage porn fame accepts int porn.fame.deepThroat: gagfuck queen porn fame accepts int porn.fame.struggleFuck: strugglefuck queen porn fame accepts int porn.fame.painal: painal queen porn fame accepts int porn.fame.tease: tease porn fame accepts int porn.fame.romantic: romantic porn fame accepts int porn.fame.pervert: pervert porn fame accepts int porn.fame.caring: caring porn fame accepts int porn.fame.unflinching: unflinching porn fame accepts int porn.fame.sizeQueen: size queen porn fame accepts int porn.fame.neglectful: neglectful porn fame accepts int porn.fame.cumAddict: cum addict porn fame accepts int porn.fame.analAddict: anal addict porn fame accepts int porn.fame.attentionWhore: attention whore porn fame accepts int porn.fame.breastGrowth: breast growth porn fame accepts int porn.fame.abusive: abusive porn fame accepts int porn.fame.malicious: malicious porn fame accepts int porn.fame.selfHating: self hating porn fame accepts int porn.fame.breeder: breeder porn fame accepts int porn.fame.sub: submissive porn fame accepts int porn.fame.cumSlut: cumslut porn fame accepts int porn.fame.anal: buttslut porn fame accepts int porn.fame.humiliation: humiliation porn fame accepts int porn.fame.boobs: boob porn fame accepts int porn.fame.dom: dom porn fame accepts int porn.fame.sadist: sadist porn fame accepts int porn.fame.masochist: masochist porn fame accepts int porn.fame.pregnancy: pregnancy porn fame accepts int prestigeDesc: reason for prestige accepts string "$He is notorious as a former abolitionist turned devoted slave." "$He is remembered for winning best in show as a cockmilker." "$He is remembered for winning best in show as a dairy cow." "$He is remembered for winning best in show as a breeder." "$He is a famed Free Cities slut, and can please anyone." "$He is a famed Free Cities whore, and commands top prices." relationship: slave's relationship -3 - married to you -2 - emotionally bound to you -1 - emotional slut 0 - none 1 - friends with relationshipTarget 2 - best friends with relationshipTarget 3 - friends with benefits with relationshipTarget 4 - lover with relationshipTarget 5 - relationshipTarget's slave wife relationshipTarget: target of relationship accepts ID rivalry: slave's rivalry 0 - none 1 - dislikes rivalryTarget 2 - rival of rivalryTarget 3 - bitterly hates rivalryTarget rivalryTarget: target of rival accepts ID subTarget: slave will serve subTarget accepts ID choosesOwnAssignment: can slave choose own assignment 0 - no 1 - yes assignment: slave's assignment Unassigned to facility: "rest" "be a servant" "get milked" "serve the public" "please you" "whore" "take classes" "stay confined" "work a glory hole" "be a subordinate slave" Assigned to facility: "rest in the spa" "work as a nanny" "work as a servant" (Servants' Quarters) "work in the dairy" "work as a farmhand" "serve in the club" "serve in the master suite" "work in the brothel" "learn in the schoolroom" "be confined in the cellblock" "be confined in the arcade" "get treatment in the clinic" "live with your agent" "live with your Head Girl" Leadership positions: "be the Attendant" "be the Matron" "be the Stewardess" "be the Milkmaid" "be the Farmer" "be the DJ" "be your agent" "be your Concubine" "be the Madam" "be the Schoolteacher" "be the Wardeness" "be the Nurse" "be your Head Girl" "guard you" "recruit girls" sentence: how many weeks a slave is sentenced to work a job accepts int training: how far along slave is with being trained (skills, flaws, quirks) toyHole: which hole to focus on when serving you "all her holes" "mouth" "boobs" "pussy" "ass" "dick" indenture: How long her servitude will be. -1 - not 0+ - number of weeks remaining indentureRestrictions: 2 - complete protection 1 - some protection 0 - no protection birthWeek: week she was born int between 0-51 actualAge: How old she really is. Accepts int starting retirement age is 45 physicalAge: How old her body is. Accepts int visualAge: How old her body looks. Accepts int ageAdjust: progress towards modifying visualAge Accepts int -40 - add 1 to visualAge +40 - subtract 1 from visualAge ovaryAge: How old her ovaries are. (used to trick menopause) Accepts int ageImplant: has had facial surgery to reduce age 0 - no 1 - yes health.condition: slave's general fitness. Ranges from -100 to 100+ health.shortDamage: slave's accumulated temporary health damage. Healed simply by time, curatives and job with no/light duties. Reduces condition and if large enough also increases longDamage. health.longDamage: slave's accumulated permanent health damage health.illness: slave's illness state 0 - Not ill 1 - A little under the weather, not really ill but still a minor penalty which most likely clears up the following week 2 - Slightly ill, small penalty and can be treated at the clinic 3 - ill, medium penalty and can be treated at the clinic 4 - very ill, large penalty and can be treated at the clinic 5 - terribly ill, crippling penalty and can be treated at the clinic health.tired: slave's level of exhaustion 0 - 30 - No effect 31 - 60 - Tired, increase in devotion or trust, depending on circumstances 61 - 90 - Fatigued, penalty to productivity and health and increase in devotion/fear 91 - 100 - Exhausted, major penalty to productivity, health and devotion/trust unless handled health.health: slave's overall health taking into account condition minus damages -90- - On the edge of death -90 - -51 - Extremely unhealthy -50 - -21 - Unhealthy -20 - 20 - Healthy 21 - 50 - Very healthy 50 - 90 - Extremely healthy 90 - Unnaturally healthy minorInjury: slave has a minor injury accepts string "black eye" "bruise" "split lip" trust: slave's trust -96- - abjectly terrified -95 - -51 - terrified -50 - -21 - frightened -20 - 20 - fearful 21 - 50 - careful 51 - 95 - trusting 96+ - profoundly trusting oldTrust: used to calculate trust loss/gain set to trust to start devotion: slave's devotion -96- - hate-filled -95 - -51 - hateful -50 - -21 - reluctant -20 - 20 - careful 21 - 50 - accepting 51 - 95 - devoted 96+ - worshipful oldDevotion: used to calculate devotion loss/gain set to devotion to start weight: slave's weight 191+ - dangerously obese 190 - 161 - super obese 160 - 131 - obese 130 - 96 - fat 95 - 31 - overweight 30 - 11 - curvy 10 - -10 - neither too fat nor too skinny -11 - -30 - thin -31 - -95 - very thin -96- - emaciated muscles: slave's muscles 96+ - extremely muscular 51 - 95 - muscular 31 - 50 - fit 6 - 30 - toned -5 - 5 - none -30 - -6 - weak -95 - -31 - very weak -96- - frail height: accepts int slave's height in cm <150 - petite 150-159 - short 160-169 - average 170-185 - tall 186+ - very tall heightImplant: slave has height implant -1 - -10 cm 0 - none 1 - +10 cm nationality: slave's nationality accepts string "slave" "Afghan" "Albanian" "Algerian" "American" "Andorran" "Angolan" "Antiguan" "Argentinian" "Armenian" "Aruban" "Australian" "Austrian" "Azerbaijani" "Bahamian" "Bahraini" "Bangladeshi" "Barbadian" "Belarusian" "Belgian" "Belizean" "Beninese" "Bermudian" "Bhutanese" "Bissau-Guinean" "Bolivian" "Bosnian" "Brazilian" "British" "Bruneian" "Bulgarian" "Burkinabé" "Burmese" "Burundian" "Cambodian" "Cameroonian" "Canadian" "Cape Verdean" "Catalan" "Central African" "Chadian" "Chilean" "Chinese" "Colombian" "Comorian" "Congolese" "a Cook Islander" "Costa Rican" "Croatian" "Cuban" "Curaçaoan" "Cypriot" "Czech" "Danish" "Djiboutian" "Dominican" "Dominiquais" "Dutch" "East Timorese" "Ecuadorian" "Egyptian" "Emirati" "Equatoguinean" "Eritrean" "Estonian" "Ethiopian" "Fijian" "Filipina" "Finnish" "French" "French Guianan" "French Polynesian" "Gabonese" "Gambian" "Georgian" "German" "Ghanan" "Greek" "Greenlandic" "Grenadian" "Guamanian" "Guatemalan" "Guinean" "Guyanese" "Haitian" "Honduran" "Hungarian" "I-Kiribati" "Icelandic" "Indian" "Indonesian" "Iranian" "Iraqi" "Irish" "Israeli" "Italian" "Ivorian" "Jamaican" "Japanese" "Jordanian" "Kazakh" "Kenyan" "Kittitian" "Korean" "Kosovan" "Kurdish" "Kuwaiti" "Kyrgyz" "Laotian" "Latvian" "Lebanese" "Liberian" "Libyan" "a Liechtensteiner" "Lithuanian" "Luxembourgian" "Macedonian" "Malagasy" "Malawian" "Malaysian" "Maldivian" "Malian" "Maltese" "Marshallese" "Mauritanian" "Mauritian" "Mexican" "Micronesian" "Moldovan" "Monégasque" "Mongolian" "Montenegrin" "Moroccan" "Mosotho" "Motswana" "Mozambican" "Namibian" "Nauruan" "Nepalese" "New Caledonian" "a New Zealander" "Ni-Vanuatu" "Nicaraguan" "Nigerian" "Nigerien" "Niuean" "Norwegian" "Omani" "Pakistani" "Palauan" "Palestinian" "Panamanian" "Papua New Guinean" "Paraguayan" "Peruvian" "Polish" "Portuguese" "Puerto Rican" "Qatari" "Romanian" "Russian" "Rwandan" "Sahrawi" "Saint Lucian" "Salvadoran" "Sammarinese" "Samoan" "São Toméan" "Saudi" "Scottish" "Senegalese" "Serbian" "Seychellois" "Sierra Leonean" "Singaporean" "Slovak" "Slovene" "a Solomon Islander" "Somali" "South African" "South Sudanese" "Spanish" "Sri Lankan" "Sudanese" "Surinamese" "Swazi" "Swedish" "Swiss" "Syrian" "Taiwanese" "Tajik" "Tanzanian" "Thai" "Tibetan" "Togolese" "Tongan" "Trinidadian" "Tunisian" "Turkish" "Turkmen" "Tuvaluan" "Ugandan" "Ukrainian" "Uruguayan" "Uzbek" "Vatican" "Venezuelan" "Vietnamese" "Vincentian" "Yemeni" "Zairian" "Zambian" "Zimbabwean" race: slave's race accepts string "white" "asian" "latina" "black" "pacific islander" "southern european" "amerindian" "semitic" "middle eastern" "indo-aryan" "mixed race" origRace: slave's original race accepts string pubicHColor: pubic hair color accepts string skin: skin color accepts string "pure white" "ivory" "white" "extremely pale" "very pale" "pale" "extremely fair" "very fair" "fair" "light" "light olive" "tan" "olive" "bronze" "dark olive" "dark" "light beige" "beige" "dark beige" "light brown" "brown" "dark brown" "black" "ebony" "pure black" origSkin: Slave's original skin color. accepts string markings: slave markings accepts string "beauty mark" "birthmark" "freckles" "heavily freckled" eye: Object, for easy read/write access see "devNotes/eye functions.md" eye.origColor: genetic eye color left/right interchangeable in the following: eye.left.vision: 0: blind 1: nearsighted 2: normal eye.left.type: 1: normal 2: glass 3: cybernetic eye.left.iris: basic eye color: "blue" "black" "brown" "green" "turquoise" "sky-blue" "hazel" "pale-grey" "white" "pink" "amber" "red" eye.left.pupil: shape of pupil "catlike" "serpent-like" "devilish" "demonic" "hypnotic" "heart-shaped" "wide-eyed" "almond-shaped" "bright" "teary" "vacant" "circular" "star-shaped" "goat-like" eye.left.sclera: color of sclera "white" "blue" "black" "brown" "green" "turquoise" "sky-blue" "hazel" "pale-grey" "pink" "amber" "red" "yellow" "orange" eyewear: accepts string "none" "glasses" "blurring glasses" "corrective glasses" "blurring contacts" "corrective contacts" hears: slave hearing -2 - deaf -1 - hard of hearing 0 - normal earwear: accepts string "none" "hearing aids" "muffling ear plugs" "deafening ear plugs" earImplant: is there an inner ear implant device 0 - no 1 - yes earShape: the shape of their outer ears "none" "damaged" "normal" "pointy" "elven" "ushi" earT: type of kemonomimi ears if any "none" "neko" "inu" "kit" "tanuki" "normal" "usagi" earTColor: kemonomimi ear color accepts hColor strings "hairless" smells: sense of smell -1 - no 0 - yes tastes: sense of taste -1 - no 0 - yes horn: horn type if any "none" "curved succubus horns" "backswept horns" "cow horns" "one long oni horn" "two long oni horns" "small horns" hornColor: horn color accepts string PTail: Does she have a tail interface installed 0: no 1: yes tail: type of tail installed "none" "mod" "combat" "sex" tailShape: the current shape of their modular tail "none" "neko" "inu" "kit" "kitsune" "tanuki" "ushi" "usagi" "risu" "uma" tailColor: tail color accepts hColor strings origHColor: slave's original hair color, defaults to their initial hair color. hColor: hair color accepts string "blonde" "golden" "platinum blonde" "strawberry-blonde" "copper" "ginger" "red" "green" "blue" "pink" "dark brown" "brown" "auburn" "burgundy" "chocolate brown" "chestnut" "hazel" "black" "grey" "silver" "white" hLength: hair length accepts int 150 - calf-length 149-100 - ass-length 99-30 - long 29-15 - shoulder-length 14-0 - short hStyle: hair style accepts string "shaved" "buzzcut" "trimmed" "afro" "cornrows" "bun" "neat" "strip" "tails" "up" "ponytail" "braided" "dreadlocks" "permed" "curled" "luxurious" "bald" "messy bun" "messy" pubicHStyle: pubic hair style accepts string "hairless" "waxed" "in a strip" "neat" "bushy" "very bushy" "bushy in the front and neat in the rear" "bald" waist: slave waist 96+ - masculine 95 - 41 - ugly 40 - 11 - unattractive 10 - -10 - average -11 - -40 - feminine -40 - -95 - hourglass -96- - absurd corsetPiercing: series of rings up the back that can be tied together 0 - no 1 - yes (leg|arm).(right|left).type: individual limb state 0 - missing limb 1 - natural 2 - simple prosthetic 3 - advanced - Sex 4 - advanced - Beauty 5 - advanced - Combat 6 - cybernetic PLimb: What level of prosthetic interface she has installed 0 - no interface 1 - basic interface 2 - advanced interface heels: are heels clipped 0 - no 1 - yes voice: slave voice 0 - mute 1 - deep 2 - feminine 3 - high, girly voiceImplant: has voice implant 0 - no 1 - yes, high -1 - yes, low electrolarynx: has cybernetic voicebox 0 - no 1 - yes accent: slave accent 0 - none 1 - cute accent 2 - accent 3 - bad accent 4 - no language skills shoulders: shoulder width -2 - very narrow -1 - narrow 0 - feminine 1 - broad 2 - very broad shouldersImplant: has shoulder implant -1 - shoulders -1 0 - none 1 - shoulders +1 boobs: slave boob size 0-299 - flat 300-399 - A-cup 400-499 - B-cup 500-649 - C-cup 650-799 - D-cup 800-999 - DD-cup 1000-1199 - F-cup 1200-1399 - G-cup 1400-1599 - H-cup 1600-1799 - I-cup 1800-2049 - J-cup 2050-2299 - K-cup 2300-2599 - L-cup 2600-2899 - M-cup 2900-3249 - N-cup 3250-3599 - O-cup 3600-3949 - P-cup 3950-4299 - Q-cup 4300-4699 - R-cup 4700-5099 - S-cup 5100-10499- massive boobsMilk: breast engorgement from unmilked tits accepts int boobsImplant: slave implant size 0 - no implants 1-199 - small implants 200-399 - normal implants 400-599 - large implants 600-799 - huge implants 800-999 - giant implants 1000+ - massive implants boobsImplantType: Implant type "none" "normal" "string" "fillable" "advanced fillable" "hyper fillable" boobShape: breast shape accepts string "normal" "perky" "saggy" "torpedo-shaped" "downward-facing" "wide-set" nipples: nipple shape accepts string "huge" "puffy" "inverted" "tiny" "cute" "partially inverted" "fuckable" nipplesPiercing: nipple are pierced 0 - none 1 - yes 2 - heavily nipplesAccessory: what accessory, if any, or on her nipples "none" areolae: slave areolae 0 - normal 1 - large 2 - unusually wide 3 - huge 4 - massive areolaeShape: slave areolae shape accepts string "heart" "star" "circle" areolaePiercing: edge of areolae are pierced 0 - none 1 - yes 2 - heavy boobsTat: boobs tattoo takes one of the following strings or 0 "tribal patterns" "flowers" "scenes" "Asian art" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" lactation: slave lactation 0 - none 1 - natural 2 - implant lactationDuration: how many more weeks until lactation dries up usually 2 as interactions and lactation implant reset it to 2 accepts int induceLactation: odds of inducing lactation begins trying on breast play if over 10 accepts int lactationAdaptation: 0 - 10 - not used to producing milk (no bonuses) 11 - 50 - used to producing milk 51 - 100 - heavily adapted to producing milk (big bonus) hips: hip size -2 - very narrow -1 - narrow 0 - normal 1 - wide hips 2 - very wide hips 3 - inhumanly wide hips hipsImplant: slave has hip implant -1 - hips -1 0 - none 1 - hips +1 butt: butt size 0 - flat 1 - small 2 - plump* 3 - big bubble butt 4 - huge 5 - enormous 6 - gigantic 7 - ridiculous 8 - 10 - immense 11 - 20- inhuman *Descriptions vary for just how big 2 is, as such, it may be better to just go with 3 buttImplant: butt implant size 0 - none 1 - butt implant 2 - big butt implant 3+ - massive butt implant buttImplantType: Implant type "none" "normal" "string" "fillable" "advanced fillable" "hyper fillable" buttTat: butt tattoo takes one of the following strings or 0 "tribal patterns" "flowers" "scenes" "Asian art" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" face: face attractiveness -96- - very ugly -95 - -41 - ugly -40 - -11 - unattractive -10 - 10 - attractive 11 - 40 - very pretty 41 - 95 - gorgeous 96+ - mind blowing faceImplant: facial surgery degree 0 - 14 - none 15 - 34 - Subtle Improvements 35 - 64 - Noticeable Work 65 - 99 - Heavily Reworked 100 - Uncanny Valley faceShape: accepts string (will be treated as "normal") "normal" "masculine" "androgynous" "cute" "sensual" "exotic" lips: lip size (0-100) 0 - 10 - thin 11 - 20 - normal 21 - 40 - pretty 41 - 70 - plush 71 - 95 - huge (lisps) 96 - 100- facepussy (mute) lipsImplant: how large her lip implants are See .lips lipsPiercing: lips pierced 0 - no 1 - yes 2 - heavy lipsTat: lip tattoo takes one of the following strings or 0 "tribal patterns" "flowers" "permanent makeup" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" teeth: teeth type accepts string "normal" "crooked" "gapped" "straightening braces" "cosmetic braces" "removable" "pointy" "baby" "mixed" tonguePiercing: has tongue piercing 0 - no 1 - yes 2 - heavy vagina: vagina type -1 - no vagina 0 - virgin 1 - tight 2 - reasonably tight 3 - loose 4 - cavernous 10 - ruined vaginaLube: how wet she is 0 - dry 1 - wet 2 - soaking wet vaginaPiercing: has vagina piercing 0 - no 1 - yes 2 - heavy vaginaTat: vagina tattoo takes one of the following strings or 0 "tribal patterns" "flowers" "scenes" "Asian art" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" preg: pregnancy time or state. See Pregnancy Control section for more. -3 - sterilized -2 - sterile -1 - contraceptives 0 - fertile 1-10 - pregnant, not showing 11-20 - showing 21-30 - pregnant 30-35 - very pregnant pregSource: accepts ID. See Pregnancy Control section for more. Who sired her pregnancy 0 - unknown -1 - player -2 - citizen of your arcology -3 - player's former master -4 - male arc owner -5 - player's client -6 - Societal Elite -7 - designer baby -8 - an animal -9 - futanari sister pregType: Number of children. Warning! Should be not changed after initial impregnation setup. See Pregnancy Control section for more. readyOva: Number of ready to be impregnated ova (override normal cases), default - 0. For delayed impregnations with multiples. Used onetime on next call of the SetPregType widget. After SetPregType use it to override .pregType, it set back to 0 automatically. fertKnown: Menstrual cycle known variable. To be used for fertility cycle discover and things like pregnancy without a first period 0 - no 1 - yes fertPeak: Menstrual cycle control variable. 0 - Danger week 1+ - safe week ovaImplant: Ovary implant type. 0 - no implants "fertility" - higher chance of twins (or more) "sympathy" - doubles eggs released "asexual" - self-fertilizing wombImplant: Womb focused enhancements. "none" "restraint" - Provides structural support for extremely oversized pregnancies broodmother: has the slave been turned into a broodmother 0 - no 1 - standard 1 birth/week 2 - black market 12 births/week 3 - black market upgrade for implant firmware, to allow change weekly number of ova in range of 1 to 12 in remote surgery block. (broodmotherFetuses change through remote surgery). (future usage) broodmotherFetuses: count of ova that broodmother implant force to release. Should be set with "broodmother" property together. If broodmother == 0 has no meaning. broodmotherOnHold: If broodmother implant set to pause it's work. 1 - implant on pause != 1 - working. If broodmother birth her last baby and her implant is on pause, she will be in contraception like state. broodmotherCountDown: Number of weeks left until last baby will be birthed. Mainly informative only. Updated automatically at birth process based on remaining fetuses. 0-37 labor: variable used to set off the birth events 1 - birth this week 0 - not time yet bellyAccessory: may accept strings, use at own risk "none" "a small empathy belly" "a medium empathy belly" "a large empathy belly" "a huge empathy belly" "a corset" "an extreme corset" "a support band" labia: labia type 0 - minimal 1 - big 2 - huge 3 - huge dangling clit: clit size 0 - normal 1 - large 2 - huge 3 - enormous 4 - penis-like 5 - like a massive penis clitPiercing: is clit pierced 0 - no 1 - yes 2 - heavy 3 - smart clitSetting: smart piercing setting "off" "none" "all" "no default setting" "women" "men" "vanilla" "oral" "anal" "boobs" "submissive" "humiliation" "pregnancy" "dom" "masochist" "sadist" dick: dick size 0 - none 1 - tiny 2 - little 3 - normal 4 - big 5 - huge 6 - gigantic 7 - massive/gigantic 8 - truly imposing/titanic 9 - monstrous/absurd 10 - awe-inspiring/inhuman 11+- hypertrophied foreskin: 0 - circumcised 1+ - uncut* *also affects foreskin size anus: anus size 0 - virgin 1 - tight 2 - loose 3 - very loose 4 - gaping analArea: used to calculate size of area around anus. accepts int dickPiercing: is dick pierced 0 - no 1 - yes 2 - heavy dickTat: dick tattoo takes one of the following strings or 0 "tribal patterns" "flowers" "scenes" "Asian art" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" prostate: does the slave have a prostate? 0 - no 1 - normal 2 - hyperstimulated +20% 3 - modified hyperstimulated +50% balls:* ball size 0 - none 1 - vestigial 2 - small 3 - average 4 - large 5 - massive 6 - huge 7 - giant 8 - enormous 9 - monstrous 10 - inhuman 11+ - hypertrophied scrotum:* scrotum size function relative to .balls *If .balls gt 0 and .scrotum is 0, balls are internal ovaries: has ovaries 0 - no 1 - yes anusPiercing: has anus piercing 0 - no 1 - yes 2 - heavy anusTat: anus tattoo takes one of the following strings or 0 "bleached" "tribal patterns" "flowers" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" makeup: has makeup 0 - none 1 - minimal 2 - expensive, luxurious 3 - color-coordinated with hair 4 - heavy 5 - neon 6 - color-coordinated neon 7 - metallic 8 - color-coordinated metallic nails: nail type 0 - neatly clipped 1 - long and elegant 2 - color-coordinated with hair 3 - sharp and claw-like 4 - bright and glittery 5 - very long and garish 6 - neon 7 - color-coordinated neon 8 - metallic 9 - color-coordinated metallic brand: is an object keys include any place on a slave body that can receive a brand, values are a string for the brand. earPiercing: has pierced ears 0 - no 1 - yes 2 - heavy nosePiercing: has pierced nose 0 - no 1 - yes 2 - heavy eyebrowPiercing: has eyebrow piercing 0 - no 1 - yes 2 - heavy navelPiercing: has navel piercing 0 - no 1 - yes 2 - heavy shouldersTat: shoulder tattoo takes one of the following strings or 0 "tribal patterns" "flowers" "scenes" "Asian art" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" armsTat: arm tattoo takes one of the following strings or 0 "tribal patterns" "flowers" "scenes" "Asian art" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" legsTat: leg tattoo takes one of the following strings or 0 "tribal patterns" "flowers" "scenes" "Asian art" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" backTat: back tattoo takes one of the following strings or 0 "tribal patterns" "flowers" "scenes" "Asian art" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" stampTat: tramp stamp takes one of the following strings or 0 "tribal patterns" "flowers" "scenes" "Asian art" "degradation" "counting" "advertisements" "rude words" "bovine patterns" "sacrament" "Sacrilege" "Possessive" "Paternalist" skill: Encapsulates all the skills skill.vaginal: 0-10 - unskilled 11-30 - basic 31-60 - skilled 61-99 - expert 100+ - master skill.oral: 0-10 - unskilled 11-30 - basic 31-60 - skilled 61-99 - expert 100+ - master skill.anal: 0-10 - unskilled 11-30 - basic 31-60 - skilled 61-99 - expert 100+ - master skill.whoring: 0-10 - unskilled 11-30 - basic 31-60 - skilled 61-99 - expert 100+ - master skill.entertainment: 0-10 - unskilled 11-30 - basic 31-60 - skilled 61-99 - expert 100+ - master skill.combat: 0 - unskilled 1 - skilled skill.headGirl: Her skill as a Head Girl accepts int default cap is 200 skill.recruiter: Her skill as a recruiter accepts int default cap is 200 skill.bodyguard: Her skill as a bodyguard accepts int default cap is 200 skill.madam: Her skill as a brothel madam accepts int default cap is 200 skill.DJ: Her skill as a DJ accepts int default cap is 200 skill.nurse: Her skill as a nurse accepts int default cap is 200 skill.teacher: Her skill as a teacher accepts int default cap is 200 skill.attendant: Her skill as an attendant accepts int default cap is 200 skill.matron: Her skill as a matron accepts int default cap is 200 skill.stewardess: Her skill as a stewardess accepts int default cap is 200 skill.milkmaid: Her skill as a milk maid accepts int default cap is 200 skill.farmer: Her skill as a farmer accepts int default cap is 200 skill.wardeness: Her skill as a wardeness accepts int default cap is 200 skill.servant: Her skill as a servant. accepts int default cap is 200 skill.entertainer: Her skill as an entertainer. accepts int default cap is 200 skill.whore: Her skill as a whore. accepts int default cap is 200 useRulesAssistant: follows rules or is exempt from them 0 - exempt 1 - obeys diet: "healthy" "restricted" "muscle building" "fattening" "slimming" "corrective" "XX" "XY" "XXY" "cum production" "cleansing" "fertility" dietCum: how much of her diet is cum 0 - none 1 - supplemented 2 - nearly entirely dietMilk: how much of her diet is milk 0 - none 1 - supplemented 2 - nearly entirely hormones: -2 - heavy male hormones -1 - male hormones 0 - none 1 - female hormones 2 - heavy female hormones drugs: "no drugs" "breast injections" "butt injections" "lip injections" "fertility drugs" "penis enhancement" "testicle enhancement" "psychosuppressants" "psychostimulants" "steroids" "hormone enhancers" "hormone blockers" "super fertility drugs" "hyper breast injections" "hyper butt injections" "hyper penis enhancement" "hyper testicle enhancement" "female hormone injections" "male hormone injections" "anti-aging cream" "appetite suppressors" "penis atrophiers" "testicle atrophiers" "clitoris atrophiers" "labia atrophiers" "nipple atrophiers" "lip atrophiers" "breast redistributors" "butt redistributors" "sag-B-gone" "growth stimulants" "priapism agents" aphrodisiacs: -1 - anaphrodisiacs 0 - none 1 - standard 2 - powerful curatives: 0 - none 1 - preventatives 2 - curatives chem: if greater than 10 triggers side effects from drug use. accepts int addict: how addict to aphrodisiacs slave is 0 - not 1-2 - new addict 3-9 - confirmed addict 10+ - dependent fuckdoll: fuckdoll degree 0 - not 1+ - fuckdoll choosesOwnClothes: 0 - no 1 - yes clothes: may accept strings, use at own risk "a ball gown" "a bimbo outfit" "a biyelgee costume" "a bra" "a bunny outfit" "a burkini" "a burqa" "a button-up shirt" "a button-up shirt and panties" "a chattel habit" "a cheerleader outfit" "a comfortable bodysuit" "a courtesan dress" "a cybersuit" "a dirndl" "a fallen nuns habit" "a Fuckdoll suit" "a gothic lolita dress" "a halter top dress" "a hanbok" "a hijab and abaya" "a hijab and blouse" "a huipil" "a kimono" "a klan robe" "a latex catsuit" "a leotard" "a long qipao" "a maternity dress" "a military uniform" "a mini dress" "a monokini" "a mounty outfit" "a nice maid outfit" "a nice nurse outfit" "a nice pony outfit" "a niqab and abaya" "a one-piece swimsuit" "a penitent nuns habit" "a police uniform" "a red army uniform" "a Santa dress" "a scalemail bikini" "a schoolgirl outfit" "a schutzstaffel uniform" "a skimpy loincloth" "a slave gown" "a slutty klan robe" "a slutty maid outfit" "a slutty nurse outfit" "a slutty outfit" "a slutty pony outfit" "a slutty qipao" "a slutty schutzstaffel uniform" "a sports bra" "a string bikini" "a striped bra" "a succubus outfit" "a sweater" "a sweater and cutoffs" "a sweater and panties" "a t-shirt" "a t-shirt and jeans" "a t-shirt and panties" "a t-shirt and thong" "a tank-top" "a tank-top and panties" "a thong" "a toga" "a tube top" "a tube top and thong" "an apron" "an oversized t-shirt" "an oversized t-shirt and boyshorts" "attractive lingerie" "attractive lingerie for a pregnant woman" "battlearmor" "Imperial Plate" "a tight Imperial bodysuit" "battledress" "body oil" "boyshorts" "chains" "choosing her own clothes" "clubslut netting" "conservative clothing" "cutoffs" "cutoffs and a t-shirt" "harem gauze" "jeans" "kitty lingerie" "leather pants" "leather pants and a tube top" "leather pants and pasties" "lederhosen" "nice business attire" "no clothing" "overalls" "panties" "panties and pasties" "pasties" "restrictive latex" "shibari ropes" "slutty business attire" "slutty jewelry" "spats and a tank top" "sport shorts" "sport shorts and a sports bra" "sport shorts and a t-shirt" "stretch pants and a crop-top" "striped panties" "striped underwear" "uncomfortable straps" "Western clothing" collar: may accept strings, use at own risk "none" "ancient Egyptian" "cruel retirement counter" "uncomfortable leather" "tight steel" "shock punishment" "heavy gold" "pretty jewelry" "nice retirement counter" "bell collar" "leather with cowbell" "bowtie" "neck tie" "neck corset" "stylish leather" "satin choker" "preg biometrics" "silk ribbon" faceAccessory: "none" "porcelain mask" "cat ears" mouthAccessory: "none" "ball gag" "bit gag" "ring gag" "massive dildo gag" "dildo gag" shoes: may accept strings, use at own risk "none" "heels" "platform heels" "pumps" "extreme heels" "extreme platform heels" "boots" "flats" "platform shoes" vaginalAccessory: may accept strings, use at own risk "none" "bullet vibrator" "smart bullet vibrator" "dildo" "large dildo" "huge dildo" "long dildo" "long, large dildo" "long, huge dildo" vaginalAttachment: may accept strings, use at own risk "none" "vibrator" dickAccessory: may accept strings, use at own risk "none" chastityAnus: whether the slave has a chastity device on their anus 0 - no 1 - yes chastityPenis: whether the slave has a chastity device on their penis 0 - no 1 - yes chastityVagina: whether the slave has a chastity device on their vagina 0 - no 1 - yes armAccessory: may accept strings, use at own risk "none" "hand gloves" "elbow gloves" legAccessory: may accept strings, use at own risk "none" "short stockings" "long stockings" buttplug: may accept strings, use at own risk "none" "plug" "large plug" "huge plug" "long plug" "long, large plug" "long, huge plug" buttplugAttachment: Does the slave have an attachment on their buttplug may accept strings, use at own risk "none" "tail" "fox tail" "cat tail" "cow tail" intelligence: slave intelligence -100 - -96 - borderline retarded -95 - -51 - very slow -50 - -16 - slow -15 - 15 - average 16 - 50 - smart 51 - 95 - very smart 96 - 100 - brilliant intelligenceImplant: Degree of slave's education -15+ - miseducated (slave appears to be dumber than they really are) 0 - uneducated 1+ - partial education (not really used) 15+ - educated 30 - well educated energy: sex drive 0-20 - no sex drive 21-40 - poor sex drive 41-60 - average sex drive 61-80 - good sex drive 81-95 - powerful sex drive 96+ - nymphomaniac need: how badly she needs sex. 0 - sated attrXX: attraction to women 0-5 - disgusted by women 6-15 - turned off by women 15-35 - not attracted to women 36-65 - indifferent to women 66-85 - attracted to women 86-95 - aroused by women 96+ - passionate about women attrXY: attraction to men 0-5 - disgusted by men 6-15 - turned off by men 15-35 - not attracted to men 36-65 - indifferent to men 66-85 - attracted to men 86-95 - aroused by men 96+ - passionate about men *if both attrXX and attrXY > 95, slave will be omnisexual* *if energy > 95 and either attrXX or attrXY > 95, slave will be nymphomaniac attrKnown: 0 - no 1 - yes fetish: "none" "mindbroken" "submissive" "cumslut" "humiliation" "buttslut" "boobs" "sadist" "masochist" "dom" "pregnancy" fetishStrength: how strong her fetish is (10-100) 10+ - enjoys fetish 60+ - likes fetish 95+ - loves fetish fetishKnown: is fetish known to player 0 - no 1 - yes behavioralFlaw: "none" "arrogant" - clings to her dignity, thinks slavery is beneath her "bitchy" - can't keep her opinions to herself "odd" - says and does odd things "hates men" - hates men "hates women" - hates women "gluttonous" - likes eating, gains weight "anorexic" - dislikes eating and being forced to eat, loses weight "devout" - resistance through religious faith "liberated" - believes slavery is wrong behavioralQuirk: "none" "confident" - believes she has value as a slave "cutting" - often has as witty or cunning remark ready, knows when to say it "funny" - is funny "adores women" - likes spending time with women "adores men" - likes spending time with men "fitness" - loves working out "insecure" - defines herself on the thoughts of others "sinful" - breaks cultural norms "advocate" - advocates slavery sexualFlaw: "none" "hates oral" - hates oral sex "hates anal" - hates anal sex "hates penetration" - dislikes penetrative sex "shamefast" - nervous when naked "idealistic" - believes sex should be based on love and consent "repressed" - dislikes sex "apathetic" - inert during sex "crude" - sexually crude and has little sense of what partners find disgusting during sex "judgemental" - sexually judgemental and often judges her sexual partners' performance "neglectful" - disregards herself in sex "cum addict" - addicted to cum "anal addict" - addicted to anal "attention whore" - addicted to being the center of attention "breast growth" - addicted to her own breasts "abusive" - sexually abusive "malicious" - loves causing pain and suffering "self hating" - hates herself "breeder" - addicted to being pregnant sexualQuirk: "none" "gagfuck queen" - can take a facefucking "painal queen" - knows how far she can go without getting hurt "strugglefuck queen" - knows how much resistance her partners want "tease" - is a tease "romantic" - enjoys the closeness of sex "perverted" - enjoys breaking sexual boundaries "caring" - enjoys bring her partners to orgasm "unflinching" - willing to do anything "size queen" - prefers big cocks geneticQuirks: 0 - does not have 1 - carrier 2 - active 3 - inactive (used for triggering macromastia and kin to start growing) { macromastia - Oversized breasts. Breasts try to return to oversized state if reduced. gigantomastia - Greatly oversized breasts. Increased growth rate, reduced shrink rate. Breasts try to return to oversized state if reduced. macromastia + gigantomastia - Breasts never stop growing. Increased growth rate, no shrink rate. fertility - slave is prone to having twins, shorter pregnancy recovery rate hyperFertility - slave is prone to having multiples, even shorter pregnancy recovery rate fertility + hyperFertility - slave will have multiples, even shorter pregnancy recovery rate superfetation - pregnancy does not block ovulation, slave can become pregnant even while pregnant gigantism - slave is abnormally tall dwarfism - slave is abnormally short gigantism + dwarfism - slave is very average pFace - slave has a flawless face uFace - slave has a hideous face pFace + uFace - Depends on carrier status, may swing between average and above/below depending on it albinism - slave has pale skin, white hair and red eyes heterochromia - slave may have mismatched eye colors (Takes a string if not zero!) rearLipedema - slave's ass never stops growing. Increased growth rate, reduced shrink rate. wellHung - slave has (or will have) a huge dong wGain - slave constantly gains weight unless dieting, easier to gain weight wLoss - slave constantly loses weight unless gaining, easier to lose weight wGain + wLoss - slave weight gain/loss fluctuates randomly mGain - slave constantly gains muscle mass, easier to gain muscle. mLoss - slave constantly loses muscle mass, easier to lose muscle. mGain + mLoss - slave muscle gain/loss amplified, passively lose muscle unless building androgyny - slave's body attempts to normalize to an androgynous state } counter: Tracks slave participation in various actions and their outcomes counter.milk: amount of milk given accepts int counter.cum: amount of cum given accepts int counter.births: number of births as your slave accepts int counter.birthsTotal: How many known times the slave has given birth. accepts int counter.abortions: number of abortions as your slave accepts int counter.miscarriages: number of miscarriage as your slave accepts int counter.oral: oral sex count accepts int counter.vaginal: vaginal sex count accepts int counter.anal: anal sex count accepts int counter.mammary: breast sex count accepts int counter.penetrative: penetrative sex count accepts int counter.publicUse: How many times the slave has had public sex in your arcology. Used to determine if she is your private toy or a lusted after slut. accepts int counter.pitKills: number of slaves killed in pit fights accepts int counter.pitWins: number of pit fights won accepts int counter.pitLosses: number of pit fights lost accepts int counter.slavesFathered: How many slaves she has sired under your ownership. counter.PCChildrenFathered: How many children she has fucked into you that you later birthed. counter.slavesKnockedUp: How many of your slaves she has knocked up. counter.PCKnockedUp: How many times she has knocked you up. custom: Encapsulates various custom properties, set by users custom.tattoo: adds a custom tattoo accepts string custom.label: seems to just be a label appended after the slave's name accepts string custom.desc: adds a custom description accepts string custom.title: What the slave refers to you as. accepts string default "" custom.titleLisp: What the slave refers to you as, with a lisp. accepts string default "" rudeTitle: Does this slave refer to you rudely? 0 - not being rude 1 - insists on calling you a rude title custom.image: Custom slave image or null default is null (no custom image) custom.image.filename holds the custom slave image file name (used if images are enabled) accepts string custom.image.format: holds the custom slave image file format. one of "png", "jpg", "gif" or "webm" default "png" custom.hairVector: holds the custom hair vector base file name (used if vector images are enabled) accepts string default 0 (use hardcoded hair styles) currentRules: [] array that holds active rules for the slave wouldn't mess with it bellyTat: Slave has a tattoo that is only recognizable when she has a big belly. "a heart" "a star" "a butterfly" abortionTat: Slave has a series of tattoos to denote how many abortions she has had. -1: no tattoo 0: assigned to have tattoo, may not have one yet 1+: number of abortion tattoos she has birthsTat: Slave has a series of tattoos to denote how many times she has given birth. -1: no tattoo 0: assigned to have tattoo, may not have one yet 1+: number of birth tattoos she has bellySag: How saggy her belly is after being distended for too long. 1+ changes belly description bellySagPreg: How saggy her belly is from being too pregnant. 1+ changes belly description and overrides/coincides with bellySag induce: Slave will give birth this week. 1 - true 0 - false mpreg: Male slave has an anal womb and can get pregnant. 1 - true 0 - false inflation: How much fluid is distending the slave. 1 - 2L 2 - 4L 3 - 8L inflationType: What kind of fluid is in the slave. accepts string "none" "water" "cum" "milk" "food" "aphrodisiac" "curative" "tightener" "urine" inflationMethod: How she is being filled. 0 - not 1 - oral 2 - anal 3 - orally by another slave milkSource: If inflationMethod 3, ID of the slave filling her with milk. accepts ID cumSource: If inflationMethod 3, ID of the slave filling her with cum. accepts ID burst: Slave's internals have ruptured. Used with poor health and over inflation. 1 - true 0 - false pregKnown: Do you and the slave know she is pregnant. 0 - no 1 - yes pregWeek: How long she has been pregnant (used in place of .preg when pregnancy speed up and slow down are used on a slave) (if negative, designates postpartum.) accepts int belly: how big their belly is in CCs thresholds 100 - bloated 1500 - early pregnancy 5000 - obviously pregnant 10000 - very pregnant 15000 - full term 30000 - full term twins 45000 - full term triplets 60000 - full term quads 75000 - full term quints 90000 - full term sextuplets 105000 - full term septuplets 120000 - full term octuplets 150000 - oversized pregnancy 300000 - hyperpreg state 1 450000 - hyperpreg state 2 600000 - hyperpreg state 3 750000 - hyperpreg state 4 bellyPreg: how big their belly is in CCs (pregnancy only) thresholds 100 - bloated 1500 - early pregnancy 5000 - obviously pregnant 10000 - very pregnant 15000 - full term 30000 - full term twins 45000 - full term triplets 60000 - full term quads 75000 - full term quints 90000 - full term sextuplets 105000 - full term septuplets 120000 - full term octuplets 150000 - oversized pregnancy (9+ babies) 300000 - hyperpreg state 1 (20+ babies) 450000 - hyperpreg state 2 (30+ babies) 600000 - hyperpreg state 3 (40+ babies) 750000 - hyperpreg state 4 (50+ babies) bellyFluid: 0 how big their belly is in CCs (fluid distension only) thresholds 100 - bloated 2000 - clearly bloated (2L) 5000 - very full (~1gal) 10000 - full to bursting (~2gal) bellyImplant: Does the slave have a fillable abdominal implant. -1 - no 0+ - yes 2000+ - Early pregnancy 4000+ - looks pregnant 8000+ - looks full term 16000+ - hyperpregnant 1 32000+ - hyperpregnant 2 bellyPain: Has the slave's belly implant been filled this week. Causes health damage for overfilling. 0 - no pain 1 - will experience pain 2 - cannot be filled this week cervixImplant: Does the slave have a cervical implant that slowly feeds cum from being fucked into a fillable implant. 0 - no 1 - vaginal version only 2 - anal version only 3 - both vaginal and anal counter.birthsTotal: How many known times the slave has given birth. accepts int pubertyAgeXX: Target .physicalAge for female puberty to occur. accepts int pubertyXX: Has the slave gone through female puberty. 0 - no 1 - yes pubertyAgeXY: Target .physicalAge for male puberty to occur. accepts int pubertyXY: Has the slave gone through male puberty. 0 - no 1 - yes scar: is an object keys include any place on a slave body that can receive a scar, values are an object. This sub-object's keys are the kind of scar, and the property is an int showing how bad it is. breedingMark: In a eugenics society, this slave is a designated breeder. 1 - yes 0 - no underArmHColor: color of armpit hair accepts string underArmHStyle: armpit hair style accepts string "hairless" "waxed" "shaved" "neat" "bushy" "bald" eyebrowHColor: color of eyebrows accepts string eyebrowHStyle: eyebrow hair style accepts string "bald" "shaved" "straight" "rounded" "natural" "slanted inwards" "slanted outwards" "high-arched" "elongated" "shortened" "curved" eyebrowFullness: eyebrow thickness accepts string "pencil-thin" "thin" "threaded" "natural" "tapered" "thick" "bushy" bodySwap: Slave is in original body. 0 - yes 1+ number of swaps (increases upkeep each time) mother: Slave's mother's ID Accepts ID Values between 0 and -20 are reserved. 0 - unknown -1 - player -2 - citizen of your arcology -3 - player's former master -4 - male arc owner -5 - player's client -6 - Societal Elite -7 - designer baby -9 - Futanari Sister father: Slave's father's ID Accepts ID Values between 0 and -20 are reserved. 0 - unknown -1 - player -2 - citizen of your arcology -3 - player's former master -4 - male arc owner -5 - player's client -6 - Societal Elite -7 - designer baby -9 - Futanari Sister sisters: How many sisters the slave has, do not tamper with. daughters: How many daughters the slave has, do not tamper with. canRecruit: Can the slave recruit. Non-random slaves should be left off. 0 - no 1 - yes PCExclude: Is the PC permitted to fuck this slave pregnant. 0 - no 1 - yes HGExclude: Is the Head Girl permitted to fuck this slave pregnant. 0 - no 1 - yes StudExclude: Is the Stud permitted to fuck this slave pregnant. 0 - no 1 - yes ballType: What species of sperm she produces. "human" "sterile" "dog" "pig" "horse" "cow" eggType: What species of ovum she produces. "human" "dog" "pig" "horse" "cow" reservedChildren: How many of her children are tagged to be incubated. Carefully balanced, do not manually touch. ! Secondary|legacy. Can be used for caching only, use JS: WombSetGenericReserve(slave, "incubator", reservedChildren) to setup primary data. Not add count, but set it to reservedChildren WombCleanGenericReserve(slave, "incubator", reservedChildren) to remove reserve. To clean all incubator reserve use 9999 for reservedChildren. reservedChildrenNursery: How many of her children are tagged to be put in the Nursery. Highly likely to break. ! Secondary|legacy. Can be used for caching only, use JS: WombSetGenericReserve(slave, "nursery", reservedChildren) to setup primary data. Not add count, but set it to reservedChildren WombCleanGenericReserve(slave, "nursery", reservedChildren) to remove reserve. To clean all nursery reserve use 9999 for reservedChildren. Reserve type ("incubator", "nursery", etc) do not affect each other types, and can be safely used without any checks. Also if you try to reserve more then available and not already reserved fetuses in slave womb, will be reserved only actually existing free fetuses. If you try to clean reserve more then present - will be cleaned only actually existing reserve. These reserve functions always use first available fetus(es) - this will be most ready to birth fetuses (older). WombCleanAllReserve(slave) - will clean all reserves for slave (any type). x = WombReserveCount(slave, reserveType) - x will be set to count of fetuses that have reserveType. (reserveType is "incubator", "nursery", etc.) x = FetusGlobalReserveCount(reserveType) - x will be set to global count of reserved fetuses of reserveType. Also count PC.womb fetuses. choosesOwnChastity: Eugenics variable. Is the slave allowed to choose to wear chastity. 0 - no 1 - yes pregControl: Is she on gestation altering drugs? "none" "slow gestation" "speed up" "labor suppressors" readyLimbs: Array that holds an amputee's constructed limbs for anon's hotswap mod. Elements of the array should be objects. .type - type of prosthetic limb, ranges from -1 to -5, see .amp for more information .armsTat - any string, see .armsTat for standard strings .legsTat - any string, see .legsTat for standard strings bald: Slave has undergone hair removal surgery 0 - no 1 - yes origBodyOwner: accepts string Who, if relevant, the body belonged to. death: Cause of slave death. hormoneBalance: Slave's current hormonal balance, directs saHormones changes -500 - -400 - overwhelmingly masculine -399 - -300 - extremely masculine -299 - -200 - heavily masculine -199 - -100 - very masculine -99 - -21 - masculine -20 - 20 - neutral 21 - 99 - feminine 100 - 199 - very feminine 200 - 299 - heavily feminine 300 - 399 - extremely feminine 400 - 500 - overwhelmingly feminine onDiet: Whether a slave is permitted to eat Hedonistic Decadence's specialized slave food. 0 - no 1 - yes breastMesh: Does the slave have the breast shape maintaining mesh implant. 0 - no 1 - yes prematureBirth: Used to denote a slave giving birth prematurely. 0 - no 1 - yes premature: Was the slave born prematurely? 0 - no 1 - yes vasectomy: Has the slave had a vasectomy? 0 - no 1 - yes haircuts: Is the slave's hair under constant maintenance? 0 - no 1 - yes newGamePlus: Used to tell if the slave is from this game or a previous. 0 - no 1 - yes tankBaby: Whether she was put in the incubator at birth accepts int 0 - no 1 - yes, comforting 2 - yes, terrifying 3 - yes, vegetable (do not use outside of incubator!) clone: Is she a clone? 0 - yes 1 - no cloneID: If she is a clone, the ID of her source geneMods: NCS: Does slave have induced NCS? 0 - no 1 - yes rapidCellGrowth: Has the slave undergone the elasticity (plasticity) treatment? 0 - no 1 - yes immortality: Has the slave undergone treatment to block aging? 0 - no 1 - yes weightDirection: erratic weight gain, used by (.geneticQuirks.wGain == 2 && .geneticQuirks.wLoss == 2) 0 - stable 1 - gaining weight -1 - losing weight slaveCost: Amount of cash paid to acquire the slave accepts negative numbers, 0, or 1. 1 - unknown price 0 - free negative - amount paid lifetimeCashExpenses: Amount of cash you have spent because of this slave accepts negative numbers or 0 lifetimeCashIncome: Total amount of cash you have earned because of this slave accepts positive numbers or 0 lastWeeksCashIncome: Amount of cash you have earned because of this slave last week accepts positive numbers or 0 lifetimeRepExpenses: lifetimeRepIncome: lastWeeksRepIncome: Not currently used, will work similarly to the cash variables above How to set up your own hero slave. -The default slave template used is defined in src/js/SlaveState.js Making your slave; add their name to the following, then go down the documentation adding in your changes. -each variable must be separated from the last by a comma -if your slave's variable matches the default, you do not have to list it -strings MUST be in " or your slave will not compile properly Once finished, add it into "src/npc/databases/customSlavesDatabase.js". To test if your slave is functioning, start up a normal game, swap to cheat mode, max your rep, and view other slaveowner's stock in the slave market. If you cannot find your slave in the list, and you didn't start the game with your slave, you should double check your slave for errors. If a slave named "Blank" is present, then you likely messed up. Once you find your slave, check their description to make sure it is correct. If it is not, you messed up somewhere in setting them up. @@.green; - something good or health/libido/attraction gain @@.red; - something bad or health/libido/attraction loss @@.hotpink; - devotion gain @@.mediumorchid; - devotion loss @@.mediumaquamarine; - trust gain with higher devotion @@.orangered; - trust gain with lower devotion @@.gold; - trust loss @@.coral; - notable change and fetish loss @@.lightcoral; - fetish strength gain, fetish acquisition and fetish discovery @@.lime; - growth/improvement to a body part (reversed in some cases) @@.orange; - shrinking/degradation of a body part (reversed in some cases) @@.lightsalmon; - rivalry @@.lightgreen; - relationship wombJS.tw subsystem: This is a womb processor/simulator script. It takes care of calculation of belly sizes based on individual fetus sizes, with full support of broodmothers implant random turning on and off possibility. Also this can be expanded to store more parents data in each individual fetus in future. Should be initialized for all slaves not female only. Currently it's not affect pregnancy mechanic in game directly - it's addon for better sizes calculation, and optional mechanics for future usage. Design limitations: - Mother can't gestate children with different speeds at same time. All speed changes apply to all fetuses. - Sizes of individual fetuses updated only on call of WombGetVolume - not every time as called WombProgress. This is for better overall code speed. - For broodmothers we need actual "new ova release" code now. But it's possible to control how many children will be added each time, and so - how much children is ready to birth each time. For new generated slaves automatically called WombInit function to do initial setup. But it's can be called at any time "just in case", if code need to be completely sure that womb exists and correctly initialized. If .preg and pregType is set above 0 at time of call with empty womb array - fetuses will be generated too. Pregnancy control, best practices ($activeSlave used as sample, can be any slave related variable or $PC for player character): Impregnation: <<set WombImpregnate($activeSlave, 3, -1, 15)>> $activeSlave, 3 fetuses, -1 - player is father, 15 week is initial time for fetuses. Can be used on already pregnant slaves (broodmothers use it). <<SetSlaveBelly $activeSlave>> Last line needed only if you need to show description with changed state immediately, an advanced initial pregnancy time set (showing already). Advancing pregnancy: <<set WombProgress($activeSlave, 1)>> Advancing 1 week. Normally it's called by End Week processing for all slaves. Old method with using .preg++ on slave supported too, but better to use this new. Birth checking: <<if WombBirthReady($activeSlave, 40) > 0>> Check if we have any babies in womb with is at minimum 40 week of gestation age? Age can be any. Birthing: <<set _babies = WombBirth($activeSlave, 34)>> In array _babies will be placed all babies from womb of $activeSlave who gestation age at least 34 weeks (can be any). Others will be leaved in womb. Optionally: <<set WombFlush($activeSlave)>> Will empty womb. You also still should set .preg .pregType .pregSource .pregWeek to 0, or call WombNormalizePreg. _babies here become normal array - we can do with it as with any other array in SugarCube. _babies.length - size, _babies[0] - first element, etc. Contains all babies object, with their age, sex, volume/size, and father ID. Right now - not used anywhere but useful for possible incubator improvements in future at least. Usage reference without SugarCube code (samples): WombInit($slave) - before first pregnancy, at slave creation, of as backward compatibility update. Can generate proper pregnancy based on preg, pregType, and pregSource properties too. Can be little glitchy with broodmothers in this case, if their preg != pregType (or pregType can't be divided by preg with integer result). WombImpregnate($Slave, $fetus_count, $fatherID, $initial_age) - should be added after normal impregnation code, with already calculated fetus count. ID of father - can be used in future for processing children from different fathers in one pregnancy. Initial age normally 1 (as .preg normally set to 1), but can be raised if needed. Also should be called at time as broodmother implant add another fetus(es), or if new fetuses added from other sources in future (transplanting maybe?) WombProgress($slave, $time_to_add_to_fetuses) - after code that update $slave.preg, time to add should be the same. $isReady = WombBirthReady($slave, $birth_ready_age) - how many children ready to be birthed if their time to be ready is $birth_ready_age (40 is for normal length pregnancy). Return int - count of ready to birth children, or 0 if no ready exists. $children = WombBirth($slave, $birth_ready_age) - for actual birth. Return array with fetuses objects that birthed (can be used in future) and remove them from womb array of $slave. Should be called at actual birth code in SugarCube. fetuses that not ready remained in womb (array). WombFlush($slave) - clean womb (array). Can be used at broodmother birthstorm or abortion situations in game. But birthstorm logically should use WombBirth($slave, 35) or so before - some children in this event is live capable, others is not. $slave.bellyPreg = WombGetVolume($slave) - return double, with current womb volume in CC - for updating $slave.bellyPreg, or if need to update individual fetuses sizes. _time = WombMinPreg($activeSlave) - age of most young fetus in womb. _time = WombMaxPreg($activeSlave) - age of most old fetus in womb. WombUpdatePregVars($activeSlave) - automatically update $activeSlave.preg, $activeSlave.pregType, $activeSlave.bellyPreg to actual values based on womb fetuses. WombNormalizePreg($activeSlave) - automatically correct all pregnancy related properties of given $activeSlave. Also it advances pregnancy if detected old .preg++ method used on slave and womb simulation is late. Can be called at any time without conditions checks - function do all needed checks by itself. Call of this function do NOT advance pregnancy by itself. WombZeroID($activeSlave, _SlaveID) - automatically scan all fetuses and if their father ID matched - it will be replaced with zero. After it actor pregnancy related variables (like .pregSource) will be updated. Used mainly in process of removing slaves from game, to clean father's ID of unborn children of remaining slaves. All this womb system can be much more automated (.preg .pregType .pregSource .pregWeek may have to be done in a way, that they will have no need to be controlled manually anywhere at all. Just will be set fully automatically). But in this case many changes in present game code needed, to REMOVE legacy code. Right now they are set correctly, based on state of .womb object through pregnancy, but not outside. Also old style pregnancy initiation (setting only .preg to >0 and .pregType to >=1 ) working too - WombImpregnation function for proper setup of .womb will be called on next SetBellySize call. Also old style pregnancy progression through using .preg++ is supported too, but can have minor issues with character descriptions in some cases, if SetBellySize widget not called before descriptions widgets. Advanced pregnancy control structure: Now, with support of human-animal pregnancy, there is need for ability to change values that been constant before. New structure designed for it. .pregData property for slave should now contain object with describable pregnancy process. By default it will be set to human data. Templates stored in setup.pregData.x where "x" - name of species. <<set slave.pregData = setup.pregData.human>> In code at any time properties that contain data can be accessed now. Properties is RW, so slaves can be changed individually later. Example: <<if slave.pregData.type == "human">> or <<set slave.pregData.normalOvaMin = 2, slave.pregData.normalOvaMax = 4>> (setting normal ova count 2-4 on every ovulation). Property list: type - name of species. Should math slave.ovaType normalOvaMin - normal/base ova count on ovulation (minimal) normalOvaMax - normal/base ova count on ovulation (maximal) normalBirth - typical normal pregnancy length in weeks minLiveBirth - typical weeks that guarantee at least 90% chance to fetus survival if normal birth occur. fetusWeek - array with weeks control points. fetusSize - array with size control points. fetusCTR - array with CTR control points. These three array is linked, and values in second and third should be in the same order as in first. (Week of .fetusWeek[i] is correspond to .fetusSize[i] and fetusCTR[i]) Control points - it's points of graph as if it built on paper (one axis - fetusWeek, other - fetusSize/fetusCTR). This graph data is used to get actual size of fetus, so no need for manual setting of every week data in array. What is CTR? In most medical data, human fetus size (length) measured as "crown to rump" from 1 to 20 weeks, and "crown to heel" later. Formula that calculate volume of womb should get data in single format. So there is need CTR rate - value that describe difference between full "crown to heel" and "crown to rump" length of fetus (also it's can be used to control approximation of legs, hands and tails volume). For most animal fetus data it's always 1 as they are not bipedal and "crown to rump" is natural measurements for them. But CTR rate changes might be needed to get more accurate results for volume calculations, as fetus is not sphere and length - not always have the same relation to it's volume.
MonsterMate/fc
slave variables documentation - Pregmod.txt
Text
mit
71,360
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MonsterMate/fc
src/001-lib/mousetrap/0_mousetrap.js
JavaScript
mit
4,696
!function(n){var t=[],e=null,r=[],i=!1,o=null,l=n.prototype.handleKey;function u(n){var t;for(t=0;t<r.length;++t)if(r[t]===n)return;r.push(n),1===n.length&&(i=!0)}function p(){t.push(r),i=!(r=[]),clearTimeout(o),o=setTimeout(h,1e3)}function h(){e&&(function(n){var t;for(t=0;t<n.length;++t)n[t].sort(function(n,t){return!(1<n.length&&1===t.length)&&(1===n.length&&1<t.length||t<n)?1:-1}),n[t]=n[t].join("+")}(t),e(t)),t=[],e=null,r=[]}n.prototype.record=function(n){var t=this;t.recording=!0,e=function(){t.recording=!1,n.apply(t,arguments)}},n.prototype.handleKey=function(){(function(n,t,e){var o;if(this.recording)if("keydown"===e.type){for(e.preventDefault(),1===n.length&&i&&p(),o=0;o<t.length;++o)u(t[o]);u(n)}else"keyup"===e.type&&0<r.length&&p();else l.apply(this,arguments)}).apply(this,arguments)},n.init()}(Mousetrap);
MonsterMate/fc
src/001-lib/mousetrap/1_mousetrap-record.min.js
JavaScript
mit
830
/** * The basic class for all classes that can be saved and loaded, i.e. serialized and deserialized. * * All subclasses HAVE to implement get className(), _cleanUpConfigScheme() and clone(), * in the SAME WAY they are implemented here. */ App.Entity.Serializable = class { /** * Returns the name of the class including namespaces * * @returns {string} */ get className() { return "App.Entity.Serializable"; } /** * Updates saved data in case of changes to the class. * * NOTE: new attributes do NOT need to be added here, as they are automatically added with default values. * * @param {object} config * @protected */ static _cleanupConfigScheme(config) { // in subclasses _cleanupConfigScheme() must call // super._cleanupConfigScheme(config) // BC code } /** * @returns {App.Entity.Serializable} */ clone() { return (new App.Entity.Serializable())._init(this); } /** * @param {object} config * @param {boolean} clean * @returns {this} * @protected */ _init(config, clean = false) { if (clean) { this.constructor._cleanupConfigScheme(config); } // Clone the given object's own properties into our own properties. deepAssign(this, config); // Return `this` to make usage easier. return this; } /** * @returns {[]} */ toJSON() { // Return a code string that will create a new instance containing our // own data. // // NOTE: Supplying `this` directly as the `reviveData` parameter to the // `JSON.reviveWrapper()` call will trigger out of control recursion in // the serializer, so we must pass it a clone of our own data instead. const ownData = {}; deepAssign(ownData, this); return JSON.reviveWrapper(`(new ${this.className}())._init($ReviveData$, true)`, ownData); } };
MonsterMate/fc
src/002-config/Serializable.js
JavaScript
mit
1,780
:root { --button-color: #252525; --button-border-color: #333333; --button-selected-color: #050505; --button-hover-color: #414141; --button-disabled-color: #1a1a1a; --link-color: #68D; }
MonsterMate/fc
src/002-config/colors.css
CSS
mit
211
App.Version = { base: "0.10.7.1", // The vanilla version the mod is based off of, this should never be changed. pmod: "3.8.0", commitHash: null, release: 1109 // When gettting close to 2000, please remove the check located within the onLoad() function defined at line five of src/js/eventHandlers.js. };
MonsterMate/fc
src/002-config/fc-version.js
JavaScript
mit
309
// Use release as save version // We need to do this in a file after fc-version.js because the commit hash gets appended to it during compiling Config.saves.version = `${App.Version.release}${App.Version.commitHash ? (`#${App.Version.commitHash}`) : ''}`;
MonsterMate/fc
src/002-config/fc-version.js_after.js
JavaScript
mit
256
/* change some SC2 styles */ /* make the sidebar more compact by reducing the space between major parts */ #ui-bar-body { /* height: calc(100% - 2.5em); */ /* margin: 2.5em 0; */ height: calc(100% - 1.5em); margin: 1.5em 0; } #ui-bar-body > :not(:first-child) { /* margin-top: 2em; */ margin-top: 1.5em; } #story-author { /* margin-top: 2em; */ margin-top: 0; }
MonsterMate/fc
src/002-config/modSC.css
CSS
mit
395
/** * Expand mousetrap with multiple binds per key, passage dependent bindings and a menu for custom rebinding. */ App.UI.Hotkeys = (function() { /** * @typedef action * @property {Function} callback * @property {Array<string>} combinations 0 <= length <= 2 * @property {Array<string>} [passages] not existing means everywhere * @property {string|function(): string} [uiName] allow different name in hotkey settings */ /** * The key is used in the hotkey settings to describe the action * @type {Object.<string, action>} */ const actions = {}; /** * Contains the default combinations for every action * @type {Object.<string, Array<string>>} */ const defaultCombinations = {}; /** * References a key combination to a set of actions * @type {Object.<string, Array<string>>} */ const bindings = {}; /** * To ensure we only record one at a time * @type {boolean} */ let recording = false; /** * @param {string} name used as key * @param {action} action */ function addDefault(name, action) { actions[name] = action; for (const binding of action.combinations) { addBinding(name, binding); } defaultCombinations[name] = [...action.combinations]; } /** * @param {string} actionKey * @param {string} combination */ function addBinding(actionKey, combination) { if (bindings[combination]) { bindings[combination].push(actionKey); } else { bindings[combination] = [actionKey]; Mousetrap.bind(combination, e => { e.preventDefault(); for (const binding of bindings[combination]) { const action = actions[binding]; // only activate callback if we are on the right passage if (!action.passages || action.passages.includes(State.passage)) { action.callback(); } } }); } } /** * @param {string} actionKey * @param {string} combination */ function removeBinding(actionKey, combination) { if (bindings[combination]) { const index = bindings[combination].indexOf(actionKey); if (index > -1) { bindings[combination].splice(index, 1); if (bindings[combination].length === 0) { delete bindings[combination]; Mousetrap.unbind(combination); } } } } /** * @param {string} name * @returns {string} */ function hotkeysForAction(name) { if (!actions[name]) { return ""; } const c = actions[name].combinations; if (c.length === 0) { return ""; } if (c.length === 1) { return `[${formatHotkey(c[0])}]`; } return `[${formatHotkey(c[0])},${formatHotkey(c[1])}]`; } /** * @param {string} combination * @returns {string} */ function formatHotkey(combination) { const parts = combination.split("+"); for (let i = 0; i < parts.length; i++) { parts[i] = capFirstChar(parts[i]); } return parts.join("+"); } /** * @returns {HTMLDivElement} */ function settingsMenu() { const div = document.createElement("div"); div.className = "hotkey-settings"; for (const actionsKey in actions) { settingsRow(div, actionsKey); } return div; } /** * @param {HTMLDivElement} container * @param {string} actionKey */ function settingsRow(container, actionKey) { const action = actions[actionKey]; // get correct name let name = actionKey; if (action.uiName) { if (typeof action.uiName === "string") { name = action.uiName; } else { name = action.uiName(); } } App.UI.DOM.appendNewElement("div", container, name, "description"); settingsCell(container, actionKey, 0); settingsCell(container, actionKey, 1); const button = App.UI.DOM.appendNewElement("button", container, "Reset"); if (isDefault(actionKey)) { button.className = "inactive"; } else { button.onclick = () => { action.combinations = [...defaultCombinations[actionKey]]; saveToStorage(); App.UI.reload(); }; } } /** * Checks if the combinations assigned to an action are the default ones. * @param {string} actionKey * @returns {boolean} */ function isDefault(actionKey) { if (defaultCombinations[actionKey].length !== actions[actionKey].combinations.length) { return false; } if (defaultCombinations[actionKey].length === 0) { return true; } if (defaultCombinations[actionKey][0] !== actions[actionKey].combinations[0]) { return false; } if (defaultCombinations[actionKey].length === 1) { return true; } return defaultCombinations[actionKey][1] === actions[actionKey].combinations[1]; } /** * @param {HTMLDivElement} container * @param {string} actionKey * @param {number} index */ function settingsCell(container, actionKey, index) { const action = actions[actionKey]; const button = App.UI.DOM.appendNewElement("button", container, action.combinations[index] ? formatHotkey(action.combinations[index]) : "", "combination"); button.onclick = () => { if (recording) { return; } recording = true; $(button).empty(); Mousetrap.record(function(sequence) { // sequence is an array like ['ctrl+k', 'c'] const combination = sequence.join(" "); if (action.combinations[index]) { removeBinding(actionKey, action.combinations[index]); } action.combinations[index] = combination; addBinding(actionKey, combination); saveToStorage(); App.UI.reload(); recording = false; }); }; } /** * Saves custom hotkeys to browser storage */ function saveToStorage() { const save = {}; for (const actionsKey in actions) { if (!isDefault(actionsKey)) { save[actionsKey] = actions[actionsKey].combinations; } } SugarCube.storage.set("hotkeys", save); } /** * Loads custom hotkeys from browser storage */ function loadFromStorage() { const save = SugarCube.storage.get("hotkeys"); for (const saveKey in save) { // discard obsolete hotkeys if (actions[saveKey]) { actions[saveKey].combinations = save[saveKey]; addBinding(saveKey, save[saveKey]); } } } /** * Initialize custom hotkeys */ function init() { loadFromStorage(); // :storyready is to late to influence the page, but it's the earliest where SugarCube.storage is available so // we refresh the passage if we happen to be on the settings passage. if (State.passage === "Hotkey Settings") { App.UI.reload(); } } return { add: addDefault, hotkeys: hotkeysForAction, init: init, settings: settingsMenu, }; })(); // add hotkeys App.UI.Hotkeys.add("endWeek", { callback: function() { $("#story-caption #endWeekButton").trigger("click"); }, combinations: ["enter"], uiName: "Next Week" }); App.UI.Hotkeys.add("nextLink", { callback: function() { $("#story-caption #nextButton").trigger("click"); }, combinations: ["space"], uiName: "Continue/Back" }); App.UI.Hotkeys.add("prev-slave", { callback: function() { $("#prev-slave a").trigger("click"); }, combinations: ["left", "q"], uiName: "Previous Slave" }); App.UI.Hotkeys.add("next-slave", { callback: function() { $("#next-slave a").trigger("click"); }, combinations: ["right", "e"], uiName: "Next Slave" }); App.UI.Hotkeys.add("prev-child", { callback: function() { $("#prev-child a.macro-link").trigger("click"); }, combinations: ["left", "q"], uiName: "Previous Child" }); App.UI.Hotkeys.add("next-child", { callback: function() { $("#next-child a.macro-link").trigger("click"); }, combinations: ["right", "e"], uiName: "Next Child" }); App.UI.Hotkeys.add("Previous Tab", { callback: function() { App.UI.tabBar.openLeftTab(); }, combinations: [] }); App.UI.Hotkeys.add("Next Tab", { callback: function() { App.UI.tabBar.openRightTab(); }, combinations: [] }); App.UI.Hotkeys.add("walkpast", { callback: function() { $("#walkpast a.macro-link").trigger("click"); }, combinations: [] }); App.UI.Hotkeys.add("HG Select", { callback: function() { $("#manageHG a").trigger("click"); }, combinations: ["h"] });
MonsterMate/fc
src/002-config/mousetrapConfig.js
JavaScript
mit
7,884
:: StoryData { "ifid":"18DFC483-910E-4D3B-AC31-71AE10C5015A" } :: Start [nobr] :: StoryTitle Free Cities
MonsterMate/fc
src/002-config/start.tw
tw
mit
108
/* eslint-disable no-undef */ "use strict"; /* Main SugarCube configuration file. */ /* Change the starting passage from the default 'start' to 'Alpha disclaimer'. */ Config.passages.start = "init"; /* Set description used by Save, for all passages, to give some decent information about game state. */ Config.passages.descriptions = function () { let sv = State.variables; if (sv.arcologies === undefined || sv.arcologies.length === 0) return "New Game Setup, Week 0"; // no arcology yet... else return sv.arcologies[0].name + ", Week " + sv.week + ", " + sv.slaves.length + " Slaves, " + cashFormat(sv.cash); }; /* Disable forward/back buttons in panel. */ Config.history.controls = false; /* Set Autosaves. */ Config.saves.autosave = "autosave"; /* Save only one game state. */ Config.history.maxStates = 1; /* Set to 'true' to enable SugarCube's debug mode. Note: This is an 'engine level' debug mode, completely separate from the game's debug mode. */ Config.debug = false; /* Set maximum loop iterations. Among other things, this controls the maximum number of slaves the player can own. */ Config.macros.maxLoopIterations = 5000;
MonsterMate/fc
src/002-config/sugarCubeConfig.js
JavaScript
mit
1,151
.ra-onoffswitch { display: inline-block; position: relative; width: 4em; vertical-align: middle; -webkit-user-select:none; -moz-user-select:none; -ms-user-select: none; } .ra-onoffswitch-checkbox { display: none; } .ra-onoffswitch-label { display: block; overflow: hidden; cursor: pointer; border: 2px solid #999999; border-radius: 2px; } .ra-onoffswitch-inner { display: block; width: 200%; margin-left: -100%; transition: margin 0.3s ease-in 0s; } .ra-onoffswitch-inner:before, .ra-onoffswitch-inner:after { display: block; float: left; width: 50%; height: 3.5ex; padding: 0; line-height: 3.5ex; font-size: x-small; color: white; font-family: FreeSans, sans-serif; font-weight: bold; box-sizing: border-box; } .ra-onoffswitch-inner:before { content: "ON"; padding-left: 7px; background-color: #111111; color: #FFFFFF; } .ra-onoffswitch-inner:after { content: "OFF"; padding-right: 7px; background-color: #111111; color: #D9D9D9; text-align: right; } .ra-onoffswitch-switch { display: block; width: 1.5em; margin: 1px; background: #8A8A8A; position: absolute; top: 0; bottom: 0; right: 2.1em; border: 2px solid #414141; border-radius: 2px; transition: all 0.3s ease-in 0s; } .ra-onoffswitch-checkbox:checked + .ra-onoffswitch-label .ra-onoffswitch-inner { margin-left: 0; } .ra-onoffswitch-checkbox:checked + .ra-onoffswitch-label .ra-onoffswitch-switch { right: 0px; background-color: #2D80E0; } .ra-radio-label { margin: 0.5em; } .ra-container { display: grid; grid-template-columns: minmax(100px, max-content) auto; grid-row-gap: 0.5ex; } .ra-label { grid-column: 1; } .ra-label::after { content: ":"; margin-right: 0.5em; } .ra-sub-label { font-style: italic; margin-left: 2.5em; } .ra-sub-label::after { content: ":"; margin-right: 0.5em; } .ra-inline-label { margin-right: 0.5em; } .ra-inline-label::after { content: ":"; } .ra-setters { margin-top: 3ex; }
MonsterMate/fc
src/003-assets/CSS/RAoptions.css
CSS
mit
1,914
.building { display: flex; flex-direction: column; width: 100%; } .building.basement { border-top: solid 1px #333333; margin-top: -1px; background-image: repeating-linear-gradient(135deg, transparent, transparent 20px, #333333 20px, #333333 30px); } .building .row { display: flex; flex-direction: row; width: 95%; margin: 0 auto; justify-content: center; } @media only screen and (min-width: 1600px) { .building .row { width: 70%; } } .building .outerCell { /* fill cell fully, part 1: trick to fill the full height even if content is smaller */ display: flex; flex-direction: row; } .building .innerCell { margin: 3px; border: 5px solid; padding: 2px; text-align: center; /* fill cell fully, part 2: full width */ width: 100%; /* overwriting with the default background color to hide the basement indicator */ background-color: #111; } .building .decorative { outline: white solid 5px; outline-offset: -8px; height: 2em; } /* introduction special formatting */ /* makes all links unusable */ .intro .building a { color: white; pointer-events: none; cursor: default; } .intro .building .hotkey { display: none; } /* penthouse formatting */ .building .gridWrapper { display: grid; } .building .gridWrapper.grid1 { grid-template-columns: 100%; } .building .gridWrapper.grid2 { grid-template-columns: repeat(2, 50%); } .building .gridWrapper.grid3 { grid-template-columns: repeat(3, 33.3%); } .building .gridWrapper div { display: inline flow-root; line-height: 1.1; padding-bottom: 0.3em; } .building .collapsed { display: inline flow-root; margin: 0 0.2em; } /* border color for each cell */ .building .row .apartments { border-color: limegreen; } .building .row .arcade { border-color: deeppink; } .building .row .brothel { border-color: violet; } .building .row .barracks { border-color: olivedrab; } .building .row .club { border-color: orchid; } .building .row .corporateMarket { border-color: purple; } .building .row .dairy { border-color: white; } .building .row .denseApartments { border-color: seagreen; } .building .row .empty { border-color: lightgray; } .building .row .farmyard { border-color: brown; } .building .row .fsShops { border-color: mediumpurple; } .building .row .manufacturing { border-color: slategray; } .building .row .markets { border-color: mediumorchid; } .building .row .nursery { border-color: deepskyblue; } .building .row .luxuryApartments { border-color: palegreen; } .building .row .pens { border-color: goldenrod; } .building .row .penthouse { border-color: teal; } .building .row .pit { border-color: orangered; } .building .row .private { border-color: red; } .building .row .shops { border-color: thistle; } .building .row .sweatshops { border-color: gray; } .building .row .transportHub { border-color: magenta; } .building .row .weaponsManufacturing { border-color: springgreen; }
MonsterMate/fc
src/003-assets/CSS/arcologyBuilding.css
CSS
mit
2,926
div.card { border-radius: 8px; border-top: 2px #333333; border-left: 2px #333333; border-bottom: 0; border-right: 0; border-style: solid; background-color: #1a1a1a; box-shadow: 10px 10px 5px black; padding: 10px; margin-bottom: 15px; }
MonsterMate/fc
src/003-assets/CSS/cardStyle.css
CSS
mit
246
#init-screen > div.endweek-titleblock { display: block; margin-top: 5%; } div.endweek-maintitle { display: block; margin-bottom: 0.5em; } div.endweek-subtitle { display: block; font-size: smaller; font-weight: lighter; }
MonsterMate/fc
src/003-assets/CSS/endWeekAnim.css
CSS
mit
230
input:invalid{ border-color: #900; background-color: rgba(255, 0, 0, 0.25); } input:focus:invalid { outline: none; } input:out-of-range { background-color: rgba(255, 0, 0, 0.25); border: 2px solid #900; }
MonsterMate/fc
src/003-assets/CSS/general.css
CSS
mit
212
/* general use */ div.grid-2columns-auto { display: grid; grid-template-columns: max-content auto; } /* specific uses */ /* limb selector in limbs.js */ div.limb-selector { display: grid; grid-template-columns: 200px 100px 100px 100px 100px; } div.limb-selector div.full { grid-column-start: 1; grid-column-end: 6; text-align: center; } /* prostheticConfig.tw */ div.eyeContainer { display: grid; grid-template-columns: 80px 50px 70px 50px; } div.buyProsthetics { display: grid; grid-template-columns: 300px 140px 150px 150px; } div.buyProsthetics div.full { grid-column-start: 2; grid-column-end: 5; } div.buyProsthetics div.research { grid-column-start: 3; grid-column-end: 5; text-align: center; }
MonsterMate/fc
src/003-assets/CSS/gridTemplates.css
CSS
mit
722
.textWithTooltip { position: relative; display: inline-block; text-decoration: underline; text-decoration-color: lightblue; } .textWithTooltip .tooltip { visibility: hidden; display: block; font-size: smaller; width: 20em; margin-left: -10em; background-color: rgb(29, 30, 32); text-align: center; border-radius: 3px; padding: 3px; position: absolute; z-index: 1; bottom: 100%; left: 50%; } .textWithTooltip .tooltip ul { margin-left: 5px; margin-right: 0px; padding-left: 10px; padding-right: 0px; text-align: left; } .textWithTooltip .tooltip::after { content: ""; position: absolute; top: 100%; left: 50%; margin-left: -5px; border-width: 5px; border-style: solid; border-color: #555 transparent transparent transparent; } .textWithTooltip:hover .tooltip { visibility: visible; opacity: 1; transition-delay: 0.3s; } ul.choicesStrip { display: inline; list-style-type: none; padding: 0mm; margin-left: 0em; } ul.choicesStrip li { display: inline; } ul.choicesStrip li + li:before { content: " | "; } a.disabled { color: white; pointer-events: none; cursor: default; }
MonsterMate/fc
src/003-assets/CSS/links.css
CSS
mit
1,123
div.quick-links { /* Give quick links as much space as possible, any more and it start looking wrong. */ margin: 0 -7px; /* the last menu link has a bottom outline, make enough space for it */ margin-bottom: 2px; } div.quick-links div.toggle { position: relative; /* so ::before/::after works in relation to this element */ background-color: #444444; cursor: pointer; } div.quick-links div.toggle:hover { background-color: #5f5f5f; } div.quick-links div.toggle::before { font-family: "tme-fa-icons"; position: absolute; left: 5px; content: "\e818"; } div.quick-links div.collapsed div.toggle::before { content: "\e81a"; } div.quick-links div.content { margin: 0 5px; } div.quick-links div.collapsed div.content { display: none } div.quick-links div.menu-link { background-color: #2b2b2b; border: solid #3c3c3c; border-width: 0 2px; margin: 0 2px; /* we cannot detect if an element has something after it, so we just add a shadow to every element. Only for the last element the shadow is not hidden behind another element. */ box-shadow: 0 2px 0 0 #3c3c3c; /* make sure the notification is relative to the correct element */ position: relative; } div.quick-links > div.menu-link:first-child, /* give the very first link an upper border */ div.quick-links div:not(.menu-link):not(.collapsed) + div.menu-link /* give the link directly after an opened toggle an upper border */ { border-top-width: 2px; } /* notification */ div.quick-links div.notification:not(.category)::after /* notification for entry */, div.quick-links div.category.notification.collapsed > div.toggle::after /* notification for category, disable when uncollapsed */ { font-family: "tme-fa-icons"; position: absolute; right: 5px; top: 0; content: "\e80c"; color: yellow; }
MonsterMate/fc
src/003-assets/CSS/quicklinks.css
CSS
mit
1,878
div.slaveSummary { clear: both; } /* slave summary paragraph when "see images" is enabled */ p.si { margin-bottom: 0; margin-top: 0; text-indent: 1.5em; } span.freeAssignment { color: lawngreen; text-decoration: underline; font-weight: bold; } /* Slave Summary Block */ .ssb { margin-right: 2em; } .strong { font-weight: bold; }
MonsterMate/fc
src/003-assets/CSS/slaveList.css
CSS
mit
342
table.wardrobe { text-align: left; border-collapse: separate; border-spacing: 5px; /*border-style: hidden;*/ /*empty-cells: hide;*/ width: 900px } table.wardrobe td { width: 50%; border: 1px solid white; } table.budget { text-align: right; border-collapse: separate; width: 90%; border-style: solid; border-width: 1px; border-color: white; padding: 5px; font-family: "monospace"; } table.budget .colored { background-color: #001700; } table.budget .accordion:not(.closed) .cash { color: gray; } table.budget .accordion > :first-child { position: relative; } table.budget .accordion > :first-child::before { font-family: "tme-fa-icons"; position: absolute; left: 10px; content: "\e81c"; } table.budget .accordion.closed > :first-child::before { content: "\e81e"; }
MonsterMate/fc
src/003-assets/CSS/table.css
CSS
mit
792
div.tab-bar { overflow: hidden; } div.tab-bar button { background-color: var(--button-color); border: solid 2px var(--button-color); color: var(--link-color); float: left; outline: none; cursor: pointer; padding: 1ex 1ex; transition: 0.2s; font-size: large; } div.tab-bar button.card { border-top-left-radius: 15px; border-top-right-radius: 15px; border: none; } div.tab-bar button.card.active { background-color: #1a1a1a; } div.tab-bar button:hover { background-color: var(--button-hover-color); } div.tab-bar button.active { background-color: var(--button-selected-color); color: #c7cedf; } div.tab-bar button.show-warning { /* dumb name, but warning and error already exist */ background-color: #b30000; border-color: #b30000; } div.tab-bar button.show-warning:hover { background-color: #e60000 } div.tab-bar button.show-warning.active { background-color: #4d0000; } div.tab-bar a.active { color: white; pointer-events: none; cursor: default; } .tab-content:not(.noFade) { display: none; padding: 6px 12px; -webkit-animation: fadeEffect 0.3s; animation: fadeEffect 0.3s; } .tab-content.card { border-radius: 0 8px 8px 8px; background-color: #1a1a1a; border: 0; } .tab-content.card .slaveSummary.card { background-color: #252525; } @-webkit-keyframes fadeEffect { from { opacity: 0; } to { opacity: 1; } } @keyframes fadeEffect { from { opacity: 0; } to { opacity: 1; } }
MonsterMate/fc
src/003-assets/CSS/tabs.css
CSS
mit
1,438
(function() { const readOnlySymbol = Symbol("readonly proxy"); globalThis.createReadonlyProxy = function(target) { if (target == null) { return target; } // intentionally == if (target[readOnlySymbol]) { return target; } if (_.isArray(target)) { return new Proxy(target, { get:function(o, prop) { if(prop === readOnlySymbol) { return true; } const val = o[prop]; if (typeof val === 'function') { if (['push', 'unshift', 'pop'].includes(prop)) { return function() { throw Error("Cannot modify a readonly array"); }; } return val.bind(target); } return createReadonlyProxy(val); }, set:function(o, prop, value) { return true; }, deleteProperty:function(o, prop) { return true; } }); } if (_.isObject(target)) { return new Proxy(target, { get:function(o, prop) { if(prop === readOnlySymbol) { return true; } return createReadonlyProxy(o[prop]); }, set:function(o, prop, value) { return true; }, deleteProperty:function(o, prop) { return true; } }); } return target; }; const cheaterSymbol = Symbol("cheating proxy"); globalThis.createCheatProxy = function(target) { if (target == null) { return target; } // intentionally == if (target[cheaterSymbol]) { return target; } if (_.isArray(target)) { return new Proxy(target, { get:function(o, prop) { if(prop === cheaterSymbol) { return true; } const val = o[prop]; if (typeof val === 'function') { if (['push', 'unshift', 'pop'].includes(prop)) { return function(el) { const retval = Array.prototype[prop].apply(o, arguments); // Make sure we set cheater after calling the function State.variables.cheater = 1;// Can't use `V` because it probably points to a proxy. return retval; }; } return val.bind(target); } return createCheatProxy(val); }, set:function(o, prop, value) { o[prop] = value; State.variables.cheater = 1;// Can't use `V` because it probably points to a proxy. return true; }, deleteProperty:function(o, prop) { delete o[prop]; State.variables.cheater = 1;// Can't use `V` because it probably points to a proxy. return true; } }); } if (_.isObject(target)) { return new Proxy(target, { get:function(o, prop) { if(prop === cheaterSymbol) { return true; } return createCheatProxy(o[prop]); }, set:function(o, prop, value) { o[prop] = value; State.variables.cheater = 1; return true; }, deleteProperty:function(o, prop) { delete o[prop]; State.variables.cheater = 1; return true; } }); } return target; }; })(); Object.defineProperty(window, "V", { get: function() { if (window.storyProxy != null) { return window.storyProxy; } return State.variables; } }); // This should be used if the user might use V under normal, non-cheating circumstances but shouldn't be punished for accidentally setting the value. The attempt to make the change will simply be disregarded. globalThis.runWithReadonlyProxy = function(callback) { globalThis.storyProxy = createReadonlyProxy(State.variables); try { return callback(); } finally { globalThis.storyProxy = null; } }; // This should be used if setting values would constitute cheating. For example, a debug view that shows all variables in an editable form; showing isn't cheating, but making a change would be. globalThis.runWithCheatProxy = function(callback) { globalThis.storyProxy = createCheatProxy(State.variables); try { return callback(); } finally { globalThis.storyProxy = null; } };
MonsterMate/fc
src/004-base/000-proxies.js
JavaScript
mit
3,722
App.Arcology.Cell.BaseCell = class extends App.Entity.Serializable { /** * @param {number} owner */ constructor(owner) { super(); /** * 0: private * 1: player * @type {number} */ this.owner = owner; /** * List of classes this cell can be converted to. * Format: "BaseCell" stands for App.Arcology.Cell.BaseCell * Note: The current class needs to be included as well, otherwise converting back is not possible. * @type {string[]} */ this.allowedConversions = []; } /** * @returns {string} */ static get cellName() { return "baseCell"; } /** * @returns {string} */ get colorClass() { return "empty"; } /** * @returns {number} */ get width() { return 1; } /** * @returns {boolean} */ isBaseType() { return true; } renderCell(path, width) { const outerCell = document.createElement("div"); outerCell.classList.add("outerCell"); outerCell.style.width = `${width * this.width}%`; const innerCell = document.createElement("div"); innerCell.classList.add("innerCell"); innerCell.classList.add(this.owner === 1 ? this.colorClass : "private"); innerCell.append(this.cellContent(path)); outerCell.append(innerCell); return outerCell; } /** * @param {Array<number>} path * @returns {Node} */ cellContent(path) { return document.createDocumentFragment(); } /** * @param {App.Arcology.Building} containingBuilding * @returns {Node} */ cellPassage(containingBuilding) { const fragment = document.createDocumentFragment(); const scene = document.createElement("p"); scene.classList.add("scene-intro"); scene.append(this._setting()); if (this.canBeSold()) { scene.append(' ', ownership(this)); } fragment.append(scene); if (this.owner === 1) { const upgrades = document.createElement("p"); upgrades.append(this._body()); fragment.append(upgrades); if (this.allowedConversions.length > 0 && this.isBaseType()) { const p = document.createElement("p"); if (V.rep < 5000) { fragment.append(App.UI.DOM.makeElement("p", "You don't have the reputation required to convert the sector base type.")); } else { for (const ac of this.allowedConversions) { const cellClass = App.Arcology.Cell[ac]; if (!(this instanceof cellClass)) { p.append(this._makeUpgrade(`Convert sector to ${cellClass.cellName}.`, () => { const newCell = new cellClass(1); newCell.allowedConversions = this.allowedConversions; containingBuilding.replaceCell(this, newCell); repX(-5000, "capEx"); }, 50000, "and 5000 reputation as many citizens will lose most of what they own.")); } } } fragment.append(p); } } return fragment; /** * @returns {DocumentFragment} */ function ownership(cell) { const fragment = document.createDocumentFragment(); const A = V.arcologies[0]; const allCells = V.building.findCells(cell => !(cell instanceof App.Arcology.Cell.Filler)); const ownedCells = allCells.filter(cell => cell.owner === 1).length; const oneCellPercentage = ((1 / allCells.length) * 100).toPrecision(3); const price = 1000 * Math.trunc(A.prosperity * (1 + (A.demandFactor / 100))); if (cell.owner === 1) { fragment.append(`Selling this sector would relinquish a ${oneCellPercentage}% interest in ${A.name}. Such an interest is worth ${cashFormat(price)}.`); if (ownedCells > 1) { const span = document.createElement("span"); span.classList.add("clear-formatting"); span.append(App.UI.DOM.passageLink("Sell", "Main", () => { cashX(price, "capEx"); App.Arcology.updateOwnership(); A.demandFactor -= 20; cell.owner = 0; })); fragment.append(" ", span); } } else { fragment.append(`You will have to acquire an additional ${oneCellPercentage}% interest in ${A.name} to take control of this sector. Such an interest is worth ${cashFormat(price)} and will require a transaction cost of ${cashFormat(10000)} to acquire for a total cost of ${cashFormat(price + 10000)}.`); const availableCells = allCells.length * ((100-A.minority)/100) - ownedCells; if (availableCells >= 1) { const buySpan = document.createElement("span"); buySpan.classList.add("clear-formatting"); buySpan.append(App.UI.DOM.passageLink("Buy", "Main", () => { cashX(-(price + 10000), "capEx"); A.demandFactor += 20; App.Arcology.updateOwnership(); cell.owner = 1; })); fragment.append(" ", buySpan); if (V.rep >= 18000) { const repDiv = document.createElement("div"); repDiv.classList.add("clear-formatting"); const repPrice = Math.clamp(price / 2, 0, 18000); repDiv.append("You have so much political capital that you can spend reputation to acquire ownership by spending reputation. ", App.UI.DOM.passageLink("Use reputation", "Main", () => { repX(-(repPrice), "capEx"); A.demandFactor += 20; App.Arcology.updateOwnership(); cell.owner = 1; })); fragment.append(repDiv); } } else { fragment.append("Too much of the arcology is owned by a single minority holder for you to force a purchase of this sector right now. Your control of the arcology should naturally resolve this situation in a few weeks."); } } return fragment; } } /** * @returns {string|Node} * @protected */ _setting() { return "baseCell"; } /** * @returns {Node} * @protected */ _body() { return document.createDocumentFragment(); } /** * @param {string} name * @param {function(): void} action * @param {number} cost * @param {string} [note] * @param {Node} [domNote] * @returns {HTMLDivElement} * @protected */ _makeUpgrade(name, action, cost, note, domNote) { const div = document.createElement("div"); div.append(App.UI.DOM.passageLink(name, "Main", () => { cashX(-cost, "capEx"); action(); })); if (cost > 0 || note === undefined) { note = ` Costs ${cashFormat(cost)}${note !== undefined ? ` ${note}` : ""}.`; } App.UI.DOM.appendNewElement("span", div, note, "detail"); if (domNote !== undefined) { div.append(domNote); // this only exists for the farmyard, remove once that is out of alpha } return div; } /** * @returns {boolean} */ canBeSold() { return false; } static _cleanupConfigScheme(config) { super._cleanupConfigScheme(config); // BC code } /** @return {App.Arcology.Cell.BaseCell} */ clone() { return new App.Arcology.Cell.BaseCell(this.owner)._init(this); } get className() { return "App.Arcology.Cell.BaseCell"; } };
MonsterMate/fc
src/004-base/arcologyBuilding.js
JavaScript
mit
6,694
App.Data.FacilityDesc = class { constructor() { /** Base name for state variables */ this.baseName = ""; /** Generic name for UI (Brothel, Club, etc.) * If null, baseName is used instead */ this.genericName = ""; /** @type {Object.<string, FC.Data.JobDesc>} */ this.jobs = {}; this.defaultJob = ""; /** @type {FC.Data.ManagerJobDesc} */ this.manager = null; } }; App.Data.Facilities = {}; App.Entity.Facilities = {}; App.Entity.Facilities.Job = class { constructor() { /** @type {FC.Data.JobDesc} */ this.desc = null; /** @type {App.Entity.Facilities.Facility} */ this.facility = null; } /** * Does slave meet the requirements for this job * @param {App.Entity.SlaveState} slave * @returns {string[]} */ checkRequirements(slave) { let r = []; if (this.desc.publicSexUse && (slave.breedingMark === 1 && V.propOutcome === 1 && V.eugenicsFullControl !== 1 && V.arcologies[0].FSRestart !== "unset")) { r.push(`${slave.slaveName} is for private use only.`); } if (!this.desc.fuckdollAccepted && slave.fuckdoll > 0) { r.push(`Fuckdolls can't ${this.desc.assignment} at ${this.facility.name}.`); } if (!this.desc.broodmotherAccepted && slave.preg > 37 && slave.broodmother === 2) { r.push(`Birthing broodmothers can't ${this.desc.assignment}.`); } return r; } /** * Can slave be employed at this position * @param {App.Entity.SlaveState} slave * @returns {string[]} */ canEmploy(slave) { if (this.isEmployed(slave)) { return [`${slave.slaveName} is already assigned to ${this.desc.assignment} at ${this.facility.name}.`]; } if (!this._facilityHasFreeSpace) { return [`Capacity of ${this.facility.name} exceeded.`]; } if (slave.assignment === this.desc.assignment) { return [`${slave.slaveName} is already assigned to ${this.desc.assignment}.`]; } return this.checkRequirements(slave); } /** * Is slave with the given ID already assigned to this job * @param {number} id * @returns {boolean} */ hasEmployeeWithId(id) { return this.employeesIDs().has(id); } /** * Is slave already assigned to this job * @param {App.Entity.SlaveState} slave * @returns {boolean} */ isEmployed(slave) { return this.hasEmployeeWithId(slave.ID); } /** * @callback assignmentCallback * @param {App.Entity.SlaveState} slave the slave whose assignment changes * @param {FC.Assignment} assignment new assignment * @returns {void} */ /** * Returns link text for the penthouse assignment * @param {number} ID slave ID * @param {string} [passage] passage to go to * @param {assignmentCallback} [callback] * @param {string} [linkText] * @returns {HTMLAnchorElement} */ assignmentLinkElement(ID, passage, callback, linkText) { linkText = linkText || this.desc.position; return App.UI.DOM.assignmentLink(slaveStateById(ID), this.desc.assignment, passage, callback, linkText); } /** * all slaves that are employed at this job * @returns {App.Entity.SlaveState[]} */ employees() { return [...this.employeesIDs()].map(id => slaveStateById(id)); } /** * IDs for all slaves that are employed at this job * @returns {Set<number>} */ employeesIDs() { return V.JobIDMap[this.desc.assignment]; } /** * assignment string but the generic facility name replaced with its in-game name */ get assignment() { return this.desc.assignment.replace("the " + this.facility.desc.baseName, this.facility.name); } /** * Tests if slave is broken enough * @protected * @param {App.Entity.SlaveState} slave * @param {number} [pureDevotion=50] Minimal devotion level to pass test with any trust * @param {number} [devotion=-50] Minimal devotion for slaves with enough fear * @param {number} [trust=-21] Maximal trust (i.e. minimal fear) for the less devotional (see above) * @param {number} [pureFear=-51] Maximal low trust to pass test with any devotion (because of the fear) * @param {number} [pureTrust=101] Minimal high trust level to pass test without devotion * @returns {boolean} */ static _isBrokenEnough(slave, pureDevotion, devotion, trust, pureFear, pureTrust) { if ((slave.devotion < (pureDevotion || 50)) && (slave.trust < (pureTrust || 101)) && (slave.trust > (pureFear || -51)) && ((slave.devotion <= (devotion || -51)) || (slave.trust >= (trust || -21)))) { return false; } return true; } /** * @protected * Standard message that slave is not broken enough * @param {App.Entity.SlaveState} slave * @returns {string} */ static _stdBreakageMessage(slave) { return `${slave.slaveName} must be either more fearful of you or devoted to you.`; } /** @protected */ get _facilityHasFreeSpace() { return this.facility.hasFreeSpace; } }; App.Entity.Facilities.ManagingJob = class extends App.Entity.Facilities.Job { constructor() { super(); /** @type {FC.Data.ManagerJobDesc} */ this.desc = null; } /** * Can slave be employed at this position * @param {App.Entity.SlaveState} slave * @returns {string[]} */ checkRequirements(slave) { let r = super.checkRequirements(slave); if (slave.devotion < this.desc.requiredDevotion) { r.push(`${slave.slaveName} must be more devoted to you.`); } if (this.desc.shouldWalk && !canWalk(slave)) { r.push(`${slave.slaveName} must be able to walk.`); } if (this.desc.shouldHold && !canHold(slave)) { r.push(`${slave.slaveName} must be able to hold on to objects.`); } if (this.desc.shouldSee && !canSee(slave)) { r.push(`${slave.slaveName} must have working eyes.`); } if (this.desc.shouldHear && !canHear(slave)) { r.push(`${slave.slaveName} must be able to hear.`); } if (this.desc.shouldTalk && !canTalk(slave)) { r.push(`${slave.slaveName} must be able to talk.`); } if (this.desc.shouldThink && slave.fetish === "mindbroken") { r.push(`${slave.slaveName} must possess cognition.`); } return r; } /** * Returns true if slave has enough applicable skill or career * @param {App.Entity.SlaveState} slave * @returns {boolean} */ slaveHasExperience(slave) { return (this.desc.skill !== null && slave.skill[this.desc.skill] >= V.masteredXP) || (typeof slave.career === 'string' && this.desc.careers.includes(slave.career)); } /** @returns {App.Entity.SlaveState} */ get currentEmployee() { const employees = this.employees(); return employees.length > 0 ? employees[0] : null; } /** @protected */ get _facilityHasFreeSpace() { return true; } /** @returns {string} */ get positionAbbreviation() { return this.desc.positionAbbreviation || "L"; } }; App.Entity.Facilities.Facility = class { /** * @param {FC.Data.FacilityDesc} desc defines state variable for this facility * @param {Object.<string, App.Entity.Facilities.Job>} [jobs] job object that are not default * @param {App.Entity.Facilities.ManagingJob} [manager] */ constructor(desc, jobs, manager) { this.desc = desc; jobs = jobs || {}; /** @private @type {Object.<string, App.Entity.Facilities.Job>} */ this._jobs = {}; for (const jn in this.desc.jobs) { if (jobs[jn] !== undefined) { this._jobs[jn] = jobs[jn]; } else { this._jobs[jn] = this._createJob(jn); } this._jobs[jn].facility = this; this._jobs[jn].desc = desc.jobs[jn]; } if (manager === undefined) { // default manager job implementation manager = (this.desc.manager !== null) ? new App.Entity.Facilities.ManagingJob() : null; } /** @private */ this._manager = manager; if (this._manager !== null) { this._manager.facility = this; this._manager.desc = this.desc.manager; } } /** Facility display name * @returns {string} */ get name() { const stateObj = V[this.desc.baseName]; const res = (stateObj && typeof stateObj === "object") ? stateObj.name : V[this.desc.baseName + "Name"]; return res !== undefined ? res : 'the ' + this.genericName; } /** @returns {string} */ get nameCaps() { return capFirstChar(this.name); } /** @returns {string} */ get UIName() { return capFirstChar(this.genericName); } /** Facility generic name ("Brothel", "Schoolroom", etc.) * @returns {string} */ get genericName() { return this.desc.genericName !== null ? this.desc.genericName : capFirstChar(this.desc.baseName); } /** All jobs at this facility * @returns {string[]} */ get jobsNames() { return Object.keys(this.desc.jobs); } /** * Returns job description * @param {string} [name] job name; the default job will be used if omitted * @returns {App.Entity.Facilities.Job} */ job(name) { return this._jobs[name || this.desc.defaultJob]; } get jobs() { return Object.values(this._jobs); } get manager() { return this._manager; } /** Facility slave capacity * @returns {number} */ get capacity() { return (typeof V[this.desc.baseName] === "object") ? V[this.desc.baseName].capacity : V[this.desc.baseName]; } get established() { return this.capacity > 0; } /** Number of already hosted slaves * @returns {number} */ get hostedSlaves() { return this.jobs.reduce((acc, job) => { return acc + job.employeesIDs().size; }, 0); } /** * Count of employees plus manager altogether * @returns {number} */ get totalEmployeesCount() { return this.hostedSlaves + ((this.manager && this.manager.currentEmployee) ? 1 : 0); } /** * @returns {number} count of non slave occupants (e.g. bioreactors in the dairy) */ get nonEmployeeOccupantsCount() { return 0; } /** * @returns {number} total count of facility places taken by employees and other beings (e.g. bioreactors in the dairy) */ get totalOccupants() { return this.hostedSlaves + this.nonEmployeeOccupantsCount; } get hasEmployees() { return this.jobs.some(j => j.employeesIDs().size > 0); } get hasFreeSpace() { return this.capacity > this.totalOccupants; } get freeSpace() { return this.capacity > 0 ? this.capacity - this.totalOccupants : 0; } /** * @param {string} name * @returns {number} */ option(name) { return (typeof V[this.desc.baseName] === "object") ? V[this.desc.baseName][name] : V[this.desc.baseName + name]; } /** * @param {string} name * @returns {number} */ upgrade(name) { return this.option("Upgrade" + name); } /** * Can this facility host the given slave * @param {App.Entity.SlaveState} slave * @param {string} [job] * @returns {string[]} array with rejection reasons. Slave can be hosted if this is empty. */ canHostSlave(slave, job) { job = job || this.desc.defaultJob; const j = this.job(job); if (j === undefined) { if (this.jobs.length === 0) { const err = `${this.genericName} facility has no jobs for slaves`; console.warn(err); return [err]; } else { console.warn(`Can't find job ${job} at ${this.name}.`); // eslint-disable-line no-console } } // if there are more than one job at this facility, test them too if (Object.keys(this.desc.jobs).length > 1 && this.isHosted(slave)) { return [`${slave.slaveName} is already assigned to ${slave.assignment} at ${this.name}.`]; } return j.canEmploy(slave); } /** * Does the given slave work at this facility * @param {App.Entity.SlaveState} slave * @returns {boolean} */ isHosted(slave) { return this.jobs.some(job => job.isEmployed(slave)); } /** * Returns link text for the job assignments * @param {number} ID slave ID * @param {string} [job] generate link only for this job * @param {string} [passage] * @param {assignmentCallback} [callback] * @returns {HTMLElement[]} */ assignmentLinkElements(ID, job, passage, callback) { /** @type {App.Entity.SlaveState} */ const slave = slaveStateById(ID); const jobs = job === undefined ? this._jobs : {job: this._jobs[job]}; let res = []; for (const jn in jobs) { const j = jobs[jn]; let rejects = j.canEmploy(slave); if (rejects.length === 0) { res.push(j.assignmentLinkElement(ID, passage, callback)); } else { res.push(App.UI.DOM.disabledLink(j.desc.position, rejects)); } } return res; } /** * Returns link text for the facility transfer * @param {number} ID slave ID * @param {string} [job] transfer to this job (uses default job if this is undefined) * @param {string} [passage] * @param {assignmentCallback} [callback] * @returns {HTMLElement} */ transferLinkElement(ID, job, passage, callback) { job = job || this.desc.defaultJob; return this._jobs[job].assignmentLinkElement(ID, passage, callback, this.genericName); } /** * all slaves that are employed at this job * @returns {App.Entity.SlaveState[]} */ employees() { const jobArray = this.jobs; if (jobArray.length === 1) { return jobArray[0].employees(); } return V.slaves.filter(s => jobArray.some(j => j.isEmployed(s))); } /** * IDs for all slaves that are employed at this facility (excluding the manager) * @returns {Set<number>} */ employeesIDs() { const jobArray = Object.values(this._jobs); if (jobArray.length === 1) { return this.job().employeesIDs(); } const res = new Set(); for (const j of jobArray) { const ids = j.employeesIDs(); for (const id of ids) { res.add(id); } } return res; } /** * @param {boolean} long * @returns {string} */ occupancyReport(long) { if (this.jobs.length === 0) { return this.manager && this.manager.currentEmployee ? this.manager.positionAbbreviation : ""; } const nonEmployees = this.nonEmployeeOccupantsCount; const managerStr = this.manager && this.manager.currentEmployee ? ( long ? `, ${this.manager.desc.position}` : `, ${this.manager.positionAbbreviation}`) : ""; const slavesStr = long ? ` ${this.job().desc.position}${this.capacity !== 1 ? 's' : ''}` : ""; return `${this.hostedSlaves}${nonEmployees ? `+${nonEmployees}` : ""}/${this.capacity}${slavesStr}${managerStr}`; } /** * @protected * @param {string} jobName * @returns {App.Entity.Facilities.Job} */ _createJob(jobName) { /* eslint-disable-line no-unused-vars*/ return new App.Entity.Facilities.Job(); } }; /** * Job for a facility with a single job option */ App.Entity.Facilities.FacilitySingleJob = class extends App.Entity.Facilities.Job { /** * @param {number} ID slave ID * @param {string} [targetPassage] passage to go to * @param {assignmentCallback} [callback] * @param {string} [linkText] * @returns {HTMLAnchorElement} */ assignmentLinkElement(ID, targetPassage, callback, linkText) { linkText = linkText || this.desc.position; return App.UI.DOM.assignmentLink(slaveStateById(ID), this.desc.assignment, "", (slave, assignment) => { if (callback) { callback(slave, assignment); } assignmentTransition(slave, assignment, targetPassage || passage()); }, linkText); } }; App.Entity.Facilities.SingleJobFacility = class extends App.Entity.Facilities.Facility { /** * @param {FC.Data.FacilityDesc} desc defines state variable for this facility * @param {Object.<string, App.Entity.Facilities.Job>} [jobs] job object that are not default * @param {App.Entity.Facilities.ManagingJob} [manager] */ constructor(desc, jobs, manager) { super(desc, jobs, manager); if (this.jobs.length !== 1) { throw `SingleJobFacility accepts only a single job, but ${this.jobs.length} were provided`; } this._job = this.job(); // cache the only job } /** * @override * @protected * @returns {App.Entity.Facilities.FacilitySingleJob} */ _createJob() { return new App.Entity.Facilities.FacilitySingleJob(); } get facilityJob() { return this._job; } }; /** Instances of all facility objects */ App.Entity.facilities = {};
MonsterMate/fc
src/004-base/facility.js
JavaScript
mit
15,663
App.Medicine.OrganFarm.Organ = class { /** * @param {Object} params * @param {string} params.type - unique type of organ, used as key * @param {string} params.name - display name * @param {string|function(App.Entity.SlaveState):string} [params.tooltip] - full sentence, uncapitalized and unpunctuated * @param {number} params.cost - how much it costs to grow the organ * @param {number} params.time - how long it takes to grow the organ (without upgrades) * @param {function(App.Entity.SlaveState):boolean} [params.canGrow] * @param {string[]} [params.dependencies] - organs that are implanted first if possible, use type of other organs as values * @param {App.Medicine.OrganFarm.OrganImplantAction[]} [params.actions] * @param {boolean} [params.displayMultipleActions=false] allow multiple implant links to be displayed */ constructor({ type, name, tooltip = "", cost, time, canGrow = () => true, dependencies = [], displayMultipleActions = false, actions = [] }) { this.type = type; this.name = name; this.tooltip = tooltip; this.cost = cost; this.time = time; /** @type {function(App.Entity.SlaveState):boolean} */ this.canGrow = canGrow; /** @type {string[]} */ this.dependencies = dependencies; this.displayMultipleActions = displayMultipleActions; /** @type {App.Medicine.OrganFarm.OrganImplantAction[]} */ this.implantActions = actions; App.Medicine.OrganFarm.Organs[type] = this; } }; App.Medicine.OrganFarm.OrganImplantAction = class { /** * @param {object} params * @param {string} params.name - display name * @param {string} [params.tooltip] - full sentence, uncapitalized and unpunctuated * @param {number} params.healthImpact * @param {string} params.surgeryType - for use with surgery degradation * @param {boolean} [params.autoImplant] * @param {function(App.Entity.SlaveState):boolean} params.canImplant * @param {function(App.Entity.SlaveState):string} params.implantError - message to show if this action cannot be used * @param {function(App.Entity.SlaveState):void} params.implant */ constructor({ name, tooltip = "", healthImpact, surgeryType, autoImplant = true, canImplant, implantError, implant }) { this.name = name; this.tooltip = tooltip; this.healthImpact = healthImpact; this.surgeryType = surgeryType; this.autoImplant = autoImplant; /** * True if this action can implant the organ * @type {function(App.Entity.SlaveState):boolean} */ this.canImplant = canImplant; /** * Error message if the organ cannot be implanted. * @type {function(App.Entity.SlaveState):string} */ this.implantError = implantError; /** * Implant the organ * @type {function(App.Entity.SlaveState):void} */ this.implant = implant; } };
MonsterMate/fc
src/004-base/organFarmBase.js
JavaScript
mit
2,773
App.SpecialSlavesProxy = class SpecialSlavesProxy { constructor() { } get Attendant() { return slaveStateById(V.AttendantID); } get Bodyguard() { return slaveStateById(V.BodyguardID); } get Concubine() { return slaveStateById(V.ConcubineID); } get DJ() { return slaveStateById(V.djID); } get Farmer() { return slaveStateById(V.FarmerID); } get HeadGirl() { return slaveStateById(V.HeadGirlID); } get Lurcher() { return slaveStateById(V.LurcherID); } get Madam() { return slaveStateById(V.MadamID); } get Matron() { return slaveStateById(V.MatronID); } get Milkmaid() { return slaveStateById(V.MilkmaidID); } get Nurse() { return slaveStateById(V.NurseID); } get Recruiter() { return slaveStateById(V.RecruiterID); } get Schoolteacher() { return slaveStateById(V.SchoolteacherID); } get Stewardess() { return slaveStateById(V.StewardessID); } get Stud() { return slaveStateById(V.StudID); } get Wardeness() { return slaveStateById(V.WardenessID); } get activeSlave() { return V.activeSlave; } }; globalThis.S = new App.SpecialSlavesProxy();
MonsterMate/fc
src/004-base/specialSlavesProxy.js
JavaScript
mit
1,112
App.Corporate.InitConstants = function() { App.Corporate.payoutMinimumCash = 1000000; App.Corporate.payoutCorpValueMultiplier = 0.05; App.Corporate.dividendOptions = [0.75, 0.5, 0.25, 0.1, 0.05]; App.Corporate.stockSplits = [ { 'newStocks': 3, 'oldStocks': 2, 'weeks': 1, 'cost': 7.5 }, { 'newStocks': 2, 'weeks': 1, 'cost': 10 }, { 'newStocks': 3, 'weeks': 2, 'cost': 12.5 }, { 'newStocks': 4, 'weeks': 3, 'cost': 15 }, { 'oldStocks': 4, 'weeks': 1, 'cost': 15 }, { 'oldStocks': 10, 'weeks': 2, 'cost': 25 }, ]; /* center/range object: The center value is the average or center value of the property, while range is the value range (centered on center). So if center is 1 and range is 0.5, the value can be anything from 0.75 to 1.25. == Base == id: The variable ID for identifying the department. name: The display name of the department. focusDescription: The descriptive phrase of what the department does: The department focuses on {breaking slaves}. sizeCost: How much a single development of the department costs in thousands. maintenance: (object) Defines the amount paid each week. linear: How much a single development costs to maintain each week in thousands. quadratic: Development maintenance increases quadratically; this is the multiplier on the squared development component. category: Which division maintenance category this division belongs to. Multiple divisions in a category increase overhead costs exponentially. founding: (object) Defines information regarding the founding of the division. corporateCash: Defines how much it costs the player to *found the corporation* with this department with a 2-to-1 split, in thousands. This will be the corporation's starting cash, from which the development and slaves will be purchased. startingSize: How developed the department is upon founding, including how many active slaves the department starts with (Note that acquiring divisions don't start with slaves) merger: A list of companies that can be purchased during the merger event. The event will collect all of these company objects associated with owned divisions and pick some at random. name: The generic name of the company that is being purchased. This will have "the" put in front of it, so it must fit with the sentence "The {name} will be bought." cost: How much, in thousands, it will cost to purchase this company. Default: 50. text: An object with the flavor text of the event. trouble: A description of the company and its troubles. Will be in the sentence "The first company is {trouble}" acquire: The text that will be shown when the player chooses to acquire the company. Will be in the sentence "You acquire the {name}{acquire}". result: The functional result of acquiring this company. development: The number of developments that will be added to this division. slaves: the number of activeSlaves that will be added to this division. If the division doesn't have enough room to store them you will have to purchase more development by the end of the week or they will be sold off. *WARNING* Do not provide this property if the division cannot have activeSlave set (Acquiring divisions, for example) == Acquiring == An acquiring division generates new slaves. It can always sell to the market but cannot buy from the market. slaveValue: How much value is added to a slave when it becomes a Held slave. acquiring: (center/range) The percentage of development that can acquire a slave each week. mercenaryHelp: (object) If present, defines how and when your mercenaries (not SF) assist this division in acquiring slaves. level: What level the mercenaries must be above in order to assist. cost: How much each level of mercenary above level costs the department for this assistance, in thousands. nextDivision: (list) The ids of the divisions that acquired slaves can be sent directly to. Note that if any of these divisions can send slaves to a listed division, that division will block this division from sending to it. For example, if A->[B,C] and B->C, then A->C can only happen if B *has not* been founded. Once B is founded, slaves from A must proceed A->B->C and cannot skip to C. ==Processing== A processing division enhances the value of slaves. It can always buy from the market and sell to the market. addedValue: How much value is added to a slave when it becomes a Held slave. processing: (center/range) The percentage of active slaves that become held slaves each week. slaveProcessType: (text object) The verb used for the completion of the processing done on slaves. It will be used to explain when a slave moves from processed to held. present: The department can {break} 5 slaves. past:The department {broke} 5 slaves. slaveProcessDescription: The descriptive phrase for what sort of processing is being done to the division's slaves. present: the department is {breaking} 5 slaves. future: the department will {break} 5 slaves. past: Over the past week, the department {broke} 5 slaves. market: The department bought {fresh slaves} from the market. nextDivision: (list) The ids of the divisions that improved slaves can be sent directly to. Note that if any of these divisions can send slaves to a listed division, that division will block this division from sending to it. For example, if A->[B,C] and B->C, then A->C can only happen if B *has not* been founded. Once B is founded, slaves from A must proceed A->B->C and cannot skip to C. ==Working== A working division produces revenue by working slaves. It can always buy from the market but cannot sell to the market. attrition: (center/range) The percentage of active slaves that become no longer workable revenue: (center/range) The amount of money generated by a slave. slaveProcessDescription: The descriptive phrase for what sort of work is being done by the division's slaves and how they are removed from the workforce. present: the department is {exploiting} 5 slaves. future: the department will {exploit} 5 slaves. past: Over the past week, the department {wore out} 5 slaves. market: The department bought {menials} from the market. */ App.Corporate.divisionList = [ new App.Corporate.Division.Acquiring( { 'id': 'Extra', 'name': 'Extralegal Enslavement', 'focusDescription': 'capturing and enslaving prisoners', 'sizeCost': 20, 'slaveValue': 10, 'acquiring': { 'center': 1, 'range': 0.8, }, 'maintenance': { 'linear': 7.5, 'quadratic': 5, 'category': 'acquisition', }, 'founding': { 'corporateCash': 100, }, 'mercenaryHelp': { 'level': 2, 'cost': 0.05 }, 'nextDivision': [ "Break", "Arcade" ], 'merger': [ { 'name': 'mercenary company', 'cost': 50, 'text': { 'trouble': 'a troubled mercenary company. After a spate of failed operations, the rank and file deposed their management and are now looking to merge with a better-run organization. The old leadership did not engage in enslavement activities, but the mercenaries have decided to turn their talents towards slaving for profit in conflict zones.', 'acquire': ' and ease their transition to conflict zone slaving.' }, 'result': { 'development': 5 } } ] }), new App.Corporate.Division.Acquiring( { 'id': 'Legal', 'name': 'Legal Enslavement', 'focusDescription': 'legal enslavement', 'sizeCost': 25, 'slaveValue': 15, 'acquiring': { 'center': 1, 'range': 0.5, }, 'maintenance': { 'linear': 12, 'quadratic': 6, 'category': 'acquisition', }, 'founding': { 'corporateCash': 125, }, 'nextDivision': [ "Train", "Menial", "Surgery" ], 'merger': [ { 'name': 'telemarketing firm', 'cost': 50, 'text': { 'trouble': 'an old world telemarketing firm. In an attempt to survive in the changing economy, it turned its focus towards convincing desperate, ignorant, or stupid people from the old world to accept voluntary enslavement, through a variety of entrapment procedures. It failed to make the transition successfully, but you could certainly continue its operations under your aegis.', 'acquire': ' and clean out the deadwood, getting the business in Free Cities shape.' }, 'result': { 'development': 5 } } ] }), new App.Corporate.Division.Processing( { 'id': 'Break', 'name': 'Slave Breaking', 'focusDescription': 'breaking slaves', 'sizeCost': 10, 'addedValue': 5, 'processing': { 'center': 0.3, 'range': 0.3, }, 'maintenance': { 'linear': 0.45, 'quadratic': 0.6, 'category': 'processing', }, 'founding': { 'corporateCash': 25, }, 'slaveProcessType': { 'present': 'break', 'past': 'broke' }, 'slaveProcessDescription': { 'present': 'attempting to break', 'future': 'break', 'past': 'broken', 'market': { single: 'slave that needs breaking', plural: 'slaves that need breaking' } }, 'nextDivision': [ "Train", "Menial", "Surgery" ], 'merger': [ { 'name': 'slave breaking facility', 'cost': 50, 'text': { 'trouble': 'a small slave breaking firm. Despite a great need for obedient slaves the owner of this little establishment was unable to turn a profit. The facility has everything a respecting slave breaking could ever need, it seems the owner simply lacked the right character to apply effective breaking techniques. Your corporation knows perfectly well what it takes to achieve obedience and the assets can be put to great use.', 'acquire': ' and staff it with qualified personnel to make use of the new assets.' }, 'result': { 'development': 5, 'slaves': 5 } } ] }), new App.Corporate.Division.Processing( { 'id': 'Surgery', 'name': 'Slave Modifications', 'focusDescription': 'physical slave modifications', 'sizeCost': 20, 'addedValue': 8, 'processing': { 'center': 0.5, 'range': 0.2, }, 'maintenance': { 'linear': 2.4, 'quadratic': 1, 'category': 'processing', }, 'founding': { 'corporateCash': 55, }, 'slaveProcessType': { 'present': 'modify', 'past': 'finished working on' }, 'slaveProcessDescription': { 'present': 'working on', 'future': 'work on', 'past': 'improved', 'market': { single: 'slave that could use some work done to their body', plural: 'slaves that could use some work done to their bodies' } }, 'nextDivision': [ "Train", "Dairy" ], 'merger': [ { 'name': 'medical clinic', 'cost': 50, 'text': { 'trouble': "a small medical clinic. Medical malpractice continues to be a major source of trouble for surgeons in the old world. A plastic surgeon has just suffered defeat in a major legal case over implant ruptures. He's looking to make the transition to a more enlightened area, along with his inventory and staff.", 'acquire': " and the surgeon decides to retire on the proceeds of the sale, wishing your corporation well. It was a smart decision; he can retire to the Free Cities on that sum of money, and remote surgery is killing surgeons' wages." }, 'result': { 'development': 3, 'slaves': 3 } } ] }), new App.Corporate.Division.Processing( { 'id': 'Train', 'name': 'Slave Training', 'focusDescription': 'training slaves', 'sizeCost': 25, 'addedValue': 11, 'processing': { 'center': 0.2, 'range': 0.3, }, 'maintenance': { 'linear': 0.7, 'quadratic': 1, 'category': 'processing', }, 'founding': { 'corporateCash': 50, }, 'slaveProcessType': { 'present': 'train', 'past': 'trained' }, 'slaveProcessDescription': { 'present': 'training', 'future': 'train', 'past': 'trained', 'market': { single: 'slave that needs slave training', plural: 'slaves that need slave training' } }, 'nextDivision': [ "Whore" ], 'merger': [ { 'name': 'slave training firm', 'cost': 50, 'text': { 'trouble': "a small slave training firm. Slave training is a notoriously difficult business, since the maturation times on the merchandise can be extremely long, and the improvement in price can be marginal if the training does not prove highly successful. There's nothing inherently wrong with the business, they've simply hit a cash flow bottleneck and need to merge with a cash-rich organization like yours.", 'acquire': ". The previous owners are happy they'll be able to continue operations under the aegis of a better-run, richer corporation." }, 'result': { 'development': 3, 'slaves': 3 } } ] }), new App.Corporate.Division.Working( { 'id': 'Arcade', 'name': 'Sex Arcades', 'focusDescription': 'operating sex arcades', 'sizeCost': 5, 'attrition': { 'center': 0.05, 'range': 0.2, }, 'maintenance': { 'linear': 0.2, 'quadratic': 0.125, 'category': 'working', }, 'revenue': { 'center': 1000, 'range': 0.1 }, 'founding': { 'corporateCash': 15, 'startingSize': 20, }, 'slaveWorkDescription': { 'present': 'exploiting', 'future': 'exploit', 'past': 'wore out', 'market': 'fresh slave' }, 'merger': [ { 'name': 'café', 'cost': 50, 'text': { 'trouble': "a quaint maid café. The prime location together with a popular concept should make for a bustling business and yet the owner is looking to get out of the business hoping to salvage some of his savings. Sadly there was a lack of capital to employ attractive servant slave maids. While someone might very well be more than willing to come in and invest in some better slaves, the place is so cheap you could easily replace the furniture and use the current assets to create a new arcade location for your corporation instead.", 'acquire': ". The old owner wishes his slaves luck under the new management, not knowing your plans for the place. A new sex arcade under your corporate umbrella will open shortly." }, 'result': { 'development': 5, 'slaves': 5 } } ] }), new App.Corporate.Division.Working( { 'id': 'Menial', 'name': 'Menial Services', 'focusDescription': 'offering menial services', 'sizeCost': 6.5, 'attrition': { 'center': 0.05, 'range': 0.2, }, 'maintenance': { 'linear': 0.2, 'quadratic': 0.1, 'category': 'working', }, 'revenue': { 'center': 1250, 'range': 0.2 }, 'founding': { 'corporateCash': 20, 'startingSize': 20, }, 'slaveWorkDescription': { 'present': 'exploiting', 'future': 'exploit', 'past': 'wore out', 'market': 'menial slave' }, 'merger': [ { 'name': 'slaveholding firm', 'cost': 50, 'text': { 'trouble': "a minor slaveholding company. A major deal with a troubled government just fell through, and they had depended on it going through to an unwise degree. They need to merge with a larger slaving concern immediately, but there's nothing at all wrong with their significant inventory of slaves.", 'acquire': ", cash out its hapless staff, and absorb its stock into your corporation." }, 'result': { 'development': 5, 'slaves': 5 } } ] }), new App.Corporate.Division.Working( { 'id': 'Dairy', 'name': 'Dairy', 'focusDescription': 'milking slaves', 'sizeCost': 15, 'attrition': { 'center': 0.05, 'range': 0.2, }, 'maintenance': { 'linear': 0.85, 'quadratic': 0.4, 'category': 'working', }, 'revenue': { 'center': 3000, 'range': 0.2 }, 'founding': { 'corporateCash': 25, }, 'slaveWorkDescription': { 'present': 'milking', 'future': 'milk', 'past': 'ran dry', 'market': 'cow' }, 'merger': [ { 'name': 'farm', 'cost': 50, 'text': { 'trouble': "a dairy farm. Why a conventional dairy farm popped up as target confused you for a moment, but it quickly became clear the entire family was so deep in debt it would be a no brainer to buy the farm and start milking the farmer's large-uddered daughters as a great addition to your corporate dairy.", 'acquire': " and your new slaves for the corporation. The family is not happy with your plans, but their approval is not required, you care only for their fluids." }, 'result': { 'development': 3, 'slaves': 3 } } ] }), new App.Corporate.Division.Working( { 'id': 'Whore', 'name': 'Escort Service', 'focusDescription': 'whoring out slaves', 'sizeCost': 20, 'attrition': { 'center': 0.05, 'range': 0.2, }, 'maintenance': { 'linear': 0.7, 'quadratic': 0.25, 'category': 'working', }, 'revenue': { 'center': 3000, 'range': 0.1 }, 'founding': { 'corporateCash': 50, }, 'slaveWorkDescription': { 'present': 'whoring out', 'future': 'whore out', 'past': 'lost their appeal', 'market': 'trained whore' }, 'merger': [ { 'name': 'brothel', 'cost': 50, 'text': { 'trouble': "a little brothel. With slave whores becoming the dominant force in sexual services the current madam lost her passion for the business. She's getting up there in age and has run a tight ship for many years so she deemed it the right time to bow out. All you need to do to add a new brothel location for your corporation is sign at the dotted line before anyone else has a chance to bite.", 'acquire': " before anyone else can make an offer. The madam is surprised by your speed, but happily signs over the brothel." }, 'result': { 'development': 3, 'slaves': 3 } } ] }) ]; // divisionCategoriesList: Division maintenance categories are used to calculate the overhead that occurs from having multiple divisions within the same category. // id: The identifier that will be used in division.maintenance.category // freeDivisions: How many divisions must appear in this category before the overhead cost comes into play. For example, if this is 1, then the second division will cost divisionCost, and the third will bring the overhead up to four times divisionCost. // divisionCost: How much to multiply the overhead by in cash. The first division past the free divisions will cost this much, but the value will increase exponentially. // freeDevelopment: How many developments, totaled across all divisions in the category, are ignored by this category before overhead comes into play. Note: freeDivisions does *not* affect this; if freeDevelopment is 100 and freeDivisions is 1, if you only have a single division with 110 developments, you will be charged for the 10 developments over. // developmentCost: How much to multiply the squared developments by, in cash. The first development past the ignored value will cost this much, but the cost increases exponentially. // corporate: The corporate-wide overhead for divisions, beyond the individual categories. // freeDivisions: How many total divisions, across all categories, are ignored before charging corporate level overhead. // divisionCost: How much to multiply the square of counted divisions in cash. The first counted division will cost this much, but the value increases exponentially. // Equations: // divisionBaseOverhead = (divisions - freeDivisions) ^ 2 * divisionCost // divisionOperationOverhead = (sum(development) - freeDevelopment) ^ 2 * developmentCost // corpOverhead = (divisions - 2) ^ 2 * 10000 App.Corporate.maintenance = { divisionCategoriesList: [ { id: 'acquisition', freeDivisions: 0, divisionCost: 25000, freeDevelopment: 100, developmentCost: 2 }, { id: 'processing', freeDivisions: 0, divisionCost: 25000, freeDevelopment: 200, developmentCost: 1 }, { id: 'working', freeDivisions: 1, divisionCost: 15000, freeDevelopment: 800, developmentCost: 0.1 }, ], corporate: { freeDivisions: 2, divisionCost: 10000 } }; };
MonsterMate/fc
src/Corporation/corporate-constants.js
JavaScript
mit
20,360
App.Corporate.Init_DivisionAcquiring = function(shared) { App.Corporate.Division.Acquiring = class extends App.Corporate.Division.Base { constructor({slaveValue, acquiring, mercenaryHelp, nextDivision}) { super(arguments[0]); this._const.slaveValue = slaveValue; this._const.acquiring = new averageRange(acquiring); this._const.nextDivisions = nextDivision; if (mercenaryHelp != null) { this._const.mercenaryHelp = { level: mercenaryHelp.level, cost: mercenaryHelp.cost }; } } // abstract virtual definitions get fromMarket() { return false; } get toMarket() { return true; } get heldSlaves() { return this.getStored("Slaves"); } set heldSlaves(value) { this.setStored("Slaves", Math.trunc(value)); } get activeSlaves() { return 0; } set activeSlaves(value) { throw "Cannot set active slaves for acquiring divisions"; } get processRate() { return this._const.acquiring.center; } get purchasedSlaveValue() { return null; } get initialSlaveValue() { return this.soldSlaveValue; } get soldSlaveValue() { return this._const.slaveValue; } get nounFinishedSlave() { return "slave"; } get nounSlaveFromMarket() { return "slave"; } messageSlaveCount() { return `It averages <span class="green">${numberWithPluralNonZero(this.developmentCount, "new slave")}</span> each week.`; } messageSlaveOutput() { return shared.MessageSlaveToMarket(this); } message_endWeek_Slaves(divLedger) { let newSlaves = divLedger.slaves.value; if (newSlaves > 0) { return `<span class="green">acquired ${numberWithPlural(newSlaves, "slave")}` + (this.hadMercenaryHelp ? "</span> with the help of your mercenaries." : ".</span>"); } else { return `<span class="red">failed to acquire any slaves` + (this.hadMercenaryHelp ? "</span> even with the help of your mercenaries." : ".</span>"); } } endWeek_Slaves(divLedger) { let slaves = shared.EndWeekProcessing_Slaves(this.developmentCount, this._const.acquiring); this.heldSlaves += slaves.value; return divLedger.slaves.apply(slaves); } // virtual overrides get nextDivisions() { return this._const.nextDivisions; } dissolve() { App.Corporate.sellSlaves(this, this.heldSlaves); super.dissolve(); delete V.corp[`${this._const.corpId}Slaves`]; } getAutoBuyFromMarket() { return false; } setAutoBuyFromMarket(value) { throw "Acquiring divisions cannot acquire from the market"; } get availableRoom() { return 0; } get maintenanceSlaves() { return this.developmentCount; } get maintenanceCost() { // If it makes sense to have mercenaries help with other types of divisions, this code and the mercenaryHelp property will need to be moved into the super class. let baseCost = super.maintenanceCost; if (this.hadMercenaryHelp) { const mercHelpCost = Math.trunc((V.mercenaries - this._const.mercenaryHelp.level) * this._const.mercenaryHelp.cost * 1000); baseCost += mercHelpCost; } return baseCost; } create() { super.create(); this.heldSlaves = 0; shared.FoundingSetupAutoSell(this); } get hadMercenaryHelp() { return this._const.mercenaryHelp != null && V.mercenariesHelpCorp === 1 && V.mercenaries > this._const.mercenaryHelp.level; } }; };
MonsterMate/fc
src/Corporation/corporate-divisionAcquiring.js
JavaScript
mit
3,254
App.Corporate.Init_DivisionBase = function(shared) { App.Corporate.Division.Base = class { constructor({id, name, focusDescription, sizeCost, maintenance, founding, merger}) { this._const = {}; this._const.id = id; this._const.corpId = `Div${capFirstChar(id)}`; this._const.cost = sizeCost; this._const.name = name; this._const.focusDescription = focusDescription; this._const.maintenance = { quadratic: maintenance.quadratic, linear: maintenance.linear, category: maintenance.category }; if (founding != null) { this._const.founding = new shared.FoundingType(this, founding); } if (merger != null && _.isObject(merger) || (Array.isArray(merger) && merger.length > 0)) { if (!Array.isArray(merger)) { merger = [merger]; } this._const.merger = merger; } this.relatedDivisions = new shared.RelatedDivisionType(); } // initialized data get id() { return this._const.id; } get sizeCost() { return this._const.cost; } get name() { return this._const.name; } get focusDescription() { return this._const.focusDescription; } get founding() { return this._const.founding; } get nextDivisions() { return null; } get hasMergers() { return this._const.merger != null; } get mergerChoices() { return this._const.merger; } get maintenanceCategory() { return this._const.maintenance.category; } // stored variables get founded() { return this.getStored('') == 1; } get foundedDate() { return this.getStored('Founded'); } get developmentCount() { return this.getStored("Dev"); } set developmentCount(value) { if (value < 0) { throw "Cannot set development count to less than 0"; } // dissolve is the only function that sets founded to false. if (value === 0 && this.founded) { throw "Cannot set development count to 0; use dissolve instead."; } this.setStored("Dev", value); } // calculated get availableRoom() { return Math.max(0, this.developmentCount - this.activeSlaves); } get maintenanceCost() { return Math.trunc( this._const.maintenance.linear * 1000 * this.developmentCount + this._const.maintenance.quadratic * Math.pow(this.activeSlaves, 2)); } get foundingCostDivision() { return this._const.founding.size * this.sizeCost; } get foundingCost() { return this.foundingCostDivision; } get canFoundCorporation() { return this._const.founding != null; } get foundingCash() { if (!this.canFoundCorporation) { throw `${this.name} is not set up found a corporation`; } return 1000 * this._const.founding.startingPrice; } get value() { const developmentValue = this.developmentCount * this.sizeCost * 800; let slaveProcValue = 0; let slaveHeldValue = 0; if (this.activeSlaves > 0) { slaveProcValue = this.activeSlaves * this.purchasedSlaveValue * 1000; } if (this.heldSlaves > 0) { slaveHeldValue = this.heldSlaves * this.soldSlaveValue * 1000; } return developmentValue + slaveProcValue + slaveHeldValue; } // abstract virtual get fromMarket() { throw "Must be defined"; } get toMarket() { throw "Must be defined"; } /** @returns {number} */ // eslint-disable-line get heldSlaves() { throw "Must be defined"; } set heldSlaves(value) { throw "Must be defined"; } /** @returns {number} */ // eslint-disable-line get activeSlaves() { throw "Must be defined"; } set activeSlaves(value) { throw "Must be defined"; } /** @returns {number} */ // eslint-disable-line get processRate() { throw "Must be defined"; } get initialSlaveValue() { throw "Must be defined"; } /** @returns {number} */ // eslint-disable-line get soldSlaveValue() { throw "Must be defined"; } get slaveAction() { throw "Must be defined"; } get nounFinishedSlave() { throw "Must be defined"; } get nounSlaveFromMarket() { throw "Must be defined"; } messageSlaveCount() { throw "Must be defined"; } messageSlaveOutput() { throw "Must be defined"; } message_endWeek_Slaves(divLedger) { throw "Must be defined"; } endWeek_Slaves(ledger, divLedger) { throw "Must be defined"; } // The value of a slave ignoring enhancements from founded divisions // The actual value of a slave after all improvements get purchasedSlaveValue() { let cheapest = {'value': Number.MAX_VALUE, 'div': null}; let expensive = {'value': 0, 'div': null}; for (let fromDiv of this.relatedDivisions.from) { let initialValue = fromDiv.initialSlaveValue; if (initialValue < cheapest.value) { cheapest.value = initialValue; cheapest.div = fromDiv; } if (fromDiv.founded) { let soldValue = fromDiv.soldSlaveValue; if (soldValue > expensive.value) { expensive.value = soldValue; expensive.div = fromDiv; } } } if (expensive.div != null && expensive.value != cheapest.value) { // The added value of an owned intermediary takes time to work its way through this division to the next let expensiveDiv = expensive.div; let valueDiff = expensive.value - cheapest.value; let weeksSinceFounding = V.week - (expensiveDiv.foundedDate || 0); let weeksToProcess = 10 * expensiveDiv.processRate; let multiplier = Math.min(weeksSinceFounding / weeksToProcess, 1); let finalAddedValue = valueDiff * multiplier; return cheapest.value + finalAddedValue; } else if (cheapest.div != null) { return cheapest.value; } throw "No route to acquisition found."; } get maintenanceSlaves() { return this.activeSlaves * this.processRate; } getDisplayMaintenanceCost() { const cost = this.maintenanceCost; const processedCount = this.maintenanceSlaves; return {cost, perUnit: cost / processedCount}; } getAutoSendToDivision(division) { return (!App.Corporate.ownsIntermediaryDivision(this, division) && this.getStored(`To${division.id}`) == 1); } setAutoSendToDivision(division, value) { this.setStored(`To${division.id}`, value ? 1 : 0); } getAutoSendToMarket() { return this.getStored("ToMarket") == 1; } setAutoSendToMarket(value) { this.setStored("ToMarket", value ? 1 : 0); } getAutoBuyFromMarket() { return this.getStored("FromMarket"); } setAutoBuyFromMarket(value) { this.setStored("FromMarket", value ? 1 : 0); } endweek_Revenue(divLedger) { // Unless otherwise specified, divisions don't produce revenue directly. } endWeek_Transfer(divLedger) { let divisions = []; for (let otherDiv of this.relatedDivisions.to.filter(div=> div.founded && this.getAutoSendToDivision(div))) { const otherLedger = divLedger.weekLedger.getDivision(otherDiv); const room = otherDiv.availableRoom - otherLedger.transfer.in; if (room === 0) { continue; } divisions.push({division: otherDiv, room}); } const fillDivisions = evenFillArray(divisions, this.heldSlaves, pair=>pair.room); for (const filled of fillDivisions) { const division = filled.item.division; const value = filled.value; divLedger.transfer.addDivision(division, value); } } endWeek_Market(divLedger) { if (this.getAutoSendToMarket()) { divLedger.market.sell = this.heldSlaves - divLedger.transfer.total; } if (this.getAutoBuyFromMarket()) { divLedger.market.buy = this.availableRoom - divLedger.transfer.in; } shared.SellUnhousedSlaves(this, divLedger, this.processRate); } create() { if (this.founded) { throw `${this.name} has already been founded.`; } App.Corporate.expandedDivision(); App.Corporate.chargeAsset(this.foundingCostDivision * 1000, "development"); this.setStored('', 1); this.developmentCount = this._const.founding.size; this.setStored('Founded', V.week); } dissolve() { this.setStored('', 0); App.Corporate.sellDevelopment(this); App.Corporate.dissolvedDivision(); this.relatedDivisions.to.forEach(nextDep => delete V.corp[`${this._const.corpId}To${nextDep.id}`]); } // private helpers getStored(key ) { return V.corp[this._const.corpId + key]; } setStored(key, value) { V.corp[this._const.corpId + key] = value; } }; };
MonsterMate/fc
src/Corporation/corporate-divisionBase.js
JavaScript
mit
8,015
App.Corporate.Init_DivisionProcessing = function(shared) { App.Corporate.Division.Processing = class extends App.Corporate.Division.Base { constructor({founding, addedValue, processing, nextDivision, slaveProcessType, slaveProcessDescription}) { super(arguments[0]); this._const.addedValue = addedValue; this._const.processing = new averageRange(processing); this._const.nextDivisions = nextDivision; this._const.slaveProcessType = slaveProcessType; this._const.slaveProcessDescription = slaveProcessDescription; } // abstract virtual definitions get fromMarket() { return true; } get toMarket() { return true; } get heldSlaves() { return this.getStored("Slaves2" ); } set heldSlaves(value) { this.setStored("Slaves2", Math.trunc(value)); } get activeSlaves() { return this.getStored("Slaves" ); } set activeSlaves(value) { this.setStored("Slaves", Math.trunc(value)); } get processRate() { return this._const.processing.center; } get soldSlaveValue() { // TODO: find a way to cache this. return this.purchasedSlaveValue + this._const.addedValue; } get slaveAction() { return this._const.slaveProcessDescription; } get nounFinishedSlave() { return `${this._const.slaveProcessDescription.past} slave`; } get nounSlaveFromMarket() { return this._const.slaveProcessDescription.market; } messageSlaveCount() { return shared.MessageProcessedSlaves(this, `can ${this._const.slaveProcessType.present}`, 'green'); } messageSlaveOutput() { return shared.MessageSlaveToMarket(this); } message_endWeek_Slaves(divLedger) { let newSlaves = divLedger.slaves.value; // The division let retval = this._const.slaveProcessType.past; // exploited if (newSlaves <= 0) { retval += " <span class='red'>none of its slaves.</span>"; } else { retval += ` <span class="green">${numberWithPlural(newSlaves, 'slave')}.</span>`; } retval += " The division "; if (this.activeSlaves) { retval += `is still ${this._const.slaveProcessDescription.present} ${numberWithPlural(this.activeSlaves, "slave")}.`; } else { retval += `doesn't have any slaves to ${this._const.slaveProcessDescription.future}.`; } return retval; } endWeek_Slaves(divLedger) { let slaves = shared.EndWeekProcessing_Slaves(this.activeSlaves, this._const.processing); this.activeSlaves -= slaves.value; this.heldSlaves += slaves.value; return divLedger.slaves.apply(slaves); } get initialSlaveValue() { const values = this.relatedDivisions.from.map(fromDiv => fromDiv.initialSlaveValue); if (values.length === 0) { throw "No route to acquisition found."; } return Math.min(...values) + this._const.addedValue; } // virtual override get nextDivisions() { return this._const.nextDivisions; } get developmentCount() { return super.developmentCount; } set developmentCount(value) { super.developmentCount = value; shared.SellOverflowSlaves(this); } dissolve() { App.Corporate.sellSlaves(this, this.heldSlaves); super.dissolve(); delete V.corp[this._const.corpId + "Slaves"]; delete V.corp[this._const.corpId + "Slaves2"]; } get foundingCostSlaves() { return this._const.founding.size * this.purchasedSlaveValue; } get foundingCost() { return this.foundingCostDivision + this.foundingCostSlaves; } create() { super.create(); App.Corporate.chargeAsset(this.foundingCostSlaves * 1000, "slaves"); this.activeSlaves = this._const.founding.size; this.heldSlaves = 0; shared.FoundingSetupAutoBuy(this); shared.FoundingSetupAutoSell(this); } }; };
MonsterMate/fc
src/Corporation/corporate-divisionProcessing.js
JavaScript
mit
3,597
App.Corporate.Init_DivisionWorking = function(shared) { App.Corporate.Division.Working = class extends App.Corporate.Division.Base { constructor({founding, attrition, revenue, slaveWorkDescription}) { super(arguments[0]); this._const.attrition = new averageRange(attrition); this._const.revenue = new averageRange(revenue); this._const.slaveWorkDescription = slaveWorkDescription; } // abstract virtual definitions get fromMarket() { return true; } get toMarket() { return false; } get heldSlaves() { return 0; } set heldSlaves(value) { throw "Cannot set held slaves of working division"; } get activeSlaves() { return this.getStored("Slaves"); } set activeSlaves(value) { this.setStored("Slaves", Math.trunc(value)); } get processRate() { return this._const.attrition.center; } get initialSlaveValue() { return null; } get soldSlaveValue() { return null; } get slaveAction() { return this._const.slaveWorkDescription; } get nounFinishedSlave() { throw "Cannot get finished slave in working division, since they don't produce finished slaves."; } get nounSlaveFromMarket() { return this._const.slaveWorkDescription.market; } messageSlaveCount() { return shared.MessageProcessedSlaves(this, `has to replace`, 'red'); } messageSlaveOutput() { /* TODO: originally some divisions had a slight description for what the work was; ie, "the escorts generate" */ return `The division generates <span class="yellowgreen">${cashFormat(this.slaveRevenue)}</span> per slave on average.`; } endWeek_Slaves(divLedger) { let slaves = shared.EndWeekProcessing_Slaves(this.activeSlaves, this._const.attrition); this.activeSlaves -= slaves.value; return divLedger.slaves.apply(slaves); } message_endWeek_Slaves(divLedger) { let lostSlaves = divLedger.slaves.value; let retval = '';// The division if (this.activeSlaves <= 0) { retval += `has <span class="red">no slaves</span> to ${this._const.slaveWorkDescription.future}.`; } else { retval += `is ${this._const.slaveWorkDescription.present} <span class="green">${numberWithPlural(this.activeSlaves, 'slave')}.</span> `; } if (lostSlaves > 0) { retval += `During operations <span class="red">${numberWithPlural(lostSlaves, 'slave')}</span> ${this._const.slaveWorkDescription.past}.`; } return retval; } // virtual override get developmentCount() { return super.developmentCount; } set developmentCount(value) { super.developmentCount = value; shared.SellOverflowSlaves(this); } dissolve() { super.dissolve(); delete V.corp[this._const.corpId + "Slaves"]; } getAutoSendToMarket() { return false; } setAutoSendToMarket(value) { throw "Working divisions cannot sell to market"; } endweek_Revenue(divLedger) { let {roll, value} = this._const.revenue.roll(); let revenue = Math.trunc(this.activeSlaves * value); divLedger.revenue.apply({value: revenue, efficiency: roll}); } endWeek_Transfer(divLedger) { // Working divisions don't do transfers } get slaveRevenue() { return this._const.revenue.center; } get maintenanceSlaves() { // maintenance is paid on working slaves, not worked slaves. return this.activeSlaves; } get foundingCostSlaves() { return this._const.founding.size * this.purchasedSlaveValue; } get foundingCost() { return this.foundingCostDivision + this.foundingCostSlaves; } create() { super.create(); App.Corporate.chargeAsset(this.foundingCostSlaves * 1000, "slaves"); this.activeSlaves = this._const.founding.size; shared.FoundingSetupAutoBuy(this); } }; };
MonsterMate/fc
src/Corporation/corporate-divisionWorking.js
JavaScript
mit
3,624
globalThis.averageRange = class { constructor({center, range}) { this._const = { center, range }; } get center() { return this._const.center; } get range() { return this._const.range; } roll() { let roll = Math.clamp(gaussianPair(0, 0.2)[0], -0.5, 0.5); return {roll, value: (roll * this.range) + this.center}; } rollInt() { let retval = this.roll(); retval.value = Math.trunc(retval.value); return retval; } }; globalThis.evenFillArray = function(array, amount, lookupAmount) { let perItem, changed; let retval = []; do { let newArray = []; changed = false; perItem = Math.trunc(amount / array.length); for (let item of array) { let itemValue = lookupAmount(item); if (itemValue >= perItem) { newArray.push(item); continue; } amount -= itemValue; retval.push({item, value: itemValue}); changed = true; } array = newArray; } while (changed); let remainder = amount % array.length; for (let item of array) { let extra = 0; if (remainder > 0) { remainder--; extra = 1; } retval.push({item, value: perItem + extra}); } return retval; }; globalThis.typeHiddenMembers = class { constructor() { this._const = {}; this._var = {}; this._cache = {}; } }; App.Corporate.Init = function() { const Ledger = class { constructor(corp, suffix = "") { this.corp = corp; this.suffix = suffix; } get operations() { return this.getStored('OpCost'); } set operations(value) { this.setStored('OpCost', value); } get localRevenue() { return this.getStored('Rev'); } set localRevenue(value) { this.setStored('Rev', value); } get development() { return this.getStored('AssetsDev'); } set development(value) { this.setStored('AssetsDev', value); } get slaves() { return this.getStored('AssetsSlave'); } set slaves(value) { this.setStored('AssetsSlave', value); } get overhead() { return this.getStored('Overhead'); } set overhead(value) { this.setStored('Overhead', value); } get economicBoost() { return this.getStored('EconBonus'); } set economicBoost(value) { this.setStored('EconBonus', value); } get economy() { return this.getStored('Econ'); } set economy(value) { this.setStored('Econ', value); } get foreignRevenue() { return this.getStored('NeighborBonus'); } set foreignRevenue(value) { this.setStored('NeighborBonus', value); } copy(ledger) { this.operations = ledger.operations; this.localRevenue = ledger.localRevenue; this.foreignRevenue = ledger.foreignRevenue; this.development = ledger.development; this.slaves = ledger.slaves; this.overhead = ledger.overhead; this.economicBoost = ledger.economicBoost; this.economy = ledger.economy; } clear() { this.operations = 0; this.localRevenue = 0; this.foreignRevenue = 0; this.development = 0; this.slaves = 0; this.overhead = 0; this.economicBoost = 0; this.economy = 0; } release() { this.deleteStored('OpCost'); this.deleteStored('Rev'); this.deleteStored('AssetsDev'); this.deleteStored('AssetsSlave'); this.deleteStored('Overhead'); this.deleteStored('EconBonus'); this.deleteStored('Econ'); this.deleteStored('NeighborBonus'); } get profit() { return this.revenue + this.economicBoost - this.development - this.slaves - this.overhead - this.operations; } get revenue() { return this.localRevenue + this.foreignRevenue; } setEconomy(economy) { this.economy = economy; // NOTE: Set economicBoost to 0 so it doesn't affect this.profit! this.economicBoost = 0; // <-- DO NOT delete this.economicBoost = Math.trunc(this.profit * (economy - 100) / 100); } // private access getStored(key) { return this.corp.getStored(key + this.suffix); } setStored(key, value) { return this.corp.setStored(key + this.suffix, value); } deleteStored(key) { this.corp.deleteStored(key + this.suffix); } }; const WeekProcessingEfficiencyLine = class { constructor() { this.value = 0; this.efficiency = 0; } apply(pair) { this.value = pair.value; this.efficiency = pair.efficiency; } }; const WeekProcessingTransfer = class extends typeHiddenMembers { constructor(divLedger) { super(); this._const.divLedger = divLedger; this._var.divisions = []; this._var.in = 0; this._var.out = 0; } addDivision(division, fill) { const otherLedger = this._const.divLedger.weekLedger.getDivision(division); this._var.out += fill; otherLedger.transfer.in += fill; this._var.divisions.push({division, fill}); } get in() { return this._var.in; } set in(value) { if (value == this._var.in) { return; } if (this._const.divLedger.market.canBuy) { this._const.divLedger.market.buy -= value - this._var.in; } this._var.in = value; } get total() { return this._var.out; } get divisions() { return this._var.divisions; } }; const WeekProcessingMarket = class extends typeHiddenMembers { constructor(divLedger) { super(); this._const.divLedger = divLedger; this._var.canBuy = false; this._var.buy = 0; this._var.sell = 0; } get buy() { return this._var.buy; } set buy(value) { // Note: canBuy merely means we've set buy to some value, even 0. // Setting to 0 after setting to another value happens when we tried to buy some number, but couldn't afford it. this._var.canBuy = true; this._var.buy = value; this._cache.buyValue = null; } get sell() { return this._var.sell; } set sell(value) { this._var.sell = value; this._cache.sellValue = null; } get sellValue() { if (this._cache.sellValue == null) { this._cache.sellValue = App.Corporate.slaveMarketSellValue(this.division, this.sell); } return this._cache.sellValue; } get buyValue() { if (this._cache.buyValue == null) { this._cache.buyValue = App.Corporate.slaveMarketPurchaseValue(this.division, this.buy); } return this._cache.buyValue; } get canBuy() { return this._var.canBuy; } get divisionLedger() { return this._const.divLedger; } get division() { return this.divisionLedger.division; } }; const WeekProcessingDivision = class extends typeHiddenMembers { constructor(division, weekLedger) { super(); this._const.division = division; this._const.ledger = weekLedger; this._var.slaves = new WeekProcessingEfficiencyLine(); this._var.revenue = new WeekProcessingEfficiencyLine(); this._var.transfer = new WeekProcessingTransfer(this); this._var.market = new WeekProcessingMarket(this); } get slaves() { return this._var.slaves; } get revenue() { return this._var.revenue; } get transfer() { return this._var.transfer; } get market() { return this._var.market; } get division() { return this._const.division; } get weekLedger() { return this._const.ledger; } }; const WeekProcessingOverheadCategory = class extends typeHiddenMembers { constructor(categoryId) { super(); this._const.category = App.Corporate.maintenance.divisionCategories[categoryId]; if (this._const.category == null) { throw "Invalid category id: " + categoryId; } this._var.divisions = []; } addDivision(division) { this._var.divisions.push(division); } get cost() { const category = this._const.category; const ownedDivisionCount = this._var.divisions.length - category.freeDivisions; const developmentCount = this._var.divisions.reduce((r, div) => r + div.developmentCount, 0) - category.freeDevelopment; const divisionCost = Math.trunc(Math.pow(Math.max(ownedDivisionCount, 0), 2) * category.divisionCost ); const developmentCost = Math.trunc(Math.pow(Math.max(developmentCount, 0), 2) * category.developmentCost); return divisionCost + developmentCost; } }; const WeekProcessingLedger = class extends typeHiddenMembers { constructor() { super(); this._var.divisions = {}; this._var.maintenanceCategories = {}; this._var.operatingCost = 0; this._var.canExpandNow = false; this._var.canSpecializeNow = false; this._var.dividend = 0; this._var.payout = 0; } getDivision(division) { if (!(division.id in this._var.divisions)) { this._var.divisions[division.id] = new WeekProcessingDivision(division, this); } return this._var.divisions[division.id]; } get divisionLedgers() { return this._var.divisions; } registerMaintenanceForDivision(division) { let categoryId = division.maintenanceCategory; if (!(categoryId in this._var.maintenanceCategories)) { this._var.maintenanceCategories[categoryId] = new WeekProcessingOverheadCategory(categoryId); } let category = this._var.maintenanceCategories[categoryId]; category.addDivision(division); } get maintenanceCategories() { return this._var.maintenanceCategories; } get operatingCost() { return this._var.operatingCost; } set operatingCost(value) { if (!Number.isFinite(value)) { throw "Operating cost wasn't finite "; } this._var.operatingCost = Math.trunc(value); } get overhead() { const divCount = App.Corporate.numDivisions; if (divCount <= 1) { return 0; } const divisionOverhead = Object.values(this.maintenanceCategories).reduce((r, categoryLedger) => r + categoryLedger.cost, 0); const corpMaintInfo = App.Corporate.maintenance.corporate; let corpOverhead = Math.pow(Math.max(divCount - corpMaintInfo.freeDivisions, 0), 2) * corpMaintInfo.divisionCost; let retval = (divisionOverhead + corpOverhead) * 1 - (5 - V.baseDifficulty) / 8; return Math.trunc(retval); } get canExpandNow() { return this._var.canExpandNow; } set canExpandNow(value) { this._var.canExpandNow = value; } get hasDividend() { return this._var.dividend > 0; } get dividend() { return this._var.dividend; } set dividend(value) { this._var.dividend = value; } get hasPayout() { return this._var.payout > 0; } get payout() { return this._var.payout; } set payout(value) { this._var.payout = value; } get canSpecializeNow() { return this._var.canSpecializeNow; } set canSpecializeNow(value) { this._var.canSpecializeNow = value; } }; App.Corporate.Division = {}; const shared = { RelatedDivisionType: class { constructor() { this._var = { to: [], from: [], all: [] }; } get to() { return this._var.to; } get from() { return this._var.from; } get all() { return this._var.all; } addTo(value) { this._var.to.push(value); this._var.all.push(value); } addFrom(value) { this._var.from.push(value); this._var.all.push(value); } get anyFounded() { return this.all.some(div=>div.founded); } }, FoundingType: class { constructor(division, {corporateCash, startingSize = 10}) { this._const = { division, cash: corporateCash, size: startingSize }; } get cash() { return this._const.cash; } get size() { return this._const.size; } get startingPrice() { let div = this._const.division; return this._const.cash + div.foundingCost; } }, SellOverflowSlaves: function(division) { const slavesToSell = division.activeSlaves - division.developmentCount; if (slavesToSell > 0) { const slaveProcCost = Math.trunc(App.Corporate.slaveMarketPurchaseValue(division, -slavesToSell)); App.Corporate.chargeAsset(slaveProcCost, "slaves"); division.activeSlaves -= slavesToSell; V.menialDemandFactor -= slavesToSell; } }, SellUnhousedSlaves: function(division, divLedger, rate) { if (divLedger.market.sell != 0) { return; } let housing = Math.trunc(2 * rate * division.developmentCount); let unhoused = division.heldSlaves - housing; if (unhoused <= 0) { return; } divLedger.market.sell = unhoused; }, MessageProcessedSlaves: function(division, verbPhrase, color) { let procCount = Math.trunc(division.developmentCount * division.processRate); let slaveCountedNoun = numberWithPluralNonZero(procCount, "slave"); return `It ${verbPhrase} approximately <span class="${color}">${slaveCountedNoun}</span> each week when operating at capacity (${division.developmentCount})`; }, MessageSlaveToMarket: function(division) { return `The slaves from this division can be sold for <span class='yellowgreen'>${cashFormat(Math.trunc(division.soldSlaveValue * menialSlaveCost()))}</span> each.`; }, EndWeekProcessing_Slaves: function(processingCount, rate) { const perDevPair = rate.roll(); let slaveIncrease = perDevPair.value * processingCount; if (slaveIncrease < 1) { slaveIncrease = (slaveIncrease > Math.random() ? 1 : 0); } return {efficiency: perDevPair.roll, value: Math.trunc(slaveIncrease)}; }, FoundingSetupAutoBuy: function(division) { let foundedFrom = division.relatedDivisions.from.filter(div=>div.founded); if (foundedFrom.length === 0) { division.setAutoBuyFromMarket(true); } else { for (let otherDiv of foundedFrom) { if (otherDiv.getAutoSendToMarket()) { otherDiv.setAutoSendToDivision(division, true); } } } }, FoundingSetupAutoSell: function(division) { let foundedTo = division.relatedDivisions.to.filter(div=>div.founded); if (foundedTo.length === 0) { division.setAutoSendToMarket(true); } else { for (let otherDiv of foundedTo) { if (otherDiv.getAutoBuyFromMarket()) { division.setAutoSendToDivision(otherDiv, true); } } } } }; App.Corporate.Init_DivisionBase(shared); App.Corporate.Init_DivisionAcquiring(shared); App.Corporate.Init_DivisionProcessing(shared); App.Corporate.Init_DivisionWorking(shared); App.Corporate.InitConstants(); let divisions = App.Corporate.divisions = mapIdList(App.Corporate.divisionList); App.Corporate.maintenance.divisionCategories = mapIdList(App.Corporate.maintenance.divisionCategoriesList); for (const divInfo of App.Corporate.divisionList.filter(div=>div.nextDivisions != null)) { const div = divisions[divInfo.id]; for (const nextDepId of divInfo.nextDivisions) { let nextDiv = divisions[nextDepId]; div.relatedDivisions.addTo(nextDiv); nextDiv.relatedDivisions.addFrom(div); } } let asDivision = function(division) { if (_.isObject(division)) { return division; } return App.Corporate.divisions[division]; }; App.Corporate.getStored = function(key ) { return V.corp[key]; }; App.Corporate.setStored = function(key, value) { V.corp[key] = value; }; App.Corporate.deleteStored = function(key ) { delete V.corp[key]; }; // Integer properties starting with corp const propertyToStoryInt = { cash: "Cash", numDivisions: 'Div', foundedDate: 'Founded', dividend: "Dividend", specializations: "Spec", specializationTokens: "SpecToken", specializationTimer: "SpecTimer", }; for (const property in propertyToStoryInt) { const key = propertyToStoryInt[property]; Object.defineProperty(App.Corporate, property, { get: function() { return this.getStored(key); }, set: function(value) { if (!Number.isFinite(value)) { throw "Unreal number " + key; } this.setStored(key, Math.trunc(value)); } }); } // Boolean properties starting with corp (true == 1, false == 0) const propertyToStoryBool = { founded: "Incorporated", hasMarket: "Market", payoutCash: "CashDividend", canExpand: 'ExpandToken', }; for (const property in propertyToStoryBool) { const key = propertyToStoryBool[property]; Object.defineProperty(App.Corporate, property, { get: function() { return this.getStored(key) === 1; }, set: function(value) { this.setStored(key, value ? 1 : 0); } }); } // Abnormal properties Object.defineProperty(App.Corporate, "value", { get: function() { if (!this.founded) { return 0; } let corpAssets = App.Corporate.divisionList .filter(div=>div.founded) .reduce((v, div)=>v + div.value, 0); return corpAssets + this.dividend + this.cash; } }); Object.defineProperty(App.Corporate, "dividendRatio", { get: function() { return V.dividendRatio; }, set: function(value) { V.dividendRatio = value; } }); Object.defineProperty(App.Corporate, "dividendTimer", { get: function() { return V.dividendTimer; }, set: function(value) { V.dividendTimer = value; } }); Object.defineProperty(App.Corporate, "payoutAfterCash", { get: function() { return Math.max(Math.trunc(this.payoutCorpValueMultiplier * this.value), this.payoutMinimumCash); } }); const SharesType = class { get personal() { return V.personalShares; } set personal(value) { V.personalShares = value; } get public() { return V.publicShares; } set public(value) { V.publicShares = value; } get total() { return this.personal + this.public; } }; App.Corporate.shares = new SharesType(); App.Corporate.ledger = { current: new Ledger(App.Corporate), old: new Ledger(App.Corporate, "Old"), swap: function() { this.old.copy(this.current); this.current.clear(); }, clear: function() { this.old.clear(); this.current.clear(); }, release: function() { this.old.release(); this.current.release(); } }; App.Corporate.foundingCostToPlayer = function(division, personalShares, publicShares) { division = asDivision(division); let costToPlayer = Math.trunc((division.foundingCash / (personalShares + publicShares)) * personalShares); return costToPlayer; }; App.Corporate.create = function(division, personalShares, publicShares) { this.shares.personal = personalShares; this.shares.public = publicShares; V.dividendTimer = 13; this.founded = true; this.foundedDate = V.week; this.dividend = 0; this.dividendRatio = 0; this.specializationTimer = 4; this.ledger.clear(); // this will be updated by division.create this.numDivisions = 0; this.expansionTokens = 1; division = asDivision(division); cashX(forceNeg(App.Corporate.foundingCostToPlayer(division, personalShares, publicShares)), 'stocksTraded'); this.cash = division.foundingCash; division.create(this); App.Corporate.ledger.swap(); }; App.Corporate.dissolve = function() { for (let division of this.divisionList.filter(x=>x.founded)) { division.dissolve(); } this.founded = false; this.numDivisions = 0; this.expansionTokens = 0; this.setStored("Expand", 0); this.specializations = 0; this.specializationTokens = 0; this.setStored("SpecRaces", []); this.ledger.release(); // Some of these will need to be refactored into App.Corporate.Specialization const toDeleteGlobal = [ "personalShares", "publicShares", "dividendTimer", ]; toDeleteGlobal.forEach(id => delete V[id]); const toDeleteCorp = [ "Cash", "Dividend", "SpecAccent", "SpecAge", "SpecNationality", "SpecAmputee", "SpecBalls", "SpecDevotion", "SpecDick", "SpecEducation", "SpecGender", "SpecGenitalia", "SpecWeight", "SpecHeight", "SpecHormones", "SpecImplants", "SpecInjection", "SpecIntelligence", "SpecMilk", "SpecMuscle", "SpecPussy", "SpecSexEd", "SpecTrust", "SpecVirgin" ]; toDeleteCorp.forEach(id => delete V.corp[id]); if (this.hasMarket) { App.Arcology.cellUpgrade(V.building, App.Arcology.Cell.Market, "Corporate Market", "Markets"); this.hasMarket = false; } }; App.Corporate.expandedDivision = function() { this.numDivisions += 1; this.canExpand = false; }; App.Corporate.dissolvedDivision = function() { this.numDivisions -= 1; }; App.Corporate.chargeAsset = function(cost, type) { if (!Number.isFinite(cost)) { throw "The cost provided was not a real number"; } cost = Math.trunc(cost); if (!(type in this.ledger.current)) { throw `Ledger doesn't record '${type}' category.`; } if (cost === 0) { return; } this.ledger.current[type] += cost; this.cash -= cost; }; App.Corporate.earnRevenue = function(cost, locality) { if (!Number.isFinite(cost)) { throw "The cost provided was not real"; } cost = Math.trunc(cost); let current = this.ledger.current; let key = `${locality}Revenue`; if (!(key in current)) { throw `Unknown locality '${locality}'`; } current[key] += cost; this.cash += cost; }; App.Corporate.chargeDividend = function(cost, weekLedger) { if (!Number.isFinite(cost)) { throw "The cost provided was not real"; } cost = Math.trunc(cost); if (weekLedger == null) { throw "No weekLedger provided"; } this.dividend += cost; this.cash -= cost; weekLedger.dividend += cost; }; App.Corporate.creditEconomy = function() { this.ledger.current.setEconomy(V.localEcon); this.cash += this.ledger.current.economicBoost; }; /* Need to prevent skipping intermediaries if they exist, ie break->surgery->train, you can skip surgery only if you don't have it.*/ App.Corporate.ownsIntermediaryDivision = function(fromDivision, toDivision) { for (let intermediateDiv of toDivision.relatedDivisions .from .filter(iDep => iDep.id !== fromDivision.id && fromDivision.relatedDivisions.to.includes(iDep))) { if (intermediateDiv.founded) { return true; } } return false; }; App.Corporate.slaveMarketPurchaseValue = function(division, count) { division = asDivision(division); let slaveValue = division.purchasedSlaveValue; let totalValue = slaveValue * count * menialSlaveCost(count); return Math.trunc(totalValue); }; App.Corporate.slaveMarketSellValue = function(division, count) { division = asDivision(division); let slaveValue = division.soldSlaveValue; let totalValue = slaveValue * count * menialSlaveCost(count); return Math.trunc(totalValue); }; App.Corporate.buySlaves = function(division, count) { if (count <= 0) { return 0; } division = asDivision(division); let purchasePrice = this.slaveMarketPurchaseValue(division, count); if (this.cash < purchasePrice) { throw "Attempted purchase without enough money"; } this.chargeAsset(purchasePrice, "slaves"); division.activeSlaves += count; V.menialSupplyFactor -= count; return purchasePrice; }; App.Corporate.sellSlaves = function(division, count) { if (count <= 0) { return 0; } division = asDivision(division); if (division.heldSlaves < count) { throw "Attempted to sell more slaves than held."; } let sellPrice = this.slaveMarketSellValue(division, count); this.earnRevenue(sellPrice, "local"); division.heldSlaves -= count; V.menialDemandFactor -= count; return sellPrice; }; App.Corporate.transferSlaves = function(fromDivision, toDivision, count) { fromDivision = asDivision(fromDivision); toDivision = asDivision(toDivision); // TODO: validate the from and to departments are directly connected. if (fromDivision.heldSlaves < count) { throw `Tried to move ${count} slaves out of ${fromDivision.name}, but it only had ${fromDivision.heldSlaves}`; } fromDivision.heldSlaves -= count; toDivision.activeSlaves += count; }; App.Corporate.buyDevelopment = function(division, count) { division = asDivision(division); let cost = Math.trunc(division.sizeCost * count * 1000); this.chargeAsset(cost, "development"); division.developmentCount += count; }; App.Corporate.sellDevelopment = function(division, count) { division = asDivision(division); const devCount = division.developmentCount; count = count || devCount; if (count > devCount) { throw `Attempted to sell more of a division ${division.id} than exists (${count} of ${devCount})`; } const developmentCost = Math.trunc(count * division.sizeCost * 800); this.chargeAsset(-developmentCost, "development"); division.developmentCount -= count; }; App.Corporate.setAutoSendToDivision = function(fromDivision, toDivision, value) { fromDivision = asDivision(fromDivision); toDivision = asDivision(toDivision); fromDivision.setAutoSendToDivision(toDivision, value); }; App.Corporate.setAutoSendToMarket = function(division, value) { division = asDivision(division); division.setAutoSendToMarket(value); }; App.Corporate.setAutoBuyFromMarket = function(division, value) { division = asDivision(division); division.setAutoBuyFromMarket(value); }; App.Corporate.calculateDividend = function(weekLedger) { let profit = this.ledger.current.profit; if (this.dividendRatio > 0 && profit > 0) { this.chargeDividend(profit * this.dividendRatio, weekLedger); } // Payout leftover cash should be the last thing the corporation does // in a week so that its cash will be at the payout amount. if (this.payoutCash) { let payoutAfter = this.payoutAfterCash; if (this.cash > payoutAfter) { this.chargeDividend(this.cash - payoutAfter, weekLedger); } } if (this.dividendTimer <= 1) { weekLedger.payout = Math.trunc(this.dividend * this.shares.personal / this.shares.total); cashX(weekLedger.payout, "stocks"); this.dividendTimer = 14;// 13 for each quarter, but +1 because we're subtracting one below. this.dividend = 0; } this.dividendTimer--; }; App.Corporate.endWeek = function() { let ledger = new WeekProcessingLedger(); // Prepare requests for (let div of this.divisionList.filter(div=>div.founded)) { let divLedger = ledger.getDivision(div); ledger.operatingCost += div.maintenanceCost; ledger.registerMaintenanceForDivision(div); div.endweek_Revenue(divLedger); div.endWeek_Slaves(divLedger); } for (let divLedger of Object.values(ledger.divisionLedgers)) { let div = divLedger.division; div.endWeek_Transfer(divLedger); div.endWeek_Market(divLedger); } this.chargeAsset(ledger.operatingCost, "operations"); this.chargeAsset(ledger.overhead, "overhead"); // Execute sales requests, transfers, and earned revenue for (let divLedger of Object.values(ledger.divisionLedgers)) { let div = divLedger.division; this.earnRevenue(divLedger.revenue.value, "local"); if (div.activeSlaves > 0) { shared.SellOverflowSlaves(div); } for (let otherDivPair of divLedger.transfer.divisions) { let otherDiv = otherDivPair.division; let count = otherDivPair.fill; if (count == 0) { continue; } this.transferSlaves(div, otherDiv, count); } if (divLedger.market.sell > 0) { divLedger.market.finalSale = this.sellSlaves(div, divLedger.market.sell); } } // Execute purchase requests // todo: Make a switch to allow the user to control purchasing behavior. // todo: Expensive first // todo: Cheapest first // Even purchase requests: let purchaseValues = evenFillArray(Object.values(ledger.divisionLedgers) .filter(divLedger=>divLedger.market.buy > 0) , this.cash , divLedger=>divLedger.market.buyValue); for (let divLedgerPair of purchaseValues) { let divLedger = divLedgerPair.item; let purchaseCost = divLedgerPair.value; let div = divLedger.division; if (divLedger.market.buyValue > purchaseCost) { // Estimate how many slaves we can afford within the purchase cost let perSlaveEstimate = Math.trunc(divLedger.market.buyValue / divLedger.market.buy); let numSlavesEstimate = Math.trunc(purchaseCost / perSlaveEstimate); if (numSlavesEstimate < 1) { divLedger.market.originalBuy = divLedger.market.buy; divLedger.market.buyShortMoney = divLedger.market.buyValue; divLedger.market.buyShortSlaves = divLedger.market.buy; divLedger.market.buy = 0; } else { divLedger.market.originalBuy = divLedger.market.buy; divLedger.market.buyShortMoney = divLedger.market.buyValue - purchaseCost; divLedger.market.buyShortSlaves = divLedger.market.buy - numSlavesEstimate; divLedger.market.buy = numSlavesEstimate; } } divLedger.market.finalPurchase = this.buySlaves(div, divLedger.market.buy); } this.creditEconomy(); if (this.numDivisions < this.divisionList.length && !this.canExpand) { let expansionValue = Math.trunc(Math.pow(this.numDivisions, 1.5) + (5 * this.numDivisions + 2) / 4); if (this.value > expansionValue * 1000000) { ledger.canExpandNow = true; this.canExpand = true; } } let specializationExpansion = 1.6 * Math.pow(1.25, this.specializations) - 1.2; if (this.value > specializationExpansion * 1000000) { this.specializationTokens++; this.specializations++; ledger.canSpecializeNow = true; } if (this.specializationTimer > 0) { this.specializationTimer--; } this.calculateDividend(ledger); return ledger; }; App.Corporate.cheatCash = function(userCash) { userCash = Math.trunc(Number(userCash)); if (Number.isFinite(userCash)) { this.cash = userCash; V.cheater = 1; } }; App.Corporate.Backcompat = function() { // current foreignRevenue used to be used for old foreignRevenue let c = this.ledger.current; App.Corporate.ledger.old.foreignRevenue = c.foreignRevenue; if (c.operations === undefined) { c.operations = 0; c.overhead = 0; c.economicBoost = 0; } }; }; // Corporation Share Price // A positive q means adding shares to the market, negative means removing them globalThis.corpSharePrice = function(q = 0, personalShares = null, publicShares = null) { if (V.corp.Incorporated === 0) { return 0; } personalShares = personalShares || V.personalShares; publicShares = publicShares || V.publicShares; return Math.trunc(1000 * (App.Corporate.value / (personalShares + publicShares + q))); }; // Corporation race blacklisting/whitelisting // race is the lowercase string representing the race, 'blacklist' is either 1 or 0. 1 means we are blacklisting and 0 means we are whitelisting said race globalThis.corpBlacklistRace = function(race, blacklist) { let raceArray = V.corp.SpecRaces; if (raceArray.length > 0 && blacklist === 1) { raceArray.delete(race); } else if (blacklist === 1) { raceArray = setup.filterRacesLowercase.filter(x => x !== race); } else { raceArray.push(race); } return raceArray; };
MonsterMate/fc
src/Corporation/corporate.js
JavaScript
mit
29,742
/** Create the DOM ledger table * @param {object} ledger - One of the members of App.Corporate.ledger, such as .current or .old * @param {number} week - Week number (usually V.week, for the current ledger, or V.week-1, for the old one) * @returns {HTMLTableElement} */ App.Corporate.writeLedger = function(ledger, week) { /** Add a row to the ledger * @param {HTMLElement} table * @param {"th" | "td"} cellType * @param {string} caption * @param {number} [value] * @param {string|Node} [note] */ function createRow(table, cellType, caption, value, note) { const row = App.UI.DOM.appendNewElement("tr", table); /** @type {HTMLTableCellElement} */ const leftCell = App.UI.DOM.appendNewElement(cellType, row, caption); if (jsDef(value)) { const rightCell = App.UI.DOM.appendNewElement(cellType, row, App.UI.DOM.makeElement("div", formatCash(value))); if (note) { App.UI.DOM.appendNewElement("div", rightCell, note, "minor-note"); } } else { leftCell.colSpan = 2; } } /** Format cash with color, DOM style (probably should be a shared function) * @param {number} cash * @returns {HTMLSpanElement} */ function formatCash(cash) { let span = App.UI.DOM.makeElement('span', cashFormat(cash)); if (cash === 0) { span.classList.add("gray"); } else { span.classList.add("cash"); if (cash < 0) { span.classList.add("dec"); } else if (cash > 0) { span.classList.add("inc"); } } return span; } /** Build the cheat textbox for liquidity * @param {number} cash - initial value * @returns {HTMLInputElement} */ function makeCheatTextbox(cash) { return App.UI.DOM.makeTextBox(cash, (v) => { App.Corporate.cheatCash(v); updateLedgerTable(); }, true); } function buildLedgerTable() { const table = document.createElement('table'); table.className = "corporate"; table.id = "corporate-ledger"; const thead = App.UI.DOM.appendNewElement('thead', table); createRow(thead, "th", `Ledger for ${asDateString(week)} - ${asDateString(week + 1)}`); const tbody = App.UI.DOM.appendNewElement('tbody', table); createRow(tbody, "td", "Revenue", ledger.revenue); if (V.cheatMode && ledger.foreignRevenue > 0) { createRow(tbody, "td", "Including Neighbor Bonus", ledger.foreignRevenue); } createRow(tbody, "td", "Operating Expenses", forceNeg(ledger.operations)); createRow(tbody, "td", "Slave Expenses", forceNeg(ledger.slaves)); createRow(tbody, "td", "Asset Expenses", forceNeg(ledger.development)); if (V.cheatMode) { createRow(tbody, "td", `Economic ${ledger.economicBoost < 0 ? "Expenses" : "Windfall"}`, ledger.economicBoost); } createRow(tbody, "td", "Overhead", forceNeg(ledger.overhead)); let econNote = ''; if (ledger.economy > 100) { econNote = "* Profits benefited from a strong economy."; } else if (ledger.economy > 60) { econNote = "* Profits were lowered by the weak economy."; } else { econNote = "* Profits were severely depressed by the failing economy."; } createRow(tbody, "td", "Profit", ledger.profit, econNote); createRow(tbody, "th", "Totals"); createRow(tbody, "td", "Liquidity", App.Corporate.cash, V.cheatMode ? makeCheatTextbox(App.Corporate.cash) : undefined); createRow(tbody, "td", "Corporate Value", App.Corporate.value); createRow(tbody, "td", "Dividend for Payout", App.Corporate.dividend, `Pays out on ${asDateString(V.week + App.Corporate.dividendTimer, -1)}, ${App.Corporate.dividendTimer === 1 ? `the end of this week` : `in ${App.Corporate.dividendTimer} weeks`} `); return table; } function updateLedgerTable() { $('#corporate-ledger').replaceWith(buildLedgerTable()); } return buildLedgerTable(); };
MonsterMate/fc
src/Corporation/corporateLedger.js
JavaScript
mit
3,704